The term "user-generated content" and concept it refers to entered mainstream usage in the mid-2000s, having arisen in web publishing and new media content production circles. The BBC adopted a user-generated content platform for its websites in 2005, and TIME Magazine named "You" as the Person of the Year in 2006, referring to the rise in the production of UGC on Web 2.0 platforms.
User-generated content is used for a wide range of applications, including problem processing, news, entertainment, advertising, gossip and research. It is an example of the democratization of content production; whereas during the 1970s and 1980s, traditional "gatekeepers" such as newspaper editors, publishers and news shows approved all content and information before it was aired or published, in the 1990s and 2000s, as media production through new technologies has become more accessible, user friendly and affordable to the general public, large numbers of individuals are able to post text, digital photos and digital videos online, with little or no "gatekeepers" or filters.
The advent of user-generated content marked a shift among media organizations from creating online content to providing facilities for amateurs to publish their own content. User-generated content has also been characterized as Citizen Media as opposed to the 'Packaged Goods Media' of the past century. Citizen Media is audience-generated feedback and news coverage. People give their reviews and share stories in the form of user-generated and user-uploaded audio and user-generated video. The former is a two-way process in contrast to the one-way distribution of the latter. Conversational or two-way media is a key characteristic of so-called Web 2.0 which encourages the publishing of one's own content and commenting on other people's.
The role of the passive audience therefore has shifted since the birth of New Media, and an ever-growing number of participatory users are taking advantage of the interactive opportunities, especially on the Internet to create independent content. Grassroots experimentation then generated an innovation in sounds, artists, techniques and associations with audiences which then are being used in mainstream media. The active, participatory and creative audience is prevailing today with relatively accessible media, tools and applications, and its culture is in turn affecting mass media corporations and global audiences.
The OECD has defined three central schools for UGC: