Here is another installment in my constant musings on the impact of social media on the museum. It’s cold around the country this weekend so enjoy!
In the 1990s museum content began to emerge from behind the walls of institutions to appear on distributed websites, and the internet became a common medium through which to display, in a limited way, the cultural knowledge within the institution. This movement ‘beyond the walls’ brought about a rise in debate around notions of deterritorialisation (where the museum was no longer bound by a single built entity) and dematerialisation (where the relationship between audience and institution became more malleable). (Kenderdine 1996) (Silverstone 1994). At the same time, critique around the experience of visiting ‘real’ physical sites vs. ‘virtual’ experiences became topical(Pearce 1995; Trant 1998). Since that time, debate has continued to range around the value of online display, the effect that it has on the aura of the object, the authenticity of experience and the power/knowledge relationships with the museum.
While the dominate discourses which surrounded the early internet were played out in opposition between the real and the virtual, the implicit critique centred around how such virtual experiences might undermine the expertise and social standing of the museum. Trant suggested how the use of the internet to deliver museum content could be viewed as a potentially powerful networked system which provided greater authority to the museum, by creating trusted cultural networks (1998). While there were some early Australian programs which encouraged cross-institutional content sharing (such as the Australian Museum’s Online project, there was little emphasis on the development of user-created content. This was partly a result of the limited interactivity afforded by early internet technologies and was philosophically underpinned by the dominant discourses of the time. The creation of a new medium in itself did little to respond to the need for audiences to ‘make meaning’ of their experiences (Hooper-Greenhill 2000); the value of community voices and their role in developing a broader understanding of cultural content (Witcomb 1999); the location of the museum within popular culture ((Moore 1997) and the experiences and images which audiences bring with them when visiting museums. (Wallace 1995) With the advent of social media, those technologies which provide a platform for three-way communication, there is a real possibility to respond to these agendas in a structured way. It could be said that the tools to share this new information online thus forming communities of interest, recontexualizes as Benjamin (1969) had done, the nature of new spaces presented to us in the wake of technological change.
Dawson (2002) provides some compelling arguments to suggest that innovation requires collaboration. Three-way communication which responds to the knowledge which audiences bring with them, establishes the foundation for new models of interaction and participation. Without exploring these in structured ways, there is a chance that museums will lose the potential to lead innovation. Poullson and Kale (2004) define commercial experiences as “an engaging act of co-creation between a provider and a consumer wherein the consumer perceives value in the encounter and in the subsequent memory of that encounter.” While their thesis is directed toward the creation of commercial experiences, is it so far from the types of interaction and participation which we would hope to achieve in the cultural sector? The creation of cultural interactive experiences will need to extend to not just interacting with audiences but engaging them in this act of co-creation. In my next post I will be exploring this in more detail.
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