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Platforms and Cultural Production - Poell, Nieborg & Duffy
Platforms and Cultural Production - Poell, Nieborg & Duffy
Cover
Title Page
Copyright
Preface
1 Introduction
Platforms and Platformization
Cultural Producers and Other Complementors
Argument and Plan of the Book
Notes
Part I: Institutional Changes
2 Markets
Introduction
Old and New Regimes of Economic Power
Platform Economics
Platform Evolution and Ecosystems
Becoming a Complementor
Conclusion
Notes
3 Infrastructure
Introduction
Platforms and Infrastructuralization
Platforms as Components-based Data Infrastructures
Infrastructural Integration by Complementors
Conclusion
Notes
4 Governance
polity
Boundary resources
Next to gathering data on end-users by facilitating transactions and
decentralizing data production, the platform companies discussed in
this book also provide cultural producers with important “innovation
functions” (Gawer, 2020). As business scholar Michael Jacobides and his
colleagues explain of such functions, “technological modularity allows
interdependent components of a system to be produced by different
producers, with limited coordination required” (2018: 2260). There are
countless examples from the domain of cultural production. Neither
TikTok nor Instagram produces their own content, nor do Apple or
Google pay app developers to build speci ic apps. Rather, these
companies facilitate “product-agnostic” innovations; they can be games,
transportation apps, or banking apps (Constantinides et al., 2018).8
Seen in this light, the platform-dependent production of
“complementary innovations” is not a top-down, pre-planned affair, but
a loosely coordinated effort by a theoretically unlimited number of
complementors (Constantinides et al., 2018). A case in point would,
again, be the many millions of different TikTok or YouTube clips
uploaded to ByteDance’s and YouTube’s servers – none of which is
directly commissioned by platform companies.
Here, it bears repeating that loose coordination does not necessarily
imply a loss of control. To access a platform, complementors need
access to resources that not only include APIs and SDKs but also
regulatory frameworks (e.g., terms of service, manuals, training videos,
support networks, etc.) and support documentation to comprehend
these resources (Gerlitz, Helmond, Nieborg, et al., 2019). Such boundary
resources can be understood as a platform’s infrastructural gateways
Creation
The history of the game industry provides important insight into the
evolving nature of complementors’ use of boundary resources. In the
early 1980s, many gamemakers were not-for-pro it developers – that is,
amateurs who tinkered in their spare time. As an example of the
participants in Benkler’s (2006) “networked information economy,”
these bedroom coders wrote nonproprietary software on their home
computers and freely shared their creations with friends and other
hobbyists. In the mid-1980s, publishers such as Electronic Arts and
Activision started to sell game program “construction sets,” which
standardized and simpli ied programming tasks, thereby contributing
to the institutionalization of what rapidly became an industry
(Kirkpatrick, 2017). These construction kits not only simpli ied game
development, but also began “the process of bracketing those
endeavours, constraining them to operate within preconceived notions
of what the user should be permitted to do” (Kirkpatrick, 2017: 24).
Around the same time, the irst generation of dedicated game consoles
– the Atari VCS in 1977 and Nintendo’s NES in 1983 – launched, further
bracketing off game development. As bedrooms were swapped for
Distribution
Writing in the early, halcyon days of the public internet, Bill Gates
published an essay on the Microsoft website declaring: “Content is
king” (see Evans, 2017). If so, then, as Cunningham and Craig (2019:
48) and others have quipped, distribution must be King Kong. Indeed, it
is at the moment of distribution that platform power becomes explicit.
By opening their infrastructural boundaries, platforms have married
content aggregation with distribution.10 But precisely what happens
Governing content
To control who could distribute which apps, Apple established a strict
certi ication and review process. Then, in an effort to steer end-users to
what it considered high-quality apps, the company began to
algorithmically curate how apps were visible in the app store by
introducing top lists and sections central to the cultural industries, such
as Games, Magazines & Newspapers, Lifestyle, Entertainment, Kids, and
Music. By opening its platform to outsiders and combining a variety of
governing strategies, Apple became one of the central gatekeepers in
the cultural industries, boasting in mid-2020 that: “Apple’s App Store
ecosystem facilitated over half a trillion dollars in commerce in 2019”
(Apple, 2020).
Copyright
An important exception to the immunity of internet intermediaries
concerns the exchange of copyrighted materials. From the earliest days
of the commercial internet, copyright holders – from Playboy to the
Church of Scientology – sued end-users for sharing copyrighted images,
Adaptation
In the context of platform-dependent cultural production, adaptation
involves the organization of creation, distribution, marketing, and/or
monetization practices in accordance with a platform’s governance
frameworks. This strategy takes various forms across the cultural
industries; its variability is in part an upshot of cultural producers’
relative degree of platform-dependence – or independence.
Given the history of the game industry described earlier, it is not
surprising that there are numerous levels on which game studios adapt
to platforms. Earlier in this chapter, we discussed how app developers
optimize their player acquisition (i.e., marketing) strategies in the hope
of securing a higher spot in one of the app stores’ top lists. Armed with
third-party data and advertising intermediaries, game studios have the
Negotiations
Although most cultural producers feel compelled to adapt to platform
governance, there are noteworthy examples of their attempts to
Social (in)visibility
Whereas socially visible jobs are those regarded as meaningful or
signi icant by powerful factions of society, socially invisible jobs
typically lack such stature and recognition. There are, undoubtedly,
noteworthy overlaps between the level of social visibility ascribed to a
position and its compensation (and what we might consider “economic
visibility”): higher prestige positions tend to command higher salaries
regardless of the actual characteristics of the work. “Women’s work” –
including the reproductive, care, and domestic labor disproportionately
shouldered by women – is an especially acute example of a form of
work that has been profoundly undervalued, both socially and
economically (Federici, 2012; Jarrett, 2014). And, unfortunately, the
specter of such identity politics persists: some of the least socially
visible jobs are those held by historically marginalized populations,
including women, racial/ethnic minorities, and immigrant populations.
As media production scholar Vicki Mayer (2014: 57) has argued: “Sex
segregation of media jobs and the feminization of media work conspire
to render women in media industries less visible relative to a handful of
men whose names we are more likely to know as the movers, shakers,
and newsmakers.”
As Mayer’s reference to the “movers, shakers, and newsmakers” of
media attests, socially visible professions tend to attract large numbers
of audiences and aspirants alike. In the context of the contemporary
Political (In)visibility
For a category of workers to be politically visible, its members must be
afforded legal and/or regulatory protection. Politically invisible work,
by contrast, lacks formal mechanisms of support, leaving workers
without access to legal security or recourse (Crain et al., 2016; Gray &
Suri, 2019). A key example from the traditional realm of media
production involves the (mis)classi ication of unpaid interns as
independent contractors. This means that, in most parts of the world,
interns fail to meet the of icial designation of employees; as such, they
lack the legal rights and protections afforded by traditional employer–
employee relations (Perlin, 2012; Rodino-Colocino & Berberick, 2015).
Freelance workers seeking protection from employment
discrimination, similarly, are not covered by equal employment laws
(Nickolaisen, 2020). And since very few countries have unions that
represent freelancers, these itinerant workers often lack collective
bargaining power – another symbol of their political invisibility (Cohen,
2015).
Platform companies, meanwhile, have routinely sought to downplay
their own status as employers of cultural workers. For instance, the
social media personalities active on video-sharing networks like
YouTube and DouYu are not considered “employees” of the platforms;
consequently, they are not protected under employment law: “If the
creators [were reclassi ied as] employees,” MIT Technology Review’s
Angela Chen explained, “YouTube would be responsible for bene its like
vacation, minimum wage, severance, and more” (2019: para. 8). This
situation becomes all the more complex when accounting for
local/national variance in regulatory frameworks. In the US, “kid-
Creativity counts
In both of the aforementioned cultural industries – social media and
games – metrics function as important, albeit imperfect, proxies for
creativity. Indeed, whereas social media creators vie to produce content
that will ratchet up quanti ied likes, favorites, and shares, the game
industry relies on data about sales igures and/or app downloads. But
these are by no means the only sites of cultural production being
recon igured by quanti ication imperatives. News producers, in
particular, have an especially fraught relationship with metrics.2 With
digital data offering quanti iable proxies for evaluating workers’ output,
many news organizations are struggling to balance journalistic ideals
with the directive to become what Caitlin Petre (2015) described as
“traf ic factories” (see also Belair-Gagnon & Holton, 2018; Fink &
Anderson, 2015). Perhaps not surprisingly, journalists initially tended
to treat such metric mania – one that both encourages and rewards
data-driven quanti ication and targeted advertising – with considerable
cynicism. Such skepticism points to a broader, longstanding tension in
the cultural industries – namely, that between creativity and commerce.
When exploring tensions such as this, we should be mindful of how
these frictions can shift – and even dissipate – over time. A case in point
is the changing perception of the strain between platform metrics and
journalistic creativity. As discussed in Chapter 4, early studies in the US
and the UK indeed underscored journalists’ initial reluctance to
integrate platform metrics into their daily work routines (MacGregor,
2007; Usher, 2013). More recent research, however, shows, a distinct
shift, with many journalists perceiving analytics in a more favorable
light, and not necessarily at odds with editorial autonomy and
creativity (Cherubini & Nielsen, 2016; Hanusch, 2017). Of course, it is
important to acknowledge that substantial variation exists in how
creative tensions are experienced in particular cultural industry
sectors. For example, in public service media, which play a key role in
television and news production in most European countries, creative
autonomy and integrity are institutionally protected. This has
Information crisis
In 2020, the cultural sector was impacted not only by a
pandemicinduced economic crisis, but also by an informational one. As
early as February of that year, Tedros Adhanom Ghebreyesus, Director-
General of the World Health Organization (WHO), cautioned: “We’re not
just ighting an epidemic; we’re ighting an infodemic. Fake news
spreads faster and more easily than this virus, and is just as
dangerous”; grimly, he prognosticated: “We are headed down a dark
path that leads nowhere but division and disharmony” (see Naughton,
2020).
Put on high alert by election interference and the ongoing “fake news”
crises of the years leading up to the pandemic, platform companies
quickly responded to Ghebreyesus’s warning. Facebook, Twitter, and
Google began to add labels to contested COVID-19 information and
included links to authoritative news sources and public health
organizations (Newton, 2020b). Despite their best efforts,
disinformation – like the virus itself – spread at an astonishing clip.
Openness
Let us start with the “generative force” of platforms. Early discourses on
platforms were all about their perceived openness. In recent years, this
aspect has been overshadowed in both public rhetoric and academic
research by the attention paid to their constraints. The ballooning
market capitalization of the leading platform companies and their
failure to adequately govern their users has recast attention toward
their controlling side. Yet to understand how platforms have become
such central actors in various segments of the cultural industries, it is
important to recognize their ability to attract and retain many millions
of cultural producers.
For one, as discussed in Chapter 2, platforms constitute relatively open
markets. Platform companies, or, to be more precise, their subsidiaries,
enable cultural producers to distribute and market content and
services to end-users. The end-user population comprises a platform
market’s “demand-side,” which, in the case of major platform
companies, tends to be global in scope and vast in scale. This shift –
which amounts to the lowering of the economic and infrastructural
barriers for cultural producers to supply global audiences with cultural
goods – is historically unprecedented. Cultural producers of all stripes –
Control
Platform companies simultaneously use a wide range of governing
instruments to control how, and what kind of, content and services are
shared through their platforms. To stimulate audience and revenue
growth, as well as to protect their brands against legal liability, platform
companies are acutely aware that much of their appeal derives from
their ability to decrease any kind of market friction. End-users do not
want to wade through endless reams of mediocre content, whereas
cultural producers expect transactions to be safe and standardized.
This requires platform companies to clearly de ine who can access their
markets and infrastructures and under what conditions. When cultural
producers align their business models and integrate their
infrastructures with platforms, platform governance frameworks –
discussed in Chapter 4 – codify what can and cannot be created through
their boundary resources. Likewise, platforms decide the visibility and
Future directions
While our accounts of social media, games, and news indicate how
institutional relations in platform ecosystems take shape, much
remains unknown. For instance, despite the short-term boon to cultural
producers who enter into new platform markets, we know far less
about the long-term implications of infrastructural integration. How do
they weigh the bene its of joining a platform against the costs of
Inequalities
Much of the enthusiasm that characterized the early writings on
platforms and cultural production has been tempered by accounts of
the attendant perils – many of which seem all too visible in hindsight.
The democratization narrative, in particular, has been corrected by
calling attention to the stark inequalities that structure platform
environments. In many cases, platform-dependent cultural production
re lects existing societal biases and inequities (Bishop, 2019). In
Chapter 5, we offered a framework of in/visibility to call attention to
systematic hierarchies in contexts of cultural work and labor. Across
platforms, “behind-the-screen” labor is rife: from social media
marketers and optimization specialists, to creator talent scouts, to
programmers and software developers. In some cases, these workers
enjoy a relatively high professional status despite their concealment to
various social factions.
Platform-dependent cultural workers – even those who are highly
visible from a socioeconomic perspective – tend to be politically
invisible; they lack legal and/or regulatory support. The absence of
such protections renders workers further atomized, hence precarious.
To be sure, the individual ethos of platformized cultural production has
not wholly thwarted efforts at worker solidarity-building. To the
contrary – from gamer collectives (de Peuter & Young, 2019), to
in luencer unions (Niebler, 2020), to slick tactics to mitigate the
precarity of algorithmic systems (O’Meara, 2019) – acts of challenging
platform power abound. In late 2020, there was buzz about a potential
union for content moderators (Morar & Martins dos Santos, 2020) –
those who ensure that platforms are a ‘clean and safe’ environment for
cultural consumption (Gillespie, 2018). Although these individuals play
a critical role in cultural distribution, their relative lack of status and
job stability – not to mention patterned exposure to “the worst of the
web” (Dwoskin et al., 2019) – renders them socially invisible. As
Roberts (2019) productively reminds us of platform-dependent work,
such invisibility is largely “by design.”
Industry segments
As we have argued throughout the book, industry segments vary
considerably in terms of history, practices, business model alignment
and infrastructural integration. Whereas some cultural industry
segments – games and social media, for instance – have been integrated
with platforms from the outset, those that span longer timeframes –
such as news and music – tend to have more institutional muscle
memory that facilitates their ability to operate independently. Such
autonomy can be a result of the strategic choices of individual cultural
producers, but it also owes much to the “nature” of speci ic cultural
formats – for instance, games as software are necessarily tied to
platforms.
Exploring these relations, we have noted a key distinction between
platform-dependent and platform-independent modes of cultural
production. In the context of the industry segments examined in depth
throughout the book – social media, games, and news – we identi ied
both platform-dependent and platform-independent institutional
relations and cultural practices. The creator economy is, perhaps not
surprisingly, a sector where cultural producers are heavily dependent
on social media platforms. But while individual creators have tended to
devote their energies to a particular platform – live-streamers on
Twitch, fashion and style in luencers on Instagram, and entertainers on
TikTok and YouTube – the precarity of the platform ecology is
challenging this single-platform model (Cunningham & Craig, 2019).
Increasingly, social media creators burnish cross-platform brands
Regional variation
Future directions
While our inquiry shows that observations on speci ic instances of
platformization cannot be generalized, it does demonstrate that the
analysis of the many variations in processes of platformization can be
systematized. Building on our approach, one can ask the following sets
of questions to situate research inquiries and interpret indings related
to the platformization of cultural production.
The irst step is to consider the particular industry segment under
examination. Has this segment historically been platform-dependent or
platform-independent? In the case of the former, one can ask whether
dependence follows from the “nature” of the content – as in the case of
games – or primarily from a reliance on platforms in terms of
distribution, marketing, and monetization, as in the case of social
media. When examining historically independent industry segments, it
is productive to consider how platform-dependence has evolved over
time. Are there particular developments that have prompted cultural
producers to integrate with platforms? For example, declining revenues
in the news and music industries galvanized cultural producers in these
segments to turn to platforms for content distribution and
monetization. By gaining insight into how speci ic industry segments
relate to platforms and how this changes over time, we can develop a
more precise understanding of the strategic options available to
cultural producers today.