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Digital Culture: The Changing Dynamics<br />

which, among other things, earns money through the hiring of virtual space to their<br />

“inhabitants”. 15 The visitors to Second Life generate a large income: between 1.5 <strong>and</strong><br />

2 million US dollars turnover per day, <strong>and</strong> the number of participants who earn more<br />

than 5 000 US dollars per month is growing exponentially, which is why thous<strong>and</strong>s of<br />

people leave their “real life” businesses <strong>and</strong> turn to money making in this virtual life.<br />

The most popular example of an Internet social network that forms part of the<br />

public sphere (alongside the mostly music-oriented Myspace) is Facebook. It was<br />

created in 2003 by Mark Zuckerberg, then a student at Harvard University (USA),<br />

who established a digital network of Harvard students. The network exp<strong>and</strong>ed to<br />

other American universities <strong>and</strong> in 2006 Facebook opened up for other users <strong>and</strong> soon<br />

became a global Internet trend. The formula for this digital network is simple: every<br />

user creates his/her own website, his/her “profile”, in which information about the<br />

user is uploaded. There is also a virtual file for the creation of a list of “friends” who<br />

also have a Facebook account. With the spread of Facebook friends <strong>and</strong> the collection<br />

of data, every user forms a personal Internet social network which enables the<br />

maintenance of contacts <strong>and</strong> updated information related to the “friends”.<br />

The access <strong>and</strong> the simple model of data transmission, as well as the exchange of<br />

user profiles through digital technology, enabled an exponential growth of Facebook<br />

members. This socializing Internet service for contacts soon became a sociological<br />

phenomenon. One particularly interesting fact about this social computer network is<br />

that, even though Facebook opens up possibilities to establish new contacts which<br />

enriches the social capital of users, this network facilitates the re-connection of<br />

people who are or used to be in real life contact. Thus, it is more based on “old”<br />

acquaintances from the “real” world, rather than new, virtually established social<br />

contacts. Regardless which mode is at stake, this is an example of a new type of<br />

interactive networked media user, who actively participates <strong>and</strong> co-creates media<br />

content around these Internet social networks.<br />

In addition, following its popularization, Facebook has also become a marketing<br />

phenomenon, a new channel which has brought new possibilities to advertisers <strong>and</strong><br />

the distribution of their content. The fact that Facebook gives open access to the<br />

profiles of individual users, makes it an easily accessible target for market players<br />

who gain free information which enables the categorization of market segments <strong>and</strong><br />

the targeting of their strategic business activities.<br />

15 For a more detailed account, see “Wonders of the Metaverse”, Economist.com, 20 April<br />

2006.<br />

http://www.economist.com/surveys/PrinterFriendly.cfm?story_id=6794220<br />

(accessed: 2 September 2007)<br />

54

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