This is it, the contextual essay. The Digital Artefact is an online sports media platform, aiming to solve the problem of small sports corporations not getting as much recognition in comparison to the larger media corporations. This sport platform aims to show sports in a new setting around the globe with various platforms, through humour and positivity. This digital artefact, as mentioned in the beta and pitch aims to unite people with the beautiful connotations of sport. This is seen with a YouTube channel, Instagram, and sports magazine each addressing their own problems.



This project was developed because sports is a key communication point, and something which brings together people. Attention is also key, and according to L. Kane attention is one of the most important pieces of information within the digital age. This attention in the DA was used off inspiration by 433 and focuses on constant feedback and constant iteration of all three types of media.
The problem I am addressing for the YouTube channel is small size markets, the Instagram the league not getting recognition and the sports magazine the power of quick information and breaking news.
Each platform had different results of iteration.
Mavro Productions, focused on the long tail and allowing for the small media companies to function under the same umbrella of the large media companies. Since the beta, the same video has been uploaded, which opened a feedback loop and allowed for a different sport to be discussed.
Although this video did not amass the views, it created a conversation. Growing from local to global as a basketball page reached out on suggestions within the channel and allowed for a feedback loop to grow. J. Hall describes this feedback perfectly by indicating that training people on a complicated rather than a complex environment. YouTube is complex, and therefore any feedback to improve helps that said YouTuber receive that feedback.


The main learning curve from Mavro Productions is that the old content and sit-down videos should be iterated in a way that makes these videos more interesting, once again, bringing back the attention economy. People lose attention to someone just talking, so therefore, adding more life to a basic video will make people stay on the video.
However, people still like the basic content as this has led to a growth in subscribers and the 660-subscriber mark remains constant as more people want to see the old content regardless of if it changes. So, another learning curve is that even old content can remain if the content is changing.
The Cypriot League page has a scarcely different type of content being created. Polls, goals, and scores are shown to add constant feedback loops and free-flowing information flows. The local to global system of communication becomes key, as people from Cyprus, United Kingdom and Australia interact with the page and opens more curation of the page.

Something which is important is the followers to following ratio. My page only followers teams and professionals and shows that more legitimacy to the page, creating a more authentic look to the page.
According to stats from the Instagram page, of those who answered the poll, 60% of people who see the page are from Cyprus, while 40% are not from Cyprus. This shows that the problem of the league not getting recognition is growing as the market grows from national to an international stage.

According to T. Mitew and Travis Wall a swarm network has been created, not only is there a distributed network, there is also a centralised and decentralised network where all these nodes are in corroboration with the page.
What has grown within this page is a shared basic reality of loving Cypriot football which has been encapsulated in the page that has been created. This love is enhanced through the videos created, showing some of the best that the league has to offer in order to enhance its identity on a larger scale.
The main thing that was knowledgeable within the Cypriot League page is that constant uploading of content does not mean constant interaction, but having good content constantly leads to good interaction. Yes, the pages may not get any likes, but the stories are a great way of interaction, and these polls continue to grow and develop.

As mentioned in the Beta, constant iteration has allowed for an expediential jump in followers, which means that more news can be uploaded. As the followers have increased, a new section has now emerged as reviews have become a part of the channel.
The recent video has 800 views and what was learnt, based off the attention economy is that background music, focus on the shoes and flashy titles may allow for more interaction. Although focus is on the website, the other social medias help with the growth of the website.
Within this sporting magazine, not much feedback loops have been seen; however, constant ideation continues to be done on the website.
As seen in the picture below, views remain constant, which means that the audience still stays regardless of constant content being curated. As mentioned in the Beta, with the change in viewership, content has been created just minutes before the news has been announced to put a mark on the issue of small media markets not being quick enough to release news.

Ultimately, the DA will continue to grow and improve outside of this assessment through constant iteration and feedback loops. The YouTube channel will continue to focus on curating old and new content to engage with new and old audiences. The Cypriot League Instagram will create more polls, add more goals of the week and include more scores to make the local to global component grow. With this, the hopes of more recognition for the league will hopefully grow as well. Talking Sports will continue to deliver news, sporting content and reviews on the page as it grows dramatically as a key media production news organisation. This DA will hopefully become more monetised as more content is curated.
433, 2021, viewed 26th October 2021, https://www.433football.com
J, Hall, 2018, What is the problem with social media?, Deep Code, viewed 26th October 2021, https://medium.com/deep-code/what-is-the-problem-with-social-media-5ec873f7a738
L, Kane, 2019, The Attention Economy, Nielsen Norman Group, viewed 26th October 2021, https://www.nngroup.com/articles/attention-economy/
T, Mitew, T, Wall, Swarm networks and the design process of a distributed meme warfare campaign, First Monday, viewed 26th October 2021, https://firstmonday.org/ojs/index.php/fm/article/view/8290/7202.
















