The Hockey News: 100 People of Power and Influence (2012)

Source: The Hockey News

Different list, same flaws.

The Hockey News released its annual list of people with power and influence this month. I mentioned last year that the list completely ignores those with online influence and even cited one blogger who broke a major story in 2011. The good news is they included Dellow in their list this year. The bad news is, they ignored everyone else.

Here’s what Jason Kay, the editor of The Hockey News, says about the top 100 people of power and influence:

“We consult handfuls of industry experts to validate, or deny, names we have in mind and to unearth people we may not have considered. And it’s important to us that the list reflects all aspects of our world: from executives to players; from heads of industry to media; from viewers to doers” (P. 4).

First off, there isn’t much to get fired up about since the list lacks any real research. Its based on the top newsmakers of the years, plus the opinions of those within the hockey community. Secondly, Kay (2012) wants to reflect all aspects of our world, but leaves out fans and online activity. The kicker for me is the last part claiming that the list wants to include everyone “from viewers to doers” (P. 4). How about viewers that are doers? Fans that do more than just consume the product but actually do something with what’s available.

I’ll leave it to The Hockey News to come up with their lists. But until they start exploring more than newsmakers and use valid and reliable research methods, it’ll lack any credibility.

Campbell, K. (2012). 100 People of Power and Influence. The Hockey News, 65 (14), p. 16-31.

Get Blogging Comrades

Melk Abbey Library, Austria (Source: Wikimedia Commons)

Our MACT cohort has done a lot of exceptional work. Both as individuals and as a group, we’ve completed all sorts of research papers and case studies to better understand communication and technology and apply our findings to our professional fields. To me the purpose of what we’ve done as students is not to just summarize our findings for a grade, but to extend the information available to us. As graduate students we have to continue building on the theories and artifacts to build new knowledge.

As a cohort, we have an opportunity to play a major role in the knowledge surrounding communication and technology. We have all sorts of tools available to us that weren’t around for the theorists we’ve learned from. We have to capitalize on the very tools and environment we’ve studied to share what we know.

I hope every student, regardless of cohort or faculty, is able to publish their work and knowledge in some form. Whether it’s through social media, conferences, poster sessions or other outlets, letting the next group of students know what we’ve done will only help develop our field. Knowledge is meant to be shared and extended.

I’ve personally found blogging to be a quick and easy way to share information and connect with others. No need to publish every day. Even a quick blurb about some of your work or anything related to it. Be sure to use tags, provide links and search for related blogs.

Related article: MACT Experience

Qualitative Content Analysis

My research project is utilizing qualitative content analysis to see if online hockey fans can be considered produsers. This method isn’t as common as the quantitative approach, but does have its strengths as an analytical tool.

There’s a few excellent sources of information regarding this approach. None, however, being more useful than this article. Zhang (2009) provides a summary of other research done on this method to illustrate its strength and weaknesses. It then provides steps to follow when conducting qualitative content analysis.

I’ve selected one hockey blog and will examine its homepage as well as a few blog posts. What I’ll do is comb through the blog and code/mark-up/highlight whatever content falls under the categories outlined in my codebook. I’ve established four categories, reflecting the four key characteristics of produsage (Bruns, 2008). I’ve established a codebook to sort my observations and interpretations of the blog. Definitely a rigorous process to ensure that my coding is accurate and consistent.

Bruns, A. (2009). Blogs, Wikipedia, Second Life and Beyond. New York: Peter Lang Publishing.

Zhang, Y. & Wildemuth, B.M. (2009). Qualitative analysis of content. In B. Wildemuth (Ed.), Applications of Social Research Methods to Questions in Information and Library. Retrieved October 18, 2011 from http://ils.unc.edu/~yanz/Content_analysis.pdf

Ethics Application Approved

Ethics application has been approved by the University of Alberta. Now for the real work to begin.

I submitted the application on October 18, 2011. A technical glitch prevented it from getting approved sooner. Thankfully I followed up and the issue was resolved promptly.

NHL Fan Experience in 2020

Source: SB Nation

Before the season began, the NHL announced that players would now have their numbers stamped on the front of their helmets. In the past, player numbers were on the back of their jerseys, their arms and behind their helmets. Some teams have even begun placing numbers on the front of their jerseys. Numbers on the front of the helmet, however, was a league-wide policy. This could be done for fans to recognize their players or perhaps, as some have noted, to get people used to having more advertising on player equipment.

Bottom line: fans now have another piece of visual information required to track and analyze games.

I think it’s a matter of time before the current technology available combined with the dedication of hockey fans influences the availability of information. I can see a fan being able to snap a picture of a game, either live at the stadium or on television/web, to retrieve data about who is on the ice, how long they were on for, and what they did with and without the puck. This data can be analyzed to produce a real-time, customizable visual diagram for fans to save and use how they see fit.

I also think it’s possible that a cooperative relationship can exist between these active fans and the NHL. For example, teams and players could use the information and knowledge generated by fans in exchange for their availability for questions before, during and after games. Instead of viewing fans as consumers of the game, the NHL should recognize the fans produsage capabilities and how a cooperative relationship that harnesses their knowledge could benefit both parties.

MACT Project Update

Source: Wikimedia Commons

The process of getting my research project approved by the University of Alberta is underway. A quick update on what exactly I’ll be doing:

My research study will be exploring this new breed of hockey fans that’s doing more than just consuming information. Instead, fans are creating, developing, sharing and maintaining information as a collective group.

I’ve selected a fan blog dedicated to the Edmonton Oilers as my sample. Using Bruns’ four principles of produsage as categories, I’ll explore different features of the fan site. It’ll be a content analysis, but with a qualitative approach rather than quantitative. What this means is, instead of counting frequencies or randomly selecting data, I’ll be sorting what I observe into themes and then analyzing the collected data.

What I hope to uncover is that hockey fans who blog are more than prosumers, or individuals who are really good at consuming and being what the NHL wants them to be. Instead, these fans can be considered produsers, who continuously extend the content they consume by working with others and various technological tools.

Bruns, A. (2009). Blogs, Wikipedia, Second Life and Beyond. New York: Peter Lang Publishing.

Zhang, Y. & Wildemuth, B.M. (2009). Qualitative analysis of content. In B. Wildemuth (Ed.), Applications of Social Research Methods to Questions in Information and Library. Retrieved October 18, 2011 from http://ils.unc.edu/~yanz/Content_analysis.pdf

Hockey Fans and the Leviathan

While reading through Yochai Benkler’s “The Penguin and the Leviathan”, this crops up.

Blogger Tyler Dellow over at mc79hockey.com is looking for volunteers to track statistics from Oilers games. Instead of the standard goals and assists which are already offered by the league, Dellow proposes some advanced statistics tracking:

I divided the rink into 24 zones and recorded where each event started and ended. I did, I think, come up with some interesting stuff, even in only ten minutes. I was recording what happened with the puck when a player touched it and where he touched it.  

The collaborative effort of fans to collect and analyze data will be something to see if it can get off the ground. If there’s anyone interested in helping, you can contact Tyler (mc79hockey@gmail.com). The challenge will be to breakup the work so that it can be manageable and provide a high enough degree of satisfaction that participants come back to do more.

Once my research proposal is approved by the University of Alberta, I’ll start examining the online behavior of hockey fans. One thing I hope to uncover is how this level of fan participation isn’t surprising, considering how committed fans are to the game of hockey, the participatory culture that exists and the technology available. As I mentioned in my post NHL Needs to Provide More Data, the NHL can either start helping fans out and be part of the movement, or just watch the collective creativity take flight.

Benkler (2011) put it best:

For the commons has finally come into its own. Because in today’s knowledge economy, the most valuable resources – information and knowledge – are themselves a public good, and the best way to develop and maximize this good is through millions of networked people pooling that knowledge and working together to create new products, ideas, and solutions (pg. 153).

Benkler, Y. (2011). The Penguin and the Leviathan: The Triumph of Co-operation over Self-Interest. New York: Crown Business.

Superfan 2.0

Leaning towards calling my research project “Superfan 2.0”.

A superfan is someone who falls under the prosumer definition. They catch games, collect merchandise and follow the game religiously. They have a solid understanding of the game and are on top of the latest news and information. But with new technology, fans have evolved and now play a more active role within the game. These fans create content related to the game and work within a network to develop information and knowledge. The 2.0 part of it refers to O’Reilly’s definition of web 2.0 and the technology fans have used to create, maintain and share information.

Think the term Superfan 2.0 suits them just right.

Hockey Prosumer vs Hockey Produser

Source: Wikimedia Commons

Since my research is looking at how hockey fans are produsers (Bruns, 2008), I think it’s important to compare produsage to prosumerism. Both sound similar, but are very different.

The vast majority of research that examines professional sports depict fans as consumers or prosumers. Consumers are those that consume. Prosumers, coined by Alvin Toffler in 1980,  are consumers that become active in designing and improving the products in the marketplace. Current research looks at consumption patterns of sports fans, but also how these fans are having an input on the products they consume.

Produsage, on the other hand, is “the collaborative and continuous building and extending of existing content in pursuit of further improvement” (Produsage, 2007, para.2). Produsers build on existing content to create new content. In this case, fans become unique producers unaffiliated with the main sources such as professional sports leagues and broadcast networks. Information is the content that my research examines, with blogs serving as the specific tool fans use to produse.

The availability of hockey games and related information is the result of hockey prosumers. Fans demand content be available on mobile phones and applications and the league responds.  In this case, fans don’t create anything new. They simply assist in enhancing the product.

Fans who blog on their own or in collaboration with other fans, serve as one example of produsers. They create their own content using what’s available to them, which in this case is the game of hockey. They create, maintain and share their information online and are unaffiliated with official producers. Sports fan produsage lacks research right now, and could provide insight into changing role of the hockey fan.

Bruns, A. (2009). Blogs, Wikipedia, Second Life and Beyond. New York: Peter Lang Publishing.

Produsage. (2007, December 31). Produsage: A working definition. Retrieved from http://produsage.org/node/9

Produsage. (2009, April 5). Beyond Toffler, beyond the prosumer. Retrieved from http://produsage.org/node/58

Prosumer. (2011, August 5). In Wikipedia, The Free Encyclopedia. Retrieved 05:10, August 28, 2011, from http://en.wikipedia.org/wiki/Prosumer

Toffler, A. (1980). The Third Wave. USA: Bantam.

Toffler, A. (1990). Powershift: Knowledge, Wealth, and Violence at the Edge of the 21st Century . USA: Bantam.