Connectivity refers broadly to social connections forged through mediated communications systems. That is, "since the arrival of the World Wide Web and the spread of mobile communications, mediated connectivity has been quietly normalized as central to a consolidating 'global imaginary'". One aspect of this is the ability of the
social media
Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongs ...
to accumulate
economic capital
In finance, mainly for financial services firms, economic capital (ecap) is the amount of risk capital, assessed on a realistic basis, which a firm requires to cover the risks that it is running or collecting as a going concern, such as market ...
from the users' connections and activities on social media platforms by using certain mechanisms in their architecture.
According to several scholars (
van Dijck and Poell) "it is a key element of social media logic, having a material and metaphorical importance in social media culture".
This concept originates from the technological term of "
connectivity" but its application to the media field has acquired additional social and cultural implications.
The increasing role of social media in everyday life serves as the basis of such connectivity in the 21st century. It shows the interrelations between the users activities on social media and at the same time the empowerment of the social media platforms with the data that was produced by the users and given to those services for granted.
Notion of connectivity
Connectivity developed with the rise of the Internet, first with the introduction Web 1.0 and later
Web 2.0
Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, ease of use, participatory culture, and interoperability (i.e., compatibility with other products, systems, a ...
. New improvements in equipment, software, the advancement of speed and access have increased the level and quality of connectivity. Along with these improvements, new media such as social networking systems (e.g.
Facebook
Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
,
Twitter
Twitter, officially known as X since 2023, is an American microblogging and social networking service. It is one of the world's largest social media platforms and one of the most-visited websites. Users can share short text messages, image ...
,
Google+
Google+ (sometimes written as Google Plus, stylized as G+ or g+) was a Social networking service, social network owned and operated by Google until it ceased operations in 2019. The network was launched on June 28, 2011, in an attempt to challe ...
), websites that provide access to
user-generated content
User-generated content (UGC), alternatively known as user-created content (UCC), emerged from the rise of web services which allow a system's User (computing), users to create Content (media), content, such as images, videos, audio, text, testi ...
(e.g.
Youtube
YouTube is an American social media and online video sharing platform owned by Google. YouTube was founded on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim who were three former employees of PayPal. Headquartered in ...
,
Myspace
Myspace (formerly stylized as MySpace, currently myspace; and sometimes my␣, with an elongated Whitespace character#Substitute images, open box symbol) is a social networking service based in the United States. Launched on August 1, 2003, it w ...
,
Flickr
Flickr ( ) is an image hosting service, image and Online video platform, video hosting service, as well as an online community, founded in Canada and headquartered in the United States. It was created by Ludicorp in 2004 and was previously a co ...
), trading and marketing sites (e.g.
Amazon
Amazon most often refers to:
* Amazon River, in South America
* Amazon rainforest, a rainforest covering most of the Amazon basin
* Amazon (company), an American multinational technology company
* Amazons, a tribe of female warriors in Greek myth ...
,
eBay
eBay Inc. ( , often stylized as ebay) is an American multinational e-commerce company based in San Jose, California, that allows users to buy or view items via retail sales through online marketplaces and websites in 190 markets worldwide. ...
,
Groupon
Groupon, Inc. is an American global e-commerce marketplace connecting subscribers with local merchants by offering activities, travel, goods and services in 13 countries. Based in Chicago, Groupon was launched there in November 2008, launching ...
) and also game sites (e.g.
FarmVille
''FarmVille'' is a series of agriculture-simulation social network games developed and published by Zynga in 2009. It is similar to '' Happy Farm'' and ''Farm Town''. Its gameplay involves various aspects of farmland management, such as plo ...
, The Sims Social) have become an essential part of everyday life of an average user:
"Just as electricity in the 19th and 20th centuries transformed societies by penetrating every fibre of people's personal and professional lives, network connectivity is probably the most powerful transformative force in early 21st-century cultures".
This made a shift in the understanding of the nature of connectivity and moved the initial focus just from a technical side of the notion to its increasingly acquired techno-socio-cultural character.
As mentioned before, connectivity is built on the principles of
Web 2.0
Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, ease of use, participatory culture, and interoperability (i.e., compatibility with other products, systems, a ...
. that promote an openness, create the vision of empowerment of the user in the generation of a new content and coordination of the information flow on the Internet. These mechanisms encourage staying in touch with each other despite distances and share as much data as possible. According to Youngs, the development of the Internet has resulted in the deeper permeation of
ICTs into public and private spheres of peoples' life, their relationships and spheres of identity.
Hence, connectivity becomes a resource of maintaining these activities. However, van Dijck notices that this connectivity is not just a neutral feature of new media, but is manufactured by the combination of human and technological resources, where the role of technologies is intransparent. Algorithms and protocols that are part of such platforms prompt users activities and online experiences on social media platforms. One of the most prominent activities on social media includes sharing and as Kennedy argues, "sharing rhetoric draws on a cultural image of connectivity. Social media platforms are not the only actors to use such imagining, mobile-based platforms do the same. Network providers, handset manufacturers, and social media platforms each promote social activities of togetherness enabled by their products which evidences a sustained cultural norm of sharing through teletechnologies for the purpose of affective connectivity". Therefore, such architecture creates even bigger demand in connectivity that is continuously exploited by the online market.
Example of the application of connectivity
Facebook can serve as a good example how connectivity is being produced and exploited by social media. Van Dijck mentions three concepts implemented in the technological side of connectivity which result in the connective structure of the platform and in the creation of its additional social and cultural dimensions. These are platform, protocol and interface.
Several scholars (van Dijck, Gillespie) mention in their works the ambiguity of the term "platform" that promises to bring openness, access, to be neutral and help people build social connections and participate in online activities, but in fact implies a more complicated structure of the media, most of the time created for the profit purposes and as the enhancement of control under the users.
As for the protocols and interfaces, the algorithms behind the platform are intransparent and presented to the user as intermediaries for "staying in touch", being connected, encouraging to make those connections, but at the same time the platform itself "facilitates the cultivation of 'weak ties' as well as the fabrication of 'strong ties'".
Therefore, connectivity becomes a new type of social capital gained from the platform's working principles.
See also
*
Web 2.0
Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, ease of use, participatory culture, and interoperability (i.e., compatibility with other products, systems, a ...
*
Participatory culture
*
Sharing economy
*
Network economics
* ''
The Wealth of Networks''
References
{{reflist
Social media
Media studies
Information Age
Information economy
Hyperreality