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September 1, 2010
High Tech? Low Tech? No Tech?Through the work of the New Media Literacies Project, we make a core distinction between the digital divide (which has to do with access to technologies -- especially networked computers and mobile telephones) and the participation gap (which has to do with access to skills and competencies required to meaningfully engage with networked culture). While there is clearly a relationship between the two, we've seen great value in decoupling them -- recognizing that one can have access to the technology without having the support structure around it which would enable you to meaningfully participate in the online world and suggesting that even schools which have little or no access to the technology might still help to foster core literacies which would allow their students some leg-up when and if they were able to gain access to networked computing. We've taken as a challenge the design of activities for low-tech and even no-tech contexts, trying to reassure teachers that ultimately it is about new conceptual models and cultural relations as much or more than it is about new technologies. That's why I am so excited to share the following story with you. It was written by Laurel Felt, a student in USC's Annenberg School, who took my New Media Literacies class last year and has since joined our core research team. I will let her tell her own story in her own way and won't step on her punchlines here, but I hope that all of those schools and teachers who use lack of access to state of the art technology as an excuse for not changing how they teach and what students learn will read this story and perhaps think about their own situation in different terms. Along the way, Felt builds on her research in my class to explore potential intersections between the frameworks which have emerged from the Emotional Literacy movement and those we've identified through MacArthur's Digital Media and Learning initiatives. Take it away, Laurel.
High Tech? Low Tech? No Tech? We'd lost electricity... AGAIN. Power outages ("coupures" en francais) are hardly a novelty in Dakar, Senegal, during the early summer. Despite the fact that Dakar is Senegal's capital city, and despite the fact that Senegal is known as one of the most advanced sub-Saharan countries in terms of access to and use of Information and Communication Technologies (ICTs), the regular but unpredictably-timed blackouts bring digital manipulation to a standstill. Lack of electricity stymies desktop computing and shuts down router-dependent Internet networks. It was broken. After a week or two of persistent outages and incalculable loss of productivity, RAES Director Alexandre Rideau was finally able to wrangle a stop-by from the hotly-in-demand (1) generator repairman. He charged us $400, a small fortune by our non-profit organization's cash-strapped standards, and fixed yet again our mediocre, overtaxed generator. Three days later, due to negligence, the generator was blown. So it was back to the drawing board... only not quite. This time, the generator's shoddy circuitry just couldn't be salvaged. And rather than draw 10,000 non-existent dollars from RAES's red budget to buy a new generator (which was sure to be exhausted in another couple of years, or carelessly destroyed at any moment), Alex ruled that we simply had to manage this season - powerless. Oh, did I mention the reason I was in Senegal? To teach teens, among other things, how to harness the New Media Literacies (NMLs). I can almost hear my fellow educators protesting that teaching NMLs in such a context is impossible. But I can testify, to my colleagues' and my relief and delight, that NMLS are precisely what are needed to survive this challenge. Since NMLs cultivate critical thinking, problem-solving, and collaboration skills, and since we, as a teaching team, had benefited from NML training before unrolling the teen workshop, we were able to construct a series of ingenious solutions. While we were powerless in a technical sense - Electrical flow? That'd be a "No" -, we were quite the opposite of "powerless" in a productive sense. Our NML training had made us powerful. How? Well, let me explain a bit about NMLs, and skip down if you're already in the know. As I learned in Henry Jenkins's course on New Media Literacies and discussed with Project New Media Literacies Research Director Erin Reilly, NMLs don't require technology -- they're not about technology. They're about enriching learners with useful, versatile capacities that help them think sharper, work better, and appreciate fuller the ethical ramifications of their actions.
"Forget about it! Enough with the bells, enough with the whistles! Enough with time-sucking TECHNOLOGY! Get back to teaching little Johnny and Susie(3) good ol' fundamentals, like reading, writing, and 'rithmetic. How about teaching them how to spell, for goodness sakes?! They don't know how to write anymore!" Noted. And I basically agree with you. But did I ever mention "technology"? No. NMLs build cultural competencies and social skills - no technology required. But fine, let's address technology. I mean, YOU brought it up. I'm not looking to dodge the topic. ;-) Look. You can't deny that technology has entered our lives in a significant way. Personally and professionally, we're accessing digital tools and sifting cybersourced information constantly. In this new context of digital ubiquity, we especially need the critical thinking, problem-solving, and collaboration skills that we've always found handy.
Here's another example: We've always needed to know how to respect diverse perspectives and flourish in unfamiliar environments. How else could we have moved to new towns, traveled overseas, or made friends on our first day of school? But now we especially need to know how to negotiate. Why? Because we're viewing YouTube clips from abroad, joining global communities such as Second Life and World of Warcraft, and harnessing online tools like Wikis, GoogleDocs, Salesforce and BaseCamp to manage group projects. If we're not proficient in reading and respecting people's ways of functioning, again, we'll be stuck between a rock and a hard place or flagrantly wasting opportunity. And who wants that? I'll tell you who wants that: NOBODY. But back to Senegal. I was working for the summer as a consultant to RAES's program Sunukaddu, which means "our voice" in Senegal's indigenous Wolof language. Funded over the past two years by the Soros Foundation of West Africa (OSIWA), Sunukaddu had already proven itself an innovative and effective force for social change. Its model was participatory and hands-on, connecting local media experts with motivated teens for training in multimedia health message development. Participants learned reporting and writing techniques, as well as manipulated digital cameras, camcorders, audio recording equipment, editing software, and web interfaces. Their products live online and educate all who come and click on youths' perspectives vis-à-vis HIV/AIDS. Notably, this past February, Sunukaddu ran the first public awareness media campaign by youth for youth in West Africa. Thousands of youths submitted their songs, poems, narrative films, documentaries, audio reports, articles, commentaries, and posters. This authentic content will be disseminated nationally.
Drawing on my studies of communication, child development, and social policy, I developed a model that, at its most parsimonious, looks something like this:
Social and Emotional Learning (SEL) pairs perfectly with NMLs. In the words of Forrest Gump, they're like peas and carrots. As with the 12 NML skills, SEL's five core competencies - self-awareness, self-management, social awareness, relationship skills, and responsible decision-making - set the stage for meaningful education. In my view, SEL forms the individual, then NMLs sweep in and form the learner. Back to the cries of skeptics and censurers: "Our public school system is bankrupt and our students are falling behind. Fourth-graders in Kazkhakstan out-perform our kids in math! Most US students think Beethoven is a dog! So should we really be spending taxpayers' precious dollars on touchy-feely lessons like 'making friends' when kids can (and probably are!) learning these things themselves on the playground?" Yes, I hear you. And yes, we absolutely should. What are the prerequisites for learning? And what is the point of school? The first federal Bullying Prevention Summit was convened in Washington, D.C., last week. Director of Healthy School Communities (part of the Whole Child Initiative at educational leadership organization ASCD) Sean Slade summed up associate professor of child development Philip Rodkin's argument:
Couldn't have said it better myself. This is proponents' rationale for teaching SEL. Sounds awfully similar to our rationale for teaching NMLs, doesn't it? And that is why SEL and NML are like peas and carrots, folks. And why life is like a box of chocolates... Back to Senegal. The whole Sunukaddu team agreed, Our workshops should optimize participants' engagement, appropriation, and application of the material. We should also operate as non-hierarchical partners in the learning process, and so create a context in which ideas and knowledge can flow freely in both directions. So we developed a method that enabled learning via hands-on exploration, game play, improvisation, creation, discussion, and self-reflection. We configured these pedagogical activities such that they cultivated NMLs, SEL, and asset appreciation (a construct that I created that draws on principles from asset-based community development, appreciative inquiry, positive deviance, intrinsic motivation, and resilience). The explicit curriculum was a 12-session workshop supporting teens' efforts to access their voices, make connections, manipulate multiple communication forms and tools, and share their messages with their peers and communities. Our original curricular outline: DAY 1: Introduction + Basic Computer Literacy (NML skill of the day: Distributed Cognition) Then the power went out. Oh yeah, remember that? ;-) The power left the building early in the intervention, Days 1-4.(4) How do you teach basic computer literacy without computers? How do you teach distributed cognition (defined by Jenkins, Purushotma, Clinton, Weigel, and Robinson (2006) as "the ability to interact meaningfully with tools that expand mental capacities" (p. 4)) without the digital tools we'd intended? Is it too jingoistic to holler, "New Media Literacies to the rescue!"? Probably. Here's the answer: You harness distributed cognition and tap other tools -- we broke out the battery-powered smartphones. You multi-task -- while the participants were filling out their asset inventories, we powwowed and rejiggered the day's schedule. You play -- along with the participants, we tested our way through this challenge, discovering what happened when we did X, Y, and Z, noting successes and setbacks, evaluating, replicating, discarding, and innovating. Like I said, the NMLs returned power to our powerless situation. And a few days later, when Sunukaddu instructor Idrissa Mbaye hatched the idea of a Competence Clothesline, the NMLs provided an effective solution to our lack of electric fanning. Because our perceptive participants had pulled down competence card(s) from the line, they had in their hands... handy hand-fans. How about THAT? ;-)
So what I'm saying is, Who needs electricity when you've got skillz? And these skills don't need digital technology. What they do need are understanding, and they need sharing, with students, colleagues, parents, partners, anyone, everyone. Now. (1) literally - no power means no air-conditioning (not that most establishments could afford to buy or run air conditioners) and no standing fans. And this is serious in July, when average daily temperature is 81 degrees Fahrenheit and average relative humidity is 70%. August 30, 2010
Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Three)
I've been reading all the work done by the initiative, and for me it stands out as the most encompassing and organized effort to understand what is going on. I think I provided some of our keys for reading this work already, but let me try and summarize them. One is the idea of a public culture. That there is something such as a common public sphere that has to be reconceptualized beyond Habermas' notion of the argumentative skills and rhetorical plays but that still includes some notion that there is something to be done together and for everybody, is an uncommon approach in most studies of new technologies. I think we share an engagement with an idea of public culture that remains open and subject to debate, and does not get captured by the state, the market, or the isolated individual. As you do so, you seem to be very aware of the existing visual culture of schools. For example, you told me about research which suggests students are sometimes overwhelmed by films they see in the classroom and do not always remember what they were supposed to teach. How can designers of educational games sidestep those problems? In the research we are doing on the visual culture of schools, many students referred to their memories of remarkable activities organized by teachers using fiction films or documentaries, or asking them to bring pictures about social issues. Students liked them a lot, and valued them as great learning experiences. But when we asked about what they thought they had learned with those activities, they could not refer to any specific content. For example, a student said that her Biology teacher showed the class an image of the cell and that it caught her attention, and that she learned like in a fingers' snap, but she could not name any concept nor "title" for that image. The same happened in social studies or history lessons: students had vague memories about the activities, but all remembered the intensity of the feelings provoked by the viewing. You also told me about research you have been doing about the image banks which teachers draw upon in thinking about the world and how these may differ from those which their students bring into their classes. Can you share some of this research with my readers? Yes, of course. I wrote an essay on teachers' visual culture, based on the findings of an activity I've done in online courses with teachers. I ask them to post a powerful image of our culture. The idea of "powerful image" draws on visual studies and refers to images that impact us for any reason, that have a lasting effect not only personally but also socially. You have been involved in a number of games and learning initiatives. Can you describe some of the work you are doing and explain what kinds of pedagogical and design principles are informing this work? With my research team at Flacso, we started doing educational documentaries in 2002. We produced eight 30-minutes videos that developed a program to address issues of discrimination and inclusiveness in middle and secondary schools. We tried to build complex and subtle plots, to present the stories always in a dignified way, and never construct people as passive victims. We were always thinking of how and when the teacher would be using these materials, so time constraints and also pedagogical problems of what to show and how to show it were present from the beginning (and we made pilot tests with teachers to make room for that). I was impressed by the distinctive look and feel of the games you shared with me. To what degree is the goal to create games which reflect the national culture of Argentina as opposed to following the "neutral" or "odorless" design practices that shape many commercial video games? Why might it be important for students in your country to see games which look and feel like the culture around them? Well, I like your comment and take it as a compliment. As I said before there is a relation between form and content. We believe that it is important to provide students with different aesthetics, less standardized and more related to their daily life. But it doesn't mean that one has to close down aesthetic diversity. So while we don't want to follow mainstream games in their options, we do not support any kind of localism that tends to isolate cultural productions. On the other hand, this would be impossible as we are all visual subjects in a global culture. Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching. August 27, 2010
Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Two)
I would say that most students have access to technology, although the frequency and intensity is heavily dependent on socio-economic backgrounds. The main divide is between urban and rural/semi-rural populations, because even in low-income groups in big cities there is a push towards having multi-functional cell phones that allow most of the operations one can do on the internet. Of course, the problem is the soaring costs of the broadband or the phone service, which are still terribly high in the region. In Portugal, and in some Brazilian cities, there are state policies being effected that subsidize broadband connections to low-income populations (5 euros per month or less). This might be a really democratic move in the near future in most of Latin American countries, but we are not there yet. Anyway, I was surprised to read some recent educational research that shows that almost 50% of the children from low-income families report to have Internet connections at home. This means it is spreading quickly. How has new media been perceived by the Argentinian public? Is it still read mostly as a threat or is there an awareness of the opportunities it represents? Well, part of the answer refers to what I said before. For some people, those in the middle classes, new media are a luxury that comes after some basic issues have been guaranteed for the society as a whole. And while this argument is sensible (you cannot think about the internet if you're not eating or have no electricity), it is not true that one thing can be solved without the other. As the examples mentioned above show, low income families use the internet to improve their work opportunities and to enrich their support networks in multiple respects. It is part of having a wider horizon and range of possibilities. I got a sense from some of the questions I was asked that new media is understood through some of the same paradigms that were applied to broadcast media -- concerns that it exposes Latin Americans to cultural imperialism from Hollywood and elsewhere. How big a concern do you think this is for parents and educators? I believe that anti-Americanism is more prevalent among progressive intellectuals (including educators) than among the general public, but I do not know of any serious study on this so I will speculate in the next paragraphs. There might be a reemergence of a certain nationalism or LatinAmericanism in the last decade, after the 2001 crisis which put the region in the verge of a collapse, and also backed by the center-left governments in the region that have stressed a rhetoric of autonomy and self-determination for Latin Americans. And of course Bush's government has done lots to increase the anti-imperialist rhetoric. I know that the rates of disapproval of Bush in Argentina were among the highest in Latin America, and that people welcomed Obama's election as a hope of a new external policy in the US. Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching. August 25, 2010
Games, New Media and Learning in Argentina: An Interview with Inés DusselEarlier this summer, I shared with you some of my experiences in Buenos Aires where I was a speaker at the VI For Latinoamericano de Educacion, hosted by the Fundacion Santilla, an event attended by education ministers and educational researchers/policy makers from many of the Latin American countries. My host for the event was educator and public intellectual Inés Dussel who is one of the co-authors with Luis Alberto Quevedo of a new white paper exploring the impact of new media on education in Latin America, Educacion y nuevas technologias: los desafios pedagogicos ante el mundo digital. I was deeply impressed by Dussel and her colleagues: she is highly engaged with the work we've been doing through the MacArthur Digital Media and Learning initiative, as well as the debates taking place in South America around these same topics. I wanted to be able to share more of her perspectives with English-language researchers and educators in hopes of brokering more conversations between educators in the North and the South who are confronting the ways that rapid media change is reshaping the lives and interests of their students. While I was in Argentina, you released a significant report which sought to explore the impact of new media on educational practices in Latin America. What were your major goals for this project? The report was commissioned by the Organization of IberoAmerican States (OEI) and the Foundation Santillana, which is affiliated to a major publishing house in the Spanish-speaking world. They organize annual conferences that bring together Ministers of Education from throughout the Southern Cone, educators, and media people. It is an important venue for public policy and debate in education. Which models have gotten the greatest traction in Latin America and why? So far, the most extended strategy in the region is to equip computer labs, but research shows that, while it was helpful in the 1990s to get at least some teachers interested in IT, today it tends to confine the novelty to a marginal place in the curriculum and does not contribute to a deeper discussion on the big changes brought about by digital culture in the production and circulation of knowledge in our societies. Also, it has been noted that computer labs usually get trapped in the micro-politics of schools, with power games around who's got the key or privileged access to the lab (the same can be said about any innovation in schools, of course, but the concentration of computers in one space contributes to a more centralized struggle around access and control). What are the goals of Latin American governments in seeking to expand access to new media? Our reading of initiatives like the 1-to-1 option is that they are great strategies for digital inclusion, and the main effects are not only to be seen on children's lives but on their families'. In Uruguay and Argentina, the fact that the netbooks are going to public school children means that they are helping to bridge the digital gap in terms of access (middle and upper classes have fled to private schools some decades ago). Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching. August 23, 2010
How New Media is Transforming Storytelling: A New Video SeriesKurt Reinhard from the Institut für Theorie, Zurich University of Applied Sciences and Arts, recently posted on Vimeo a fascinating series of short videos on the future of storytelling. The videos juxtapose the perspectives of some key thinkers in this space, including Clay Shirkey (NYU), Joshua Green (UCSB), Ian Condry and Nick Montfort (MIT), Dean Jansen from the Participatory Culture Foundation, Joe Lambert from the Center for Digital Storytelling, and, hmm, Henry Jenkins (USC), among others. Each video is between five and ten minutes long and tackles some of the ways that shifts in the media environment are changing the nature of stories and storytelling. This opening installment sets the stage with a broad overview of the nature of media change. Storytelling Part 1: Change of Storytelling from ith storytelling on Vimeo. Here's a segment that deals specifically with the issues around transmedia storytelling and entertainment. Storytelling Part 3: Transmedia from ith storytelling on Vimeo. This one deals with storytelling in relation to social networks. Storytelling Part 4: Potential of Social Media from ith storytelling on Vimeo. Another explores collaborative production of stories through processes like crowdsourcing. Storytelling Part 5: Collective Storytelling from ith storytelling on Vimeo. And this one explores issues of motivation within participatory culture. Storytelling Part 8: Motivation to Participate from ith storytelling on Vimeo.
The video series is intended to call attention to the launch of a new collaboration between European institutions to explore the processes, practices, and literacies surrounding stories and storytelling. Beyond Reinhard's own people at Zurich, he says that the following other researchers are going to be contributing to this project: * Goethe-University Frankfurt am Main, Verena Kuni August 19, 2010
Comics and the City: An Interview with Jorn AhrensIn 2007, I attended a really exciting conference in Berlin which brought together comics scholars from the United States and Europe to talk about the intersections between comics and the city. Here's a blog post that I wrote about the conference at the time. More recently, the conference organizers Jorn Ahrens and Arno Meteling have published a book, Comics and the City: Urban Space in Print, Picture and Sequence which builds upon the conference, including many of the key papers presented as well as some edited for the collection. My own work on Retrofuturism in the comics of Dean Motter was included in the book in a slightly different form that the version I shared with readers of this blog. The book is organized around five key themes: History, comics and the city; Retrofuturistic and nostalgic cities; Superhero cities; Locations of crime; and the City-Comic as a Mode of reflection. I have really been enjoying reading some of the other contributions to the book. Among the comics and artists represented in the collection are The Yellow Kid, Jason Lute's Berlin, the works of Eurocomics masters such as Francois Schuiten and Jacques Tardi, Batman's Gotham City, Ex Machina, Promethea, Spider-man's New York, Will Eisner, From Hell, 100 Bullets, Carl Barks, and Enki Bilal. Hoping to call attention to this collection, I reached out to Jorn Ahrens, who teaches Cultural Sociology at the University of Giessen, to share some of his own thinking about the intersection of comics and urban studies. Here's what he had to share.
Are there specific ideas about the city which originate with comics or do you see comics as primarily replicating ideas which are in broader circulation? Joern: I see primarily the coincidence of the historical emergance of an environment of mass society, most clearly accentuated in modern urbanity with its implementation of the modern self, speed, a stone-born-nature, etc. and new types of mass media of which the comic is one. This coincidence, in my view, feeds a very particular and reflexive relation between the comic and the city. The film, too, is involved in this development. However, I see the comic being special here when its frozen sequentiality also corresponds with the frozen architecture of the sublime that the modern city contunally tries to realize. What have comics added to our understanding of what it means to live in the city?
Your book cuts across some key divides which shape how comics get discussed, discussing commercial and art comics, American and European comics, historical and contemporary comics side by side. What do you see as the advantages and disadvantages of adopting such an inclusive approach? Joern: The greatest disadvantage is, of course, that the field is too broad--you will always miss something. The nice advantage of the approach is that we are able to offer a sort of panorama that covers all these aspects that you are mentioning and in which combination only you might get that kind of overview we had in mind. Yet, you also made a decision not to include Japanese comics in your mix. Why? What might such comics have told us about the nature of the urban imagination in comics?
Are different genres of comics apt to lend themselves to utopian or dystopian conceptions of the city?
Joern, you focused your essay on 100 Bullets. Can you explain to readers who may not be familiar with this independent title why you think it is especially significant in understanding the themes of the book? Joern: What fascinates me in 100 Bullets is that this series creates a kind of double imagination of contemporary urban society and culture. So, firstly, we have quite a decent documentary-like approach that presents highly realistic depictions of the urban life from the far upper class down to homeless people. But at the same time this comic is fully aware of its artificiality (as any media product is one) which it shows by its emphasization of aesthetic stylization and narrative cliché. That way 100 Bullets aptly crosses out the distinction of seemingly reality and creates a double representation of the cultural and social environment it is set in that covers both documentation and deconstructing reflection. Hence, in my view 100 Bullets comes up as one of the most fascinating examples for the immanent capacity of popular culture to unfold complex meditations on the medium and society while it still provides a greatly entertaining narrative and exciting artwork. So, with which subject can that be done better than by covering the presently floating images of the modern city and its characters? The book brings together comics scholars from Europe and North America. What did you see as the differences in the status and approach of comics research in these two contexts? Where do you see common ground between the researchers? Joern: I think, the main difference still is the divide in the formal canon. European and North American scholars still often refer to quite a different collection of works stemming from the two quite different traditions in comic culture (and Europe, of course, is far from being a homogeneous comic topography itself). This is not banal or only a problem of data overview. Hence, the different approaches in style, format, and narration also produce a different understanding of the medium and its intellectual reflection. Comics here and there are absolutely not the same and yet--they are. Common ground, then, can definitely be seen in the goodbye to the concept of high culture as much as to the struggle between high and low in general. Research in comics stems from a wide understanding of culture that does not doubt the legitimacy and productivity of mass culture. This is the comic studies' advantage in comparison to film studies. Comics never really had their cinephilia that desparately made them try to be acknowledged as art, too, as we still have to face it in film studies. So, I'd say that comic studies are lustily participating in entering a new self-understanding of modern culture. Jorn Ahrens is Stand-In Professor in Cultural Sociology at the University of Giessen. His research focuses on cultural theory, popular media, questions of the self, violence and myth. His publications include "How to Save the Unsaved World?: Visiting the Self in 12 Monkeys, Terminator 2, and The Matrix," in A. Holba and K. Hart (eds.) Media and the Appocalypse (2009) and "Der Mensch als Beute. Narrationen anthropologischer Angst im Science Fiction-Film" in Zeitschrift fur Kulture-und Medienforschung (2009). Ahrens was a visting scholar with the Comparative Media Studies Program at MIT. August 18, 2010
ARGS, Fandom, and the Digi-Gratis Economy: Interview with Paul Booth (Part Three)
I hadn't heard of Otaku: Database Animals until I saw your question, but after reading it, I can definitely see the connection between Hiroki Azuma's work with database cultures and my own work with database narratives. I think there are some truly interesting parallels as well as some differences between my thinking and Azuma's which elucidate some of the more conceptual ideas in both. For Azuma, Otaku culture seems to reside in a similar place in society as does fan culture: "those who indulge in forms of subculture strongly linked to anime, video games, computers, science fiction, special-effects films, anime figurines, and so on" (p. 3). But I think what intrigues me most about his analysis of Otaku is the way it plays so heavily into cultural theory. You talk in the book about "ludicity." Can you explain what you mean by this word and what it might suggest about the relationship between fan expression and play? Ludicity is related to one key concept that I return to again and again throughout the book: a particular "philosophy of playfulness" that seems to inhabit contemporary media use. By using the word "ludic," I don't necessarily mean that all media are games, or even game-like, but rather that the manner in which contemporary audiences use media is playful, fun and exuberant. We don't watch YouTube, for example - we interact with it, play with it, and search for clips that match the mood we may be in. Today's media are certainly interactive, but the manner of that interaction simulates more closely the way one might play with a game rather than the way one might watch a film. Some critics might argue that your book is drawn towards the fan boy cannon, focusing on such works as Heroes, Lost, Doctor Who, and Battlestar Galactica. Is there something specifically masculine about the forms of fan productivity you are discussing? What would your argument look like if you applied it to shows, such as Supernatural, White Collar, or True Blood, which have a stronger female fan following? I think it's important to note, though, that just because a show may be weighted masculine, that doesn't mean the fan culture that surrounds it is. While there may be a more masculine bent towards the fan objects I examine, I'm not entirely convinced that a show necessarily geared "feminine" or "masculine" plays out that way in fan discussion. Especially in the cases of Doctor Who and Heroes, I see many female fans participating in online discussions and fandom (and of course both BSG and Lost have many female fans). An interesting concern here is the attempt to link work on the narrative complexity of contemporary television (such as the work of Jason Mittell) on the complex practices which fans deploy in processing those narratives. Do the new complex narratives depend on the kinds of participatory infrastructure fandom expands? If so, do they rise and fall with their fan bases? I'm really interested in complex narratives and how they function within our culture of decaying attention spans. We are often warned that we live in a multi-tasking society, where students spend more time on Facebook than they do writing papers, that we are faced with so many screens we can't focus, and that our attention span is atrophying. But the success of shows like Lost, Heroes, The Sopranos, and other long-form complex narratives seems to indicate that at least some portion of the population embraces complexity. Even contemporary cinema provides a glimpse into this tension: Christopher Nolen's Inception is one of the most complex narratives from Hollywood in a long time, and it's also been incredibly popular this summer, raking in nearly 150 million dollars in its first two weeks. It has also led to hundreds, if not thousands, of online discussions. I think that there is a link between the complexity of a narrative and the fan practices that accompany it. If there wasn't an audience for complexity, these types of narratives wouldn't get made. But success is not always guaranteed. The case of FlashForward is a good example, as on the surface it would seem to be a textbook case of narrative complexity: a serial narrative, an expansive cast of character, multiple (global) locations, deep mysteries and mythic undertones. Yet, the show never truly caught on, and lost viewers nearly every week. Perhaps with some more time, the show would have succeeded - a second season may have saved FlashForward. But the networks seem to want television that hits that perfect storm of complexity and clarity - a tall order given that many complex narratives deliberately take time to understand. For every Lost there are loads of Happy Towns.You offer a fascinating rethinking of the gift economy in relation to digital media: "The new gift, the digital gift, is a gift without an obligation to reciprocate. Instead of reciprocity, what the gift in the digital age requires for 'membership' into the fan community, is merely an obligation to reply." Can you explain the distinction you are making here between reciprocation and response? Does the obligation to reply create as strong a set of social ties as the obligation to reciprocate? This is one of the key assertions of the book: that the gift economy itself functions differently in a digital space than it does in traditional spaces. The reason for this difference is, I think, due to the fact that it has to be situated complementary to the commodity economy. The mashup of the two, the "Digi-Gratis" economy, isn't just about the interaction between the gift and the commodity, but is also about the way each changes the other through that interaction. In traditional gift economies, of the type originally described by Marcel Mauss, there is a three-part structure that governs gift exchange: the giving of the gift, the receiving of the gift, and the reciprocation of the gift. Mauss is quite direct about this third obligation: "The obligation to reciprocate worthily is imperative. One does lose face for ever if one does not reciprocate, or if one does not carry out destruction of equal value. The punishment for failure to reciprocate is slavery for debt" (p. 54). Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute. Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee. August 16, 2010
ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part Two)
The case of the missing Doctor Who episode is, I think, one of the clearest cases of the "Digi-Gratis" economy, and particularly instructive in the way media companies and media audiences can reciprocally empower one another. During the early years of Doctor Who, the BBC erased many of the recordings of the show in order to save tape (this was a common practice at the time and not considered unusual at all). Richard Molesworth has written an extensive history of the production of Doctor Who that describes the multitude of reasons why this erasure occurred. One of the most pivotal early serials, "The Invasion" (1968), came from the sixth season of Doctor Who - and the BBC did, in fact, erase episode one and portions of episode four. They simply did not exist. Throughout the book, you draw heavily on a novel called Club Dumas. What new insights does this book offer for those of us working in fan studies? Arturo Pérez-Reverte's The Club Dumas tells the story of Lucas Corso, an expert antique book collector, who uncovers a literary conspiracy among the world's elite book collectors. What fascinates me about this book is the way it specifically details two different popular conceptions of fans. On the one hand, Corso is an active reader of classic literature, who is able to piece together clues that have been inserted into various books throughout the ages to assemble a vast meta-narrative of literature. On the other hand, the evil literati in the book represent the opposite conception: the popular image of fans as fanatical, anti-social, and limited in human encounters. You examine Star Wars Uncut as offering an alternative model of fan authorship. Explain. How does it resemble or differ from the forms of fan fiction which other accounts have explored? It seems that empirical data about fans can really only come from one of two sources. We can either ethnographically study fan communities, by joining fan groups, participating in fan discussions, or otherwise involving ourselves with fans; or, we can analyze fan-created texts that populate fan culture. In the ethnographic study, we can easily look at groups of fans - at fandoms - and see how the interaction between fans helps to stimulate interest in the objects of study. In the textual analysis, we can easily look at the creations of individual fans to form inductive conclusions about fandom. It is relatively easy to study either communities or texts, but it is relatively difficult to do both at once. Star Wars Uncut is, in my opinion, a way of tying the two objectives together: at once, it is a textual analysis of a fan community and a study of a fandom-created text. According to its website, the creator of Star Wars Uncut, Casey Pugh "became interested in using the internet as a tool for crowdsourcing user content. Star Wars was a natural choice to explore the dynamics of community creation on the web - the response from fans has been overwhelming worldwide and the resulting movie is incredibly fun to watch." In practicality, individuals choose a 15-second clip from the original Star Wars (Episode IV, thank you very much) and remake it however they want as long as they follow the timing of the original precisely. Fans have submitted animated scenes, scenes filmed in restaurants or garages, and even one "acted" by the fans' dogs. The 15-second clip is then uploaded to the Star Wars Uncut server where the original music and dialogue from the film are inserted. All the clips are reassembled in the "Star Wars" order. The finished movie is thus the collaboration of literally hundreds of fans, each creating one moment out hundreds for the finished product. Throughout the book, you are exploring new forms of fan productivity and creativity which have emerged in response to the emerging affordances of the wiki, the blog, and other web 2.0 platforms. What do you see as some of the most promising experiments in fan expression? Why have fans been such early adapters and innovators of new media platforms? In my opinion, one of the delights of studying fans and fan-created texts lies in observing how fan expression can be applied in areas outside fandom. As new technologies have emerged in our digital culture, we tend to examine them using traditional media descriptions; so, for example, when we talk about blogs we're mainly talking about blog entries and we tend to slight the important contribution of the blog comments (the important work of Roger Ebert in this discussion is a valuable exception). In my analysis of Battlestar Galactica fan blogs, for instance, I observed that the fiction itself functioned differently from what we might expect: that is, the blog entry (which was the main fiction story) served as a starting-off point for many complicated and intricate discussions about the meaning of that entry in the comment section of the blog. The community of fans, actualized through the comments, seems to be the focus of the blog in its entirety. The entry presupposes the comments, in a Derridean reversal of sorts. You write of two competing pulls on all forms of fan writing - "one connecting it to a larger corpus of work and the other building a more cohesive document." What are some of the strategies fans deploy to try to resolve these competing tensions? At its most basic, fan writing lies at the intersection of a palpable tension. On the one hand, fan writers must somehow link their writing to the extant text. Whether it's a relatively weak connection (setting the action in the same universe), or a strong connection (filling in the gaps between moments on screen, perhaps), the effect is the same: there must be some sort of intertextual link between the fan writing and the main text. On the other hand, though, fan writers must also create a work that stands on its own, that becomes its own text. To be too subservient to the extant text is to rely too heavily on unoriginal material. Fans must put their own spin on the larger corpus, but must also create a document unique unto itself. In order to do this, fans have to reference internally unique moments in the fan text - an "intra-textual" reference. Even an inherently derivative work - Star Wars Uncut - has to make itself somewhat unique to stand out and be noticed (hence the self-conscious nature of many of the clips). Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute. Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee. August 13, 2010
ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part One)This week marks the official release date for a new book, Digital Fandom: New Media Studies, which makes a substantial contribution to our understanding of a range of topics which run through this blog. It's author, Paul Booth, has consented to give me an interview where we talk together about the ways that he thinks Alternate Reality Games can shed light on the practices of online fandom, about how we might push beyond the opposition between producer and consumer, about how we might better understand the interplay of the commercial and gift economy as it effects fandom, and about new forms of expression which have emerged as fans work together through social networking sites. His responses here only sample the richness of this particular book, which draws heavily on digital and literary theory, to encourage us to rethink some of the classic paradigms in fan studies. The work is cutting edge both conceptually and in terms of its range of examples (which include various forms of crowd-sourced and wiki-based forms of fan collaboration that have received limited attention elsewhere.) The central metaphor for understanding digital fan culture comes from the world of Alternate Reality Games. What can ARGs teach us about new media platforms and processes? What do you see as the similarities and differences between fans and gamers? To me, Alternate Reality Games are an incredible synthesis of media texts, platforms and outlets. Constructed through a variety of technologies, ARGs are paradoxical: they seem to be ubiquitous and yet they are also fleeting and ethereal. As such, it's very difficult to point to a particular space and say "this is an ARG." They seem to exist in a sort of "space between" media; that is, they are only visible through the contrast with what they are not. They seem to thrive through media camouflage. I'm reminded of the David Fincher film The Game (1997), where Nicholas Van Orton (Michael Douglas) is caught up in a game that he can't tell from reality. Events that occur in the narrative may or may not be authentic interactions, and he is never sure whether he's playing a game or actually caught up in a series of dangerous adventures.You are trying to push back on metaphors based on "market or commodity economics." What do you see as the key limits of such metaphors and how does your focus on ARGs seek to transform them? So much of our discussion about media is based on these metaphors that we often forget that they are, indeed metaphors at all. For example, when we talk about "consumers" and "producers" of media, we're engaging in a discourse that uses gastronomic language to describe commodity economics. In other words, we talk about media in the same way that we talk about food. And the natural end result of this metaphor certainly portrays fans (and other active audiences) in a rather negative light: if media companies "produce" and audiences "consume," then what fans create through rewriting or remixing is "garbage" (or worse: a very nasty metaphor indeed). I think this metaphor ultimately limits the conversation, so even if one talks about "productive consumption," one still remains mired in this commodity mindset. You discuss the emergence of a "Digi-gratis" culture which operates as a "mashup" between market and gift economies. Explain. How is this different from the hybrid economy Lawrence Lessig has discussed in some of his work? The "Digi-Gratis" economy is a term that I use to describe the mutually beneficial relationship between the gift and the market economies within contemporary media and culture. As I was saying above, it is difficult to see either the commodity metaphor or the gift metaphor as the ultimate metaphor for understanding the relationship between media audiences and media creators. But through a lens which ties both metaphors together, we can more fully appreciate the extent of contemporary content creation. Biography Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute. Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee. August 11, 2010
On Mad Men, Aca-Fandom, and the Goals of Cultural CriticismA few weeks ago, Jason Mittell published a provocative essay on his blog, Just TV, which sought to explain why he dislikes Mad Men, an essay which he framed through reference to the concept of the Aca-fan as cultural critic. The fact that Jason dislikes Mad Men and I like the series is not that significant in and of itself, but Jason uses the essay to challenge some preconceptions about how taste formations work and to trace the trajectory of his relationship to the series. Here are a few excerpts from what he had to say: Mad Men is lodged squarely within my habitus: along with other cable series from channels like HBO, Showtime and FX, it's part of the wave of "quality television" serial dramas that has raised the medium's cultural value in the 2000s (as Lynne Joyrich discusses in this volume), and served as the object of much of my own scholarly research and personal fandom over the decade (see Mittell 2006). The show is steeped in cultural references that resonate with my own background as a media scholar, flattering my otherwise esoteric knowledge of U.S. advertising and media history. Nearly every television scholar and critic with whom I interact loves the show, making it required viewing for people in my professional and personal taste circles - in fact while I was writing this essay, Facebook encouraged me to become a fan of the show, noting that 61 of my friends had publicly declared their allegiance. In short, it's a show seemingly designed for me to love, and I have tried to fulfill that prediction by giving myself over to it. I found Mittell's essay enormously valuable -- both in sorting out my own complex and often unsettling relationship to the AMC drama and in terms of raising important questions about the place of the autobiographical and subjective in academic criticism. Game designer and theorist Ian Bogost, on the other hand, was disappointed with the essay, seeing it as illustrative of bigger problems he has with the stance of the Aca-Fan in debates about culture. (I should note in passing that I consider both Jason and Ian to be gifted critics and good friends.) Here's part of what he wrote at his blog: A critic's job, in part, is to explain and justify his own tastes, and to act as a steward for those tastes on behalf of a constituency of readers. People tend to circle around the critics we respect and, more so, agree with because we come to trust their taste. There are pros and cons to such a tendency, the most obvious downside being that we can avoid stretching our minds by surrounding ourselves with only like-minded ideas. Both Jason's original post and Ian's critique of it have sparked extensive discussion and comments, involving many of the top thinkers in the space of fan studies and cult media, and if you did not follow them, you probably should take a look. As often happens, the discussions devolved a little as they went forward with side issues taking over from the central concerns, but there was still much at both forums that should spark thoughts about criticisms. I weighed in enough at Ian's blog that I don't need to repeat all of my thoughts here. I should note that I was engaging there with the larger issue of aca-fan criticism and had not at the time had a chance to read Jason's essay fully. Having done so, I must say that I disagree with Ian's central claim that the essay is too self absorbed and doesn't teach us much about the series. The discussion the piece generated at Jason's blog suggests otherwise. Many people there found themselves testing their own embrace of the series against Jason's critique in a way which helped them to better understand their own relationship to the series. Much of the discussion centers on how we are supposed to feel about these characters and thus what kinds of pleasures one derives from the series. Much like Vic (on The Shield) or Tony (on The Sopranos), I find my feelings towards Don Draper and the other characters shifting almost scene by scene. One scene may cause me to admire Don for his creative vision and intuitive understanding of the culture around him, the next may lead me to despise him for his lack of self-consciousness about how he treats the people in his life. He charms me and he repulses me. Part of that fascination has to do with how closed off he is from intimate emotional expression. Much of my own interest in the show comes in trying to make sense of my parent's generation. I was born in 1958 and was a child, about the age of the Draper offspring, at the time the events depicted on the series took place. My life was deeply shaped by the cultural forces the series tries to capture, including the shifting values around race, gender, and sexuality, which represent the most loaded moments on the series. I respond to the series often as if I was eavesdropping on adult conversations after they thought I had gone to bed. My father couldn't have been more different from Don Draper on so many levels and yet, I do recognize the forces of emotional containment and stoicism that shape this character in my relations with my father (now deceased.) So, as I watch the series, I find myself drawn into both a search for traces of my parents and their friends in the program's character and in a search for signs of the dramatic changes which the culture underwent in the 1960s. Read in this way, I do not have to have sympathy for a particular character or even for any of the characters in order to be emotionally engaged by the series. For one thing, the characters are drawn with sufficient complexity and nuance that I find myself drawn towards them or repelled almost scene by scene. For another, I have enough affection for the people from Don's generation who have touched my life that I will watch the series out of respect for them and out of a desire to cut through the emotional wall that sometimes blocked me from fully knowing why they felt and acted the ways that they did. Of course, I recognize that the series represents an interpretation of those times, one seen through a modern lens, but the references to smoking early in the series aside, I don't think the point is simply to express the superiority of our current values but rather to understand the values and behaviors as part of a social system. The series has a strong sense of the ways characters are performing for each other, suggesting how the set of values and practices were mutually reinforcing and thus extraordinarily difficult to change. Yet, I do see in some of the characters the potential for growth as they respond to the changing cultural environment around them. And that's why, for me, it is very important to watch more than one season of the series in order to understand the evolving nature of the characters (as well as to see the brittleness of some of the characters, such as Roger, who seem charming and dominant in the beginning but show limited capacity for growth.) That said, one of the more interesting strands on Jason's blog has to do with how much of a series one must watch in order to be able to cast a judgment about it, given the almost impossible challenge of doing justice to the complexity of a long form drama such as Mad Men, as well as the obligations of the critic in relation to works they do not like. In the course of the discussion at Ian's blog, I referenced the manifesto which Tara McPherson, Jane Shattuc, and I wrote as the introduction to our book, Hop on Pop: The Politics and Pleasures of Popular Culture, "The Culture That Sticks to Your Skin." When we published this book in 2002, we saw it as building the case for newer perspectives in cultural studies -- including but not restricted to those coming from the then emerging aca-fan community. We used the introduction to sketch out the defining traits of this new mode of cultural criticism and then used the thirty something essays published there as illustrations of these approaches in action. I will say that I would have been proud to have included Mittell's Mad Men essay in the collection because it speaks to many of the central concerns of that book and the current debate seems to me to suggest that the issues Hop on Pop posed are far from resolved. I wanted to sketch here briefly the traits we saw as identifying this alternative cultural perspective, since I think they might provide a vocabulary which could inform some of these discussions: We began the essay with reference to the Cyberpunk movement and Bruce Sterling's suggestion that they were writing in response to a shift from monumental technological achievements to technology that was everyday and intimate, that "stuck to your skin." We drew an analogy between that and the position of a generation that had grown up in a world where writing about popular culture had gained a certain degree of academic acceptability and we had the freedom to write about forms of cultural expression which were central to who we were and how we saw the world. "Like the cyberpunks, we are interested in the everyday, the intimate, the immediate; we reject the monumentalism of canon formation and the distant authority of traditional academic writing. We engage with popular culture as the culture that 'sticks to the skin,' that becomes so much a part of us that it becomes increasingly difficult to examine it from a distance. Like the cyberpunks, we confront that popular culture with a profound ambivalence, our pleasures tempered by a volatile mixture of fears, disappointments, and disgust. Just as the cyberpunks intervened at the point where science fiction was beginning to achieve unquestioned cultural respectability, we are the first generation of cultural scholars to be able to take for granted that popular culture can be studied on its own terms, who can operate inside an academic discpline of cultural studies....The hard fights of the past have won us space to reexamine our own relationship to the popular, to rethink our own ties to the general public, and to experiment with new vocabularies for expressing our critical insights." We then outlined a series of identifying traits of this "emergent perspective" in cultural studies: 1.Immediacy -- a trait we associate with "intensification (the exaggeration of everyday emotions to provoke strong feelings or a release from normal perception), identification (strong attachments to fictional characters and celebrities), and intimacy (an embedding of popular culture into the fabric of our daily lives, into the ways we think about ourselves and the world around us.)" We offered these trait as a critique of "objective" or "distance" scholarship as blinding us to many defining characteristics of popular culture. "The challenge from our emergent perspective is to write about our own multiple (and often contradictory) involvements, participations, engagements, and identifications with popular culture -- without denying, rationalizing, and distorting them....We can draw on our personal experiences and subjective understandings to critique the popular as well as to embrace it. Even fans are far from uncritical in their relations to cultural producers."We linked this concept to shifts in women's studies and queer studies that had embraced the "intimate critique" or "writing from a standpoint," which acknowledged the subjective in exploring cultural issues. 2. Multivalence -- Here, we were arguing against either-or perspectives, insisting on writing that acknowledged the complexity of the popular. We noted, for example, that for some groups which have been consistently marginalized in our culture, they may not be able to describe themselves as fans of dominant cultural productions. "Their engagement with popular culture cannot be dispassionate, disinterested, or distanced. The stakes are simply too high. Their writing acknowledges the pleasures they have derived from engaging with popular culture as well as their rage and frustration about its silences, exclusions and assualts on their lives. These writers express contradictory responses to the materials of everyday culture and their own dual status as avid consumers and angry critics."While I have chosen to frame my own perspective of culture in terms of being an aca-fan, because the fan communities within which I have participated for almost 40 years have helped to define how I see the world, and while I often embrace others who share my vantage point, this discussion was intended to signal the validity of many different vantage points from which to frame cultural critique. It simply insists that the writer be honest both about their stakes in their object of study and about the contradictions that they see within the works they are examining. For me, there is nothing "comfortable" or indulgent about taking seriously these two demands. And Mittell's essay demonstrates an ongoing process of self-reflection and self-questioning, exploring contradictions in the text and in his own relation to it, while offering respect for those who differ with his perspective. Not everything written under the "aca-fan" banner does so, to be sure, and so I see Bogost's critiques as a challenge to re-examine our own critical practices and theoretical positions. While these two traits arose in the course of the discussion at his blog, the remaining traits we identified did not and they also help to round out our expectations about what would constitute quality scholarship in this tradition: 3. Accessability -- We challenged our fellow scholars to take the steps needed to open up their cultural analysis and critiques to a wider public, recognizing that academics are not the only ones who are concerned with the place of popular culture in their lives and suggesting that there is a political stakes in creating resources that are valuable to readers beyond the ivory tower. In a sense, both Mittell and Bogost, along with many other academic bloggers, embody this challenge to expand the address of cultural criticism so that it might engage with fans, policy makers, journalists, industry insiders, artists, and a range of other publics. I am proud of how much progress our field has made along these lines over the past eight years. 4. Particularity -- We summed this up quickly as "details matter" and went on to explain why overly generalized criticism and the sweeping dismissals of whole sets of cultural practices of the previous generation was no longer adequate to the new contexts in which popular culture was produced, circulated, and consumed. We saw the push away from broad theory and towards specific case studies (and within that, case studies that were attentive to as many details as possible) as embodying this shift in the nature of criticism. 5.Contextualism -- Here, we sought to counterbalance our focus on meaningful details with a recognition of how they illustrated and embodied large trends in our culture. As we wrote," we view popular texts not as discrete entities that stand alone but instead exist in relation to a broad range of other discourses, placing media production and consumptions witihin a social and cultural configuration of competing voices and positions. Rather than cannonize a text for its intrinsic or inherent value, we try to understand and articulate more fully the framework within which individual texts are produced, circulated, and consumed." 6. Situationalism -- Basically, this trait calls for attention to the contexts within which we are writing, recognizing that we write from a perspective of local knowledge and within our own historical moment, rather than seeking criticism which is universal and timeless. I am not doing justice to the complexities of this essay, which examines a broad array of different scholarly, critical, and intellectual projects, and would urge you to track down the book and look through its contents. There are many essays there which illustrate the complexities and challenges of creating this kind of criticism. Many of them, I suspect, would embody the kinds of cultural criticism that Bogost has called for at various points during this exchange. These traits set exacting standards which we impose upon ourselves as critics. I don't always meet these standards in my own work, either on the blog or in my publications, but these are the criteria by which I judge my own performance and by which I measure the quality of other people's writing. Like Bogost, I'd love to see more ongoing discussions about the goals and roles for cultural criticism in the 21st century. If nothing else, Jason's Mad Man essay has helped open up such a conversation and that's more than it's reasonable to expect from any given piece of critical writing. Thanks, Jason and Ian, for the provocation. I am going to be traveling this week and so my ability to respond will be circumscribed, but I would be happy if this post might serve as a fresh start to get out of the entanglements caused by competing understandings of what a fan is and to focus instead on competing ideas about how and why academics should write about popular culture. We received surprisingly few reactions to our own 2002 provocations along those lines, so I would be happy if we could restart the conversation now. Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |