Ada Lovelace Day

About The Authors

Suw Charman-Anderson

Suw Charman-Anderson

Suw Charman-Anderson is a social software consultant and writer who specialises in the use of blogs and wikis behind the firewall. With a background in journalism, publishing and web design, Suw is now one of the UK’s best known bloggers, frequently speaking at conferences and seminars.

Her personal blog is Chocolate and Vodka, and yes, she’s married to Kevin.

Email Suw

Kevin Anderson

Kevin Anderson

Kevin Anderson is a freelance journalist and digital strategist with more than a decade of experience with the BBC and the Guardian. He has been a digital journalist since 1996 with experience in radio, television, print and the web. As a journalist, he uses blogs, social networks, Web 2.0 tools and mobile technology to break news, to engage with audiences and tell the story behind the headlines in multiple media and on multiple platforms.

From 2009-2010, he was the digital research editor at The Guardian where he focused on evaluating and adapting digital innovations to support The Guardian’s world-class journalism. He joined The Guardian in September 2006 as their first blogs editor after 8 years with the BBC working across the web, television and radio. He joined the BBC in 1998 to become their first online journalist outside of the UK, working as the Washington correspondent for BBCNews.com.

And, yes, he’s married to Suw.

E-mail Kevin.

Member of the Media 2.0 Workgroup
Dark Blogs Case Study

Case Study 01 - A European Pharmaceutical Group

Find out how a large pharma company uses dark blogs (behind the firewall) to gather and disseminate competitive intelligence material.


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All content © Kevin Anderson and/or Suw Charman

Interview series:
at the FASTforward blog. Amongst them: John Hagel, David Weinberger, JP Rangaswami, Don Tapscott, and many more!

Corante Blog

Sunday, September 24th, 2006

EuroOSCON: Jim Purbrick - Second Life

Posted by Suw Charman-Anderson

User Creation. Very big thing. User creation tends to be quite low: Less than 10% of people that read the web create content for it. As difficulty of user creation goes up, so participation goes down.

More people in Second Life contribute than any other platform, but small numbers in absolute terms. Users growing 10% per month, and level of 60% participation is constant.

But just geeks? Community is older, ave age 32. Gender neutral by hours of use. Women and older residents demonstrate greater skills conversion than 18 yr old boys.

Just doing it for money? No, a lot of people do it just because they can.

Nearly all trivial? Yes, but you have to start somewhere.

Nearly all bad? Sturgeon’s Law Applies - 90% of stuff is crap. But ok, stuff isn’t always good, but it might be useful to that person. Creation is an end in itself. People just like to make stuff.

Why participate?
Instant Gratification? If you want to get people to participate they want to get results quickly, see the results, get rid of furstration. SL is not completely free of frustration, but you can make stuff pretty quickly. To make complex or pretty stuff takes time, but easy to hack simple stuff.

Always On Creation. There’s no ‘edit mode’, it’s always on. You can make stuff all the time. People are at parties they are still tinkering at the same time.

Collaborative creation. Can use sandboxes to make stuff, 24/7/365 Maker Fair. You can go and see what people are doing, ask them about it.

Culture of teaching. Ivory Tower of Primatives - how to make stuff. Easy to share and distribute. Unlike with some systems you have to build and then make a conscious effort to distribute it, but there’s little friction because if you mark something freely copiable, then people can just take a copy of it.

Creation engine. Used to think it’s like a bulldozer, but it’s more about the people - being able to communicate, hang out, and be able to participate. That’s what’s important, not the tools.

Another interesting thing - we are potentially coming to a turning point. People have created this vibrant world, so real world companies and organisations are coming into Second Life, e.g. American Apparel. Can buy t-shirts for your avatar and for your real life person. Also Creative Commons are in there.

So what will happen? Will the commercial companies come in and ruin it? Or will it maintain an open scouce feel? Probably will be a mixture. But everything in SL can be open sourced in the way that real things can’t, e.g. you can’t copy a real chair, but you can do that with a SL chair.

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