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3pm Journal of Digital research & publishing - artichoke web design

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<strong>3pm</strong> <strong>Journal</strong> <strong>of</strong> <strong>Digital</strong> <strong>research</strong> & <strong>publishing</strong><br />

<strong>of</strong> Victoria (and immediate surrounds) and not surprisingly, considered and promoted<br />

within the media as Victorian Football.<br />

Traditionally, Australians are active consumers and participants <strong>of</strong> organized sports such<br />

as rugby union (Bloomfield 2003), a football code that has enjoyed a unique relationship<br />

with print and electronic media in Australia (Rowe 2007). According to a recent Nielsen<br />

study, Australians are also the most engaged users <strong>of</strong> social media in the world 1 . The purpose<br />

<strong>of</strong> this paper is to understand how this unique relationship has evolved to include digital<br />

(or ‘new’) media and its impact on communications within the elite rugby community.<br />

Accordingly, this paper will look at consumption 2 <strong>of</strong> social media by members <strong>of</strong> key rugby<br />

community sub-groups: pr<strong>of</strong>essional rugby union players, administrators, rugby media<br />

and rugby fans and analyze the impact <strong>of</strong> these communications on agency.<br />

As a study <strong>of</strong> current online behavior within the rugby community it will also comprise<br />

a theoretical and textual analysis <strong>of</strong> selected online social media corporate, player and<br />

fan texts 3 , posing the question: how is social media being used (and possibly abused)<br />

by members <strong>of</strong> the elite rugby community in maintaining and creating agency 4 ? Agency<br />

underlies this investigation with the purpose <strong>of</strong> the article to show how and where agency<br />

is possible within existing structures within rugby communities – both on and <strong>of</strong>f-line.<br />

Sport + Media = Entertainment<br />

The history <strong>of</strong> media entertainment has increasingly come to incorporate the history <strong>of</strong><br />

sport (Briggs and Burke 2005). When the Commodore 64 computer became a mass-market<br />

consumer good in the late 1970s, technologists said it was destined to change the way we<br />

communicated. It didn’t; primarily because the home computer was a standalone machine<br />

with no network facility 5 yet available. However, its mere presence premised a change in<br />

1 Nielsenwire (January 2010) found Australians spend the highest average time<br />

(7+ hours per week) directly engaged with social networking sites. http://blog.nielsen.com/<br />

nielsenwire/global/led-by-facebook-twitter-global-time-spent-on-social-media-sites-up-82-yearover-year/<br />

[accessed: 16 October 2010]<br />

2 The author will situate analysis within the context <strong>of</strong> Consumer Culture Theory’s<br />

understanding <strong>of</strong> cultural meanings via socio-historic influences in shaping social dynamics<br />

and identity within everyday contexts as prescribed by Arnould and Thompson (2005).<br />

3 For an in-depth discussion <strong>of</strong> the cultural significance <strong>of</strong> fan texts see Henry Jenkins<br />

(1992), Textual Poachers and his five key features <strong>of</strong> ‘fandom’.<br />

4 Agency is defined, for the purposes <strong>of</strong> this article, as the capacity <strong>of</strong> the individual to<br />

act independently.<br />

5 Barry Wellman (2001), Computer Networks as Social Networks for a discussion on<br />

the ability <strong>of</strong> the internet (as a computer network) in increasing a person’s social capital.<br />

48

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