![]() |
|
Archives: November 2006
November 30, 2006
When Fandom Goes Mainstream...The most recent issue of Flow includes a range of different responses to the Flow conference, which I referenced here a few weeks ago. One of the articles would seem to be of particular interest to readers of this blog, because it refers to the panel on "Watching Television Off-Television" which I helped to organize, because it addresses the shifting nature of fan engagement with contemporary media, and because it was written by Kristina Busse (co-editor of the book, Fan Fiction and Fan Communities in the Age of the Internet, which was previously discussed here). Previously I have contrasted the context in which I wrote Textual Poachers (a world where fan culture was largely marginalized and hidden from view) and the context described in Convergence Culture (a world where fan participations are increasingly central to the production decisions shaping the current media landscape). Busse's question, though, is whether we are really talking about the same fan culture in the two instances. Here's part of what she has to say:
At least some fans have gained power and influence in the context of convergence culture. As I suggested here the other week, there are more fan friendly shows on the schedule. Shows which attract strong fan interests have a somewhat stronger chance of surviving. Producers interested in engaging with fans are generating more additional material which expands the fictional universe. We are seeing a thawing of the relations between media producers and fans as the studios are reassessing their attitudes towards even some of the more controversial aspects of fan culture. (We saw some signs of this détente during the Fan Culture panel at the Future of Entertainment conference.) And fannish modes of engagement with popular texts are spreading at a dramatic rate across more and more segments of the population. And that's part of what concerns Busse:
What gets lost as some of these fannish values and reading practices spread across the entire viewing public? Is there still a value in understanding fandom as a distinct subculture with its own cultural hierarchies and aesthetic norms, its own forms of social engagement, its own traditions of interpretation, its own system of genres for cultural production, and perhaps its own gender politics? Is this just another case of a subculture fearing a loss of "authenticity" as it moves into the mainstream? Or read from another angle, what happens to fan studies when it moves from the study of subcultural practices to the study of dominant or at least widespread forms of media consumption? November 29, 2006
A Tale of Three QuiltsAnother in a series of outtakes from Convergence Culture: Where Old and New Media Collide, this passage sets up the contrast between folk culture (as it operated in 19th century America), mass culture (as it operated in the 20th century), and the new participatory culture (as it operates in the digital age). I argue in the book that digital culture often applies processes of cultural production we associate with folk culture to content we associate with mass culture. We can understand the relations between these three phases of cultural production by considering the example of three very different kinds of quilts. The first was made for my grandmother upon the occasion of her wedding by the women in a small town in Southern Georgia. The quilt was built up from scraps which each woman had left over from previous sewing projects. The cloth was commercially produced at southern textile mills, but its value here was sentimental - a token of each woman's affection for the young bride. The women didn't have a lot of money but by combining their scraps they could share what they had and express their support. As the quilt was being created, the older women were passing along their skills and experience to younger women, some of whom perhaps had never worked on such a project before. Quilting as a process and the quilt as a product both helped to shape the social relations between the women in that small town. The result was a one of a kind object, shaped by local traditions but also customized to the tastes of its recipient. November 28, 2006
Hollywood Mogul 3Today, I am turning over the bloging duties to my son, Henry Jenkins IV, who wanted to share with you an interview with game designer Carey DeVuono about Hollywood Mogul 3. In Computer Gaming World's 20th Anniversary issue journalist Robert Coffey wrote an article about the three strategy games "that have insinuated themselves most deeply into [his] life," a list one might anticipate would include established classics like Civilization, Age of Empires, Warcraft, Railroad Tycoon and The Sims. What's interesting is that "the best fantasy game [he] ever played" was one a high percentage of the readers wouldn't have heard of, one produced exclusively for the Internet by a single programmer for a fraction of the cost of those other games. In Hollywood Mogul gamers create a movie studio and produce a full slate of films, from hiring the screenwriters and developing the scripts to casting the actors and setting the budgets. Along the way they have to deal with the problems that crop up in the production of the film - tension on the set, budget overruns. Once a cut of the film is completed you can test screen it and then tinker with later versions in order to get it right. The ultimate goal is to make more money than the competing studios and win more awards. Hollywood Mogul is the game I wanted when I bought Peter Molyneux's holiday blockbuster The Movies, or at least something closer to it. This game, too, is flawed. As much as I enjoy spending hours coming up with interesting ideas for movies - What if you made an alternative version of The Sopranos set in the 1930s of Al Capone and John Dillinger? What if you cast Bill Murray and Robert DeNiro as the rival coaches of the Boston Red Sox and New York Yankees? - there's no way for the game to measure the creativity of your story or the charisma of your casting decisions. Ultimately it has to make decisions according to objective criteria. Can you get enough star power for a low enough casting budget? Did you take the months necessary to perfect the script or did you rush it? Did you invest enough in truly special, state of the art special effects to really bring people to the theaters or just enough to waste a lot of money? Initially the game faced further limitations for obvious reasons - no actual writers, actors or directors could be used by name. But a surprising thing happened. A thriving fan community sprung up on the game's message board and gamers spent months programming their own additions. Suddenly you could download databases of carefully devised talent profiles for any decade. Even when a period of several years stretched on between new officially released versions of the game, fans continued to share their insights and experiences with the game on a daily basis, maintaining the energy surrounding the game. This fall Hollywood Mogul 3 was released with a whole new set of improvements and features. Carey DeVuono, the game's independent creator, whose work was placed alongside Will Wright's The Sims, talked with me about his creative process, his Internet community and the role of independent game developers in a commercial marketplace. November 27, 2006
Collective Intelligence vs. The Wisdom of CrowdsDavid Edery, who was until recently part of the CMS staff and now works for Microsoft, has been generating some interesting discussion over on his blog, Game Tycoon, about how games might harness "the wisdom of crowds" to solve real world problems. It's an idea he's been promoting for some time but I only recently had a chance to read through all of his discussion. He starts by describing the growing academic interest that has been generated by James Surowiecki's The Wisdom of Crowds and then suggesting some of the challenges of applying these concepts in a real world context: Despite a lasting surge in media, business, and academic interest, proven mechanisms via which to harness the wisdom of crowds remain in short supply. Idea markets have existed for many years, as have the "opinion aggregation" systems in websites (i.e. the user-generated product rankings found in Amazon.com). The chief obstacle is and always has been: how to properly incentivize the participants in a system, such that they generate meaningful, unbiased input. The idea of using games to collect the shared wisdom of thousands of players seems a compelling one -- especially if one can develop, as Edery proposes, mechanisms for linking game play mechanics with real world data sets. Indeed, Raph Koster -- another games blogger who has been exploring these ideas -- does Edery one better, pointing to a project which actually tested this concept:
At the risk of being annoyingly pedantic, however, this debate keeps getting muddied because participants are blurring important distinctions between Surowiecki's notion of the Wisdom of Crowds and Pierre Levy's notion of Collective Intelligence. Edery uses the two terms interchangeably in his discussion (and to some degree, so does Koster), yet Surowiecki and Levy start from very different premises which would lead to very different choices in the game design process. Surowiecki's model seeks to aggregate anonymously produced data, seeing the wisdom emerging when a large number of people each enter their own calculations without influencing each other's findings. Levy's model focuses on the kinds of deliberative process that occurs in online communities as participants share information, correct and evaluate each other's findings, and arrive at a consensus understanding. November 24, 2006
Grafitti as an Exemplary Practice?: Tats Crulloquium series featured a program about the production of Zigzag, the new video podcast which seeks to capture and convey some of the many fascinating aspects of life at MIT. This week's edition features a profile of the New Media Literacies Project. The video includes footage of several of our graduate students setting up to interview my colleague Beth Coleman for a forthcoming entry in our exemplar library project which will deal with DJs and music remixing practices. The center piece of the documentary, however, deals with the most recently added film in our collection which deals with the New York based Graffiti group, Tats Cru. This is a segment that cuts close to home for me. Indeed, many of the interview segments were shot in my living room. As some of you know, I am proud to have spent the last 12 years of my life as housemaster of an MIT dormitory known as Senior House. (Contrary to the name, the community includes a full range of undergraduates -- frosh to seniors -- and houses many of those at MIT who are interested in alternative cultures.) Tats Cru came to MIT in part at the request of our graduate resident tutors, Andrew "Zoz" Brooks who wanted help constructing a mural which would pay tribute to "Big Jimmy" Roberts, a long time night watchman who was much beloved among our residents and who passed away a few years ago. Our students have raised more than 50,000 dollars to create a scholarship in Big Jimmy's honor but they wanted an icon to help memorialize his role within the dorm. Since he worked between two dorms, the agreement was that they would paint a mural on canvas that would be portable and could spend part of the year in each location. Tats Cru came to MIT through help from the Creative Arts Council and Michelle Oshima and worked with our students to produce something that was worthy of Big Jimmy's memory. While the group was on campus, the graduate students on Project NML also filmed the production of the mural and conducted interviews to help explore graffiti as a form of creative expression. The story of Tats Cru is a fascinating one: a group of former street artists who have become known around the world for their murals and graffiti, who work with local communities to create memory walls and who work with corporate clients to support their branding efforts. It's hard to pick any group of artists who better embody some of the contradictions which surround graffiti as a form of creative expression. November 23, 2006
Happy Turkey DayI am taking the day off to spend time with my family and the students in my dorm. My posts will return on Friday. Have a great holiday. November 22, 2006
Catching Up: Mostly on Media LiteracyThe New and Improved Henry Jenkins
This past weekend, Barry wrote to introduce me to the second Henry Jenkins. I have to say that I bonded instantly with this frisky fellow.
Barry says they had two groups work on constructing me an avatar -- a group of adults known as The Magicians
Barry and I are now working on the details of when and where I will be engaging with the Second Life Youth. I can't wait. November 21, 2006
Game Theorist Jesper Juul to Speak at MIT
What happens when a player picks up video game, learns to play it, masters it, and leaves it? Using concepts from my book on video games, Half-Real: Video Games between Real Rules and Fictional Worlds, I will argue that video game players are neither rational solvers of abstract problems, nor daydreamers in fictional worlds, but both of these things with shifting emphasis. The unique quality of video games is to be located in their intricate interplay of rules and fictions, which I will examine across genres, from casual games to massively multiplayer games. Jesper Juul is a video game theorist and assistant professor in video game theory and design at the Centre for Computer Game Research Copenhagen where he also earned his Ph.D. His book Half-Real on video game theory was published by MIT Press in 2005. Additionally, he works as a multi-user chat systems and casual game developer. He is currently a visiting scholar at Parsons School of Design in New York. This lecture is free and open to the public and is sponsored by the Comparative Media Studies Program and the New Media Literacies Project. November 21, 2006
Broadband and the Public InterestThe Comparative Media Studies graduate students have been discussing current policy debates around "net neutrality." The phrase, "net neutrality," is in broad circulation at the moment but I suspect many people out there are not familiar with the core terms of the debate or how it impacts them. Stephen J. Schultze, a first year CMS masters student, asked if he might share some of his perspectives on this issue. Schultze holds a 2002 BA in computer science and philosophy from Calvin College (Grand Rapids, MI). Since graduation, Schultze served as a project director at the Public Radio Exchange in Cambridge, MA: "Through PRX, I've been closely involved with station consultations on issues of cross-media branding in podcasting and web strategy. I launched a project that provides stations with a customized, branded podcast interface for their listeners. We advise stations that their brand identity and relationships with listeners have become more important than ever in a multi-channel world." He has also collaborated on projects through the MIT Media Lab where he helped Carla Gomez-Monroy to build an experimental radio production system for Mexican diasporic communities in New York City. Schultze spends a lot of his time these days over at the Berkman Center at that other place up the road from us and has been involved in the organization of the Beyond Broadcasting conference (more on that later). He is currently working on a documentary about podcasting for the New Media Literacies Project. What follows are his thoughts about how the recent election returns are apt to impact the debates around net neutrality. November 20, 2006
Youtube and the Vaudeville AestheticMy very first book, What Made Pistachio Nuts? (based on my dissertation at Wisconsin), explored the impact of American vaudeville on early sound comedy, seeing variety performance as an important influence on the films of the Marx Brothers, W.C. Fields, Eddie Cantor, Burns and Allen, Jimmy Durante, Ed Wynn, Joe E. Brown, Wheeler and Woolsey, and a spate of other clowns and comics of the early 1930s. I confess that given my current research interests, I don't get very much demand to pontificate about the particulars of early 20th century popular theater. Yet, the other day, a journalist asked me to look at this OK Go music video, currently extremely popular on YouTube, as part of a story he was doing about the ways that digital distribution of content was impacting the recording industry. And I was suddenly struck by the ways that YouTube represents for the early 21st century what Vaudeville represented in the early 20th century. Let me see if I can sketch some of the resemblances: As the name suggests, the variety stage was based on the principle of constant variation and diversity. It represented a grab bag of the full range of cultural interests and obsessions of an age marked by dramatic social, cultural, and technological transformations. In the course of an evening, one might watch a Shakespearean actor do a soliloquy, a trained dog act, an opera recital, a juggler or acrobatic turn, a baggy pants comedian, an escape artist or magician, a tap dance performance, and some form of stupid human tricks (such as a guy with hammers on his shoes hopping around on a giant xylophone or an act where baboons play musical instruments). Similarly, YouTube brings together an equally ecclectic mix of content drawn from all corners of our culture and lays it out as if it were of equal interest and importance, trusting the individual user to determine the relative value of each entry. November 17, 2006
Updates from the Futures of Entertainment Over at the C3 Site Throughout the ConferenceToday and tomorrow is The Futures of Entertainment Conference, co-sponsored by C3 and the Comparative Media Studies Department here at MIT. Since seating is limited and registration closed almost a month in advance, the C3 team will be providing updates throughout the two days of the conference over on the C3 blog in hopes of including readers in the discussion. You can access the C3 blog's main page here. Check back throughout the day today and tomorrow over at C3's site for updates, and look through the program for the conference here. November 17, 2006
Pimp My Show!The title says it all. We are already a few months into the Fall 2006 television season -- some of the new series have already come and gone, others have started to develop solid fan followings. I wanted to invite my loyal readers to share with us which new shows have really caught your fancy and why. (Of course, it's always fun to hear which new shows have bored or disgusted you, too.) It's been a while since we've had a really good conversation going with the readers of this blog so I am hoping you will rise to the occasion and share with us what you think have been the most interesting new shows this season. And of course, since I've got lots of international readers, don't presume we are just talking about American shows. I'd love to hear about amazing shows out there in other countries which are generating fan interest. To get the ball rolling, I dug out some notes I sent to the members of the Convergence Culture Consortium this summer, before any of the shows had actually reached the air. I tried to predict which new shows would be "most fan friendly." It's interesting to see how well I did. November 16, 2006
On Blogs, Lost, and Jag Studies...For those of you interested in the blogosophere (and I have to assume you are or you wouldn't be reading this blog), there are some fascinating statistics to be found on Technorati's State of the Blogosphere report. Technorati is now tracking 57 Million blogs -- with a growth of 100,000 new blogs added each day throughout the last quarter. The number of blogs doubles every five to seven months.
They publish an interesting chart which shows the peak moments in blog posting and their relationship to specific news events. On the one hand, this chart suggests how vital politics is to what motivates people to post and on the other, it suggests that the increased number of bloggers means that each major political event is likely to generate more traffic and discussion than the last. We can speculate whether all of this reaction to news is likely to be divisive as some critics have argued, leaving us more likely to read each new development through an ever narrower and more self righteous ideological frame or likely to enable real discussion and community building as others have argued because we have a greater understanding of how politics impacts the everyday lives of a diverse array of people. Blogs remain a highly decentralized mode of expression, even though some blogs (topped by Endgadget and Boing Boing) are beginning to compete directly with the websites offered by the major media companies in terms of traffic. Only three blogs make it to the top fifty most trafficked news sites while another nine make it into the second 50 most trafficked sites. The egotist in me was interested in their classification of blogs as influential based on the number of other blogs which link to them. By these criteria, Confessions of an Aca/Fan, which I launched in June, has already made its way into "the very high authority group," thanks no doubt to the number of "thought leaders" and fellow bloggers who read this site, since our readership numbers are a good deal lower than many of the other blogs to make it to this status. You are an elite, dear readers, and you work hard to spread the word about some of the information posted here. For this, I thank you very very much.
November 15, 2006
Fun and Games with CopyrightThis seems to be a week for confessions in the blog: I have already come out as a slash writer, one who tampers with the high cannon no less; I should also confess that I am an Eagle Scout. This is not exactly the most common combination of backgrounds and identities. (I use the present tense because officially, once you earn Eagle, it is something you carry with you the rest of your life, even though I haven't really done anything with Scouting in several decades now.) Scouting was a value part of my life: I taught for the first time when I was asked to lead classes for various merit badges for my troop, including classes in photography (which ended up centering on cinema) and in Theater (which allowed me to script and direct plays.) I can still recite the scout oath and still try to follow much of its standards. I have had more difficulty in recent years by the way the organization has gone to court to try to block membership to gay scoutmasters and scouts. I also lost some more respect for the organization when I read recently about a project conducted by the Boy Scouts of Los Angeles in association with the Motion Picture Association of America which seems designed to indoctrinate the youth into a particular ideological perspective on copyright and intellectual property.
November 14, 2006
My Secret Life as a SlasherSo, my dirty little secret is finally out in the open. A few weeks ago, I did a podcast interview for Emma Grant at Slashcast about slash fan fiction and spoke openly about the fact that I have one published story out there in a relatively obscure little zine called Not What You Think. As a gift to all of my readers out there in LJ-Land, I figured, now that the cat is out of the bag, that I would share some excerpts from the story itself and for the rest of you, I figured I might use this to offer some reflections on the nature of slash as a form of critical commentary, an issue which I raised here in the blog a few weeks ago. The story is called "Golden Idol." It was published, if you can call it that, in 1998 and promptly disappeared into obscurity. Here's how the story starts: 'Another Idol has displaced me,' the fair young girl in the mourning dress exclaimed, her eyes misted with tears. 'If it can cheer and comfort you in time to come, as I would have tried to do, I have no just cause to grief.' November 13, 2006
The Craft of Science FictionThose of you in the Boston vicinity may want to make your way to the MIT Media Lab's Bartos Theatre this Thursday for what promises to be a fascinating event -- "The Craft of Science Fiction" -- which will feature of a reading by Four time Nebula Award winning writer Joe Haldeman (The Forever War) and a discussion of his work. I will be moderating the event which is being hosted by the MIT Communications Forum from 5-7 pm. Those who can't make the event can catch the streaming audio version which will go up on the Communications Forum website several days later. Something of the tone of the discussion may be suggested by some comments about science fiction's place in contemporary culture which Haldeman penned for the CMS newsletter: Whatever its shortcomings, actual science fiction (as opposed to fantasy tricked out with space ships and ray guns) is a bastion of rationalism. The universe works by rules, even if those rules are imperfectly understood. Problems are solved not by wishing things were otherwise but by trying to understand what is actually wrong and taking action to change it. We live in a world where wishful thinking and magical thinking prevail at the highest levels of leadership. Our own government thinks it can control reality by denying scientific evidence. We're in a war that at least one side justifies by ferocious religious dogma. More Americans believe in ghosts than in evolution. For that matter, more than half believe the story of Creation in the Bible are literally true and are waiting for the Rapture. Belief in oddball ideas like faith healing, extrasensory perception, communication with the dead and haunted houses have all been on the increase in the past decade. These people don't read science fiction, or at least they don't read it well. But they may read books that are shelved in the science fiction section, or go to movies that call themselves sci-fi.... Basically, Haldeman, a hard sf guy to the Nth degree, is drawing a distinction between science fiction which he sees as a fundamentally rationalist mode of literature (and thus as a tool to teach scientific reasoning) and sci-fi which he thinks is increasingly faith based and mired in fantasy. For Haldeman, science fiction is both a mode of popular science education and a form of social commentary. And as such, he feels it does increasingly important work in the face of what he sees as anti-science attitudes at large in the country today. As I said, lot's here to talk about. Almost a decade ago, Joe Haldeman and I organized a science fiction reading series at MIT which brought to campus such writers as Octavia Butler, Bruce Sterling, Orson Scott Card, Frederick Pohl, Neil Gaiman, and many others. We paired national figures with local authors from the greater Boston area such as Ellen Kushner, James Patrick Kelly, Allen Steele, and Alexander Jablakov. Buried deep on the Communications Forum website are a series of essays I wrote about the science fiction writers we featured as well as transcripts of the public conversations we hosted. What follows is an excerpt from the essay I wrote at the time about Haldeman's work -- particularly about how his experiences during the Vietnam War shaped the themes of his science fiction writing. It should offer good background reading for anyone planning to attend this event. You can also read the transcript of a conversation between Haldeman and fellow hard science fiction writer Gregory Benford. November 10, 2006
From Serious Games to Serious GamingLast week, I presented a keynote address at the Serious Games Summit held in Washington DC. The event drew together participants from all of the groups which constitute the serious games movement -- educators, activists, entrepreneurs, government officials, military, emergency workers, scientists, therapists, nonprofits, foundations, and doctors. As such the serious games movement is a powerful illustration of what Yochai Benkler has taught us about networked culture -- the ways that it creates new and unexpected points of contact between commercial, amateur, nonprofit, educational, and governmental forces which are shaping the contemporary communications landscape. As I told the group there, it is unlikely that there was very many other circumstances which might result in a military leader, a corporate HR person, and a political activist sitting down to break bread together, yet at the Serious Games Summit, these groups were all trying to see what they could learn from each other. If these folks do their jobs well, there will not be such a gathering in a few years time because each of the subfields they represent will have expanded until they can support their own convening. And indeed, we are already seeing more specialized meetings for those involved in games for health, games for education, and so forth. If you want to see my presentation itself, check out this webcast of the talk.. Much of what I had to say in the first part of the talk was already stated in an earlier post on my blog, Getting Serious About Serious Games. A primary goal of this talk was to suggest how the ideas from Convergence Culture might inform the work of those of us who are trying to produce games for learning. You might see this talk, in part, as a response to some criticisms that Ian Bogost raised about my book -- that it was too invested in commercial culture and didn't have enough to say about noncommercial uses of media. I see these remarks as pointing to ways that the serious games movement might benefit from a greater understanding of concepts like collective intelligence, participatory culture, and transmedia storytelling. Today, I want to pick up on an important theme which ran through the talk -- my goal was to shift the discussion from talking about serious games (as in a product) towards talking about serious gaming (as a process). . Learning as a Process, Not a Product November 9, 2006
Political RealityAnother in a series of outtakes from Convergence Culture: Where Old and New Media Collide, this passage explores ways that reality television might become a vehicle for political education. The section was inspired in part by this passage from Joe Trippi's book, The Revolution Will Not Be Televised: Democracy, The Internet, and the Overthrow of Everything: "When Americans get the choice...they constantly surprise the producers and the celebrity judges. They go for gospel singers and torch singers and big band singers. They vote for fat people and geeky people and ugly people. They go for people like themselves....This is the most important thing that any business can learn from the first wave of this revolution and its impact on entertainment. We want the power to choose....In every industry, in every segment of our economy, the power is shifting over to us." November 8, 2006
Adding to the Quilt: An Interview with Brad Meltzer
As a longtime comics fan, it's hard to remember a time when there were so many really astonishingly good writers generate content for the major companies at the same time -- Brian Bendis, Greg Rucka, Robert Kirkman, Ed Brubaker, Warren Ellis, Brian K. Vaughan, Geoff Johns... There are several reasons why writing in comics is so good right now but one of them is what DC President Paul Levitz described to me in an interview as the "permeable membrane" that exists between comics and other media sectors in the midst of an increasingly transmedia culture. Some of the most exciting writers in comics today come from other media -- look at Joss Whedon over at Astonishing X-Men or J. Michael Straczinski or the occassional forrays of Kevin Smith into comics writing. It's in that category that I place Brad Meltzer. Meltzer was nice enough to respond to some of my questions about his experiences of moving between media and about the particular experience of writing within a mainstream superhero franchise. November 7, 2006
To Prospective StudentsIf reading this blog has left you interested in learning more about the Comparative Media Studies Program, you might want to check out an online information session at 10 a.m. tomorrow morning. If you are interested in participating, please send your AOL instant messanger name to generoso@mit.edu and he will send you the information needed to participate. Thanks. November 7, 2006
In Yoyogi ParkThe other week, I was asked to speak about globalization and new media to a delegation of Japanese businessmen who were visiting MIT. In the process of preparing for this talk, I dug back through a few of the things I wrote after a visit I took to Tokyo a few years ago. I thought it might be worth dusting them off and sharing with my readers here. What follows is an excerpt from an essay called "Media Literacy -- Who Needs It?" which builds on my experience of visiting Yoyogi Park on a Sunday afternoon. I found Yoyogi to be a key location for understanding not simply the varied subcultures of Japan (they all seem to have a niche somewhere in the park's eleborate cultural ecostructure) but also the global exchange of cultural materials. I write here about two things I saw in the park -- the cosplay which takes place around anime and the rockabilly inflected youth culture called Yanquees -- but I could have taken you deeper into the park, where, for example, one could see teens rehearsing elaborately choreographed imitations of boy band music videos, even as a few feet away others are pounding on traditional Japanese drums. Our story starts in Yoyogi Park on a bright Sunday afternoon last spring. Yoyogi Park is a center for youth culture in Tokyo - near Akiharbara which used to be the electronics sector but is increasingly known as the Otaku (or fan) district and Harajuku where fashionable young girls go to buy clothes. In my short time in Japan, I had already discovered the way cultural practices - forms of consumption for the most part - mapped onto spatial locations, much the way the geography of the World Wide Web structures the interactions between various American subcultures and fan communities. Every group seemed to have their own district, their own homeland, within contemporary Tokyo. The second thing that had struck me is the public nature of these passions and fascinations - the need to act out ones fantasy, the desire to form affiliations with others who shared your tastes. Yoyogi Park is where all of this comes together. In this realm, to consume is to participate and to participate is to assume some kind of new identity. As you approach Yoyogi Park from the Harajuku train station, the first thing you see are the Cosplay Kids. These are young girls (and a few young boys) who have come to Yoyogi dressed as characters from anime, manga, or Jpop. They have come to see and be seen. Often, if you go into the manga shops, you can find brightly colored fliers urging fans of a particular cartoon series to rendezvous in the park on a certain date often with very specific directions about what to wear. Yet, because there are so many different fan communities, one can see many different identities being performed on this somewhat narrow piece of concrete - spies with shiny new weapons, space adventurers and demonic figures, people in Goth or renaissance courtly garb, the furries who are fascinated with anthropomorphic animals, Nanas who most often wear Victorian nurse and nanny uniforms, and so forth. Many of them spent a good deal of time posing for pictures being taken not simply by tourists but also by their fellow fans; these pictures are being recorded by cell phone, camcorder, or digital cameras and many of them soon to be distributed via the web. The costumes and makeup are elaborate, richly detailed, and for the most part, home crafted. The kids take great pride in their costumes though they may own multiple costumes reflecting multiple cultural identities. November 6, 2006
Eight Traits of the New Media LandscapeThe following text was written as part of the original draft for the MacArthur white paper about educating young people for a participatory culture. It was cut due to length considerations but it providees useful background for people reading the report. Most often, when people are asked to describe the current media landscape, they respond by making an inventory of tools and technologies. Our focus should be not on emerging technologies but on emerging cultural practices. Rather than listing tools, we need to understand the underlying logic shaping our current moment of media in transition. These properties cut across different media platforms and different cultural communities: they suggest something of the way we live in relation to media today. Understanding the nature of our relationship with media is central to any attempt to develop a curriculum that might foster the skills and competencies needed to engage within participatory culture. The Contemporary Media Landscape is: 1. Innovative. We are the midst of a period of prolonged and profound technological change. New media are created, dispersed, adopted, adapted, and absorbed into the culture at dramatic rates. It is certainly possible to identify previous "revolutions" in communication. The shift from orality to literacy, the rise of print culture, and the emergence of modern mass media in the late 19th and early 20th century each represent important paradigm shifts in the way we communicated our ideas. In each case, a burst of technological change was followed by a period of slow adjustment. If, as Marshall McLuhan (1969) has suggested, "media are often put out before they are thought out," then there was ample time to think through the impact of one media before another was introduced. As historians and literary scholars have long noted, the explosion of new technologies at the end of the 19th century sparked a period of profound self-consciousness which we now call modernism. Modernism impacted all existing institutions, reshaped all modes of artistic expression, and sparked a series of intellectual breakthroughs whose impact is still being felt today. If anything, the rate of technological and cultural change has accelerated as we have moved through the 20th century and shows no signs of slowing down as we enter the 21st century. The turnover of technologies is rapid; the economic fallout cataclysmic; and the cultural impact unpredictable. Today, the introduction of new media technologies sparks social and aesthetic experimentation. Anthropologist Grant McCracken has described the present moment as one of cultural "plenitude," represented by an ever-expanding menu of cultural choices and options. McCracken argues that "plentitude" is emerging because the cultural conditions are ripe for change, because new media technologies have lowered barriers to entry into the cultural marketplace, and because those traditional institutions which held innovation in check have declined in influence (what he calls "the withering of the witherers".) The result has been the diversification of cultural production. Each new technology spawns a range of different uses, inspires a diversity of aesthetic responses, as it gets taken up and deployed by different communities of users. Such transformations broaden the means of self and collective expression.
November 3, 2006
On Hobbits, Hiro, and Other MattersToday, I wanted to call attention to several online resources which will be of interest to the Aca/Fan community. A week or so back, I got an e-mail from Kristin Thompson telling me that she and her oft-times collaborator and my graduate school mentor, David Bordwell, have launched a new blog. Together, Bordwell and Thompson have written and continually updated what is certainly the most important textbook in cinema studies, Film Art: An Introduction. If I got started describing the full range of their contributions to cinema studies, I'd be here for a long long time: this dynamic duo, individually and collectively, are enormously prolific, cranking out a big scholarly book about once a year, and between them, they have expertise on the entire world cinema. Whatever they turn their attention to, they master thoroughly and break dramatic new ground. In fact, I am teaching a contemporary cinema class at MIT this term primarily as an excuse to dig deep into Bordwell's most recent book, The Way Hollywood Tells It. So, I will be reading what they have to say in their blog about cinema and other media matters with great interest. So far, they have tackled a range of topics, including some really provocative comments by Bordwell on Scorsese's The Departed and its relationship to Internal Affairs, the Hong Kong film upon which it was based, and by Thompson about contemporary cinema and the push towards interactive narrative, to cite just two examples. Thompson is in the process of putting her finishing touches on a forthcoming book about Peter Jackson and the making of the Lord of the Rings trilogy called The Frodo Franchise. I was lucky enough to read an early draft of the book and found it an absolute treasure. Thompson had access to pretty much every key contributor to the LOTR films: she turns out to be a very engaging storyteller but also is able to put what happened into a much larger context of shifts in the contemporary film industry -- including some very good writing about the ways Jackson courted the fans of the original Tolkien novels and the forms of fan cultural production which have grown up around the franchise. (In a recent post, Thompson struggles with whether or not she is an aca/fan in the ways that I have been using it here but she is certainly someone with a fan's mastery over the books and films and with a long standing passion for the content. When she tells me about going behind the scenes in New Zealand to meet with the production team, you do get the sense that there's a fannish tingle going up her spine.) I will be doing an interview with Thompson about the book once it is released in 2007. But she is already updating her account, using the blog to share some great insights into the announcement the other week that they will indeed be producing a film based on The Hobbit and that Peter Jackson is currently considering whether to direct it. She takes us back through the complex history of negotiations around the rights for the film, describes all of the many Peter Jackson projects that have been announced in recent months, and pulls together many of the scattered interviews with Jackson which shed some clues about his thinking in regard to the timing of the various projects. November 2, 2006
Taking the You Out of YouTube?YouTube, along with Second Life, Flickr, Wikipedia, and MySpace, has emerged as one of the key reference points in contemporary digital culture -- emblematic of the move towards what people are calling web 2.0. As Newsweek aptly put it last year, web 2.0 is "putting the we into the web." Elsewhere, I have argued that web 2.0 is fan culture writ large, fan culture without the stigma. Nobody is telling these guys to move out of their parent's basement -- though some of them have started multimillion dollar companies out of their parent's basements. What separates these companies from the dotcoms which fueled web 1.0 is the emphasis upon participation, social networking, collective intelligence, call it what you want. What distinguishes them is that their content arises bottom up from the community of users. One by one, these insurgent companies are being absorbed into the surviving digital giants (as has happened through Yahoo's purchase of Flickr or more recently, Google's purchase of YouTube) or by old media companies (as in Rupert Murdock's takeover of MySpace). With each new buyout, there is renewed speculation about what happens to the "we" --what becomes of the communities that made these activities and services so attractive in the first place. Today, I wanted to share two really interesting responses to the buyout of YouTube and what they might mean for the future of participatory culture November 1, 2006
Games as Art Discussion Tonightupdate: If you would like to read the transcript of the event, Jesper Juuls runs it on his blog, The Ludologist, I am not sure if we broke much new ground but it was a spirited discussion. Join Manifesto Games on Wednesday, November 1st for a chat with on the subject of games and art with Henry Jenkins, Jesper Juul, Marc LeBlanc, and Eric Zimmerman. Network: irc.freenode.net See Manifesto's page on how to get on IRC. More About the Topic: Hideo Kojima says "If 100 people walk by and a single person is captivated by whatever that piece radiates, it's art. But videogames aren't trying to capture one person. A videogame should make sure that all 100 people that play that game should enjoy the service provided by that videogame. It's something of a service. It's not art." And Roger Ebert says "To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers... for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic." Contrariwise, Henry Jenkins says "Computer games are art--a popular art, an emerging art, a largely unrecognized art, but art nevertheless... The time has come to take games seriously as an important new popular art shaping the aesthetic sensibility of the 21st century." Are games art? If not, why not? And if so, why? Is thinking of games as art useful or actually a hindrance for game developers? If games are art, what should our aspirations for the form be? Henry Jenkins is the Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. He is the author and/or editor of nine books on various aspects of media and popular culture, including the recently published Convergence Culture: Where Old and New Media Collide. Jesper Juul is a video game theorist and an Assistant Professor in video game theory and design at the Center for Computer Game Research Copenhagen. He is author of Half-Real: Video Games between Real Rules and Fictional Worlds and numerous articles about games, and his prestigious and influential blog is The Ludologist. Marc LeBlanc is a twelve-year veteran of the game industry. At Looking Glass Studios, he was a core contributor to several award-winning games, including the Thief and System Shock series. In collaboration with Andrew Leker, he developed Oasis, the 2004 Independent Games Festival Game of the Year in the web/downloadable category. Santiago Siri is an Argentinean game designer whose work includes Football Deluxe and Utopia (forthcoming). He works for Three Melons, an advergaming firm that offers innovative branding through games. He is also a writer and theoretician, and his blog, Games as Art, is a resource for all members of the game community. Eric Zimmerman is a game designer and academic exploring the theory and practice of game design. He is the is the co-founder and CEO of gameLab, a game development company based in New York City. He is the co-editor of several works in the field, including Rules of Play, a seminal study of game design technique. Anyone who would like a preview of my perspective on this question should check out "Games, the New Lively Art" which will be reprinted in my forthcoming anthology, The Wow Climax. November 1, 2006
The Independent Games Movement (Part Four): Behind the Scenes at IndiecadeThe Electronic Entertainment Expo (E3) has long served as the showcase of the games industry. The event's host, the Electronic Software Association, announced this summer that the event was going to be discontinued, leading to heated debates in the blogosphere about what this decision might be signaling about the cultural status of games. The noisy, garish, spectacular quality of E3 had set the tone for the commercial games industry: this was the place where the buyers for the major retail chains went to see the new product and design and marketing decisions were often made with an eye to what would look really spectacular when displayed on the big monitors that dominated the floor at E3. One could even argue that the costuming of game characters were designed so that those characters could be embodied by the "booth babes" who worked the floor, trying to lather up the mostly male patrons of the convention, and get them "excited" about some new title. Many people wondered what would happen if this show disappeared. In this blog, I argued for one possible scenario:
One of the new events which have emerged in the wake of the collapse of E3 is the Indiecade, which is presenting itself as a celebration of games and play in all of their many manifestations. As envisioned by Stephanie Barish and her collaborators, the Indiecade will be an event designed to heighten public awareness of the diversity of games production and to recognize innovative and distinctive work across all games platforms. It will be an event where new games, as well as works in progress, get displayed. So, if E3 helped to shape the content and style of commercial games, one may wonder what will happen if there is another kind of event which really does attract critical awareness and public interest and which operates with different aesthetic, economic, and pedagogical goals. Last time, Barish offered some thoughts about the current state of the games industry and why she feels an independent games movement and a games festival is needed. Today, I am running the second part of that interview, allowing Barish to talk about what kind of role her festival hopes to play for the producers and consumers of independent games. I am running it as part of an ongoing series showcasing key movers and shakers within the independent games movement. For more information about the festival, check out their home page. The festival is scheduled to run in Fall of 2007 in Santa Monica, California. Barish asked me to acknowledge the contributions of her collaborators to shaping her responses to these questions:Scott Chamberlin (Partner) , Janine Fron (Conference Chair), Sam Gustman (CMC V.P., Partner), Kirsten Paul (IndieCade Program Manager), and Celia Pearce (IndieCade Festival Chair). *Sidebar: Anyone who would like to see my keynote address from the Serious Games Conference can see it here. 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. |