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that’s what’s at the crux of Cognitive Surplus. Examining the way that the cognitive surplus has
been built and how it can be utilized is the general design of some of Clay Shirky’s major works
and lectures. It’s also an aspect of society that can be of great use in the modern library.
The point in history that Shirky starts with, just to show how different technological
“Industrialization didn’t just create new ways of working, it created new ways of living, because
the relocation of the population destroyed ancient habits common to country living, while
drawing so many people together that the new density of the population broke the older urban
models as well” (Clay Shirky, 2010, p. 8). This is a given statement. Shifts in the work
environment mixed with the successes of the labor movements at different historical periods
allowed for unprecedented levels of free time that people could fill as they will. That’s where
The core of the resource of cognitive surplus lies in the mixture of the labor movement’s
successes leading to an eight-hour work week mixed with longer lifespans and the invention of
passively consumed media like television. The more media that’s passively consumed, the
higher the cognitive surplus. Since television became a mix of both a social lubricant and social
surrogacy, the television revolution had its own media as its equivalent to the Industrial
Revolution’s gin. That is also where a lot of the conflict regarding cognitive surplus revolves.
When a revolution’s own medium is also its drug, so to speak, the CEOs will work hard to
maintain or even increase the monopoly on free time. In an anecdote Shirky gives about a
ensued after the producer asked where people find the time to do things like contribute. The
point of the anecdote is to bring up the issue of free time and make a larger point regarding the
television monopoly. “Suppose we consider the total amount of time people have spent on it as
a kind of unit – every edit made to every article, and every argument about those edits, for
every language that Wikipedia exists in. That would represent something like one hundred
million hours of human thought, back when I was talking to the TV producer” (p.14). While one
hundred million hours of collective time is a lot of time spent in regards to producing, sharing,
and debating knowledge, the number of hours spent on Wikipedia at the time pales in
comparison to the amount of time that Americans alone spend watching TV, cited to be about
The complicating factor to our media tools now is the fact that a lot of the new media
A whole generation had grown up with personal technology, from the portable
radio through the PC, so it was natural to expect them to put the new media
tools to personal use as well. But the use of a social technology is much less
determined by the tool itself; when we use a network, the most important asset
we get is access to one another. We want to be connected to one another, a
desire that the social surrogate of television deflect, but one that our use of
social media actually engages. (p. 17)
The shift toward social media is something that’s new and is challenging previous concepts of
production. It’s also challenged the individual relationships with the government as well. One of
Shirky’s favorite examples is a service called Ushahidi. In December 2007, a disputed election in
Kenya led to both ethnic violence and a government ban on the mainstream media covering the
ethnic violence. News regarding the ethnic violence came out of the political blog of Ory
Okolloh, who also encouraged her readers to email or post comments regarding the violence
they were seeing. What started as emails to and comments on her Kenyan Pundit blog, became
the Ushahidi service. Ushahidi was devised to aggregate the reports of local ethnic violence
across Kenya. It was a service that took advantage of the dispersed knowledge of people across
the country and gained enough international interest that Harvard’s School of Government
found that the service was better across multiple metrics, including reporting acts of violence as
they happened, reporting nonfatal violence, and reporting over a wide are.
While there are great civic value projects like Ushahidi, there are admittedly low culture
works like lolcats that factor in due to the use of the new media technology and practices. And
both the technology and practices end up getting pushback from modern traditional media.
Part of the pushback stems from a lack of knowledge of the history of innovation. Namely, one
of the things that often happens right away is the novelty of new technology kicks in and
people find fun uses before they return to serious uses. A common Shirky example is that of the
moveable type printing press, which had the bible published followed by erotica and similar
works for decades before considering printing things of civic value. The pushback also stems
from a lack of understanding in participatory culture, which is central to the study of cognitive
surplus.
The atomization of social life in the twentieth century left us so far removed
from participatory culture that we it came back, we needed the phrase
“participatory culture” to describe it. Before the twentieth century, we really
didn’t have a phrase for participatory culture; in fact, it would’ve been
something of a tautology. A significant chunk of culture was participatory – local
gatherings, events, and performances – because where else could culture come
from? The simple act of creating something with others in mind and then sharing
it with them represents, at the very least, an echo of that older model of culture,
now in technological raiment. Once you accept the idea that we actually like
making and sharing things, however dopey in content or poor in execution, and
that making one another laugh is a different kind of activity from being made to
laugh by people paid to make us laugh, then in some ways the Cartoon Network
is a low-grade substitute for lolcats. (p.21)
The participatory element is what is key and important for this cognitive surplus. Cognitive
surplus is only potential. Without the participation, it remains only potential and is ultimately
meaningless. With all of this in mind, it’s important to look at the ways that libraries and other
organizations can utilize this cognitive surplus to greater effect. First, an argument can be made
that the essence of participation and communication that cognitive surplus takes advantage of
stems out of both the technological evolution as well as the evolution of games. One of the
thought processes regarding games that has been very influential in game design and getting
people to build communities and outreach is an old idea. At least within the realm of computer
technology, the design philosophy goes back to at least the original iteration of The Legend of
Zelda. Shigeru Miyamoto’s expressed philosophy was one that revolved around getting people
to reach out to each other to understand the game. During a 2007 Game Developers
This design philosophy is one that has affected not only the future design of many other games
trying to emulate success of the Zelda games. It has been also been used to influence
technology. Lastly, a game designer used some of the philosophy for communication and good
to develop an AR game for the New York Public Library. In 2011, Jane McGonigal devised a
game that would take place in the NYPL to celebrate its 100th anniversary. 500 players would be
broken into teams of eight and be let into the stacks to find and complete quests, at least four
completed quests per team including the writing prompts linked to each quest. By the end of
the night, all 500 players had contributed to a personalized book that has been included in the
There is another reason why game design is being brought up is the fact that there are
multiple affordable, if not, free game development tools currently out in the market. Unity3d
offers free licenses to those who want to use the engine to either learn or do non-commercial
independent works. If the need arises, the only thing that users going through educational or
non-commercial use of the engine need to spend money on are assets. Both Unreal and
CryEngine both offer their engines free to download and royalty-free as well. All three also have
free documentation, tutorials, and guides on how to develop games as well. There are also
affordable or even free open-source tools to create assets with. The Entertainment Software
Association showed in a survey that 63% of American households have at least one person in
the household who regularly games, which they define as playing at least three hours of video
games per week. Many of those gamers create modifications or want to learn how to develop
games themselves. Those three engines, coupled with outreach to local game development
companies and other artistic software, can lead to interesting workshopping opportunities that
While this is only one example, due to funding and technological constraints, such
measures aren’t always feasible. This makes figuring out how to utilize the existing technology
and the interconnected social media of web 2.0 to really make use of the sheer potential that
exists. After all, Shirky admits that the cognitive surplus as a resource is only potential. If it is
not used in some way, it means and does nothing (Shirky, p.27). This requires thinking about a
lot of different things, from what the Web 2.0 movement is and what a Library 2.0 is. We also
need to consider the various rights issues that come up with the creativity and interconnectivity
that comes with the Web 2.0 movement. While the original concept of the web put a lot of the
creativity within the more typical models of media production that relied predominantly on
experts and professionals. Web 2.0 had a shift more toward user-generated content.
Applications are designed with the express intent of user interaction and creation. Collective
wisdom and community vetting dictates part of the cultural creation rather than centralized
authorities. The architecture itself encourages and facilitates the user participation. There are
multiple other aspects, but these are the biggest sources. Much like Web 2.0 uses a variety of
existing technologies in new ways to facilitate the creativity, Library 2.0 is based on using
To put it another way, the library would have to operate as an open platform. David
Weinberger listed four thoughts as to what a library as platform would entail, saying that it
boils down to four things. It must be open to all, which is already a common philosophy within
at least public libraries. It must give access to every single scrap of information it has in all
forms, which, partially ties into thoughts on the social element of what libraries can do to both
connect its patron base and connect with their patron base. It must enable new products and
services to be built by anyone with an idea, which you can see in any library that has built a
makerspace and/or computer labs within them. Lastly, it must integrate everything the library
knows into the Net ecosystem (Weinberger, 2012). In those four points, there are areas where
the library can use improvement. However, there are areas where libraries are either proficient
or rapidly improving. The philosophy of open access is central to public libraries. Interlibrary
loan as well as eBook and audiobook availability along with multiple databases being integrated
into libraries helps with at least giving some access to more of what’s available through
libraries. Makerspaces and computer/media labs helps with the creation of new products and
services created by anyone with an idea. Many libraries currently have a social media presence
to promote content and services as well, while some libraries actively integrate with services
The values brought up in viewing and treating the library like a platform were echoed in
Salzburg, Austria. And the problem being addressed while the Salzburg Curriculum was being
devised was specifically the issues that both Shirky and Weinberger talked about in their
respective works. How do we adequately train our library and museum professionals to work
with the participatory culture that makes use of this cognitive surplus? A working group trying
to devise the curriculum first laid out the key values to participatory culture: openness and
2015, p. S63). These values are central to other critics studying both literacy and participatory
culture. However, some of the lessons that came out of the Salzburg Curriculum, beyond just
the values, can be applied in other areas and have been spread outward by Lankes.
As the new tools allow for shifts in methodology for outreach, activism, creativity, and
collaboration, some key areas that LIS and museum professionals need to be trained in, per the
social engagement means activism, social responsibility, critical social analysis, advocacy, and
spelled out in more the big picture ideas of crowdsourcing/outreach, the ability to engage and
evolve with technology, ability to impart technology skills to others, and creating and
topic for participatory culture, is focused more toward ensuring that the organizational
infrastructure of a library or museum are and remain in place to foster participation. This
includes institutional sustainability, advocacy for the institution, economics, ethics and values,
understanding the good of sharing as well as what can block it, collaboration within
materials. Cultural Skills deals with communication, micro and macro-level cultural knowledge,
languages and terminology, and support for multiple literacies. Knowledge, Learning, and
Innovation focuses on multiple things as well, but they boil down to the construction of
knowledge, improvisation or innovation, interpretation, dissemination, and information. In
total, the Salzburg Curriculum demands an open and adaptable mind that is always willing to
work with, advocate for, and understand the organization and the community(ies) served by it
(S64-S66).
Many of the things that would help LIS professionals in using the cognitive surplus,
spurring it into participation in some way, can be directly addressed by a proper curriculum. If
LIS and museum professionals are trained to understand the tools and the challenges of
modern and emergent technology, libraries themselves will be more adaptable, better at
planning adoption and implementation, and better able to serve and connect not only their
communities, but also the creatives within those communities. Naturally, there are more issues
to cover, including issues of copyright and the way that companies have used patents and
copyright to control when, if, and how individuals can participate. There’s literacy issues,
namely there are differently literacies. How do you find a way to connect people together in a
way that allows them to use their individual skills and knowledge sets to collaborate on a
creation or a movement? After all, the library itself, especially with the push toward creating
makerspaces, can be a great networking tool. While the library staff must be able to work with
multiple different types of people and mindsets, a participatory culture fosters the same types
of interactions. At which point, who do you get those people not only together, but also
working together? How do you maintain social engagement and sure that people remain
engaged to what the library is providing either on-site or online? These are just some of the
Deodato, J. (2014). The patron as producer: libraries, web 2.0, and participatory culture. Journal
ESA 2016 Sales, Demographic, and Usage Data: Essential facts about the computer and video
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Find the Future: The Game. (2011, May 20). Retrieved March 21, 2017, from
http://exhibitions.nypl.org/100/digital_fun/play_the_game
Lankes, R. r., Stephens, M. m., & Arjona, M. m. (2015). Participatory and Transformative
https://www.youtube.com/playlist?list=PL861C5A6AE33D385D
Shirky, C. (2010). Cognitive Surplus (Nook ed.). New York, NY: Penguin Publishing Group.
Terdiman, D. (2011, April 01). Jane McGonigal hits New York Public Library in new game.
public-library-in-new-game/
http://lj.libraryjournal.com/2012/09/future-of-libraries/by-david-weinberger/#_