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Reality > Washington,
DC > Putting Web 2.0 in Perspective Part 2
Defining Web 2.0
Whereas
Kelly is often thought of as the lyrical voice of Web 2.0, it
is Tim O'Reilly who has taken a more pragmatic approach to its
development and is credited for coining the phrase Web 2.0 (and
subsequently claiming the term as his possession). His white paper,
What is Web 2.0: Design Patterns and Business Models for the Next
Generation of Software, is considered one of the more defining
explanations of Web 2.0 and not surprisingly focuses on the technological
and market aspects of the Web’s newest trends.
According
to O'Reilly, Web 2.0 is a 'gravitational core' of standards and
all prominent sites are located at 'varying distances from the
core.' Web 2.0 applications share six fundamental characteristics:
- The
Web as Platform
-
Harnessing Collective Intelligence
-
Data is the Next Intel Inside
-
End of the Software Release Cycle
-
Lightweight Programming Models
-
Software Above the Level of a Single Device
In order to define Web 2.0, he offers a series of the “old”
vs. the “new” to help differentiate between 1.0 and
2.0. His first comparison of Web 1.0 and 2.0 relates to what he
terms “standard bearers,” or Netscape and Google.
According to O'Reilly, Netscape intended to use the dominance
of its Web browser to corner the market on Web server products,
similar to what Microsoft did with the operating system and software
applications. "In the end,” he writes, “both
web browsers and web servers turned out to be commodities, and
value moved ‘up the stack’ to services delivered over
the web platform." According to O'Reilly, Google is fundamentally
different from Netscape in that it is delivered as a service instead
of a product, and its key value is its data.
Web
2.0 should not be preoccupied with defining itself in contrast
to 1.0
O'Reilly's
metaphor of value moving up a stack seems to contradict the notion
of the “old” vs. the “new.” The concept
of a stack implies a layered relationship between different technologies.
In O'Reilly's own words, "Google happens in the space between
browser and search engine and destination content server, as an
enabler or middleman between the user and his or her online experience."
In this statement, O'Reilly acknowledges that Google plays a role
in a broader media process that also integrates the Web browser.
Without Google, the online experience may not be as dynamic, yet
without the Web browser, the online experience would be impossible.
Comparing the business practices of Google and Netscape is one
thing; comparing their products, as landmark technologies that
are representative of their respective eras, seems counterintuitive.
For two landmark technologies to truly be compared and contrasted
there should be something intrinsically similar about them. And
from what I can tell, these two technologies don’t fit that
bill.
What’s
more, categorizing earlier Web technologies as ‘Web 1.0’
and new Web technologies as ‘Web 2.0’ ignores the
manner in which old technologies mesh with new. It also marginalizes
much of the powerful thinking from onlookers, activists, engineers
and developers who helped to shape the Internet that we have and
use today. Finally, defining Web 2.0 as a revolutionary phase
in the development of the Internet fails to acknowledge that this
new dawn in the history of the Web is really a part of a cycle.
Indeed, there are certain cyclical patterns underlying the development
of technologies that we easily miss when we place the focus on
the recent or present.
For
instance, O'Reilly's claim that the foremost tenet of Web 2.0
is that the “Web becomes a platform should resound with
those familiar with the history of the computer.” As Haddon
(1998) explains, the early visions for the computer were shaped
in a mainframe paradigm, in which one of the foremost visions
was a centralized mainframe providing various machine-driven services
that were then passed to the user through various telecommunications
channels. Ultimately, this model was replaced by the personal
computer running local applications. Now, in an ironic twist of
fate, this old vision for the mainframe resonates with the current
vision of 'Web 2.0.'
Similarly,
components of Web 2.0, or what makes Web 2.0 different from Web
1.0, are not necessarily new, if you take a closer look at the
Web’s history. For instance, O'Reilly claims that Web 2.0
harnesses ‘collective intelligence.’ Those familiar
with the Web’s past would know that this ‘collective
intelligence’ has accompanied the Internet since its inception,
symbolized most evidently via the open source movement, which
has helped shape the Web since its birth, as well as through early
communities, such as the WELL. They would also know recognize
that excessive optimism in the Web’s collaborative nature
often overshadows its potential negative consequences, which we’ve
seen recently with spamming, cyber-stalking, flaming and the over-commercialization
of Web communities.
To
take a more recent example, a recent edition of the Economist
(2006) published a great article on the massive multiplayer online
role-playing game (MMORPG) Second Life, referred to as "the
best example of Web 2.0" because of its focus on user-generated
content and "celebration of creativity." While reading
the article I was struck by the resemblance between the development
of MMORPGs and that of multi-user domains (MUDs), which is typically
recognized as its progenitor. What initially began as an action-oriented
text-based role-playing game eventually began to take on a more
social form, exemplified by Tiny-MUD, developed by Jim Aspnes
at Carnegie Mellon University, and provided users with the ability
to code and create new objects and landscapes. Given that, are
the denizens of the Web 2.0 MMORPG Second Life somehow more creative
than the denizens of the Web 1.0 Tiny-MUD? The question (which
I hope is rhetorical) begs yet another: why are MUDs not mentioned
when we talk about Web 2.0 MMORPGs, such as Second Life? Are there
not things we can learn by looking back to explore the social
aspects of MUDs? Take for example, academic Sherry Turkle, who
is well known for her research in the social impact of MUDs. Referring
to Second Life as Web 2.0, while discounting the MUD as 'Web 1.0,'
ignores the potential applications of her work on the new technology,
which would be a major mistake.
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Re-focusing on the social |