Defending the Bats: An Interview with Angela Ndalianis (Part One)

In the summer of 2005, I went to Melbourne to attend Men in Tights: A Superhero Conference, hosted by the School of Art History, Cinema, Classical Studies, and Archeology at the University of Melbourne. It was like a dream come true for this particular comics geek to be able to hang out in Australia with comics scholars from around the world. Well, now you get a chance to share some of the fun, because highlights from the conference are being published as The Contemporary Comic Book Superhero, a new book edited by one of the conference hosts Angela Ndalianis. (My own essay on superheroes, multiplicity, and genre theory appears in this book. I ran an earlier draft of this essay on my blog a while back.) Since I like to use this blog to keep people up to date on new work in comics studies, along with fan studies, games studies, new media literacies, and a number of other topics, I wanted to flag this book for your attention and in doing so, direct your attention to its editor Angela Ndalianis. Angela's work should be of interest to anyone who cares about comparative approaches to media: her first book, Neo-Baroque Aesthetics and Contemporary Entertainment, manages to cover Baroque art and architecture, special effects, science fiction, comics, and amusement parks -- what's not to like. She's been teaching a course for several years which take Australian students to places like Disneyland and Vegas to study location-based entertainment and now this fieldwork is resulting in a forthcoming book on the history and theory of public amusements. And recently I learned that she's collaborating with James Collins on a fascinating new project dealing with collector culture and digital media.

In this first part of a two part interview, I grill her about her work on superheroes. Next time, we catch up with some thoughts on amusement parks and collector culture.

Your introduction to The Contemporary Comic Book Superhero begins with some autobiographical reflections on your childhood experience of reading comics. As many have noted, the autobiographical turn has been central to alternative comics and to comics scholarship, though most often, the story told has a decisively male focus. What do you think your experiences as a female comics fan brings to this discussion?

I guess, primarily it undermines these gendered assumptions. It's hard to say - especially when I was growing up in the 1960s and 70s - how much the association of comics and male readers was a socially generated pressure (of 'correct' tastes and interests becoming to little girls and little boys) , and how much was 'naturally' ingrained in our make-up as individuals. I actually lean towards thinking it's a socially induced taste-behaviour - sort of like the early game arcades, only this attitude has persisted. If anything, having more female readers engaged with their comic book experiences may open it up, both in terms of giving expression to the voice of female readers, and opening up the way to new female readers.

There may be shared gendered comic book experiences for male and female readers (like identifying with the empowered super-muscled male superheroes in the superhero comics; desiring the mega-bazooka female superheroes; rolling eyes in disbelief at those very same heroes but nevertheless becoming engrossed in their stories) but we need to also keep in mind that the reasons and ways we each consume our favourite comics carry with them their own personal reasons and associations. As I explain in the Introduction to the book, my father handed me my first comic as a 3-year old, and I was hooked from that point. All I remember about the comic was that it was a superhero comic - I don't remember which superhero. And there was something about the entire ritual of 'reading' comics (at this stage in my life it only involved reading the images): the touching and flipping of pages, the texture of the paper and the colours and images that the pages contained, and the sense of intimate possession associated with holding these comics in my hands. This sense of comfort I felt through sensory possession is still one of my oldest and happiest memories. Then there was the way wonderful worlds opened up to me in each panel on the page, and the immersion and intense relationship I developed with the superheroes and their stories. (It was nearly always superheroes, although, I did occasionally become sidetracked by the adventures of the Archies, Disney characters, and Hollywood stars like Laurel and Hardy and Jerry Lewis). Comics and cartoon shows are the two popular culture objects that left an imprint on my early memories and I still associate both with a combination of fondness and a feeling of being at peace with the world. I've always been a television junky, but there was something about the ability to physically possess comics in a way I couldn't possess my favourite tv shows that made them weave into the autobiographical and the personal more intensely - for me, at least.

And, from the perspective of female readership, I can say with certainty that, as a girl, I rarely felt short-changed or undermined by the fact that I was drawn to so many male superheroes. I cannot tell a lie, Batman was (and is) an object of desire for me. Somewhere in the fantasyscape of my brain, I still dream that there may be a reality in which he exists, and when I cross into that parallel universe, our future together will be guaranteed. Aside from my feelings for the Dark Knight, however, for me, Wonder Woman, Catwoman and Batgirl existed on the same level as Batman, Superman and Spider Man. It was their power, sense of their humanity and values, and ability to resolve crises that I associated with. I don't want to turn all academic on you here, but, I think it's Yuri Lotman who talks about hero roles not being gendered but associated with narrative action: it's society that imposes the 'norms' that associate active characters with the male, and the more passive roles with the female. Maybe 'society' never got its 'how to' ideological claws in me as a little girl and, I must say, my parents never encouraged me to play passive or victim roles - far from it. I think children don't start to fall prey to performing gendered roles till they approach their teen years, until then, they're fluid. I look at my 3 nieces (who are 4, 6 and 10) and am overjoyed to see that they in no way feel hemmed in when it comes to their abilities. In their minds, they're invincible. The difference is that they have more female superhero and hero roles to choose from - especially in animated cartoons - than I did as a kid, and that's more liberating for them as girls.

What has your experiences running the original conference and editing this book told you about the current state of comics studies?

I couldn't believe the amount of interest both during and after the 'Men in Tights: a Superheroes Conference'. The conference was held in mid-2005, and to this day I receive emails about follow up events and conference publications, as well as queries about whether courses are offered in comics studies at my - or other - universities. I've also had an increase in the number of PhD students I have who are writing on comics and superheroes. In your essay in the anthology, you write about the tendency in public consciousness to collapse the superhero genre into the comic book medium and given that the superhero's been such a driving and sustaining force behind the medium, it's not surprising. There are a number of anthologies and books that have come out in recent years that have taken a more serious and academic approach to comics and, in particular, superheroes in comics. This anthology, and the one I co-edited (Super/Heroes: From Hercules to Superman) emerged from the conference in 2005. The current anthology The Contemporary Comic Book Superhero focuses more specifically on comics and superheroes, whereas the earlier book centred more on predecessors and mythic prototypes. In addition to scholars I know who are currently writing books or essays for future publication on the topic, the healthy growth of comics studies is also evident in books like Comics as Literature (Rocco Versaci), A Comics Studies Reader (edited by Jeet Heer and Kent Worcester), Superheroes! Capes and Crusaders in Comics and Films (Roz Kaveney), Film and Comic Books (edited by Ian Gordon, Mark Jancovich and Matthew McAllister), and Superhero: the Secret Life of a Genre (Peter Coogan). To add to this, there was the Superheroes: Fashion and Fantasy exhibition and mini-conference that was held at the Metropolitan Museum of Art in New York in mid-2008. If anything, the exhibition revealed the extent to which the superhero - as representative of comic book culture - is woven deeply into the consciousness of so many people. Even if their first exposure to the superhero has been through film or television, most people know that it's the comics that gave birth to them. I should also add that the Institute for Comics Studies was unofficially launched by its Director Peter Coogan at the Superheroes: Fashion and Fantasy mini-conference event which was held at the MET in June 2008. The official launch will take place at ComicCon in 2009 and what's exciting about this Institute is that it aims to address and support the thirst for knowledge that's out there by providing scholars, professionals and fans with a contact point that can direct them to comics resources, courses being taught, conferences, as well as encouraging and organizing events with the industry. I'm really excited to be on the Board of Directors, which, in addition to including other academics such as yourself, also includes comics creators, distributors and producers.

One of the funniest outcomes of the Men in Tights conference had to do with my Batman obsession. In Melbourne, we have a problem with fruit bats. At the time of the conference they had over populated our botanical gardens and before the more logical solution of capturing the bats and migrating them to outer suburbs was achieved, a bunch of trigger happy stooges were going into the gardens and killing off bats by the hundreds. The organizer of an group called "Save the Bats" had attended the conference and heard me talk about my love of the Batman - and soon after the conference, I was contacted by this guy who asked me to become a Bat-Spokeswoman and to get the word out to students to attend protests and be more active in saving the bats of the Botanical Gardens. So how could I say no? My students thought it was hysterical - I still remember making an announcement about a save the bat protest (complete with the backstory) at the beginning of a lecture in my Genre Studies course and they cracked up in fits of laughter. In their eyes, the sequence of events made sense. Of course I'd become the spokeswoman for bats - I had, after all, shared my Batman fascination with them for years!! And this story did find sweet closure. When the Melbourne City Council eventually did move the bats out of the city, many came to settle in my suburb. So now, if I go out into the garden at night, I can sit on a bench with my cats Bats and Elektra, and look up at the giant pear tree in my back yard and listen to the very audible crunching sounds that are made by the giant fruit bats that visit my garden. Happy times!

Your introduction links the contemporary superhero to much older mythic traditions. What do we learn by searching for more "universal" themes underlying contemporary comics? What are the limits of this mythological approach to contemporary culture?

I've always been fascinated by myths and myth studies and, in particular, by the fact that heroic patterns of behaviour, hero types, and hero stories are repeated again and again throughout time and across different countries. I've always been a fan of ancient Greek and Old Norse myths and their heroes, and despite the fact that surface details may change there was so much that was similar - especially in the stories radiating around Asgard and Mount Olympus, with their shared epic tales of superheroic battle related to creation and apocalypse and everything in between. I guess it's the idea that there may be a shared desire that crosses temporal and geographic boundaries and that's fundamental to human nature (and to our understanding of the world around us) that I find so impelling. What really does my head in is trying to come to terms with 'why'? Why these stories of grand heroic battles where humanity and the universe itself is under threat? Of fearsome heroes with superhuman strength who face dark, monstrous doubles that threaten the social balance? Why have basic narrative patterns of hero myths repeated themselves across time and across different cultures? What human needs, desires, or fears does this repetition fulfil?

Having said that, there are so many limitations to universal myth models. Once you locate the repeated themes and hero types, what then? What about all of the specifics? Sure Superman may have much in common with ancient characters like Hercules and Zeus; and Thor may be named after and serve similar actions to his Norse namesake, but there's so much more to Superman and Thor as contemporary superheroes that speak to our own times. Both emerged within the specific context of C20th culture and that specificity has to count for something. Superman and Wonder Woman's origins, for example, were nurtured by the realities of Nazism and Hitler's 'perfect man'. The creation of the Fantastic Four through exposure to cosmic rays while on a scientific mission in outer space can be place very firmly within the 1960s, the rise and faith in science and technology and the emerging Space Race. And as retcons and continuity rewrites have shown us, the identity of comic book superheroes don't necessarily remain fixed across the decades: they've been revised, deleted from history, and rewritten into a new history. Beyond such socio-cultural reflections, newer superheroes like Animal Man, Hitman, Planetary, the Invisibles, the Authority - especially in the hands of 'auteur' artists and writers - tell us as much about the processes at work behind creating, reading, interpreting and refashioning comic book heroes across many decades of their production and consumption. If the fluidity of the superhero mythology shows us anything it's that a universal model of interpretation fails to come even close to understanding the nature and rationale of such dynamic processes of production.

Why do you think the superhero has been such a persistent figure across the history of 20th century popular culture?

Let's face it! On a basic level, they're exploits, dramas, relationships, stories and fashion sense are just great fun and the comic books invite repeat performances on the part of the reader. On a more serious level, like the cowboys of the western superheroes have embodied ethical codes and moral structures that society needs to embrace in order to survive. Despite their excess and hyper-humanity, they've always represented the voice or, more precisely, the various voices of the people, reflecting the social dilemmas and belief systems of their time. Even when the superheroes became darker in the late 80s, propelled by writers like Frank Miller and Alan Moore, they still reflected abstract moral crises of their era. Significantly, individual superheroes have consistently reflected the changing times that they belong to, learning to adapt to each decade that passes and the cultural changes that come with the passing of time. The Spider-Man of the 1960s, for example, is not the same Spider-Man of the 2000s - they're identities that are the product of different societies at different times that have reached different audiences. The superheroes who have survived across each shifting decade have been able to adapt their form, and connected to this is the superhero's capacity to translate and cross over into other media. This has been a huge plus in extending and familiarising audiences with the superhero stories. The Flash, Superman, Wonder Woman, Catwoman, the Hulk, Elektra - while originating in the comic book format, have also migrated media to appear in radio, television, B-film serials, blockbuster films, novels and computer games.

Angela Ndalianis is Head of Screen Studies at Melbourne University. Her research focuses on entertainment media and their histories, and she's especially interested in the aesthetic and formal implications of media collisions between films, computer games, television, comic books and theme parks - an area she has published widely in. Some of her publications include Neo-Baroque Aesthetics and Contemporary Entertainment (2004), and the anthologies The Contemporary Comic Book Superhero (2008) and Super/Heroes: from Hercules to Superman (2007). She is currently completing the book Spectopolis: Theme Park Cultures, which looks at the historical and cultural influence of and on the theme park, and is co-authoring a book titled Curatorial Culture with Jim Collins. She can be contacted on angelan@unimelb.edu.au

The Delights of "Herding Cats"

There's been far too much loose talk in recent years about the challenges of herding cats. I know I've used the expression a few times myself, especially in regard to the difficulties of getting more than one faculty member moving in the same direction at the same time. It turns out we've been maligning our fine feline friends for all these many years. You may not be able to teach an old dog new tricks -- actually you can!-- but cats are capable of being trained as performers, as is illustrated by this remarkable video about the Moscow Cat Circus. Watch and enjoy this film for three minutes of delight! My hope is that it will lighten your burdens as so many of us go through the hell of finals week.

True enough, most of these cats aren't being herded: they are doing their own tricks, but they are, in many cases, being coordinated, which is not any easier to do with faculty colleagues.

I stumbled onto this video on a recently discovered site, SnagFilms, which is still in its Beta test phase. The site features literally hundreds of documentaries -- from very short subjects to full length movies -- including some which have generated lots of buzz (Super Size Me!, What Would Jesus Buy?), some which have been featured on this blog before (Confessions of a Superhero) and some which I've never heard of but which look interesting (Manga Mad Tokyo). The topics range from nature to popular culture to politics to human tragedy. Think Hulu for documentaries -- everything is free but with a few commercials embedded. For many of us, the advertisements are a small price to pay for getting access to films which would never otherwise be available. And, as you can see, the films are spreadable to any other social space where you might want to reference them.

Interestingly, less than 24 hours earlier, one of my CMS graduate students Ana Domb introduced me to The Auteurs, another site in Beta which was inspired in part by Hulu, which offers access to classic and contemporary international films, including many still playing on the global film festival circuit. Domb explains:

The Auteurs now streams over 70 movies. This is looking very promising. The films aren't embeddable yet, but the service is in beta and one must have hope. The quality of the videos is spectacular, exactly what you would expect from Criterion, defending the cinematic quality at all costs, while shifting the exhibition platforms to make films available to a wider audience. You "pay" for the stream by watching one commercial. Thus far, I've only "paid" by seeing trailers for movies that I might want to watch later on.

In some cases, there is a $5 fee to watch the movies, especially those drawn from the Criterion collection, but many more of them are free to access. There's a very active discussion community around the films with people who really care about cinema.

All I can say is: Enjoy the cats now, go back and explore these sites when your papers and/or grading is done. But, man, it's a great time to be a film buff!

Fan Vidding: A Labor Of Love (Part Two)

In many ways, the emergence of these videos represents the culmination of a several year long process through which some in the fan vidding world have decided to come out out of their bedrooms and hotel suites and share what they are producing with the world. I wrote about part of this story in a forthcoming essay for Joshua Green and Jean Burgess's book on Youtube:

When a recent news story traced fan videos back to "the dawn of YouTube," many female fans expressed outrage. For more than two decades, a community, composed mostly of women, had been producing such videos, using two vcrs and patch cords, struggling with roll back and rainbow lines, when it seemed an act of sysiphian patience. Francesca Coppa (2007) traces the history of this form back to 1975 when a woman named Kandy Fong first put together slide show presentations set to popular songs for Star Trek conventions. Over the years, these fan vidders developed more sophisticated techniques as they embraced and mastered digital editing tools, constructed their own distribution channels, and defined and refined multiple aesthetic traditions.

Yet, even as other "remix" communities found a supportive home on YouTube, the community struggled with how public they wanted to make their practices. When I wrote Textual Poachers in 1992, the vidders were reluctant to talk and most asked not to be named. Fans were nervous that their works were vulnerable to prosecution for copyright violation from film studios, networks, and recording studios alike. They were also anxious that their videos would not be understood outside of the interpretive context fandom provided. For example, when a Kirk/Spock vid, set to Nine Inch Nails's "Closer," leaked onto Youtube without its creator's permission, its queer reading of the Star Trek characters as lovers was widely read as comic, even though this particular work was seen as disturbing within the slash fan community because of its vivid depiction of sexual violence.

Some vidders circulated their works through less visible channels, such as IMeem, often friend-locked so that they could only be accessed within their own close-knit community. Debates broke out on LiveJournal and at fan conventions as veteran vidders were torn between a fear of being written out of the history of mashup culture and an anxiety about what would happen if the Powers That Be (producers and networks) learned what they were doing. In Fall 2007, New York magazine (Hill) ran a profile of Luminosity, a leader in the viding movement, while fan vids were showcased, alongside the work of other subcultural communities, at a DIY Media conference hosted by University of Southern California.

As Laura Shapiro (2006), a contributor to the USC event, explained in a Live Journal post:

"However legitimate a vidder's fears may be, the fact is that the vids are already out there. The minute we put our vids online, we expose ourselves to the world...We can't stop people from sharing our vids without our consent or even our knowledge. We can't control the distribution of our own work in a viral medium....We also can't control other people's attitudes. New vidders arrive on the scene every day, without any historical context or legal fears, and plunk their vids onto YouTube without a second thought. They post publicly and promote themselves enthusiastically, and why not? That's what everybody does on the Internet, from the AMV creators to machinima-makers to Brokeback Mountain parodists to political remixers."

Shapiro's post to the Live Journal viding community suggests the complex creative, personal, institutional, ideological, and legal motivations which might draw such a historically sheltered subculture towards greater public outreach:

  • recognition of our history and traditions, academically and socially (new vidders learn, older vidders are venerated).
  • the opportunity to provide context and normalize our fannish work the way traditionally male fannish work is becoming normalized
  • the potential for vidders to connect fannish work with professional work, working professionally in the entertainment industry if they want to
  • more widespread appreciation and recognition of great vids and great vidders
  • the potential to generate widespread support for us in any legal battles we may encounter (joining forces with other DIY video communities, representation of the Electronic Frontiers Foundation, creation of legal defense funds, etc.)
  • the potential for cross-pollination or even unification of disparate vidding communities and the chance to connect isolated vidders with those communities
  • the chance to influence Big Media to create more of the kinds of TV shows and movies we value
  • the potential to influence the wider viewing world with themes and portrayals of sexual and gender equality, homosexuality, etc."

Shapiro's comments help to explain why the fan community has become increasingly public in promoting its agenda in recent years, including the emergence of the Organization for Transformative Works, which has taken on a range of projects, ranging from legal and public advocacy to the development of an online journal and participation in our efforts to promote New Media Literacies. These documentaries on vidding suggest one of the ways that fans can deploy new media platforms to help expand public awareness and understanding of the transformative potentials displaed in their remix practices.

Those of us at Project New Media Literacies were delighted to see what Coppa, Shapiro, and the others working on this project were able to accomplish. The filmmakers manage to represent a broad range of different source material, to showcase fans of different generations, to display a range of techniques, and to convey something of the spirit of the vidding community. It is great to be able to share a fan's eye view of this phenomenon without any of the exoticism that often surrounds dominant representations of fans. I love the way that the films move through many different voices rather than focusing on a small number of individuals. This is very consistent with our own interests in collaboration, collective intelligence, and community.

Teachers often complain that they lack aesthetic criteria for talking about what constitutes good or bad work in regards to new media production practices. In particular, as we've begun to integrate materials from participatory culture into the classroom, we find that teachers and students clash over the relative value of the examples selected and such clashes can often break down opportunities for discussion and learning. As Pierre Bourdieu notes, tastes are most often defended through the expression of distastes. We deflect criticism of our own tastes by launching into an attack on some one else's cultural preferences. Fans have long gotten bogged down in what I've described as the politics of cultural preferences. From without, fans are often isolated by a public which doesn't understand their tastes or how they choose to express them. From within, fans are often isolated from each other through clashes of tastes -- even among people who share a favorite book or television series, they may disagree over "ships" (that is, preferred relationships). For that reason, we were particularly eager to have a segment exploring how fans determine what constitutes a good or bad vid. Here, we get some understanding of the aesthetic judgments shaping vidding and in the process, we may learn to be better viewers and more informed critics of vids.

In the context of the NML Learning Library, these videos will become resources for classroom teachers, after school programs, and home schoolers. They will be explored through the framework provided by our new media literacies skills including in this case, appropriation, collective intelligence, and networking. When the learning library rolls out in the spring, we will include more than 30 challenges (clusters of resources and activities organized around the skills) and more than 80 videos produced either by our NML team or by outside collaborators like the Organization for Transformative Works or American University's Center for Social Media. These materials will provide raw materials for teachers and students alike to develop their own challenges and share them with the larger NML community.

Many of our videos center around fannish topics including vidding, cosplay, and animation. I'm hoping that fan communities may want to take on the responsibility to develop their own challenges which help introduce their innovative production practices to a larger public.

Thanks to Francesca Coppa, Laura Shapiro, and the others on their team for offering such a rich model for the value of this kind of collaboration between fandom and academia.

Fan Vidding: A Labor Of Love (Part One)

Project New Media Literacies has been collaborating with the Organization for Transformative Works to develop a series of short documentaries, designed for inclusion in our Learning Library, which explain the phenomenon of fan vidding. These videos have been produced by Francesca Coppa and Laura Shapiro, both long time contributors to vidding culture. Their stated goal is to introduce vidding to a larger public, whether in support of the classroom and after-school deployment of our resources for promoting the new media literacies or as a tool within fandom for passing along the craft and poetics of vidding to future generations or for that matter, as resources for teaching about participatory culture in undergraduate and graduate classes. We've been delighted by the level of enthusiastic support this project has received from the vidding community -- some of whom shared time with the production team via fan conventions and others sent in footage of themselves working in their homes. Over the next two installments, I am going to be sharing these videos with my readers. The videos are designed to be relatively self-contained, though in the context of our learning library, we hope they will eventually be linked with creative activities designed to encourage participants to try their hand at appropriating and remixing media content.

Here's some of Francesca Coppa's thoughts about the process of producing these videos:

We made these videos--well, like vidders; collaboratively. The OTW put together a project and together we brainstormed what questions to ask. I shot some footage, but we also sent cameras around (vidders are, after all, visually smart people.) Other people used their own cameras and interviewed their friends, and still others used webcams. Laura all did the hard work of editing; she's totally the rock at the center of this project. AbsoluteDestiny is a superhero; he did the audio-postproduction. We got our drafts betaed by our friends who are vidders.

We premiered all six segments in a show at Vividcon, 2008, and everyone seemed to like them. OTW is developing a vidding project page on the OTW site, and we hope to have them streaming there as well in the near future.

While these videos do not explicitly address the issue of gender and fandom, it should be clear from watching them what a high percentage of the people who produce and consume fan vids are female (women of all ages, professional backgrounds, and races), who work individually and collectively to sustain this particular set of remix practices. Francesca Coppa comments::

We were happy to showcase the female-domination of vidding (so rare and different from fan--and regular--filmmaking; still male dominated) and I think we do a pretty good job of showing some of the key ways vidders intervene in popular culture. I will say, too, that more and more, when I think about vidding, I shorthand it as "It's the network, stupid." I think the network of vidders--who are mostly women willing to teach other women the technical ins and outs, to share practical information and expertise--is really inspiring. I think women really need to see other women as filmmakers and artists. I know I would never have dared to think about making these OTW/NML videos if I hadn't had someone sit me down in front of a computer a few years ago and say, "No, really, it's not that hard. I'll show you how."

I hope middle and high school girls will see these videos and think--I want to do that! That looks like fun. *g*

Race in Digital Space (Revisited): An Interview with Sarah N. Gatson (Part Two)

Your work on Buffy Fandom, specifically the Bronze, explores the ways that online communities empower some participants at the expense of others. What lessons might we take from this research which would help us to better understand the ways that racial exclusion operates in fandom?

Last week I was reading the N'Gai Croal commentary on the Resident Evil 5 trailer - I read both his interview with MTV and the online discussion that followed, and I think that the interchange is a good representative of the ways in which a fandom community (or in this particular case, a fandom public sphere or audience) exposes its multiple boundaries The dominant themes therein were 1) that talking about race is racist, 2) that Croal and anyone else that saw anything racist about the trailer were, in addition to racist, unhealthily focused upon race and/or crazy, and 3) that if the trailer did contain disturbing racial imagery, it was not the intent of the designers, and thus those who did see such imagery should either ignore it, or forgive, forget, and move on, since the fault of seeing it was their own problem. While Croal kept making the point that he was talking about the trailer, not the game (which no one had seen or played), and that he was talking about it in its larger cultural context, the general exhortation to "move on" from race was repeated quite a bit.

This audience response contains several classic narrative points in what we might call the post-civil rights or indeed post-racial era, discussed in #1 above, that critical race scholars have identified. 1) Rearticulation of race and racism (Omi & Winant; Feagin; Bonilla-Silva; Moore); 2) Innocence/Intent (Moore) (usually of whites, but in the commentary responding to Croal it is extended to the Japanese game designers, as if Japan has no history of its own racial and ethnic constructions); and 3) Rearticulation of objectivity. Critical race scholars argue that the frame that only racists see race functions to turn the legal notion that race is a suspect class on its head by decontextualizing it from its historical and legal intent.

This whole framework can be seen in this statement from one of the responses to Croal: "Well, how about you flip that around and consider the possibility that you are trying to make something out of nothing. Maybe these gamers don't see the racism because they aren't racist and they don't see it as an issue of color. If you want to know what is keeping racism alive in America, then I suggest you start by looking in the mirror and build from there."

Croal and a few members of the audience/fandom address this framing of the issue several times in the course of the discussion, although the dominant narrative likely remains the take-away message, as the bulk of the comments remain in the post-racial frame. The discussion is itself an example of a great deal of discussions about race in the U.S. - people mostly talking past each other with a distinct lack of empathy - I saw the exact same narratives played out during the recent election, particularly in comments responding to Obama's speech on race that appeared online at the New York Times, with one of the most mind-boggling (to me, a biracial person whose family members don't seem to be all that angst-ridden about having discussions about race and racism) being a comment that Obama was a horrible, horrible person for talking about his grandmother's having told him about her own fears of black men. That outing her in this way was disrespectful.

That this is a framework reflective of available cultural narratives, and not something which naturally resides in people based on their group memberships per se is reflected in that comments in the critical race frame are made by whites, and comments in the dominant racial frame are made by non-whites,

Michelle says:

July 22nd, 2008 at 2:07 am

Hello,

Im black...I've seen the trailer... It is a video game; if you dont like it don't watch it or play it! Maybe you, instead of writing about a video game trailer, you should be discussing something important like the AIDS problem in Africa or anything else of importance in the world. Games are for fun; an escape. Nothing else.

Sucka.

This comment also reflects the frame I noted above that entertainment media, being non-serious, does not matter. Anything goes because it's "for fun," and to "escape" the real world where serious and "important" problems occur. This frame is addressed by some in the discussion, as they argue that media is art, and games involve artistic expression, and thus have cultural meaning, which is as appropriate an arena for serious discussion and deconstruction as anything else.

It is well established at this point that the highest rated television shows among African-Americans are often the lowest rated shows among white Americans and vice-versa. (A notable exception are reality television programs, such as Survivor and American Idol). What are the implications of this data for the future of fandom? Are there things that fan communities might do to become more racially diverse? And is this even the best response to this configuration of tastes and interests?

I'm reminded how integration is defined by whites (10% black) and by blacks (50% black) (see Larry Bobo's work on residential integration). I'm also reminded of Herbert Gans's argument that people are entitled to the culture they want. That we value different media because we have different taste cultures shouldn't be either surprising or problematic per se. I think it becomes a problem when, in part because we're mainly talking about commercial products, taste cultures reflective of smaller and/or less powerful parts of the overall potential audience don't actually get to reach the audiences that are entitled (in Gans's terms) to access those media. The Tyler Perry empire is an interesting phenomenon - his media is extremely popular in the African-American community, and within that market segment, he dominates stage, TV, and film; he's a mogul, and in "mainstream" venues like Entertainment Weekly, his success has come as quite the shock, although his stage work has a deep connection to the historical "chitlin' circuit." Obviously, his success reflects not just an existent market for black multimedia, but a change in the buying power of those who make up that market - this segment can support not just media, but multiple forms of media, and increasingly expensive media. It's one thing to have your market segment and "mainstream" audiences buy your work (see hip hop); it's another to gross $5,000,000 on one play in 5 months in one city when the vast majority - if not all - of the audience comes from one group. These are market concerns that producers are certainly paying attention to. As I suggested above, I don't think audiences are necessarily as segmented as we are when we are talking about things like residence - media flows more freely than does real estate. Perhaps the most a particular fandom community might do in terms of diversity is recognize that freer flow, and not police their boundaries quite so vehemently when it comes to discussions of race, gender, sexuality, class, etc. vis-à-vis their favorite media products.

You've written an essay explaining the ways you draw on your own autobiography to inform your pedagogy about race across a range of academic subjects. How would you mobilize your autobiography to talk about race in a course on fan studies?

Okay, here I guess I should provide an autobiographic brief, so here are some possibly relevant facts about me: I am a 39-year-old, heterosexual, biracial African American woman, nominal Unitarian, sociologist who is 8 1/2 weeks post-partum with my first child, and married to a white man. I was born and raised in Kansas City, MO, attended college in Iowa, and graduate school in Illinois. I now live in Texas. I'm about as Midwestern (and I'd like to deconstruct that identity with you when you have the time) as you can get, although I am also fairly well-traveled and not particularly "small-town," and due to my advanced degrees, part of a statistical elite. I was raised, by both my parents, as a feminist, and self-labeled as such before the age of eight. I'm a geek, and get my original fan cred mostly from Trek and comics. This is what you get when you're raised by Linc and Julie in their real world sci fi/comic fan, history/political science major, social worker incarnations. Or something.

Anyway, this is the answer in which I get more ranty, and less academic. A while ago, I was reading an article about the Sabbath in Israel, and I was struck by the following, "Who talks of 'public culture' anymore? Everybody talks about popular culture, but ours is the era of segmented markets, when hip-hop fans share no common ground with, say, OC addicts. Communitarians talk of civil society, but the voluntarism and community activity they demand is (and ought to be) local, not national; there's no obvious way to bring all those Knights of Columbus councils and bowling teams in contact with each other."

This part in particular is what chapped my hide: when hip-hop fans share no common ground with, say, OC addicts.

Because. You know. I think that's a creation of marketing and market research which, I think, is like a lot of survey research - people are more likely to be forced into boxes, and those boxes are more likely to be reified into mutually exclusive categories, when you only have boxes to check, and when your analysis is driven by a methodology (e.g. regression analysis) that forces you towards parsimony. It's not that there aren't patterns and segments, but I think a lot of that may be overdrawn... I mean, if I have to read one more article about fanboys that ignores the documented history of the myriad of ways in which women have participated in the fan-culture of the supposedly male bastion of science fiction, I may have to hit someone with my shoe. I think this Slate author is ignorant of fandom in general, and did the thing that many do - looked at the surface of hip-hop and The O.C., and decided he knew who the actual audience is for each, and that never the twain shall meet (and he also ignored the already widely documented potential of the Internet to bring together Knights of Columbus bowlers). That's easy to do when the face of the product is fairly homogeneous, but from this example alone, it seems to me that he never talked at length with any hip-hop or O.C. fan - just on my LJ flist alone I can name five people who like both of these things. I myself have been known to put Missy Elliot, the Dixie Chicks, Bob Marley, and The Clash in the CD player (yeah, I don't have an iPod) while I read back issues of X-men. It's possible that I am just weird, and that I just hang around with weird people, but as a researcher, I prefer to think we should at least investigate audiences before pronouncing who likes what and who doesn't talk to whom...

I suppose, then, I would mobilize my autobiography and the autoethnographic technique - in the same way I already do - to question the clear-cut boxes of market segments and fandom identities. Both of these ways of seeing the audience are focused upon a concern with boundaries - on the one hand, the audience is defined by outsiders (the market researcher) and on the other the audience is being defended from outsiders by those on the inside (the fans), race is ultimately about group boundaries as well. Examining how these three concepts interact and overlap would, I think, be useful in a course on fandom.

I am seeing more and more stories out there discussing Barack Obama's

background as a fan (someone who cites Star Trek in casual conversations, who reads comics, who enjoys Harry Potter, etc.). What kind of role model might Obama represent as we rethink the relationship between race and fandom? How does this geek image connect to historical constructions of black identity in the United States?

Hmmmm. I think the relationship between race, media and fandom, like that between gender, media and fandom, is very interesting - again, media constructions of media geeks tend to be dominated by images of white heterosexual men, and my personal favorite media-geek-media (is that a word???) are those that acknowledge that reality, and comment upon it. Free Enterprise's Eric when he says, "Robert. Dude. Great party but... where are all your friends of color?" The same film's Claire, who takes down Robert in the comic book store for assuming she's buying a comic for her boyfriend. Chasing Amy's Hooper X, the gay black comic artist who must front a particular black identity to be taken seriously. Currently, I'm sort of in love with The Big Bang Theory, as it's peopled with academics who are media geeks, even if it mostly does replicate the fanboy stereotype... I have conversations like those guys do, that start in my professional jargon and end in letting everyone know that Ho-ho's are a vital part of my cognitive process. In a subculture that is into dressing up as our favorite characters, Black geeks usually have Uhura on one end, and Urkel on the other - liking geeky pop culture is different than getting any kind of cred by actually being a geek. But really, Wu-Tang Clan is pretty damn geeky if you ask me, especially The Rza. I mean. Wu-Tang Clan. Let's announce our geekstyle love of subcultual fandom in a more blatant way!

Geek and Black are not normalized co-identities, but really, if geeks' specialized knowledge is more or less impenetrable to outsiders, who's geekier than Samuel R. Delany?

Have we ever had a geek president? The intellectual aspects of geekitude (geekness? geekosity?) have certainly always (okay, mostly) been present in the oval office. But there's a certain aspect of pop culture savvy to being a geek, however much we might be marginalized by the, um, extremity of our fandom love. If Barack Obama's election says something about deconstructing aspects of political power as white, it says just as much about deconstructing elite intellects as bastions of whiteness, and deconstructing the geek as a white's only identity...

Sarah N. Gatson is an Associate Professor of Sociology at Texas A&M University-College Station. She earned her B.A. at Cornell College in 1991, and her M.A. (1992) and Ph.D. at Northwestern Univserity (1999). In addition to her work on Internet community (Interpersonal Culture on the Internet - Television, the Internet, and the Making of a Community, with Amanda Zweerink, The Edwin Mellen Press, 2004), she collaborated on a NIH/NIDA-funded project looking at Computer-Mediated Communication as it intertwines with Rave and Drug-using subcultures, which has just been released as a book: Real Drugs in a Virtual World: Drug Discourse and Community Online, edited by Edward Murguia, Melissa Tackett-Gibson, and Ann Lessem (Lexington Books). Her research interests are centered on how people organize themselves in terms of community and citizenship. Her graduate work focused upon gender and race as they intersect with these processes, their significance as cultural systems, and as ideologies that permeate all our lives. Her work has moved back and forth from a focus on policy and law, and thus the more formal process of citizenship, to a more generalized focus on the micro- to macro-level processes of identity, community, and citizenship, and the connections between these processes. Some of her work has been published in Contemporary Sociology, Law & Social Inquiry, Research in Community Sociology, Qualitative Inquiry, Qualitative Research, and Feminist Media Studies. Currently, she is a collaborator on a project whose focus is the development of scientific learning and professional communities and future scientists, particularly focusing on access to education, mentors, and scientific networks for underserved segments of the population. Innovation in both offline and online methods to increase access are being explored. This project currently has NSF funding as a Research Experiences for Undergraduates site, a Research Experiences for Teachers site, and a Bioengineering and Bioinformatics Summer Institute site, and NIH funding as an R25 site to increase diversity in research personnel, and is housed at the TAMU College of Veterinary Medicine, Department of Physiology & Pharmacology. Her teaching interests include the sociology of law, race and ethnicity, popular culture, qualitative methodology, marriage and family, and the introduction to sociology; all her course are framed with attention to intersections of race, gender, class, & sexuality.

Race in Digital Space (Revisited): An Interview with Sarah N. Gatson (Part One)

"In Cyberspace, nobody knows your race unless you tell them. Do you tell?" Several years ago, I put this slogan on a poster advertising an MIT-hosted public forum about race and digital space. The resulting controversy was an eyeopener.

Like many white liberals, I had viewed the absence of explicit racial markers in cyberspace with some optimism-seeing the emerging "virtual communities" as perhaps our best hope ever of achieving a truly color-blind society.

But many of the forum's minority participants-both panelists and audience members-didn't experience cyberspace as a place where nobody cared about race. Often, they'd found that people simply assumed all participants in an online discussion were white unless they identified themselves otherwise. One Asian American talked of having a white online acquaintance e-mail him a racist joke, which he would never have sent if he had known the recipient's race. Perhaps covering up for his own embarrassment, the white acquaintance had accused the Asian-American man of "trying to pass as white." Even when more than one minority was present in a chat room, the forum participants said, they didn't recognize each other as such, leaving each feeling stranded in a segregated neighborhood. If they sought to correct ignorant misperceptions in online discussions, they were accused of "bringing race into the conversation." Such missteps were usually not the product of overt racism. Rather, they reflected the white participants' obliviousness about operating in a multiracial context.

Perhaps when early white Netizens were arguing that cyberspace was "color-blind," what they really meant was that they desperately wanted a place where they didn't have to think about, look at or talk about racial differences. Unfortunately, none of us knows how to live in a race-free society. As Harvard University law professor Lani Guinier explains, "We don't live next door to each other. We don't go to school together. We don't even watch the same television shows." Computers may break down some of the hold of traditional geography on patterns of communication, but we won't overcome that history of segregation by simply wishing it away.

This passage comes from an essay I published in Technology Review in 2002. (The article still periodically generates whole class sets of angry letters when it gets taught at various universities. Almost no one wants to accept that the taken-as-given "color-blindedness" of cyberspace could be anything other than the realization of Martin Luther King's Dream.) The forum the article describes was held four or five years before that and was intended to foreground the relative lack of research on race and cyberspace.

Yet, I fear that the same conversation could be held today (though I am less likely to make the same mistake in my framing of the event) and despite some ground breaking work on race in digital spaces by writers like Anna Everett and Lisa Nakamura, among many others, there is still far less scholarship about race in digital theory than there is about gender, generation, or sexuality. You should certainly check out Anna Everett's edited collection, Learning Race and Ethnicity, which is part of the MacArthur Digital Media and Learning book series and can be read for free online.

This gap between gender studies and critical race studies looms especially large in research on fan and geek culture, as was suggested again and again in the conversations we held here last year about "Gender and Fan Culture." I've been struggling ever since to try to figure out the most productive way to open this blog to conversations around this topic. All suggestions welcome.

Knowing of this interest, Robin Reid, a participant in those discussions, recently introduced me to a colleague of hers, Sarah Gatson, whose work straddles fan studies, digital theory, and critical race studies, who is currently organizing a conference on race and digital media, and who is co-editing with Reid a forthcoming special issue of the Transformative Works and Culture which tackles this topic.

Here's the call for papers for Gatson's forthcoming conference:

Race, Ethnicity, and (New) Media April 30-May 2, 2009

The Race & Ethnic Studies Institute at Texas A&M University convenes a symposium every other year, and the proposed theme for the 2008-2009 year is Shifting Terrains: Inequalities in the 21st Century, and the symposium itself is to focus on Race, Ethnicity, and (New) Media. The explosion of work on New Media (including the Internet, mobile devices, Web 2.0) and the juxtaposition and overlap between 'old' media (radio, television, film, and mass-print media) and New Media is a rich field of cultural production and scholarly research in which scholars of race and ethnicity have not been particularly well-represented. However, there are cutting edge scholars who do indeed explore various aspects of race/ethnicity and (New) Media (including audience/fan studies, representations of racial and ethnic identities in a variety of media, identity-focused online communities, etc.). We invite such scholars to submit papers with the intention of presenting work that deals with these topics during a 2 1/2 day interdisciplinary symposium, with several keynote speakers, including Dr. Lisa Nakamura and Dr. Henry Bial. We intend that a number of these papers will be compiled into an edited volume intended for publication, and that all papers and participants will have the opportunity to upload their papers on our developing interactive website for scholarly exchange on working papers.

500 word abstracts or full papers of no more than 8000 words (including notes and references) should be submitted to: gatson@tamu.edu and resi@tamu.edu by December 31, 2008. Submissions will be reviewed by an organizing committee, and authors will be notified of acceptance/rejection by March 15, 2009.

In the following interview, Gatson spoke with me about the current state of research on race and new media, about what critical race studies could contribute to our understanding of fan culture, and about how Barack Obama is transforming our understanding of the "black geek."

You are currently organizing a conference on "Race, Ethnicity, and (New) Media." Almost a decade ago, I was part of a group at MIT, UCSB, and USC which organized a series of similar events on "Race in Digital Space." There has been a massive amount of research and reflection on digital media over that decade. Why do you think there has been relatively little reflection on the place of race in the new mediascape?

A recurring myth is that the online world is essentially color-blind. As the classic cartoon explains, "in cyberspace, nobody knows you are a dog." What is wrong with this argument? Why do you think it carries such persistent force?

I think this second question is the beginning of an answer to the first. Since I think that discursive and narrative frames have some influence on how people understand things - especially new things with which they may actually have very little direct experience - the insertion of the color-blind (or post-racial) discourse into the online context is important. On the one hand, color-blind discourse has as one of its often implicit foundations the idea that racial identity in particular is or should be invisible. This idea is obviously rooted in the discourse of the civil rights movement itself, but its use after the last successes of this movement in 1968 has arguably (as pointed out in the now classic work of Michael Omi and Howard Winant, Racial Formation in the United States) been turned on its head (or, rearticulated in Omi and Winant's terms). Instead of focusing on race and what it does (what we make it do, what it does to us) in the real world, we are told not to focus on race because in an ideal world, it does not (should not) matter. Cyberspace, as in some ways it is the ideal "ideal world" (this is arguably one of the two dominant narratives about cyberspace), fits very well with this post-racial/civil rights discourse. I think that sometimes we don't want the problems of the "old world" invading our shiny new cyberspace, especially when so much of what many of us ordinarily do online involves leisure and entertainment.

Most often considerations of race and new media get subsumed into discussions of the digital divide. What do you see as the limitations of this framing of the issues?

Obviously issues of access to media are important, especially when we are talking about access to the creation and dissemination networks involved in the processes of media production. While it is understood generally that new media technology - being both expensive and powerful - is pervasive, its relative lack of penetration into and use by racial minority communities, some of the most prominent research on the digital divide however (e.g. Van Dijk's most recent book) is fundamentally disconnected from the vast literature on race and ethnicity. The digital divide framework in one sense replicates one strand of race/ethnicity theory (I think it tends to be more grounded in assimilation theory), but does not engage with more contemporary theories.

When I hosted the "Gender and Fan Culture" conversations last summer, there was a persistent agreement that the field of fan studies needed to address issues of race, though we could find few examples of scholarship which did so in any systematic way. What do you think critical race studies would contribute to our understanding of fandom? And conversely, what do you think an understanding of fandom would contribute to our understanding of the way racial identities operate in the online world?

I think the starting point for a fruitful discussion between these two research agendas would be first and foremost understanding fandoms as bounded groups (with more or less permeable boundaries). A crucial component of critical race theory (which is influenced by black feminist theory) explicitly examines the interplay between salient identities, how they interact, and how they are prioritized in macro and micro situations, by both those who hold the identities, and everyone else. Like any other group-identity, one's membership in a fandom may have more or less salience given a particular situation. While one might assume that a fandom identity takes the ultimately salient position in a fandom space, what exactly might that fandom identity entail, and who is to say what is the "appropriate" salience a fan's other identities should take in that fan-expressive space? Not talking about race, gender, class, sexuality - or being pressured not to do so - in a fandom space ends up offering a "generic" or "normalized" fan. If that fan is generic, what has typically been the go-to generic fan identity? The fanboy, who also has a presumed race, class, and sexuality, right? We're being disingenuous if we pretend that this isn't so.

Going online, we have to make decisions about self-presentation and identity in more purposeful ways than in offline situations. At least initially, we control a great deal more information about ourselves when we decide to go online - we may even present ourselves in anonymous ways not available to us offline (while letter-writing and graffiti are in many ways analogous to anonymous posting, the opportunities for near-thorough anonymous synchronous discussion are unique to cyberspace). However, those self-presentations still involve our offline identities, both those aspects we have more control over, and those we have less control over. Assuming either that these selves are or should be shed before entering into online space, or fandom space, or indeed online fandom space, is highly problematic.

Sarah N. Gatson is an Associate Professor of Sociology at Texas A&M University-College Station. She earned her B.A. at Cornell College in 1991, and her M.A. (1992) and Ph.D. at Northwestern Univserity (1999). In addition to her work on Internet community (Interpersonal Culture on the Internet - Television, the Internet, and the Making of a Community, with Amanda Zweerink, The Edwin Mellen Press, 2004), she collaborated on a NIH/NIDA-funded project looking at Computer-Mediated Communication as it intertwines with Rave and Drug-using subcultures, which has just been released as a book: Real Drugs in a Virtual World: Drug Discourse and Community Online, edited by Edward Murguia, Melissa Tackett-Gibson, and Ann Lessem (Lexington Books). Her research interests are centered on how people organize themselves in terms of community and citizenship. Her graduate work focused upon gender and race as they intersect with these processes, their significance as cultural systems, and as ideologies that permeate all our lives. Her work has moved back and forth from a focus on policy and law, and thus the more formal process of citizenship, to a more generalized focus on the micro- to macro-level processes of identity, community, and citizenship, and the connections between these processes. Some of her work has been published in Contemporary Sociology, Law & Social Inquiry, Research in Community Sociology, Qualitative Inquiry, Qualitative Research, and Feminist Media Studies. Currently, she is a collaborator on a project whose focus is the development of scientific learning and professional communities and future scientists, particularly focusing on access to education, mentors, and scientific networks for underserved segments of the population. Innovation in both offline and online methods to increase access are being explored. This project currently has NSF funding as a Research Experiences for Undergraduates site, a Research Experiences for Teachers site, and a Bioengineering and Bioinformatics Summer Institute site, and NIH funding as an R25 site to increase diversity in research personnel, and is housed at the TAMU College of Veterinary Medicine, Department of Physiology & Pharmacology. Her teaching interests include the sociology of law, race and ethnicity, popular culture, qualitative methodology, marriage and family, and the introduction to sociology; all her course are framed with attention to intersections of race, gender, class, & sexuality.

What Media Literacy Educators Need to Know About Fair Use...

Some time ago, this blog ran an interview with Pat Aufderheide (Center for Social Media) and Peter Jaszi (The Program on Informational Justice and Intellectual Property) about the work they have been doing developing Codes of Best Practices for Fair Use for a variety of different communities, including documentary producers and the DIY media world.

Last week, the team, working with long time media literacy veteran upstart Renee Hobbes Renee Hobbs (The Media Education Lab), released a new report, The Code of Best Practices in Fair Use for Media Literacy Education. It is a follow up to an earlier report which described "The Cost of Copyright Confusion for Media Literacy." The report comes with the endorsement of many key Media Literacy organizations including Action Coalition for Media Education, Media Education Foundation, National Association for Media Literacy Education, National Council for Teachers of English, and the Visual Communications Studies Division of the International Communications Association.

I've been watching this initiative develop over time, sharing the team's belief that copyright law (and confusion about fair use) represents one of the biggest obstacles for the development of meaningful resources for supporting media literacy education. We hosted a brainstorm with media educators at the last Media in Transition conference. I am particularly pleased to see that the report moves beyond the issue of what individual teachers do in their own classroom to address how and when we might share curricular materials with each other, an issue I've been pushing hard in my conversations with the authors.

In our own work, we regularly encounter teachers who are anxious about introducing any copyrighted works in their classroom and I've had at least one project shut down by university attorneys who were convinced we were exceeding our Fair Use rights in quoting from films and other existing media texts. We have been struggling through the work we are doing on New Media Literacies to get enough room to be able to show short segments from the media we are discussing. To date, we've been developing our materials using the best practices statement for documentary filmmakers and we are excited to see further clarification of what these principles mean in the specific context of media literacy education. As you will see if you look at the materials we are producing, we rely on Creative Commons content where-ever possible and where it is not possible, we are creating very strong markers of attribution. I know that many media educators read this blog, so I wanted to flag this new report for you.

Thanks to the work of Hobbes, Aufderheide, and Jaszi, many of us can walk into our classrooms with greater confidence that what we are doing falls squarely within current understandings of intellectual property law.

"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Three)

In his recent book, The Dumbest Generation, Mark Bauerlein writes, "In an average young person's online experience, the senses may be stimulated and the ego touched, but vocabulary doesn't expand, memory doesn't improve, analytic talents don't develop, and erudition doesn't ensue." What kinds of evidence did you find which might support or challenge this assertion?

Becky Herr: I don't think that Bauerlein's claim (as quoted here) is completely off the mark. For many young people, including some of those who we interviewed and observed in the Digital Youth Project, the Internet is a "vast wasteland" of flash games shrouded by banner ads, websites full of inaccurate information, and corporations looking to make money off young eyeballs. However, unlike Bauerlein, I don't think this is the fault of the kids. I think it's our fault as adults--particularly adults who are parents, educators, and media makers--for not making an effort to understand the Internet from a kid's point of view and for preventing kids from having the time and space to mess around in ways that encourage them to learn to evaluate what they come across online.

I think what's important to unpack with respect to Bauerlein's claim is that his criticism is rooted in specific, class-based assumptions about media and about childhood. These are not new assumptions, nor are they new criticisms. Similar issues of media damaging young people's hearts and minds have been levied in relation to earlier forms of media. In talking with parents and teachers about our research, I hear echoes of Bauerlein's concerns in their complaints about students writing essays in "IM speak" or eschewing activities parents prefer (for reasons of nostalgia or cultural capital) in favor of playing video games or surfing YouTube.

Mimi Ito: It is tempting to blame the media or a new technology for social or cultural problems. But research has shown that things are much more complex than that, and using media as a scapegoat obscures some of the important underlying issues. A new technology grows out of our existing norms and practices. The fact that many youth are not part of the kind of culture that Bauerlein describes is not a problem caused just by the technology, but is much more deeply embedded in, as Becky notes, existing social and cultural distinctions. If kids are doing things online that seem unproductive or problematic, we don't feel that the answer is to ban the media. Instead we think that it is important to look at and try to shape the underlying social issues. That may be the commercialization of online spaces, lack of connection between kids and teachers, or the fact that academic knowledge seems irrelevant to many kids. It is rarely something that is being driven by the technology alone.

We share a concern about the "participation gap" and how that may create inequalities in experience and knowledge. What obstacles did you discover that might block some young people from exploiting the full opportunities offered by these new media? What role do class differences play in shaping the way young people experience these new platforms?

Lisa Tripp: While increasingly young people of all social classes in the U.S. have opportunities to go online and use new media, the nature and quality of access still varies greatly. A lot of poor and working class youth still rely on schools, for example, as their primary source for access to the Internet and digital media production tools. Whereas interest-driven and friendship-driven genres of participation are fundamentally "kid-driven" in terms of growing out of youth interests and motivations, schools typically incorporate media into instruction in ways that are "teacher-driven" and heavily constrained by institutional and adult concerns. This can be seen in many "technology-integrated" assignments that address the standard curriculum without engaging students' interest or curiosity. It can also be seen in school policies and rules that aim to keep out participatory media, such as by blocking social network and video sharing sites, instant messaging, etc. While young people find creative ways to use media at school towards their own interests and goals, those who rely on schools for access to new media are at a disadvantage from other kids. For them it can be a challenge to find the time, space, and resources to experiment with media in more open-ended ways, and to engage in the media practices that youth tend to find the most meaningful.

In the cases where we interviewed parents, we also saw class disparities in how parents approached computers and the Internet. For the middle class families in our study (who were also very tech savvy), parents provided significant scaffolding and encouragement of their children's friendship and interest-driven practices with new media. In contrast, for many of the poor families in our study, the parents had little or no experience with computers (and often learned what they did know from the kids in the family). While in both cases there were opportunities for intergenerational collaboration around the computer, in the case of the middle class families young people had access to a great deal more support to pursue their own interests online. In the case of the poor families we interviewed, parents wanted their children to focus on using the computer for homework. Many had heard scare stories on the news about MySpace and were hesitant to let their children go online unsupervised. Some parents even took the modem or cable with them when they left their children home alone. This represented a well-intentioned effort to protect children from perceived online risks, but it also made it harder for the young people in these families to mobilize online opportunities. I think these examples speak to the ways that young peoples' access to new media is determined not just by economic factors, but also social and cultural factors.

danah boyd: In my fieldwork, during the 2006-2007 school year, I started witnessing a divide in social network site usage between MySpace and Facebook. While this divide was extremely complex, it can be understood through the lens of Penny Eckert's "jocks and burnouts." These two social network sites became digital turf and usage reflected social categories. While many teens opted to use both sites, the division that did occur took place along lines of race and class. This may not look like a traditional participation gap as both groups were participating, but divisions in usage that reinforce dynamics like race and class require us to pause. Consider for a moment that Facebook is the "preferred" tool on most college campuses. What does it mean that some teens are already engaged with the normative collegiate tools while others are not? How does high school nonparticipation shape early collegiate life?

Your writing is sympathetic to the various ways young people "work around" constraints imposed by adults on their ability to access online social networks. How would you address the concerns of adults who imposed those restrictions in the first place?

CJ Pascoe: What I tended to see as I studied kids in urban and suburban public schools was that teens constantly tried to work around the constraints the school administration placed on their internet use. Schools blocked the students' access to Facebook, MySpace, certain search terms and instant messaging programs. In response teens developed a sort of knowledge network in which everyone knew which kid could find the proxy servers that would allow them access to these sites (though of course none of them knew the name for proxy servers). Interestingly many of the teachers at these schools found these rules too stringent. One teacher listed off several students who were the proxy server "experts" when one of her students needed to access a forbidden site. Similarly when one of his students was writing a paper on breast cancer a teacher let the student conduct research on the teacher's computer because the word "breast" was blocked from the network to which the students had access. In light of these restrictions it seems that adults are not an undifferentiated mass, that some find certain restrictions of teens Internet use problematic. It seems that what the more restrictive adults are afraid of is teens access to information and ability to process that sort of information as well as the fear that teens might not concentrate on the task at hand - school - if they could be hanging out on MySpace. To those adults I would say that banning information or certain sites does not prevent teen access. Instead it creates a community of mistrust. Thus adults should be working with teens on issues of media literacy, how to process the sort of information that appears on the banned sites, rather than forbidding teens to visit them.

Heather Horst: We saw parents across the socioeconomic spectrum express considerable concern about the threats and vulnerabilities their kids faced in the contemporary media ecology. Parents worried about the type of information that circulated and, given the timing of our research, the ability of sites like MySpace to be used as a way to access and exploit their kids. They also worried about multitasking and 'wasting time' online. In addition, because there's fear of kids hanging out outside of the home, and their lives can often be overscheduled, young people genuinely felt that they had very little face-to-face contact with their friends. The use of Instant Messaging and online sites like MySpace, Facebook and so many others are now a part of kids everyday lives, part of peer culture. In addition, the kids who were doing the most interesting things talked about having (or finding) the time to 'mess around' and explore in a way that did not have 'serious' implications (e.g. being graded. To deny participation in this space is to fail to acknowledge the importance of sociality in kids' lives.

danah boyd: I commend parents and teachers for being engaged and concerned, but I worry that their concerns are often based on inaccurate understandings of danger. As is well documented by researchers at the Crimes Against Children Research Center, the mythical image of the online predator is a completely inaccurate portrayal of the actual dangers youth face online. Yet, I found that fear of predators prompted many of the restrictions youth face. When restrictions are driven by fear rather than risk, we do a disservice to our youth. I think that it is very important for parents and other adults to know the data. The findings that we share in our report focus primarily on the positive opportunities for learning and social engagement, but in a different role, I have aggregated all that is known about the risks and dangers youth face. For more information on this, check out this Literature Review, a product of the Research Advisory Board of the Internet Safety Technical Task Force.

Heather Horst: In addition to knowing the data, as danah suggests, we also want to emphasize that the 'dangers' of online participation must also be understood within the wider context of kids' lives. For example (and too channel CJ Pascoe), part of the reason going online is so compelling for GLBT teens is that they lack the opportunities for dating that are available to heterosexual teens in their local communities as well as the social support of other GLBT teens navigating complex relationships. At the same time, the lack of local support from peers, parents and teachers also makes many GLBT teens vulnerable to individuals who might take advantage of them online. Developing an understanding of these problems from a youth perspective may help to bridge the gap in understandings risk and vulnerabilities - blaming the medium merely distracts us from the root of these complex social problems.

A key argument throughout your book is that young people are often using new media to do things that teens historically did off-line such as spend time with friends or dating. Why have so many of these activities moved into the realm of "networked publics?" What kinds of new activities or social relations have emerged as a consequence of the affordances of new media platforms?

Christo Sims: I always feel funny writing as an authority on teenage flirting and dating as it certainly wasn't what I went into the field intending to find. But, of course, this was a big oversight on my part since flirting and dating is so central to teenage culture in the U.S. I think these practices are a good example of how existing offline practices are moving online. The practices are the same, but being reshaped in some new ways. In terms of flirting and getting to know someone, the primary advantage of doing so online is that the entire process can be simultaneously more controlled and seemingly more casual. The asynchronous exchanges afford more time for composition. Plus there are far less cues to manage when compared to being on the phone or interacting face-to-face: tone-of-voice, posture, and a host of other non-verbal cues don't have to be managed. Additionally, each round of messaging is, at least initially, quite brief and seemingly low key: a short little message is "no big deal." I've called this "composed casualness" because often quite a bit of effort and time goes into composing that seemingly casual and lightweight message.

Another advantage of flirting online is that it doesn't have to be done in front of a bunch of peers at school. Boys in particular mentioned how rare it was to be able to talk to a girl at school one-on-one. Girls are in groups and almost any interaction you have is witnessed. While the Internet can amplify this sense of acting in public it also affords more private communications. Messaging features on sites like Facebook and MySpace, and well as SMS on cell phones, allow teens to carry on one-on-one conversations outside earshot of friends and family. Online communications also make rejection easier, or less confrontational, during the flirting stage. Rejection is often signaled by not responding to a message. Such a passive strategy is easier for the one doing the rejection but it also allows the person being rejected to save face since they never "officially" got rejected, the conversation just stopped. In terms of dating, sites like MySpace and Facebook offer a stage for announcing and performing the relationship. My take on this is that most of the negotiations over relationship status are handled more privately, between couples (although these too might be mediated), and when they've agreed on an "official" status they announce it to the peer group.

CJ Pascoe: As the other team member focused on teens' dating, romance and hanging out practices I'd like to build on what Christo is saying. Historically adults, particularly parents, have had a lot of control over teens' social lives and the scope of the social world from which they could draw friends. New media allows teens to move beyond the institutions in which they have been historically located (schools, churches, sometimes civic groups) to create relationships and friendships of their own choosing. So in many ways making friends or sustaining friendshps in these networked publics allows teens to create friendships independent (or at least less constrained by) the institutions in which they are located because of their age.

danah boyd: Networked publics offer new opportunities for social interaction, but they are also used to replace mobility and freedoms that have been taken away. When I asked teens if they'd prefer to socialize online or offline, face-to-face encounters consistently were preferred. Yet, for many youth, such interactions were often infeasible. The reasons for why are diverse. Some teens lack transportation to meet up with friends or do not have friends who live nearby. Others have no time because their lives are heavily structured with activities or, when they do have time, their friends don't. Many places in which adults gather do not allow youth to hang out and various laws forbid youth from gathering at certain times and in certain places. Some teens face heavy restrictions because of parental values or cultural norms. Yet, the most pervasive explanation for why youth were unable to get together with friends often came down to adult fears. All told, youth have little opportunity to gather with their friends, let alone their peers. Social network sites and other networked publics enable youth to gather in new ways, asynchronously and in different physical spaces.

Dan Perkel: In some of our case studies on creative production, we're also seeing interesting dynamics in how kids are extending existing practices in new ways online. Networked publics provide space for people to more easily share and circulate their creations to others. We've seen how for both kids and adults, many people are taking existing practices of sharing photos and video and moving them online. A lot of this reflects very familiar kinds of sharing with friends and family. Posting drawings and stories online may be a different story. Here there is the opportunity to find other people who you may not know offline, who are into the same thing you are. This is the difference between friendship-driven and interest-driven kinds of sharing. So if you are creating fan fiction or drawing fan art or making fan-related movies, you may have a few others in your school, or friends you might meet at a local comic book store that share your interests. But online there are many more opportunities to share and discuss this kind of work. Moreover, there may be more opportunity to not just post this work and talk about it, but to improve and learn from others over time. These dynamics point to how the online space can provide new kinds of learning experiences that wouldn't have otherwise been available to kids.

danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

Lisa Tripp is Assistant Professor of School Media and Youth Services, College of Information, Florida State University. Lisa received her PhD in Communication from the University of California, San Diego in 2002 and collaborated with the Digital Youth Project to study youth in Los Angeles-area middle schools and neighborhoods. Her research with the project emphasized classrooms incorporating media arts into instruction and the role of the Internet in the lives of Latino immigrant families. Before coming to FSU, Lisa was Associate Director of the USC Institute for Multimedia Literacy. She has a background in developing media education initiatives and she continues to research new media literacy and digital inclusion.

"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Two)

Many writers talk about "digital natives" or describe these young people as "born digital." What do you see as the strength and limitations of these terms given what you found in your research?

Becky Herr: One potential strength of the term "digital generation" for describing young people and their relationship to technology is its acknowledgement that youth are using media and technology in interesting and important ways. Talking about kids as "digital natives" can be seen as a counterargument to pervasive discourses about kids as deviant users of technology--hackers, cheaters, wasters-of-time--or kids as victims of technology--the "prey" of online predators, for example. This is not to say that the term is used exclusively to describe positive interactions with technology; it also emphasizes the gap between the ways "digital natives" use technology and the ways non-natives (like adults) use technology.

What is worrying about the discourse of digital natives is that talking about young people as a "digital generation" risks romanticizing certain types of youth participation and ignoring important differences in access to media and technology, including barriers to access that are not tied to a lack of hardware--barriers like not reading and writing in English, being a girl and having to compete with boys in a classroom with limited resources, or parental rules borne out of moral panic. Further, the idea of a digital generation marked by shared characteristics (other than the dates of their birth) that outweigh other aspects of identity/subjectivity--race, class, gender, ability, (etc.) is problematic. What we have found in the Digital Youth project is that there is a huge amount of variation in the ways kids are using media and technology in their everyday lives. Yes, the ways in which these practices are enacted vary, often by peer group or by individual kid. We've also found that things like class, race, and gender continue to have significant influence in kids' lives.

In my own research, for example, I worked with kids at the middle school level who were using media production software (iMovie and PowerPoint) for the first time. At home, most of the students I observed and interviewed did not have a computer, Internet access, or any video equipment. However, they had other media and technology that was incredibly important to them and that they used in creative and sophisticated ways to find information, to express themselves, to communicate with friends, and to mess around in order to figure out things like game cheat codes or how to substitute a borrowed digital camera for an mp3 player. Some had vast music or DVD collections, others spent hours each day playing games on a video game console. Were they "digital natives"?

Christo Sims: There are also plenty of folks who weren't "born digital" who have developed incredible fluency in various forms of online participation. We also met numerous youth who weren't technically adept or comfortable participating online. By emphasizing a generational break we risk mystifying the factors that structure online participation, and equating competency automatically with age.

danah boyd: Many of those who use these terms often do so with the best of intentions, valorizing youth engagement with digital media to highlight the ways in which youth are not dumb, dependent, or incapable. Yet, by reinforcing distinctions between generations, we reinforce the endemic age segregation that is plaguing our society. Many social and civic ills stem from the ways that we separate people based on age. If we want to curtail bullying and increase political participation, we need to stop segmenting and segregating.

Parents and teachers often want to structure young people's time online. Yet your research suggests that some of the most productive experiences come when young people are "hanging out" or "messing around" with computers in relatively unstructured ways. Explain.

Mimi Ito: In a lot of our case studies, we saw examples of kids picking up media and technical literacy through social and recreational activity online. When they were given time and space to experiment, they often were able to pick up knowledge and skills through messing around, whether that was learning how to make a MySpace profile, experimenting with video, or figuring out how to use cheat codes in a game. Some kids used this kind of messing around as a jumping off point towards much more sophisticated forms of creative production or engagement with specialized knowledge communities.

Christo Sims: One story that comes to mind is a youth named Zelan who we feature in one of the sidebars in the Work chapter. Zelan comes from a very rural area where most of his peers will end up in working class jobs, doing construction, building roads, working as mechanics. Zelan, who identifies himself as a computer geek, leveraged his technical know-how for economic gain starting in junior high school: fixing electronics, buying and selling gaming and computer gear, and servicing the computers of neighbors and teachers. His passion, though, has been video games. He started as a player but soon became an enthusiast, subscribing to game magazines, following the latest releases, looking for tips online. In addition to becoming a fan he started messing around with broken consoles, taking them apart to see how they worked, trying to fix them so he could play a better console or sell it for a profit. He did all this without seeing it as leading towards a career or success in school. It was only once he started seeing that he his gaming interest was actually valuable to others at school and in the community that he began to imagine how these interests could lead to a life after high school. When I first met him he was a Junior and was thinking of starting a computer service business when he graduated. When I saw him again last summer he was headed to a technical college on scholarship.

Dan Perkel: Another person featured in one of the sidebars is Jacob. Jacob was an African American senior who had moved from the East Bay to Georgia and back again. Jacob, like others we talked to in our studies, joined MySpace when someone else made an account for him. For a while, Jacob didn't understand how to customize his page--again like other new members to the site--and had other people do it for him. On the friendship-driven side he used MySpace as a way to communicate with people he met and friends he left behind after various moves. However, at some point he made the connection between changing MySpace profiles and the web design classes that he had gotten into at school. He then took the time to better understand how to customize his own profile and consider making and distributing MySpace layouts, something he had seen others do on the site. When I last talked to him, he was considering a career in web design and said he had been offered a job already.

danah boyd: It is important to note that "productive" engagement doesn't necessarily mean only traditional learning or media and technical literacy. As a society, we've never spent much time considering how youth learn to be competent social beings, how they learn to make sense of cultural norms and develop social contracts, or how they learn to read others' reactions and act accordingly. We expect youth to be polite and tolerant, respect others' feelings, and behave appropriately in different situations. This is all learned. And it is not simply learned by telling kids to behave. They need to experiment socially, interact with peers, make mistakes and adjust. Stripping social interactions from youth's lives does not benefit them in any manner. I would argue that even the oft-demeaned social practices that take place online are extremely productive.

You write about "genres of participation." Explain this concept. What are the most important genres at the present time and why?

Mimi Ito: We use the concept of genre as a way of describing certain social and cultural patterns that are available and recognizable. Friendship-driven and interest-driven practices are based on genres that youth recognize, have particular practices associated with them, as well as certain kinds of identities. For example, interest-driven genres of participation tend to have a more geeky identity associated with them, involve congregating on specialized and often esoteric interests, and reaching beyond given, local school networks of friends. This is a whole package of things that goes together, a recognizable genre for how youth participate in online culture and social life. We also think of hanging out, messing around, and geeking out as genres of participation.

When and how might the borders between friendship-driven and interest-driven forms of engagement start to blur?

Mimi Ito: As with all genres, there are a lot of things that don't totally fit, and a lot of blurring between genres. When kids engage in friendship-driven practices, they often get involved in messing around with technology, and that can become a jumping off point for more interest driven activities. For example, some kids will begin messing around with video or photos that they take with their friends, and then they get more interested in the creative side of things. Conversely, we find that kids who connect to others around interests will often see these groups become really important friendship networks, and an alternative source of status and identity that is different from the mainstream of what happens in the school lunchroom.

You note throughout the report a broadening of who gets to "geek out" in today's youth culture. Explain. What factors are reshaping cultural attitudes towards "geek experiences"? Who gets to "geek out" now who didn't get to do so in the past?

Mimi Ito: Now that digital media and online networking has become so embedded in kids' everyday social and recreational lives, there is a certain baseline of technical engagement that is taken for granted. Only certain kids, though, decide to go from there to what we consider more geeked out kinds of practices. Predictably, it tends to be boys who geek out more than girls. Even though girls are often engaging in highly sophisticated forms of technology use and media creation, often they don't identify with it in a geeky way. What does seem to be changing though, is the overall accessibility that kids have to more geeked out practices because of the growing accessibility of digital media production tools as well as the ability to reach out to interest groups on the Internet. Although our study didn't really measure this, this may be particularly significant for less advantaged youth who would not otherwise have had access to specialized creative communities or media creation opportunities.

Patricia Lange: Being able to connect with dispersed networked publics enables kids to explore skills and receive mentoring that may be difficult to gain from co-located peers or teachers who do not have the same interests or experiences. For example, in my study of the video-making culture of YouTube, accessing mentors or assistance in a "just-in-time" fashion is inspiring and encouraging, especially given kids' decreasing ability to connect with other adults and potential mentors in neighborhoods and local communities. One of the things we heard very often was that friends, family, and kids at school often did not understand why young YouTubers wanted to "geek out" making videos. YouTube participants' school peers did not always have the same familiarity and expertise with how media is put together in ways that kids on YouTube did. Many of the kids we interviewed have already had extensive experiences making media. They often have very sophisticated visual literacies and complex ideologies about what makes a good or bad video, what constitutes appropriate participation in technical groups, and how they think about online safety. Failing to engage with these sites in school means there is no hands-on dialogue between teachers and students that might help shed light on why some kids thrive by geeking out and why others have difficulty.

You are using terms to describe these experiences which are much closer to those which might be used by young people than those deployed by parents and teachers. What are the implications of that shift in the terms of the discussion?

CJ Pascoe: In general we tried to take a Sociology of Youth approach to our findings in this book. In line with this approach we try to let the categories of analysis as well as the descriptive terms arise from the youth themselves, rather than imposing our adult categories on our findings. What this means is that we tried, for the most part to describe a social world from the point of view of its participants, rather than as (more powerful) outsiders. I think foregrounding our participants' terms, categories and experiences allowed us to challenge some of the common assumptions adults have about youth participation of new media.

Heather Horst: As is common in most ethnographic research, we integrate terms like 'hanging out', 'messing around' and 'geeking out' into our analysis in order to highlight the categories and perspectives that are meaningful to young people themselves. Throughout this project, we felt quite strongly that part of our role and responsibility as researchers as working to navigate the gaps between youth and adult-centered perspectives. While we recognize that this may involve some degree of translation work when talking to different audiences (e.g. educators, policy makers, etc.), if we really want to see changes in discussions about learning and education, youth voices and perspectives need to be brought to the table.

danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

Patricia G. Lange is a Visiting Scholar at the Institute for Multimedia Literacy at the University of Southern California. She received her PhD in Anthropology from the University of Michigan. Her areas of interest for the Digital Youth Project are centered around using theories from anthropology and linguistics to understand the cultural dynamics of video creation, reception, and exchange among kids and youth. She is studying YouTube as well as video blogging groups to gain insight into the cultural aspects of video sharing and how these practices change ideas about the public and private. Lange is exploring how the content and form of videos as well as material video sharing and response practices serve as sites of identity negotiation, emotional expression, and promotion of public discourse in increasingly video-mediated, online milieu. She has recently published articles in a variety of journals including: Journal of Computer-Mediated Communication, Discourse Studies, Anthropology of Work Review, First Monday, and The Scholar and Feminist Online.

Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part One)

On Thursday, the Digital Youth Project, funded by the MacArthur Foundation, released "Hanging Out, Messing Around, Geeking Out," a report on a massive ethnographic investigation into the place of new communications and media technologies in the lives of American young people. I have had the distinct honor to watch this research take shape over the past few years, to get to know the core researchers on the team, and to attend meetings where they struggled over how to process the sheer volume of data and insights they have gathered. The team is a model for collaborative research with senior faculty and graduate students working side by side across disciplines and universities to make sense of problems which none of them could fully understand on their own. You will get a sense of the dialogic nature of this research in the interview which follows, a conversation which involves nine members of the research team, sharing insights from their own specific research projects as well as expressing the rich synthesis that emerged from their collaboration. The report represents one key outgrowth of the MacArthur Foundation's Digital Learning and Youth initiative, which also funds our own Project New Media Literacies initiative, along with providing support for such key educational researchers as Sasha Barab, James Paul Gee, Kurt Squire, Howard Gardner, Howard Rheingold, David Buckingham, and Katie Salens, among many others. "Hanging Out..." is staggering in its scope and in its implications. The researchers take seriously young people, their lives online, their subcultural practices, their identity play, their nascent civic engagement, their dating and social interactions, their involvement with fan production practices, and much much more. What emerges is a complex picture of how they are living through and around emerging technologies, how they are innovative in their use of new tools and platforms, and how they are struggling with the contradictions of their lives. This report is in no simple way a celebration of the digital generation, though it respects the meaningfulness of their involvement with digital and mobile technologies: it raises questions about inequality of access and participation; it points to conflicts between adults and youth around the deployment of new media; it identifies risks and opportunities which sites such as MySpace and YouTube pose for their young participants. Those of us who care about young people and education will be struggling with some of the implications of their research for a long time to come. I am proud to have a chance to offer this interview with some of the key members of the Digital Youth Project team over the next three installments of my blog.

By way of background, here's how the Digital Youth Project is described on their homepage:

Since the early 1980s, digital media have held out the promise of more engaged, child-centered learning opportunities. The advent of Internet-enabled personal computers and mobile devices has added a new layer of communication and social networking to the interactive digital mix. While this evolving palette of technologies has demonstrated the ability to capture the attention of young people, the innovative learning outcomes that educators had hoped for are more elusive. Although computers are now fixtures in most schools and many homes, there is a growing recognition that kids' passion for digital media has been ignited more by peer group sociability and play than academic learning. This gap between in-school and out-of-school experience represents a gap in children's engagement in learning, a gap in our research and understandings, and a missed opportunity to reenergize public education. This project works to address this gap with a targeted set of ethnographic investigations into three emergent modes of informal learning that young people are practicing using new media technologies: communication, learning, and play.

The Principal Investigators on this project are Peter Lyman at the University of California, Berkeley, Mizuko (Mimi) Ito at the University of Southern California, Michael Carter of the Monterey Institute for Technology and Education, and Barrie Thorne of the University of California, Berkeley. At Berkeley, the project is administered by the Institute for the Study of Social Change. With the help of a large number of graduate students and postdocs, a variety of projects are under way in both the Los Angeles and San Francisco Bay areas.

The project has three general objectives. The first objective is to describe kids as active innovators using digital media rather than as passive consumers of popular culture or academic knowledge. The second objective is to think about the implications of kids' innovative cultures for schools and higher education and to engage in a dialogue with educational planners. The third objective is to advise software designers about how to use kids' innovative approaches to knowledge and learning in building better software. This project will address these objectives through ethnographic research in both local neighborhoods in Northern and Southern California, and in virtual places and networks such as online games, blogs, messaging, and online interest groups. Our research sites focus on learning and cultural production outside of schools: in homes, neighborhoods, after-school, and in recreational settings.

This project is sponsored by The John D. and Catherine T. MacArthur Foundation.

To see the white paper and full report of the Digital Youth Project.

To learn more about the MacArthur Foundation Digital Media and Learning Initiative.

Can you give us some sense of the scope and scale of the project?

Mimi Ito: This was a study that was conducted over three years, with 28 researchers and research collaborators. We interviewed over 800 youth and young adults, and conducted over 5000 hours of online observations. This was done in the form of 22 different case studies of youth new media practices. Some of the studies looked at particular online sites, such as YouTube and social network sites. Other studies looked at interest groups, such as gaming groups and fans of anime and Harry Potter. Other groups also recruited youth from local institutions such as afterschool programs, parent networks, and schools. We believe that this is the most extensive qualitative study of contemporary youth new media practice in the U.S.

What were your goals with this project?

Mimi Ito: Our goal was really to capture youth perspectives and voices to understand what is happening in the online world today. We wanted to look at how young people are incorporating new media into their everyday social and recreational lives, in contexts that they found meaningful and motivating. Our thought was that it was only by looking at these kind of youth-driven contexts that we could get a grasp of what youth were learning through their online participation, and how that activity was changing the shape of our media and communications landscape.

Ethnography often gets praised for its process of discovery. What was the biggest discovery your team made through this process?

Mimi Ito: One of the strengths of the ethnographic process is that it involves listening and learning from people with different perspectives, and having that inform our research frameworks. One of the big things that we learned from doing this with such a large research team, was how it was that different kinds of youth practices and social groups were related to one another, either in a synergistic way or a more antagonistic way. We learned that the main thing that distinguishes different kinds of youth new media practices was the difference between what we call "friendship-driven" and "interest-driven" participation. Friendship-driven participation is what most youth are doing online, and involve the familiar practices of hanging out, flirting, and working out status issues on sites like MySpace and Facebook. Interest-driven participation has to do with more of the geeks and creative types of practices, where youth will connect with others online around specializes interests, such as media fandom, gaming, or creative production. It wasn't the just usual things like gender and socioeconomic status that necessarily determined the big differences, but it also had a lot to do with categories in youth culture, like is considered "cool," "popular" or "dorky."

Heather Horst: In addition to friendship-driven and interest-driven genres of participation, we also identified three genres of participation and learning - hanging out, messing around and geeking out. Hanging out is when kids are using technologies like IM, Facebook or MySpace to hang out socially with their friends. Messing around is when they are looking around online for information, or tinkering with media in relatively casual and experimental ways. Geeking out is when they really dive deep into a specialized area of knowledge or interest.

What is important about this framework is that it's not about categorizing kids as having a single identity or set of activities. What we are doing is identifying different ways that kids can participate in media culture, and this can be quite fluid. For example, we talk in our chapter on Media Ecologies about a teen named Derrick who participated in Christo Sims' study of Rural and Urban Youth. He uses Instant Messaging and his mobile phone to coordinate hanging out with his friends. Yet, and like many other teens, Derrick has also earned a reputation for geeking out through his interest in locating and downloading movies through BitTorrent. He also uses the Internet to 'mess around', such as the time he did a search on Google until he found tutorials and other information to help him build a computer. The diversity of practices reflect differing motivations, levels of commitment and intensity of use which frame Derrick's (and other youths') engagement with new media.

Mimi Ito: These genres of participation were things that we found across the different case studies that we looked at. In addition, each individual case study discovered a wealth of interesting details and findings that were specific to each case. What was unique about this project was that we discovered things that were grounded in the specifics of deep case studies, which is typical of ethnographic work, as well as identifying these broader cross-cutting patterns.

Parents often express concerns that young people are interacting online with people they don't know while those excited about social network sites talk about the ways they allow us to escape the constraints of local geography. Yet, your report finds that young people often use these tools primarily to interact with people who they already know. What can you tell us about the relationship between the online and off-line lives of teens?

danah boyd: While there are indeed examples of teens meeting others through these sites, it is critical for adults to realize that these sites are primarily about reinforcing pre-existing connections using mediated technologies. Youth's mobility is heavily curtailed and they desperately want to hang out with their friends from school. These sites have become that gathering space. Just because they can be used by youth to connect to strangers does not mean that they are. By focusing on the possibilities of risk, adults have lost touch with the benefits that these sites afford to youth.

Christo Sims: As danah says, most of our participants used social network sites to complement their offline social relationships rather than to experiment with identity or to make a bunch of new "friends" from around the country or world. With that said, there were instances where youth developed online relationships that extended beyond school, neighborhoods, and local activity groups. Youth that were more marginalized in their local social worlds would often go online for friendship and intimacy. We heard several stories of gay and lesbian youth using internet-based tools in these ways. Similarly, we heard stories of immigrants and ethnic minorities connecting online despite being widely distributed geographically. Then, there's youth who engaged in interest-driven online participation who often interacted with folks far beyond their local region. When friendships did develop they grew over sustained participation in those interest-driven activities, not out of more friendship or intimacy seeking behavior as you'd find in an online dating site. Finally, we did hear several stories of youth developing pen-pal like relationships with other teens. These interactions tended to be conversational, sharing accounts of what life was like in their respective towns or cities, discussing the challenges and confusions of being a teenager. These sorts of interactions more closely resemble the self-exploration and identity-play that earlier accounts of online participation tended to emphasize - a sense of anonymity, a degree of freedom from the trappings of one's identity in the family or at school - yet they weren't anywhere close to the dominant day-to-day uses of these tools.

Dan Perkel: Just to follow up on a point that Christo alludes to, there are in-between categories of people that might be overlooked in the split between "people you do already know" and "strangers." For example, there are people who are friends of friends, or friends of cousins, who you may not know, but go to neighboring schools, or live in the same area of town. We heard from participants in San Francisco, the East Bay, and I believe in Brooklyn as well, stories of people meeting up and getting to know people who they knew through others but only "met" using MySpace or another site. We also heard stories or in some cases watched people play out situations where they had met someone offline, and gotten their MySpace username so that they could contact them later. This was one way of facilitating dating (like asking someone for a phone number). In this case, this is someone that they have met, but is not necessarily someone they "know" or at least have any other contact with before back and forth conversations using social network sites. The point is that we learned how confusing it can be to even categorize who is a stranger versus a known person. How some of the participants use online media happens in the space inbetween.

danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

The New Media Literacies: An Introduction

Over the next several weeks, I plan to be showcasing some of the work we are doing through Project New Media Literacies, an initiative funded by the MacArthur Foundation as part of their Digital Learning and Youth program. Many regular readers of this blog will already be familiar with some of the work which we do. If you have not read the White Paper we wrote several years ago on the educational implications of participatory culture, check it out.

Members of our team of graduate students and researchers have been working on creating new curricular models which reflect many of the implications of this white paper. Some of them are being tested through schools and after school programs as we speak. Many of them are going to be released to the public in the course of this academic year. So, you can expect to hear more about these initiatives on this blog in the weeks and months ahead.

This video was put together by our team to explain in the most general terms what we mean by the New Media Literacies and why we think they are important. It is our collective statement about the principles which govern and motivate our work. The exciting thing about our team is that it brings together those of us who have media production backgrounds, who have expertise in media studies, and who have been trained in educational research. We are all learning from each other as we put these ideas into practice.

One respondent to the YouTube posting of this video questions our use of the term, "literacies." This is a question that crops up often. A growing body of academic research over the past few decades has increasingly realized that literacy is not simply one thing but rather a range of interconnected skills and practices. We are scarcely the first to talk about "multi-literacies." These skills are unevenly distributed across the population. Some of them may receive a high degree of prestige while others are often debased and dismissed. There is almost always a struggle over what counts as literacy.

Increasingly, the word, literacy, has moved from reference to the specific practices associated with text to a more generalized capacity to decipher the signs and symbols of our culture. The Media Literacy movement has a long history of extending the concept to refer to our capacity to intreprete and communicate through audio-visual media.

We see these earlier forms of literacy as absolutely foundational for what we are trying to promote. If you can't read and write, you may not be able to meaningfully participate in this new media landscape. At the same time, participatory culture practices -- such as fan fiction -- provide strong incentives and support for acquiring traditional literacy skills, for growing as readers and writers, while other sites -- such as those around gaming or YouTube -- may provide the infrastructure to help people acquire the skills they need to meaningfully participate.

We fear, however, that most schools are locking out what is most valuable about these participatory cultures, often by limiting or banning access to social software, blogging tools, Youtube, and other key tools and platforms. This has been true even for some of the schools we are working with to test our materials, an issue I hope to address in more detail in future installments of this blog. The New Media Literacies (definitely plural rather than singular) refer to skills which will support young people in their future roles as learners, creators, workers, and citizens. Watch the video and you will have a better sense of what we mean, but there's no substitute for reading the white paper.

Professor Jenkins Goes to Hollywood

On Monday, I announced to the members of the Comparative Media Studies Community --our graduate and undergraduate students, staff, researchers, faculty, and alums -- that I will be leaving MIT at the end of the current academic year to accept a new position at the University of Southern California. I have decided that the phrase "bitter-sweet" is inadequate for such a moment, prefering to adopt the phrase, "Brutal-Sublime" to capture the extreme highs and lows I feel at what is for me a significant transitional moment in my life. This turned out to be one of the most agonizing decisions I've ever had to make. On the one hand, accepting the USC position means leaving a school which has been my intellectual home for almost two decades. MIT was willing to give me my first academic position, just out of graduate school, and it has provided me with an intellectual context for doing my work. It's a safe bet that none of my digital work would have taken place if I had not landed in Cambridge in time to experience some of the early years of the Media Lab or to live among the ultimate community of early tech adapters or to have a chance to meet with the digerati as they passed through campus. I've learned so much from MIT students -- those in my classes and those who live in Senior House, the dorm where I have been housemaster for 14 some odd, some very odd years -- and from my MIT colleagues. I have taken great pride in making the case for humanists as being every bit as geeky as any other sector of the Institute and I have been inspired by a long history of media research done in various sectors of the Institute. Moreover, I have helped to build something here which I will always cherish -- a deeply collaborative and creative community which has been free to explore our current moment of media change from many disciplinary perspectives, which has been committed to the goal of translating our insights as media and cultural scholars into a language which can speak to a larger public and to apply them to the development of projects which have real world implications. Through this program, we have formed a powerful network of alums and affiliates which stretches around the globe and straddles between many different sectors where media change is having an impact. I've had the chance to form an intense intellectual partnership with my co-Director William Uricchio which has been the most rewarding collaboration of my life. Collectively, we've done paradigm-shifting research and we've helped launch many careers. I love CMS.

But I have also struggled with the reality that we do not have the level of faculty commitment from MIT to allow us to sustain this kind of activity long term. Despite a decade of arguments, we still have only two dedicated faculty members on whose back all of the activity you've been reading about here has rested. I'm often asked how I manage to do everything I do and now you know the sad answer: I can't -- at least not year after year. Even Green Lantern needs to recharge his ring now and again. When I began this process, I had the body of a 37 year old. I woke up one morning and discovered that aliens has swapped it out for the body of a 50 year old. We had enjoyed dramatic expansion over the past few years, but with it has come dramatic increases in my responsibilities, until I reached a point where it was not humanly possible to continue to work at the pace I have been working.

This summer, I went around the country visiting academic programs, trying to figure out if any of them might represent a different kind of home for me. In the end, I lost my heart to USC.

I was profoundly inspired by Ernest Wilson, the charismatic and visionary new Dean of the Annenberg School. I found that I already had a wide array of friends there who were ready to greet me with open arms. USC offered me a truly interdisciplinary position, one which straddles the Communications and Cinema Schools and which is designed to encourage collaboration and conversation between their diverse faculty. What I discovered is that between the two schools, USC is already doing exciting work along many of the axises which has defined my own research interests -- media literacy, civic media, games, creative industries, and fan culture/audience research. Moving there allows me to at last have a chance to work with PhD students. And it's hard for anyone who works on media to resist the attractions of being so close to the heart of the American entertainment industry.

Once I had a chance to spend time with their faculty, I knew in my heart of hearts that I had found a new home, one which would allow me to explore some new directions in my work and one which would allow me to reclaim aspects of my intellectual interests that had been abandoned during nearly a decade and a half struggle to get CMS launched.

So, what does this mean for CMS? There's a lot we are still trying to sort through. I will be making further announcements here soon.

We have developed plans for all of the research centers we've created -- some of them will gradually move towards the west coast with me while others are deeply rooted at MIT and will continue to operate under different leadership. My own deepest commitment right now is to Project NML. I plan to devote more of my time working on the intersections between participatory culture and education.

For the next year or so, I will be in transition, continuing to commute back and forth between LA and Boston to make good on my commitments to our first year students, many of whom came to MIT specifically study under me, and we will be keeping all of the research groups in action next year so as not to compromise the quality of their education.

We are still making decisions about what to do about admissions next year and beyond that, what decisions will be made about the future of the CMS program. If you are interested in the CMS program, you should definitely still apply. There's some chance we will freeze admissions for next year but also some chance that this is not going to happen. We've checked and MIT will refund application fees for anyone who chooses to apply if the program later decides not to accept new students. But you should also keep in mind other alternative programs, including fine programs at Georgia Tech, Carnegie Mellon, Queensland University of Technology, and, oh, yes, USC, programs we've long considered important sister programs to our own.

I've seen some speculations from local folks that this might mean the end of the lecture series which we host: the CMS colloquium series and its podcasts should continue for at least one more year; the MIT Communications Forum is under the leadership of David Thorburn and will not be effected by my absence, though I will obviously not be moderating events anymore.

I wanted to share this news -- both the good and the bad -- with those of you who are regular readers of this blog. I've appreciated your support through the years and look forward to sharing with you the new chapter of my life's adventures.

Next year, we will celebrate the graduation of the tenth class of Master's Students from our program. We will have a homecoming celebration, have some laughs, and toast our many successes. What happens after that is any one's guess.

Round-Up: More Spreadable Media From Campaign 2008

My post here several weeks ago, "How We Help Spread Political Messages," opened the floodgates and readers, friends, and colleagues have been sharing with me a much broader array of short videos dealing with the election. I fear that people are already getting sick of reading articles about "How Obama Did It" or "The Role of New Media in Campaign 2008", but in the interest of the historical record and in the hopes of spreading this content to some of the international readers of this blog who weren't on the ground here for the final onslaught, I figured I would throw some more examples your way with limited commentary.

This video starts by telling us Azeroth from World of Warcraft would be, based on its population of users, the 8th largest state in the country, located between Michigan and Georgia. Given the electoral votes at stake there, we can imagine that McCain and Obama would have spent a good deal of time in what the moderator of this piece calls "an actual battleground state." So, would Azeroth be a red state or a blue state? The Machinest tried to find out both by interviewing players, in avatar, about their political preferences and by doing a survey which breaks voters down by race and guild. Not surprisingly, Republicans and Democrats have different kinds of fantasies which they play out when they enter World of Warcraft, so there are significant differences, say, in the political preferences of dwarfs and Elves, Mages and Warriors.

Analogies between the presidential campaign and reality television have been inescapable. I've read several op-ed pieces which compare Obama and/or Palin to American Idol contestants, suggesting that they were pushed out on stage sooner than would be traditional in American politics and that the public got to watch them rise or fall depending on their ability to quickly adopt to changing circumstances. In my class on new media literacies and civic engagement, I assigned a recent essay by John Hartley on "Reality and the Plebisite," (from his recent book, Television Truths) which argues that the decision-making mechanisms on a range of reality television programs -- from the juries on Survivor to the collective voting of American Idol or Big Brother in most other parts of the world to the autocracy of The Apprentice -- allow us to play out different understandings of the political process. The always Puckish Hartley turns around common arguments about civic engagement, suggesting that clearly the public takes an active pleasure in voting, so it must be some other aspect of the political process -- perhaps the language and imagery -- which leaves so many of us feeling cold and uninterested.

Four years ago, one of the best videos about the election used The Apprentice as a metaphor for talking about the failures of the Bush administration. This time, someone mashed up footage of So You Think You Can Dance and the Presidential Debates to offer a double-edged satire -- one which skewers the candidates for their pandering to voters and skewers the news media for its preoccupation with issues of performance. This video goes on a little too long but it is interesting in the ways that it avoids pure partisanship based on parties and candidates and yet uses remixing to signal its stance on particular issues -- notably concerning energy, the environment, and the military.

This video is much more playful. It's not clear that it has a political stance it wants to promote so much as it wants to tap our interest in the candidates and demonstrate the creator's technical virtuosity. But it's a lot of fun.

While we are on the theme of politics and dance, here's a third late entry -- this one maps the final days of the Obama campaign onto a key moment from the long-running Broadway musical, Les Mizerables, with delightful results. While the others achieve their results through remix, this one depends on the performance skills of an Improv group.

Leave it to The Onion to create a video which captures the anxiety surrounding voting machines and uses it as a starting point to spoof the media's coverage of election results. I don't want to say much more less I spoil some of the punchlines here.

Special thanks go out to Ceila Pierce, Jonathon Stack, Erin Reilly, and Chris Csikszentmihalyi for sending me the links used in this post.

Obama: The Candidate For All Platforms

Whew! I am still trying to collect my thoughts after the Obama victory last week, which has come during a particularly hectic period of the term for me. I haven't been able to keep pace with the journalists and professional pundits who have already written much of what I might have had to say, but I did promise you folks a few reflections. I've been traveling around the country in recent weeks, giving talks on the relationships between politics and participatory culture. A key theme of the talks has been that political campaigns, much like wars, pushing existing technologies to their breaking points and often give rise to innovations and experimentations which have a lasting impact on our mediascape. This has certainly been the case this go around where Obama has been the man for all platforms -- a campaign which was as comfortable on YouTube or Second Life as it was on network television (think about that final informercial, for example) and more importantly, understood the political process through a lens of media convergence, seeing old and new media, grassroots and corporate media working hand in hand to shape his public image and the campaign messages. The Obama campaign broke so much new ground (in the use of user-generated content, social networks, mobile technologies, and game-based advertising, in particular) and set new records (in the use of the web to raise money or track supporters). Digital media were absolutely central to his much praised "get out the vote" efforts and critical to his ability to court younger voters. By contrast, the McCain candidacy failed across all platforms -- not exploiting fully the potentials of new media and often, getting hurt by its mismanagement of traditional media (Think about Sarah Palin and Katie Couric).

The New York Time's David Carr and Brian Selter ran an especially strong article about "campaigns in a web 2.0 world" in the final days of the campaign, which perfectly describes the interplay of media platforms which shaped this election cycle. Here's a few highlights:

  • "We should be careful of these zero-sum games where the new media drives out the old," said Andrew Heyward, a former president of CBS News who consults for the Monitor Group. "I think what we see is growing sophistication about making the channels work together effectively."
  • "What is striking here is not the dominance of any one medium, but the integration of various channels," said Lee Rainie, the director of the Pew Internet & American Life Project.
  • "I think that this time around, campaigns got used to the fact that anything that they put out there could be pirated, remixed, mashed-up and recirculated," said Henry Jenkins, a professor at the Massachusetts Institute of Technology. "It is a much more rapid environment."
  • "At a time when almost anyone can check voter turnout in certain neighborhoods in Cuyahoga County, I don't think everyone is going to sit there and wait to be spoon-fed the election results in the order Brian Williams thinks is appropriate," said Joan Walsh, the editor of Salon, referring to a closely watched county in Ohio.
  • This last comment seems especially cogent. I was struck watching the election returns on CNN by how little the networks recognize that they no longer have a monopoly on information. Again and again, they were showing state-wide returns which were relatively meaningless without drilling down to explain what districts were reporting and what their previous voting patterns have been. One consequence of the Democrats having run in all fifty states during the primaries was that the news has already educated many of us about the local specifics of many of these districts and we know to be skeptical if the returns reflect a particularly skewed sample of the state. There was for example a moment when Texas was running something like 51 McCain- 49 Obama and it is clear in hindsight that this must have been heavily skewed towards returns from Austin and San Antonio, yet the newscasters were giving us no way of knowing what we were looking at. Anyone who was watching simultaneously with a wireless laptop in their hands could find very sophisticated data on a precinct by precinct level emerging in real time, making some of the information delivery functions of cable news more or less obsolete.

    But it's not clear the anchors really understand how porous the information environment was. At one moment, CNN had just announced the results from Ohio, which produced wild cheers from Grant Park, where the Obama supporters were gathered, and the newscasters were asking whether the people there understood what this meant. (Of course, the newscasters themselves were being coy about the full implications of this moment, since they did not want to declare Obama the victor before voting closed on the west coast, and so they were hinting but not saying that Ohio was the end of any hope for McCain's candidacy.) But, in a year where people have had unprecidented access to state by state, day by day polling, and where there have been countless news stories about every "battleground" state, it's hard to imagine anyone in Grant Park didn't know exactly what the Ohio outcome meant for their guy.

    At another moment, they suggested that the televisions were turned off at McCain's headquarters so no information was getting through. Come on! Has anyone at CNN heard about cell phones, blackberries, and wireless internet connections? The point is that the networks are going to need to start thinking about what their function is in a world where a growing number of people are processing election returns through multiple platforms rather than one where the only information they are receiving is streaming through cables into their televisions.

    Then, there were all of the new devices the networks were using to display their results. Some of them -- like the manipulable maps we've been learning how to use all year -- have started to develop their own rhetoric and serve specific functions. Though much parodied on places like The Daily Show and Saturday Night Live, I love the ways the news has created new ways to visualize contingencies and hypotheticals, running through different game plans. This device was at its strongest when they were trying to show -- but not state directly -- that McCain had lost the election even before returns came in from California and the Pacific Northwest.

    The much publicized use of "holographic technology" by CNN, on the other hand, seemed like a display device with no clear function: what new information value was conveyed by having the ability to look at remote reporters from every possible angle? So far, we don't know. Isn't the point of having the reporter be on the ground that we can see the context where the events is ocurring? So what happens when we send them into a tent, cut them off from the crowd, and "beam" them back to CNN? Isn't the point of the use of holography for distanced communication that it allows participants to feel a stronger sense of telepresence? But then what happens when the anchor and the reporter are both still staring at a monitor and the 3d effect is layered in for the audience only?

    And of course the newscasters couldn't decide which metaphor was operating. Early in the evening, when it was first displayed, I said to my wife, "Obama-Wan, You are Our Only Hope!" and no sooner were the words out of my mouth then the announcers was making her own Princess Leia jokes. And that metaphor really did capture the texture of this new device which was still more than a little patchy. But later, they started cracking jokes about the transporter in Star Trek, which seemed to this fan boy to be particularly bad news. Any time a transporter signal has been this broken up, it's been early warning of an impending red shirt death, their atoms scattered rather than collected by the technology.

    Late in the evening, though, we saw television do what television did best. It was an extraordinarily powerful moment when the news anchors called the election for Obama and we cut to the faces of the people in Grant Park -- including tears streaming down Jesse Jackson's face, Oprah's joy, the wild excitement of his young and minority supporters -- or when we saw Martin Luther King's daughter struggling to be heard over the background noise of the choir at Ebenezer Baptist Church in Atlanta. What television communicated so well was the immediacy of the experience, the social connection we felt with people across the country and around the world, and all of the emotions which surrounded this moment of political transformation. People who only followed the data on line missed the intensity of that experience. In my discussions at the Center for Future Civic Media, we often have debated whether civic engagement is a structure of information or a structure of feeling. CNN seemed to lose the battle to the internet in terms of providing meaningful access to information but it won the war in terms of offering us a shared emotional experience which may be vital to connecting the nation together in the wake of hard-waged campaign.

    Ellen Hume has shared with me a particularly rich site which gathers together the front pages from newspapers from around the country and across the globe the morning after Obama's victory. It's a great resource for teaching, since it allows you to see how the same news gets a different spin depending on the headline and imagery used.

    So what happens next? Will Obama deploy the convergence between old and new media as effectively to govern the country as he did to campaign for office? More and more, we see presidents in continuous campaign mode, trying to build public support behind their policies and preserve their public approval ratings between election cycles. Will we see Obama tap his social network of supporters to organize collectively when Congress balks at his legislative agenda? Will he use the web to gather collective intelligence about public policy issues and to conduct "national conversations" about core challenges confronting the country? Some hints may be seen at the Change.gov site which the Obama transition team put up the day after the election. "The story of the campaign and this historic moment has been your story," the website states. "Share your story and your ideas, and be part of bringing positive lasting change to this country."

    If this is the first step in the process, it already suggests a desire for real input from diverse groups and a commitment to transparency which will be a breath of fresh air after the secrecy culture and executive privilege claimed by the Bush administration.

    Is Obama now America's most powerful fan boy? Early returns suggest that it may just be the case: there are so many stories now about the Obama family voting on American Idol and reading the Harry Potter books together. The President-Elect is rumored to know how to give a Vulcan salute (to Leonard Nimoy no less), to drop casual references to Star Trek and other science fiction and comics texts into conversation. He's even alleged to have attended San Diego Comic Con one year. Of course, some of his street cred as a fan was damaged by a story in Newsweek during which he was qouted as comparing Michelle's belt buckle to "Lithium Crystals." Any Star Trek fan worth their salt monster knows that should be "Dilithium Crystals." We can only hope that the reporter misunderstood what he said but if so, he should demand an apology for the slander it poses to his fannish reputation. Let the fun begin!

    Be sure to check out the new blog and website for the Center for Future Civic Media.

The Future of Entertainment Is In Your Hands...

I'm focusing much of my energy this week on pulling things together for the Futures of Entertainment conference, which is coming up at MIT on Friday, Nov. 21, and Saturday, Nov. 22. Futures of Entertainment 3, an event sponsored by the MIT Convergence Culture Consortium is the third annual conference bringing together media industries professionals and media studies academics to discuss the current state and ongoing trends in media. I'm going to be kept busy this year: opening the conference by laying out some of the core concepts which are animating the Consortium's current research agenda, including Spreadable Media, The Gift Economy, and the Moral Economy; moderating what promises to be a high flying discussion of "value" and "worth" in the new media landscape; trying to hold my own in a conversation with Yochai Benkler; and helping to shape a discussion which uses The Watchman as a case study of the intersection between comics and convergence culture.

Other topics this year will include a strong focus on social media, globalization, franchising, audience building, and the intersection between academia and industry.

If you've attended our other events you know that we bring together cutting edge thinkers from both academia and industry for intense exchanges about trends which will influence the entertainment sector in the coming years. This year's mix is our most diverse yet.

Speakers at the conference include Kim Moses, executive producer of The Ghost Whisperer; Alex McDowell, production designer for Watchmen; Gregg Hale, producer of The Blair Witch Project and Seventh Moon; Lance Weiler, director of The Last Broadcast and Head Trauma; and Tom Casiello, Daytime Emmy award-winning former writer for soap operas including As the World Turns, One Life to Live, Days of Our Lives, and The Young and the Restless; brand guru Anne White, who consulted on the design of advertising for Minority Report; CrunchyRoll's Vu Nguyen; New Content's Mauricio Mota who will share with us news from Brazil's film and music industries; as well as representatives from HBO Online, World Wrestling Entertainment, and other innovative media companies and projects.

The conference will also feature academics such as Yochai Benkler (Harvard Law School, author of The Wealth of Networks), John Caldwell (UCLA, author of Production Culture), Anita Elberse (Harvard Business School, author of "Should You Invest in the Long Tail?"), Nancy Baym (University of Kansas, Personal Connections in a Digital Age), Amanda Lotz (University of Michigan, The Television Will be Revolutionized), Sharon Ross (Columbia College Chicago, Beyond the Box: Television and the Internet) and Grant McCracken (author of Transformations).

Many of these names you will recognize from previous entries on this blog. You won't want to miss these conversations.

More information on the conference, including the program and registration, is available

here.

Changing the Game: An Interview on Games and Business with David Edery and Ethan Mollick (Part Two)

The use of Second Life as a platform for consumer advertising and corporate promotion has generated a great deal of buzz in recent years. Now that the dust has started to settle, what do you see as the strengths and limitations of virtual worlds as a platform for brand messages?

The answer depends on the virtual world. But, since you mention Second Life, we'll focus on that. Second Life is, as innumerable news stories have pointed out, simply not a good place for traditional advertising. The world is too large and too sparsely populated for billboards, in general. And unmanned virtual exhibits and structures, no matter how glorious, are simply not interesting to most consumers who visit Second Life to experience the thrill of creating and the joy of interacting with others. Why would anyone choose to walk through an uninhabited virtual

hotel when they can visit remarkably creative and/or otherworldly territories, populated and/or created by individuals like themselves? Why walk past a virtual billboard when you can teleport anywhere in an instant? Low-cost, targeted advertising campaigns that are designed toengage consumers on a personal level, and enlist them as brand agents, are far more effective.

All that said, the virtual hotel news article we referenced previously contains a hint as to the real potential of Second Life for businesses: not advertising, but harnessing user creativity to generate useful business innovations. Several large corporations have started working with the users of Second Life to model new products and test new services. Philips, for example, has been working with users to design new appliances in Second Life. Pontiac gave out virtual versions of its cars and encouraged Second Life users to hack and modify them.

At the end of the day, Second Life is a world created by its users for its users. There's something poetic -- not to mention very sensible -- about enabling those users to create and modify virtual goods that could someday be sold in the real world for millions, if not billions of dollars.

As you note, there is now a rush towards corporate sponsorship of Alternate Reality Games. What factors should a company consider before entering this space?

To date, most ARGs have required a significant financial commitment and tremendous effort to successfully execute, so businesses that are interested in creating an ARG should be sure to work with an expert in the field. That said, an ARG can prove an effective marketing tool, as demonstrated by Audi's Art of the Heist. Visitors who were attracted to audiusa.com by online advertisements promoting Art of the Heist devoted 34% of their page views to "buying indicator" pages - i.e. car configurator, dealer locator, payment, estimator, and request a quote -- which represented a 79% increase in qualification over previous launch efforts. And Art of the Heist resulted in over 45 million PR impressions for Audi, while generating over 10,000 unique leads for Audi dealerships.

Jordan Weisman, one of the inventors of the form, shared with us his well-informed views on the commitment necessary to pull off an ARG marketing project. In his words: "There's a misconception that this form of marketing entertainment has to be cheaper. Well, it's not cheaper. A heck of a lot more effort goes into an ARG than a 30-second TV spot. You have to create a lot more content, and there's a much larger editorial process involved. But the benefits, as opposed to the 30-second spot, are the level of immersion you create, and the level of affection that a person has for the brand and the experience, not to mention the community that grows around the brand and the experience. Those things provide real lasting benefit to brands. And one of the great things about an ARG is that, unlike with a TV spot, you know how engaged people are. You know how many people visited your websites, you know how many people are participating on the message boards - you can quantify things."

All that said, ARGs are poised to become much more than just marketing tools. In Changing the Game, we discuss how ARGs can be used for training purposes, and even for harnessing collective innovation. At this point, there are some

exciting experiments in these areas that are worth examining, but more work is

needed to develop ARGs to their full potential.

Corporate training games have been a huge growth area, even as other kinds of serious games have struggled to get traction. What should the developers of educational games learn from the space of corporate training and conversely, what do educational game designers get right that should be considered more closely in corporate training games?

Educational game designers seem to think more about engagement and the role of fun in games than most corporate trainers. By focusing on how to reach kids, educational game designers seem to become more aware of the "holy grail" of training -- education so entertaining that it proves self-motivating. Ironically, this is also the greatest weakness of many educational game designers. In an attempt to make learning as much like a game as possible, they end up creating the proverbial "chocolate-covered broccoli" -- shoehorning educational content into traditional games. The result is neither fun nor particularly educational.

The corporate training market has typically proven less concerned about stereotypical "fun," and instead has invested more in simulations in which learning happens naturally. Simulations like Virtual Leader, the leadership training simulator, end up being fun because the player gets to experiment with the role of leadership. Similarly, the Beer Game (a system dynamics simulation) is engaging because it is played as part of a team, in a competitive environment. Both Virtual Leader and the Beer Game teach valuable lessons in interesting ways because they allow exploration and experimentation, and encourage team interaction -- not because they ape traditional video games. Educators should think more about how to encourage interesting exploration and interaction, rather than combining time tables with first person shooters, or hiding multiple choice examinations beneath the thin veneer of a "trivia game."

Some of the most interesting sections of the book deal with the use of games as a means of collecting user innovation and tapping collective intelligence. To what degree is this section speculative? What work is already being done in this space?

We wouldn't call it speculative, but we would say that this is the very cutting edge of the serious games movement. While there are only a few examples to speak of, they have proven very successful. In particular, Luis von Ahn's work on "games with a purpose" has been published in a number of important journals, and von Ahn won a MacArthur Genius Grant for his work. One game of his, the ESP Game, encourages players to voluntarily identify random images on the Web in a way that computers simply aren't capable of doing on their own. Many people play the ESP Game for over 20 hours a week, and over 20 million image labels have been harvested in just a few years; the equivalent of several million dollars of free labor. Professor von Ahn estimates that just 5,000 people playing The ESP Game for a month - a tiny number, compared to the active populations of many gaming websites - could label every image on the Web.

Other efforts include Fold.it, a game designed to help its creators identify the optimal shape of proteins. Fold.it players are already proving to be of great help, and interestingly, many of the top players are not biologists, or even people with a strong academic background in biology.

You may also have heard about the X2 Project (which has evolved into Superstruct, the forecasting game.) Efforts like these show how ripe this area is for future work!

For more on Changing the Game.

DAVID EDERY is the Worldwide Games Portfolio Manager for Microsoft's Xbox Live Arcade, and a research affiliate of the MIT Comparative Media Studies Program. He is a regular speaker at game industry events such as GDC, has published numerous articles on the topic of game development and the business of games, and maintains a personal blog called Game Tycoon.

ETHAN MOLLICK studies innovation and entrepreneurship at the MIT Sloan School of Management, where he is also conducting a large research project on the game industry. He has consulted to companies ranging from General Mills to Eli Lilly on issues related to innovation and strategy, and has worked extensively on using games for teaching and training, including on the DARWARS project of the Defense Advanced Research Projects Agency.

Changing the Game: An Interview on Games and Business with David Edery and Ethan Mollick

Editor's Note: The election has come at a particularly intense moment in my life. I plan to run a more extensive reflection on the role that media played in shaping and responding to the outcome but I have not been able to write it yet. I expect to post it early next week. For the moment, let me say that this early "Obama Boy" could not be more delighted with the outcome but fears that all of the "transformational" language got used up on tuesday night, leaving us with no new adjectives to throw out there. barack_obama_burnout.jpg

Around the Comparative Media Studies Program, there's been considerable discussion over the past few weeks about the decision of the Obama campaign to advertise in an Xbox 360 game, Burnout Paradise. The topic is the perfect intersection between our researchers focused on games, branding, and civic media, and reflects an ongoing conversation we've been having on the blog and elsewhere about Obama as the candidate for all platforms. If convergence culture can be described as a world where every image and idea flows across the maximum number of media platforms, acquiring meanings and value and attracting new participants at each step along its trajectory, Obama's people have embraced the full range of new media -- from mobile phones to social networks, from virtual worlds to video games -- in their effort to reach and mobilize young voters.

Hoping to get some further insights into this story, I reached out to David Edery and Ethan Mollick, the authors of a newly released book, Changing the Game: How Video Games Are Transforming the Future of Business. Both Edery and Mollick are alums of MIT's Sloan School of Mangement; Edery was involved with us while still a graduate student, was briefly on our staff, and has continued to be an affiliated researcher on our Convergence Culture Consortium since he has graduated. As experts on current trends around games and advertising, I was curious to see what they would have to say about the Obama ads:

The Obama campaign's decision to advertise within the Xbox 360 game Burnout Paradise is notable for being, to our knowledge, the first time a presidential candidate has ever taken advantage of advertising opportunities within a retail video game. The ads appear as billboards by the roadside, and contain the message "Early voting has begun" and "voteforchange.com" in addition to Senator Obama's photograph.

The message on the billboards seems to indicate that the Obama campaign was hoping to achieve a very specific outcome: give young adults who support Obama, but who perhaps lack the drive to vote, a nudge in the direction of the ballot box. More interestingly, the Obama campaign may also have been hoping to send a subtle message to gamers and young adults in general: "this is a candidate who understands technology and new media, isn't afraid of it, and doesn't intend to demonize it." If the latter was indeed a part of the campaign's strategy, it worked out brilliantly, because the Burnout/Obama advertisements received a tremendous amount of mainstream and game industry press. Whether you played Burnout or not, if you're a highly engaged gamer, odds are you heard about the Obama ads.

So in-game advertising and US presidential politics have converged. Is this a particularly important milestone for the in-game advertising industry? Perhaps, and perhaps not. After all, plenty of Fortune 500 companies have beaten the Obama campaign to this milestone, and are in fact experimenting with games and advertising in far more interesting ways. But there's no doubt that this *is* an important milestone for the game industry in general. It suggests that a US presidential candidate has recognized, for the first time, that gamers are an important voting group.

As they note, businesses have been using games as platforms for branding, advertising, and corporate training ever since the first platform games were released. Changing the Game offers a cogent overview of the thinking shaping current corporate strategies for deploying games as well as offering some thoughtful and forward looking recommendations about how companies can be even more effective in deploying these new media platforms towards their interests. There are plenty of lessons here which will also be helpful to those developing serious games or otherwise using games for pro-social ends. And there's much here that needs to be understood by the media literacy community if it wants to help young people understand how branding impacts the games that they play.

In this two part interview, the authors share their insights about games and advertising, the use of games as platforms for training, the value and limits of virtual worlds for corporate purposes, and the potential of games as tools for gathering collective intelligence and sparking user-based innovation.

The central premise of your book is that there are significant benefits for companies that recognize that games can be "more than just a diversion." What do you see as the primary rewards of integrating work and play? How do we confront a tendency in our culture to see play as the opposite of meaningful employment?

The primary reward of integrating work and play is happier, more effective employees. The problem is that when most people hear that claim, they immediately assume you're making the old, tired argument that games are good solely because taking a break from work is good for productivity. While many studies have purported to prove the latter, the latter is not what we are focused on.

In Changing the Game, one of our major arguments is that games can be used, not as breaks from work, but as enhancements to work. There's ample evidence that games can be used to cost-effectively train employees and to motivate them. We found great examples in the health care industry, the high tech industry, and (not surprisingly) the military, to name a few. And as we note in the book, it's rather remarkable how many managers struggle to maintain acceptable productivity levels when they control an employee's paycheck, while many game developers have found ways to make *us* pay *them* for performing tasks that seem remarkably like work. (We really don't want to know how many hours we personally spent crafting virtual armor and other items in World of Warcraft...)

Fortunately, great examples of the constructive power of games are starting to find their way into every corner of American life. Public schools are bringing Dance Dance Revolution machines into their gyms to combat the obesity epidemic, and millions of Americans are bringing Nintendo's Wii Fit into their homes. Educators are hearing about the incredible sales of games like Brain Age and realizing that maybe play and education *can* go together. These things have little to do with work, so we don't spend much time discussing them in the book, but they are helping to change the way people think about games, in general, so they certainly merit mention!

You open the book with some acknowledgment of some of the social policy debates surrounding games, including a consideration of video game violence and media effects. Many media reformers use the analogy to advertising to explain why they believe that games may have negative impacts on the people who play them. If advertisements may shape consumer behavior, they argue, games must have an influence on players. As someone who has reviewed the research on the impact of advertising on consumer decision making, how would you respond to this analogy?

What many media reformers don't understand is that games are powerful advertising (and educational) tools in large part because they can be used to communicate a persuasive message or lesson to a *highly involved* audience. People playing video games are not passive, mindless zombies... on the contrary, they are quite consciously engaged. They have to be; otherwise, how can they win the game? Anyone who doubts this should pick up an Xbox 360 controller and try to play a stereotypical first person shooter (like Call of Duty 4). These games are incredibly complex -- most first time players have trouble just figuring out which buttons to press, much less successfully navigating the entire game. Winning many video games is anything but easy.

At any rate, our point is that because gamers are quite consciously processing gameplay -- because they are NOT mindless zombies -- they are not being "brainwashed." And this is apparently what the British Board of Film Classification (BBFC) determined after performing their own extensive study of video games, in which they noted: "far from having a potentially negative impact on the reaction of the player, the very fact that they have to interact with the game seems to keep them more firmly rooted in reality. People who do not play games raise concerns about their engrossing nature, assuming that players are also emotionally engrossed. This research suggests the opposite; a range of factors seems to make them less emotionally involving than film or television."

All that said, we prefer not to simply cite research in a situation like this, because critics of video games have their own body of (in our opinion, questionable) research to respond with. So why not stick with the cold, hard facts? The U. S. Secret Service recently examined each of the 37 non-gang and non-drug-related "targeted" U.S. school

shootings and stabbings that took place from 1974 through 2000, including infamous incidents such as the Columbine massacre. They found that there is no "profile" of a school shooter. In fact, only 1 in 8 of the perpetrators studied by the Secret Service showed any interest in violent video games. Given that in the same time frame, the vast majority of school-going males were playing video games, how can critics continue to claim any sort of correlation between games and school violence?

What factors are leading towards the increased interest in advergaming and product placements in games?

Put simply, it's getting harder and harder for advertisers to reach their target audience with traditional advertising. Games are an increasingly popular medium that is well-suited to carry (and to be) advertising, so why wouldn't advertisers by interested?

What does marketing research tell us about good and bad approaches to integrating brands into games?

We wrote two whole chapters on that, so it's difficult to boil down into a couple paragraphs. Rather than tackle every point, let's address the most important one. As we noted earlier, it all comes down to a question of involvement. When a person is highly involved in an aspect of gameplay, they are thinking very actively about it, and they aren't likely to forget it later on. In such situations, an advertisement really needs to not only make sense within the context of the gameplay, but to fundamentally enhance the gameplay experience and communicate a useful message to the player. Otherwise, what you get is an annoyed player whose experience is disrupted, and who therefore forms negative associations with the brand.

Imagine that you're watching a James Bond movie. Q tells Bond that he's got a great new car for him. They walk into the secret lab, and a shiny Ford Pinto is waiting there. That's an example of a product placement not fitting into the context of the entertainment media. But let's take this further. Imagine instead that the car is a sporty BMW. That's more like it! But what if the sporty BMW never broke 30 miles an hour during the entire movie? That would be an example of not communicating a useful message. The idea here is that you have a highly involved gamer on your hands. They are actively processing the information you are putting in front of them, and they probably aren't going to forget it. So, not only should you be extremely careful not to put

something in front of them that simply doesn't make sense (the Ford Pinto), but you should also make sure that what the player can do with your product placement actually communicates a message you're interested in communicating as an advertiser.

Conversely, there are moments in gameplay that are not highly involving. When players run past a billboard in a virtual sports stadium, they are focusing on the action in the stadium (i.e., an offensive play in a football game) -- they are not focusing on the billboard. The football game is highly involving; the billboard is not. Those low-involvement advertisements -- which we call "peripheral" advertisements -- are a good place to put simple ad messages like logos and short slogans. These advertisements don't have the ability to convey a complex, persuasive message that

consumers will generally recall, but they do have the ability to simply increase our familiarity with a brand, and that has its own significant benefits.

DAVID EDERY is the Worldwide Games Portfolio Manager for Microsoft's Xbox Live Arcade, and a research affiliate of the MIT Comparative Media Studies Program. He is a regular speaker at game industry events such as GDC, has published numerous articles on the topic of game development and the business of games, and maintains a personal blog called Game Tycoon.

ETHAN MOLLICK studies innovation and entrepreneurship at the MIT Sloan School of Management, where he is also conducting a large research project on the game industry. He has consulted to companies ranging from General Mills to Eli Lilly on issues related to innovation and strategy, and has worked extensively on using games for teaching and training, including on the DARWARS project of the Defense Advanced Research Projects Agency.

The Campaign That Never Quite Happened...

Next week, I will be moderating an event hosted by the MIT Communications Forum and the Center for Future Civic Media which will reflect back on the role of digital media during the current Presidential campaigns. Here are the details:

The campaign & the media, 2

Thursday, Nov. 13, 2008

5-7 p.m.

Bartos Theater

Abstract

The Obama campaign's extensive deployment of digital media, especially its tech-savvy outreach to the young, was widely reported before the election. Some predicted that this digital advantage would make a decisive difference. Did it? And more broadly, what role did the Internet play in the election? How has it changed presidential politics? What are the future implications of the impact of new media on journalism and on American society? These and other questions will be addressed by our speakers.

Speakers

Marc Ambinder is an associate editor at The Atlantic and a contributing editor to both the Hotline and National Journal. He blogs at marcambinder.theatlantic.com.

Cyrus Krohn is director of the Republican National Committee's eCampaign Division. He joined the RNC following two years at Yahoo! as director of content production and election strategy. Previously, he was Slate's first employee and then publisher while the webzine was owned by Microsoft.

Ian V. Rowe oversees MTV's on-air, online and off-air pro-social campaigns including the 2008 Choose or Lose campaign in which a team of citizen journalists submit weekly campaign reports online and via mobile technologies.

If you live in Boston, you should join us for the event. If not, you should keep an eye out for the webcasts which follow quickly after any MIT Communications Forum. You can check out the video of an earlier Communications Forum event focused on the election here.

As I've been prepping for this event, I've found myself reflecting back on some of the landmark examples of the digital campaign season. Every four years, we see enormous innovation in the deployment of digital media to connect candidates to voters. I've been documenting some of these examples of civic uses of media here in the blog throughout the year. Historically, the two periods of time where the most intense amount of media change occurs is during wars (see the emergence of light weight portable cameras during WWII and its subsequent impact on documentary and news production) and during campaigns. Yet, for some largely self-serving reason, we always hear pundits after the fact proclaim that "new media really didn't make that much difference" and insist that this was not the year when new media replaced old media at the center of our political process. I am sure we will hear similar comments by the end of this week no matter what the outcome of the election.

Certainly I'd argue against the either-or logic which sees new media gaining power and influence only at the expense of old media. For example, we might point to the ways that digital downloads and spreadable media insured that more Americans got to see the Katie Couric-Sarah Palin interview or for that matter, the Tina Fey Saturday Night Live spoofs of Palin. (As I've been speaking to older audiences in recent weeks, I've been fascinated to see how many over-50-year-olds had downloaded the Saturday Night Live sketches -- given our stereotype that seniors are not the ones watching television on-line and not the intended market for late night political comedy.) One can make the case that old and new media worked in mutually reinforcing ways throughout the campaign -- each directing attention to the other and insuring that any meaningful bit of content was seen by the maximum number of voters.

Yet, looking backwards, scanning through the "elephant graveyard" which is the web, we can also see lost opportunities. In the era of television, political advertisements appear, often targeted to a specific market, and then disappear again, with few of them leaving much explicit trace on the culture. But what begins life on the web tends to linger there and we can thus go back and revisit earlier steps in the political process.

I recently watched with some degree of morbid fascination the winners of Moveon's "Obama in 30 Seconds" DIY video contest. This was to have been a stellar example of how participatory culture met participatory democracy. Four years ago, Moveon had encouraged average Americans to put their talent to the task of generating an attack video which powerfully summed up the ills that would come of re-electing W. At the time, I questioned what is being said about civic engagement that they wanted all of us to enter into the messiest part of the political campaigns -- the attack ads. This time around, the organization reversed lens and adopted a much more idealistic goal: asking people to share their vision for why Obama should be elected president.

Here are some of the guidelines from the competition

Senator Obama says his campaign is about "a new kind of politics--a politics without partisan bickering and smear tactics." In keeping with that message, we're looking for positive ads about Barack Obama, not attack ads about others.

Obama was being proclaimed the "post-partisan" candidate and he was speaking often about a "purple America" strategy which would escape the impasse of a "Red America/Blue America." The Obama campaign saw this approach as key to their 50 states strategy and essential if they were to attract independent and moderate Republican voters for the fall campaign. If the election goes the way it has currently been projected, we will see considerable evidence that the Democrats were able to broaden their base. Yet, the idealism of these early advertisements seems quaint given the brutal campaign season we have just gone through.

We've heard so much about "game-changing" moments during the campaign season. Few of them changed the rules of the game, in the way envisioned by this spot; most of them simply shifted who was ahead and by how much in a campaign which was still understood by the news very much as a horse race. Here, young Barrack transforms a playground which pits the reds against the blues into a celebration where everyone joins hands. The spot uses childhood play to envision games without losers and winners, games which value everyone's participation.

Many of the videos accepted Obama's rhetoric about change coming from the bottom up, change being created through collective action by "we the people." The candidate is not the focus of these grassroot videos; the public is, with many different metaphors adopted to signify the potentials for collective action.

This spot interestingly deploys the PC/MAC advertisements as a template for discussing the relations between the Democrats and the Republicans. There are many examples of such parodies in this election cycle which sum up the ideological divides between the parties. But this one is interesting in its refusal to play that game and it's insistence that there are no red and blue states.

Both McCain and Obama entered the election season with commitments to their supporters to change the language of American politics, to "reach across the aisle" and embrace ideas from the other party. Yet, along the way, that rhetoric has broken down. McCain claims that Obama brought this on by refusing to join him in a weekly series of townhall debates across the country. Obama claims that McCain brought this on by adopting a negative "attack ad" approach which has even been questioned by Karl Rove.

What does it say about our current political process that even candidates who have every reason to adopt a more idealistic approach are seemingly incapable of maintaining that approach through a closely contested election? And what happens now as one of these guys has to form an administration which will govern the country in a time of national crisis?

I thought this flash from the past might provide us all some food for thought.

How We Help Spread Political Messages...

Today's entry is being cross-posted to our new website for the MIT Center for Future Civic Media, a joint venture between the Comparative Media Studies and the Media Lab. The website will regularly receive blog posts from all of us involved in the center, will showcase new projects developed by our researchers, and will otherwise offer a guide to the ways people are using new media technologies to strengthen civic engagement at the local level. Check it out and tell us what you think.

I'm scarcely "General Betray-us" yet Moveon.org has declared war on me!

Or so it seemed when I opened my e-mail the other day and discovered that a former student (actually, now multiple former students) had sent me this customized video from the leftward leaning political organization, suggesting what would happen if I didn't vote for Obama. Of course, the jokes on them! -- I voted early since I will be speaking in Eugene, Oregon early next week and then racing back to Boston to watch the returns. If you are depending on my vote to put the guy over, it's already in the bag. Trust me, America, I'm not nearly as bad as this attack ad would seem to suggest.

Of course, what I'm doing right now -- sharing this video with you -- is precisely what the organization was hoping would happen. This is a beautiful example of how spreadable media is contributing to this campaign season. In Convergence Culture, I described the efforts of True Majority, a political organization founded around the principle of "serious fun," and how they had built playful campaign videos (like one where Donald Trump fires W.) in the hopes that people would pass them along to their friends and family members. Research suggests that political messages are far more effective if they are delivered by someone you know and so the challenge is to get average citizens excited enough about political media that they will help to circulate it.

Four years ago, the activists were using the term, "viral media," and I suppose they still are. If I had my way, the term and "memes" along with it would be retired from our vocabulary of talking about how media circulates. There's something sick and unhealthy about the concept of viral media. The term, "viral" operates off a metaphor of infection, assuming that the public are unwilling carriers of messages -- yet I doubt very much that the students who sent me this video were in any sense unwilling or unknowing about what they were doing. The concept of "viral media" strips aside the agency of the participants who are sending along this video for their own reasons -- in this case, a mixture of political zeal and personal affection and probably some sense that I would find the video intellectually interesting. The term, "meme," implies that culture is "self-replicating" rather than actively reshaped by the choices made by individual consumers and subcultural communities.

So, the folks at MoveOn probably thought they had created "viral media." In fact, they created a powerful example of "spreadable media." What makes it powerful is that they made it easy for individuals to customize the content of the video to make it more personally meaningful or more important, to make it meaningful in specific social contexts, to make it meaningful in relation to their social networks. The content is playful and fun; there's a certain fascination with the mechanisms which imprint personally significant names over the repurposed video content; there's some delight in seeing myself praised by conservative pundits and even by George W.

As we pass this content along, it facilitates conversations among friends and it allows us to signify to each other our mutual recognition and respect for the civic rituals which surround the political process. When people send me this video, they intend it as a gift -- which is to say, they intend it to reaffirm the social ties we feel towards each other. Its circulation is certainly meaningful on Moveon's terms -- they hope that I will not only affirm its message but pass it along to someone else -- but it is also meaningful on our terms which may be quite different. I could, for example, construct and send one to my socially conservative brother (as a friendly ribbing from Blue America to Red America) and he might pass it along to his friends at work (expressing outrage against what left-wing organizations are saying about that closet socialist and Moslem). And so the process continues.

We've been spending a fair amount of time through the Convergence Culture Consortium reflecting on the properties of spreadable media over the past year. One CMS graduate student, Sheila Seldes, applies this concept to the free circulation of Michael Moore's Slacker Uprising over at the Convergence Culture Consortium's blog and we will be discussing the concept of "spreadability" at the Futures of Entertainment III conference Nov. 21-22.

The political use of spreadability is particularly interesting: while media companies are clearly ambivalent about our ability to take their content and spread it among our friends, political campaigns actively solicit our help in moving their message throughout our social networks. Indeed, much of the emerging literature on civic engagement suggests that such social networks may be replacing the kinds of social organizations which Robert Putnam saw as at the center of American civic life. Most political organizations rely on us to relay meaningful content to others in our friendship circle because they lack the money to launch an all-out media blitz around their message (Obama's "shock and awe" advertising strategies for the final weeks of the campaign is a notable exception.) I believe that if we study the circulation of political content, we may develop a better understanding of the mechanisms which encourage spreadability and the kinds of choices consumer/citizens make when they decide to pass a video along to their friends.

So, here's another fascinating example of spreadable media content. While it lacks the built-in capacity for customization, it has the added feature of a certain kind of "remember when" nostalgia. This video specifically reminds us of the original Whazzup Budweisser Beer commercial from 2000. I'm sure that it's still stuck in your head if you were at all conscious in 2000 but here's a copy if you want to go back and compare notes.

The original spot has a special place in the literature on "viral media." Aired during the Super Bowl, the spot became an instant classic, one that people spoke about, but more importantly, one which was widely parodied across a range of digital communities. And each time we saw the soundtrack of the video applied in a new context -- members of the Clinton Administration, He-Man and the Masters of the Universe, Superfriends, and so forth -- the core branding message got repeated. Bud certainly spent a lot of money for the initial exposure but then many people furthered their promotional aims by sending a succession of pastiche videos along to their friends.

So, part of the power of the new video is that it reminds us of our own role in spreading the original video. it helps that the original video came out during the 2000 campaign which George W. Bush in the White House and thus represents an ideal marker of the passing of time and of what has happened to America over those eight years. The soundtrack implicitly asks us whether we are better off now than we were eight years ago and demands to know what we are going to do about it. The frat boy humor of the original video evokes a more carefree time (suggesting "goofing off" with college friends) as a contrast to the adult responsibilities and dire consequences which confront these same characters today. Even our annoyance over being reminded of the "Whazzup" campaign also can be directed towards a president who famously uses fraternity style nicknames for the members of his administration, as Oliver Stone's W has brought back to everyone's attention. Nostalgia is often a spur for the circulation of spreadable media content but in this case, memories of the past are designed to provoke a particular kind of historical consciousness.

Or let's tackle a final set of videos which have been spreading over the final weeks of the campaign. The first is a video where someone re-purposed footage of John McCain for comic effect: in this case, the video draws a parallel between McCain's mannerisms and those of a particular super-villain much beloved by comic book fans. The analogy between McCain and the Penguin is one that I've seen surface many different ways in recent weeks, but never more effectively than in this video. And the video works because it gives us a new comic frame through which to interpret McCain's mannerisms.The video doesn't offer us a deep political analysis: at best it allows us to put a name on something which might have been unnerving us all along. Whatever meaning it carries comes, however, from the social transactions which occur around us, through the ways that circulating the video to others reaffirms our own political commitments and links them to deeper social ties.

The Penguin analogy, however, may also allow us to make sense of this other video which has been circulating without much explicit commentary -- an excerpt from the 1966 Adam West Batman series featuring a debate between Batman and the Penquin. For people of my generation, this video carries enormous nostalgic value. This is a much valued segment of our childhood imaginary. Yet, the repurposing of this footage right now forces us to read the scene through a totally different lens and in turn, the content of the video gives us layer upon layer of satirical commentary on the recent Presidential debates. Once again, this is content I've felt compelled to share with my students, my friends, my family, and now, my blog readers for a variety of different reasons. I am not an unwilling or unknowing participant in this process; this is not "self-replicating" culture; there is simply a powerful alignment between my social goals and the political agendas of those who have excerpted and recirculated this content.

Thanks to John Campbell, Kelly Whitney, and Joshua Diaz for calling these examples to my attention.

A House United: How are Cultural and Political Preferences Related?

Earlier this year, I wrote a post for the PBS Media Shift Idea Lab blog, answering "What Does Popular Culture Have to Do With Civic Media?." The post was a reaction to a Communication Forum conversation I moderated between Cass Sunstein (Infotopia), now a legal advisor to the Obama campaign and his fellow Harvard Law School Professor Yochai Benkler (The Wealth of Networks). One of the CMS graduate students had tried to get the law professors to reflect on the political uses of popular entertainment and I sought to expand upon that issue here. Here's part of what I wrote:

While ideological perspectives certainly play a role in defining our interests as fans and media consumers, they are only one factor among others. So, we may watch a program which we find entertaining but sometimes ideologically challenging to us: I know conservatives who watched The West Wing and laugh at The Daily Show; I know liberals who enjoy 24 even if they might disagree about the viability of torture as a response to global terrorism. Television content provides a "common culture" which often bridges between other partisan divides within the culture, even in the context of culture war discourses which use taste in popular media as a wedge issue to drive us apart.

So, a fan group online is apt to be far more diverse in its perspectives than a group defined around, say, a political candidate or a social issue. This is not to suggest that fan communities do not form firm consensus perspectives which block some other ideas from being heard, but they form them around different axis -- such as desired sets of romantic partnerships between characters -- which may or may not reflect ideological schisms. There may be rich discussions, then, about the philosophy of education which should rule at Hogwarts, just not on which character constitutes the most appropriate life partner for Harry Potter.

At the same time, the nature of popular culture means that it continually raises social, political, and ethical issues; popular media projects something of our hopes and fears and as such, it provides us a context for talking through our values.

Two recently released studies shed further light on the relationship between our cultural preferences as fans and our political commitments as citizens, suggesting that our media consumption habits may break more sharply along political lines than I might have previously imagined.

The first comes from Nielsen IAG which looked at the ways cable viewership broke down according to political preferences. Specifically, the research is conducted as part of their ongoing effort to understand the nature of media "engagement." As they explain in their blog, "Engagement" refers to the amount of attention paid to a television program by the average viewer. Nielsen measures TV engagement by questioning a representative panel of viewers about their recall of specific telecasts' content."

Their research suggested that those programs on cable which received the highest overall engagement scores also received the most "bipartisan" interest -- meaning that they attracted and "engaged" viewers from across the political spectrum. Yet, they also identified some programs whose viewerships broke decisively along ideological lines.

Among those programs attracting the greatest Democratic viewership were: The Colbert Report (Comedy); The Deadliest Catch (Discovery); It's Always Sunny in Philadelphia (FX); Ax Men (History); Tin Man (SciFi); My Boys (TBS); and I Love New York (VH1).

Among those programs attracting the greatest Republican interest were South Park (Comedy); Cash Cab (Discovery); Damages (FX); Battle 360 (History); Doctor Who (SciFi); The Bill Engval Show (TBS) and Rock of Love With Bret Michaels (VH1).

Among those programs attracting the greatest interest among independents were The Cleaner (A&E), Real Housewives of Orange County (Bravo), The Next Food Network Star (Food), HGTV Design Star (HGTV); Army Wives (Life), The Hills (MTV), What Not to Wear (TLC), and Saving Grace (TNT).

It is significant that the study was conducted using cable-based programing. Historically, cable has been associated with narrow-casting strategies which target specific demographic groups and niche communities, while network television has adopted a broadcast or "consensus narrative" model which seeks to appeal to the broadest possible viewership.

Personally, I am a little surprised that I watch more shows on the Republican list (Damages, Doctor Who) than on the Democratic list (The Colbert Report). This takes me back to all of those old jokes that "my Tivo thinks I'm gay." Now, the Nielsen company thinks I'm Republican. But this brings us back to my original point that even where shows do seem to skew towards particular ideological perspectives (I suppose we can read Damages as expressing an outrage over the abuses of "trial lawyers" or Doctor Who fans make see John McCain as a bit like a Time Lord in that he had been an eyewitness during many other historical periods), they never absolutely break down according to purely ideological commitments and that makes them a particularly vital space for us to have conversations about our hopes, ideals, and values as a nation.

The Second Study was conducted by the University of Southern California's Norman Lear Center and Zogby International and released Sept. 19 2008. Their key finding was that consumption of entertainment properties broke decisively along political lines, though again, not absolutely. As their press release reported, "While 22% of conservatives said they 'never' enjoy entertainment that reflects values other than their own, just 7% of liberals felt the same way. At the other end of the scale, just 11% of conservatives said they 'very often' enjoyed programming that ran counter to their personal philosophies, compared to 20% of liberals and 18% of moderates who said the same thing." Their research identified House as "one of the very successful TV shows with almost an equal number of adherents across the political spectrum."

The report divided Americans into three different taste communities, Reds, Blues, and Purples. Here's part of their description of each:

Reds

Reds are the largest ideological group in the U.S. They tend to live close to other family members and they're much more satisfied with their spiritual, family and personal life than the rest of the nation. ....Reds tend to get their news from cable TV and radio, and they much prefer Leno to any other late-night programming.... Their favorite fictional TV shows are House and CSI; their favorite summer movies were Indiana Jones and The Dark Knight.

Blues

Blues are the second largest ideological group in the country. Almost all of them think the U.S. is on the wrong track, and they are far more likely than the rest of the country to be unsatisfied with their personal, family, business and social life. They are more tolerant of the media than other Americans, but they are more likely to get their news from comedy shows than from any of the network TV newscasts. More than any other group, they get their news online, and they use Wikipedia.... They like The Dark Knight and Iron Man, and their favorite TV show is 60 Minutes. Many Blues dislike reality programming - more than Reds and Purples. For late-night, they prefer The Daily Show.

Purples

Purples are the smallest ideological group, and in many ways they fall between the Red and Blue camps.... Like Blues, most get their news from the Web, but they are more likely than any other group to use the Web to find information about celebrity gossip, TV shows, movies, games, music, fashion, shopping, books, relationships and sports. Purples are more likely than Reds or Blues to say playing games and listening to music is the most enjoyable thing to do online. Unlike Blues, Purples prefer MySpace to Facebook (it's a tie for Reds).... Purples say watching TV is their favorite leisure time activity, and their top three shows are Law & Order: SVU, 60 Minutes, and CSI. Purples like reality programming more than any other group, and American Idol is their favorite. They prefer Letterman and Leno over all the other late-night programs.

Those of us who have read Pierre Bourdieu's Distinction shouldn't be surprised to learn that tastes operate as a system: those of us who share a significant number of preferences in common are more likely to find overlaps on other preferences, even those which superficially seem unrelated. Here, it is clear that political and cultural preferences are closely aligned, especially as they relate to openness to embrace new ideas or to experience works which reflect a "foreign" perspective.

Here are a few other data points from this research which I found particularly interesting (text taken directly from the Center's Press Release):

  • Fox News wins the prize for the most politically divisive TV channel (70% of conservatives watch it daily and only 3% of liberals).
  • Over 82% of conservatives say they never watch MTV. The only other station from our list that they watch less is Univision (84%).
  • Who has a sense of humor? Not only do liberals give Comedy Central a big thumbs up (31% watch it daily, compared to 6% of all other respondents), you are more likely to find them watching comedies than moderates or conservatives.
  • Out of 15 TV and film genres, "arts" emerged as the one with the highest positive correlation to liberal viewers and the highest negative correlation to conservative viewers. In other words, while 48% of liberals prefer arts programming, only 17% of conservatives do. At the other end of the scale, less than 5% of liberals say they do not like the genre at all, compared to almost 25% of conservatives.
  • Out of 15 musical genres, conservatives were more likely than the rest of the respondents to listen to only two of them: country and gospel. What genre are they least likely to listen to, compared to the rest of the respondents?...World music is also the music genre where we see the greatest difference between conservatives and liberals.

Given this data, here's the fun question to discuss over lunch today: If this presidential election represents a moment of political realignment, what impact will it have on the entertainment programming which gets produced and consumed over the next few years? And for that matter, might House turn out to be, ironically, the series which teaches us all how to get along? Or turning the lens around, does your fandom attract more red, blue, or purple viewers and why? Talk among yourselves -- but also talk to someone who believes differently than you do.

Thanks to Joshua Green for calling the Nielsen study to my attention.