Our organized panel ‘The Art World 2.0: Investigating the Democratizing Impact of the Internet on High Culture’ has been accepted for the AoIR conference this October 2014 in Korea. We have some exciting speakers on this panel including Ioana Literat from the Annenberg School for Communication and Journalism, USC and Katherine Jentleson from the Visual Arts Department, Duke University.
Basically, the panel will revolve around the premise that museums, auction houses and galleries have long served as critical intermediaries in the making of high culture. They are seminal gatekeepers of the art world and market, and have long privileged high barriers of entry in the shaping of art consumption for the public. They have been accused of being elusive and non-transparent in the management of art products and information, making the art world deeply elitist. With the advent of Web 2.0, there is promise of a revolutionary change in the art domain, allowing for unprecedented democratic participation in the constructing of the art object, experience and knowledge by the public. While much research has been done on how digital participatory networks shape popular culture, few studies address their impact on high culture, leaving an important gap in this area of scholarship.
Hence, this panel takes on the themes of:
a) amateurs versus experts in the making of art knowledge construction online and concerns on art quality
b) the reconstituting of relations between public art institutions and their audiences through social media platforms
c) new means of art production and circulation via digital networks and concerns on art authenticity and ownership
Ioana Literat will be talking about “Crowdsourced Art: An Emerging Model of Online Creativity and Collaboration,” critiquing projects involving online crowdsourced art, defined as the practice of using the Internet as a participatory platform to directly engage the public in the creation of artwork. Katherine Jentleson will be talking about “Everybody’s An Art Collector These Days: The Fantasy Collecting Game,” based on a visually stimulating browser-based art collection game created by her. Here, she will demo a more recent prototype, give a brief history of the project, and evaluate gameplay to highlight how Fantasy Collecting might be adopted by institutions seeking to gamify their open collections initiatives. And last but not least, we are talking about “New information brokers and art narratives: Implications of searching online for art information,” investigating the potential of new digital intermediaries such as Wikipedia and Google in influencing the public shaping of art knowledge, questioning the role of amateurs in the world of art expertise as well as how the public knowledge sphere encounters information priesthoods in the art world.