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PewInternet.org Libraries as social networks Lee Rainie, Director, Pew Internet Project 5.6.11 San Francisco library system Email: Lrainie@pewinternet.orgLrainie@pewinternet.org Twitter: @Lrainie
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The rise of networked individuals Barry Wellman – University of Toronto (my co-author)
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New social operating system (1): Networked Individualism Groups and bureaucracies give way to networks Social networks are more influential Social networks are differently composed Social networks are more vivid and tied to creation of information/media
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New social operating system (2): New kinds of communities Explosion of group activity and group niches Rise of social posses Advent of just-in-time, just-like-me peer-to-peer (support) groups Fifth Estate of content contributors
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5 Revolution #1 Internet and Broadband
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70% 66%
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Demographic factors correlated w/ broadband adoption Positive correlation (in order of importance) Negative correlation (in order of importance) Household income of $75,000 or more per year Having high school degree or less College degreeSenior citizen (age 65+) Parent with minor child at home Prefers speaking Spanish in our interviews Married or living with partnerDisabled Employed full timeAfrican-American 10/5/20108 Trends in Home Broadband Adoption
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Consequences for info ecosystem Volume Velocity Vibrance Valence / Relevance
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Consequences for info ecosystem Explosion of creators and niches
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Networked creators among internet users 62% are social networking site users 55% share photos 33% create content tags 32% contribute rankings and ratings 30% share personal creations 26% post comments on sites and blogs 15% have personal website 15% are content remixers 14% are bloggers 12% use Twitter 4%-17%??? use location-sharing services
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Big challenge for libraries Atoms bits Collections are disrupted
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Big social networking add by libraries 1 – Cover access divides 44% of those living below the poverty line used library connections 61% of those ages 14-24 used them for school 54% of poor senior citizens used library connections for health/wellness needs 63% used library connections to help others Source: Opportunity for All, Univ. of Washingon, Gates Foundation, IMLS http://cis.washington.edu/usimpact/documents/OPP4ALL_FinalReport.pdf
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Big social networking add by libraries 2 – Cover participatory divides 2/3 of library connection users sought assistance from library staff 60% of library connectors use them for social purposes 42% for education purposes 40% for jobs/career purposes 37% health and wellness purposes 33% for community engagement Source: Opportunity for All, Univ. of Washingon, Gates Foundation, IMLS http://cis.washington.edu/usimpact/documents/OPP4ALL_FinalReport.pdf
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But there is more libraries can do: Relevance & digital literacy are primary factors for not going online Source: Pew Internet Project, May 2010 tracking survey 10/5/201015 Trends in Home Broadband Adoption
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16 Revolution #2 Wireless Connectivity
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Cell phone owners – 85% adults 96 % 90% 85% 58% Urban-84% Suburban-86% Rural-77%
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2/22/201118
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Mobile internet connectors – 57% adults 62% 59% 55% Urban-60% Suburban-60% Rural-43%
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Demographic factors related to mobile connectivity Positive correlationNegative correlation College gradLess than high school education $75,000+ household income <$30,000 household income Parent of minor childRural Republican ???Spanish dominant in language preference 10/5/201020 Trends in Home Broadband Adoption
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Cell owners are doing more with their phones than ever before 2/22/201121
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Cell phones as social tools 2/22/201122 % of cell owners 54% send photo or video 23% access a social networking site 20% watch a video 15% post a photo/video online 11% have purchased a product 11% charitable donation by text 10% status update service such as Twitter
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85% use cell phones 35% have apps 24% use apps All adults May 2010 and Nov 2010 surveys 1 in 4 adults use apps
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55% of adults own laptops – up from 30% in 2006 45% of adults own MP3 players – up from 11% in 2005 50% of adults own DVRs – up from 3% in 2002 42% of adults own game consoles 7% of adults own e-book readers - Kindle 7% of adults own tablet computer – iPad doubled in 6 months
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Consequences for info ecosystem Anywhere Any device Presence Place Any time Alone together
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Big challenge for libraries People came to us We go to people The library as place becomes the library as placeless resource
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Big social networking add by libraries Help navigate and “make peace” with info Apps vs. web vs. traditional resource locators Access to real-time information Context of information – augmented reality Sanctuary – quiet space
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28 Revolution #3 Social Networking
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The social networking population is more diverse than you might think 2/22/201129 5x 7x 5x
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Demographic factors correlated w/ SNS use Positive correlationNegative correlation Under age 30Senior citizen (age 65+) Female (overall) Male (frequency) Rural Parent with minor child at home Non-cell user Some collegeDisability Urban 10/5/201030 Trends in Home Broadband Adoption
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Online video 2/22/201131 What You Need to Know: 69% of internet users (half of all US adults) watch videos online – and not just funny cat videos 14% of internet users have uploaded their own video content (up from 8% in 2007); sharing as likely to occur on social networking sites as specialized video sites
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Video creation 2/22/201132 What You Need to Know: 14% of adult internet users have posted video online Up from 8% in 2007 Biggest growth among older adults, women
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Online social networks + ubiquitous mobility Allows for immediate, spontaneous creation of networks Gives people a sense that there are more “friends” in their networks that they can access when they have needs 2/22/201133 Social Dashboard Pervasive Awareness
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Big shift for libraries Expertise and influence shifts to networks Share the stage with amateur experts
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Big social networking add by libraries 1 - Can be embedded in … Attention zones Continuous partial attention Deep dives Info-snacking Day dreaming??? Media zones Social streams Immersive Creative / participatory Study / work
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Big social networking by libraries 2 – Can be nodes in social networks As sentries – word of mouth matters more As information evaluators – they vouch for/discredit a business’s credibility and authenticity As forums for action – everybody’s a broadcaster/publisher
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Cosmic social networking add by libraries 1 – Can be teachers of new literacies - screen literacy - graphics and symbols - navigation literacy - connections and context literacy - skepticism - value of contemplative time - how to create content - ethical behavior in new world
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Cosmic social networking add by libraries 2 – Can help fill in civic gaps - the big sort among institutions: public, private, non-profit reimagining roles - the big sort on news and information landscape - the big empowerment and move to networked individuals
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Meta issue 1: The future of knowledge How is it created? How is it disseminated?
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Meta issue 2: The future of reference expertise How to you search for info? How to you assess it and aggregate it?
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Meta issue 3: The future of public technology What is the future of knowledge “containers” and access points? What divides does that create? What “lending” and “access” models are possible?
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Meta issue 4: The future of learning spaces What fosters collaboration? What is the role of solitary focus? (and quiet space?)
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Meta issue 5: The future of community anchor institutions Does local matter? What does our community need?
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Practical question - 1 What’s the franchise vs. commodity? – What’s the aggregation play? Do what you do best and link to the rest
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Practical question – 2 What’s the social networking play? What alliances can we strike to do distributed versions of our mission? What’s the word- of-mouth, viral play?
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Practical question - 3 What’s the mobile play? How do we understand and exploit real- time information with our patrons?
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Practical question - 4 What’s the gift economy play? – Another way to say it: What’s the API play? What can we pry loose that OTHERS can exploit? – What feedback do we want from our stakeholders?
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Practical question - 5 What’s the definition of success that is based on outcomes NOT outputs? How do we measure it?
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Key questions for any organization - 6 What’s the gamer play – immersive, compelling, skills building
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Be not afraid
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