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Art, space and technology: how the digitisation and digitalisation of art space
affect the consumption of art—a critical approach
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Digital Creativity
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digitalisation of art space affect the consumption of art—a critical approach, Digital Creativity, DOI:
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Digital Creativity, 2015
http://dx.doi.org/10.1080/14626268.2015.1035448
m.enhuber@alumni.maastrichtuniversity.nl
Abstract 1 Introduction
In an increasingly digital world, art is transferred from a For museums [ . . . ] technology has created a
physical to a virtual space. This essay examines three golden age of opportunity. Online access to
effects of this digitisation (conversion of physical into digitized objects, images, and records is demo-
virtual content) and digitalisation (processing of digi- cratizing knowledge, enhancing the visits of
tised content) on the consumption of art. In particular, the many who come to us in person, and
it analyses to what extent digital art space democratises,
extending our reach to the millions who
educates and socialises the way in which art is con-
sumed. These three effects are critically assessed by a
cannot. Coupled with social media’s powers
review of literature, studies and projects. As a result, of connection, digital technology exponentially
digitisation democratises by making art collections increases the capacity of individuals to engage
accessible without time, money or location barriers. with our collections and upload their own
This, however, excludes audiences from underdeve- stories, claims Clough, secretary at Smithso-
loped areas. The implementation of digital technology nian Institution. (Clough 2013, 2)
in museums enhances an active engagement with art,
thereby fostering art education, which yet increases Clough addresses the omnipresent shift from phy-
the importance and difficulty of content management. sicality to virtuality. Within this shift, real art space
And whilst finally the communication of museums is transformed into digital art space, conveyed in a
with their audiences through social media potentially variety of forms, which can open up unprece-
enlarges their sphere of activity, this socialising trend dented possibilities and change the way in which
is still in their infancy within the art world. art is consumed. How in fact does digital technol-
ogy affect the consumption of art? Clough’s claim
Keywords: digital, art, space, digitalisation, consump- suggests three focal appearances in which digitis-
tion, (new) media, technology, digitisation, museum ation and digitalisation impact how art is con-
studies, experience, engagement sumed by implicating that digitally converted art
space enhances democratisation, education and
socialisation within the arts. This essay discusses
what these three assumptions actually mean. To
this end, it has been divided into three parts. The
first part deals with the question whether digitis- does digital revolution mean? How has it affected
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ation projects can democratise art. It is examined the arts, specifically? The following chapter starts
how developments within the digital revolution with an outline of the influence that the digital
promote a shift towards an extended accessibility revolution has in the present age. Afterwards, the
and distribution of digitised artworks via the Inter- advent of the digital age is related to developments
net. Supposedly, this has a democratising effect on in the arts. For this purpose, the terms ‘digitisation’
the consumption of art. The second part considers and ‘digitalisation’ are distinguished from each
how digitalisation stimulates art education as one other. Digitisation projects exemplify an approach
mode of art consumption. After conceptualising in democratising art by the implementation of
the shift in visitor behaviour anticipated by the recent Web technologies. Finally, limitations in
concept of co-creation, Simon’s design of a parti- the democratising effects through digitisation are
cipatory learning approach in art institutions is critically discussed.
introduced with regard to the use and impact of
digital media in the arts (Simon 2013a). This 2.1 Digital revolution: its impact on
approach reflects on a new engagement and par- contemporary society
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ticipation through a changed experience with art It took only twenty years from when computers
due to technological advancements. Finally, part first went on sales in the 1980s until now, where
three of this essay describes the synthesis of art computing and Web technology permeate almost
organisations with social media, exploring a shift every human space. Yet not only the speed of
in interactivity and communication by a socialisa- this third human revolution1 is impressive, but
tion of the art experience. The three shifts in the also the massive impact computers and the Internet
consumption of art are substantiated by the analy- have on postmodern society. As a result, global
sis of specific case studies in order to critically accessibility and distribution of information and
assess the hypothesis that digitisation and digitali- communication have occurred, which are often
sation have democratising, educational and socia- equated to a democratisation of knowledge
lising effects on the consumption of art. (Costa 2000; Acemoglu, Laibson, and List 2014;
Digitisation is an intersected field, combining Von Hippel 2005). By the late 1980s, personal
media, museum and marketing studies. This computers, which efficiently stored, processed
essay, therefore, interrelates humanities, econ- and shared data with multiple users via intranets,
omics and technology. In consideration of the had already been sold over thirty million times in
abundance of study fields, limitations have to be the USA alone (Trueman 2013). Increased data
acknowledged: this essay will not look into and information processing marked the beginning
specific digital devices used to consume digital- of the contemporaneous digital revolution. Start-
ised art. It is of little value, since technology ing in the 1980s, the digital revolution ‘refers to
changes too fast to make an analysis of lasting sig- the advancement of technology from analogue
nificance. Furthermore, this essay refers to electronic and mechanical devices to the digital
museums specifically when speaking of art insti- technology’ (Janssen 2013). This shift towards
tutions or organisations, because the consideration digital technology and virtual networks led to a
of other institutional forms of art is beyond the global distribution and accessibility of infor-
feasible scope of the discussion. mation. In 1992, inter-connected information net-
works used hitherto by the US military and science
institutions became accessible to the public, and in
2 Digital art space—approaching 2012—within twenty years—a third of the world’s
democratisation in the ‘digital age’ population was using the worldwide web (Mini-
Nothing has been proclaimed and ascertained watts Marketing Group 2013).2 This is only the
more often in the last decade than how digitalisa- beginning, as Peacock aptly summarises: ‘The
tion revolutionised (post)modern life. But what world emerging from the digital revolution,
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Art, space and technology
whether described as a “Network Society” (Cas- tises artworks by converting original paintings
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tells 1996), “Information Superhighway” (Negro- and objects into computer processable data
ponte 1995), “Global Village” (McLuhan 1962) or (Lugton 2011). Figure 1, for example, shows the
“Knowledge Economy” (Drucker 1969) remains a digitised version of Brueghel’s ‘The Harvester’
work in progress’ (Peacock 2008, 333). The place (1565) within the GAP. Using a ‘super-high resol-
of cultural heritage and the arts within this new ution technology’ (Brown 2011, para. 3), the
world is in flux. The shift from analogue to project has started collaborating with seventeen
digital technology consequently has revolutio- museums in 2011 as an extension of Google
nised the art space, too.3 Two central terms are Street View, where real space is digitised and
digitisation and digitalisation, whose subtle differ- displayed online, too. In 2013, already 151 insti-
ence needs to be explained. tutions in 40 countries have placed their artworks
at the GAP’s disposal that has so far digitised
2.2 Terminology and contextualisation: over 50,000 artworks, which are now available
digitisation and digitalisation in the online.
arts The GAP provides two functions for its users:
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Figure 1. ‘The Harvester’ (Brueghel, the Elder, 1565) within the GAP (3) (screenshot retrieved on December 17, 2013. http://www.
google.com/culturalinstitute/asset-viewer/the-harvesters/PAH1oMZ5dGBkxg?hl=de&projectId=art-project).
Figure 2. Museums View of Tate Britain via the GAP (4) (screenshot retrieved on December 17, 2013. http://www.google.com/
culturalinstitute/asset-viewer/tate-britain/0QGuXwBoan0jSg?hl=de&projectId=art-project).
and Development Fund for the Arts, which started exhibits and archives digitally available (Digital
to survey the use of technology within and its R&D Fund 2013). The majority of those projects
impact on English art organisations in 2013, declare one common aim: to make art accessible
60% of all English art organisations are making for a wider public. The possibility of easily and
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Art, space and technology
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the digital revolution, allows a fast and relatively
cheap access and distribution of digitised art-
works. This reveals that digitisation seems to
have a democratising effect within the arts. Once
a painting has been digitised, everybody with a
data-processing device, for example a computer,
is able to view the virtual counterpart of an
artwork. On these grounds, 79% of English art
organisations agree that the Internet and digital
technologies have played a major role in ‘broaden-
ing the boundaries of what is considered art and
culture’ (Digital R&D Fund 2013, 33). Conse-
quently, when speaking of the democratising
effect of digitisation on the consumption of art, it
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Art, space and technology
Having considered some pitfalls on the con- cipatory strategy, a concept outlined by the
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sumption side inherent to the digitisation of art museum pedagogic Nina Simon. Exemplified on
space, it is also reasonable to look at the ‘supply’ the use of digital technology, it is demonstrated
side that addresses a change in consumption by how art organisations can enhance the role of art
digitisation. Lugton (2011) notices a tendency mediation and education with regard to the co-
towards a trivialisation of art if it is detached creational concept. In the last chapter of this
from its real space: ‘A grand work of art deserves part, it is critically examined what quality this par-
to be viewed in a space that is suitably undistract- ticipatory approach along digitalisation has.
ing, rather than being framed by my desk and other
debris of domesticity’ (para. 6). Other similar 3.1 Conceptualising co-creation and the
critics blame digitisation for ‘evoking “cyber- new value chain in the arts
spaces” but not “places” [ . . . ] in other words [a] Pine and Gilmore (1998) introduced the socio-
lack of richness, association and affordances’ economic concept of ‘Co-Creation’, or identically
(Tan and Rahaman 2009, 148). The inability to the ‘New Value Chain’ to the academic field in the
experience the real art space is consequently context of their in 1998 published article on the
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seen as negative aspect of digitisation. In spite of Experience Economy, as a corollary of the digital
such criticism, Clough (2013) indicates that digi- age. It highlights the consumer’s co-producing
tisation raised the ‘awareness and desire to actu- role by an engagement with a product through an
ally visit a museum’ (28). Digital art space emotional stimulation of the experience with the
cannot, and in fact does not, aim to replace the product. Through this emotional experience,
real visit experience but supplement it. However, ‘the new value chain identifies the end user as
it is inevitable to look at the motivations behind the crucial link, where value and meaning are ulti-
digitisation. To this effect, the next chapter exam- mately created’ (Bilton 2011, 147). Boorsma
ines how the use of digital technology for edu- (2006) applied this concept of co-creation to arts
cational purposes in cultural institutions affects marketing in designating an artwork as a typical
the consumption of art in terms of enhancing the example for an experiential product because it is
visitor’s learning experience with art. consumed ‘primarily for intrinsic rewards—for
the experience itself’ (80). Boorsma (2006), fur-
thermore, describes the artistic experience as
3 Art education: towards a shift in hedonic as it can be exciting and challenging or
participation and engagement via relaxing and entertaining at the same time. Either
digital technology? way, within this concept, experiential art con-
This second part of the essay elaborates on how sumption is the criterion that determines whether
digitalisation affects the consumption of art in the consumer, that is, viewer, adds meaning and
the context of art education. Especially in recent value to an artwork. Correspondingly and in
years, there has been an extended interest in the accordance with Pine’ and Gilmore’s concept,
shift of engagement with and participation in art Shusterman (2001) depicts the visitor in the arts
supported by digital technology as its use increas- as crucial link of the value creation process: the
ingly disperses, at least within Western societies. visitor’s ‘experience of art—and not the artefact
The first section, therefore, introduces the key itself—is the final criterion of artistic value’
concept of co-creation, which describes the (101). Thus, the visitor co-creates an artwork by
change from passive to active visitor behaviour. adding meaning, value and experience to its com-
Research in this field has experienced an upsurge pletion.
in the course of the digital age through altered Co-creation, therefore, requires active engage-
engagement and participation possibilities. ment and participation on the consumer’s side. It
Along with this behavioural shift on the visitors’ implies that the art consumer’s behaviour has
part, art organisations also have intensified a parti- changed from a passive recipient to an active par-
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ticipant (Boorsma 2006). Art institutions, The integration of digital technology can in
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especially museums, profit from this behavioural this way change how art is consumed in
change as they invite visitors to actively engage museums and to this effect encourage the behav-
as cultural contributors and step away from ioural shift in participation and engagement, as
being passive observers. Furthermore, this partici- well as provide an opportunity to reconsider a
patory approach can alter and ultimately lead to museum’s educational role. As part of a continuum
abandon the perception that museums are ivory of activities within which museums endeavour for
towers or mausoleums—a prejudice, which decades to challenge their status as temples of art
museums still have to face broadly. Art organis- that primarily display inaccessible collections,
ations have started to revitalise their relationship digital technologies are used as a means to restruc-
to visitors by giving their experience and not the ture creative practices. The Tate, for example,
collection the priority since enjoying a museum’s explains that ‘[f]or over a hundred years our
art collection requires mutual and active engage- activity has been grounded in collections dis-
ment on the visitor’s as well as the museum’s part. played in buildings. The affordances of digitalisa-
In this context, Simon (2013a) designed ‘the tion means we are rethinking this’ (Digital R&D
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participatory museum’ in her eponymous book, Fund 2013, 17). So how can museums implement
in which she argues for a personalised and co-pro- this approach to create a participatory learning
ducing approach rather than delivering the same experience with the help of digitalisation?
content to everyone. Simon (2013a) explains that
the main difference between the traditional and 3.2 Changing art education through
participatory model is the ‘way that information digital technology in theory and
flows between institutions and users. [ . . . ] In con- practice
trast [to traditional visitor models] in participatory According to Pine and Gilmore (1998), an experi-
projects, the institution supports multi-directional ence is the creation of a memorable event. Simi-
content experiences’ (Simon 2013a, para.7). Con- larly, museums try to create a memorable
sequently, the shift towards a dynamic visitor encounter with their collection for their visitors.
model, represented in Table 1, induced museums They stimulate the hedonic experience and higher
to rethink what kind of experience their collections engagement by the enhancement of education:
provide in order to relate to their visitor. Within ‘Museums now enable the public to explore collec-
this approach, the art institution ‘serves as a “plat- tions for inspiration, learning and enjoyment’
form” that connects to different users who act as (Kirezli 2011, 173). According to Clough (2013),
content creators, distributors, consumers, critics, museums have a pioneering role when it comes
and collaborators [ . . . ] [and which] provides to informal and experiential learning and the tech-
opportunities for diverse visitor co-produced nological advancements of digitalisation specifi-
experiences’ (Simon 2013a, para. 7). cally promise to diversify the implementation of
the co-creational concept within art education.
Pine and Gilmore (1998), for instance, point out
in the context of their conceptual Experience
Visitor model Economy that ‘[n]ew technologies, in particular,
encourage whole new genres of experience, such
Traditional Dynamic/participatory
as interactive [multiplayer] games, [ . . . ] motion-
Consumer Participant/user based simulators, and virtual reality [ . . . ] enhan-
Passive Active cing a “lifelike interactive” experience’ (Pine and
Authoritative museum voice Multiple voices
Gilmore 1998, 99). Experiential computing at its
Table 1. Shift from a traditional to a dynamic visitor model ultimate makes it possible for visitors to ‘view,
(own presentation-based on Simon’s participatory museum hear, and touch-as well as walk [ . . . ] through
(2013a, 7)).
myriad product possibilities’ (Pine and Gilmore
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Art, space and technology
1998, 99) and museum are already exploring this distinctive additional information, such as a
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engagement potential of digital technology. synopsis and analysis of the paintings’ elements
Science museums seem to be at the fore here in (line, colour, rhythm, etc.), an interpretation guide-
setting up virtual field trips by using interactive line exploring the paintings narrative or a judge-
data visualisation methods that allow visitors to ment section, where art criticism to the
explore ‘what if’ environmental scenarios, which respective painting was offered (Chang et al.
create whole new experiences within digital art 2014, 187). The second group was equipped
space (Clough 2013). Accordingly, Clough with an audio-guide and the third was not guided
(2013) addresses an entirely new use of art space at all. The study’s results show that the AR
through digitalisation, which is educationally mobile guide ‘enhanced visitors’ learning effec-
motivated: enabled by 3-D technology, holograms tiveness and promoted their flow experience’
showing three-dimensional objects and artworks (Chang et al. 2014, 185). This was measured by
allow visitors to individually and more compre- the amount of time spent on each painting: com-
hensively engage with these objects. Moreover, pared to the audio- and non-guided groups, the
across the virtual experience of walking through first group spent a four times longer period of
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the familiar environmental of popular museums time looking at each picture. The higher engage-
such as the Tate or Museum of Modern Art ment with the paintings defined as ‘enhanced learn-
(MoMA), the aforementioned GAP as other ing’ and ‘flow experience’ (Chang et al. 2014, 191)
example for implementing digitalisation can was specified by the willingness and the interactiv-
make virtual reality within digital art space ity of the first group respondents to use the AR
lively. It enriches the art consumer’s experience device in order to acquire additional information
through technical finesse, such as exceptional on each artwork. In interviews conducted after the
zoom function that literally allows a ‘deeper’ experiment, a subject confirms: ‘There is more
engagement with the artwork. In addition, the freedom with the AR guide, which promotes a
aforementioned digitisation of art results in the greater interaction between visitors and paintings’
creation of vast digital databases, which then (Chang et al. 2014, 193). This experimental com-
could be transmitted in any data form via the parison of experiencing art and learning with and
global connectivity of the Internet to any kind of without digital media confirms that the use of
institution. Together with evolving technological digital technology allows for an increased partici-
developments in 3-D printing, this might soon pation and engagement with art that can affect the
allow copying museum objects and transferring experiential learning approach. Although this
them into schools and universities, which facili- experimental environment must not reflect reality,
tates participation, engagement and education of that is, for example that the research participants
art all over the globe. As a consequence, the ques- readily accepted and actually consumed the
tion arises, how exactly can digital technology additional information offered by the AR device,
alter the learning experience and art mediation? Chang et al.’s exemplary study reveals the potential
A study by Chang et al. (2014) offers insights of using digitalisation as new educational means for
into the educational value that the integration of art mediation in museums.
digital technology can entail by comparing the As a result, it is hardly surprising that 70% of
visitor’s experience in an art exhibition with and English art organisations, galleries and museums
without the use of digital media. In an experiment place significant importance on technology to
with 135 college students from Taipei University, create new opportunities, distribute and exhibit
Chang et al. (2014) divided the participants into art, according to the Digital R&D Fund (2013).
three differently equipped groups: the first Regarding the overall impact of digital technol-
walked through the exhibition with a mobile aug- ogy, 92% of English art organisations agreed
mented-realty (AR) guide that enabled its users to ‘that digital technologies will be fundamentally
instinctively interact with the artwork and acquire important to helping their organisation achieve
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its mission in the future’ (Digital R&D Fund 2013, an alienated and rather isolated experience poss-
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tion is a complex and costly endeavour for art museums are willing and able to acquire sufficient
institutions and requires an individual evaluation knowledge on digitalisation strategies. Parry
with regard to the merits that digital projects (2005) as well as Tan and Rahaman (2009) high-
provide for each institution. light practical limitations of integrating digital
media within art organisations such as ‘high
3.3 Criticism: edutainment and the cost, development complexity, inaccessibility of
alienated visitor immersive [virtual reality] technologies [and]
With digital technology being embraced by more intricacy in usability’ (Tan and Rahaman 2009,
and more museums, Henning (2006) denotes that 146). Summarised, the scope of digital technology
‘new media6 is everywhere [ . . . ] these days in and its potential for art organisation is capacious;
the form of hand-held information devices, infor- however, it also entails a number of problems
mation kiosks, installation art, display purpose that the organisations, which aim at integrating
and archiving systems, as a means to reorganise digital media, have to consider attentively.
working practises, and to keep track of visitors’
(302). Henning (2006) here portends what has
been largely denominated as ‘technology trap’
(Parry 2005, 333): if art institutions are not care-
fully and aptly integrating digital media into 4 The socialisation of the arts:
their existing practices and if they are not con- participation and engagement in
stantly pursuing maintenance on their digital times of Web 2.0
content strategy, a loss of value rather than an After having examined how digital technology
enrichment of learning is conceivable. An inap- affects the online accessibility and distribution of
propriate use of digital media could turn art edu- art, as well as the experiential learning and art
cation into ‘edutainment’7 emulating latest trends education in museums, the third statement that
in virtual heritage practice, which in fact demon- ultimately, digitisation and digitalisation socialise
strates the ‘technical artistry and power of new art space is delineated in this section. Thereby the
technology’ (Tan and Rahaman 2009, 149) but integration of social media into art organisations is
may also lead towards a diminishing quality of theoretically outlined, exemplified and assessed,
art education and an amorphous relationship inter alia, on the basis of a study conducted by
with real artworks that pre-empts the original co- Padilla-Meléndez and del Águila-Obra (2013),
creative, educational motif. Several authors there- who analysed the online performance of several art
fore have and still discuss the practical effects of organisations on the basis of their social media use.
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Art, space and technology
4.1 Social media as a new means of and independently enter into a dialogue with
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relationship marketing each other. Accompanied by the shift from a
The previous section provided with insights into passive to active Web use, co-creating users are
how the integration of digital technology into also called pro-sumers, denoting the bipolar
co-creational learning strategies of museums sup- categories of producer and consumer in the
ports a different engagement, participation and context of Web 2.0, in order to underline their
experience with art objects. Yet the museum’s ‘increased production prowess’ (van Dijck 2009,
mission does not end with an improvement on 42). Conversely, the integration of digital and
innovative learning through digitalisation. It is social media8 supposedly empowers art organis-
rather the question how to increase interactivity ation to apply a full-fledged co-creational
with the social space of visitors. Simon (2013b) concept by enlarging the sphere of the visitors’
argues that as more people become accustomed involvement (Padilla-Meléndez and del Águila-
and enjoy participatory learning experiences, Obra 2013).
they want to contribute more than ‘just “attend” The use of Facebook, Twitter or other Web 2.0
cultural events and institutions’ (para. 2). This applications within art organisations allows for
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involves the notion that the museum should continuing the co-creational process online by
become a social space, ‘a place where people making art consumption a communicative act,
discuss the objects on display with friends and which is socially embedded into reciprocal inter-
strangers, sharing diverse stories and interpret- action (Boorsma 2006). A socially active
ations [ . . . ] A place that gets better the more museum facilitates sharing the visitor’s meaning,
people use it [ . . . ]’ (Simon 2013b, para. 2). She value and experience with others. In fact, art
therefore depicts the social Web that in her eyes organisations now have the possibility to more
‘has ushered in a dizzying set of tools and design easily communicate with their visitors via Web
patterns’ (Simon 2013b, para. 2), is making par- 2.0. According to Padilla-Meléndez and del
ticipation more manageable than ever and intro- Águila-Obra (2013), the reciprocal communi-
duces social media as next stage of participation cation via social media raises the inclusivity of a
and engagement. real and an online community and facilitates col-
Whilst a variety of definitions to the term social laboration with the audience. Social media, there-
media exists by now, a common definition first fore, support the social networking of museums, a
suggested by Kaplan and Haenlein in 2010 is to reason why art organisations use social media for
see them as ‘a group of Internet-based applications marketing purposes in order to promote them-
that build on the ideological and technological selves and to stimulate Word-of-Mouth (WoM).
foundations of Web 2.0, which allows the creation Titled also as ‘buzz’ (Dye 2000) marketing or
and exchange of user-generated content’ (Kaplan ‘word of mouse’ (Goldenberg, Libai, and Muller
and Haenlein 2010, 61). This dense definition is 2001), social media marketing is defined as ‘elec-
clarified when knowing that in the first instance, tronic word-of-mouth whereby some form of mar-
Web 1.0 companies and organisations created keting message related to a company, brand,
websites on which they only provided own product or service is transmitted in an exponen-
content to users. Amazon and eBay then were tially growing way . . . often through the use of
amongst the first companies, which opened their social media applications’ (Kaplan and Haenlein
websites up to an intermediate platform, where 2011, 254). Thus, besides allowing to promote
content-providers and -users could exchange exhibitions or other services at low costs and
opinions via guest reviews or online auctions (Sta- with a chance of exponential penetration, social
noevska-Slabeva 2008). As a consequence, Web media communication happens on the effective
2.0 represents the progress from static to a basis of trusting on the experience of other satis-
dynamic online presence of organisation’s web- fied consumers (Martin and Lueg 2013). An
sites, where users autonomously generate content example: more than 700,000 ‘like’ the Tate
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museum on Facebook.9 Whilst this means that the atorship: in their participative exhibition ‘Like
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Tate can reach 700,000 art consumers at one go, it’,11 the museum let their Facebook fans decide
this vast fan base effortlessly attracts new art con- via the Like-Button, which artworks to take into
sumers as they feel reassured by such immense the exhibition. Barbara Royc, Essl’s Marketing
follower numbers. Thus, social media marketing manager, reports that 1,500 Fans voted by giving
can reduce the effort, risk and bias for receivers overall 4,000 likes to all artworks (Präkelt 2014).
to engage with a museum’s content online Against the Essl’s fear, this successful example
(Smith et al. 2007). The applied electronic WoM of virtual engagement was highly attended and
thereby interpersonally and informally influences appreciated with no complaints coming from the
the art consumers’ decision-making and highly visitors’ side.
effects potential consumers’ attitudes and behav- Consequently, Padilla-Meléndez and del
iour (Williams and Buttle 2013). Águila-Obra (2013) identified a strong tendency
towards a socialisation of those museums who
4.2 The use of social media and its impact engaged in this way via social media with their
on art organisations virtual audience as half of those mostly visited
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Art, space and technology
4.3 Criticism: the content-creating user ful museums are in mutually communicating
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between empowerment and with their visitors. Another critical aspect is,
marginalisation therefore, the quality of the integration of social
First of all, the communication via Web 2.0 media into the online value creation. Droitcour
applications is still in its infancy today. Part- (2013), a journalist for artforum, for instance,
icularly in the arts, only a handful of even the tested some of the MoMA online courses
world’s hundred most popular museums enter- offered via Facebook and VoD and was disap-
tain a social media account (Padilla-Meléndez pointed by the ‘bewildering’ (para. 6) effect the
and del Águila-Obra 2013). This might be lectures had, since the lectors tried to pack every-
owed to the fact that a virtual relationship estab- thing in a ‘YouTube friendly’ (Droitcour 2013,
lishment via Web 2.0 applications does not para. 6) format. As a result, discussions were
simply ‘happen’ but requires a high degree of kept brief—an observation that controversially
technological advancement and skilled staff in conflicts with the MoMA originally aimed for
order to connect the webpage with social in their social media mission. This spotlights
media applications and populate these communi- the considerable amount of criticism on the
Downloaded by [Marisa Enhuber] at 02:30 02 May 2015
cation channels appropriately, which is time-con- whole concept of an online value creation
suming and care-dependent. Since many of the through active prosumerism (Hellmann 2010).
smaller museums often already struggle with Van Dijck (2009; 2013) illustrates the contro-
staff and budget, a heavy investment in an versy on social media engagement in the juxtapo-
online social media strategy is often considered sition of the metaphor of the participatory
impossible. As negative consequence, the over- culture, in which the individual user is informed,
representation of big players in the museum empowered and networked in order to unleash
sector on social media platforms could be that ‘her need of self-expression and creativity onto
these internationally famous museums become the digital spaces’ (van Dijck 2009, 54) and the
even more popular through an increasing publi- factual reality. Contrary to the popular opinion
city on Facebook and Co, whereas unknown in marketing literature, approximately only 15%
local museums cannot compete with this trend, of Facebook’s users are monthly active and a
at risk to fall behind. further minor 1% engages with companies and
Furthermore, the motivations behind the institutions (Bennett 2014; Elliott 2014). Accord-
usage of social media are often confused and as ingly, an emerging 1% rule of thumb argues that,
diverse as the art institutions are. If implemented taken an online community of hundred people,
to engage with visitors, that is, re-strengthening only one creates content, ten engage and
the relationship, museums must be aware of the eighty-nine passively view it (Arthur 2006).
target groups using social media. The present Moreover, in reality, user-generated Web 2.0
tendency is that rather younger audiences platforms are heavily commercialised and
sojourn on social Web platforms who are used mediated in order to acquire personal user data.
to a lax, personalised communication via social Monetising virtual engagement has successively
media (Bolton et al. 2013). This, however, does become Facebook’s main income source and as
not necessarily coincide with the broad range of a result, an average user’s personalised page
art lovers that a museum aims at appealing. If can consist of up to 70% advertisement
then social media is used to reach global audi- (Frommer 2012; Tassi 2013). In times of social
ences, the aforementioned problem of the media conglomerates dominating the social
limited and delusive scope that digital technology Web, there is a danger that the praised power
has at the moment could thwart such social of co-creating user engagement is reduced to
endeavours. their algorithm—producing functionality, which
Finally, apart from immense amounts of makes users only valuable if they consume
online fans, it is often not evaluable how success- advertisements. Whilst art museums have not
13
Enhuber
only to compete against these attention-stealing, tation causing the loss of content through
Digital Creativity
on the consumption of art, with the results being a considerable amount of art consumers at once.
summarised on the following. However, it is questionable to what extent online
Firstly, the digital revolution enabled the con- follower’s really engage via social media and
version of physical art objects into computer pro- whether this online relationship reflects the co-
cessable data, thereby creating digital art space. In creational approach, since social media platforms
conjunction with the expansion of the worldwide are increasingly used by many other actors with
Web, digitised art is globally distributed and made diverse motivations.
accessible by digitising projects such as the GAP. In conclusion, the integration of digital technol-
The democratising effect of such worldwide distri- ogy is only a partial accomplishment. Especially,
bution and accessibility of art is that a considerable the effects on art organisations, which are not able
number of artworks are at disposal online at any to comply with such trends due to the lack of econ-
time and any place. However, consulting the omic capacities or conceptual capabilities, have to
Alexa Web performance ranking of the Tate exemp- be reflected in future examinations. This assessment
lary website has shown that this democratisation in represents, therefore, only a current snapshot—
art consumption is relational to a westernised allo- perhaps we need to give it more time to see if,
cation of technology in the digital age. Therefore, how and what new paradigms the onset of digital
the actual accessibility and distribution is still media in museums will develop.
limited at this point of assessment.
Secondly, digitalisation in the museums sphere
Notes
impacts art education specifically on-sight through 1
the use of participatory learning devices. The The digital revolution is said to be the third evolution
after the agrarian in the ancient times and the
deployment of digital media, such as AR and industrial from the eighteenth century onwards
virtual reality technology, supposedly enables a (Schoenherr 2004).
more immersive participation and deeper engage- 2
On the basis of a world population of 7.06 billion
ment with artworks, resulting in the shift from a there are approx. 2.4 billion Internet users (PRP
passive to an active experience with art, which is 2013).
3
in accordance with the concept of co-creation. Photography, the former medium of documentation
made the world’s artworks available more than a
Through the possibility of individually engaging
century ago and therefore equally represented a
with art, digitalisation can lead to new participatory cultural shift in consumption (Galassi 1981).
learning approaches in art institutions. In spite of However, even this medium of reproduction that
this potential, limitations such as lack of knowl- became art itself was altered by the advent of
edge, funds and negative effects of false implemen- digitisation and digitalisation.
14
Art, space and technology
4
Analogue information is converted into digital data Bolton, R., A. Parasuraman, A. Hoefnagels, N. Mig-
Digital Creativity
that is bits or 0-1-codes, the smallest unit of chels, S. Kabadayi, T. Gruber, Y. K. Loureiro,
computers (Collin 2013). and D. Solnet. 2013. “Understanding Generation
5
Unfortunately, the GAP was not properly ranked by Y and Their Use of Social Media: A Review
Alexa and can therefore not be analysed. and Research Agenda.” Journal of Service Man-
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