Fan Studies at the Crossroads: An Interview with Lynn Zubernis and Katherine Larsen (Part Three)

  Before we continue with our regularly scheduled interview, I wanted to share with my readers this very interesting segment of PBS's Off Book series, which explores many different dimensions of fandom and fan studies, featuring among others, Francesca Coppa and Whitney Phillips.

http://www.youtube.com/watch?v=B9Zum7azNIQ&feature=player_embedded&list=PLC3D565688483CCB5

 

Now, back to Zubernis and Larsen...

I am struck by the ways you use collages of fan macros and juxtapositions of fan meta to comment throughout the text on your key themes. In a sense, the voices of fans function as a Greek chorus to comment upon and challenge academic claims. What do you see the value of these kinds of insertions of fan voices into your analysis?

 

Lynn: As we struggled mightily with the aca-fan boundaries in ourselves and our writing, we wanted to find a way to bring fan voices into the book as they were actually expressed, whether posted online or told to us directly, in the hopes of conveying the messages the fans intended to convey.  We included fan interviews, in the same way that many fan studies researchers have, with full disclosure that the interviews would be part of an academic text. However, as many have acknowledged, fans who are talking to an interviewer are always speaking to an outsider, and what they say is limited and modified by that knowledge. So we alsosampled from fan meta discussions that had been publicly posted, wanting to bring the fan voices over without interpretation before adding our own analysis. Including fan voices from discussions within the community, even though these were public posts and accessible to outsiders, we hoped would provide a less censored and more genuine expression of fan opinion, thoughts and emotions.

 

We also felt that much academic analysis had focused on fanfiction – our own included. (The recent issue of TWC on vidding is a delicious exception). Yet fandom is such a visual medium, and so much is conveyed in photos and art and vids, instead of in text. We wanted to incorporate icons and photo/art posts to bring some of that visual language to the printed book. And again, we felt this was a way to bring fan voices into the book in a “pure” form, uncensored and unedited. We had become fascinated with the use of icons as a language all its own, especially in the early days of LJ, when fans changed their icons on a daily basis to comment on fandom current events – and now on Tumblr, as fans comment visually on a minute-by-minute basis to do the same. Our incorporation of this visual language into the book, we hoped, would allow fans to do the same, essentially ‘commenting’ on what we were saying in the text.

 

 

You deal explicitly here with the idea that fan practices operate as a kind of therapy. I have to admit to feeling some discomfort with this move, given how much fans pushed back on Camille Bacon-Smith's use of a similar analysis twenty years ago, suggesting that discussing fandom as a site of therapy was necessarily pathologizing to fans, since, minimally, it implied that fans were somehow in special need of therapy. How does your analysis differ from Bacon-Smiths? What has shifted about fandom or about the discourse of therapy which makes a re-engagement with this model productive at the present moment?

 

Lynn: Several things have shifted, and our hope is that these shifts are reflected in our analysis of fandom as a site of individual change. The first shift is simply the passage of time. We’ve had twenty years since Bacon-Smith’s ethnography of fandom in Enterprising Women, and since Joli Jensen challenged ‘fandom as pathology’. Much has been written since that time in an attempt to carry on Jensen’s defense of fandom as not inherently pathological. I think aca-fans (and perhaps fans as well) are slightly less defensive at this point in time, allowing a more open exploration of the therapeutic elements of fandom – hopefully without engaging a defensive reaction that wants to discount the possibility of anything therapeutic for fear of lumping all of fandom into the ‘needs therapy right the hell now’ category.

 

The second shift is perspective. The fan studies field has moved toward a more auto-ethnographic approach, and we wanted to continue that movement.  One of the reasons it was important to us to write from an insider (or at least a hybrid) position, was to minimize the knee-jerk defensive reaction of both fans and academics to the suggestion that fandom can be therapeutic, at least long enough to consider the possibility. We weren’t standing on the outside looking in, examining a community of fan women under a microscope and trying to figure out what makes ‘them’ tick. (Otherwise, we’d have been standing in line behind Ogi Ogas and company and incurring fandom’s defensive – and quite justified – response).  Because of the strong sense of internalized shame around fan practices like slash and hurt/comfort fanfiction, the assumption of negative judgment by outsiders is quickly made.

 

Bacon-Smith’s account of fandom is consistently even-handed and non-judgmental, but even seemingly insignificant comments can appear otherwise when it’s clear they are made by someone who is an outsider. When Bacon-Smith recounts her discoveries – of fanfiction, of slash, of hurt/comfort – she does so from an explicitly articulated motivation of “curiosity”. Even this can raise the hackles of someone who knows the value of secrecy and the risk inherent in being different. We are rarely curious about something we understand, and just the fact of non-understanding can be threatening, and thus perceived as coming from a position of aggression, or at the very least of unintended threat. In keeping with the ethical position of an ethnographer, Bacon-Smith rightly maintains the outsider position, periodically reminding her subjects that she is not, in fact, one of them. Thus, when she analyzes fans’ motivations, there is at times a subtle “fly under the microscope” dynamic that is created. Bacon-Smith, to her credit, is candid about her own struggle with some types of fannish participation – her emotional reaction to discovering hurt/comfort, for example, is one of extreme discomfort. She remarks at one point that she wanted to close her eyes and cover her ears, so she could shut out the material. She recognized h/c as the “heart of fandom”, but her personal feeling was that she did not want it to be.  Her reaction is perfectly understandable to anyone who’s ever been overcome by their own empathy, but because it was an outsider’s reaction, it takes on a tone of judgment: this thing you do is something I don’t want to see or hear or know about.  This carries the risk of shaming, which is perceived as a threat to the women who are already feeling ashamed of what they’re motivated to create and express.

 

Because of this risk, we wanted to make it clear that we were part of the community we were studying, not just as observers, but as participants. We read – and wrote – gen and slash and het and hurt/comfort. We went on fan pilgrimages and attended conventions and stood in line for photo ops and autographs. Our hope was that by sharing our own often-shamed fan practices, we could analyze the therapeutic aspects – as well as all the other aspects – of fandom with less risk of judgment. (And possibly less objectivity, which we saw as a trade-off). Bacon-Smith says she was pushing back against what she perceived as Joanna Russ’ over-valuation and over-estimation of the importance of slash in fandom, and against what she perceived as Jenkins’ under-estimation (at the time) of the importance of slash and sexuality. She consciously attempted to cast a wider net and use a larger sample, trying to show the diversity and variety of fan practices and motivations. We wanted to cast a wider net still, enabled by the way online fandom has expanded fan participation and provided numerous fan spaces -- which are all accessible if you’re already a fan. Like Bacon-Smith, we didn’t attempt to write until we’d been immersed for years, since even from the inside, fandom reveals itself slowly, like the peeling of an onion.

 

Part of the shift in perspective, and thus the return to a consideration of fandom as therapeutic, is also the greater incorporation of fans’ actual voices in the text. Fans talk openly within their own communities about the therapeutic value of fandom, in a million different idiosyncratic ways. “Fandom saved my life” is a phrase repeated so often that it’s a mantra of sorts; almost every fan can identify some way in which this is true. That does not, however, mean that all – or even most – of those ways are literal. It’s not that fans are more often suicidal, or more often depressed, or lonely, or isolated, or socially awkward, or unattractive, or any of the other stereotypes hurled our way. Some fans are, because some humans are. Some fans have dealt with trauma with a capital “T”, just like many non-fans. Some fans have been impacted by trauma with a small “t” – the seemingly small, relatively ordinary, bad things that befall all of us over the course of all lives, and sometimes have a seemingly out-of-proportion impact on sense of self, identity, mood, etc. Outside of fandom, people work through their “stuff” by talking to a close friend, finding a hobby, seeing a rabbi, taking up a sport, writing in a journal, joining a book club, finding a therapist. They look for a sense of community and acceptance and belongingness; they seek validation, searching for that sense of “I’m okay.”  We all do this – we all need this.  Within fandom, the motivation is the same. Fans look for acceptance and validation and a sense of belonging, and find it within the fandom community. They work through their “stuff” by sharing their experience with other fans, sometimes in autobiographical posts and sometimes in more displaced form in fanworks. We looked mostly at fanfiction, because that is how we happened to participate in fandom ourselves, but other fan spaces and types of fanworks offer similar means to change. The difference between fans and non-fans is not in the need for therapeutic change, but the means employed to accomplish it.

 

The third shift is also of perspective. Kathy comes from a background of literary analysis. I come from a psychodynamic theoretical background, which is often the psychological lens used in fan studied, but I was trained as a clinician as well as a researcher, so a wide range of theories colors both -- cognitive behavioral therapy, group dynamics, narrative therapy, positive psychology. My background influences the way I conceptualize ‘therapy’ and what constitutes a ‘therapeutic’ modality –  like Seligman, I tend to view therapeutic change as normative, a developmental process that allows all of us to grow and change over time – not as something focused solely on pathology.  My work as a therapist also influenced my perspective. Fifteen years of clinical practice working with clients taught me more than grad school about how people hurt and how people change. I saw firsthand the power of reworking life scripts through narrative change and expressive writing, so the parallel process that played out for fans through fanfiction was striking. I’m indebted to the anonymous reviewers from TWC who gave me constructive criticism on an early iteration of these ideas and helped me recognize the glaring omission of hurt/comfort fic in my analysis (which focused mostly on slash).

 

I hope we made it clear that we recognize that fans write fanfiction and make fanvids and create fanart and do everything else fannish for a thousand different reasons. Many of them have nothing to do with a dictionary definition of therapeutic change and everything to do with having fun and being creative. At the same time, having fun and being creative and expressing oneself is, in the broadest sense, therapeutic. So is belonging to a group, and exploring sexuality, and consolidating identity, and expressing emotions.

 

Kathy: I'm just going to add to this that I think that we're all in special need of therapy. Don't we all do things that could be characterized as therapeutic? Some people exercise, or throw themselves into work, rescue animals, travel, knit, whatever.  We bristle at the idea that fandom is therapeutic only because we spend so much time pathologizing it.  Lose that shame and I don't think this suggestion remains that bothersome.  I used to spin wool and I found every step in that process enormously therapeutic,from getting the fleece off the sheep to knitting the final product.  It was soothing, it connected me back to the land and linked me to (female) traditions, and it was empowering - taking back the means of production and making something that I wanted rather than having to settle for what was available to me in stores (not unlike fan practices, when you get down to it). I don't think anyone in my spinning group would have disagreed if I had said that I found it therapeutic.   In all likelihood they would have just said "Of course!"

 

 

While my generation of fan scholars sought to downplay conflict within fandom, you devote considerable space here to the consideration of "fan wank." How are you defining "wank"? What role does it play within fandom? And what does a close consideration of this phenomenon contribute to our understanding of fan practices as a whole?

 

Kathy: Wank, as we're using it, is simply the same kind of contentiousness that occurs in any group. I think the first wave of fan studies needed, for good reasons, to see fandom as a united front, a powerless group seizing power.  The "us against them" construction of fandom served a purpose, but it also set up a utopian view of fandom as a safe haven for those othered by mainstream culture - what  Sandvoss, Gray, and Harrington characterized as the "fandom is beautiful" phase of fan studies. I think it's important to acknowledge that fandom is not one homogenous whole, otherwise we run the risk of doing to fans the very thing many have gotten into fandom to challenge - the notion that we all consume things in the same way and that we are all comfortable in the one size fits all garment we've been handed by our culture.  This was initially a problem for us, the tendency to see fandom as a uniformly happy place -  because we were limiting ourselves to certain corners of fandom based on our own interests. We repeatedly overlooked all the other fan spaces that didn't like the things we liked or weren't engaging in the practices we were engaging in.  It's easier to overlook the fact that there are people strenuously disagreeing with what you are doing in fandom if you limit yourself to certain Live Journal orTumblr communities.  One of the great things about fandom's migration to the internet is that it allows for niche communities, but it also means that as researchers we need to cast a wider net if we want to understand a fandom - including its contentiousness. I became fascinated eventually with Fandom Secrets because it was a space where disagreement was voiced. And since all posts are anonymous, it was also a place where the performance  of  disagreement highlighted  how difficult it is for all of us - both fans and academics - to acknowledge it.

 

Lynn: When we first encountered the fandom mantra “You can’t stop fandom from wanking,” we were honestly a bit surprised. We were still, at the time, in our fandom honeymoon phase, with the corresponding tendency to view fandom through rose-colored glasses as a place of inclusion and mutual support. The level of fan-on-fan aggression that periodically broke out was striking to us, simply because it seemed to fly in the face of those norms. We felt it was important to include an acknowledgment of fan wank in the book because it is present in all fandoms, and impacts the way the fandom as a whole functions, and how fandom is perceived by those outside the community as well.

 

Fandom is, by definition, a group. And group theory tells us that whenever humans are in a group (which we are constantly motivated to be, lest we succumb to our evolutionarily ingrained fear of being rejected and thus eaten by a saber tooth tiger), there will be intra-group aggression. Hierarchies develop, as people define themselves and their place through shoring up in-group and attacking out-group behaviors. When shame is added to the mix, it serves as fuel to the fire. Fans are on the lookout for outside criticism, and will censure their own if a fan is perceived as behaving in a way that invites that outside censure.  The constant accusations of “You’re doing fandom wrong” are an example of this type of censure, which attempts to shore up the safety of the group by policing fans who are too “extreme” or who do something that attracts outside shaming.

Many of the fan-actor encounters you discuss throughout the book occur at the professionally run Creation Cons. I wouldhave said previous fan scholars have had some bias towards focusing on the activities which occur at fan-run gatherings. What have we missed in not dealing with Creation Cons as a space for fan engagement and participation?

 

Lynn: Our experience at fan-run conventions and for-profit conventions has been vastly different, with each space offering something unique to fans. The fan-run gatherings have been intimate, in many ways duplicating the feeling of a ‘safe space’ which online fandom offers. Since our experience is limited to Supernatural cons, the fan-run conventions were almost entirely female gatherings, reiterating the online female fan space. Fan-only gatherings allow the same kind of genuine communication that online fandom offers, with the added benefit of face-to-face and physical interaction. We can squee together, commiserate, read badfic out loud and laugh together, or put our plastic Winchester dolls into compromising positions for each other’s amusement and titillation. Fan-run cons are validating, the sense of acceptance and belongingness heady.

For-profit cons are organized to bring fans face-to-face with their fannish objects in the form of actors, writers, musicians, etc.  This interaction mirrors the newer forms of online interaction between fans and celebrities on Twitter and Facebook, but with the added intensity of “personal” and physical interaction. This interaction, of course, is not really personal at all, but highly structured and boundaried. Fans, however, find and savor moments of connection, however brief. What surprised us about the for-profit cons is how much of the experience is not about the celebrities – much like the fan-run gatherings, these cons are as much about fans coming together as they are about meeting actors. The celebrity moments are emotionally satisfying but fleeting; the rest of the three-day weekend is spent meeting up with other fans, sharing stories and squee and support.

Kathy: I think a significant part of the equation has been left out by excluding the actors and creators.   There still seems to be a strong bias toward looking only at fan behavior among fans, and fan practices as enacted in the enclosed world of fandom, but if we're going to talk about the increasingly intimate relationship between fans and producers, we need to talk to the producers directly.

One of the things that’s missed goes back to the idea of fan shame. You see it enacted at fan conventions where the actors are present - fans policing other fans, voicing their disapproval when certain fan practices are mentioned to actors.  The fan fiction questions, for instance, are almost always booed. At one convention we attended someone had posted rules of behavior in the women's room on all the stall doors.  Fans want to get close, but they also want that gaze to work in only one direction for the most part. This isn’t something you’ll necessarily see if you’re only looking at fan interactions with other fans – or even fan reaction to fan/producer encounters posted online.

You argue that some early accounts of slash, which were focused on the reconfiguration of male identity, missed the degree to which it also involves the reconfiguration of female identity. In what senses? Explain.

 

Lynn: Some early theorizing of slash focused on the transgressive potential – the desire of women writers to reconfigure males in a way that would challenge cultural stereotypes of masculinity and allow males to express emotions and experience greater levels of intimacy than the culture allowed (and which women might have wished for in the men in their own lives). These motives probably remain true, but seemed to us to tell only part of the story. Women want men to feel, to emote, to allow intimacy – but women also want to be able to feel themselves, to express their genuine emotions and desires, to achieve the intimacy which only comes from being real with someone. Perhaps, we thought, women were telling and reworking their own stories in slash, displaced enough to allow open expression, and told over two male bodies who were, simply because they were male, freed from certain cultural expectations. Bacon-Smith identified similar motivations twenty years ago, but did not analyze these individual motivations extensively, instead emphasizing the cultural change which might result from women reconfiguring the discourse of power and desire. We wanted to build on what Bacon-Smith said about fanfiction being a displaced way of expressing fans’ real life fear, rage, desire, etc – and about slash providing an additional degree of distance for safe exploration of their own identities and life narratives.

 

Again, we aren’t saying that all slash is about reconfiguring female identity – or male identity. Sometimes, as has been said so perfectly, it’s merely normal female interest in men bonking.

 

 Kathy:  I agree and I would take that further to say that I'm not sure that it does reconfigure female identity so much as it exhibits what was always there.  It’s just being publically enacted.

 

Lynn Zubernis is a clinical psychologist and teaches in the Counselor Education program at West Chester University of Pennsylvania.

Katherine Larsen teaches courses on fame, celebrity and fandom in the University Writing Program at George Washington University. She is the principal editor of the Journal of Fandom Studies.

Dr Zubernis and Dr Larsen are co-editors of the forthcoming Fan Culture: Theory and Practice. They have also published four articles in Supernatural Magazine.

Fan Studies at the Crossroads: An Interview with Lynn Zubernis and Katherine Larsen (Part Two)

What you call "fan shame" is a central issue running through the book. What factors make fans feel shame about their passions and what strategies have fans adopted to deal with that shame?

Kathy: I think on one level the factors that excite fan shame in both men and women still stem from our own discomfort with championing anything that smacks of mass culture. I began my career in 18th century studies, looking closely at the beginnings of mass/popular culture as we know it today, so this debate is all too familiar.  And it hasn't changed all that much.  Mass=crass and we try to distance ourselves or to find some way of rehabilitating our own interests.  We used to do this ourselves, framing discussions of what we were doing - going to fan conventions, interviewing actors, watching the show - as "research". And I don't think it's limited to people who purportedly make their living studying "serious" texts.

I'm often amazed at the pushback I get from students who sign up for a class on fan culture and then spend the better part of the semester denigrating the topic.  I got one particularly harsh comment last semester from a student who complained that she felt ashamed that she was not getting an A in a class whose topic she felt was "not impressive" (The title of the course was Geeks, Fanboys and Stalker Chicks).   It was the topic more that the grade that she felt reflected badly on her.  I was also struck by an article I read recently about the Swedish couple who wrote The Hypnotist.  They each had careers as “serious” authors before teaming up to write crime thrillers under a pseudonym.  Their outing caused something of a scandal in Sweden. As one of them said, “it was like we broke the biggest taboo” by crossing the cultural divide.

On another level there is the explicitly female brand of fan shame that grows out of the cultural push back against women's pleasures.  This hasn’t changed all that much and I think evidence of this can be found in the resonance a film like Hysteria has with audiences, and the fact that it's a comedy, as if that is the only way we can even discuss female (sexual) pleasure.  And "deviant" or unchecked sexuality almost inevitably comes into discussions of female fans, still.  An article on the death of a fan at Comic Con   includes a description of the woman as a 53 year old  Twilight fan.  The first comment left on the article describing her death was "It's a good start." and many of the others question what a woman her age was doing at Comic Con, and why she wasn't home with her kids.  I have my doubts whether this would have been the reaction if we were talking about a 53 year old man running to get back on the line to buy playoff tickets.  Combine this with the fact that popular culture has traditionally been coded female and marginalized from its inception in the eighteenth century, and shame becomes the natural reaction. It doesn't help that mainstream media continues to report on fans in a sniggering, derogatory fashion, and that shame is only reinforced. I'm surprised at how often the media that exists to report on entertainment, as an arm of the industry itself, engages in this sort of rhetoric.  An example would be the piece by Eric McCormack in a recent Entertainment Weekly.  He was asked to write about crazy things fans have said to him over the years.  And right now IMDB has a collection of photos of fans taken at Comic con titled Photos from Comic-Con 2012: The Cute, The Crazy and The Creepy. This is on a website that is read predominantly by fans.

Lynn: I think fan shame is multiply determined, and plays out differently depending on type of fandom (sports, media, literary, sci fi, etc.) and gender. I had an interesting conversation recently with Dan Wann, who researches sports fandom – we’re both psychologists with similar backgrounds, but he researches a fandom that skews male and is probably the least shamed type of fan behavior, while I research a fandom that skews female and seems to encounter shaming at every turn, including a whopping dose of internalized shame. While we both recognized these differences, we were also able to identify many common motivations and challenges across fandoms and genders. Nevertheless, the degree of ridicule that a male sports fan experiences – even if he paints himself half green and half white and goes to an Eagles game half naked – is vastly different than the potential ridicule tossed at a male media fan who paints himself green and white and goes to Comic Con half naked as an alien something-or-other. Eagles fans, no matter how extreme their presentation and participation in their chosen object of affection, are rarely described as “creepy.”

The strategies fans adopt (both consciously and unconsciously) to deal with internalized shame mirror the ways all humans react to shame. Fans sometimes construct impenetrable boundaries around the perceived shameful behavior, thoughts and feelings, attempting to avoid outside ridicule by keeping their fannishness secret and hidden. For female fans, this seems to be a primary strategy – thus the emphasis on the “safe space” of fandom and the stringent policing of those boundaries. The first rule of fandom is “Tell no one about fandom,” after all. Bacon-Smith recognized the ‘conservation of risk’ inherent in female fandom twenty years ago, locating both the risk and the reward in the need to express forbidden emotions (rage, revenge, fear, sexuality) and rewrite cultural scripts that challenge the status quo in a dangerous manner.

Io9 recently ran an article describing the behavior of "self-hating" fans. To what degree do the behaviors described here represent a male counterpart to the kinds of female "fan shame" you discuss throughout the book?

Kathy: Well, you read enough articles like the ones on IMDB and Entertainment Weekly and the logical response is to differentiate yourself from "those" fans.  If you follow the links back through that article you arrive at a New York Times book review that sneers at sci-fi fans throughout, beginning by saying  "Colson Whitehead is a literary novelist, but his latest book, Zone One, features zombies, which means horror fans and gore gourmands will soon have him on their radar. He has my sympathy."  The sympathy comes from having essentially stupid people reading his work.  Glen Duncan, the author of the review, bemoans the mass market reader: "Broad-spectrum marketing will attract readers for whom having to look up ‘cathected’or ‘brisant’ isn’t just an irritant but a moral affront."  He’s at pains to establish himself as an intelligent cultured reader and that is done at the expense of all those he deems as less discerning.  This kind of treatment of fans might be expected from the New York Times (and they certainly live up to the expectation) but it's everywhere. Even the things that seem to celebrate male fandom/geekdom have to show fans as laughable (I'm thinking here of things like Big Bang Theory, Community, The IT Crowd, etc.). This isn't male fan shame so much as it's a response to our rejection of any sort of investment in mass culture.  It's not deviant female behavior, it's "just" mass culture.

Lynn: Some of this is the shame that crosses gender boundaries – of liking something popular, because ‘popular’ is still overtly devalued (and covertly consumed voraciously) in our culture. Some of it is the result of being passionate about something, which tends to result in rants and nitpicking and what one commenter to that article calls “snobbishness”. Being an “angry nerd”, as another commenter puts it, is sometimes the corollary of passion. When we love something, we’re invested in keeping it just the way we like it. It’s meeting our needs, so god forbid someone (producers, writers, networks, other fans, etc) changes it – then, we fear, it won’t meet our needs any longer. And that, frankly, is terrifying when you’re passionate about something and invested in the emotional pay-off that it’s providing.

 

Some of this is the (also cross-gendered) wank that comes from internalized shame – the criticism that others are ‘doing fandom wrong’ is usually a fear that someone else is liking something even ‘more’ shameful, or engaging in a fan practice that’s even ‘more’ embarrassing – often one that reiterates the stereotypes that fans are constantly trying to challenge. “They’re weird, but I’m normal” is the underlying projection.

 

The part that might be more common for female fans is the desire to keep a particular fandom community small, selective, and insulated – and secret. That secrecy is difficult to maintain if everyone and their brother and sister has suddenly discovered your particular little corner of fandom. This desire intersects with the dislike and mistrust of anything that’s ‘too popular’, so fans often have a love/hate relationship with their fannish object going ‘mainstream’. On the one hand, it keeps the band/show/film/book/whatever on the air or on the shelves or in the concert venues; on the other hand, it expands the audience and makes the fandom less intimate, and perhaps less safe. The desire to be part of something ‘special’ – selective and exclusive – is a basic human one, not unique to fandom certainly. But it plays out in fandom in obvious ways, creating wank when it does.

 

 

Early on, you describe the ways that the underground status of fan fiction has provided some protection for the women who participate. What do you see as the consequences of the amount of publicity which 50 Shades of Gray has received as a commercial best-seller which originated as Twilight fanfic?

Kathy: It certainly furthers the image of deviant female behavior, as well as reigniting the criticism of fan productions as bad, poorly executed and lacking in value, pandering to the masses. It's conjured the worst stereotypes and then been used as proof that all those stereotypes are actually true.

Lynn: Fandom – or at least the fan spaces that I tend to inhabit – has had a relatively strong negative reaction to 50 Shades and its runaway success and mainstream media coverage. A recent post in LiveJournal asked fellow fans the blunt question – “Why do fans hate 50 Shades of Grey?” Fans responded that they don’t like having what is widely reputed to be badly written fiction representing the entire genre of fanfic. The derision and bad-writing ridicule leveled at 50 Shades seems to reiterate the already condescending “oh, it’s fanfic, it’s not real writing” attitude that fans struggle against. Fans also don’t appreciate the glare of mainstream attention focused on the safe (and secret) space of fandom, as non-fans who heasr about 50 Shades’ origins go online to investigate this “new thing” called fanfic.

Much of the media coverage of 50 Shades includes derogatory comments about fanfiction, including this tidbit:"Fan-fiction is the written word equivalent of taking two naked dolls and mashing them together to make what you think sex looks like when you’re 10 years old. And it’s written at that level…..The book has been called “mommy porn,” a label that denotes that grown women can’t enjoy pornography unless it’s poorly written garbage re-purposed as more poorly written garbage. But also it makes us think our mom likes fan-fic, and I respect my mom too much to believe this."

That article also makes some of the same points that we touched on in Crossroads – that discovering fandom is, for some women, also a discovery of an alternative discourse on sexuality that is freeing and liberating and normalizing.  It may not be well-written, but 50 Shades has provided some of the same for non-fans.

And so it’s no surprise that 50 Shades of Grey has become so wildly popular with women of all ages because we’ve been made to feel repressed and believe that porn is just this primitive, icky thing guys watch. If porn is a cave-drawing and 50 Shades is Monet, I think we need to invent fire already so we can burn this thing down.

Lynn Zubernis is a clinical psychologist and teaches in the Counselor Education program at West Chester University of Pennsylvania.

Katherine Larsen teaches courses on fame, celebrity and fandom in the University Writing Program at George Washington University. She is the principal editor of the Journal of Fandom Studies.

Dr Zubernis and Dr Larsen are co-editors of the forthcoming Fan Culture: Theory and Practice. They have also published four articles in Supernatural Magazine.

Fan Studies at the Crossroads: An Interview With Lynn Zubernis and Katherine Larsen (Part One)

Lynn Zubernis and Katherine Larsen's new book, Fandom at the Crossroads: Celebration, Shame and Fan/Producer Relationships is already generating buzz in the academic and fan communities where I travel. For one thing, it is an academic book about Supernatural. Some years back, when I asked my fan readers to "pimp their show," on this blog, I was met with a systematic campaign on behalf of this CW-hosted drama. Following the sound advice of my readers, I checked out the first season of DVD and shared my impressions here. I still consider Supernatural one of the most under-appreciated genre shows on American television -- at least among critics and mainsteam viewers -- but I have also come to appreciate the dedication, creativity, and passion of its fans. This book, however, is more than the study of a single fandom. It raises some substantive challenges about the theories and methods which have shaped fan studies as a field over the past twenty plus years.  I will be honest: Parts of this book made me a little uncomfortable, because they trod close to either spaces which I made conscious decisions not to discuss in my own work (real person slash and incest themed stories, among them) or because they are returning to old debates which have ended badly before (fandom as therapy, primarily), but I think Zubernis and Larsen handle these issues with sympathy and nuance and in the end, I felt some important new insights emerged as a consequence of revisiting some of these spaces. I especially appreciated their ongoing engagement with the concept of the Aca-fan and the ways that this framing has and has not brought about better relations between fans and academics. And the authors had unprecedented access to the cast and producers of the series, interviewing them at great length about the ways they perceive and interact with their fans and also the ways that those interactions have impacted the production of the series.

One very valuable contribution the book makes is to revisit Camille Bacon-Smith's Enterprising Women, which came out the same year as my Textual Poachers and remains, to my mind, one of the defining works in the field of fan studies. Over the years, the book has been controversial within the fan community for several reasons: its rhetorical structures (which cast Bacon-Smith as "The Ethnographer" exploring the fan phenomenon from the outside), its treatment of fan productivity through a therapeutic lens, and its focus on Hurt/Comfort as the "heart of fandom." All of these are issues worth raising, and Zubernis and Larsen offer some fresh new perspectives on these topics in Fandom at the Crossroads, but I also think there is an enormous amount of valuable material in Bacon-Smith's book, which sometimes has gotten unjustly neglected by more contemporary researchers. She offers us a vivid picture of a key moment in the history of American media fandom. I always recommend that my students read Poachers and Enterprising Women side by side to see how researchers with different theoretical and methodological commitments deal with the same topics. Fandom at the Crossroads returns to Bacon-Smith and mines it productively, building on and reworking some of its key concepts, and considering how they might help inform our engagement with such issues as "fan shame" and going back to a theme central to Enterprising Women, the "management of risk."

 

In the interview that follows, Zubernis and Larsen share some core insights about how they approached the project, how it relates to the larger Fan Studies tradition, and how and why aca-fen need to work past their discomfort with certain aspects of their subject matter. I am sure people will find what they have to say here both thoughtful and provocative, and I look forward to the response this post will generate.

 

In many ways, Fandom at the Crossroads is as much a book about Aca-fandom as it is about fandom. You are critical of some of the ways that Aca-fans describe their relationships to the academy and to fandom. What are your primary concerns here?

 

Kathy: We began the project out of a feeling that academics weren't "doing it right" in the sense that there was a lot of theorizing going on that seemed to have little relation to what fans were feeling and doing in fandom.  We were concerned that pleasure had been taken out of the equation and that fans' voices were being lost in the rush to apply theory.  While some of that theory definitely applied, and still applies, there are also other reasons people come to fandom that did not always fit neatly into the dominant theoretical models.

 

Lynn: We were also frustrated with how little aca-fans wrote about the ‘fan’ side of their identity; while it seemed most theorists were now proclaiming that they were fans as well as academics, few were talking about what they actually did as fans. This seemed to imply a lingering sense of shame about the fannish part of the aca-fan identity, or perhaps a fear that cosplaying as a Klingon or waiting in line at Comic Con at 3 am or spending money on photo ops with Jensen Ackles might negatively impact one’s credibility as a researcher. We wanted to “confess” the fan side of our identity up front and in detail, instead of in general claims of “I’m a fan myself.”

 

We also felt that some types of fannish motivation were under-theorized – that there had been an early emphasis on fandom as subversive in a societal sense, challenging gender and other norms, which had continued, but less on fandom as individually transformative. We wanted to build on some of Bacon-Smith’s early ideas about fan participation, community and writing as a source of emotional expression and narrative change, but as a site of individual change as much as cultural change. We also wanted to explore the drive for individual change as healthy and universal, not pathological – while at the same time recognizing the very real impact of oppressive societal norms and the realities of women’s experiences of violence, pain and loss.

 

 

How do you deal with your own fan participations throughout the book? You write, for example, "the Squeeful Fangirl...has no place in an academic text, and yet it is precisely that fangirl who informs everything we write about. How do we go about banishing our subject from our text?" And you conclude, "What we learned is that 'co-existence is futile."  Is there no way to write as an academic about how we know what we know as fans?

 

Kathy: Yes, but we are then writing as academics and not as fans. It's like trying to speak with two different accents at the same time. It can't be done.  And in any other field, I don't think we'd even try it.  I love Byron, but I wouldn't write an academic paper about how I have fallen hook, line and sinker for the "bad boy" persona he projected.  I could perhaps analyze the reasons that persona was so appealing during his time, but I would not discuss my own infatuation.

 

And I also think there is always a danger that we do disservice to one group or the other.  We've certainly been guilty of this no matter how much we were aware of it and tried to avoid it. Even the act of trying to describe the split runs the risk of privileging one group over the other. To say that I "write like a fan" when I'm participating in fandom and that I “write like an academic” when I write about fandom has the appearance of placing one above the other rather than simply acknowledging that there are two different audiences involved.  The moment we pull ourselves out of fandom to begin writing about it as academics, we assume a superior position - we are outside and above.  It's no wonder fans distrust us.  On the other side, if we didn't write as academics, then our colleagues wouldn't take us seriously.  It's impossible to please both audiences simultaneously.

 

Lynn: There is, but as Kathy’s comments make clear, it requires a lot of painful fence-straddling. We attempted to write from a hybrid perspective, because we felt it was important and would add something unique to the knowledge base. Writing from an outside perspective, as Bacon-Smith acknowledged thirty years ago, affords a different, and necessarily limited, view of a culture. While ethnographic accounts of fandom uncovered and explicated an amazingly detailed study of the culture, even after years of immersion in the community, there were things that remained hidden to an outsider. What Bacon-Smith refers to as the “heart” of the fandom community, the hurt-comfort genre, is eventually understood by her as an ethnographer on a rational level, but she remains someone who had to overcome an initial revulsion, describing the process as having to desensitize herself to the content and wanting to cover her eyes and ears at one point. The difference between writing from the outside and writing from the inside is similar to the difference between sympathy and empathy. We didn’t need to work towards understanding; we understood many fannish motivations already. We had no need to imagine ourselves in the shoes of fans. We had our own.

 

What we didn’t realize, at first, was that attempting such an insider perspective distorts one’s point of view as much as taking an outsider one. We were often too quick to assume we understood something simply because we’d experienced it ourselves – or so we thought. In reality, while we gave frequent lip service to the vast variety of ways to “do fandom”, we repeatedly fell into the trap of using the lens of our own experience too broadly, obscuring the reality of fans who were participating in fandom indifferent ways and in different spaces than we were. Ultimately, the attempt to write from both an academic and a fannish perspective turned out to be much more difficult than we’d anticipated. And all that scrambling back and forth over the fence left us with a lot of splinters.

Lynn Zubernis is a clinical psychologist and teaches in the Counselor Education program at West Chester University of Pennsylvania.

Katherine Larsen teaches courses on fame, celebrity and fandom in the University Writing Program at George Washington University. She is the principal editor of the Journal of Fandom Studies.

Dr Zubernis and Dr Larsen are co-editors of the forthcoming Fan Culture: Theory and Practice. They have also published four articles in Supernatural Magazine.

How Did Howard Rheingold Get So "Net Smart"?: An Interview (Part Two)

There has been a tendency to adopt totalizing views about emerging technologies, so that Twitter either "destroys our attention span" or it "paves the way for revolutions around the world." Yet, as you note early on, “Twitter is a recent example of a social media which can either be a waste of time or a multiplier of effort for the person who uses it, depending on how knowledgible the person is in the three related literacies of attentional discipline, collaborative know-how and net saavy.” This approach reframes the question away from technological determinism and onto issues of use and knowledge, which reflect an awareness of human agency (both collective and individual) in terms of what we do with media. Why do you think it has been so hard to get to this point, where new media is understood not in utopian or dystopian terms, but in terms of choices we are making about the role these tools play in our lives?

I'm certainly not the first to point out that totalizing belief systems, whether they are religious or political, make it easier emotionally for people to deal with a complex world. Knowing that there are certain answers makes a large part of the world's population feel right about living in the world. It's not just easier in some way to believe a radical oversimplification about a new technology, it's far easier to persuade people to believe things that don't have much or any evidence.
I think you can tell by this point that I see socio-technological issues as confluences and hybrids of many technical, psychological, social developments. Time and again, the way a new communication technology changes society is influenced by the way people use it, and the circumstances of their use. Chinese and Korean inventors created moveable type before Gutenberg, but there were so many differences in social circumstances. China had greater centralized political power at a time when Europe was divided among dozens of warring states. Elizabeth Eisenstein pointed out how Protestant theology of individual Bible-reading intersected with the technology of the printing press and the emerging entrepreneurial capitalism of the printing trade -- all circumstances that were unique to a time and a place and to strong beliefs.
SMS was invented by network engineers and transformed into a global medium by teenage girls who discovered they could communicate without their parents hearing. ARPAnet was for sharing computer resources across distance, but ARPAnet engineers started using it for social communication. Why should the mobile, social Web be any different?
So I argue that human agency is likely to be important in determining the way digital media and networks will end up for historical reasons. However, I also came to see that believing in technology determinism -- "Is the Web driving us mad" was a Newsweek cover story in the summer of 2012 -- can become a self-fulfilling prophecy. As a Darwinist, I believe I come from a long line of ancestors who must have thought "there has to be a way out of this apparently possible predicament." Thinking about solving serious threats to one's existence or humanity isn't guaranteed to solve those problems, but thinking the problems are insoluble because they are determined by external forces is almost certainly going to lead to failure and perhaps extinction.
I am not arguing that all the effects of widespread use of social media are salubrious. People will be no less cruel, venal, and ignorant online than they are offline. Screens are definitely attention-magnets and (one of the reasons I wrote Net Smart) it's easy to fall into click-trance and waste hours online that would have been better spent elsewhere.
The issue is mindfulness, as I see it, and the good news is that a little self-awareness of the way we are deploying our attention via large screens and small is a lot more helpful than no self-awareness. The evidence, as I marshal it in my book, is that paying attention to our attention in light of our intention can change our mental habits. (Note that I'm avoiding the obsolete cliche about "rewiring the brain," and I've called for a moratorium on the phrase "squirts of dopamine" in describing the way social media affects our nervous systems.)
Another reason for the persistent popularity of lurid techno-determinism in the media is that responsibility in a non-determinist world extends to you and me. If we do have the power to influence the way emerging media will reshape our lives, then it's up to us to do something about it. So simple, black-and-white views of social media are not just emotionally easier to adopt, they don't require believers to consider their own responsibility in determining the future.
I used Twitter, as you quoted, as a real example of the difference that know-how makes. The most common criticism of Twitter, that it looks like a torrent of trivia and noise, could be applied to the Internet. Knowing how to discover who knows something worth knowing or who communicates in an entertaining way is essential to a Twitter user who wants to devote their attention to something worthwhile. Knowing how to attract the attention of other Twitter users, how connect with Twitter communities, make Twitter lists, makes all the difference between noisy trivia and worthwhile flows of information and entertainment, even channels for sociality. Twitter is a medium in which the users have invented powerful social conventions such as retweets and hashtags. What's interesting is what people do with that medium, such as cultivating Personal Learning Networks.
Some will be surprised to see you write about “Twitter Literacy” given many perceive Twitter to be a subliterate or semiliterate form of communication. How are you defining this term? Where do our ideas about what constitutes effective or thoughtful use of Twitter come from?
I guess this is where it shows that I am not really a licensed academic, but that rare and odd species, an independent scholar. I really didn't start out to do it this way. I was a freelance writer and I tried to write accurately and to be careful to source my material and attribute when necessary.
Then some of my freelance writing was taken up by scholars in what has grown into cyberculture studies and I found myself taken to task for utopian enthusiasms, deterministic language, unsupported generalizations. So I learned to think more critically, to examine whether my choice of words robs humans of agency (some things are determined by forces outside individual control and some things are not and we make unconscious decisions about this issue when we attribute determining agency to technology), to recognize unsupported generalizations (and to look for empirical research that could support or change my hypotheses), All of which is to say that I understand that there are schools of literacy studies that define literacy differently.
And I am aware that the word "literate" is most often associated with the ability to read and write. When I talk about social media literacies I mean (to repeat myself) both the skill of encoding and decoding (from reading and writing to capturing, editing, and uploading video) and the social environment in which that skill is embedded, the community of literates, whether they are typing about books in online forums, making videos for each other, collectively growing a conversation thread around a blog post, refactoring wiki pages together. Each skill involves the knowledge of how to use the skill effectively to get things done with others.
So, with literacy out of the way ;-)  I can recall what motivated me to write Twitter Literacy. It was one of the elements that led up to writing Net Smart, but in the moment it was written as a blog post, it was one of those "for heavens' sake, don't the critics know the first thing about how to use the medium they are criticizing" blog posts that one writes very quickly. I got tired of people saying "I don't care what celebrities had for lunch and I certainly don't care about what somebody I never heard of had for lunch." (I argue elsewhere, in my discussion of social capital in Net Smart, that apparently trivial small talk can lubricate networks of trust among people online, making it more likely that they will cooperate with one another.)
I discovered that if I was selective about who I "followed" on Twitter -- who I chose to pay attention to -- I could learn things, even have a laugh, occasionally make a new friend. That meant actively examining the people that I do follow and evaluating whether, after attending to them for some time, I still believe they offer knowledge and/or entertainment in return for my attention. I had to try people, then decide to stop following people whose output didn't pay off for me. I learned to look at who the people I learned to respect were following. I learned to harvest people to follow by examining Twitter lists of knowledgeable people. Then I learned to feed the network of people who follow me by sharing something not entirely trivial that reveals something about who I am and what I do, share links and knowledge I've gained that others who share my interests might benefit from, answer questions posed by those I follow and reply to those of my followers who address me.
Again, none of this is rocket science. It's not difficult to understand, although it does take some discipline and effort. It certainly pays off for me in terms of knowledge capital, social capital, friendship, and fun. I've had almost entirely fascinating meals with former strangers in London and Bogota, Amsterdam and Baltimore, who responded to my tweet-up offering.
In Net Smart I deconstruct twitter literacy to show how it employs elements of attention literacy (who to pay attention to), participation literacy (how to reward the attention others pay me), network literacy (how to spread my own words through networks), and crap detection (knowing when not to retweet a rumor about breaking news).  Ideas about effective use of Twitter come from the same place a great deal of lore about how to use new media come from -- from the enthusiastic users. Twitter the company did not create retweets or hashtags -- those were both invented by early Twitter users, later to be incorporated by Twitter into its platform. Tweetchats and personal learning networks emerged from communities of users.
As I said in the article and the book, Twitter is not a community, but it offers tools with which people can build communities.

The recent report from MacArthur’s Youth and Participatory Politics survey found that 85 percent of young people would welcome more help in learning how to distinguish between reliable and unreliable information online. You describe this in terms of “crap detection.” Why has our current educational system done such a bad job in teaching issues of credibility and discrimination in networked environments?

I don't want to be too cynical about this, but there's a very fundamental underlying conflict involved in teaching crap detection online, especially in regard to the broader habit of mind in which crap detection is embedded -- critical thinking. Teaching your children, students, customers, citizens to think for themselves and to question authority can be a pain in the ass.
It's not as easy as authoritative answers. But authority, as 500 years of literates knew it in the Gutenberg era, was based on the text. Gatekeepers -- degree-granting institutions, editors, fact-checkers, publishers, teachers, librarians were responsible for vetting published material and granting the imprimatur of authority. For better (I think, mostly) and for worse, search engines and the democratization of publishing have rendered that system obsolete.
My daughter and search engines came of age around the same time. She was in middle school, Google had not been invented yet, and she and her classmates were not just using library books to research compositions -- they were submitting queries to Altavista and Infoseek. So I sat down with her in front of the computer and explained that unlike a book, which was vetted by the authority-granting system I just described, anything she finds through online search has to be vetted by her. She has to look for an author and search on the author's name. She has to think like a detective and look for clues of authenticity or bogosity in the text.
Librarians and educators certainly are interested in teaching critical thinking. But not only is it not easy to do, the fear (and sometimes regulatory or statutory limitations on the use) of the Internet in schools prevents educators from using the most essential tool for teaching online information literacies. Having mentioned "information literacy," I would add that many forward-looking librarians today talk about a suite of literacies that include search and verification, but also include knowing when and how to use information, how to create, publish, network, and use information to solve problems. It can be argued that these have been essential learning skills for a long time, but the ubiquity of smartphones, tablets, laptops, PCs and the explosive growth of networked information resources have dramatically changed the infosphere from the 500 years when printed information was more controllable and reliable.
I went to Reed, where the liberal arts tradition of learning how to think for yourself and how to access the millennia-long discourses of other thinkers, how to learn and how to learn how to learn new things, were central values. And I spent four years as editor of Whole Earth Review and the last editor of the Whole Earth Catalog, enterprises based on the old American values (Emerson! Self-Reliance) of individual responsibility and freedom of thought and action. Don't wait for some distant institution to do it. Learn how to do it yourself, and learn the tools you need to do what you want to do ("Access to tools" was the subtitle of the Whole Earth Catalogs).
So I regard critical thinking and self-reliance as healthy values as well as important life tools. However, I have to recognize that many people still believe that obedience to authority is paramount. As I said, I think this conflict is a fundamental one -- like the question of whether people are essentially sinful and need to restrained from exercising their baser instincts, or whether people are essentially good and need to be educated in positive values.
There has been, as you note, ongoing controversy over the issue of multitasking. What did your review of the neuroscience literature teach you about this debate? You end up suggesting that the key is learning to manage our attention. What specific steps do you recommend to help people deal with issues of attention control more effectively?
Cliff Nass, whose work is most often cited as proof that "multi-tasking doesn't work," has an office down the hall from my own, and I discussed the issue with him and his co-author when their study first came out. First, within the limits of their methodology, Nass and Ophir found that when people attend to multiple media their performance on the cognitive tasks associated with each media channel degrades rather than improves. This is true for a large percentage of subjects.
First I think it's important to understand the methodology. The kind of research that Nass and Ophir necessarily have to do is a simplification of the way people attend to media. In a laboratory, it's about remembering strings of letters backwards or recognizing the color of a numeral flashed on a screen. What we don't know a great deal about is what happens when all those streams of media are coordinated and focused on a single subject. When I'm working on a book, I have my database of research up on one screen, the text in front of me, a Twitter conversation about the subject of my writing going on in another window. I might take a few minutes to watch a video from the research database. Can people learn to multitask effectively if all the tasks are centered on the same inquiry?
There is not yet a lot of evidence about what the small percentage of successful media multitaskers are able to do -- is it innate or learned?
But most importantly, I think it's necessary to see focused attention, diffuse, scanning attention, multitasking, distraction as elements of a toolbox of attentional tools that we mostly don't know how to use all that well online. I know that in my own work, losing efficiency in my overall production is sometimes offset by orders of magnitude by the collective intelligence effects of attending to a network while I'm writing. And sometimes it isn't about productivity at all -- it's about seeing connections, systems, big pictures.
The key is what (I've learned) is called "metacognition." Wikipedia has a pretty good page about it. Metacognition is not only about being aware to some degree of where you are directing your attention and why; it's also about knowing when you need to screen out distractions and focus your attention narrowly and when you are better off diffusing your attention or switching between a small set of tasks -- it's about knowing what circumstances call for each mind-tool and how to best apply the mind-tool in those circumstances. It's more complicated to explain than to do.
In trying to find ways to contextualize my own metacognition -- to give me a reason for choosing one form of attention over another on a day to day, hour to hour basis -- I started writing down two or three objectives for my day's work in a very few words and large letters on an index card, which I replace daily at the periphery of my vision, right under my main computer display screen. Every once in a while, my gaze falls upon the paper and I have the opportunity to ask myself whether what I am doing online right now is in line with what I set out to do today -- and whether that matters, and why.
At first, thinking about where and why my attention is directed was cumbersome, but it swiftly became semi-automatic. I won't trot out the neuroscience -- there are plenty of references in my book -- but there's little controversy over the contention that people can train and retrain their brains through directed attentional practice. As Maryann Wolf so eloquently explained in Proust and the Squid, brain retraining through directed attentional practice is what we do when we learn to read.
Howard's Story

I fell into the computer realm from the typewriter dimension in 1981, then plugged my computer into my telephone in 1983 and got sucked into the net. In earlier years, my interest in the powers of the human mind led to Higher Creativity (1984), written with Willis Harman, Talking Tech (1982) and The Cognitive Connection (1986) with Howard Levine, Excursions to the Far Side of the Mind: A Book of Memes (1988), Exploring the World of Lucid Dreaming (1990), with Stephen LaBerge, and They Have A Word For It: A Lighthearted Lexicon of Untranslatable Words and Phrases.(1988).

I ventured further into the territory where minds meet technology through the subject of computers as mind-amplifiers and wrote Tools for Thought: The History and Future of Mind-Amplifiers (1984) [New edition from MIT Press, April 2000]. Next, Virtual Reality (1991) chronicled my odyssey in the world of artificial experience, from simulated battlefields in Hawaii to robotics laboratories in Tokyo, garage inventors in Great Britain, and simulation engineers in the south of France.

In 1985, I became involved in the WELL, a "computer conferencing" system. I started writing about life in my virtual community and ended up with a book about the cultural and political implications of a new communications medium, The Virtual Community(1993 [New edition,MIT Press, 2000]). I am credited with inventing the term "virtual community." I had the privilege of serving as the editor of The Whole Earth review and editor in chief of The Millennium Whole Earth Catalog (1994). Here's my introduction to the Catalog, my riff on Taming Technology and a selection of my own articles and reviews from both publications.In 1994, I was one of the principal architects and the first Executive Editor of HotWired. I quit after launch, because I wanted something more like a jam session than a magazine. In 1996, I founded and, with the help of a crew of 15, launched Electric Minds. Electric Minds was named one of the ten best web sites of 1996 by Time magazineand was acquired by Durand Communications in 1997. Since the late 1990s, I've cat-herded a consultancy for virtual community building.

My 2002 book, Smart Mobs, was acclaimed as a prescient forecast of the always-on era. In 2005, I taught a course at Stanford University on A Literacy of Cooperation, part of a long-term investigation of cooperation and collective action that I have undertaken in partnership with the Institute for the Future. The Cooperation Commons is the site of our ongoing investigation of cooperation and collective action. The TED talk I delivered about "Way New Collaboration" has been viewed more than 265,000 times. I have taught Participatory Media/Collective Action at UC Berkeley's School of Information, Digital Journalism at Stanford and continue to teachVirtualCommunity/Social Media at Stanford University, was a visiting Professor at the Institute of Creative Technologies, De Montfort University in Leicester, UK. In 2008, I was a winner in MacArthur Foundation's Digital Media and Learning competition and used my award to work with a developer to create a free and open source social media classroom. I have aYouTube channel that covers a range of subjects. Most recently, I've been concentrating on learning and teaching 21st Century literacies. I've blogged about this subject for SFGatehave been interviewed, and have presented talks on the subject. I was invited to deliver the 2012 Regents' Lecture at University of California, Berkeley. I also teach online courses through Rheingold U.

You can see my painted shoes, if you'd like.

 

Howard Rheingold / hlr@well.com

How Did Howard Rheingold Get So "Net Smart": An Interview (Part One)

Howard Rheingold has been one of the smartest, most forward thinking, most provocative writers about digital culture for the past several decades. He's someone who always makes me think. Even a short hall way chat with Howard at a conference can lead to transformative insights about how we live within a networked culture. I have been lucky to know him for more than two decades now, and I treasure every interaction I've ever had with the guy. Howard embodies the transition which Fred Turner has documented between the counterculture of the 1960s and the cyberculture of today: he has a quirky personality which reminds me of Frank Zappa or Leon Redbone, and, as this interview suggests, he still carries with him some of the core values he first articulated working for the Whole Earth Catalog. So, it would be easy to see him as a voice from the past, but that would be a serious mistake, since he is still totally on top of the most recent developments in the field.

 

His most recent book, Net Smart: How to Thrive Online, is a major contribution to the growing body of literature around New Media Literacies. If you have not bought a copy yet, go online now and buy one. If you have not read your copy yet, stop right now and read it. Don't worry, this blog interview will still be here when you get back.

Net Smart makes a strong case for what Rheingold sees as a set of core skills and competencies which we all need to acquire if we are going to make effective use of the communities and resources we encounter in our everyday lives online. He has talked to the experts, reviewed the literature, and thought through the implications of each skill, and he lays them out with his usual clarity and directness. Some in the past have accused Howard (not to mention myself) of being an uncritical utopianist. Here, you get a stronger sense of where the dust has settled for him as we have now lived for an extended period in relation to online platforms and practices. He certainly recognizes the risks and failures associated with the Web 2.0 era, but he also refuses to let them get in the way of what he sees as the more productive and meaningful ways of engaging with digital culture. He is a firm believer in the critical literacy skill he calls "crap detection." Howard doesn't take crap from anyone and he doesn't serve up very much, if any, in this book.

I was lucky enough to be interviewed by Howard for the book, so I asked him if he would return the favor and share some of his thoughts with my readers.  Howard threw himself into this task with what he might call "mindfulness," digging deep in response to every question, drawing insights not only from the current book but across a life time of thinking about virtual communities, augmented intelligence, and network culture.

 

Your progression from work on virtual communities to smart mobs to digital literacies says something about the evolution of digital culture over the past few decades. What has led you right now to focus so much on giving everyday people the skills they need to more meaningfully participate in the new media landscape?

I'm going to give a longer answer, so I'll summarize the conclusion at the beginning: What people know about how to use media matters. The underlying technologies are important because of the way they amplify human cognitive and social capabilities, so know-how becomes crucial when a new tool like writing or the printing press or the internet enables people to think and communicate in new ways. The hyper-evolution of digital media over the past half century first depended on hardware, then software, then network infrastructure, then web services, and now the driving force shifts to the part of the system in people's heads and between people. The digital divide now has to include the divide between those who know how to get and to verify information they need just in time and just in place, those who can cultivate and call on social networks, those who can persuade or educate from those who do not know how to apply the power a networked PC or smartphone makes available. The knowledge is not secret, but it hasn't really been compiled and distributed. That's why I wrote the book.
As you note, I've been writing about technologies and media that amplify human thought and communication for a long time. My first article on virtual communities was published in 1987. And my Reed undergraduate thesis in 1968 was about the intersection of electronic tools and human consciousness. So I've been thinking about the broader issues about human-technology interaction for most of my life. In terms of online social media, I was an enthusiastic participant since the BBS days of the early 1980s. Then I started writing about where online communication media came from and where it might be going.
When I published Tools for Thought in 1985, looking at the future of personal computing and human cognition, I was confronted by the questions "Is this new medium healthy or harmful? Is having a personal computer going to make people more or less humane? Are the digital tools that were emerging at the time any good for us as individuals, for our relationships, for our societies, for literate civilization?" These questions came from critics and academics, and it was one that I had been asking myself for some time.
The same questions came up with The Virtual Community in 1993 and Smart Mobs in 2002. I asked myself "what is the most possible outcome, positive or negative, of introducing networked personal computers to millions of people?" In pursuit of that question, I started looking into ways computer-mediated communication by entire populations might affect democracy. That inquiry led me to the literature about the history of the public sphere -- that's how I learn, mostly, by stumbling across things, then inquiring about them.
The health of the public sphere seemed to me in 1992 to represent the most important potential issue that could be raised by the widespread use of digital media. To oversimplify, I understood the public sphere to be a way of saying that democracy and governance of the people, by the people, and for the people is not just about voting for leaders. Unless enough people are literate enough -- and free enough to express themselves -- to understand and debate the issues that affect them, they aren't going to be able to govern themselves. Informed discourse requires informed people, and that requires both educated citizens and a free flow of information.  In The Virtual Community I emphasized the quote by James Madison that is carved into marble at the Library of Congress: "A popular Government, without popular information, or the means of acquiring it, is but a Prologue to a Farce or a Tragedy; or, perhaps both. Knowledge will forever govern ignorance: And a people who mean to be their own Governors, must arm themselves with the power which knowledge gives."
In Smart Mobs I was forced to learn a little about sociology to try to make sense of the ways large groups of people were beginning to behave collectively, now that billions of people have the web in their pockets. And in my research for these books, I grew fascinated with the archaeology of literacy --Elizabeth Eisenstein's work on the impact of the printing press in Europe, the drama of Denise Schmandt-Besserat's worldwide investigation of clay artifacts that led to her definitive history of the origin of writing, Marshall McLuhan's insistence that printing presses change the way people see and deal with the world.
Working backward from McLuhan to Innis, Ong, and McLuhan's colleague Robert K. Logan, I began seeing the broad picture of how new cultural mind tools enabled and initiated changes in the thinking of individuals and the functioning of societies. Working forward from the 1960s visions of JCR Licklider and Douglas Engelbart, it seemed to me that "augmenting human intellect," as Engelbart framed it, was a historic repurposing of devices originally designed for ballistics calculations. Engelbart was well aware of the role of human learning and literacies in the future system he proposed, which he described as comprising "humans, using language, artifacts, methodology, and training."
So now we have more than two billion people with Internet access, more than five billion mobile telephones. The mind-amplifying devices that Engelbart envisioned are in people's pockets. The networks that link people and devices are global and heading toward ubiquitous. What does that mean? We've seen serious critics like Sherry Turkle and Nicholas Carr eloquently illuminating the darker sides and hidden costs of our fascination with social media. And we've seen an enormous amount of moral panic, based on very little or no empirical basis, about fears that using the web is making individuals and cultures shallow.
The answer to any question is available anywhere within a second or too -- but it's up to the inquirer to evaluate the validity of the answer. Virtual communities, smart mobs, collective intelligence, social production, enable millions of people to do things together in the physical world that they were never before able to do. Tech-savvy teenagers invent billion dollar industries and new ways of seeking information and socializing. Others organize revolutions. Know-how is at the core of all these new phenomena, whether they are used for good or ill. So digital literacies of attention, crap detection, participation, collaboration, and network smarts constitute a critical uncertainty. The answer to "is this stuff any good for us" is, I strongly believe: "It depends on what people know, and how many of them know it." Just as the decades after Gutenberg's invention saw the expansion of the literate population from thousands to millions, we're seeing the diffusion of new literacies that are already changing the world more profoundly than print did in its first decades. 
When I use the term literacy, I mean both the learnable skill of coding and decoding in a new medium, but the social aspect as well -- the interaction with the community of literates. Digital literacies are networked. In that regard, I see these skills as pointing inward to the individual and outward to the society. The individual who masters these skills will have a greater chance of personal, professional, political, social success. And the more individuals who master these skills, the more useful and trustworthy the digital commons becomes. Your work on participatory culture was particularly important to my thinking in this regard -- it only makes sense that the person who thinks of herself as a creator of digital culture, even in a small way like tagging or commenting, has a stronger sense of agency as a citizen,  and a person who thinks of himself only as a consumer of culture created by others lacks some of that sense of agency.
What relationship exists between this book and the emerging field of digital media and learning?
In regard to how Net Smart relates to digital media and learning, I want to start by emphasizing the distinctions between learning digital literacies and using digital media in teaching and learning and between the novelty of social media versus the kinds of pedagogy it enables. 
First, digital literacies. I had to oversimplify to get it all in the book, but there are important digital literacies that I didn't include, such as webmaking and coding. In order to spread around the lore I assembled in Net Smart, I've made available to anyone who wants to use it my syllabus based on the book, including many additional web-based resources. I don't think educational institutions are moving anywhere near as fast as technology. And the moral panics have instilled fear of using the internet in schools. How many K-12 students learn how to search and evaluate information found online? I'd love to see it happen, see more teachers like the ones I interview for dmlcentral, so I'm not dismissing the uptake of digital literacies into the traditional curriculum. I do see the dissemination of this knowledge happening more rapidly online.
I do teach the literacies in Net Smart to the students in my virtual community/social media class at Stanford, but it's in the context of a broader inquiry. The literacies are necessary to ask the larger questions about community, collective action, identity, the public sphere, etc. Students are introduced to forums as group voice, blogs as (networked) individual voice, mindmaps as lateral and visual thinking, social bookmarking as collective intelligence, wikis as collaborative platforms. Then they need to use their skills in these media to propose, organize, document, and present collaborative projects in groups of four. In the process, we consciously and deliberately approached our subject matter as a learning community in which classroom discussions expand online, students blog reflectively about what their learning shows them about the media they use, student co-teaching teams take turns co-teaching a classroom session with the professor.
The underlying methodology (Engelbart!) is enabled by the technology, but the methodology is what is important -- giving students a means to continue discursive inquiry beyond the classroom, to tap into worldwide networks of knowledge and expertise, to talk among themselves instead of speaking when called upon by the professor. Making it easier for students to learn together and to take advantage of the infosphere beyond their classroom and their library is what makes for a pedagogy of co-learning. Much of what I do and what Cathy Davidson does in pursuit of co-learner can and should be done with index cards, whiteboards, and colored sticky notes. 
I'm also excited by what Mimi Ito calls "connected learning." I was enthusiastic about  kind of online socializing that I came across that excited me in the 1980s because it was fun. For me, connected learning meant asking big questions about what this kind of fun meant, conversing about those questions with others online and face to face, and pursuing the literature that led me to the sociology of Marc Smith and Barry Wellman, the anthropology of Mimi Ito, the media theory of Henry Jenkins and Robert K. Logan. My enthusiasm plus my networks plus scholarly inquiry connected for me when I wrote Net Smart.
Putting into practice the knowledge I try to convey in Net Smart will make it easier for people to become involved in co-learning online. Pursuing the idea of co-learning far enough brought me to consider putting all the responsibility and power in the hands of the learner. Motivated co-learners in communities of gamers or fan communities teach each other sophisticated material all the time. What does a group of people need to know in order to use online media to co-learn about a particular topic? How would we find and qualify resources? Would we organize them as a syllabus or as a hackerspace? What learning activities, forms of assessment, synchronous and asynchronous media should they use? To that end, I organized the Peeragogy Project, a network of volunteers who are assembling a handbook for co-learners.

Howard's Story:

I fell into the computer realm from the typewriter dimension in 1981, then plugged my computer into my telephone in 1983 and got sucked into the net. In earlier years, my interest in the powers of the human mind led to Higher Creativity (1984), written with Willis Harman, Talking Tech (1982) and The Cognitive Connection (1986) with Howard Levine, Excursions to the Far Side of the Mind: A Book of Memes (1988), Exploring the World of Lucid Dreaming (1990), with Stephen LaBerge, and They Have A Word For It: A Lighthearted Lexicon of Untranslatable Words and Phrases.(1988).

I ventured further into the territory where minds meet technology through the subject of computers as mind-amplifiers and wrote Tools for Thought: The History and Future of Mind-Amplifiers (1984) [New edition from MIT Press, April 2000]. Next, Virtual Reality (1991) chronicled my odyssey in the world of artificial experience, from simulated battlefields in Hawaii to robotics laboratories in Tokyo, garage inventors in Great Britain, and simulation engineers in the south of France.

In 1985, I became involved in the WELL, a "computer conferencing" system. I started writing about life in my virtual community and ended up with a book about the cultural and political implications of a new communications medium, The Virtual Community(1993 [New edition,MIT Press, 2000]). I am credited with inventing the term "virtual community." I had the privilege of serving as the editor of The Whole Earth review and editor in chief of The Millennium Whole Earth Catalog (1994). Here's my introduction to the Catalog, my riff on Taming Technology and a selection of my own articles and reviews from both publications.In 1994, I was one of the principal architects and the first Executive Editor of HotWired. I quit after launch, because I wanted something more like a jam session than a magazine. In 1996, I founded and, with the help of a crew of 15, launched Electric Minds. Electric Minds was named one of the ten best web sites of 1996 by Time magazineand was acquired by Durand Communications in 1997. Since the late 1990s, I've cat-herded a consultancy for virtual community building.

My 2002 book, Smart Mobs, was acclaimed as a prescient forecast of the always-on era. In 2005, I taught a course at Stanford University on A Literacy of Cooperation, part of a long-term investigation of cooperation and collective action that I have undertaken in partnership with the Institute for the Future. The Cooperation Commons is the site of our ongoing investigation of cooperation and collective action. The TED talk I delivered about "Way New Collaboration" has been viewed more than 265,000 times. I have taught Participatory Media/Collective Action at UC Berkeley's School of Information, Digital Journalism at Stanford and continue to teachVirtualCommunity/Social Media at Stanford University, was a visiting Professor at the Institute of Creative Technologies, De Montfort University in Leicester, UK. In 2008, I was a winner in MacArthur Foundation's Digital Media and Learning competition and used my award to work with a developer to create a free and open source social media classroom. I have aYouTube channel that covers a range of subjects. Most recently, I've been concentrating on learning and teaching 21st Century literacies. I've blogged about this subject for SFGatehave been interviewed, and have presented talks on the subject. I was invited to deliver the 2012 Regents' Lecture at University of California, Berkeley. I also teach online courses through Rheingold U.

You can see my painted shoes, if you'd like.

 

Howard Rheingold / hlr@well.com

How I Spent My Summer Vacation (Part One): Germany

This is the first of a series of blog posts which will share images, videos, and impressions from my extensive lecture tour this summer across Europe. I think of these posts as the equivalent of a scrapbook. For me, they are a way of consolidating my impressions on what were truly transformative experiences and encounters. I am hoping for the reader they will function as one part travel guide and one part overview of some key figures and developments in Europe around the topics which I regularly cover here.

 

The Journey Begins

Over the course of ten weeks, I ended up giving more than 30 talks and visited 12 European countries at a moment of tension and transition within the European Union. As someone commented on my Facebook page near the end of the trip, "Now everyone in Europe has had the chance to hear Henry Jenkins speak at least twice."

In almost every case, it was the first time my wife and I had visited those places and so we engaged with each with curiosity and excitement. I had never really been able to spend significant amounts of time in Europe before, having not had the resources to be a foreign exchange student in high school, to do the Junior semester abroad programs as an undergraduate, or to hitchhike across Europe after graduation, all the stereotypical ways Americans get to know Europe.

As Convergence Culture began to be translated into many European languages, I felt a very strong desire to visit Europe in a more substantial and systematic way, to engage in conversation with the people who were reading the book, and to learn more about how its themes were playing out in a European context. But, the trip kept getting put off as I struggled with my decision to leave MIT and then dealt with the transition to USC, and so this summer was the first time I could make this dream into a reality.

The timing could not have been better, since I could also now use the trip to talk about a range of forthcoming projects, each of which build on the foundations of ideas introduced in Convergence Culture, including a special issue of Transformative Works and Cultures on fan activism (which I co-edited with Sangita Shreshtova and the members of my Civic Paths team), Spreadable Media: Creating Meaning and Value in a Networked Culture (Co-authored with Sam Ford and Joshua Green, and due out in January), the 20th anniversary edition of Textual Poachers: Television Fans and Participatory Culture (coming out from Routledge this fall), and Reading in a Participatory Culture (co-edited and co-written with a group of former students and researchers associated with the New Media Literacies Project, due out from Teacher's College Press by the end of 2012.) For me, these projects represent the finalization of many ideas and projects started at MIT and now reaching completion.

Finally, this summer represented a moment of transition as I start really working on book projects which represent the conceptual breakthroughs I have made since starting work at USC, and thus, the summer was a way of clearing my head, refocusing my thinking, as I prepare for some new ventures.

This trip would not have been imaginable without the hard work of Amanda Ford, my ever-resourceful assistant, who coordinated with my hosts at each of these cities to resolve the many, many details involved in pulling off a trip on this scale, certainly the most extensive, exhaustive, and exhausting trip I've ever tackled. I also could not have done it without the partnership of my wife, Cynthia, who acted as the "official photographer" on the trip (almost all of the images I will be running in this series are hers) and also helped to puncture my ego whenever needed to prevent too much swelling of the head.

Marburg

Our trip began in Germany and I recall those first few days through a deep haze -- one part end of term exhaustion, one part jet lag. But one of the more surreal aspects of our first leg was waking up from my sleep in the middle of the afternoon on the first day to the sounds of hail hitting the balcony outside my room and looking down into the streets below, more or less covered with ice. Keep in mind that this was the first week of May and that no one in Marburg could recall having seen a hail storm this late in the year before.

 This is not the best of pictures, but it gives you some sense of what we saw  from the hotel window. I think back on the hail storm as ironic in several senses. First, as any American will tell you, Europe suffers from a severe shortage of ice otherwise. Even when you beg waiters for ice, they return with one or two small slivers, not convinced that it is really healthy to have ice in your drinks. So, the travel gods delivered most of the ice we'd see the whole trip in one dump. And second, by the time the trip was ending, the weather in Europe was sweltering and we were on the verge of melting into the asphalt, so the move from a hail storm in Marburg to 100 degree days in Athens or Rome, says something about just how long we were on the road.

Marburg is a classic medieval German city -- narrow, winding streets, buildings with lots of "gingerbread" decorations -- and it feels as if it were a location in the fairy tales of the Brothers Grimm. This is no accident since the Brothers Grimm spent a portion of their lives here and that many of their visits into the country side to collect local folk tales which form the basis of their narratives were in the region around this town.

As a consequence, my second really surreal encounter in Marburg was seeing this statute of our Friendly Neighborhood Spider-Man hanging outside a very old world looking comic shop.

 My host for this leg of the journey was Malte Hagener, who has recently published (with Thomas Elssasser) Film Theory: An Introduction Through the Senses , which offers an approach to classic problems in cinema studies through a framework that is highly appropriate to those of us working in Comparative Media Studies. I plan to use some of its chapters in my course on Medium Specificity this fall.

First, there was a lively informal conversation with a room full of bright undergraduates (many of whom were doing projects dealing with transmedia entertainment or fan studies or game studies). They had been asked to read my recently published essay on the Harry Potter Alliance and fan activism, which gave me a chance to talk more generally about our work on new media, youth, and political participation, and exchange perspectives on everything from the Arab Spring movement to the ways Occupy Wall Street had impacted current debates around the European economic crisis. Later that night, at the University of Marburg, I delivered the first of the trip's formal lecture dealing with the ideas from Spreadable Media.

After,  Hagener and his colleagues took my wife and I on a walk through the old sector of the city and to dinner. We had arrived at the height of Germany's "cult of the white asparagus," which meant that for a few weeks each year a good chunk of the menu was dedicated to this distinctive vegetable, which was served in various soups or stews, cooked into various pastas, served as the main dish with many different kinds of sauce, or served with ham and other local meats. I had never had white asparagus before but by the time this leg was done, we would have enjoyed it for a number of meals. It is larger than the green asparagus we mostly have in the States, but it was surprisingly not at all tough or fibrous, more or less melting in your mouth, and also very sweat tasting.

Gottingen

From Marburg, we traveled by train to Gottingen, where I was greeted by Jason Mittell, who has been spending his sabbatical year in residence at Georg-August-Universität Göttingen, where he has joined a group of researchers working on contemporary and historical forms of serial entertainment. I have known Jason since he was a graduate student at the University of Wisconsin-Madison and we've worked together many times, especially through the Futures of Entertainment Consortium, and he runs one of the very best academic blogs in media studies, Just TV. Below you can see a photograph of the two of us walking through the streets of his temporary home town.

 Jason, for example, took us for our first of many visits to cathedrals in Europe -- in this case, the St. Jacobikirche (St. Jacoby), which is unexpectedly decorated with candy cane red and white stripes inside. St. Jacoby is called the "dancing cathedral" because the architects used a variety of optical effects in its design which created a strange "buzz" or warping effect on the eye.

 

Here, you see the window of Cron und Lanz, a truly phenomenal bakery and candy shop. There had been a German Bakery in Atlanta near where I grew up, which carries enormous sentimental importance in my childhood memories. I especially associate it with these great gingerbread man cookies which we would get every year at Christmas. I still seek them out if I have reason to be in Atlanta this time of year, and my friend Laurie Baird, until recently with Turner Broadcasting, will bring me a box if we have a chance to meet. I was having fantasies of tasting authentic German gingerbread, but even though it is available year round in Atlanta, it seems to be a seasonal treat here, so no such luck.

 But, Jason introduced us to another seasonal delicacy -- chocolate Maikäfer or May Bugs, which are associated with the celebration of May Day in this part of Germany. It's hard to see them in the window of the bakery, but there was another whole window displaying various sized chocolate bugs. This is a close up of one such creature who I bought at the shop and later consumed in my hotel room (with the apples used just to give you a sense of scale).

 Here we see the two of us, alongside many of Jason's students and colleagues, who were all part of the the Research Unit for "Popular Seriality -- Aesthetics and Practice", shortly after an intense afternoon bull session.

 The discussion was organized around a chapter we shared from Spreadable Media , which dealt primarily with the ways the television industry understands the concept of "engagement", its struggles to adequately measure and capitalize on the value of audience participation in its franchises, and the ways these trends have shaped the push towards transmedia storytelling. But, our discussion was far reaching, covering many different points of intersection between our research projects. This was the first time I had encountered a very German academic practice. Rather than clapping after the end of a presentation, here and elsewhere in Germany, the audience rapped their knuckles on the table top.

Below you see some members of the very engaged audience at my evening public lecture, based on my new book project, Comics...And Stuff, which deals with the ways contemporary graphic novels are helping us think about our relations to material culture and the practices of collecting in an era of eBay and other forms of networked consumption.

 This project combines formal and thematic considerations of the works of nine contemporary comics artists from the Anglo-American world. This was the first time I had done a public presentation of these ideas, which are still very much taking shape in my head, so the talk had an exploratory and improvizational tone (i.e. I was partially making it up as I went along). Gottingen turned out to be the ideal audience for such an early presentation of these ideas, since there were people in the audience from my diverse fields, many of whom were doing work on popular representation, art history, popular memory, material culture, networked consumption, and above all, a surprising number doing work on comics and graphic storytelling.  Among them were Daniel Stein and Alexandre Starre.) The audience was generous and generative in sharing their reactions to my ideas and helping me think out loud about this project which will dominate much of my writing time for the coming year.

Frankfurt

From there, we traveled to Frankfurt by train. Below is the Frankfurt train station, the site of an especially memorable moment of transcultural misunderstanding. As I was walking through the train station, I spotted a sign advertising Berliners. I have always been bemused by the story of John F. Kennedy's trip to Berlin where he sought to express solidarity with the German people by claiming he was also a Berliner, but ended up, via a mistranslation, announcing to the world that he was a jelly doughnut. So, I had to have a Berliner, and my wife wanted them too, so I went to the counter, only to find that the sales woman did not speak any English and I spoke no German. So, I pointed at the doughnuts and held up two fingers. She spoke very fast in German and held up three fingers. But, I only wanted two doughnuts, so insisted on two, and this went back and forth for some time, before some other customer took mercy on me, suggesting that the woman was trying to tell me that the doughnuts were three for the price of two, and so, in the end, I walked away with three.

 I mean this as no insult to the people of Frankfurt, but this city was intended primarily as a bolt hole where I could lock myself away for a few days and finish off grading for my semester at USC. I had left on the last day of classes and by this point in the trip, the papers for my graduate seminar on Fandom, Participatory Culture, and Web 2.0 were coming in electronically, and I needed to take some time out to grade them in a city where I had no local contacts, no scheduled talks, and thus would not be disturbed. You can see me here grading in the hotel room.

 But, ultimately, I could not visit Frankfurt without doing some exploring. Cynthia and I took a break from grading to do a walk through rain soaked city streets and to visit the Deutsche Filminstitut, which has a museum focused on the history and art of motion pictures and is highly recommended. We especially enjoyed spending time on a floor focused around 19th century forms of media. In the past, these materials would be framed as "the prehistory of cinema," but increasingly, there are the source of fascination in their own right. I am a very modest collector of such artifacts of this earlier moment of media in transition. I especially admired the juxtaposition created here between magic lantern shows (which deployed a broad array of special effects and optical manipulations) and the work of Georges Melies, which turns out to have a remarkably similar aesthetic, though these connections have rarely been explored by film scholars. The museum also has a large collection of materials associated with Charlie Chaplin, including toys, advertisements, and other collectibles, showing the transnational fan culture which grew up around his work.

Giessen

Grading completed, we then took a train to Giessen, a small, somewhat sleepy little German village, where I ran a master class for graduate students doing work on various topics in media and popular culture through International Graduate Centre for the Study of Culture (GCSC). The talk had been organized by Joern Ahrens, who I knew from his time as a visiting scholar at Comparative Media Studies, but he was unfortunately called out of town before I arrived. Nevertheless, I found my time with the students cordial and engaging, as might be suggested by these two photographs from the session.  While I was interacting with the students, Cynthia got to explore a quaint old country cemetery which was just on the edge of the campus. This is one of the many beautiful images she captured there.

Stuttgart

From there, we traveled to Stuttgart, where I participated in FMX, a trade-show/festival focused around animation, games, special effects, and other forms of digital entertainment. I was featured on a special track of programming focused on transmedia which was co-hosted by the fine folks at 5-D, which runs transmedia and world building themed events here in Los Angeles.

Today's program included Scott Walker, one of the key organizers of the Los Angeles area Transmedia Meetup, who has done some innovative thinking about audience engagement strategies through his company, Brain Candy; Femke Wolting, who is part of the acclaimed team at Submarine Channel, which has done many transmedia projects in both fictional and documentary storytelling; and Nuno Bernardo from beActive, a transmedia from Portugal producer who recently published The Producer's Guide to Transmedia .

I delivered a talk on the Future of the Content Industries, which would be a core talk I delivered multiple times across Europe. But, for me, the high point was getting to participate in an open-ended conversation about world building and story telling with Alex McDowell, the noted British-born production designer who most recently has been shaping the look and feel of the upcoming Superman movie, and Shekhar Kapur, the Indian born producer associated with The Bandit Queen and the Elizabeth movies, among other projects. We brought very different perspectives to the topic in terms of our professional stakes and our cultural backgrounds. This conversation, and subsequent talks with Kapur at the conference dinner, ranked as one of the  intellectual high points of my time in Europe. The exchange was marked by constant shifts in tone from the philosophical or even "spiritual" to the intellectual to the personal to the professional, each of us circling around some of the most challenging issues surrounding the nature of entertainment in a transmedia and transnational era. I am sharing the video with you here thanks to special efforts by the 5D and FMX staffs, so thanks guys.

5D: The future of Storytelling in Transmedia at FMX 2012 from Dave Blass on Vimeo.

For more about transmedia at FMX, check out Scott Walker's very perceptive blog post, which shares his impressions not only of the day of programming I participated in but also other highlights from the week long festival. See also here an interview I did about transmedia for a German blog as part of the publicity build up for my appearances in his country.

While I was at the convention, I also shot an interview with Klaus Uhrig, a producer for Bayerischer Rundfunk. Uhrig is preparing a documentary for national television dealing with issues of collecting, ownership, and publishing, as phenomenon undergoing profound transition as we move into the era of cloud computing. More and more, we are not going to own the media we consume -- whether television programs, movies, or books -- but rather we will access them (in effect, rent them) from their publishers. As someone deeply invested in collector culture and very excited to own so many of my favorite media texts in DVD, I am a bit concerned about the uncertainities of access such an era is apt to produce. After all, Borders has never gone into my home and removed books I've bought from my bookshelf, but Amazon has been called out several times now for removing or disabling digital books from people's iPads and Kindles. And, where media availability is concerned, what iTunes and Hulu giveth, they can also withdrawal on their whim, something which is going to have serious consequences for media educators who want to predictably show certain core works semester after semester to their students. So, I am not normally cranky about the future, as anyone reading this blog knows, but to me, there are disturbing implications for our current moment of corporate "curation" and cloud based publishing, which we urgently need to be discussing. You see here a photograph of the producers interviewing me for the program.

Next Time: Portugal

Participatory Culture: What Questions Do YOU Have?

Question Mark Graffitidanah boyd,  Mimi Ito, and I have embarked on an interesting project for Polity. Through a series of dialogues, we’re hoping to produce a book that interrogates our different thoughts regarding participatory culture. The goal is to unpack our differences and agreements and identify some of the challenges that we see going forward. We began our dialogue a few weeks ago and had a serious brain jam where we interrogated our own assumptions, values, and stakes in doing the research that we each do and thinking about the project of participatory culture more generally. For the next three weeks, we’re going to individually reflect before coming back to begin another wave of deep dialoguing in the hopes that the output might be something that others (?you?) might be interested in reading.

And here’s where we’re hoping that some of our fans and critics might be willing to provoke us to think more deeply.

  • What questions do you have regarding participatory culture that you would hope that we would address?
  • What criticisms of our work would you like to offer for us to reflect on?
  • What do you think that we fail to address in our work that you wish we would consider?

For those who are less familiar with this concept, my white paper for the MacArthur Foundation described a “participatory culture”  as one:

  1. With relatively low barriers to artistic expression and civic engagement
  2. With strong support for creating and sharing one’s creations with others
  3. With some type of informal mentorship whereby what is known by the most experienced is passed along to novices
  4. Where members believe that their contributions matter
  5. Where members feel some degree of social connection with one another (at the least they care what other people think about what they have created).

This often gets understood through the lens of “Web2.0″ or “user-generated content,” but this is broadly about the ways in which a networked society rich with media enables new forms of interaction and engagement. Some of the topics that we are considering covering include “new media literacies,” “participation gap” and the digital divide, the privatization of culture, and networked political engagement. And, needless to say, a lot of our discussion will center on young people’s activities and the kinds of learning and social practices that take place. So what do *you* want us to talk about?

danah kicked off a discussion around the project last week on her blog, so you can go there to see what others are already thinking, or I am very happy to receive your comments and suggestions here, especially as my tech support people just moved this blog to a new platform and we are eager to see how well the new response functions are working.

Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part Three)

Mimi, your own contributions to the book explore what motivates peer-to-peer production in the Fansubbing and Anime Music Video communities. How might this research contribute to a larger understanding of the motivations shaping noncommercial cultural production?

Mimi:

I think both cases help fill out the story about fannish motivations for production, and also add an important transnational dimension to the discussions of noncommercial production and P2P circulation. In the case of AMVs, in a lot of ways the community and the motivations for participation parallel other forms of fan remix and appropriation, whether that is the live action vidding, fan fiction, or fan art. What is unique about AMVs though is the fact that the practice centers on transnational cultural remix, that localizes foreign visual content to popular local music. So it definitely involves reframing, retelling, or digging deeper into a particular series, but it's also about making it speak to local cultural referents. For example, many editors talk about their work in terms of evangelizing for a particular series that might not be well known outside of Japan.

Or when an artist remixes a ninja series like Naruto to the audio of a Matrix trailer, he is making specific transnational connections around Asian martial arts and US cyberpunk culture.

MIT Tech TV

For fansubbers, the role of cross-cultural brokering is even more explicit. Unlike most forms of fan production, fansubbing is less about creativity and self expression and more about fidelity and very disciplined and often rote forms of work. I was first attracted to the community since I am bilingual myself and know just how hard it is to do translation work between English and Japanese. I was fascinated with why it was that fansubbers put in so much labor -- translating, subtiling, timing, distributing -- all on a voluntary basis. And many groups work in a tightly coordinated way on very intense timelines so that they can keep up with a series that is running weekly. It's really backbreaking work. I found, again, that there were a lot of similarities in motivations with other forms of peer production, like what we've seen with communities around open source software or wikipedia. People engaged in the community for learning opportunities, through a sense of broader mission, to build reputation, and be part of a community. But again, like with AMVs, the transnational component adds an important twist to this equation. Fansubbers are filling a unique void in transnational connection by providing a high value function of translation and localization. Thus their sense of mission, of making the media they love available to people who wouldn't have it, is very high. And it also helps that they can reach vast appreciative audiences because they are work faster than the commercial localization industry, and often sub series and in languages that the commercial industry won't localize.

Your title stresses the role of networked communications in these fan communities. Would the current Otaku culture have been possible in a pre-internet era? Why or why not?

Daisuke:

Otaku culture has used snail mail to send around fan zines before the Internet, so even without today's online networks, otaku culture has developed. By around 2000, however, in Japan it has become commonplace for otaku to upload their cosplay photos and fan comics, and to use online sites as archives.

Izumi:

As Daisuke suggests, the origins of otaku culture predated the Internet so there was definitely a pre-Internet otaku culture. It's more that the Internet speeded up the pulse of otaku culture that had been developing slowly over the years, becoming the trigger for a sudden flowering. Internet media radically changed how otaku could stockpile and circulate information. In the mid nineties, the knowledge and information that individual otaku were gathering became a shared stockpile in informationl spaces. Further, by sharing this information with the world, otaku culture became accessible. Since the 2000s, however, I feel like social media have made the flows too fluid and active, and there's not enough attention to information stocks. Otaku culture has become too lightweight. Put simply, I fear that social media and otaku are not well matched. At the end of the day, the value of otaku is in their individual stockpiling of information.

Mimi:

I think what Izumi is pointing to is that we are in an interesting transitional period where the Internet and otaku culture have become much more mainstream, accessible, and out in the open because of the scaling up of these networks and the advent of social media. In the early years of the Internet, it was much more geek and otaku centered, and felt like a match made in heaven, but I think today there's a different feel to the online scene in part because the commercial industries have also taken to online culture in proactive ways now.For example, I think the golden years of fan digisubbing are coming to an end now that your'e seeing commercial localization industries working with a more fansub-like online model. So the distinction between mainstream commercial media and fan networked media is much blurrier. I've really learned from your work in this respect Henry. We're definitely seeing the interplay happening in otaku culture too.

What do you see as the biggest disconnects between Japanese and American versions of Otaku culture?

Izumi:

I think the uniqueness of Japanese versions of otaku culture lie in the postwar origins and the stigma of a defeated nation. In my chapter on train otaku I describe the transition from military otaku to train otaku after Japan's defeat. In the manga world, whether it is Osamu Tezuka, Fujio Fujiko, or Leiji Matsumoto, the memories of wartime defeat are deeply etched. Coming late to modernization, Japan felt it needed to catch up to advanced countries like the US and England, and embraced romantic ideals in relation so science and the military. At the same time, young men could only direct these romantic ideals to fictional worlds, thus giving birth to otaku. I don' think you see this same backdrop to US otaku culture.

My understanding is that US otaku culture celebrate a somewhat more universal set of values. I sense this in Star Trek fans' embrace of multiculturalism or in the early MIT hackers giving birth to a global computer culture.

Daisuke:

I think the biggest difference is that American otakue are much more open that Japanese otaku.

Mimi:

When Daisuke and I move between conventions between Japan the US its always a bit of a shock to see US kids out in the costumes on the street and in local restaurants. You'd never see that in Japan except maybe in Akihabara. It's not considered appropriate to be in costume outside of the convention centers, where mainstream folk might see you. Even though otaku culture has become much more acceptable, there's still a lot of work that the community does to make sure that they stay under the radar. In the US, anime fans take pride in consuming a kind of cult media, but Japanese fans are reframing a local mainstream media form in ways that the mainstream doesn't always think is appropriate. They are seen as deviant and sometimes perverse consumers rather than cult consumers, and that continues to influence how the fandom operates.

Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.

Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.

Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.

Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part Two)

A recurring theme in the book centers around Otaku expertise. At times, it seems as if "geeking out" is perhaps the defining trait of the Otaku, while the space of interest-driven participation is more expansive than we generally consider in talking about American fandom. As several of the authors suggest, unlike the accounts we have in the west of subcultures as a form of working class resistance, the Otaku is often seen as a rejection within rather than outside the establishment. How do we explain the relations between Otaku expertise and subcultural resistance?

Izumi:

This issue links back to what we were discussing earlier about the origins of otaku culture. I would say that today's otaku culture can't be described as subcultural resistance, and is really something different. The period after WWII and the student protests of the sixties saw the the defeat of forms of resistance associated with upper class young men, and their power of imagination had nowhere to go except to fictional worlds. This was the origin of otaku. That's the process through which otaku culture became the destination for upper class men who fell of the status ladder. It follows that the origins of otaku culture can be found in elite culture, rather than cultures of resistance. Further, when the student protests, the focus of intergenerational warfare at the time, were defeated, there was the perception that cultures of resistance were impossible in this society. After the seventies, those who weren't able to find a place for themselves in the rising consumer culture came to be called otaku. This is a convoluted way of saying that otaku culture can't really be described as a culture of resistance.

Daisuke:

When I interview otaku college women in their twenties, they're very conscious of "real-ju" communities [girls that have lively "real life" social lives], "legitimate" girl communities, and "gal-like" girl communities [street savvy fashionistas], and talk about how "these communities are different from us." When they talk about other kinds of women, they do it in a self-deprecating way, that disparages themselves. I feel like women otaku communities are being constructed interactively with real-ju and gal girl communities, and isn't so much an issue of subcultural resistance. (Though if you speak to women otaku they will describe real-ju and gals as mainstream culture.)

Mimi:

It does seem like different clusters of otaku have different orientations towards subculture and resistance. Izumi draws out the important point that the early origins of otaku culture can be found in train clubs at elite universities, and a kind of upper class nerd masculinity. With the growth of girl otaku culture in the eighties and nineties, however, I think the focus shifted to more lowbrow media like anime and manga and a stronger working class orientation. As Daisuke suggests, for these young women, it is about carving out alternative spaces for subjectivities that are different from normative masculinities or femininities and more mainstream status hierarchies. When we turn to the case of anime fans in the US, the situation is different still, where as Lawrence Eng writes, otaku are "reluctant insiders" who have a marginalized but generally middle class subjectivity. In many ways, the otaku in the US have some similarities to the early otaku cultures in Japan, in that they tend towards well educated middle class youth who don't fit into the mainstream and "popular" gender dynamics, and are engaged in more of a subculture of appropriation rather than of resistance to power.

A key contribution of the book is its attention to gender-issues. How do women fit into Otaku culture? To what degree have they sought to define their own space and identities apart from those of male participants? What differences exist between the role of women in different forms of Otaku cultural production?

Daisuke:

Fujoshi [women otaku] often say, half-jokingly that "Society didn't create porn for women so we had to make our own." Romantic topics are a big part of women's interests and consumption, more than you see with men's content. Boy love content is an extension of this interest. Because they are women who are proactive about consuming romantic content, they are a good fit with otaku culture.

Izumi:

Even in the early years, I think there were women otaku. As Azusa Nakajima writes in Communication Zen Shoukou Gun [All Communication Symptoms Group], there were small numbers of women in the eighties and nineties who were readers of boy love genres in magazines like JUNE. This period was one where a women-centerd consumer and dating culture was at its peak, and there was no way that otaku with an interest in fantasy could be in the mainstream.

After 2000, however, we started to see consumer culture starting to loose its sheen with the bad economic times and declining interest in dating culture. Otaku culture began to gain attention as an alternative way of having fun. One symbol of this was the boom around Densha Otoko [Train Man] a popular story of a young otaku who was able to navigate a romantic relationship with the support of an anonymous online forum. After that, suddenly otaku had an image makeover.

Among women, the environment has shifted to become much easier to come out of the closet as otaku. Until recently, there was the stereotype that otaku were all young men who couldn't get a date, but more increasingly, women also began to feel that they were also otaku and started to claim the term. That's when you saw the blossoming of female otaku culture. Although male and female otaku are both a bit socially inept and have an interest in fantasy, what kinds of fictional worlds they pay attention to are different.

When male otaku look to fictional worlds, they focus on specific characteristics and components of beautiful girl characters, such as the shape of their face, or sexy body parts. This is why, as Azuma describes, they engage in "database consumption" in engaging with these different components. Women, however, rather than focusing on these individual parts, focus on the relationship between characters, such as who is dominant and submissive or the types of romantic pursuit, drawing more attention to the story and environments of the characters.

Because of these differences, female otaku started to identify themselves with the ironic term "fujoshi" [rotten women], and today fujoshi culture is in many ways more active then male otaku culture. One indicator of this is the fact that at Comiket (the largest fan comic convention in Japan), the first two days are centered on female content, and the last and final day on mens' content.

Another real strength of this book is its focus on cultural geography, on the "scenes" where Otaku culture gets produced and consumed. How might we understand the place of Akihabara in creating and sustaining Otaku culture?

Daisuke:

When I talk to young college student otaku in their twenties, a suprising number of them go to Akihabara. They'll go to get some electronic parts, materials to build their own anime figures, or to play card games in the Kentucky Fried Chicken there. And of course there are times when they go to purchase consumer electronics or to go to a maid cafe. It's not necessarily, however, because Akihabara is sustaining the core of otaku culture. It feels to me like young people are consuming Akihbara as source material for their communication. If we need to get electronic parts, we might as well go to Akihabara! Or if we're going to play card games together, how about we do it in Akihabara.

Izumi:

I also agree that Akihabara doesn't actually directly sustain otaku culture. It's already losing its centripetal force as the center of otaku culture. One reason is that Ikebukuro's Otome Road has become a different center of female otaku culture. Another reason is the rise of social media, which has led to otaku gathering more in online space rather than in real life.

Originally, as an electronics district producing models and machines, it was a place for science-oriented young men to gather before it was a place for otaku. (The mecca of train otaku's Transportation Museum was located there until 2005 too.) That was the basis for it transforming into an otaku mecca from the later nineties through the mid 2000s. After that, stores selling hardware starting converting to maid cafes. In this way, stores shifting from selling hardware and things to selling communication as a way of making Akihabara distinctive, and suddenly the sense of place became much more lightweight. Now with the growth of social media, Akihabara has lost its central role as a gathering spot for otaku.

Mimi:

I've also noticed a lot more mainstream media attention to otaku culture and Akihabara. When you go to Akihabara these days, it seems like there are more tourists and mainstream folk wanting to consume and observe an exotic subculture rather than the place being dominated by actual hardcore otaku. It feels like a theme park for fan culture, which is fun in a way, but also different from being the real core site of otaku activity. Ikebukuro and Nakano still have a bit of that more closeted and subaltern feel to it that Akihabara used to have though, so maybe the scene is just evolving to accommodate more variety in how people want to engage in otaku culture.

Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.

Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.

Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.

"It's 2012. Do You Know Where Your Avatar Is?": An Interview with Beth Coleman (Part Two)

You reference your own avatar many times across the book but you do not tell us much about why you chose this self-representation or how you relate to your avatar. So, what's the story?

Henry, it's a tale of two cities, one academic and one engaged. Practically speaking, I had to make an avatar to do research in Second Life, as I would with any social media platform. In the same way, I had to have actual experience with the augmented reality and alternate reality games I describe in the book. So, on the one hand, my avatar is a simply a device, a way into the different platforms and communities I investigate. In a sense, my avatar is like a microphone. I need to have it to conduct research.

With that said, I am glad to be upfront about how my avatar functions because it has everything to do with me--who I am in my different facets as academic, artist, etc. So I will describe Hapi, my Second Life avatar, as an example of this positional Jujutsu. Hapi is a cute, white robot diminutive in size and genderless in affect that designed with Jenny Mu, a graphic artist and game designer from Parsons School of Design. From my point of view, Hapi was happily free of race, gender, or even humanness and that's how we had intentionally designed that avatar.

In my experience, the highly identifiable avatar bodies of MMORPG and other graphical virtual worlds could carry a serious burden of identity. It felt heavy to me to have to represent so exactly a gender or race or even species. Additionally, I needed to find an avatar that other avatars would talk to in neither an overly aggressive nor sexualized way. So, I landed on a cute robot, which is a figure personally near and dear to me. In other moments, you and I have discussed the place of race and gender in the contemporary world, where we both find ourselves liberated from some forms of the historical trappings and, yet, also recreating them. And so, I saw my avatar persona not so much as an alternative or different me, but as a strategic extension of myself.

You include an interview where Cory Doctorow describes himself as "offloading" reading to his students and playing to his wife. I realize he is to some degree joking, but it does raise the question about whether one sentient being can function as an "avatar" for another under your definition. How much control must we be able to exert and how much identification must we feel in order to see something as an Avatar?

Cory, as we know, is scrupulous researcher and a person intensely committed to seeing through to completion the project of a networked open-source world. With that said, he is also an avatar of economy. He makes part of his work the work of outsourcing to the right sources. Alice Taylor, his partner, is an accomplished gamer; Cory will never be that. Thus, free riding over her shoulder is his best education. Boingboing.net, the massively popular blog site of which Cory is one of the founders is based on the premise that other people find the stories on which the blog posts are based. The bloggers of Boingboing do not do "original" research in the traditional sense; they aggregate information (one of the exceptions to this is Xeni Jardin and Cory's first hand reports from Occupy Wall Street last winter). Cory describes this process of managing what would be for most of us information overload. He has tagged something about the aggregated now--the avatar effect as it were--that we need to attend to in moving forward. As for his students, Cory is pretty clear that he gives away books and asks students to report anything interesting. The students become proxy readers, but in a way that seems mutually beneficial and relatively transparent. If you think about the medieval formulation of the university and how graduate students are apprenticed, this seems like a relatively ethical approach.

What roles do you think telepresence plays within participatory culture?

Telepresence, or what I am calling copresence (the sense of being present with someone via mediation), is huge for participatory culture. We are moving unerringly toward a more graphic and increasingly real-time mediation. One of the things I underscore in the book is the idea that people in their everyday engagement of networked media create all kinds of innovation and intervention. I cite your work and that of Stefana Broadbent and Mimi Ito to support this point. I see copresence as one of the critical factors in how we move forward.

If my ideas of X-Reality hold--that online and worldly engagement become increasingly meshed--then copresence is a critical aspect of that progression. We feel each other across the networks. We strategize for regime change or denial of service attack or group buying power across these networks. The more vividly we feel each other's presence the more effectively and passionately we can work together to achieve our ends.

What do you see as the distinction between "users" and "agents"?

Users, as I quote scholar Wendy Chun, get used. Agents are activists. I don't mean exclusively political activists but, rather, the profile of one who engages. You yourself have talked about the importance of avid fan networks in the transitional state of moving from active viewer to active maker. I see this formulation of agency as the critically important to the theories of network society and open-source models that we find in influential thinkers such as Manuel Castells, Yochai Benkler, and Lawrence Lessig. In One Way Forward, Lessig's most recent book, he takes as a given that We the People are agents, the authors of our destinies. He also says that that We the People is a sleeping giant that needs to awake to its power. I agree that we need to awaken to the power of networked agency. In my mind, X-Reality and copresence are tightly bound up in a notion of twenty-first century agency.

You use various metaphors - especially "supplement" and "augment"--to describe the ways we use digital communications in relation to face-to-face contact. Both of these imply a complimentary rather than oppositional relationship between the two. Elsewhere, you make the claim that human agents are "not entralled by technology." How would you respond to critics who think we spend too much time in "virtual worlds" or in front of "screens"?

We spend a lot of time in front of screens. For my two bits as a media designer, I want to see us take these screens outside as often as possible, and I would like to see as much heads-up engagement as we can muster. What I see is people making the technology work for them by any means necessary. I invoke the Malcolm X adage because it is crucial to our sense of freedom and agency that we control our network outlook--our avatar.

I say this because of the data battles on the horizon. We have a shockingly new and powerful economic model where our data flows fuel the engine of Google or Facebook or other social media sites. We are at a moment when we need to consider seriously how we use network media to augment our lives--create greater opportunity for real-time and copresent exchanges. We are also at a moment when we need to reclaim our avatar

imprint, our data trail, as our own.

In this sense, my concept of augmented reality and mediation as a supplement to face-to-face presence are not metaphors at all. We actually use these mechanisms as we would a pair of glasses or a cane--we use them to see ourselves and each other more clearly. Think about whether you would rather lose your computer or your cell phone.

Most millennials would say without hesitation junk the computer. The hardware is nothing. The pervasive connection is everything.

You attempt to update Sherry Turkle's discussion of people as "cycling through" virtual identities. What do you see as having changed since she wrote her book, Life on Screen?

I don't think people cycle through. I think people use their online personas to extend, augment, and help actualize who they are in the world. I see what has historically been called "the virtual" as a contemporary aspect of augmentation. We don't think of a telephone call as "virtual;" we think of it as extending connectivity beyond geographic limits. I am suggesting that online engagement should be thought of in the same way.

For business people whose only engagement with "cyberspace" in the 1990s was their Blackberry connectivity, this has always been the case. Today for teenagers using mobile and social media to make status updates in real-time, this is also the case. There is no

separation between the "virtual" and the "real."

You compare your "virtual cannibal" with "Bungle the Clown" in Julian Dibbel's classic essay, "A Rape in Cyberspace." What has changed about "transgression" in online communities since Dibbel wrote his essay?

When Julian wrote that essay in the early 1990s we were both working as copy editors at the Village Voice. I saw in that piece and in that moment Julian framing a generational experience: we were the first generation of networked users to play wildly and freely in this undefined space of online. Subsequently, post-deluge, there are multitudes of us online. Julian translated a boutique experience to many.

Now, as I describe with the virtual cannibal, anyone can embark on a quest to find the edge of comfort and culturally acceptable behavior. There are two main points for me in understanding the experience of the virtual cannibal. First, we can Google extremist cultures and fairly easily join in the rumpus; in effect, as all things are more findable,

the historical idea of marginal cultures changes. The global jihadist movement illustrates this vividly. So does the sustained glee of the burners (Burning Man participants).

Second, the things we experience in simulated or virtual space are actual events in our lives. Julian's story of Mr. Bungle has often been interpreted as a cautionary tail of the raging id of online life. I see it in a different way. I think "A Rape in Cyberspace" tells us, from very early one, that our actions online have clear, connected impact on our lives in the world. I think he tells one of the first proto-X-Reality stories, even if it has not been generally interpreted as such. The difference now is that transgression is normal, not exceptional, in an era of avatars and that everyone can be Mr. Bungle. 4chan certainly figured that out.

You end the book with a discussion of alternate and augmented reality games. What do these experiences teach us about living in relation to "x-reality"?

I think the most important technologies we see coming online today augment reality in some form or another. Whether it is a game played across a city (an alternate reality game) or a handheld-device with real-time feeds, we are experimenting and rapidly prototyping technologies of augmentation. We see a profound augmentation of reality in how movements such as Occupy Wall Street or the occupation of Tahrir Square or even the Tea Party all use network media for collective action. This is X-Reality in action. But I still hold near and dear to my heart (and my analysis), the everyday use of avatars as augmenting reality. X-Reality describes the way in which people right now make manifest a collective power and individual agency. I know, it's a tall order. Nonetheless, it seems that we have amazing, vivid examples of this kind of heroism all around us.

Professor Beth Coleman believes in the power of storytelling to transform the world. She works with new technology and art to create transmedia forms of engagement. She is the director of City as Platform, Amsterdam, a Faculty Fellow at Berkman Center for Internet & Society, Harvard University, as well as a professor at the Institute of Network Cultures, Hogeschool van Amsterdam. From 2005-2011, Coleman was an assistant professor of comparative media studies at MIT. As an artist, she has a history of international exhibition including venues such as the Whitney Museum of American Art, New Museum of Contemporary Art, and Musée d'Art moderne Paris. She is the co-founder of SoundLab Cultural Alchemy, an internationally acclaimed multimedia performance platform. As the newly appointed co-director of the Critical Media Lab and a professor of English Literature and Languages at the University of Waterloo, Ontario Canada, she continues to work internationally with collaborators in through Africa, Europe, and Asia. Her book Hello Avatar is published by the MIT Press.

Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part One)

Over the past several decades, there has emerged a significant body of academic research in Japan which looks at Otaku culture -- that is, the culture of a technologically literate segment of the population which is characterized by their impassioned engagement, skilled reworking, and intellectual mastery over elements borrowed from many aspects of popular culture, including not only anime and manga, but also games, popular music, digital culture, even history or trains. So far, relatively little of this work has been translated into English, which means that Fan Studies as practiced in the United States and Otaku Studies as it has developed in Japan have largely been autonomous fields. In practice, they have much to learn from each other, including forcing scholars to be more attentive to the cultural specificity of various fan practices, identities, aesthetics, and ideologies. This is why I was so excited when I saw an advanced copy of Fandom Unbound: Otaku Culture in a Connected World, edited by Mizuko Ito, Daisuke Okabe, and Izumi Tsuji, and bringing together works by leading Japanese and western researchers interested in Otaku culture as both a national and transnational phenomenon. In many ways, the book represents a bridge between the western work on participatory culture and networked publics (represented by the kinds of work shared here by Ito and Lawrence Eng, among others) and work from Japan which has tended to be more rooted in critical sociology and postmodernism.

The collection represents a surprisingly diverse range of different kinds of fan practices -- from the previously mentioned train watchers to cosplay, fan subbing, music video production, model building, and amateur comics publishing. A strong strand running through the book concerns the different locations (geographically, culturally) and networks (material and digital) through which Otaku culture unfolds. Given the three editors' ongoing interests in forms of informal learning, there is also a strong focus on how these cultures reproduce themselves, how they recruit and orientate members, how they pass along core knowledge, and how they share resources towards common ends, all of which can add to a larger discussion about the nature and motivations for participatory culture. A solid introduction helps to situate these essays in larger critical conversations about Japan and its cultural impact on the modern world.

The three editors have graciously agreed to be interviewed for this blog, so over the next three installments, I am going to share some of their core insights about the project of Otaku Studies and the place of Japanese fan and geek cultures in an era of transnational cultural flows.

The term, Otaku, is clearly a contested one and each chapter adds some new nuances to our understanding of it. Yet, it seems important to have at least a starting understanding of the concept to help frame this interview. What do you see as some of the unifying features of Otaku culture?

Mimi:

Yes, otaku is a clearly contested term, and one that has continued to evolve over time, and as folks overseas have taken up the term. In our book, Lawrence Eng has a chapter that looks extensively at how the term was first introduced to the US.

Izumi:

The conventional view of otaku is that are people who have a high degree of affinity with fictional worlds depicted in media, and that they are poor at relating with people in the real world. Until recently, otaku culture was dominated by men.

Mimi:

As otaku culture has become more mainstream and more international, I think it is slowly beginning to be seen in a more positive light.

Daisuke:

Personally, I like Toshio Okada's definition of otaku culture as "a culture that enjoys the craftwork involved in artistic works."

Mimi:

I've thought of otaku as inhabiting the space between what in the US we associate with "fan" and "geek" culture. It's a media-centered geekdom that exhibits fannish enthusiasm and the pursuit of esoteric knowledge, a strong orientation to remix, amateur DIY making, digital technology and P2P communication. There's a focus on the media types of manga, anime, and computer games, though as you'll see in our book, there are other kinds of otaku culture that might be less familiar for US readers such train otaku, political media otaku, and the game arcade scene.

Many of the essays capture a sense of "shame" or "uncertainty" about the status of the Otaku, especially when read against the more empowered or defiant discourse of American fandom. Why has the Otaku been such a troubled figure in Japanese culture? And how do we reconcile this sense of shame with the scope and scale of Otaku activities? American fans would dream of a more or less dedicated fan district (Akihabara) in a major American city!

Izumi:

Otaku culture has been a destination for upper class young men who have fallen off the status ladder. In the postwar period, at least until the period of rapid economic growth in the sixties, I don't think that it was shameful for men to have otaku tendencies. Young men who were not very oriented to the opposite sex, attracted to fantasy and the imagination, and highly knowledgeable were actually called with respect "Hakase-Kun" [Mister Professor]. An orientation to knowledge and expertise was considered valuable in the pre-war period for the work of the empire building, and in the postwar period, for economic development. After the growth of consumer culture in the seventies and beyond, however, certain forms of masculinity started to become irrelevant. Those folks who couldn't quite adapt to these new social changes, and continued to embrace prior masculine values, began to be labeled as otaku.

Mimi:

After the shift to a more consumer and media centered otaku culture in the eighties and nineties, we saw otaku culture being associated with more lowbrow and feminine cultural forms with a much stronger skew towards fan culture, manga, electronic games, and anime. We also saw the growth of depictions of what many people would consider "alternative" forms of sexuality, including a strong fantasy component or in the case of girl culture, "boy love" genres that resemble slash genres in the US. In the eighties, there was also a high profile case of a rapist-murderer who targeted little girls, and was involved in anime porn. All of this has contributed to a sense of otaku culture being deviant or shameful. At the same time, the esoteric, alternative and subcultural dimension of otaku culture is also part of the appeal. It has become a kind of zone of cultural tolerance for non-mainstream imaginative life. This is why it is such a thriving subculture that is increasingly out in the open in the urban districts like Akihabara and Ikebukuro, even as individuals may hide their personal involvement in it. As Daisuke describes in his chapter on girl otaku, there's often great guilty pleasure to be had in sharing insider references with fellow otaku, but hiding their identity from their family, boyfriends, and mainstream peers.

What can you tell us about the context in the Japanese academy that these essays emerge from? There is now a thirty year plus history of American Fan Studies research. Is there an equally long history of Otaku research in Japan or is it a relatively new field?

Daisuke:

I think we can probably peg the start of otaku research to the publication of Shinji Miyadai's Dismantling the Subcultural Myth. Before that, there were commentators like Akio Nakamori and Toshio Okada, but academic fan studies is about twenty years old. Since then, we've seen otaku research get some traction in sociology, cultural anthropology, psychology, media studies, and communication studies. It's been in the past five to ten years that we've seen it becoming less rare for a graduate student to want to do their thesis on otaku culture. Today, otaku studies is flourishing, but it is a relatively new field.

Izumi:

As you see in the essays in our book, otaku culture research has developed largely out of sociology. There's two reasons for this. One reason is that otaku were seen as antisocial and as a social problem, so they were taken up as an issue for communication research. Conversely, although people are beginning to recognize the value of the content of otaku culture, it took some time before it was taken seriously as an object of academic study. Even today, scholarly humanistic study in Japan centers on more traditional cultural forms, and content associated with otaku culture is generally taken up by more journalistic commentators. As a result, sociological approaches have tended to take the lead in Japan's otaku culture research.

One key body of trailblazing work was conducted by a team led by Shinji Miydai in the nineties, which involved survey work among college students. They were able to demonstrate, though quantitative research, that the youth-centered consumer culture gave rise to both the street and fashion-savvy consumerist _shinjinrui_ [new breed], as well as the anti-communicative otaku.

Compared to fan studies in the US, Japanese otaku culture research has become fragmented. I feel it's a problem that we don't see the development of broad and systematic research. Sociology has taken up the problem of communication, literary studies has taken up the content focus, and internet researchers have taken up the topic of online media, but very little of this work is organically linked. Many famous otaku theorists who followed Miyadai, such as Hiroko Azuma and Tsunehiro Uno, have conducted sociological research but are not trained as sociologists. Since the nineties, work has been sporadic and dominated by one-off studies, and while there have been some exemplary works (some of which are represented in our book), but no single systematic "otaku theory" that unified this work.

The fragmentation of research based on different characteristics of otaku culture, and the fact that historically there has not been an organic link between this works, seems to be a difference with US fan studies. One reason for this weakness may be that Japan has few anthologies like the book that we have just put together.

Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.

Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.

Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.

"It's 2012. Do You Know Where Your Avatar Is?": An Interview with Beth Coleman (Part One)

I first met Beth Coleman when she spoke at the first Race in Digital Spaces conference, one of two joint events hosted, curiously enough, between MIT and USC in 2001-2002. I wrote at the time, "

Cyberspace has been represented as a race-blind environment, yet we don't shed our racial identities or escape racism just because we go on line...The concept of 'digital divide,' however, is inadequate to describe a moment when minority use of digital technologies is dramatically increasing. The time has come to focus on the success stories, to identify examples of work that has increased minority access to information technologies and visibility in digital spaces."

Coleman was there as an academic speaker on one of our plenary panel and in her guise as Dj Singe from Soundlab Cultural Alchemy, she performed alongside DJ Spooky and others. This helped to cement in my mind the image of Coleman as a gifted theorist/scholar, artist/performer, and activist, who was going to help teach us to think in new ways about digital experiences and identities.

Flash forward to the present moment. I brought Coleman to MIT to be a colleague in the Comparative Media Studies Program where she taught for many years. She's continued to do cutting edge work not only in sound design but also in transmedia and locative media experiences. And she's just come out with a hot new book, Hello Avatar: Rise of the Networked Generation, which is making people's heads explode.

You may think you know all about avatars and virtual worlds: this was what we were talking about with great anticipation five or six years ago, and what has fallen from grace once everyone got past the buzz about Second Life. But, Coleman is turning this concept on its head, getting us to think about what she calls "x reality" which lies at the intersection between our digital and physical identities, thinking of our new social media as themselves places where we construct and deploy avatars, and thinking about new forms of information and entertainment which are going to be part of our fused identities in the not so distant future. I had watched the book develop over time, but nevertheless was surprised and intrigued by some of the reframing of its core concerns which had taken place in the past few years. It's a short book but it packs a wallop, as I think will be suggested by this interview.

Reading Clay Shirkey's introduction, I am reminded of our three way exchange about the future of Second Life which was conducted via our blogs. You and I were far more optomistic than Shirkey about the long-term impact of this early virtual world. What are your thoughts reflecting on the issues of that debate with 20-20 hindsight?

In a nutshell, Clay was right. Second Life was too hard to use and too

essentially dorky in its "sexy avatar" ethos to achieve and sustain a broad

popular interest. Although it aspired to be a kind of Facebook, where people

would use it as hub for information, it was not that for multiple reasons. That said, Henry, I think that you and I got the spirit of the thing right. We were both pointing to the aspirational uses of the site, where people as represented by their avatars strove to create often utopian spaces. I am suggesting that those utopian space (even when they come in rather dystopic forms like my virtual cannibal) present actual events in

peoples' lives that they use, often, as a point of leverage to transform themselves. And that is what I argue in the book. Sure, Second Life was a powerful chapter in the innovation of graphic networked engagement. But the big change in network engagement is what I am calling X-Reality: the sense that all our worlds, spanning the simulated to the bodily, are working toward a greater sense of an avatar existence. In short, we are neither "virtual" or "real" but rather these networked creatures whose technologically mediated exchanges directly impact our worldly experience. The #occupy movement, the Arab Spring, even Obama's election campaign make it achingly clear that we are now occupying X-spaces in a way that we were not at the turn of the century or in the 1990s. I think Linden Lab (the creators of Second Life) got their own message wrong. If they were creating a cyber-escape from reality, then they did not realize what

century they were working in.

Given what we now know about Second Life, what do you see as the likely future of virtual worlds?

We will only see more graphically rich interactive spaces. In my definition of virtual worlds, I include Facebook and other kinds of social sites where we create by text, image, and sound the image of ourselves--the avatars as it were--that we use as our public faces. This type of "virtual" representation is not new. In the book, I talk about the concept of "persona" in ancient Rome, where one's reputation as citizen was based on how one crafted a public face.This crafting of a public face is happening at a global scale today with the support of social network platforms. In this sense, the virtual worlds of our

network persona are now a part of daily life. And the scale at which we engage

this type of virtual world is immense.

In terms of the traditional, more narrow definition of a virtual world as a walled garden of text or graphic space....well, small, distinct user communities will always populate these platforms. But for the real future of the virtual world, we have to think about the value of shared, real-time visualization tools applied to the pressing issues of the day. Mapping radiation levels in Japan, crisis mapping across Kenya...these are recent historical events that illustrate the value of shared real-time graphical/informational tools. It is

no longer a virtual world. It's a networked one.

A key concept running through the book is that of "x-reality." What do you mean by this term and how does this approach differ from some older ways of talking about online experience?

At base, I use the term X-reality to signal that we are no longer role-playing online, trying out identities as it has been proposed, but, rather, that we have harnessed the power of online networks to build the world we would like to see. That it is a real world we are building is clear; that this real world includes all kinds of technological mediation is also clear. In this sense, X-Reality is a break from prior theories of online engagement.

Historically, and here I am thinking of Sherry Turkle and Julian Dibbells' seminal work in the 1990s exploring online communities (but we find the same perspective in the cyberpunk of William Gibson, the technofuturism of Wired, and the libertarian hacker ethos of the code writers and legal activists of the "free" Internet), cyberspace was a space away from the rest of the world. It was a place of adventure, play, and marvelous experimentation for the few who learned how to engage in that technologically compelling and difficult space.

So it is a moment of legend, where hackers were cowboys and everything was up for grabs as long as you left the body and any ideas of embodied experience out of it. Now, some twenty years after launch of the World Wide Web as the popular (and graphical) adoption of the Internet, we see a different world. In my estimation, it is an X-reality world. I mean by this idea of X-reality that we, as networked subjects, as people who engage in mediated communication of many sorts all the time, live our daily lives somewhere between what had been the virtual and what had been the real. In other words, when you send me a text message or follow me on Twitter, you are using all manner of real-time mediation without even worrying about the fact that we are reaching each other in what might reasonably described as "cyberspace." As with the telephone and other real-time media technologies we have incorporated into our lives, we have reached a point with online networks where the distinction between the virtual of mediation and the real of embodied experience mash up into each other. In other words, increasingly we understand our world to be a porous one where the events of online exchange influence the events of the physical world. We are neither virtual nor real but a mix of theses states. And this is what I am calling X-Reality. One of the things I am grateful for is that we do not see a strong first world-versus-emerging world bias here. This is not about reliving the PC revolution of North America and Central Europe of the 1990s. The shift to X-Reality is a global one.

Another core concept here is that of the Avatar which you descirbe as a "figure of transition." How are you defining avatar in this book? What roles do avatar play in social and mobile media as opposed to in virtual worlds?

As I discussed a bit above, I think that we all engage in deep avatar play, regardless of the platforms we use. So, for example, in a classic virtual world, you will have a little figure running around a graphical or textual world that represents you, one way or another. But the space for greatest cultural shift around avatars has not so much been virtual or game worlds but the pervasive use of social media. We are everyday using mediated forms to represent us as proxies. Avatars are figures of transition in the sense that we have already arrived at a moment where it is normal to have your Twitter persona or your Facebook page convey important information about who you are. Essentially, I think James Cameron got it right with his vision of science fiction jungle utopia. In the film Avatar, the avatars were figures of transitions, conduits to a fuller self for the protagonist Jake Sully. In our everyday experience of avatars we may not be blue, giant, or quite as magical, but we are increasingly recognizing the power of our connectivity and how we might transform ourselves. The transition I see is the shift from an idea of role-playing online to the instantiation of avatars as ambassadors--the networked presence that precedes or augments the face-to-face encounter.

Professor Beth Coleman believes in the power of storytelling to transform the world. She works with new technology and art to create transmedia forms of engagement. She is the director of City as Platform, Amsterdam, a Faculty Fellow at Berkman Center for Internet & Society, Harvard University, as well as a professor at the Institute of Network Cultures, Hogeschool van Amsterdam. From 2005-2011, Coleman was an assistant professor of comparative media studies at MIT. As an artist, she has a history of international exhibition including venues such as the Whitney Museum of American Art, New Museum of Contemporary Art, and Musée d'Art moderne Paris. She is the co-founder of SoundLab Cultural Alchemy, an internationally acclaimed multimedia performance platform. As the newly appointed co-director of the Critical Media Lab and a professor of English Literature and Languages at the University of Waterloo, Ontario Canada, she continues to work internationally with collaborators in through Africa, Europe, and Asia. Her book Hello Avatar is published by the MIT Press.

Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part Two)

What aspects of the Long Tail theory do you find convincing as a means of explaining what kinds of content will thrive in a networked culture? What do you see as the limitations of this model?

I don't believe the Long Tail exists, neither socially nor economically. The Net has permitted the emergence of a certain unsatisfied demand, but it is very small. The physical barriers to analogue distribution are greater on the Net. Added to that, the most difficult barriers to break down are the social, cultural and psychological ones. For example, World Cinema in the United States: before it was not possible to see these films because they weren't distributed, but even with the Net, the viewing of them has not increased. This is spite of them being free in many cases (P2P or Megaloud).

Some have imagined that user-generated content will eventually displace commercial media content (seeing this either in terms of a liberation or a decline). Yet, you seem to be suggesting that different kinds of content will co-exist on the web for the foreseeable future. In such a world, what mechanisms will need to exist to help viewers find content which is meaningful and pleasurable to them?

It is a Utopia. I think that the UGC will grow considerably in the next few years, but will coexist with professional content. The new viewer will be omnivorous but we can't generalize, it is necessary to distinguish. A film is not the same as an application for an iPhone or a poem. There is content which will greatly develop but it is difficult to imagine that USG will substitute professional content. This needs a large investment of capital which needs to be translated into income or corporate earnings.

You are generally dismissive of what you call "the utopia of free-of-charge." Yet, many have wondered how they can develop business models to get people to pay for content given these expectations. What steps do you foresee which might enable a transition from "free" to "paid" content models on the web?

Small subscription payments and advertising cannot sustain the current investment in content. It's impossible. The content should be more attractive to people to the point where they are willing to pay. I think we should maintain the neutrality of the Net and wait for innovations from the users and the logical evolution of the social networks. Facebook and Google set the standard. New business models will also appear with low profits and prices which are more attractive to users. But, advertising investment in the internet is still small and, added to that, all advertising which exists on the Net is not going to finance content (yellow pages).

Much of the book is spent describing some of the risks that television content producers face in the digital era, yet you also identify some advantages of operating across these media platforms. What are some of them?

The risk for the content producers is the difficulty they have in making money from the internet. The use of the internet is on the rise and the income from it is not increasing at the same rate. The advantages come from the fact that the net is a cheap and efficient system of distribution. It can unite producers and consumers and thereby exclude the intermediaries from the supply chain. I sometimes dream about millions of consumers in the world who can pay a little to watch a hit film, an episode of a series or to read a newspaper at a price which is much lower that what they are paying today. For the rest it could be free. This would be a good business for the producers. It is economy of scale.

Throughout, you seem skeptical of some of the claims made for collective intelligence emerging via networked communications. Where do your reservations come from?

For me it is very difficult to understand the concept of collective intelligence. The example of Wikipedia is usually given, but the management of the information demands time for it's organization and structuring. A company can do this much more efficiently than an army of net surfers. I am also not convinced by the idea of giving our individual know-how for free for the benefit of the collective. At the root of it is work. Although I also believe in the free-time productivity of the net users. We will see over the next few years how this matter develops.

What do you see as the biggest threats to the hopes for the web remaining a more participatory medium than previous forms of broadcasting?

The interests of traditional companies: media, Hollywood etc. This is a medium that they do not control and from which they do not obtain sufficient profit. They lose more than they earn (those who read the press on paper Vs those who read it digitally, a cinema goer Vs a net viewer). The most successful companies on the net are those which do not have content: Google, Facebook, iTunes, Amazon etc. Companies will try to question the neutrality of and to limit the freedom which exists on the net. The signing of the ACTA agreement by different countries is a clear signal of the danger. They are also going to defend the current system of control of content, that's to say, conventional distribution via different methods (cinema, video, cable, etc.). They are reluctant to release content using the new global distributors such as iTunes, Netflix, Facebook or Microsoft with the XBOX etc.

Another big threat for the internet as a participatory medium is the privacy control of personal information on social networks. Also, the collection of data regarding people's surfing habits which other companies are interested in, in order to target their marketing campaigns, as the press highlighted days ago.

I am also a great critic, perhaps unfairly, understanding that their thesis could be more pertinent than mine. But the majority of people don't have much to say. It is the convenience of passivity and the lack of "habitus" which was highlighted by Bordie. To be an expert takes a lot of work. There have always been social networks. When the Bastille was stormed the internet did not exist.

Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).

The Past and Future Histories of Books: An Interview with Ted Striphas (Part Two)

You trace the surprisingly long history of Barnes and Noble as a book store which has transformed itself many times across the 20th century.  Given this nimbleness, why have we seen so many brick and mortar bookstores close over the past decade or so? Is this simply the next stage in their evolution or does it represent a more fundamental shift in the place of bookstores in our lives?

This is a wonderful and challenging question, Henry, because bookstores mean so many different things to different people. The best way for me to answer it is to think about what Amazon.com has done to the idea of a bookstore. The company has succeeded for many reasons, chief among them a commitment to low prices. But it's also succeeded, at least with books, because it's taught consumers that many of the things people liked best about physical bookstores could be reproduced online, often algorithmically. I wish I had a dollar for the number of memoirs I've read about readers and their relationship to particular (often independent) booksellers. They often wax nostalgic for how their favorite bookseller just seemed to know which books would most interest them. Well, along comes Amazon, which can perform more or less the same service but without direct human intervention. That may be a drawback for some, but many people avoid buying books about sensitive issues -- say, sex, mental illness, or divorce -- for precisely that reason. What Amazon has done so successfully is to create a bookselling environment that mimics most of the strengths of traditional bookstores while at the same time throwing their many drawbacks -- most of which people just accepted as the status quo -- into sharp relief. Oh...and Amazon is always open.

I don't have any grand prognostications about the future place of bookstores, beyond wanting to sound a note of caution about Amazon. It wasn't all that long ago that Amazon deleted pirated copies of George Orwell's 1984 from its customers' Kindles. Can you imagine another (physical) bookseller breaking into your house in the middle of the night to reclaim a pirated copy of a book you'd just legally purchased? Amazon says it will never do something like this again, but because every Kindle is "tethered" to the company, it will always possess the capacity to do so. Similarly, that Amazon accidentally de-listed gay and lesbian themed books from its product catalog a few years ago, re-indexing them as pornography, tells you something about the delicacy of its computer systems. What are the implications of delegating the curatorial work of culture to databases and computer algorithms? That's a question I'm pursuing in my current book project, on the topic of "algorithmic culture," and have posted about at length over on my Late Age of Print blog.

When you ask about "a fundamental shift in the place of bookstores in our lives," these are the types of questions that arise for me. And they're not exactly the kinds of questions we've had to ask about bookstores in the past.

You see the introduction of the ISBN code as a key moment in transforming our contemporary relations with books. What led to this innovation and what impact did it have?

I had the good fortune of receiving a very positive review of The Late Age of Print when it first came out, in UK's Guardian newspaper. The reviewer admiringly called me a "distribution nerd" because of my enthusiastic discussion of the ISBN. I haven't lost any of that exuberance, as you and your readers are about to discover!

The ISBN is a simple, elegant, and effective code, one that tells you just how wired the book industry is. In fact, it's one of the things that tells you that book publishing was among the first wired industries, period, despite the fact that people tend to think about it as behind-the-times.

Basically, in the 1960s, a British bookselling chain confronted a practical problem: how to inventory all of its books and coordinate stock among its numerous stores? The company's management team studied the issue and later convinced a trade organization to agree to a book coding standard -- what was called the "Standard Book Number," or SBN, later to be known as the ISBN when it was adopted internationally. Originally it was 10 digits long; in recent years it's grown to 13 digits. With this you can electronically communicate a book's language or country of origin, as well as its publisher, title, edition, and binding. That's an astonishing amount of information to convey in such a tiny amount of space.

I see the development of the ISBN as a technological counterpart to advertising, public relations, and other types of "ideological" work that the culture industries routinely engage in. So much of the story of popular culture in the United States in the 20th century focuses on how "captains of consciousness" -- people like Bernays and others -- helped to square capitalist production and consumption through their work. And yet, their work would have amounted to little had there not also been an adequate infrastructure in place for book publishing and other industries to coordinate the distribution of their products. It's much sexier to talk about "swaying the masses" than it is to discuss product coding, and yet the latter is no less significant to the story of popular culture than is the former.

You discuss the debates around the contribution of Oprah's Book Club to contemporary print culture, but now, Oprah is off the air. To what degree was the impact of this institution linked to the nature of broadcasting? Could Oprah's book club have functioned the same way in a digital environment? If not, what kinds of digital practice might be encouraging people to read more rather than less (as seems to be the fear of many cybercritics)?

I really appreciate how you've inflected this question now that "Oprah has left the building," as it were. One of the reasons for the success of Oprah's Book Club was Winfrey's repute and notoriety, but celebrity alone can't explain why a TV personality became such a major force in the book world. One of the claims I make in The Late Age of Print is that Winfrey and her producers cleverly tapped elements of the televisual medium to make the Book Club successful. So, for example, they were sensitive to the seasonal dimensions of television viewing; recommendations for long books tended to coincide with the end of the regular television season in May, thereby giving readers plenty of time to read the selection before the new season of Oprah began in September. Similarly, Oprah Book Club shows were carefully segmented in such a way that even those who hadn't read the latest selection wouldn't feel left out. It was an extremely adept, decade and a half-long example of how to marry books and television, happily.

What the Oprah example suggests, moreover, is that printed books and printed book reading can be encouraged in digital environments given the right type of strategy and, more importantly, the right sensitivities to the affordances of digital media. That's already emerged, in fact, around Goodreads, which is a site combining social networking and online conversation about books. Amazon, too, is experimenting with a social network, its version architected around the Kindle. Readers can opt to share passages they've highlighted in their Kindle books with people who have decided to follow their feeds. You can opt to Tweet those passages, too, complete with ready-made hashtags meant to encourage response.

The intention seems to be to virtualize and deterritorialize the traditional reading group. The question critics are now starting to ask is, can you have a meaningful conversation about a book in settings mediated by hardware, software, and code as opposed to, say, paper and one's living room? These digital systems are still in their infancy, so in my view it's too early to tell. Having said that, I don't see why, perforce, you cannot have a deep and intelligent discussion about books online, even in installments of 140 characters or less.

Given the centrality of Harry Potter as a case study in the book, I wondered what you thought the Pottermore announcement suggests about the ways that, as you write, "printed books and electronic media can complement each other"?

The Pottermore site, J. K. Rowling's new digital hub for selling Harry Potter e-books, encouraging fan involvement, and promoting Harry Potter more generally is probably the biggest thing to happen with the boy wizard since I published The Late Age of Print. And, sure enough, it does certainly suggest the complementarity of atoms and bits, paper and pixels.

Having said that, Pottermore also seems to me to point to something even more interesting: Rowling's desire to maintain what you might call "end-to-end" control of the Harry Potter franchise. She's been deeply involved in the production of the film adaptations, even going as far as to have Steven Spielberg removed early on in the process because he wanted to Americanize the stories (for example, by transforming Hogwarts School of Witchcraft and Wizardry into "Hogwarts High"). She's also active in policing Harry Potter copyrights, trademarks, and related indicia, something the Harry Potter Lexicon copyright infringement case from a few years ago made clear. Moreover, until Pottermore, Rowling refused to make e-editions of the Harry Potter series available, fearing for the ease with which digital copies not in her immediate control might end up being pirated. (A footnote: I find it naive to think that anyone can control a digital copy of anything, even if it's digitally rights managed. When I worked at a hardware store in high school, my boss was fond of saying, "locks are for honest people.")

What Pottermore tells me, then, is that Rowling aspires to become book publishing's equivalent to Apple Computer -- something she's quite well positioned to do. And, as with Apple, that type of end-to-end control will undoubtedly have its plusses and minuses, its benefits and frustrations; you get a great product, but it's significantly on another's terms.

Your Harry Potter case study is very much about "piracy," the creation and circulation of unauthorized versions of the book in the developing world, yet many of my readers are also interested in fan fiction as the unauthorized expansion of the Harry Potter universe by its fans. How does this kind of publishing fit within the book's discussion of print culture practices?

Piracy is an issue with a tremendous amount of gray area, one that too often gets presented as if it were simply black and white. Whenever we want to talk about piracy, I believe we need to imagine it as existing along a continuum that includes, at minimum:

1) officially authorized derivative works (e.g., the various novels in the Star Wars series sanctioned by George Lucas);

2) officially tolerated derivative works (e.g., unauthorized vanilla fan fiction that adheres closely to existing narrative universes);

3) possibly tolerated derivative works (e.g., unauthorized fan fiction that pushes the boundaries of or even departs from the standard narrative universe, as in the re-narrating of Harry Potter and Ron's Weasley's relationship as homosexual); and

4) allegedly infringing derivative works (e.g., unauthorized materials that are usually intended to be sold commercially, as in The Harry Potter Lexicon, the Russian Tanya Grotter books, etc.).

What this means, ostensibly, is that almost anyone whose creative work piggybacks on that of another is a pirate, at least to greater and lesser degrees. I realize that's a controversial claim, but at some level it gets at the nature of the creative process, which is all about marshaling and remixing existing cultural resources. That's also in part why, for instance, J. K. Rowling herself has been accused multiple times of plagiarism and copyright infringement, the Willy the Wizard suit being the most recent example. However fresh and captivating her stories undoubtedly are, they nonetheless draw on some of the deepest resources of Western culture, including the narrative of the hero's quest, the genre of the British boarding school novel, and much, much more. (The fact that Rowling has deep, deep pockets is also a major factor here -- let's be clear.)

One of the things that most intrigues me in talking to the students of my "Cultures of Books and Reading" course, where we read my Harry Potter chapter from The Late Age of Print, is the tension that exists between categories (2) and (4), above. I'm always fascinated to hear my students debate where they think the line should be drawn in terms of what constitutes illicit (piratical) appropriation. Most are generally okay with officially authorized derivative works. Some, however, become very upset at works that end up in category (4), even as they admit to being readers and sometimes producers of fan fiction, typically of category (2) and on rarer occasion, number (3). I'm not sure how to reconcile this tension other than to point out that many have framed the piracy issue as a clash between "powerful" and "grassroots" media producers. But there is also significant tension that exists among the grassroots -- which is to say nothing of all of the suits and countersuits that routinely occur among the big media producers.

The bottom line for me, then, is to begin thinking more deliberately about the ways in which law and legal concerns increasingly mediate people's experiences of culture -- this alongside the work you've done in terms of identifying the frameworks that fans and even more pedestrian consumers use to judge the legitimacy of particular cultural goods.

Ted Striphas is Associate Professor in the Department of Communication & Culture, Indiana University and book review editor of the journal Cultural Studies. He research and teaching interests include media history, the digital humanities, and the future of scholarly communication. He blogs about books and digital culture at The Late Age of Print. You can also find him on Twitter: @striphas.

The Past and Future Histories of Books: An Interview with Ted Striphas

Ted Striphas's The Late Age of Print will change how you think about books. Most of the ways we've been taught literature seek to make the print medium itself disappear. We are left thinking about the text as pure expression removed from the material conditions by which it is produced, distributed, and consumed. There is, to be sure, a strong history of work on the history of print and of books, but it still remains highly likely that you can get through most high school and college Literature classes and never really engage with books on that level. Yet, the prospect of delivering these texts through some other medium -- digital, perhaps -- may make many of us passionate defenders of the book as a vehicle for communicating knowledge, as a medium which shapes our experience of reading. So, that's where Striphas starts, with the recurring anxiety that books and book culture may be endangered, but he does not stop there, taking us deep into the history of book stores, book publishing, even the routing process by which books reach consumers. And the result is utterly fascinating.

I had a chance to meet Ted Striphas, who is a professor at Indiana University, when I gave a lecture at Bloomington this past fall, and there we hatched a plan to bring an interview about his book about books to this blog. Throughout this conversation, Striphas gives us a sense of print -- not as a medium at risk, but certainly as a medium in transition.

You titled your book "the Late Age of Print" and your book begins by looking critically at some of the claims being made right now that print culture is in crisis or in active decline. What do you think such writers get right? What do they get wrong?

First, Henry, let me thank you for kindly inviting me for an interview on your blog. What a delight to dialogue with you.

One of the principal claims we hear reiterated about books is how electronic media are, for lack of a better word, their competitors. First it was radio, then it was television, and now it's the internet, video games, and other digital technologies: they're slowly siphoning off the audience for books because of their flash, interactivity, and verve -- or at least that's the story. The upshot is that electronic media are causing books and book reading a slow and agonizing death. This is basically the conclusion that the National Endowment for the Arts reached in its widely cited report from 2004, "Reading at Risk," although similar claims had been made countless times before then in a host of venues.

What the alarmists get right is an appreciation for how books exist within a densely packed media sphere, where more and more media seem to vie for our attention each day. Unfortunately, they tend to glance over just how complex this relationality actually is. Pick up a paperback book and turn it over. What do you see? Endorsements, a summary, maybe a few words telling the bookseller where the volume ought to be shelved. Now look closer, to the part of the book you're not supposed to focus on: the International Standard Book Number (ISBN) and Universal Product Code (UPC). These machine codes tell us that the distribution, selling, and ultimately consumption of books all rely significantly on digital technologies. In other words, the very technologies that are supposedly killing off books also facilitate their consumption. That's a fact that most traditional bibliophiles have yet to work through.

Was print culture ever stable in the sense that these writers seem to imply?

Never. In fact, the claims you've asked me about follow in a long line of fears about new technologies edging out the old, either in terms of the technologies themselves or the capacities they're purported to encourage in human beings. Plato bemoaned the technology of writing for making us stupid, because he saw it as an enfeebling prosthetic for our memories. Rousseau said almost exactly the same thing 2500 years later. During the first century of print, scribes bemoaned printed books for being devoid of the mark of the human hand, suggesting that they were existentially inferior to manuscripts as a result. Ditto Martin Heidegger, who made a similar claim in reference to the typewriter in his lectures on Parmenides.

One of my favorite examples, though, comes from a Massachusetts librarian named J. M. Hubbard, who, in 1884, had this to say about popular novels: "This...is our danger in this day of public libraries and cheap literature, that the mental strength of our youth will be weakened through...too much reading of a multitude of books." In other words, it wasn't all that long ago that the very media form we now hold up as sacred -- printed books, or at least a particular genre of them -- was the one being accused of diminishing young people's moral and intellectual wellbeing.

The book historian Elizabeth Eisenstein probably said it best in an essay of hers appearing in The American Scholar called "The End of the Book?": "Premature obituaries on...the end of the book are themselves testimony to long-enduring habits of mind. In the very act of heralding the dawn of a new age with the advent of new media, contemporary analysts continue to bear witness, however inadvertently, to the ineluctable persistence of the past." In other words, the feeling of crisis you've pointed to may well be the only constant in the history of books.

A key theme for you is the "everydayness of books," the ways that they have become incorporated into familiar routines and patterns of our lives. Why is this stress on the "ordinary" so important to your analysis?

One of the questions I ask in The Late Age of Print is: how did books become a prevalent-to-the-point-of-being-banal part of people's lives? This strikes me as a crucial starting point, because it compels us to think about the myriad ways in which books have been incorporated into people's daily routines beyond, say, the reading of them in literature classes. So much of what we know -- or think we know -- about books is premised on a model of literary education from the 20th century, where people are expected to pore over words and interpret them for meaning, symbolism, artistry, and so forth. That's all well and good, but what else do people do with books? I have a bunch of books right now propping up a damaged bookcase. What does that tell you about the uses of books? In the 1970s, Barnes & Noble operated a bargain-basement store called the "Sale Annex," where customers could purchase books by the pound. Were they actually reading them? Maybe. More than likely, though, they were buying them in bulk to fill up what would otherwise be empty bookshelf space.

The point of thinking about the "ordinariness" or "everydayness" of books is to expand our understandings of what books, as cultural artifacts, are or actually do. They're literary objects, to be sure, but they're also space-fillers, positional goods, tools (ever killed a bug with a book?), and more. Unless you start from the everydayness of books, you're apt to write a one-dimensional history of a technologically and culturally complex object.

On a more intellectual-historical note, the concern for "ordinariness" derives from my interest in the work of the cultural studies scholar Raymond Williams. His essay from 1958, "Culture is Ordinary," is one of the key theoretical touchstones of The Late Age of Print and indeed of my larger body of scholarly work.

At San Diego Comic-Con last year, there was a panel on "Comics Without Borders." In years past, this title might have refered to the transgressiveness of underground comics, but this year, it refered to the anxiety caused by the closing of a major book store chain and what that means for the comics industry's hopes for more mainstream (non-speciality shop) distribution. This is one of the biggest changes since you wrote the book. How has the collapse of Borders impacted American book culture?

It's difficult to be sure, since it's only about a year since Borders filed for Chapter 11 bankruptcy protection, following a year or two of shuttering unprofitable stores. Having said that, there's at least one immediate effect that's clear: more than 500 retail book superstores disappeared from the American landscape within the space of about two years. That's more than 12 million square feet of bookstore space, to put it in another perspective. What that also means, following the closure of many independent bookstores in the late 1990s and early 2000s, is that there are now just two major players on the bookselling scene: Barnes & Noble and Amazon.com (although we shouldn't forget the so-called "non-book outlets" where printed books are also sold, e.g., pharmacies, discount department stores, etc.). This winnowing is alarming, if for no other reason than it suggests something of a return to the era of mass culture, at least where books are concerned. Together, Barnes & Noble and Amazon possess unparalleled leverage in terms of book distribution and selling, which means they can place extraordinary pressure on publishers to do their bidding.

The collapse of Borders was also something of a wake-up call in terms of getting the book business to begin thinking seriously about the long term viability of its mainstay, printed books. The latter are cumbersome, consuming lots of space and natural resources -- all very costly on a number of levels. And in this, publishers, distributors, and others were reminded of the collapse of two comparable institutions: Tower Records, once an icon of super-sized music selling and now a mere memory, a casualty of (among other things) the explosive rise of digital music in the early 2000s; and Blockbuster Video, whose stores once dotted almost every suburban landscape. Many in the book industry now seem convinced that "efficiency" and "competitiveness" can only mean "digital," a message Amazon in particular is only too happy to reinforce.

I'm not sure this is the absolutely correct conclusion, however, and I think Barnes & Noble may be right in terms of hedging its bets. The company has decided to pursue an aggressive digital strategy while maintaining a more traditional paper artifact/physical bookstore approach. Borders' woes, though related to the rise of digital books, had much more to do with years of mismanagement, including a string of ineffective CEOs who knew next to nothing about books and how to sell them. Again, it's not entirely clear whether digital and paper media are sworn enemies, and whether, then, the new must drive out the old.

Your book mentions several times the crisis in publishing experienced in the early 1930s. What can we learn about today's anxieties around print by looking at this earlier transitional moment? How did the book industry respond to that crisis?

The crisis in books of the 1930s was precipitated largely by the 1929 stock market crash and subsequent Great Depression. With millions out of work and with less disposable income, the book business suffered, as did most major industries of the time. The downturn forced the book industry to get really creative in its approach to promoting books and reading. For instance, a group of New York publishers began working with the public relations guru Edward L. Bernays, who concocted a clever scheme designed to stigmatize people who loaned their books out to friends -- a practice that must have become all the more commonplace given the economic conditions of the time. Bernays organized a contest in which the readers of several major New York City papers were asked create a neologism -- a put-down, really -- to describe people who, in passing on their books, were depriving authors and publishers of sorely needed sales and thus furthering the Depression. The winning entry was "book sneak," and though it never really made it into the American English lexicon, it's nonetheless a fitting reminder of the indirect -- you might even say backhanded -- ways one might promote book buying.

Bookselling isn't experiencing a complete slump today, although the current economic downturn has affected it negatively, to be sure. And as I mentioned before, many publishers now seem to think that a digital strategy will be the turnkey solution to all their problems. To me this demonstrates unimaginative thinking, as the Bernays example shows. Why not encourage home builders to install bookshelves in new homes, as Bernays also did? Why not try to figure out how to connect books better with readers, as Oprah Winfrey did? Apropos, one of the most interesting things Winfrey did through her Book Club was to avoid reinforcing the longstanding distinction between fiction and non-fiction, which seemed irrelevant to many of her viewers. Still, book publishers persist in categorizing and marketing books in this way, because, in their view, these categories are sacrosanct. All that to say, book publishers and book sellers need to question everything they think they know about the book business, beyond the very obvious distinctions to be made between atoms and bits.

You cite a cartoon from The Chronicle of Higher Education which said "the problem with e-books is that they are e-books." Why do so many intellectuals seem to have a problem with the idea of e-books? What do current sales patterns around the Kindle and the Nook suggest about the future impact of digital technology on books?

I have to confess to being one of those intellectuals who has a problem reading e-books. I'm not a fan, although having forced myself recently to read the Kindle editions of Group Genius: The Creative Power of Collaboration; Moneyball: The Art of Winning and Unfair Game; and the Walter Isaacson biography, Steve Jobs, I'm becoming more comfortable than I once was.

For me, the resistance to e-books (and I don't think, as a humanities scholar, I'm alone in this) has everything to do with the intensive way in which I interact with paper books. I underline and takes notes on key passages as I go. You can do that on a Kindle, but you cannot then do what I also do: create an alternative index based on my idiosyncratic trajectory through the book; separate my "brainstorms" from my bootstrap index and marginal notes; and start an additional list of notes in some other location of the text for purposes of, say, leading a class discussion.

The more e-books I read, the more I begin to realize that: (1) Kindles, Nooks, and other e-reading devices are engineered around a conception of what the book industry calls the "general reader"; and (2) academic readers -- especially those of us in the humanities -- are atypical in terms of the ways we read and relate to texts. What that also tells me is that we're still very much in a "one-size-fits-all" phase for e-books. Their growth has been explosive in recent years (assuming we believe Amazon's many unverified claims), but, truth be told, at this point e-book sales have nowhere else to go but up. Eventually the adoption of e-readers will reach some type of limit, which is going to leave companies like Amazon, Barnes & Noble (assuming it survives), Apple, and others scrambling to find new, more specialized markets (Apple may already be doing this through its recent iTextbooks initiative). Maybe then e-readers will become even more full-featured and better able to accommodate the needs of weird readers like me.

Ted Striphas is Associate Professor in the Department of Communication & Culture, Indiana University and book review editor of the journal Cultural Studies. He research and teaching interests include media history, the digital humanities, and the future of scholarly communication. He blogs about books and digital culture at The Late Age of Print. You can also find him on Twitter: @striphas.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Three)

In the book, you discuss, in relation to Montessori Schools, the concept of "normalization," to explain why some learning environments support students in their natural desires to learn. Yet, implicit in that critique is the recognition that some of this desire to learn has been trained out of the current generation of students through standardized testing and other familiar schooling practices. Given this, what steps would we need to take to create a mind-set among students which would allow them to fully benefit from the kinds of playful, participatory and passion-based modes of learning you describe in the book?

Absolutely. In writing the book, I became captured by how profound this idea is that learning should involve a cycle in which people 1) develop an interest or curiosity, 2) engage in activity to satiate that curiosity (usually developing skills in doing so) and then 3) wrap up and reflect upon that work. For Dr. Montessori, that was the core "game play cycle" of learning, and it works for me. To really embrace this, we'd have to acknowledge that any time you're learning something "for school" or "for a test" it's arguable whether or not you're learning.

As an example, James Wertsch did some excellent studies around the fall of the Soviet Union in which he asked if History had to be believed to be understood. Wertsch was interested in to what extent Estonians "bought" the history of the Soviet Union that they had been taught along side their own family histories. It turns out that Estonians didn't fully resist Soviet sponsored history but didn't entirely buy it either.

And that's a good metaphor for what happens in school. Studies of students' experience in history, chemistry or physics reveals that they can parrot back what they're supposed to know pretty well (more or less), but only when we're truly engaged does it make a change upon us as people. Restated, learners (perhaps adaptively) don't always make themselves available to being changed by formal schooling.

Playful, participatory learning to me does a lot of things. Play, as Eric Zimmerman describes, often times involves an invitation to come and try on a new mode of being. It suggests a mutually agreed upon suspension of disbelief. Participatory culture involves a commitment that if you invest in this activity, you can and should have opportunities to shape its outcomes, including the rules by which it operates.

To make this vision a reality, I think we need to acknowledge that learning requires something like Mimi Ito's cycle of hanging out, messing around and geeking out. We need spaces in which there is low stakes involvement in new ways of being, and then clear trajectories toward becoming fully functioning participants. I don't think it's feasible to reorganize schools tomorrow by this logic by any stretch. However, we can use the edges of the system (summer school, extended school days) to introduce spaces for hanging out and then (ideally) use more formal, organized periods for geeking out.

All of this involves the assumption that learners are autonomous, sense making agents who organically seek out learning experiences, though.

When people talk about bringing games into the classroom, they often act as if there were only one kind of game. Yet, throughout the book, you are attentive to the issue of genre, both in terms of the affordances of different kinds of games for teaching different kinds of content, and in terms of different kinds of gamers having preference for different kinds of game play experiences. How central do you think issue of genre should be to discussions of games-based learning?

One of the first questions I remember asking you, Henry, when I got to MIT was about genres. Educators are not trained to think about genres. Social scientists tend to think about stable lists of features inherent to fixed categories. Genres, in contrast, are historically contextualized and serve as one mechanisms to organize communication across cycles of production and consumption. Without them, we have only horrible art film that no one understands or cares about unless they are paid to do so. Genres also embody crystallized patterns of story, character, interaction and so on that are known to work which provide designers springboards to work from. Hopefully I didn't bastardize your position too much.

Educators designing games need to understand and use genre in very specific ways. Educators struggle with the fact that our audiences have differential experiences with game genres. As an example, I can't assume that every student in a class has played First Person Shooters and intuitively understand the genre's controls or tropes (such as move through spaces to clear it of enemies). If you've never done it, it's fun to sit down with someone new to a genre and watch them puzzle through the most basic of ideas (why can I interact with one object but not another?). Genre knowledge is a bizarre and interesting thing, and it makes you re-realize one more reason people enjoy parody.

As the lead of a design shop, we use genre all the time in very strategic ways. For example, we're currently working on a game about stem cells that we hope will some day teach most every adult the basic concepts of what stem cells are (and are not) and how they might contribute to a science of regenerative medicine. Our designers, Mike Beall and Ted Lauterbach had this brilliant insight that you could build a game around stem cells through "virtual life mechanisms" represented through a Bejeweled type interface (see figure 1).

Building on Bejeweled bought us a lot of things for free. If you see this interface, already you know that you're going to be manipulating symbols that might interact with one another toward building an overarching pattern. This is a form of computer interaction that 10,000,000s of people know about. We can use it to communicate ideas, much as documentarians use the mystery genre to tell stories in history or science.

Other times, we want to be in the business of inventing new genres. Trails Forward is a game that tries to take the rhythm and timing of fantasy sports, as well as sense of playing with reality, and create a new genre of "real life data prognostication" (or something like that). Basically, we're experimenting with the idea that the world is full of data that makes an excellent game board. There should be game experiences we can build by giving people compelling choices on top of these data systems, and then as researchers we should be able to study what they do.

We'll see how it works, but both examples capture the idea that you always design in terms of genre, but sometimes you're trying to reach a goal (reach a lot of users, sell a lot of games) which requires using well understood genre conventions, and other times, you're trying to innovate which means building on genres but also being open to new ideas.

In terms of building teams, I think it's crucial to have people who share a common love for certain genres but who secondarily are well versed across them. Games borrow across genres so rapidly and productively that you can't afford to have a group locked into one.

Your phrase, "replaying history," is interesting because it implies both reimagining the past through "what if" scenarios and it also implies replaying the game, changing variables, and seeing how they impact the outcome. Both seem to have been part of the practice when you brought Civilization 3 into a world history classroom. Both imply an understanding of history as a process, a logic, a system, rather than as a body of content. How does this relate to current understandings of how history should be taught?

Current thoughts on History tend to focus on moving away from names and dates and toward understanding history as cycles of interacting systems. Definitely history as a process (and, geography as well) are key to how people think about it in those domains. My own thinking with Civ is colored by the idea that world history is a unique challenge in that the world across 6000 years not bounded by nation states requires letting go of organizing categories, which isn't easy to do.

One key difference may be that history as a field is very wedded to the concept of narrative. History through games involves narratives but not in the same ways. Some of the most interesting work in history seeks to use tools like AR engines to get kids playing and building historical games.

One common concern about bringing games into the classroom is that they are still heavily gendered outside of school with boys more likely to be heavy gamers. What insights has your research brought us into the different experiences of girls and boys working with games-based learning?

So far, our research has shown that consistent with broader research in education, games themselves aren't as important (as a medium) as the content of the games. Meaning, building a game that involves non-obviously stereotyped genders in which players use science to make a difference in the world tends to increase girls self efficacy. For example, we built a game in which players are doctors analyzing CT scans to help patients. In our studies, girls began with lower self efficacy than boys but after playing the game, passed them along several measures. These results match results others in science education in which teaching science in the service of helping others tends to promotes girls' development. (Oddly, we also found that girls did better with Supercharged).

So far, counterintuitively we're seeing that games tend to work better for girls, compared to boys.

One thing I'm reminded of as we do these studies is that school, as a game, really stinks for girls (especially in middle school). The classes we observed with Supercharged involved girls mostly trying not to stand out during class discussions for fear of being branded a nerd. Games disrupted this to the point where they were able to participate along new lines in which they were much less at risk for being socially ostracized.

As I look at games and education for girls, I'm much less struck by how this medium will systematically exclude girls and much more by how gender in our schools advantages and disadvantages boys and girls in different ways at different periods in time. I'm especially concerned with the plight of low income boys (including whites) who construct identities entirely oppositional to schooling and how games could be a route to re-engage them. Poor boys (including whites) aren't especially beloved in this society, and reports abound at how they are gumming up principal offices and sucking up teacher time through behavioral issues.

Games offer an opportunity to speak to each of these populations and potentially tailor learning experiences to each. We're a long way from getting there, but disruptive technologies like the iPhone, iPad and disruptive forces like iTunes suggest that the predominant order of schooling could change sooner rather than later.

Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Two)

In the design world, "fail and fail often" has become a mantra. What were some of the most instructive failures you experienced working on the first phases of the Games to Teach project and how did they inform later developments in games-based learning?

Oh, there are so many. I have to start with Supercharged, though, which I still get requests for to this day (and the longer it sits, the better it becomes in my memory). We de-emphasized art production and style prioritizing the real-time simulation, for reasons including too few artists at MIT, the fact that scientists didn't really care if it looked good but did care if it was an accurate simulation, and funders' interest in having a fully 3D game. We could -- and probably should -- have prototyped much more in 2D and put the story and fiction through more cycles of refinement.

The biggest failure, though, is that we weren't up front enough about these limitations and failures. The nature of academics (in this area, at this time) required foregrounding successes (which we had). I wish, though, we had been more candid about our failures and implored our colleagues not to make the same mistakes we did.

This is one area I gain inspiration from the game developer's community. It's not uncommon to see a game developer throw down at GDC and challenge designers to stop making the same mistakes. In fact, they create a space for it through sessions such as the game designer's rants. I can easily imagine Harvey Smith or Eric Zimmerman threatening to disown any colleagues who repeated their mistakes. We don't have any space for that.

A few things we did right: Offering a suite of games instead of "one game to rule them all". Mapping out genres and affordances. Using academics as a chance to explore concepts like Augmented Reality. Experimenting with commercial game engines and tools like Neverwinter Nights to understand their potential for education. In retrospect, I wish we would have been even more daring. The work on Environmental Detectives has blossomed to the point where there's now a Spanish class at the University of New Mexico that uses iPods to get kids in their community learning Spanish, and there's a direct line between a conversation between Eric Klopfer, Walter Holland, and Philip Tan at MIT and a classroom full of kids who realize that they can learn Spanish by becoming actively engaged in Spanish speaking neighborhoods, and that's pretty cool.

Throughout the book, you address the constant push for "evidence" that games-based learning works and for measures to assess participatory culture's value in the classroom. What is the current state of our knowledge about the success of such practices? What criteria should we use to evaluate the kinds of projects and programs you are describing?

The current state of the evidence is that we've privileged certain questions (i.e. "Is this working to meet educators' learning goals) over basic questions such as "Is this a good game, when judged by the standards of participatory culture?" We haven't had, that I'm aware of, an educational game that has inspired fan fiction, for example. We need to stop evaluating games primarily by evidence for learning gains along relatively constrained measures and develop more robust measures to understand whether games are inspiring interest in target domains, connecting learners to new social networks, or leading them to produce things.

These critiques aren't wholly new, but I think as educational researchers, we may have copped out on answering these questions. It's easy to blame No Child Left Behind or even Race to the Top, but the real challenge and opportunity is to design a game that might, say, connect youth to more wide reaching social networks and then to empirically demonstrate how a game succeeds in doing so. (Fortunately, the geographically-based nature of school districting and "sequestering" model of educational assessment ensures that schools will look relatively weak as comparisons).

I want to see mechanisms for measuring if playing an educational game inspires youth to create a work of fiction, a film, or build a game. We need to develop longitudinal research programs that analyze youth development over time and begin to model how youth who participate in such a game playing (and production) network differ from those in more traditional environments. This means getting beyond statistical models borrowed from agriculture (which involve simple causality), and looking more broadly toward areas like data mining or machine learning. These kinds of analyses happen now in marketing through sites like Facebook; let's hope it finds its way to education.

Early in the book, you cite Will Wright as saying that anyone who wants to design an educational game should "start with systems." What do you see as the value of games for teaching systems-thinking and why is this approach so central for redesigning American education?

Most games can be productively understood as simulations -- representations that seek to depict systems evolving over time. It's one thing that games (especially Will's) do that other media do less well. Even relatively linear fighting games include fighting "systems" that must be mastered to excel. You might argue that even adventure games -- the most linear of games -- require players to take a step back and to understand the game as a system in order to succeed.

The importance of systems understanding is something near and dear to me personally. My own undergraduate education was in Interdisciplinary Studies, and my course work involved studying natural and social phenomena as systems rather than as discreet disciplines. The world itself does not naturally occur by disciplines, which is something I think we often forget the longer we live with categories such as biology, chemistry and so on. Research on the cutting edge of each of these disciplines crosses over into others as we try to understand phenomena.

The global challenges we face today -- from global warming to poverty to the Middle East -- won't be solved by single solutions. The painfully simple, yet still instructive September 12th game arguing that a war that kills innocent civilians only breeds new terrorists is a good example of something games do more easily than other representational systems.

We have to guard against fetishizing systems thinking, I think, just as we need to guard against computational, design, logical, procedural, metacognitive, or critical thinking, all of which at one point or another were offered as "the new Latin" (or the new Algebra, or more recently Logo). There is no panacea, but there certainly are models of thinking that are of increased importance in today's work. So far, none of these ideas has itself cured the world's problems. We might also go too far in dismissing how Latin / Algebra / Logo may not have solved all of society's ills, but they can be robust ways of thinking (or toolsets) that people employ. I've met many people who trace their love of language to an inspiring Latin teacher or their love of programming to Logo. But I digress.

As you note, many teachers express concern that games are not "perfect simulations," that there are built in biases in the ways they represent the world. How valid is this concern?

I don't see this as a valid concern, any more than the concern that a book would have authorial bias or that a filmmaker would employ a frame. We need more, not less critical understanding of how particular media shape the kinds of messages they tend to produce (to paraphrase McLuhan). I'd rather see a teacher use a horribly biased game and use it as a springboard for conversation than to treat a text as the ultimate authority.

You advocate passion-based learning, such as that which surrounds games, yet, as you note, many educators insist that learning is a discipline and that students should value learning for learning's sake. How can we resolve this disagreement about the role of pleasure and personal interest in schooling?

My wife, Constance Steinkuehler likes to distinguish between "learning for learning's sake" and "learning the things that I want you to learn for learning's sake". Meaning that when pushed, even the most liberal educator who wants to inspire a love of learning may not be entirely comfortable with a student who loves learning about monster trucks or bow hunting. Indeed, it's hard to separate the ideal of learning for the intrinsic value of learning from the content itself.

For example, the scientists I've met working at the Wisconsin Institutes for Discovery, for example, tend to describe their work in terms of a passion for understanding the universe, or even unraveling the mystery of how stem cells form IPS cells and then somehow know how to self-organize into tissue and organs. They don't, however, spend a lot of time talking about learning for learning's sake although many (not all) come across as genuinely inquisitive.

So, we have evidence that most people will throw themselves into passion-based learning, whether it's a passion for bow hunting or a passion for writing fan fiction around The Gilmore Girls, which schools usually don't recognize. We have a set of values that are recognized in formal schooling, although it often doesn't match up well with what people in the world care about.

I like the idea of promoting genuine inquisitiveness as a value (or passion) that schools should produce. I can't think of any better way to kill inquisitiveness than No Child Left Behind, which depending on the day, I might chalk up to being an unfortunate consequence of that legislation or a designed attempt to stifle independent thought.

Either way, we need to acknowledge that most people organically develop passions for things. These passions may not be the same that parents, teachers, or society might want them to have. Liberals like me tend to offload this concern toward a general "love of learning" without really considering that there are certain things we "want" them to love or develop passions for. I think we'd be much better off if we did, and asked, "What kind of a curriculum would truly inspire a love for history, biological systems, or an inquisitiveness toward the world?".

To borrow a page from James Paul Gee (and yourself Henry), we do (in America at least, I think) have an uneasy relationship with pleasure, particularly with kids. Perhaps it's our Puritanical roots, but Americans seem peculiarly suspicious of pleasure, which in most cases I've studied, is wrapped up in learning (as is perhaps pain). Pleasure is often something to be denied (especially so for women, who are socialized to care for others before themselves). One of my favorite political thinkers, Al Giordano often challenges his (very liberal) readers to fully embrace pleasure, and you can almost see them wince at this challenge to simply do things that make them happy. Fortunately, Henry, this isn't a quality I associate with you.

Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part One)

In his new book, Video Games and Learning: Teaching and Participatory Culture in the Digital Age, which is one part memoir, one part research report, Kurt Squire -- now one of the country's top researchers on games, learning, and society -- tells the story of how we met. Squire, then a young graduate student from Indiana University, working on games-based learning, "crashed" a salon I was hosting at the Game Designer's Conference, and struck up conversations with Will Wright, Brenda Laurel, Randy Heinrichs, and Warren Spector. Over the course of one heady evening, he demonstrated to all of us that he was someone who was on the cutting edge of thinking about the challenges and opportunities of bringing games into the classroom. We met at the right moment, because back at MIT, we were launching Games to Teach, a Microsoft-funded initiative to explore what kinds of games for what kinds of subjects might have an impact on American education. Half way through the night, I went up to Alex Chisholm, the red-haired wonder who was my primary advisor in those days, to ask "Who is that guy?" and by the end of the night, Alex came to me to suggest we seriously hire him to be the research director for our serious games initiative. To this day, I think we all hold up that night as an illustration of the importance of seizing every opportunity that presents itself and being ready when there's an opening in the conversation to share what you know.

In this book, Squire recounts his own remarkable history at the intersection of games and learning, going back to when being an expert player of Pirates! bailed him out of a tough spot in a history class, through the work he did at MIT as the driving force behind Games to Teach, through his projects at the University of Wisconsin-Madison, where he helped to establish the Games, Learning, and Society conference, now the keystone event in the movement to explore the many different models for how what we learn through games might be brought into formal education.

The Games to Teach Project started with the idea of developing conceptual prototypes for a wide range of different kinds of games which might be pedagogically valuable, exploring different disciplines, different game genres, different contexts where gaming could be deployed. We wanted to jump start the conversation. At the time, the models for learning games seem impoverished, and we thought if we could create vivid "thought experiments" that might inspired people to start building actual learning games. As it happened, when we were done mocking up screen shots and developing design documents for these imaginary games, they were so vivid that people found the documentation on line and tried to order the games for their classes. Moreover, the game designs were so forward thinking that we still get such requests, although fewer of them, down to the present day.

The thinking became so vivid for all of us that Microsoft was soon pushing us to build actual games -- not part of the original grants as written - and giddy with excitement, we tried to build some stuff despite not really having at the time the full technical capacity to create what we envisioned. As a result, we built two (barely) playable games -- Supercharged!, which was focused on electromagnetism, and Revolution, which was focused on Colonial Williamsburg.

The efforts at MIT evolved into the Education Arcade, which has now succeeded in completing games like Labrynth which is very much out in the world, under the direction of Eric Klopfer and Scot Osterweill. And Alex Chisholm is one of the leaders of the Learning Games Network, a non-profit organization that aims to support innovation in the design and use of games for learning. Another book about a subsequent Education Arcade venture, iQue, will be appearing later this year.

Squire's book, Video Games and Learning, is incredibly engaging and enlightening -- both in terms of its account of how games-based learning took shape as a paradigm in American education (the guy has a knack for being at the right spot at the right time and pushing things forward) and about why and how games might inform a shift in how we think about the learning process. If you've been wondering what all the fuss about games is about, the book is for you, but I have to say, as someone who has been invested in this space for more than a decade, there was much that I also learned by reading through this book (even about our own projects!)

In the following interview, which I plan to run over three installments, Squire explores what we have learned across the past decade plus of research, what the current state of the field is, and where the next phases of development may lie. As always, Squire is bold, original, provocative, but also deeply grounded in both gaming culture and educational research.

Throughout the book, you draw on your own experiences as a gamer, designer, and teacher to help construct your arguments. In what ways has your approach been informed by being part of the first generation to grow up playing Super Mario Brothers? Will the views of teachers and parents towards games shift as more and more of them also played games in their youth (if not now)?

Thanks again for inviting me to do the interview, Henry. That intermingling of gamer/ designer/ teacher was indeed deliberate, somewhat stolen from you.

It remains to be seen how the Nintendo generation ultimately will react, but my suspicion is that the overall constraints of schooling select out people interested in promoting participatory learning from the teaching profession, with the exception of select mavericks. The evidence so far (consistent with other research on teacher practices) suggests that many teachers initially teach the ways that they themselves were taught. The surveys we've done reveal that it's a unique breed who enters the teaching profession straight out of school. If you like computers, mobile devices, or social networking, it's often times the last place you go. Those who enter and stick with the profession often times align with the values of schooling as it exists.

There are these windows of time for those who make it past that 3-5 year window where we find teachers who are incredibly creative and do wonderful things with games that surpass anything I'd ever do. We worked with Tina Kurz and teachers in Oconomowoc Wisconsin who, for example, took our stock "game curriculum" and built an entire course around kids building games for mobile devices based on their local community. Jeremiah McCall has a wonderful book, Gaming the Past that is the clearest discussion of how to teach with games that I've seen. A team of teachers and principals here in Madison recently took a games course and redesigned their school to be all about place-based inquiry -- not turning it into a school about games -- but rather remaking their school to be both responsive to local needs and the broader reality of participatory digital culture.

One interesting historical footnote (I think) is that many of us exploring games and learning actually were raised with Atari, and then after the crash in the 1980s, moved to the Commodore, Apple, or other computers, when there were no more games available. Computer gaming post Atari (which Steven Kent covered nicely in The First Quarter, featured an organic oscillation between game play and game creation as we bought books teaching us to program games in BASIC and then modified them to do more interesting things. Alex Games and I wrote about this in "History of Computer Games in Education" and tried to capture how during that brief window, games for learning existed and thrived, but more importantly, digital gaming had this real sense of tinkering associated with it. I think a lot of people who have used games for learning actually came from that era, and it provides a good template for both thinking about consumption and production as well as authentic participation.

The logic of the book follows the shift in the field of games-based learning from designing games for use in school (or bringing existing games into the classroom, as you have done with the Civilization series) to developing games-based literacies which encourage kids to think of themselves as designers. What do you see as the advantages and disadvantages of each approach? Can you explain some of the factors which led to this shift in emphasis?

One advantage to teaching with games that already exist is that creating a fun, engaging game is no easy task, and when you work with an existing game, you (should) have something that is capable of developing and sustaining interest. Many good teachers actually use this as their starting spot: Give me a good engaging game that is about the content and I'll create the contexts to help kids go beyond the game.

The down side is that few games are connected well to particular theories of learning or pedagogical goals in a domain, so it's actually a lot of work for teachers. Something Jeremiah McCall does, which I like, is to treat games as interpretations that students are challenged to critique. This move immediately positions students as critical consumers of information and opens the door to design, which is just brilliant. Many of us hope, though, that some day a suite of games will capture the intrinsically interesting aspects of academically valued domains and / or require thinking in those domains to play them well right out of the box, which requires a mature field of educational games.

One of the interesting historical tensions, I think, is that in the learning sciences, there's an inclination to design learning interventions based on theory as a way to test that theory (see Ann Brown's excellent work on design research), but relatively little explicit value for elegant design. No one design necessarily flows logically from theory, and good designs often have connections to multiple theories. I think James Paul Gee's work does a nice job of demonstrating how good commercial games can be understood through a variety of lenses (to pick up on Jesse Schell's metaphor of lenses). Most games even use Skinnerian reinforcement schedules in the service of more intrinsically driven learning, which suggests how what works in the wild may actually be captured by quite a few theories of learning.

Through our work on the Games to Teach project, we were among the first to map what games-based learning could look like. What do you see as the biggest changes in the space of games and education over the past decade plus since we did our initial prototypes? Why do you think we still have so few functional models of what games that teach look like, despite the enormous interest which has been focused around this topic at both games and learning science conferences?

Now we have multiple groups that take for granted that we should design educational games in direct conversation with entertainment games. Many educational games employ entertainment games tools, build on entertainment game design processes, and seek to map game mechanics on to ways of thinking. Although none of them have been a runaway hit, we can point to games like Resilient Planet, Labyrinth, Game Star Mechanic, Kodu, iCivics, Dimenxian Algebra, Surge, and Cosmos Chaos (to name a few) are all legitimate learning games and operating in this space. We're way beyond Reader Rabbit.

We also understand games as media much better now. In 2002, Salen & Zimmerman's Rules of Play was just coming out, as was Gee's influential book. More recently, papers like the Mechanics, Dynamics, Aesthetics framework or books like Jesse Schell's Game Lenses and Traci Fullerton's Game Design Workshop have advanced how with analyze and build games. We now have designers in the field who read these works as high school students and undergrads.

The big challenge though is that we still underestimate design and aesthetics. Too few educational designers do what The Education Arcade did and brought someone like Scot Osterweil into a design team so that you have talented game designers, educators, and pedagogical experts working side by side. Many funders would considering it "wasting money" to invest in such talent. On a basic level, University HR, which has to approve such hires, often times will reject such a hire because it doesn't fit their models of academic staff. Further, the funding mechanisms for games research systematically devalues design expertise, treating design as an afterthought, existing only to serve the research.

We also don't invest in groups enough over time, instead treating projects as one offs. We need groups (and communities) to work collaboratively over time to build on ideas, test them, iterate and improve upon them and then release them to the public. As an example, there is a constellation of ideas around role playing to learn science where you can trace a real intellectual lineage connecting Chris Dede's River City, Sasha Barab's Quest Atlantis, Eric Klopfer's role playing games, Filament Games' Resilient Planet, and then our game Citizen Science, which is a collaboration with Filament. (Note that those project each involve dozens of people and are far from solo efforts). There's a model of civic engagement through multiplayer role playing games just waiting to be scooped up by industry, once the market is there.

Educators / Academics also don't understand the importance of what many in the industry call polish. What constitutes "good enough" for most educators wouldn't cut mustard in the competitive marketplace of entertainment games. Grant funding and the academic research enterprise systematically pushes against creating anything with polish (grants notoriously promise too much and are given too little, and then are asked to skimp on design and not cut corners on research).

I think that educators also systematically undervalue art and aesthetics. Educators (especially academics) most often thrive in text-driven cultures and rarely equipped to understand -- let alone build -- visual and interactive media. The approach I'm pursuing now is to really invest heavily in Art Production and Aesthetics, taking these ideas very seriously and seeing if we can't brand our lab for creating games that don't skimp on either of these areas. Whether it pays off remains to be seen.

Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

Inventing the Digital Medium: An Interview with Janet Murray (Part Three)

You suggest a broad range of design fields as important for addressing the core properties of digital media. I know you've thought a lot about the process of educating designers. Do you imagine expanding the curriculum so that all designers know at least something of these various fields or do you imagine building multidisciplinarity into the design process through collaboration across various expertise?

I do think that designers should know about all the contributory fields - such as visual design, human computer interaction, industrial design, computer science, media studies. These fields overlap one another and each one is already drawing on multiple other disciplines, so even those with a more narrow training have had some exposure to other disciplines. For me, the key thing is that we should understand design as a collective process of inventing a common medium - that all of these practices should be seen as contributing to a common design palette of conventions that are available for use by any application. For example, we can't think of information design as separate from game design, because game mechanics can be very useful in explaining complex systems, and information visualization can be very useful in offering an overview of a complex multiplayer world. The more we think of every artifact we make as occupying this larger potential design space, the more strategies we have at our disposal for making expressive, coherent digital artifacts.

But we need a way to unify these different approaches, which is why I suggest that we think of the digital medium as having four characteristic affordances (the procedural, participatory, encyclopedic, and spatial) so that we can understand the role of each of these contributory disciplines in helping us to maximize these affordances.

Of course curriculum decisions are always influenced by local configurations - by what departments are more open to change or to collaboration within any particular university. Digital Media is being taught in many departments, and degree programs are proliferating so rapidly that we seem to have a new faculty ad to post to our PhD students every day. My hope is that Inventing the Medium will make it possible for more people to teach digital media design from a wider range of disciplines. I'm hoping that humanities and arts faculty will be able to introduce the technical issues using the book, and that computer science and engineering departments will be able to use it to integrate media-oriented design questions into their teaching. And I've made an extensive Glossary in order to encourage professionals from varying disciplinary backgrounds to share a design vocabulary.

You write that "media expand the scope of our shared attention." Yet, the issue of attention remains a central one for critics of digital media. What relationship do you see between this idea of "shared attention" and the competing claims by Steven Johnson that "Everything Bad is Good For Us" and Nicholas Carr that "Google is Making Us Stupid"?

I think that Steven Johnson is right - more complex storytelling (as in the change in serial drama that he charts in that book) makes us smarter. And I see the digital medium as supporting more complex cognitive forms, not only story-telling forms, but also representations of the world as replayable simulated systems, so that we can look at how the same situation can be configured in multiple different ways, or how multiple causes can contribute to a single event. I thank that Nicholas Carr and other dystopian chroniclers of the digital era are correct in identifying the distracting effect of information overload, but they mistake the immediate situation for something that is intrinsic to digital culture. Right now, we have a growth in the quantity and variety of information that we can encode and deliver - a big growth spurt in inscription and transmission - but a lag in the conventions of representation that make information coherent. Google is making us much smarter in exactly the way that external media representation has always made us smarter: the new encyclopedic affordances of the digital medium lets us offload information that we no longer need to carry in memory, and to share information with one another that we no longer need specialists or personal contact to access. Google makes all this encyclopedic information retrieval on demand. Of course it is not as refined as we need it to be, but it has already made it orders of magnitude easier to find an address, identify an author, check on professional affiliations, etc. So it is absurd to say that internet resources reduce our ability to focus.

Now, it may be the case that people are less patient with self-indulgent prose, that people are less willing to submit to the long-winded authorial voice, to enter the trance of reading a longer work. But in some cases that may mean that we can convey the same information in more concise terms. For example, I needed to express the argument for Inventing the Medium in book form, but now that I have laid it out, I would love to make an ebook that segmented the same information in smaller chunks and allowed for multiple navigational paths.

Your book makes a strong case for medium specificity, critiquing the over-reliance on "inherited structures" from "legacy media." Yet, others have made the argument for media impurity, seeing real value in the cross-polination of different traditions and practices. And in your earlier work, you often saw such borrowings as necessary to help people make the transition into a new medium. So, how might designers think about when elements borrowed from other media are enabling or retarding the growth of digital culture?

Borrowing is a necessary feature of design. But designers should be aware of the provenance, the origins, of design features and think about the function they serve separately from the medium in which they live. For example the front page of a newspaper and the headlines on the page are very useful conventions for conveying a common understanding of what is news in a short time. But the sound bite and display behind the news anchor, the scrolling headlines at the bottom of the screen, the magazine cover, are similar conventions, and they all relate to the core cultural task of taking in diverse summary information in an efficient manner. If we are making a news site for the web, or for a mobile device, or for some future platform that operates from a chip in the corner of special glasses, we would have to think about the purpose served by the aggregation of headlines on the front page, and consider what we want to merely borrow the legacy conventions (or the web conventions when they become digital legacy) and what we will need to reinvent.

I don't believe that the digital medium is wholly new and separate from cultural history--quite the contrary. But I do see the need for designers to borrow, invent, and refine the appropriate conventions of the new medium in a way that is mindful of how earlier customs reflect earlier limitations (such as column size and page size and the fixity of paper) that we need not reproduce.

You focus here primarily on the work of designers. But, as you know, the digital has brought about a more participatory culture where lots of everyday people are designing and producing media. How do their "untrained" and "unprofessional" design decisions contribute to the process of inventing the medium?

That is a great question and of course one answer is that I rely on you, Henry, to tell me about that!

But I don't think designers can abdicate responsibility. It is our job to invent the conventions that scaffold popular invention. For example, the status line and hash tag are incredibly powerful organizing conventions, which then make possible the inventive uses (such as professional convention commentary, fan commentary, political organizing, even ironic pseudo-hashtags) that we value on a viral success like Twitter. People need a coherent structure in order to share focused attention and pool their creativity.

Janet H. Murray is an internationally recognized designer and media theorist, and Ivan Allen College Dean's Professor of Digital Media at Georgia Tech where she also directs the Experimental Television Laboratory. She holds a PhD in English from Harvard University and was a pioneer of digital humanities applications at MIT in the 1980s and 1990s, moving to Georgia Tech in 1999, and serving as Director of Graduate Studies in Digital Media from 2000-2010 during which time she led the redesign of the MS curriculum and the founding of one of the first PhDs in the field. She is the author of Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Free Press, 1997; MIT Press 1998), which has been translated into 5 languages, and is widely used as a roadmap to emerging broadband art, information, and entertainment environments, and Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press, 2011). At Georgia Tech, her interactive design projects include a digital edition of the Warner Brothers classic, Casablanca, funded by NEH and in collaboration with the American Film Institute; the Interactive Toolkit for Engineering LearningProject, funded by NSF; and a series of prototypes for the convergence of television and computation, created in collaboration with PBS, ABC , MTV, Turner, Intel, Alcatel-Lucent, and other networks and media companies. Murray is an emerita Trustee of the AFI and a current board member of the George Foster Peabody Award. In December 2010 Murray was named one of the "Top Ten Brains of the Digital Future" by Prospect Magazine.

Inventing the Digital Medium: An Interview with Janet Murray (Part Two)

You describe the digital as still an "immature medium." What would constitute a mature medium and what steps would still need to take place before the digital can reach this state?

Well, movies are a mature medium - we don't think about the devices by which the story is told - the placement of the camera or the acting style: all of that has become conventionalized and made transparent to the viewer and at the same time it affords the practice of virtuosity, of invention of the new within a stable expressive range of conventions.

And some parts of digital expression are more mature than others - web page design is pretty stable for example. But it is easy to think of changes in the inscription or transmission layer that will make current web design obsolete. For example, if 3D screens become the norm we might enter a period of exploring and refining some of the established film techniques - we can see that happening in Scorsese's Hugo for example, but all within the recognizable conventions of a Hollywood movie. But if 3D screens become the norm for interactive environments, then we will have to develop a whole new set of conventions for navigation along the Z axis, and we will see a rearrangement of archives into 3 dimensions (think of the tables of iTunes songs) and this will inevitably make us more eager to use gestural interfaces to reach in and grab things or send them hurtling back and forth. The disruption in inscription of a 3D screen would not just lead to 3D shooter games but to new genres and formats that would organize information and experience in ways that we cannot predict until we start messing with it. So this openness to disruption is a symptom of an immature medium.

What is the case for seeing the computer as a medium as opposed to a delivery mechanism for a wide array of different kinds of media formats and practices?

That is what I asked myself to prove in Chapter 3 of Hamlet on the Holodeck. It is a medium because it has its own affordances, particularly the procedural and participatory affordances that we recognize as "interactivity." But that does not mean that we can't think about videogames as a medium within the larger digital medium, just as newspapers are a medium within the larger print medium.

As McLuhan pointed out, the content of any new medium is an older medium, and Bolter and Grusin are right to call attention to "remediation" as a cultural phenomenon that is always going on: we are always transposing conventions from one medium to another.

But when we treat the computer as merely a wire for sending down packages of video or print in imitation of legacy formats then we are missing out on new expressive opportunities and often reinscribing the limitations of older physical structures.

For someone trying to make money in the short term from legacy properties then creating a DVD of a movie or streaming a TV show or an electronically delivering a PDF of a "book" seems like a win. But designers should think beyond this: they should ask what we are communicating with these legacy formats - what stories we are telling, what concepts we are explaining -- and then consider whether we can serve the same purposes in more powerful ways by drawing on the affordances of computation. For example, maybe it is time to replace all the physics text books with manipulable system models. Or to go back to a project you and I worked on at MIT some years ago, wouldn't it be better to teach film studies in a digital environment where you could access any film at multiple levels of granularity, comparing multiple examples of the wipe or dissolve? If we think about the digital medium as just a way of reinscribing the print-era text-book or other legacy media formats we will deprive ourselves of new strategies for expressing, sharing, and understanding human experience.

Though you write near the end about the importance of creating "more expressive machines," Hamlet on the Holodeck's concern with expression often takes a back seat here to issues of functionality and transparency. Does this suggest that you think the kinds of debates you used to have with Sven Birkerts and others have been resolved? Are you personally less interested today in the issue of whether the digital can be art or literature?

No, I am still interested in art which is one of the primary ways of exploring the expressive qualities of a new medium - of stretching the clay, so to speak -- and there are many expressive examples in the text, such as Camille Utterback's work, which I admire tremendously as well as a section in the last chapter on playfulness as a design strategy.

But the book does engage the nitty gritty conceptual work of shaping something in digital form: how to abstract experience into coherent procedures and structured documents, how to think about loops and metadata as the raw materials for expressive practice. To my mind, you must understand the specific materiality of the medium - the plasticity of code and data structures - in order to exercise creative power as a designer. That doesn't mean that everyone has to write their own code on every project, but you have to understand how to shape the bits in order to have a wide enough understanding of the design space. If you don't understand how code makes meaning then you can't imagine a wide enough range of possibilities to be a strong designer.

As for Sven Birkerts -- I was happy to see him announce that the journal he was editing was moving to the web just a few years after our debate. He was one of the first to express a kind of nostalgia for print, which I can sympathize with - I'm very fond of books and have just written a very fat one. What I still don't sympathize with is the notion that there is a hierarchy of media, so that anything in print is somehow better than anything on TV or in the digital medium. But Sven was very poetic in evoking the joy of print, which people will likely continue to do as we become more aware of media forms because of the changing landscape.

You rather quickly dismiss the concept of "transmedia" or "crossplatform" storytelling from your focus here. Yet, I know you have been working with the American Film Institute on various projects to think about the computer as a "second screen" in relation to film or television. What insights might you be able to share from this work with my readers who are interested in transmedia issues?

My etv group has been an important focus of my own research since I came to Georgia Tech. It assumes a convergence platform that combines everything we love about TV with all the affordances of the digital medium. This is what I predicted in HoH in 1997, and described in chapter 9. The home TV is converging with the computer, the game platform, and the telephone which is now a video telephone. The tablet has become a useful second screen and is very well positioned to replace the remote control. Our prototypes address these possibilities. For example, we assume that TV series are stored in an archive that is navigable across episodes and across series. Then we ask, what kinds of connections will viewers want to make? So we do prototypes that connect two American history documentaries that explore the Cuban Missile Crisis from Castro's perspective and from Kennedy's. Or we show how a long-form story arc, like Graham Yost's masterfully controlled Justified season, can be made clearer to viewers by scene-specific synchronized visualizations that do not distract them from the unfolding story.

I like your categories of transmedia very much and I know the term has been very energizing within the entertainment industry. I particularly like your calling attention to the need for a consistent storyworld across media instantiations. I have picked a friendly quarrel with the term "transmedia" on my blog and I am taking up the same issue in a keynote at Euro iTV next August, calling for a process of "transcending transmedia. " Instead of interactive environments as separate media from television, I want to encourage people to think about more complex storyworlds that integrate the affordances of the digital medium, such as documentaries that are indexed for multiple paths, or dramatic series that come with the ability to follow a single thread across multiple episodes or seasons, or fantasy dramas that support investigation and sharing of clues to mysterious forces without a sense of leaving one medium and entering another one. I'm more interested in the integration because I think that more complex storytelling is a human resource. It holds the power to make us smarter and more empathetic.

In the interest of continuing this "friendly quarrel," let me add a few thoughts about Janet's arguments about "transmedia" as a purely "additive" concept. She is in some senses rehashing arguments she made two decades ago against the concept of "multimedia," which she argued was like "photoplay" a transitional term which described our limited understanding of how media could be integrated together and that as better design principles emerged, we would see a richer deployment of the affordances of the digital, which included new understandings of the properties of once distinct media. I agreed with her then about multimedia, and still do despite the resurgence of the concept as a result of the iPad's appeals to more integrated media experiences (perhaps, a second stage in the integration process). I am less certain that transmedia is a transitory term in this same sense. Here, I see the gaps between media as a feature and not a bug. For me, transmedia is about creating meaningful layers, where much of the pleasure and agency is in making connections across texts and deploying them as resources in an ongoing social conversation. The gaps between different extensions encourage a more active engagement, accounting for the recurring interest in transmedia across the entertainment industry as Hollywood seeks models for what engagement-based content looks like. I do believe we will see more and more integration of the functions of transmedia as more and more content comes to us through digital platforms, but I also think something vital will be lost if all of the content becomes instantly available to us in a more integrated fashion. This is the moment where transmedia changes back into multimedia (which for me is media across multiple modalities but within the same platform). The result will be to make the layered texts associated with transmedia more popularly accessible, but potentially at the expense of the hunting and gathering (not to mention the social exchange and collective interpretation of content) which has made the transmedia model so effective at mobilizing buzz and participation around media properties. Janet anticipated some aspects of transmedia with her discussion in Hamlet on the Holodeck of the notion of "hyperserial." The key concept here is "serial." Transmedia is a kind of seriality. Serial fictions have a distinct aesthetic and economic function, which would not be achieved by simply integrating all of the elements into a mega-text, and I think the kinds of seriality represented by transmedia will have value even when it becomes technically possible to more fully integrate the extensions. My five cents worth.