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An example of user-generated content, a personalised sign and objects in the virtual world of Second Life. User-generated content (UGC), alternatively known as user-created content (UCC), emerged from the rise of intelligent web services which allow everyday users to create content, such as images, videos, audio, text, testimonials, and software (e.g. video game mods) and interact with other ...
[65] [66] Yumi Goto of TIME LightBox remarked that "the most striking aspect of this documentary is that it's the first crowdsourced, user-generated content to hit the big screen." [67] This was followed ten years later in 2021 with a new version, Life in a Day 2020, this time featuring over 300,000 submissions. [68]
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A digital public square is characterized by user-generated content, which may include featured discussions of topics of community interest; comments, ratings, multimedia, news articles, community news and events; an events calendar with community events and volunteer opportunities; and a resource center with published research and articles, community resources, and an extensive directory of ...
This category lists video games that include features which allow players to create their own playable content, such as new levels and gameplay mechanics, and share them with other users. Contents Top
Lego Ideas (formerly known as Lego Cuusoo and stylized in start case) is a website run by Chaordix and The Lego Group, which allows users to submit ideas for Lego products to be turned into potential sets available commercially, with the original designer receiving 1% of the royalties. [2]
Content creation or content creative is the act of producing and sharing information or media content for specific audiences, particularly in digital contexts. According to Dictionary.com, content refers to "something that is to be expressed through some medium, as speech, writing or any of various arts" [1] for self-expression, distribution, marketing and/or publication.
There are many discussions about user-generated content (UGC), open educational resources (OER), distributed cognition and communities of practice but, although acknowledging the importance of the learning process, there has been little focus on learner-generated contexts or the impact of new technologies on the role of teacher, learner and ...