Rethinking the Industrial Mindset: An Interview with No Straight Lines' Alan Moore (Part Three)

You describe mobile communications as both a disruptive and transformative technology. Why? What do you see as the long term impact of the growth of mobile communications in our lives?

I describe mobile as our remote control for life. If we think that the fixed internet has been a disruptive force, mobile devices of which there are more on this planet now than people will have an impact of a higher order of magnitude. From east side LA to the Masai in Africa and onwards to the rain forests of Peru, we are all connected up to and across each other, enabling flows of data / information that can be described in the same way as when Eleanor Roosevelt first saw Iguassu Falls where the Amazon meets Paraguay, Argentina and Brazil and exclaim “poor Niagara”.

Mobile is transformative we see this in Africa, a continent that is vast that could never benefit from the fixed internet in the same way the US or Europe has for example. By the constraint of design mobile communications has become the platform by which Africa is dealing with banking, education, healthcare, and trade. MPesa a mobile banking system allows people to pay for goods and services, to have salaries paid, and is used as a payment system for people working via their mobile devices (translations / fact checking) so that they have the potential to increase their income from $2 per day by making $2 for every hour worked. Four years after introducing mobile banking and mobile payment into Kenya, 25% of the total Kenyan economy is transmitted through mobile phones and 70% of the population uses MPesa. There are 74 mobile phones for every 100 Kenyans, well above the African average of 65. And nearly 99% of internet subscriptions in Kenya are on mobile phones. And, Kenya’s biggest bank, Equity Bank is opening an innovation centre in Nairobi focusing on mobile technology.

M-Farm is a service that gives farmers access to market prices for the cost of a text message and allows them to group together to buy and sell products. Something similar is happening in India.

Worldreader.org is providing African children with mobile enabled kindles giving them the first time the opportunity to access information, books, knowledge and learning at a price they can afford.

The crisis management platform Ushahidi could never have worked without mobile technology and its unique characteristics; the ability to harness time critical information using GPS and time stamped location data. Ushahidi is now used in many ways to help gather data - mapping information into a cartography around human crisis issues from natural disasters (Japan and Haiti) to the harassment of women in Egypt by predatory men, to citizen journalism and civic engagement.

In Japan data from vehicles' windscreen wipers and embedded GPS receivers track the movement of weather systems through towns and cities with a precision never before possible. It’s the evolution of what we would call a smart city.

The rainforest tribe the Achuar are using mobile GPS devices to map their land using that data by transferring it onto mining maps augmenting them so that companies buying land from the Peruvian government for mineral extraction can now see for the first time that their activities have a devastating effect on people that wish to live a way of life that has been continuous for many thousands of years.

Museums can become platforms and start to provide services that create additional assets and additional revenue streams. Their audience is global from day one.

These are but a few glimpses of the transformative power of mobile, Africa upgrading itself in part through mobile connectivity to itself and the rest of the world. It can now plug into the world economy.

So mobile is the Iguassu rather than the Niagra – an enabler of all aspects of our lives – an empowering us, providing us with greater autonomy, freedom, efficiency and effectiveness. Even more beautiful with the arrival of smart phone technology that enables us to interface with the world around us with ever decreasing interference in new and exciting ways, contributing to the step change in humanities progress.

You write about the relationship between “data” and “democracy.” I would want to draw a distinction between “data” which can be collected and aggregated without the knowledge of participants (as is increasingly the case in Web 2.0 services) and “discourse” which emerges from the active and conscious deliberation of communities who are working towards a shared goal. Are these two models equally democratic?

Democracy as data the black gold of the 21st Century

I made this observation in 2004, and like all resources of great value, conflict is never far behind.

And I completely agree with your observation and distinction. Data is integral to what comes next, thinking from a perspective of openness and aesthetics of design in that only ugly thoughts bring to bear ugly realities. It may not at first seem a clear connection between data, individual sovereignty and democracy. However once we understand that at high level the commercial world seeks to influence and in some cases coerce political institutions then we have to see them as linked. Or indeed that political ideology seeks to direct the course of political outcomes as is the case in Pennsylvania at the moment and elsewhere where Republicans seeks to make it much harder for various sections of the African-American community to vote in the hope they weaken Obama’s chances of re-election.

In Britain there are attempts by the Government of the day to legislate so that they can access and extract comprehensive, fine-grained covert surveillance of entire populations. All our digital activity: voice, text, Google searches, a level of surveillance that is unprecedented and as John Naughton describes as pernicious.

The recent phone hacking debacle in the UK in which it was found The News of the World hacked into the voice mail of thousands of people including murdered school girl Milly Dowler to sell tabloid newspapers demonstrating a rubicon has been crossed.

Data whichever way you look at it is about power and everyone is at it.

These examples are not democratic, they are harvesting data for personal or state gain. Which is why so many organizations work so hard to fight for the democratic rights of individual sovereignty around the world. It is a battle we must all be part of as 1984 just might be here already.

The opportunity of the open society

Whereas if we see shared data as a life enhancing resource that amplifies cooperative capability built upon mutuality rather than extraction of information for individual gain – then there are reasons to be optimistic.

The Ordnance Survey, the owner of all the topographical data of the UK, has opened up its data-base under a creative commons license to enable other to build upon the work of others, Ushahidi, the crisis management platform, could not work without data. Open source platforms allow diversity to flourish a default setting of nature, and they are extremely resilient and adaptive.

Like all things it is about asking the right question – is what we create for the collective good – where mutualism and trusted networks of relationships can flourish? The increase in the use of Creative Commons and open innovation demonstrates this can work in commercial and non-commercial contexts – there must rules of engagement but these rules are built upon what I describe as the economics of sharing.

We could go one further with the idea of the open commons region. What data could be released into the public domain to aid local communities be better communities to become, as the Shareable Magazine in San Francisco describes as, ‘shareable cities’. Where a multitude of neighbourhood resources can be shared; car rides, urban farming, skills, culture, civic innovation. Like an initiative called Brickstarter, this open approach enables citizens to submit ideas which then get registered on a website. Then based on ideas submitted to the platform, the service then connects visitors, and invites them into project groups. Project groups have their own project page with more information, upcoming events, feedback, etc. Projects can also form connections to existing city resources and community organizations. In July 2011 the City of New York invited volunteer-led community groups to apply for a Change by Us NYC grant to fund ongoing projects.

These initiatives are citizen led, grassroots, networked and flat in hierarchy. As C. Otto Scharmer, author of Theory U describes, “as an evolved geometry that devolves power from hierarchies to evolving trusted networks of relationships”. The aesthetics of such design processes lead to exemplary outcomes.

You introduced me to Richard Sennett’s The Craftsman and Sennett’s arguments play a key role in this book in defining what you see as the ideal form of labor for the future. What do you see as the core insights we might take from Sennett’s book, which deals with much earlier moments in the history of work, to think about how people might relate to their “jobs” in a networked culture?

Insights to Craftsmanship

Richard Sennett in The Craftsman reminds us of a number of things to reflect upon. First the craftsman represents the special human condition of being ‘engaged’.

Secondly, Hephaestus was the Greek god presiding over the craftsman, the bringer of peace and the maker of civilization. ‘More than a technician, the civilizing craftsman has used his tools for a collective good’, he writes. And it was through the spirit of the Enlightenment that the craftsman brought forward a huge surge of social and creative innovation that made the lot of ordinary humans better. So the craftsman questions why he makes things; he must evaluate the energy, effort and time that will consume him in his craft and the final act of creation – is he doing good, is he solving a real problem and offering up something better, is he using all his skills as a civilizing force? These questions must weigh constantly in his mind.

The craftsman is always in beta

His mind must be open to new ideas, techniques, tools and processes; to close his mind to the new, or new ways of doing things, is the greatest risk he will take. The ability to bring two unlikes together in close adjacency and recognise a pattern or a new possibility is the true act of creation; Lennon and McCartney or the fusion of medical knowledge and computing are but two real life examples of what I mean. The craftsman must combine technique and expression so that he is also able to act intuitively.

This can only happen when he possesses deep or what is called implicit knowledge. Rather than acting only upon empirical information, the craftsman’s ultimate act is one of unique expression which can only be delivered through the mastery of these skills.

The engaged craftsman is a committed craftsman, ergo the engaged organization is a committed organization and will work far more effectively.

Does this description describe work for the majority in the early 21st Century? I was asked by a senior leader of a large organization, when I was running a Transformation LAB, whether craftsmanship as a culture could truly be inculcated into a large organization – my answer was yes but it does require a change of culture. The ability to create a dynamic where space is created for a constant process of creating, critiquing, collaborating and communicating.

We are all designed to be risk averse, yet there are ways to mitigate risk, and that is through pattern recognition. Where people see no connection, no pattern, no new pathways, only chaos, the craftsman see patterns, which he can then deconstruct into steps that will lead him successfully to achieving his goal. ‘What do you see?’ and ‘What do I see?’ are questions we need to ask as we seek. For example, if I use Creative Commons legal frameworks in the design and manufacture of cars, what might that mean to accelerate innovation? If I use a highly motivated community open source software connected up to Google APIs and mobile GPS technology, what might that mean? If I use revenue sharing, how will that make my business more attractive yet more disruptive at the same time? Pattern recognition comes from insight – it doesn’t come from an inflexible linear process.

This is also a form of systems thinking – the craftsman thinks about the whole system.

The craftsman also knows how to deliver quality without it necessarily costing the earth.

This then leads on to the idea of whether creativity is a resource or a competence. Organizations from a linear world are designed to function at 100% efficiency, which largely means there is no way in which they can also be creative organizations, as this requires room for reflection, deliberation, conversation, trying stuff out; that’s the practical stuff, but also industrial organisations ideologically fear creativity – anything deemed ‘creative’ is outsourced – but for the craftsman, and the crafted organization, creativity, to be creative, to think and act creatively is something that is a fundamental part of what makes them who they are.

This is the pathway I argue to how we make work more meaningful and life-enhancing which is also a part of our new Human Operating System.

Many are arguing that our current notions of intellectual property emerged and reflected a world where a limited number of people had access to the capacities of cultural production and circulation, and they are reaching a crisis point as we expand the number of participants in the communication systems. How central is copy-right reform to the emergence of the kind of alternative social and culture structures you propose? What would a better model look like?

This is an extremely important question, as law is the hidden framework that underpins and shapes all our lives – in so many ways. The framing by large media conglomerates that all file sharing, and modding of content is ‘piracy on the high seas’, demonstrates an unwillingness by those that believe only they have the right to manufacture culture to adapt to the shape of a more participatory world.

Copy-right reform is central to creating a more diverse and rich cultural and economic landscape. A better model is created out of a commons approach that provides different types of permissions for usage as expressed through the creative commons licenses.

I also think that this parallel universe to law should be taught at law and business schools so our next generation leaders and practitioners of law can learn to assess the granular benefits of an economy built upon sharing and open frameworks as separate to an ideology of strict one-way controls.

Lets face it if copy-right had existed when Dvorak was writing some of his great works based on folk tunes, folk myths and folk culture we would not have that work, nor the great work of many others. They built upon the work of others.

It is of course a difficult area to negotiate; if I had invested $160m in making a movie I might feel very unhappy if I saw no return on that investment based upon piracy. However one could build a model where elements of the movie could be made available for modding, reinterpretation and for sharing and this engaged fan fiction approach could be of great value to creators of expensive content – through marketing, development of innovative ideas and even new content.

And of course we see and extraordinary surge in innovation through the open source movement – the ability to innovate at a much lower cost at greater speed.

So this redistribution of wealth and value, wealth of knowledge, the value of creating better, the ability to build multiple services shows that openness encourages diversity the default setting for life to flourish. As Weber writes in the Success of Open Source the conventional wisdom that innovation is driven by the promise of individual and corporate wealth, ensuring the free distribution of code among computer programmers can empower a more effective process for building intellectual products. But it does challenges the dominant logic of an industrial society.

For myself I published No Straight Lines in an open access epub format which is globally accessible to anyone with a browser and I ask people to tweet to pay, which I think is fair compensation for seven years hard work – but the work also exists in paperback and kindle formats and we ask payment for these. Some people are happy to pay, some people are happy to pay with a tweet, some people are happy to make a donation.

The point is I seek more than short-term monetary value by giving permission for my story to flow and to be part of a global consciousness which would not have been possible otherwise. To emphasize I have used combinations of legal frameworks as an author I am seeking various values and not all are financial. Standing on the shoulders of giants

If we look back to the 60’s it was the Grateful Dead that perfected the idea of sharing as an economic and cultural means to spread their music, hence more people came to the concerts, more people bought the T-shirts and a tribe of Deadheads were born.

So this new model is adaptive, flexible in allowing value to be created in a variety of ways. The economy and aesthetics of sharing creates cultural value, intellectual value and a richer and more diverse pool from which our wider humanity can profit from in a multiplicity of ways. It is a model created from the ethos of mutualism rather than cultural and economic monoculture and strangulation.

You end the book with a series of core principles, one of which is adaptiveness. Why do you see this trait as central to your “nonlinear” culture? What roles can education play in preparing future citizens to be more “adaptive” to a changing environment?

I see this as a core principle because if Humanity is demanding an upgrade from all our industrial institutions which are now proven to be inappropriate for our time – seeking to unleash the full creative potential of every human being and in so doing enhances their wellbeing and that of the wider society – from healthcare to education to the workplace, allowing humanity to surge forward united by a common purpose. We have to ask what do organizations look like in a human-centric world – and how do traditional organizations innovate to upgrade themselves to be able to belong to the extraordinary story of human evolution that now points towards a more participatory, cooperative, and regenerative model of our society?

So learning to be adaptive is central to the story. From an education perspective – we need to prepare our citizens and our organizations to be able to upgrade themselves constantly. Many of the skills I learnt as a typographer whilst at college were obsolete within three years of leaving. And so for me it is an important and key lesson – that we need to teach people to be curious about the world they live in, to want to play in it, and that life long learning – the requirement to be in constant beta (a skill the craftsman possesses) is a necessary condition of thriving in a non-linear world. Adaptiveness is upgrading personal capability, organizational capability, our economies and by default the means by which we do business.

More specifically the ability to individually and collectively: create, critique, collaborate and communicate are the necessary conditions to learning to be adaptive. Your work for the MacArthur Foundation also inspired me to think about adaptiveness as a core principle. You cite the need for play, to appropriate, to simulate – by which you express the need to be able to be a good builder of patterns that can bring new insight – and I would also suggest a new language to describe new and novel ways to create, to ‘scan one's environment and shift focus as needed to salient details’. There is an emphasis on collective intelligence which for me connects to participatory leadership – which ascribes to the view that a best possible future lies in the minds of the many. Teaching our children the power of participatory leadership would bring great value to our general society and therefore great rewards to individuals.

I worry these skills are not being taught, and I worry that there is a growing disconnect between the world we are creating and how education prepares the next cohort to inhabit that world meaningfully. We have to teach our children to be creative actors, and creators in our non-linear world – not to be passive consumers. As Proust observed “the real voyage of discovery is not to seek new landscapes but to look upon the world with fresh eyes”, and in that way we too can learn to adapt well to a changing world.

 

Alan  Moore sits on the “board of inspiration” at the Dutch Think Tank Freedom Lab. He acts as “Head of Vision” for the Grow Venture Community, is a board director of the crisis management NGO Ushahidi and is as a special advisor to a number of innovative companies and organizations including publishing, mobile, the theatre and finance.

Rethinking the Industrial Mindset: An Interview with No Straight Lines' Alan Moore (Part One)

In early 2007, I featured an interview on my blog with Alan Moore, then the CEO of SMLXL, the Cambridge based “engagement marketing” firm, and the co-author ofCommunities Dominate Brands: Business and Marketing Challenges for the 21st Century. At the time he explained, "Engagement marketing is a very broad term, and purposefully so. At its heart, is the insight that human beings are highly social animals, and have an innate need to communicate and interact. Therefore, any engagement marketing initiative must allow for two-way flows of information and communication. We believe, people embrace what they create." Through the years, we have remained in touch. Moore remains one of the most thoughtful people I have met in the contemporary marketing world -- someone who reads broadly, who asks challenging questions, who is willing to explore alternative perspectives, and who is trying to construct his own theoretical model for the changes that are impacting our contemporary society.

http://www.youtube.com/watch?v=5Y0a30z-v20&feature=player_embedded

All of that probing and reading comes together in his new book, No Straight Lines: Making Sense of Our Nonlinear World. No Straight Lines offers a fascinating perspective who roams far and wide across the worlds of business, media and entertainment, politics, education, even healthcare, suggesting a new framework for understanding the way the world is changing in the 21st century. And Moore has been putting his money where his mouth is experimenting with new kinds of relationship with his readers. The above video tells you how you can access a copy of the book at the price of a tweet, and below, he describes some of the ways that readers can participate within what he calls a "read/write" version of the book.

http://www.youtube.com/watch?v=8j9SXNUQWXA&feature=relmfu In the conversation which follows, Moore explores a few of the many dimensions of the book, talking about how he can function as both a cultural critic and an industry leader, his critiques of Web 2.0, and his thoughts on core concepts such as participation, information, networks, and democracy.

You begin No Straight Lines with a provocative statement, “the purpose of this book is to highlight the corrosive effect that an industrial mindset and free market economy has ultimately inflicted upon humanity. My hypothesis is that we have got to the point where our industrial economy, projected onto society, can no longer support humanity.” These are strong and somewhat unexpected words coming from someone who has worked as the CEO of an branding company. How do you reconcile your positions as a cultural critic and as an industry leader? Does advertising have a constructive role to play in dismantling the industrial mindset which you claim has robbed us of aspects of our basic humanity? Or is advertising a key force promoting the old industrial model?

Craft

My early career originates in design, and design thinking. Deep is the connection between designers and their work as socially relevant to the world, so there is DNA in there.

I have often speculated that this is umbilically connected to craft – the craftsman works for the collective good. The creative marks yielded by my tools must have some form of satisfaction. Good work, good craft – yes, but also good for who else other than myself?

The shoemaker, the baker, the master craftsman used their skills and expertise to give something to society. And even the early industrial revolution through wrenching was geared towards giving light, heat mobility, communication, education etc., to a wider humanity.

Journey

My journey has been profound – I have worked for some of the biggest businesses in the world, but in my professional experience, and in the work I have undertaken initially for Communities Dominate Brands and now No Straight Lines I could see there was a systems problem.

I witnessed many organizations had lost their role and purpose for the wider society that a world defined purely by a commercial material culture had no value. Either through the products and services they were trying to sell, and or indeed the internal culture of these organizations.

The role of commerce in a networked world

These organizations were not asking – is what we create for the collective good?

I could see marketing had become harvesting cash flow for the quarterly numbers and shareholder returns. In many ways your book Convergence Culture demonstrated, to me anyway, humanities extraordinary need to create meaningful connection, to create culture and identity. Whereas you point to the cultural industries resisting any notion the idea that consumers had any right to participate in cultural production. Their job was to be good consumers.

So I asked myself do I need to help these organizations sell more or can I try to find a better use of my intent, my craft, creativity and skills? And that question led me to write No Straight Lines. Today my work is about helping large organizations see and create a better future.

Is advertising bad?

To your specific point advertising per se is not inherently bad – but its context on the whole is geared towards “I” and not “we”. With these jeans “I” will look cooler, more attractive, with this car “I” will feel more free, more important, with this black credit card it says “I” am important. Advertising represents the sharp end of the commercial intent of the organizations that define our world, its dominant logic is consumer culture is our salvation and I am afraid I have to disagree.

To demonstrate that lets briefly survey our commercial landscape – the bank HSBC has been laundering billions of drug cartel money in effect supporting murder, rape and torture; Barclays bank with others was fixing the interbank lending rate and undertaking massive tax fraud as we went into financial meltdown;  the subprime mortgage scandal in the US unleashed the global banking crisis which is still having significant implications for sovereign states today. Whilst they all advertise a better life through consumerism and debt.

Or in the UK the newspaper The News of the World that thought it was OK to hack into the voicemail of murdered school girls to sell tabloid newspapers and generate revenue through advertising. I would argue in pursuit of financial gain we have crossed a moral rubicon.

I was very happy to be in service of an industry which I believed to be inherently good – where commerce and society lived in mutual co-existence – but this is sadly no longer the case.

Part of your critique of the industrial era is that it forced humans to think and act in a very linear fashion, where-as you advocate a world where there are few if any “straight lines.” What do you see as some of the defining characteristics of the world you are advocating? What signs do you see that a post-industrial society is already moving us in that direction?

Firstly the defining characteristics I see are encapsulated in what I term the Human-OS (operating system).

This OS wants greater opportunity, greater freedom, greater empowerment, a revitalized sense of justice, a world where mutualism and participatory cultures are the default setting, where openness is seen as resilience and diversity is understood as a good thing, where we have greater autonomy and that seeks a greater aesthetic in everything we do: beautiful buildings, civic spaces, organizational design, it is as easy to make something beautiful as it is to make it ugly. So why choose the latter over the former? That question has always baffled me other than knowing ugly thoughts realize ugly realities.

This OS is the key driver to the systems change we are witnessing. I see this Human-OS in the transformational change of all the examples cited in No Straight Lines: from agriculture, hospital design, and healthcare service design, educational programmes, the response to complex civic challenges, manufacturing, NGO’s, the nature of finance, innovation and commerce itself. This OS is the story of why our networked world with its new Human OS is directing the shape of our post industrial future, which is why on the floors of our factories, in the waiting rooms of our hospitals, the classrooms of our schools, people are asking not what if – but how. How can we create a world designed around the wider needs of humanity, and that serves that humanity in ways in which our industrial society no longer can. As others have observed, when you get institutional failure you lose the right to lead and people learn to get what they need from each other – that is essentially what is happening.

There is also the well-documented insight that technology only succeeds when it meets fundamental human needs – if we are currently wrapping an interactive socially orientated communications membrane around the world we have to understand this is what the Human OS wants.

It demands we rethink a few things; how we educate our young, how we teach business, our sense of ourselves in relation to our communities and civic spaces the nature of the organisation and political institutions, legal frameworks, the nature of work, happiness and play.

And in fact there is not a single industry on this planet where people are not investigating ways in which these things can be achieved. And of course the old industrial order politically, socially, organizationally is resisting.

Alan  Moore sits on the “board of inspiration” at the Dutch Think Tank Freedom Lab. He acts as “Head of Vision” for the Grow Venture Community, is a board director of the crisis management NGO Ushahidi and is as a special advisor to a number of innovative companies and organizations including publishing, mobile, the theatre and finance.

"We Do Not Have a Hollywood on the Outskirts of Warsaw:" What Poland Can Teach Us About Copyright and Circulation (Part Two)

I was able to share some core insights from this research as part of an very engaged panel at this past week's Futures of Entertainment conference (with musician T-Bone Burnett and Annenberg Innovation Lab head Jon Taplin.) Expect to see the video of this panel (and others from the conference) on my blog before much longer. For those of you who live in Los Angeles, you might be interested in attending a one-on-one conversation I am having with T Bone Burnett this Weds. Nov. 14, 7:30, Hammer Museum. Check here for more information. Now back to your regularly scheduled interview...

 

You situate your study in a much larger tradition of media and cultural scholars in Poland writing about “circuits” or circulation. Can you share with us some of the core insights from that tradition? 

 

ALEK TARKOWSKI: Polish sociologists in the Communist era were very focused on the issues surrounding the so-called “second circulation”, grassroots political and cultural activism as protest against the hypocrisy of the system and a sort of safety valve that enabled the society to externalize its frustrations. But in Polish history, informal circulations also included diverse economic activities and a vigorous youth culture movement. For us, that tradition served only as background – we haven’t used the tools that Polish sociologists developed to study alternative circulations. Yet we took them into account, since as concepts they have the power to disrupt the current logic and point out existing mechanisms that can be eerily similar to the ones observed in the Communist period. For example, there were social exchange networks used by our parents to distribute independent media and barely available products of Western popular culture. The irony of the situation lies in the fact that people who were active users of informal circulations in the Communist era are mostly quick to condemn informal usage of such circulations among their kids and grandkids.

Of course it’s difficult to make a direct comparison between both situations, but it turns out that as far as moral economy, or what people consider right and wrong, is concerned, there are a lot of similarities between the two. A qualitative study that Mirek is currently conducting involves a closer look at these similarities.

 

How might we situate the study of grassroots circulation of media in relation to the larger examination of what I call participatory culture or what Yochai Benkler discusses as “peer production”? 

 

JUSTYNA HOFMOKL: Research shows that in Poland the creative output uploaded by people to the Internet is still marginal and the percentage of active creators does not grow. Of course, I do not mean all the marks we leave on the Web, like Facebook comments – just more substantial forms of creativity. There are some differences in the results depending on the indicator we chose, but no more than few percent of Internet users engage in regular cultural production. That’s why we decided to look for a Poland-specific point of reference for your and Benkler’s ideas, which would enable us to expand cultural participation categories to include more elements than just “production.” We considered things beyond “peer production,” like peer reproduction, redistribution, and recommendation, as we decided that even though they’re more controversial than grassroots production, they have just as strong an influence on the media and culture, which are known for wielding distribution control as a powerful weapon.

We were also very inspired by Mirko Tobias Schafer’s “extended culture industry” concept, which dissolves the top-down/bottom-up distinctions. Even in the discourse of exploitation identical situations can be interpreted in completely different ways: Internet users redistribute content to which they have no rights, but simultaneously they are doing the dirty work for the corporations as they promote their work. In a way, both content authors and consumers are participating in culture – maybe both groups don’t share the same rights, but they surely share similar possibilities for action. The role of software in all this is also really significant – it’s often the case that participation based on redistribution requires very little activity. Many users of file-sharing networks exchange content almost incidentally, the software does it for them. The significance of technological architecture behind cultural participation is an avenue well worth exploring.

We still want to broaden our knowledge of the grey area between authorship and consumption because we feel that a lot of interesting things happen there. We just commenced a qualitative study of people who still aren’t authors but are something more than just consumers – the category includes people who function as grassroots content archivists, who prepare and release Polish subtitles for TV series and movies. In informal circulations these people are institutions, and preliminary interviews show that they often feel that their actions “serve a higher purpose.” At the same time, they’re still using content to which they have no rights.

 

As you note in your report, much of the work in “informal economies” has centered on the developing world. What new insights do we get if we apply this model to talk about how media travels through more developed countries? How, for example, might that operate in relationship to post-Communist Eastern Europe? 

 

ALEK TARKOWSKI: The claim that informal economies and circulations function worldwide should be a truism. This is well demonstrated by Robert Neuwirth, for example. We find it very interesting that the informal economy category, at first devised to describe the economies of developing countries now applies so well to modern creative economies. We also like Ravi Sundaram’s idea of “pirate modernity”, which claims that modernity is neither regulated nor sterile, but haphazard, informal or even illegal.

And Poland, today a developed country, has been very different only twenty years ago. Although we moved from a shortage economy to a surplus economy, some mechanisms are still working just fine. And digital technologies only invigorate the informal circulations. Many Poles still remember the times when public radio played entire music albums on the air, while people at home mass-recorded them on tapes. Nobody really knows whether it was legal, but we all suspect that we might have had pirate public media back then. In the 1990s, we had legally operating stores that copied for customers albums from CDs to tapes. But simultaneously we assumed that this informality was typical of the Communist era when it functioned as the prohibited, glorified second circulation, as well as the crazy transition period of the early 1990s. We’re trying to demonstrate that the informal processes are still heavily influencing our culture.

The application of concepts developed for third world countries in Poland might hurt the national pride of many people. Yet we believe that Poland should draw on the experiences of for example the BRIC countries instead of comparing its culture industries with the United States. Look at the official copyright policy one feels as if Poland’s strategy was to copy the American intellectual property model directly. Yet we do not have Hollywood on the outskirts of Warsaw. While IP policy is imposed by international trade agreements, there is still room for taking into account local specificity and the national interest. This is rightly emphasized by Joe Karaginis in his commentary on our report. Joe writes that in the 19th century, the United States tolerated copyright infringement when it benefited American citizens. Meanwhile the policymakers in Poland, as well as we as a society, are not collectively asking whether another model might suit the Polish national interest better than the one currently implemented.

What are the primary motives for seeking content through informal circulation? 

 

JUSTYNA HOFMOKL: Asking about motivations that drive people towards using informal circulations is very important, but it would be wise to remember that for the user, the delineation between a formal and informal circulation is blurry at best. The average user doesn’t have sufficient knowledge to easily discern whether a given online source represents the formal or informal circulation. Even payment doesn’t help to distinguish between the two, as the grey area in Poland includes websites that charge the users not for content, as they claim, but for data transfer. But for users, that distinction is often unclear. For the purposes of our project, we classified online sources such as streaming as part of the informal circulation. But to answer your question, it appears that price is the key factor when it comes to picking the informal circulation; about two-thirds of the respondents point to this motivation. Availability of content and ease of acquisition turn out to be equally important. This criterion is especially important for people living in smaller cities. Many respondents also pointed out that it’s important to them how up-to-date the content offer on the Web is. With no comparable offer from the official distribution channels, the Internet becomes a much more attractive source of content. In Poland, the offer of video-on-demand services, online music stores and paid streaming websites is still very limited and aimed at a mainstream audience.

In our study, we also analyzed attitudes towards downloading. The results basically paint Poles as pragmatists: for many people downloading is simply easier than visiting a store.

 

Near the end of the report, you describe what you are calling “Next Generation Internet Users.” Who are these people and what distinguishes them from the general population in your country? Are they more or less likely to buy content online? 

 

JUSTYNA HOFMOKL: Faced with rising Internet penetration rates, we decided to make the “Internet user” category a little more nuanced. That’s why we applied the concept of “Next Generation Internet Users,” a term proposed by the World Internet Project’s William Dutton. The term describes heavy Internet users, also accessing the Web through various mobile devices, people who are constantly online, more or less. They’re also distinguished by their relatively high creative output – they take photographs, create digital content, build their own websites. They are heavily involved in content sharing but frequently purchase content as well. In Great Britain, these users make up over 40% of all Internet users. The people we polled in our study, however, demonstrated higher than average Internet usage: they spend multiple hours on the Internet, often accessing it via different devices. They turned out to be a very cultured group: e.g. 89% of them declared that they read at least one book in the past year. Using informal circulations is common in the group. About 88% of them use the informal circulation of music, 73% use the informal circulation of books; 78% use the informal circulation of movies. A high percentage of the people we studied declare buying cultural content online – a little over a third of the respondents (37%) claim to have paid for access to content online in the past year.

Our study has demonstrated that the division of the Polish population into Internet users and people who don’t use the Internet is consistent with the division into people who actively consume cultural content and those who don’t engage with any type of content circulation (except broadcast media – TV and radio – which weren’t the subject of the study). At the same time, the people displaying heaviest Internet usage and cultural consumption are also the most active users of informal circulations.

 

What do you think are the biggest mistakes made by policy and industry folks when they look at the relationship between formal and informal circulation of content? 

 

MIREK FILICIAK: Policy and industry folks have to stop perceiving informal circulations as excommunicated havens of the illegal and the anti-cultural. They need to treat these circulations as an alternative or as competition – it might be amoral and dishonest, but it is a part of the general circulation of culture. If a different approach is the desired result, changing the language might be a good place to start.

Policymakers make the mistake of considering only the legal implications of using informal circulations – we need to place a few positive aspects of these circulations on the other scale, like increased access to content and increased cultural activity. On the other hand, the industry in Poland offers few legal alternative to downloading – there’s not enough content, it’s expensive, and there’s no easy way to access it. We believe that people who engage with informal circulations might switch to legal purchasing of content online if given an honest alternative offer.

Presenting our findings to a group of industry representatives was an interesting experience. Many of the people from the creative industries, who publicly decried our report claiming that it legitimizes stealing, changed their tone and agreed with us in private conversations. They were aware of the fact that they will need to adapt to the users, and that the status quo is untenable and cannot be artificially supported by making the laws more severe. It was obvious especially to people working in the Internet industry. When asked about the main obstacles that hinder business development they didn’t mention piracy, they spoke about lack of flexibility on the part of collective rights management organizations and copyright holders, especially in the film industry.

We hope that the public debate currently underway in Poland, in which our report voiced a few very important issues, will head in the right direction. That we’ll witness the foundation of new services based on new business models and that the authorities, after learning from the experiences surrounding the ACTA fiasco, will introduce balanced regulations that will care for the interests of authors and producers as well as the society in general.

Mirek Filiciak is a cultural studies scholar, works at the Warsaw School of Social Sciences and Humanities. He is interested in the influence of digital media on cultural participation practices and research methodologies. Co-editor of Polish cultural studies quarterly Kultura popular (Popular Culture), co-author of book Youth and Media.

Justyna Hofmokl is a sociologist and vice-director of Centrum Cyfrowe - think-and-do-thank building digital society in Poland. She is the author of Internet as a New Commons and published in International Journal of Commons.
Alek Tarkowski is a sociologist and works as director of Centrum Cyfrowe. He is Public Lead of Creative Commons Poland and former member of the Board of Strategic Advisors to the Prime Minister of Poland. His research interests focus around the intersection of intellectual property, society and digital technologies, with a special interest in open models of collaboration and sharing.

"We Do Not Have Hollywood on the Outskirts of Warsaw": What Poland Can Teach Us About Circulation (Part One)

The Centrum Cyfrowe Projekt: Polska recently posted an English language translation of their report, The Circulations of Culture, which deals with the informal, sometimes illegal exchange of media content which is occurring in contemporary Poland. This report is a model of the kinds of thoughtful research which should be done in other countries around the world, including the United States, on this highly contentious topic. They start with a recognition that the pervasive language of "piracy" closes off issues which we need to be exploring. As they write:

"Wanting to become familar with and understand new practices one may not assess them in advance, let alone condemn them as illegal or wrong. Only knowing their scale, character and consequences may we assess the influence of new circulations of content on the sphere of culture. The domain remaining out of control of the state and the market is very varied. We lend and borrow books and records. We watch films uploaded to YouTube, but also we download them from websites and p2p networks. Usually we do not think whether we do it legally or not. And the facts of the case may be varied – there is content made available on the web illegally, but we may also use many materials in accordance with the law. Only 13% of Poles buy books, music or films. As many as 33% get hold of them in digital form, in a non-formal manner and for free. This number increases to 39% if we include also the „physical” forms of exchange into informal circulations, such as lending CDs. That is three times more than the market circulation, based on purchases of content."

So far, the report's findings might seem to support those who feel that informal circulation undercuts the development of a commercial market. Yet, the picture they develop turns out to be more complicated. They found that the rate of cultural consumption in contemporary Poland remains very low -- only 44% of Poles had contact with a book over the past twelve months and only 20.80% of Poles went to the cinema over the past year. Among those who are most active online, though, the numbers are significantly higher. 89% of "Internauts" or "heavy Internet users" have read at least one book over the past year, and 82 percent have gone to a movie in the past 12 months. So, while less than 5 percent of Poles have bought a book and less than .1% have bought cps in the past year, those numbers are much higher for those who are most active online -- 68% bought a book, 29 percent bought music.

Most of the heavy internet users acknowledged downloading some form of media content without paying for it -- the number can be as high as 95 percent depending on how we define our terms, but they also represent the core of the existing media market. As the report concludes, illegal downloads do not preclude legal purchases. So much for the argument that it is going to be impossible to get people to pay for content they can download for free. Instead, we need to enter into a much more complex exploration of when and why people who could and do download content illegally choose to pay for media content. So, when the media industry declares war on pirates, it may also be declaring war on its best customers, and this may explain why their tactics so far have been so unsuccessful at slowing the rate of "media piracy," because they are directed at the wrong people, because they do not understand the root causes of the issue, because they are not addressing the key motives for why people choose to pay for media.

 

Mirek Filiciak,  Justyna Hofmokl, and Alek Tarkowskithe primary authors of the report, were kind enough to participate in the following interview, which helps situate their findings within the context of a broader range of research in Poland and other parts of Eastern Europe concerning "sharing cultures" and "informal media economies." In what follows, they share further insights from their research which might guide policy-makers in other parts of the world as they seek to develop a more nuanced understanding of the ways such unauthorized circulations may impact the creative industries and the culture more generally.

For a creative presentation of the report's core findings, visit this site.

 

Can you provide some context abort the current state of the debates around intellectual property and file sparing in Poland? What motivated your study? 

 

MIREK FILICIAK: The subject has been moving from the fringes towards the mainstream of the debate on culture for several years now. The shift has motivated the Polish government to work at increasing access to the public domain and to create initiatives such as the Digital School project, which directed a significant amount of funding towards the creation of open educational resources. The protests of Polish youth against ratification of the ACTA treaty in January and February of 2012 were a breakthrough moment for public discussion surrounding the subject. Incidentally, that’s when we unveiled our report, the end result of more than a year’s work.

For our team, taking on the subject was a continuation of our previous initiatives and research projects. Take, for example, the series of “Culture 2.0” conferences we co-organized, one of which featured you as a keynote speaker. Justyna and Alek founded the Polish chapter of Creative Commons and now they’re heading Centrum Cyfrowe (Digital Center), which is a leading Polish organization working towards greater cultural and civic engagement through digital technologies. IP issues are one of the Center’s main areas of interest and thus the organization hosted our research project. I myself have extensive research experience in this field and my previous research projects concerned for example fans of American TV series in Poland, or the “Youth and Media” project (the full report will soon be available in English) which was an ethnographic study of the use of media by Polish youth. We demonstrated in that study that thanks to networked digital media content often flows outside of official markets and without the involvement of institutional intermediaries. Our previous work and experiences with research, policy and activism suggested that the available indicators of cultural participation, often focused on official distribution channels, illustrate only a subset of the cultural practices of Poles.

That’s why we decided to provide empirical data that can be useful both for researchers and for policymakers. In Poland, previously data was limited and skewed: based on outdated research schemes of official statistics or biased studies set to prove that piracy is wrong and harmful for culture. There are some commercial studies, but usually the methodology is kept secret, which makes it hard to debate the results. From the very start, our project was designed to be a scientific study as well as an additional voice in the public debate. We also wanted to propose a set of standards for transparency of methodologies and data presentation (not only did we make the report and raw data sets available to the public, we also prepared a very approachable mashup).

 

You make a clear point in the opening paragraphs of the report that you are not studying “pirates,” but rather you are researching “informal content sharing practices.” Can you explain the distinction you want to make between the two and why it is such an important one for framing your findings? 

 

JUSTYNA HOFMOKL: Above all, we wanted to draw public attention to somewhat deeper aspects of cultural activities of Internet users. And to retire the “pirate” label, as it basically leaves no space for debate and substantial arguments. In Poland, content sharing via the Internet has been presented for the last few years strictly as a struggle between “thieves” and “pirates” on one side and “evil corporations” on the other, without making any attempts at trying to understand the phenomenon.

The “piracy” tag draws attention solely to the financial consequences suffered by authors and intermediaries, while omitting issues that are absolutely fundamental for the state’s cultural policy, such as building social and cultural capital through accessing and sharing content. Only by framing the issue in a neutral way can we look for regulatory solutions that will balance the interests of the authors and intermediaries with societal benefits.

That’s why we were determined to take a closer look at the circulation of content outside of the market and reinvigorate the public debate, which doesn’t seem to have developed in Poland in any sensible way in the years that passed since the fall of Napster. Instead of talking about “piracy,” we’d rather discuss the flow of cultural content in the society. It often slips outside of the control and regulation of both governments and markets – and forms informal circulation.

We didn’t want to evaluate the legality of the behaviors we studied – and by the way, that’s not an easy task. In Poland, even the lawyers themselves can’t agree on what classifies as “fair use.” We assume the point of view of the users themselves and take a closer look at the way they access and use cultural content. We want the debate on regulating certain cultural practices on the Internet to be based on facts and reliable data.

 

Many have argued that the informal sharing of media content online comes at the expense of purchasing media. We hear the argument that people are unlikely to pay for media when they can get so much of it for free. What did you discover around this question through your research? 

 

ALEK TARKOWSKI: Our results demonstrate that the people who access informal circulations can be roughly divided into two groups. About a quarter of them are people who at the same time download informally and purchase content. Surprisingly enough, they are among the culture industries’ best customers. They make up the largest group among said customers and their expenditures are similar to the expenditures of consumers who don’t engage in illegal downloading. Formal and informal distribution channels are not competing in their case. However, 75% of people who participate in the informal circulation – this amounts to about 25% of all adults in Poland – don’t purchase any media from the formal circulation. They use radio, the TV, and the Internet. The question is whether they’re people that have “quit” the market or ones that never participated in it to begin with. We think (although that’s strictly a hypothesis) that they’re potential future customers or people that don’t participate in formal distribution due to economic reasons. Informal circulations increase the cultural activity of people who, until now, were only passive consumers of mass media.

In our next research projects we are trying to better understand the exact relationship between the two types of circulations, studied through the practices of individual persons. We don’t know for example whether an Internet user that engages with both circulations does it with equal frequency or how downloading influences purchasing behavior over time. We are also pressuring the government to organize a research consortium that would explain the economics of the two circulations.

 

Mirek Filiciak is a cultural studies scholar, works at the Warsaw School of Social Sciences and Humanities. He is interested in the influence of digital media on cultural participation practices and research methodologies. Co-editor of Polish cultural studies quarterly Kultura popular (Popular Culture), co-author of book Youth and Media.

Justyna Hofmokl is a sociologist and vice-director of Centrum Cyfrowe - think-and-do-thank building digital society in Poland. She is the author of Internet as a New Commons and published in International Journal of Commons.
Alek Tarkowski is a sociologist and works as director of Centrum Cyfrowe. He is Public Lead of Creative Commons Poland and former member of the Board of Strategic Advisors to the Prime Minister of Poland. His research interests focus around the intersection of intellectual property, society and digital technologies, with a special interest in open models of collaboration and sharing.

Creating Transmedia: An Interview with Andrea Phillips (Part Three)

Game designers have long debated how they might create a game that makes people cry or indeed, whether people cry about games all the time (and not just from frustration.) I am often asked a similar question about transmedia.  Is our experience of transmedia a necessarily cold and analytic one -- putting together pieces of a puzzle, searching for clues which provide insights -- or does it produce its own range of emotional impacts on the audience? 

The idea that weeping is the sole arbiter of emotional response is absurd. The fact is that not only can games and interactive narrative produce a range of emotions -- the same tears and laughter and boredom you can get from flat media -- but also a whole new palette of emotions that require the audience to have agency. Frustration, as you say, but also fiero. Guilt over one's actions. Pride over an accomplishment. Relief at escaping from danger.

Many transmedia narratives share that element of interaction, and hence can open up that broader range of human emotions to provoke. Indeed, this is one of the things I find the most exciting, as a writer -- if the goal if a story is to provide an emotional experience, then surely the forms that allow you to access a wider scope of emotions is the clear winner.

The idea that a transmedia experience must be cold and analytic is equally misdirected. It's mistaking form and structure for content. The emotional payload is carried by the context and meaning each piece has, not by how you consume it. You wouldn't call a business letter anything but a cold and emotionless format, but the memo that hires you or fires you is going to have tremendous emotional weight because of the meaning you bring to it as a reader.

It also bears noting that insight based on fragmented evidence is our natural experience of life. Not to go down that "the whole world is a transmedia experience" path, but there is definitely a seed of truth there -- attaching meaning and therefore emotional weight to what amount to breadcrumbs is a very common and very human activity, whether the stories we're engaging with are authored fiction or not.

Writers have often described film and theater in terms of the willful suspension of disbelief, yet it can be hard to sustain disbelief across a story which is dispersed across so many different media. Indeed, transmedia often calls attention to the processes of its own production and circulation in ways which can impact its emotional reality. This may be why early ARGS claimed “this is not a game” and thus incorporated the reality of the web into the story. I’ve suggested we might think about the active production of belief as part of the expectation the transmedia storyteller places on their audience. What insights do you have about the problem of maintaining the credibility of a transmedia story?

This is an issue I've wrestled with quite a lot, because there are tremendous ethical and legal questions around pervasive fiction. How do you account for bystanders misinterpreting your content -- and maybe reporting you to the authorities? And yet how do you create an immersive experience if you're lamp shading the fact that your story isn't really real?

The solution, I think, is to separate the idea of realism and verisimilitude from the idea of emotional and narrative authenticity. It's easy to mistake the two, because they're both interpretations of truth. This isn't a new problem, either. In the 18th century, many novels claimed to be papers found in an attic, journals arrived in a mysterious parcel, and the like. They, too, were striving for realism in an effort to stake out credibility and authenticity, as the novel was considered a low form at the time. But now we've grown comfortable with the idea that a novel is outright fabricated by a writer, and that novels have cultural value, too.

Transmedia narrative will get there as well, and I suspect a lot faster, because audiences now have much more sophisticated media habits than audiences three hundred years ago. The audience will happily forgive you for gaps in realism. The hero rarely has to take a bathroom break, after all, and the bad guys are nearly always terrible marksmen. But if you have a character react to a situation in a way that doesn't feel true to the audience, you'll simply lose them.

Once you recognize this key distinction, it liberates you from striving to make things all look perfectly and completely realistic. The audience wants to buy into your story, so using intro and outro bumpers on video clips and corporate footers on websites don't damage the heart of the experience.

Classic Hollywood developed principles of redundancy so that every detail that mattered was repeated multiple times -- they sometimes talked about the Law of Threes. Does redundancy become more or less important in a transmedia text? What are some strategies that are effective for building redundancy into the text without boring your most dedicated fans? Are there other principles which should be used to insure the accessibility of a transmedia story?

As with many parts of transmedia creation, there's no one right answer. It depends on what works best for the project you're trying to make. Outright repetition could be necessary in some works and not others.

The one hard rule I'd put is this: if you're providing multiple entry points to your story, then you need to provide enough context for the audience to understand what's going on at exactly that point. If that means you have to repeat important details, then so be it, but a more elegant solution might be to provide easy access to that information in an out-of-story reference source. It might also be possible to include certain key information in entry pieces of content and then never repeat them. If you're making a sprawling Star Wars-style venture, you probably don't need to explain what a Jedi is in every new book or film; you can assume a certain amount of canon knowledge in your audience.

There is one more consideration, though, and that's the effect of fandom on a work. In an emergent and adaptive narrative, you may not even know what details will be important ahead of time. You simply choose the things your audience has focused on and reward that focus to the best of your ability.

Some communities thrive on explaining the story to one another, as well. Homestuck comes to mind -- it's recently been described as the Ulysses of the internet by the Idea Channel. It's nominally a web comic, but there are strong game influences and even outright games, music, and heavy audience influence over the events of the story. At this point, there are dozens of characters and an incredibly convoluted universe that operates under some very specific rules. The story can be nearly inscrutable in places if you aren't active in the fan community one way or another.

But if the creator, Andrew Hussie, were to repeat important details in the way that Hollywood might suggest, it would disrupt the flow of the story, limit its scope to what could be planned ahead of time, and it would remove the need for a sort of social grooming that happens in the fan community, of sharing common knowledge about the story and world. I don't think that fandom would be as robust if Homestuck itself wasn't as opaque.

 

Some argue that elements built into a transmedia story in order to intensify fan engagement can seem overwhelming to a more casual consumer who wants to just sit back and be entertained. Is this tension inevitable around a transmedia work or can we, as Christy Dena has argued, created different forms and levels of participation for different segments of a transmedia audience?

We can design for different levels of participation, and in fact for the most part we do. But there is a point of diminishing returns. If only ten people in the world will ever see a piece of content, perhaps you're better spending your budget on something else. You do in general have to choose between providing a very rich and deep experience for very few people, or providing a somewhat shallower experience to a much broader audience.

The fashionable solution right now is to make each platform a self-encapsulated narrative, completely accessible to casual audiences. Star Wars works just as one movie. Lizzie Bennett Diaries works just as a web series. Lance Weiler's Pandemic works just as a short film, and so on and so forth. But there are varying degrees of immersion available if you're motivated for all three of these. For Star Wars, you get entire other stories. For Lizzie Bennett, you get just a little characterization and depth.

And again, the issue of fandom rears its head. In a classic alternate reality game, most people will never actually solve a serious puzzle or pick up documents in a secret meeting at midnight. But the players who do jump through those hoops actually become a part of the entertainment for more passive audience members. The experience becomes something akin to a spectator sport.

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

Creating Transmedia: An Interview with Andrea Phillips (Part Two)

By now, we have enough experiments to start to develop some core insights about what kinds of stories work best in a transmedia context. How would you define the goals and properties of a good transmedia story?

 

The core goal should always be to create a compelling story. Every facet of the work would reflect that, in a perfect world. But it's interesting to think about what elements of a story will actually sustain it, and what won't.

A lot of great transmedia works share certain surface characteristics: intricate mythologies or story worlds, a thread of the mysterious unknown, and some form of group identity the audience can relate to and imagine being a part of. Science fiction and fantasy are of course the main stock of transmedia so far, both because those genres easily fit those criteria, and because their fans tend to both interrogate their fiction relentlessly and sit early on the tech adoption curve. But we also see a lot of thrillers and mysteries, because those provoke seeking and solving behaviors; the audience actively wants more angles to the story and is motivated to seek them out.

There are a few genres that haven't yet been explored very well, though, and so I think we've found only a few things that work. How I Met Your Mother is pioneering the extended transmedia punch line. We'll definitely see more and more of that. And MTV's Valemont and now Lizzie Bennett Diaries tap into a potentially rich vein of complex social drama, for example. I think there's potentially a thriving market for soap-style transmedia relationship drama, but there haven't been as many efforts in that direction so far.

There's a related question: Is there anything in transmedia guaranteed not to work? I think very internal, literary stories might struggle to carry an expanded treatment without transforming into something entirely different. The Old Man and the Sea, for example, is a moving piece of writing, a work of classic literature, absolutely worth your time. But not really a great candidate to create a transmedia property. If you were to fracture it into pieces or expand the core of the story, you'd inevitably lose the power of the work as it stands. That's a huge part of being a transmedia creator, too; knowing when to leave well enough alone, because applying your tools will make the story worse, not better.

 

You describe yourself as a “big fan of physical artifacts” which help expand the world of the story. So often, transmedia is associated with digital media in popular discourse. What are some rich examples of projects which brought tangible and tactile media experiences into the mix? What do you see as the value of doing so?

 

Tangibility is a profoundly powerful thing. It's why we bring back souvenirs from trips, and why we cherish old concert t-shirts, why we buy replicas of rings and swords from movies we love. It's almost like locking all of the feelings and memories about a certain time and place into that object for safekeeping. I couldn't begin to explain the neuroscience, but I know the tool is that compelling. As an artist, of course I want to use that tool for the benefit of my story! And as a businesswoman, if people are willing to pay for that depth of experience, then I should definitely make it available.

Of course the HBO Game of Thrones campaign The Maester's Path is a great example of physical artifacts in transmedia marketing. The scent chests and food trucks dreamed up by Campfire were beautifully executed and well received (and I say this as someone who was on the team but definitely not the genius who dreamed up the strategy). Alternate reality games as a whole have an enormous history or providing tangible goods, to such an extent that the annual conference ARGfest sets up a museum every year so people can see and touch that history for themselves.

I'm working on an indie project right now called Balance of Powers, and just a few weeks ago, Kickstarter backers were sent an eight-page newspaper from the story world. It had display ads, classified ads, horoscopes, political news, a crossword puzzle -- just like a real newspaper, but all slightly altered to give information about the alternate-history universe where the story is taking place. The audience loves it, we have a way to make a little more revenue, and the story world expands in breadth and depth. It's a winning proposition all around. I am determined at this point to make a tangible element for every project I make, if I can manage it -- it's that powerful.

But as with many of the tools we place under the transmedia umbrella now, it's not even a very new practice! Video games used to use tangibility all the time. I loved Infocom text adventures, back in the day. The games themselves had no sound or graphics, but the boxes they came in were works of art. I remember letters and postcards, a swizzle stick shaped like a palm tree, a plastic evidence envelope with "cyanide" pills inside, maps and journals. Ultima games did it, too: coins and tarot cards and cloth maps. These objects both helped to evoke the game world right off the bat, and became cherished objects long after you'd finished the game. Games still do some of this, but they've switched to the revenue model, as well. You only get Master Chief's helmet if you shell out for the premium edition of Halo III.

I am a naysayer and don't consider all licensed objects to have that power, though. For me, there has to be an element of touching the story world. A toy light saber? Absolutely yes. Action figures and bed sheets? Maybe not so much. Those may be important sentimental objects, but they don't feel like objects from a fictional world that have materialized in our universe the way a replica of The One Ring might.

One common misunderstanding in transmedia is that because the information is dispersed across media, it can be consumed in any sequence and thus the story is essentially nonlinear. What roles do you see sequencing of information playing in shaping the transmedia franchise and what are some strategies people are using to influence to order in which we engage with the different segments they have produced?

This is one of the big structural challenges we deal with again and again. You can make entirely nonlinear experiences, but they're the exception, not the rule. That said, it is common for a minor component of a project to become a vector for introducing people to the greater work -- one wonder how many new people gave How I Met Your Mother a chance after the Robin Sparkles "Let's Go To The Mall" video. So you can certainly make discrete pieces that don't have much bearing on the chronology of the overarching storyline.

There are several possible solutions to the problem, though. One is to make it very obvious what your intended sequence of consumption is.  Reading or viewing guides, for example, for finished works. It's also good design to account for that in your structure; to make entry points obvious and numerous. Everybody knows where to get started with Star Wars -- you watch the movies.

For an experience that plays out in real time, finding a way to catch up new audience members is an enormous challenge, but an important one if you want to keep your audience growing. One of the things I'm most impressed with from The Lizzie Bennett Diaries is their recap model. Of course viewing order for the web series is obvious from looking at the YouTube channel. But there's also a handy reference page where important Tumblr posts and Storified social media exchanges are archived.

And then there's the Fourth Wall Studios approach with Dirty Work -- there's a main linear narrative with a distinct and obvious path through it. Other elements add to that, but it's not strictly necessary to consume them at all -- and they're all anchored in the main video so that it's literally not possible to access them from the wrong spot.

I think, though, that all of this is still a little clumsy. This is one of those elements of transmedia narrative where I feel like we haven't yet established the right conventions and vocabulary. In film, you know how to interpret a montage or a scene with calendar pages dropping to the floor. One day, we'll have simple and agreed method for showing an audience the best and intended way to navigate a transmedia experience, even if we're not quite there yet.

You use the example of “Chekhov’s Gun” to describe a particular kind of storytelling, where everything introduced must have a clear function within the narrative. Once you introduce a gun into the story, at some point you have to have a character fire it or otherwise what's the point. Yet, transmedia expands the potential range of functions which a device or detail might serve. For example, it might simply tell us something about the world which goes beyond the demands of a particular story, or it might be a rabbit hole which opens up places for the audience to explore beyond what’s explicitly on the screen. How, then, do transmedia producers know when to stop adding details? How do you answer the core question which many game designers learn to address early in their creative process -- what’s not in the game?

That's a particularly pertinent question in light of the reaction to Prometheus. The film centered around explaining a mystery from the first Alien film -- at least in part; there were a few points of conflict between the two accounts. But many viewers of both films were very unhappy with how that mystery was answered. They felt that by spelling out the origin of that first alien, the original work lost some of its impact.

When you're writing a complex work of fiction, it's often the case that you'll have a lot of information about backstory that you aren't going to pass on to your audience. It might seem like a waste to generate that knowledge and then not use it as content. But sometimes it's crucial to get your story straight about events and motivations you never want to spell out -- you're creating a negative space, and that space has to remain consistent. In order to preserve consistency, though, you have to be completely clear about what occupies that space.

I think, though, that part of this is simply the art of storytelling. The act of telling a story is implicitly the act of choosing a frame. There will always be things that happen before your story begins, and after it's over; there will always be things that occur during the story that you choose not to include. The art of narrative is to curate what you include in order to create the most satisfying possible story. Unfortunately, that's one of the hardest skills for a writer to learn.

The best (but still imperfect) advice I'd have is to understand what parts of your story are absolutely immutable, and which you can change. If you can cut something out of the story and still have a comprehensible story, then that element has to go through a harder vetting process. What is it adding? If you can't put your finger on a rock-solid reason to keep it in, maybe that's your signal that you shouldn't include it at all.

 

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

 

 

Creating Transmedia: An Interview with Andrea Phillips (Part One)

Over the past few years, there has been a minor publishing industry emerging around books which seek to explain the aesthetics and economics of transmedia or crossmedia entertainment production. Among them: Drew Davidson (from Carnegie Melon University’s Entertainment Technology Program) contributed Cross-Media Communication (2010); Wired Magazine’s Frank Rose (2010) published The Art of Immersion; Nuno Bernardo (2011), a Portugal-based transmedia producer who has done work in Canada, Europe, and the United States, published A Producer’s Guide to Transmedia; the similarly titled A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms  is the work of Andrea Phillips (2012), whose clients have included HBO, Sony Pictures, and Channel 4, and Max Gionavagnoli (2011), an Italian based transmedia producer and teacher who has organized the Ted X Transmedia events, recently published a more theoretical work, Transmedia Storytelling: Imagery, Shapes, and Techniques. It is not simply that these books come from both industry and academic sources or that they come from both the United States and Europe, but the individual authors also often straddle borders, as creative producers who work sometimes in academic settings, or as producers who work in multiple national contexts. These books engage in what might be described as speculative aesthetics, theorizing future directions in transmedia, alongside pragmatic advice for would be producers.  

As someone who teaches courses in this space (and regularly hears from other faculty who are developing such classes), it is great to have such a rich array of texts to use to instruct and inspire our students. I am committed to using this blog to run interviews showcasing this projects: so far, I have run interviews with Davidson and with Rose, and now, I am happy to share this exchange with Andrea Phillips.

Phillips is one of the most thoughtful writers working in this space today: she manages to hit the right balance between pragmatism and vision, between describing the conditions under which transmedia producers work today and spelling out the long term potentials of this still emerging form. She has the weight of hard experience behind her, but she is also deft at exploring theoretical and aesthetic dimensions of her project. I learned a ton from reading her book, and I learned more from her response to some potentially challenging questions I threw her way. I hope you enjoy this interview which I will run across the next few installments. I am very much looking forward to meeting her in person at the Futures of Entertainment conference at MIT next week. (And, shameless plug, it's not too late for you to register to join us there.)

 

I was delighted to see such a strong emphasis on the audience in the title of your book. Many people want to see transmedia as centrally about textual practices or about technological affordances. What model of audience underlies the approach you take in your book?

I come to the creation of transmedia narrative as an audience member myself, first and foremost. As a result, I'm absolutely militant about making sure that the story has value to my intended audience, even across a spectrum of consumption styles. This approach arguably has as much in common with software design as with other kinds of storytelling: use cases and user flows become just as important as emotional texture and pacing.

There's an interesting piece of mental gymnastics required when you're thinking explicitly about your audience. On the one hand, the audience is made of multiple individuals who will each have different experiences of the narrative, depending on factors like mood and context you have no control over. And for many people, that individual experience is all they'll have.

On the other hand, your audience is made up of individuals who talk to one another -- on forums or other digital communities, on social media, in person. Just as your work is hopefully greater than the sum of its parts, so too is the audience. It's smarter than the single smartest person. It's a living organism that makes decisions about how to engage with your story on behalf of a huge share of your audience.

You have to be able to hold both of these ideas in your head, and plan both for the individual and for the hive mind simultaneously. That can be a tricky maneuver. It's easier to design simple for a single-player experience or assume every audience member will be experiencing your story through the lens of a collective. But it's much better practice to take both angles into account.

 

Your first sentence tells us, “there’s never been a more exciting time to be a storyteller.” Why? 

 

We're in the middle of an epochal shift in how human beings communicate with each other. There have been other disruptions in the past, of course. The printing press and television were both incredible disrupting technologies that totally altered our communications landscape. But the internet and the mass availability of the tools of production have for the first time put the power of one-to-many and many-to-one communications in the hands of just about everyone. (Gibson's unevenly distributed future notwithstanding.)

The result is a revolution in how we view and consume news, in how we engage politically, how we promote and fund businesses, how we spend our leisure time. And more to the point, it's completely altered the landscape of the possible for art and for artists. We have new tools and new ways to reach audiences -- and that's amazing.

But the part that gets me incredibly excited is that we're experimenting with new forms, too, or changing old ones into something breathtakingly novel. We're making new kinds of art that can exist only in the intersections between media, not just taking old media to new places. It's not every generation that gets to feel like you're shaping a whole new art form.

 

You write in the book about the East Coast and West Coast Schools of transmedia design philosophy. How important do you think these geographic distinctions have been in the ways transmedia has evolved over recent years? And what happens when we open transmedia to a more global perspective? Surely, East and West Coast mean something different if we are talking about Europe, Latin America, or Australia, each of which has made innovative transmedia properties.

In a way, I regret codifying that West Coast vs. East Coast ideology in the book, because the distinction I was addressing has much more to do with philosophy than with geography -- it's meant to underline a cultural difference created by different underlying industries and mechanisms of productions. Of course Los Angeles transmedia is heavily influenced by Hollywood and the TV industry that exists out there -- many of the people coming into transmedia in that region happen to come in already having that skill set, and it's wise to use the skills you have.

Meanwhile, New York has a very strong live theater community, and a strong network supporting independent film. So it makes perfect sense that works in that region would be influenced by proximity to those artists.

I find it extremely frustrating that a perception exists that big franchise-style intertextual works and very personalized independent works can't both be transmedia at the same time. It doesn't need to be a value judgment. Removing either one cheapens the whole of transmedia and what's possible under that umbrella.

Of course there are tremendous transmedia works coming out of Canada, Australia, the UK, Scandinavia -- and it's not easy to slot those into East Coast vs. West Coast. They all have their own distinct style and flavor, because of varying local factors. Canada, for example, has a world-class presence for transmedia documentary and nonfiction, as a side effect of how its funding bodies operate.

As we open our eyes to even more work being done globally, we'll find more interesting variations in approach than even that. In fact, I'd put down money that distinctions in that work already exist, but they haven't yet been thoroughly documented in English. What's the state of transmedia in Bollywood? What strides are occurring in the Korean MMO community?

It would be remarkably arrogant to just assume there are none -- it's a better bet to imagine there are marvelous works being created that the English-speaking transmedia community simply hasn't encountered yet. This is doubly true when you consider how many creators in English have independently stumbled into transmedia by making it before they ever heard the term.

From the start, transmedia has been caught in the competing pulls of marketing and storytelling. But, is this really different from any other form of commercial or popular entertainment form, which have historically been described in terms of the tension between Art and Commerce? What’s at stake in seeing transmedia as a form of storytelling as opposed to a form of marketing?

It's not a brand new thing, or unique to transmedia, not at all. This is the same old song and dance that early film went through, in particular. We have to navigate a tangled web of issues ranging from the credibility of art and artists, the need to make a living, public perceptions of the form, and the filters that audiences use to view any given work. The net result, though, is that being viewed solely as a potential marketing vehicle is very definitely a huge risk to the development of transmedia storytelling as an independent industry.

These risks are threefold. First, it means transmedia is on the hook to produce successful marketing outcomes in order for ongoing production of new projects to continue. This is problematic because transmedia isn't inherently a particularly good or efficient marketing vehicle. Transmedia marketing campaigns projects have created some amazing press buzz, to be sure, but the efficacy of a transmedia marketing campaign varies tremendously. And even in the areas where transmedia marketing excels (creating depth of engagement, for example) it's notoriously hard to measure how A few high-profile, expensive failures could chill any client's appetite for transmedia work. It would be a tragedy for something like that to smother the industry in the cradle.

And it means that audiences approaching a transmedia work will always be trying to ferret out the hidden brand message. Worse, it means that the creators are beholden to stay on message, limiting the scope of possible work enormously. A marketing client may place limits ranging anywhere from a mild "no swearing" to something as confining as "no responding to Tweets or comments." These limitations can hinder the viability of individual projects. But they're invisible to the public -- all they'll see is a transmedia marketing campaign that just doesn't quite work, and before you know it, transmedia itself is written off as an unviable mode of creation.

But equating transmedia with marketing, not storytelling, also means that independent artists have a more difficult time with winning grants, for example, or even generating press coverage. This does rise from that tension between art and commerce you mention; there is a myth that real artists don't sully their hands with concerns about mere money, the romanticizing of the starving artist in a garret producing purer work. Meanwhile, some of the finest art of our time is created as design work for advertisements. But it's not considered "art" in the purest sense because it was commissioned for a commercial purpose.

Ultimately, the credibility of transmedia as an art form is on the line, and therefore the willingness for programs to permit it as a course of study, for funding bodies to award money, or for investors to contribute will all suffer.

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

 

 

 

 

 

Batman and Beyond: An Interview with Will Brooker (Part Two)

Your book seems to be as much focused on working through some core theoretical debates in media studies using Nolan and the Dark Knight as it is on using theory to explicate this particular franchise. What makes this film series such a good vehicle for asking these kinds of theoretical questions?

 

The longevity of Batman as a cultural icon and his visible role in popular culture for several decades, across various media, means that recent articulations of Batman are particularly rich examples for considering the role of authorship and the nature of adaptation. I draw various comparisons in the book’s first two chapters, which focus on these questions, between Batman and other popular texts, to demonstrate the extent to which Batman is a broader and more diverse archive of images, interpretations and variants than other stories and franchises.

Batman has been circulating for fifty-eight years longer than Harry Potter, for instance. Unlike other pulp heroes such as Tarzan and the Shadow, he has remained popular throughout every decade since 1939, by changing and adapting to fit the cultural concerns, the audience and the new media of each period. Unlike, say, George Orwell’s novel Coming Up For Air, which was published at around the same time as Batman’s first appearance, Batman cannot be pinned down to a single primary text or definitive version, but exists as a shifting, fluid, multiple figure (within a fixed template of identifiable features).

So the idea of adapting ‘Batman’, this seventy-three year-old archive of stories across various media forms into a feature film, raises more questions than usual about the role of the author and the nature of translation.

It challenges the notion of the director as author, and suggests instead that Nolan’s creativity lies in his role as editor or ‘scriptor’, collaging and compiling existing Batman stories and imagery into a new form.

It also problematises the straightforward, one-to-one relationship that is often assumed between primary text and adapted text, as Nolan’s trilogy adapts from several graphic novels, is shaped by previous Batman films and TV series, and in turn influences Batman in other media such as comics and video games.

I am not treating Nolan’s franchise as exceptional though, but suggesting that it provides a particularly visible and vivid example of the way all texts operate within a ‘matrix’, and offers us a way of seeing, with particular clarity, the dialogic process of  authorship and adaptation.

 

As you note, the core comic book readership is too small to successfully open a major Hollywood film (witness what happened to Scott Pilgrim) so the producers need to  expand the market to more casual viewers, some of whom may be anxious that they lack the basic background knowledge to fully understand a film about a character with a long history in other media. Do concepts like fidelity, continuity, and consistency have any negative consequences for expanding the viewership?

 

Not in this case, because the ‘fidelity’ of Nolan’s Dark Knight trilogy to the existing mythos of Batman was extremely selective, and therefore easy for producers to manage and for a broader audience to understand.

Grant Morrison’s run on the main Batman titles from 2006-2011 is more ‘faithful’ to Batman in that it engages with, interrogates and re-incorporates every key articulation and incarnation of Batman from 1939 to the present day. Morrison’s Batman RIP does capture a mosaic cultural icon, and it’s a complex, fragmented narrative that I think would be difficult for a broader, non-fan readership to understand.

By contrast, Nolan’s Batman was ‘faithful’ to a small group of titles from a relatively narrow period, within a specific aesthetic and approach. His films are directly informed and shaped by Denny O’Neil’s short origin story ‘The Man Who Falls’ and his Ra’s al Ghul tales from the 1970s, by Miller’s Dark Knight Returns and Year One from the mid-to-late 1980s, by Jeph Loeb and Tim Sale’s The Long Halloween and Dark Victory, and by a handful of other 1990s storylines such as No Man’s Land and Knightfall.

A movie adaptation that was truly faithful to ‘Batman’, even in terms of his diverse depiction in comics alone, would result in a kaleidoscopic, encyclopaedic film that might be extremely interesting but would be more of an art project – and perhaps more suited to another medium rather than cinema.

The discourse of ‘fidelity’ at work around Nolan’s movies, particularly Batman Begins – which needed to establish his approach – was more about stressing a distinction between this reboot and the previous Schumacher films, and using ‘fidelity’ as an anchor to a certain tradition within Batman comics. This tradition – dark, tough, masculine, ‘realistic’ – is only a specific strand of what Batman is and has been.

The Dark Knight series had to initially overcome negative perceptions of some earlier media versions of the character, especially the 1960s Batman television series and Joel Schumacher’s Batman and Robin. The problem in both cases had to do with their camp aesthetic and thus anxieties surrounding homosexuality in relation to the character. So, what are some of the ways the filmmakers signaled a new approach?

The widespread use of the term ‘reboot’ alone helped to signal that Batman Begins was a new approach. ‘Reboot’ is a complex term, and one that media scholar Billy Proctor has been working to define and explore in a series of recent articles, but there is a general understanding that it implies a new, clean start within the existing system. The essential Batman template remains, but the previous characterisation and story are overwritten (though I argue that the older content always shows through).

The producers circulated the distinction between Nolan’s Batman Begins and the late-1990s Joel Schumacher movies (which in turn were broadly associated with the 1960s TV series) in a variety of ways, through publicity materials, interviews, previews and trailers; and these meanings were embraced and confirmed by journalists and fans, creating a powerful discourse that separated Nolan’s project from the previous Batman films.

My book discusses in detail the way this forceful, coherent message of a new, ‘dark’ Batman was articulated – through the visual materials such as shadowy poster designs and a logo based on a rust-coloured throwing-knife, through leaked details such as Bale’s rigorous physical training regime and the focus on actual hardware and stunts rather than CGI, through specific disavowals of the Schumacher approach in interviews with Nolan and his colleagues, and through the tough, no-nonsense tone and language used in reviews and features.

The producers were aided in this approach by the fact that this ‘dark’ Batman was an already-established construction – within fandom, certainly, and to an extent in the broader popular consciousness –  and was already set up in opposition to what I call the ‘Rainbow Batman’, an incarnation of the character associated with play, camp, queerness and colour.

The filmmakers were not creating a new set of meanings but rearticulating an existing distinction between ‘dark’ and ‘camp’ which had been played out between the 1960s TV show and the 1970s Denny O’Neil and Neil Adams Batman, and then the 1960s TV show (again) and the 1986 Frank Miller Batman.

As such, then, the producers could harness the idea of ‘fidelity’ (to the 1970s O’Neil and 1986 Miller Batman, which in turn claimed fidelity to Bob Kane’s 1939 Batman) to insist that they were going back to the ‘original’ and that their version had the benefit of authenticity.

My own view is that the ‘Rainbow Batman’ is equally authentic, ‘pure’ and valid, and that it can equally be evidenced as ‘faithful’ to the comic book texts –  albeit of a different period, and by different creators.

Indeed, I argue that the ‘dark Batman’ consistently defines itself in relation to the camp version, and always brings that brighter, Day-Glo variant back to light when it tries to bury it – in repressing it, it makes it visible again – and further, that every version of Batman exhibits a dynamic struggle between these tendencies towards camp and control, play and seriousness, queerness and containment.

Will Brooker is currently Director of Research in Film and Television at Kingston University, London, and incoming editor of Cinema Journal. His books include Batman Unmasked, Using the Force, Alice's Adventures, The Blade Runner Experience, the BFI Film Classics volumeStar Wars, and Hunting the Dark Knight (I B Tauris, 2012).

Batman and Beyond: An Interview with Will Brooker (Part One)

Since 2001, Will Brooker has emerged as one of Great Britain's top thinkers about cult media, having tackled Star Wars (Using the Force: Creativity, Community and Star Wars Fans), Alice in Wonderland (Alice's Adventures: Lewis Carroll in Popular Culture), Bladerunner (The Blade Runner Experience: The Legacy of a Science Fiction Classic) , and Batman (Batman Unmasked: Analyzing a Cultural Icon). Brooker's work starts where Tony Bennett and Janet Woollacott's Bond and Beyond: The Political Career of a Popular Hero (1987) or Roberta Pearson and William Uricchio's The Many Lives of the Batman (1991) left off. Both of these earlier works sought to explore difference and continuity in the ways "popular heroes" or "migratory characters" evolve over time, across media, and across media audiences. Brooker's work has pushed this tradition to a whole new level -- his writing moves fluidly between history, textual analysis, media theory, and audience ethnography, tracing the ways media franchises (old and new) have left their traces upon popular culture. Such an approach is interested in issues of authorship and fandom, in both how formulas emerge and how elastic they are in responding to shifting tastes and interests. For me, this represents one powerful model for how we can take a comparative media studies approach towards the texts which matter most in our lives.

This summer, I ran into Will Brooker in London where we were both speaking at the Symposium on Popular Media Cultures: Writing in the Margins and Reading Between the Lines, which was being hosted by the Center for Cultural and Creative Research at the University of Portsmouth and by Forbidden Planet, London’s best known comic book shop. Brooker shared some reflections on the construction of Christopher Nolan as an author around the then impending release of The Dark Knight Rises. Anticipating the cultural significance of the film, I asked him if he'd be willing to conduct an interview around the release of his new book, Hunting the Dark Knight: Twenty-First Century Batman, and he agreed. Will being Will has been tweeting to the world about the difficulty of my questions, so now you have a chance to see for yourself what I asked him and how he has risen to the challenge.

What neither of us could know at the time we started this process was the degree to which the opening of this new film would be linked to an act of unspeakable violence. So, this first part of the interview offers some of his thoughts about the tragedy, while subsequent parts will dig deeper into the theoretical issues around multiplicity and seriality in the Dark Knight series.

Let’s start with the elephant in the room. In what ways did the Aurora shooting impact the meaning of the Dark Knight film franchise? Conversely, how did the intertextual construction you discuss in the book play into the ways that this news story was covered?  

 

It’s hard to say, a month after the shooting (at the time of writing), how that event has affected the way Nolan’s Dark Knight trilogy is framed and discussed. The intertextual nature of Batman, as a ‘mosaic’, did shape the news response to the Colorado events, in that reporters dug back through the archive of Batman texts to find any possible echoes or precursors that could be foregrounded as ‘causes’ of the violence. So a single page from Frank Miller’s 1986 Dark Knight Returns, depicting a shooting in a cinema, was identified as a possible influence.

It’s ironic and unfortunate, I think, that it takes a violent tragedy to prompt reporters to treat comics seriously and study them so closely.

My sense is that the Colorado shootings are currently seen as a footnote to discussion of the third and most recent movie, and that this news story serves as a kind of tag or hypertext link, a postscript that is still pulled into view when we talk about Dark Knight Rises.

It would be impossible not to acknowledge that the shooting is now part of the broader intertextual matrix of meanings that both surrounds and constitutes the Dark Knight trilogy.

That trilogy is essentially a construction and circulation of texts, including the feature films themselves, the stories about Ledger’s death and the ‘Jokerised Obama’ images, the comic book adaptations and the DVD extras. The Colorado shootings, on one level, join that cluster of meanings around the three films.

I think the question is how closely this story will stick and how significant it will seem, over time: whether it will drift to the wider outskirts of what Nolan’s Dark Knight Trilogy signifies, as a more distant footnote, or whether it will play a more major, longer-term role in shaping how the film is discussed and remembered.

I’m hoping for the former, for a range of reasons.

Firstly because I would rather not see a criminal given the notoriety he seeks; second, because the discussion around the shootings and the film seems to fall into a ‘media effects’ category, which I don’t find especially useful; and third, because I think those involved in the Colorado event, and their families, would probably rather not have their loss trivialised as a ‘Batman shooting’, and have their own personal tragedy permanently associated with a movie.

The shootings were not the first tragedy associated with these films. In what ways did the death of Heath Ledger become part of the meaning of the Dark Knight franchise and how have the producers sought to manage the morbid associations with Ledger's death in handling this current situation?

 

My impression is that these two tragedies were managed by the film’s producers in very different ways. Ledger’s death can be understood within the already-established context of Brandon Lee’s accidental death during The Crow and Oliver Reed’s during Gladiator, and if anything I think it was seen as adding poignancy and mystery to Ledger’s performance and his role as Joker, and in turn, did the film’s publicity no harm.

I don’t believe any connection was explicitly made in reviews and production materials, but the rumour (circulated by fans and journalists) that Ledger’s intense preparation for and immersion in the role led him to emotional torment, drug abuse and possible suicide echoes the movie’s association with brutal ‘realism’ that was articulated in production discourses through foregrounding of Bale’s physical training regime, the dangerous stunts, the avoidance of CGI, and the military hardware.

I don’t think there was any attempt on the part of the producers to exploit Ledger’s death, but I equally don’t recall any obvious attempt to contain or limit the stories surrounding it, whereas my sense is that the producers aimed to disassociate the film text from the Colorado shootings, and to short-circuit the interpretations of negative cause-and-effect between the two, as quickly and efficiently as possible.

The idea that The Dark Knight could have been so ‘realistic’ and absorbing that it consumed and possessed one of its lead actors was, I think, allowed to circulate because of its exceptional, isolated nature and because of the way we perceive Hollywood stars as unique and distinct from ourselves.

That it could have influenced a previously unknown individual to murder other ‘regular’ people in a suburban cinema carries quite a different meaning, because it is too close to the everyday lives of the average viewer and comes across as a reproducible event, rather than an isolated exception.

Will Brooker is currently Director of Research in Film and Television at Kingston University, London, and incoming editor of Cinema Journal. His books include Batman Unmasked, Using the Force, Alice's Adventures, The Blade Runner Experience, the BFI Film Classics volumeStar Wars, and Hunting the Dark Knight (I B Tauris, 2012).

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

Hurt/Comfort, which is a major focus of this book, has gotten far less attention than slash in recent fan scholarship, despite Bacon-Smith's assertion that it is at the heart of fandom. Why has this genre been neglected and what do you see when you examine it?

 

Lynn: H/C seems like the last subgenre to remain determinedly in the closet. Slash has been written about. BDSM has come out of the closet with a flourish thanks to 50 Shades of Grey. Hurt/comfort remains less discussed and more hidden – perhaps because it is less displaced and therefore more vulnerable to shaming. In some ways, H/C is a more primitive drive than even sex. We are all, at some level, still helpless and frightened little children, dependent on others for comfort and, quite literally, survival. H/C fic taps into those primal needs, expresses the depths of pain and fear, and then rewrites the ending of the story to include the healing that may never have happened in ‘real life’ but is continually wished for. The increased ability to comfort and heal oneself seems to result from the unfolding of the narrative, and especially from the willingness to accept the support and comfort of the group after the telling.

 

While H/C fanfiction carries the built-in displacement of using recognized fictional characters instead of being autobiographical, the genre seems less displaced than slash. In the Supernatural storyfinders community on Live Journal, posters commonly request fanfic about their own physical and emotional afflictions, explicitly seeking mastery through reading H/C fic about their own challenges. Writers in the genre are less likely to tie their topics to their own experience, maintaining the distance that displacement offers, but some do discuss their motivations as the same drive for mastery.  This tendency to consciously recognize the individual writer or reader’s motivation may be part of the need to keep H/C secret.

 

H/C fic tackles themes that cultural norms strongly discourage us from expressing openly – namely vulnerability and rage/revenge. Acknowledging vulnerability only makes one feel more vulnerable. For women especially, rage is disallowed and unacknowledged, the human desire for revenge something nobody wants to accept. Incorporating all of these themes into H/C fic is both subversive and personally dangerous, but the drive to do so is powerful. Bacon-Smith recognized the role of emotional expression as integral to coping and healing twenty years ago when she identified hurt/comfort as the heart of fandom, but she also recognized her own negative reaction as one of the reasons that heart remained so hidden.

 

I think the genre’s secrecy has made it less visible to researchers. It seems, at least at first inspection, to be a smaller genre than slash, but that may just be a reflection of the layers of protection that have grown up around it and the fact that fanfiction which tackles H/C themes may not be labeled H/C. It may be labeled slash, het, or gen, yet essentially be hurt/comfort.

 

Kathy: It’s another one of those things that seems to reflect badly on women – the desire to see our men bloody. It’s a real turn on for (some) women to see men vulnerable, exposing aspects of themselves that are normally so closely guarded.  H/C knocks down those barriers, and it’s sexy as hell. It’s another glimpse into female sexuality.

You talk throughout the book about the "fourth wall" that many fans feel needs to exist between the producers/stars and the fans. What do you see as the value of this "fourth wall" and in what ways has Supernatural threatened the "safe space" of fandom as it has sought to reconfigure the relations between the industry and the audience?

 

Kathy: I should preface this by saying that I’m all for fourth wall breaking.  Fan practices serve as critical engagement with the text and breaking that fourth wall encourages dialog which enriches both sides.  That said, it can be done well or poorly and I think Supernatural in particular has done it both ways. “The Monster at the End of This Book” acknowledged fan practices (detailed knowledge, writing fan fiction, factions within fandom, criticism of story lines) and allowed the characters to playfully respond.  Where it erred, in my opinion, was in choosing to portray a particular fan “Becky” who is over invested, inappropriate, and eventually crosses the line into plain creepiness.  She eventually becomes a sad figure of derision and all playfulness is lost, all dialog suspended.

 

As far as protecting the “safe space” of fandom, I don’t think it was ever really in jeopardy.  The actors don’t have the time or the inclination to hang out in fan spaces (with a few notable exceptions – Joss Whedon commenting on a fan video or members of various bands acknowledging that they’ve regularly read fan fiction about themselves) and showrunners are more interested in what fans think about particular episodes – what works and what doesn’t. There was some anxiety in the SPN fandom when Becky was portrayed writing slash, but this anxiety was more over “outing” fans and exposing their fan practices to non-fans (among them family, friends, co-workers).  Given the levels of shame that surround being a fan this was certainly understandable.

 

Lynn: Fans see the value of the fourth wall as keeping their valued (and yet shamed) practices secret – and thus safe – from outsiders, including the actors who might be starring in their fanworks. As recently as Comic Con in July, someone asked Supernatural actor JaredPadalecki, “What do you think of this?” and showed him (and the entire gigantic Hall A audience) a piece of fanart depicting him and his costar Jensen Ackles in a slashy embrace, both shirtless in only low-slung jeans. Padalecki, ever the diplomat, replied dryly, “I never wear jeans without a belt.”  Fan response (directed toward the fan who crossed the line)  was predictably scathing.

 

When Supernatural first changed the rules by depicting fanfiction – and even Wincest – in canon, fan response was mixed, but the ever-present fear of being “outed” as a kinky, slash-writing fangirl prompted many meta posts and some powerful fanart, including a widely-circulated comic expressing a fan’s fear of her husband’s disapproval of her fannish community and interaction after seeing the episode. Most of Supernatural’s forays into fourth wall breaking have been affectionate insider portrayals of fans, poking fun but also affirming fans, and often giving them the role of hero or heroine at the end of the day – or even having them end up in bed with the creator of the show himself (or at least the character who was not-so-loosely portraying him). That changed with a much reviled episode in Season 7, “Time For a Wedding.”  Becky the fangirl somehow morphed from an overly amorous but ultimately heroic Wincest-writing fangirl to a scheming, manipulative stalker, who drugged Sam Winchester and tied him to a bed ala Misery. Fandom was not divided this time – gone was the affectionate poking fun, and in its place was a mean-spirited, seemingly misogynistic and shaming censure. That episode is how not to do fourth wall breaking – at least not if you want to keep your fans.

 

You spent considerable time interviewing the production team around Supernatural about how they perceive their fans. What surprised you the most about their response?

 

Kathy: Given the continuing tone of most mass media coverage of fans and fan practices (crazy, needy, cranky, a force to be courted but not necessarily embraced) what we found most surprising was how appreciative the production side was of the fans and how normalizing the encounters were between fans and producers at every level, and how willing they were to understand fan practices.  In many cases we'd get just as many questions about the fans from the production side as we asked.  The actors would often ask us to clarify something - the level of investment, a particular fan practice.

 

Lynn: What surprised me most was the level of appreciation and respect. Fans continually step up to the microphone at conventions and ask the actors “What’s the craziest thing a fan has ever done?” Actors continually shake their heads and say “Actually our fans are really cool.” That’s not to say that we haven’t heard cautionary tales about fans being outed to actors as ‘slash-writing perverts,’ with very real repercussions. Bacon-Smith writes about the Professionals actor who became close to many of the female fans writing fanfiction about his character, but was so disgusted by his discovery that some of them were writing slash that he banned those fans from his ‘inner circle’ and attempted to get them banned from fandom itself. He didn’t succeed, but that and other cautionary tales have been passed down through the decades and continue to inspire fear in fans of all genres. We heard similar – and more recent – stories from several fans we interviewed for this book, but none of these occurred within the Supernatural fandom.

 

In our own experience interviewing the Supernatural production team, we never heard a negative reaction. Surprise, even shock – but not censure or judgment. Most of the people on the creative side had worked out where the boundary should be between them and fans. They had been able to locate areas of commonality and connection, but also maintain a distance, especially from fan activities that they understood were intended as fan-only spaces. The vast majority self-identified as fans themselves, and could empathize with fannish passion, even if it seemed jarring when directed at them. They tended to code fans as same instead of different, and thus to avoid too much stereotyping.

What might the back and forth between Supernatural fans and creatives suggest about the future of fandom, given the increasingly personal exchanges facilitated by social media as opposed to the more controlled, regulated access fans historically had in an autograph line?

 

Kathy: I would caution against reading too much into the “personal exchanges” or the power of Twitter and Facebook.  The technology is quicker, more immediate, and gives the illusion of intimacy,  but by and large these are still anonymous exchanges – the 21st century version of the snail mail fan letter.  It allows producers to have a better idea of what appeals to fans (and what they will absolutely hate), but I don’t think it influences the actual product all that much.  Fan service is just that – in many cases merely a marketing tool. (A fantastic example of this would be the MTV sponsored video asking fans to vote for Teen Wolf as favorite summer show.  The video plays up the slashy relationship between the two main characters.)  Which is not to say that actors who tweet birthday greetings are doing it simply to further their careers, or that meaningful relationships don’t occasionally occur, they certainly do.  I just think too much has been attributed to social media exchanges between fans and producers.

 

Lynn: It’s a mixed blessing. While the lines of communication are more open than ever, they are also filtered and constricted and misunderstood on both sides. Many of the actors have confided their struggles with how to use Twitter and Facebook effectively – they’ve found out how easily one sentence can be misconstrued, and how sensitive fans can be about what the celebrities they fan are saying to them (and might think of them). If a celebrity tweets you back, it’s too important to dismiss – if it’s received positively, the fan is euphoric. If it’s received as a negative, the fan is crushed – and in turn may lash back at the celebrity to save face and self esteem.However, the new expectations for communication are not going away, and are likely to expand as platforms proliferate. Both sides are likely to continue struggling to accommodate as technology and associated cultural norms change faster than any of us can keep up with them!

 

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 I Spent My Summer Vacation: Germany (Round Two) and the Czech Republic

  Delmonhorst and Breman, Germany

Our travels next took us back through Germany -- to the town of Delmonhorst in Lower Saxony. Here, I participated in a conference, organized by Martin Butler and centering around the "precarious alliances" which shape the relations between authors, readers, editors, publishers, translators, critics, archivists, and booksellers, among others, each of whom helps to shape the nature of literary production. This was an intimate event -- roughly 20 academics, mostly European, a few American -- sat around in a seminar room for three days and talked about each other's work. For me, this kind of prolonged engagement was a rare treat, especially when coupled with the fact that the topic -- which centered mostly around print culture -- was a little askew to what I normally look at  and most of the papers, by and large, focused on pre-20th century forms of publication. I gave the opening keynote, using J.K. Rowling's complex relations with Harry Potter fans and readers, as the central focus of my analysis, but giving the group a taste of what publication means in the era of "spreadable media."

The other keynote talks came from James L. West Jr. (Penn State), who has helped to manage the republication of the works of F. Scott Fitzergerald, and shared some of the behind the scenes negotiations which shape  posthumous publications (and along the way, told some great stories about consulting with Baz Luhrman on the forthcoming, now delayed, Great Gatsby movie), Wil Verhoeven (Gronigen) who spoke about "print capitalism" and the establishment of "political modernity" in England, and Claire Squires (Stirling), author of Marketing Literature: The Making of Contemporary Writing in Britain, who described the ways new modes of digital publishing and online book selling were disrupting older printing practices.  Other memorable presentations include a critique of the rhetoric of participation as deployed by some contemporary marketing projects by Martin Butler (Olderberg), a talk on the packaging of best selling genre fiction in Post-socialist Russia by Ulrich Schmid (St. Gallen),  a discussion of the political and cultural debates surrounding the Booker Prize by Anna Augustcik (Oldenburg), and a talk about the construct of the impoverished author in early Modern France by Geoffrey Turnovsky (Seattle). These exchanges, which dealt with print as a medium and as a set of cultural practices, rather than as a fixed canon of great works, were refreshing for me and seemed to open a path forward for future multidisciplinary conversations around similar topics.

Cynthia and I especially enjoyed getting to know Verhoeven and his partner, Amanda Gilroy, who drove down  precisely to meet me. Gilroy recently published a fascinating essay dealing with how she used fan fiction writing activities to get her students to engage more closely with the works of Jane Austin, an essay I know would be of particular interest to many of our readers.

The conference organizers allowed a fair amount of downtown for us to explore the city and its surrounding area. A few blocks from our hotel, there was a beautiful park, where we ran into this brace of ducks.

 

 

And in the town proper, we had yet another Spider-man sighting. It would seem that for a U.S.-based superhero, he gets around!

 

 

One night, a party of the speakers went into Breman, nearby, for dinner and a stroll around the historic districts of this German city, which was referenced by Ptolemy as early as 150 AD.  Like many German cities, Breman was heavily bombed during the Second World War, but it has made concerted efforts to restore some of the beautiful old buildings.

 

 

Praha (Prague), Czech Republic

 

When I arrived in Praha, I was greeted with posters depicting me as a somewhat paunchy superhero, flying high above the  Žižkov Television Tower,  a local landmark. These posters had been made by Luis Blackaller, a former MIT Media Lab student, who now lives in Los Angeles and occasionally sits in on my classes.

The poster had been commissioned by Jaroslav Švelch, who had spent several years as a visiting scholar through the MIT Comparative Media Studies Program, and now teaches on the Charles University Faculty of Social Sciences. Svelch had helped to organize a day-long symposium, Transmedia Generation: On Empowered and Impassioned Audiences in the Age of Media Convergences, in honor of my visit. We were grateful to receive funding from the U.S. Embassy in Pradha to help support this exchange between American and Czech based scholars.

Here is my talk (a variant on the one I had given at the Telefonica conference in Madrid).

http://www.youtube.com/watch?v=FTdZN4UUXY4&feature=youtu.be

Sangita Shresthova, a former CMS Masters Student, who now heads up our Civic Paths research team at USC, flew in for the event. Shresthova is part Nepalese, part Czech, and grew up in Praha, as she notes in the opening segment of her talk  about Bollywood dance and its fan following around the world. I featured Shresthova's book, Is It All in the Hips?: Around the World With Bollywood Dance, earlier this year, on my blog. 

http://www.youtube.com/watch?v=VDlBDDfdjAU

Here's  Švelch''s own talk which shared some of his research about fan subbing practices, especially concerning Game of Thrones, in the Czech Republic.  Švelch' has a background in translation studies, even though much of his recent work has dealt with computer games and other aspects of digital culture, so this project allowed him to combine several of his interests.

http://www.youtube.com/watch?v=AabX2ZA-5MQ&feature=relmfu

I was especially intrigued by this presentation by Nico Carpentier (Free University of Brussells), who has been exploring what we can learn about new forms of participatory culture by digging more deeply into the literature around participatory democracy. I was a bit nervous when I saw the title of his talk, "The Dark Side of Online Participation," but I left enormously excited by the work he is doing. Carpentier argues that legitimate claims for advances in opportunities for meaningful participation are drowned out by a rhetoric of participation which as often as not is little more than marketing. He wants to create some conceptual models which allow us to appraise what kinds of participation are on offer, seeing meaningful participation as involving the redistribution of power and the flattening of traditional hierarchies and inequalities. This is precisely the kind of work which should be done right now at the intersection between critical and cultural studies.

http://www.youtube.com/watch?v=spOs-kwNw3U

I made no secret of my excitement over discovering Carpentier and his work when Sangita, Nico, and I shared a panel together for the symposium's final session, which dealt with the political and educational implications of the research we had presented.

http://www.youtube.com/watch?v=4IJx7OycB84&feature=relmfu

Since I have been back in Los Angeles, Carpentier and I have been working on a dialogic piece which explores more fully the similarities and differences in the ways we are thinking in our current projects about the nature of political participation.

To be honest, the conference was, in some ways, an excuse to have  Švelch and Shresthova show Cynthia and I around Praha. After speaking to so many different groups and meeting so many new people, it was a luxury to be able to hang out and have fun with two old friends.

 

 

I would say that we painted the town "red," but somehow that might have a different connotation when talking about a post-socialist country. But, we had a wonderful time wandering the streets and taking tram trips together as they tried to introduce us to as much Czech culture as I could possibly absorb in a few days time.

 

As I sit here some weeks later and try to put into words my scattered impressions of Praha, I feel like it comes out as something like "Pretty, Shiny, Golly Whiz!", where-as something of the beauty and splendor comes through in Cynthia's photographs.

 

As Jaroslav, Cynthia, and I were walking along the banks of the Vltava River, we ran straight into two other Comparative Media Studies affiliates --  Zuzana Husárová and Amaranth Borsuk  -- both visiting Eastern Europe to attend a conference about digital poetry and storytelling. Here, you see the Praha Castle towering over the river, while on this sunny afternoon, you can see all kinds of boats out cruising along the river.

 

 

This is Jaroslav's photograph of Cynthia and I in front of some of the old buildings which survive from the 1891 Jubilee Exhibition. We were here visiting another late 19th century panorama, in this case depicting the Battle of Lipany (fought in 1434). Our exploration of late 19th popular amusements also took us to visit a Hall of Mirrors, also from 1891, and also very much still alive as an attraction for contemporary tourists.

 

 

 

We were fascinated by the old world charm of Praha, especially the decorated facades of buildings which date back to the Art Nouveau period.

 

 

One of our discoveries on this trip was the work of the Czech Art Nouveau graphic artist, Alphonse Mucha, whose paintings, illustrations, advertisements, postcards, and designs captured the spirit of Prague as it entered into the 20th century. I found this video on YouTube which shares some of Mucha's story and work.

http://www.youtube.com/watch?v=OWvrIvs7LKY

 

But we were also very much taken by the aesthetic of contemporary Praha street art.

 

We were very much amused to stumble upon this fine establishment, dedicated to preserving the memory of this classic 1970s vintage American cult series and the lifestyle which it embodies. Starksy and Hutch was very much an active fandom when I wrote Textual Poachers, though I don't run across many references to it today. I wanted to share this image in honor of all of you old school fans out there!

 

Visiting this former Soviet block country brought back a rush of memories for me as a child of Cold War America. Perhaps the most powerful concerned the CBS Children's Film Festival, a staple of my childhood.  (You can learn more about the program on this Kukla.TV fan website. )This program ran every Saturday afternoon, just as the morning cartoon shows started to give up the ghost, and spill over into programming intended for adults. The program was hosted by Kukla, Fran, and Ollie and dedicated to sharing films focusing on the lives of children from around the world. When I looked the program up on the web, I was struck by how many of the stories I remembered most vividly had come from Czechoslovakia, which was known during this period for its production of children's films. Here, for example, are segments from two of the films shown during the Children's Film Festival:

Adventure in Golden Bay   Dobrodružství na Zlaté zátoce (1956)

http://www.youtube.com/watch?v=xih0OcQgjc8

Captain Korda  Kapitán Korda  (1970)

http://www.youtube.com/watch?v=82yaOhzjbtk

Many of the other films shown on the series came from the Soviet Union, Yugoslavia, Poland, Eastern Germany, and a range of other Warsaw Pact countries. These memories have left me very curious how it was possible for so many of these films to air on network television during a period of time when political tensions between the United States and Eastern Europe were at such a level of intensity, and also to ponder what impact this early exposure to global diversity might have had on my generation's relationship to the rest of the world. Certainly, there are children's film festivals hosted by museums and cultural institutions around the United States today, but there is no such commitment from commercial broadcasters to insure a more cosmopolitan diet for contemporary youth.

A window display of wooden marionettes suggested the continued process of cross-cultural exchange, as Charlie Chaplin, Harry Potter, and Jack Sparrow hang alongside Old World witches and trolls.

 

 

The Czech people have long been among the most accomplished puppet makers and performers in the world, and this fascination with puppetry has often influenced their filmmaking, resulting in a strong tradition of puppet animation. Looking for more information about the puppet shops and theaters we saw in Praha, I stumbled onto this website, which also shared a delightful cartoon produced by students in their summer program.

http://www.youtube.com/watch?v=tIQsmLTv6UY&feature=player_embedded

While I was in Praha, I was interviewed by Pavel Kořínek, who wanted to get my thoughts about the current state of Comics Studies, as an emerging field of research. He was nice enough to give me Český Komiks 2000-2010, a wonderful collection of contemporary Czech comics.  Here's a useful Wikipedia entry that overviews the history of Czech comics. Jaroslav helped to fuel my growing interest in this graphic tradition by taking me to a small museum dedicated to the works of Kaja Saudek, perhaps the most important Czek underground comics artist of the 1960s and 1970s. Saudek was inspired both by the traditions of mainstream American comics, especially superheros but also Walt Disney and Carl Barks. He was also transformed by his encounters with the work of R. Crumb and Richard Corben. Here's what came out when these worlds collided. Saudek's work conveyed something of the spirit of the youth culture which contributed to the Prague Spring movement in 1968.

Jaroslav and Sangita also took me to Terryho ponožky (Terry’s Socks), located by the box office at the Světozor art house cinema just off Wenceslas Square. Terry's Socks was named after Terry Gilliam who famously left a sweaty pair of socks on a Prada movie theater's stage after a public appearance. Terry's Socks is by reputation the best place to shop in Prague for DVDS. I went there in search of what I could find of the Czech New Wave film movement, and brought back some real treasures. As it happens, Americans who want to know more about the explosion of cinematic creativity which hit Praha in the 1960s can now buy a number of classic works in Criterion's Pearls of the Czech New Wave box set, released earlier this summer. See below an especially memorable sequence from Věra Chytilová's 1966 film Daisies, which is included in the anthology.

http://www.youtube.com/watch?v=zm9Gh8Fpy0c

 

While I was in Praha, I was contacted about appearing on one of the Czech Republic's late night news program. They featured me for a full half hour, sharing my thoughts about new media literacies, digital activism, and participatory culture. What surprised me was that the interview ran in real time with the reporter Peter Fischer interviewing me in Czech, which was translated off camera into English, which I could hear on my ear phone, and then I spoke in English, which was then translated into Czech for the television viewers.

 

Here, you see Jaroslav and I sharing a last cool drink together in the Prague train station before Cynthia and I departed on an 8 hour rail journey to Budapest.

 

Coming Soon: Budapest and Bologna

How I Spent My Summer Vacation: Spain

Madrid, Spain My time in Madrid was one of the most intense legs of the trip: I delivered five talks in three days and most of the time in between was spent doing interviews with the local media. As a consequence, I had very limited time to see this great city and my exposure to its culture mostly consisted of quick meals in between talks.

While in Madrid, we stayed in a really luxurious grand hotel, the aptly named Westin Palace, just a few blocks away from the Prado Art Museum, thanks to the generosity of Telefonica, which was sponsoring my big public talk here.

After checking in, we wandered over to the Prado to soak up a little culture. Personally, what drew me here was the chance to see Hieroymous Bosch's Garden of Earthly Delights, a work which has fascinated me since I first wrote a paper about it in high school: I still can't figure out how to place Bosch in the context of his times. Where did this guy come from? Almost as astonishing to us were some of the religious paintings -- such as one where milk shoots out of the breast of the Virgin Mary and across the room into the mouth of a praying saint. (We found that there was a consistent fascination with this particular bodily fluid in religious art across Europe.)

Not surprisingly, Spanish artists, such as El Greco, Goya, and Velazquez, were especially well represented in the collection, and it was breathtaking to experience the size and intense colors of some of these works. Perhaps my favorite discovery on this visit was Velazquez's Christ in the House of Mary and Martha.

 

First, I was intrigued by the way the picture manages to combine three genres -- the still life, the domestic portrait, and the religious painting -- within a single image. Second, I was fascinated by the ways that the picture juxtaposes and contrasts two very different spaces of action -- the foreground in the kitchen, the background in the dining room -- and links them thematically to the core Biblical story of the two sisters, Martha busily preparing the meal, while her sister, Mary, sat at Jesus's feet and listened to his word. I have been spending lots of time thinking, especially about still life paintings, but also other works which include a strong attention to material culture, in relation to my new Comics and Stuff project. I ended up grabbing a picture off the internet and incorporating this work intoa talk I gave in Madrid about this project.

The following morning, Pilar Lacasa picked me up at the hotel and drove me out to the University of Alcala to present "The Samba School Revisited: Play, Performance, and Participation in Education. Lacasa has been a frequent visitor to the Comparative Media Studies program through the years, where she sat in on classes, participated in conferences, and contributed to our research. I've featured her own work on games-based learning and new media literacies through the blog before. It was meaningful for me to finally get a chance to visit her at her host institution and interact with her students. The talk was adapted from this blog post, which I wrote about the ways my own thinking about participatory culture was influenced by Seymour Papert's classic essay about the Samba School as a site of informal learning. The talk started with my own observations about how one of Rio's Samba Schools encouraged multiple forms of participation in the creative process.

Here, you see Pilar sitting next to me on the podium during the talk:

and me interacting with some of her students in the coutryard afterwords.

That evening, I paid my respects to another friend, Nacho Gallego Perez, who asked me to present my Future of Content talk at the Campus of Leganes, organized by Research Group about Television, Cinema, and Culture at Universidad Carlos III. Perez, who does work on grassroots use of digital radio and podcasting in Spain, had given a guest lecture in my New Media and Culture class at USC and participated in a workshop my Civic Paths group organized for MacArthur's Digital Media and Culture conference.  Nacho and Luis Albornoz took me out afterwards to enjoy Tapas.

After a morning of interviews organized by Telefonica, I went out to give a talk about "Comics..and Stuff" at Universidad Rey Juan Carlos, hosted by Jose M. Alvarez-Monzoncillo, who is a leading thinker about the cultural industries. I featured Alvarez-Monzoncillo's book, Watching The Internet: The Future of TV? on my blog shortly before I left for the trip.  You can see me here trying to reach up high enough to point out some details on a Richard Outcault comic page.

 

 

No sooner did I arrive back at my hotel, then another host, the international media literacy advocate Roberto Aparici, arrived to pick me up. I met Roberto years ago at MIT, when Textual Poachers was first coming out and he was in residence working on an early interactive media project.  Roberto and I sat down in a studio at a local educational television station to record a most enjoyable conversation which explored our shared interests in new media literacies and participatory politics.

And then, I talked about Play and Pedagogy as the final speaker at the Seminario internacional Redes sociales, educacion mediatica y apprendizaje digital, an event which brought together practicing teachers and educational researchers.

 

 

My talk was preceded by a presentation on the affordances of social media by Gunther Kress (University of London). Kress's work on "Multimodal Literacy" offers some valuable conceptual tools for thinking about transmedia learning, and so I was honored to have a chance to chat with him, however briefly. Here's a video interview with Kress I found on YouTube.

http://www.youtube.com/watch?v=nt5wPIhhDDU

 

And, then, after a full day of talks, I arrived back at the Telefonica Foundation's headquarters in time to join a group tour of the old sector of Madrid and a wonderful dinner with my fellow speakers.

 

 

Telefonica's Transmedia Living Lab had pulled together some of the top thinkers about transmedia in Europe for a three day event, which tackled its implications for storytelling, learning,  and social change. My other commitments kept me from attending most of the events, but I very much enjoyed getting to chat with my fellow speakers over dinner.

I was especially taken with Lina Strivastava, a transmedia consultant who has been developing a tool kit for transmedia activism, inspired by her experiences developing a campaign around the Born in Brothals documentary, and Bill Boyd, a educational consultant and teacher working in Scotland, who has been doing some serious thinking and writing about new media literacies through his blog. Boyd has shared some interesting thoughts about the Madrid conference. You can find video and slides from the conference here.

My talk, "'Occupying' the Transmedia Landscape: Spreadable Media, Fan Activism, and Participatory Learning”  used the Occupy Wall Street movement as a point of entry into thinking about how activists are embracing grassroots practices which combine remix, transmedia, and spreadability, to get their messages out to the widest possible audience. The talk was partially inspired by this blog post on the discursive and visual tactics of Occupy.

 

 Barcelona

My main professional reason for coming to Barcelona was to participate in a dissertation defense for Manuel Garin, a gifted PhD student in Humanities and Audiovisual Communication at Universitat Pompeu Fabra, Barcelona. I first became aware of Garin's work on The Visual Gag, when he shared with me this remarkable video that juxtaposes a sequence from Buster Keaton's silent film, Seven Chances, and footage from the Super Mario Brothers games, to help construct an argument about the ways that classic stunts and gag structures have traveled across time and across media.

 

http://www.youtube.com/watch?v=bEyfaM9pQBE

 

Garin presented some of his preliminary ideas about games and silent cinema through  this blog post and he had spent some time in California doing research through the USC Cinema School for his project. Garin has an encyclopedic knowledge of the history and aesthetics of gags, not the mention to read across a range of European languages, and thus, to make connections between different theoretical traditions which have sought to understand the place of the gag in media history. Across the dissertation, he explores thousands of gags from films, television, comic strips, games,and popular theater, moving fluidly across national traditions and criss-crossing divides between popular culture and avant grade practice.

The process of the dissertation defense was very different from my experiences in American universities. For one thing, the defense is public -- in this case, very public, since it was attended not only by Garin's family and friends, but also by the attendees of a conference his university was hosting that day on the cinematic gesture, and thus, we conducted everything in front of a packed auditorium. For another thing, it is a highly performative. The candidate gives extensive remarks presenting the core ideas from his project -- in this case, complete with power point and video clips. Then, each committee member speaks about the project for 10-15 minutes and finally the candidate gets to offer a formal rebuttal/response to what has been said. There is no chance for back and forth exchange between the parties involved, as I might have expected back in the States. In this case, each person who presented spoke a different language -- Spanish, Catalan, Italian, and English. I was told in advance that there would be no translation, since it was less important that the committee members understand each other than that what they had to say was understood by the candidate, but we were able to take advantage of the translation services organized by the conference.

 

 

 

Afterwards, I was approached by Robert Figueras and Gemma Dunjo, who are responsible for Panzer Chocolate, which is being billed as the first major transmedia project in Spain. I had been told about it multiple times by this point in the trip. This horror story is told across a feature film, a video game, a motion comic, an alternate reality game, mobile interactivity and "an Internet surprise.'  Here is a trailer they have produced which gives some sense of their approach.

http://www.youtube.com/watch?v=31Ed4pz8sXc

My other formal business in Barcelona involved a meeting with Felipe G. Gil, a digital artist, theorist, and activist, based in Seville, who has been promoting the concept of "CopyLove." Inspired by feminist theory and modeled on the idealized concept of maternal love, this approach seeks to imagine what copyright regimes would look like if they were shaped by ideas of reciprocity, caring, nurturing, and sharing, rather than property, mastery, control, and profit.    I had shared on my blog some of Gil's reflections on transmedia and digital literacy, which drew on the remix practices of his young cousin, a few years ago.  Here's a Ted video where Gil explains some of his concepts in Spanish.

http://www.youtube.com/watch?v=K8msyNpPQRM

Afterwards, we were free to explore the city. Perhaps it was simply that my schedule had been so intense for the past week, perhaps it had to do with the considerable charms of Barcelona, but I felt giddy and liberated, and fell pretty madly in love with this city.  I suspect I am far from unique in saying that my fascination with Barcelona is to a large degree shaped by my engagement with Antoni Gaudi's amazing buildings. Gaudi is perhaps the best known exemplar of what has become known as Catalan Modernism, creating a series of remarkable residences, apartment buildings, churches, and public parks, especially in Barcelona, in the first part of the 20th century. Gaudi took certain tendencies in the Art Nouveau movement and pushed them in other worldly directions. The sensuousness of his structures have to be seen and experienced to be fully understood, but they are such a wonderful play with shape, color, light, and texture, that I found utterly seductive. Here, Cynthia's photographs only give you a taste.

 

 

 Gaudi's work is strongly informed by his close study of structure in nature -- Above, for example, you see some of the windows from Casa Batllo, a residence, which are clearly inspired by bones, where-as below, you see some details from the same building's roof, which are organic in their shapes, if not in their colors.

 

 

At the same time, there is a strong geometric pull in Gaudi's work, which elaborated on gothic traditions of architecture in order to explore arches in ways that open up radically different kinds of spaces within his buildings.

 

 

 

 

 

Every room in a Gaudi building is a surprise -- most of them, breathtaking. Here, you get a sense of how consciously he plays with light, exploring the relationship between interior and exterior spaces, to create a series of thresholds which we pass through as we move from room to room. Here, also, one gets a sense of the subtle and expressive use of color throughout his designs.

 

 

We spent more time with Gaudi's residences -- Casa Batllo and La Pedrera -- rather than his public buildings. But here, you see Sagrada Familia, his massive cathedral, which has been under construction for the better part of the past century. Given the centrality of the Cathedral to any visit to Europe, it was fascinating to see how Gaudi brought his idiosyncratic touches to this genre.

 

 

 

We also made our way out to Park Guell, a public space and gardens, which is enriched by Gaudi's sculptural and architectural elements. This park is a very active element in the public and everyday life of Barcelona, so while the residences now have the feel of museums, and are cut off from their original use, here, you can see contemporary Catalans interact in casual and everyday ways with his designed environments.

 

 

OK, by now, I have demonstrated why I chose to enter media studies and not architecture. My relationship to this work is largely emotional and intuitive, rather than intellectual, and I lack the basic vocabulary to describe what I saw when I visited these buildings. I should note that from time to time in these photographs, you will see me wearing a white baseball cap. I actually purchased it at one of the Gaudi gift shops. I was looking for something to protect my bald head from the sun and couldn't decide on what to advertise on my pate. The hat features simply the letter, J, as rendered in a font which Gaudi designed.

We were consistently amused by the vividness with which European street signs conveyed the many risks that surround us in the modern world. Sign after sign depicted what could happen to us if we make a single misstep in navigating a world of danger. I came to see them as a kind of conceptual humor, or perhaps the pictorial equivalent of slapstick comedy. I am going to share some in future posts. This sign, spotted in Barcelona, might be suggesting "slippery when wet," or more imaginatively, "please do not jump rope on these stairs," or perhaps, "beware of snakes." In any case, you should try to avoid this poor sucker's fate.

 

We spent the better part of two days playing tourists in Barcelona, taking advantage of the red hop-on, hop-off buses to sample many different sectors in the city. And as the day started to turn into night, we visited the Aquarium and then walked along the water front.

 

 

And, as the night continued, we took a lively midnight walk up La Rambla, where we stopped to watch street gambling, a range of live performances, and simply the back and forth bartering between visitors and merchants. As someone who is a  bit of a night owl by temperament, it was exciting to be some place where there is so much public life still being conducted in the wee hours of the morning. We were exhausted from an intense day of sight-seeing and pretty much limping back to our hotel, but you had a sense that many of these people were just getting started.

 

 

NEXT UP: ITALY AND SWITZERLAND

 

How I Spent My Summer Vacation (Part Two): Portugal

This is the second in a series of digital "scrapbooks" through which I capture and share my impressions of my extensive lecture tour across Europe. Last time, I dealt with Germany. Today, Portugal.   Of all of the stops of my tour, Portugal was perhaps the biggest surprise. Given how little the average American (myself among them) knows about Portugal, it could not help but be a surprise.  I had not expected to be so taken with the culture, the people, and the beauty of Lisbon and its surrounding area. Going into this leg of the trip, I could have told you four basic things about Portugal:

The first would have been what I had learned about Lisbon in the opening narration from Casablanca, which has long been a film favorite. http://www.youtube.com/watch?v=IU_raVGf87g

The movie's plot centers around the struggle to access papers which would allow refuges from Nazi Germany and Vichy France to get entry into Portugal. So, while the film is set in Morocco, it spends a surprising amount of time telling us about what Lisbon means in the context of the Second World War. When I learned I would be speaking in Lisbon, I had an impulse to see if I could retrace the character's route, and thus dip far enough south to visit Casablanca, but when I spent some time looking at my time table and the basic geography, this did not look like a good idea.  I had to tell my wife that we would always have Paris, but we would not yet have Casablanca.

The second thing I knew about Portugal I learned in my high school history classes -- the role this country had played during the age of discovery as one of the key powers which have opened up the world to European exploration and trade. Specifically, I had been a big fan of Henry the Navigator, the Prince of Portugal most associated with this period of exploration and colonization, largely because of the name association, but also because I liked the cultural myth of the king who was also a geek.

We were able to visit a monument in Lisbon to Henry and the age of exploration. Trust me, when cities start erecting monuments to Henrys, they get my attention. But this was a particularly stunning piece of sculpture -- which manages to evoke the plow of a ship pointing out towards the "new world" and at the same time, personify the rugged seamen who went on those first voyages. On the trip, though, I learned from a book called The First Frontier that Basque fishermen had been traveling to the coasts of Canada and the United States for centuries before their government officially "discovered" this part of the world, which complicates this story considerably. What I also learned was the huge impact that this period had on the architectural style of the city -- where the local architecture incorporated iconography associated with ships (such as ropes) into their design

Or, natural images (both animals and plants associated with the New World.) Cynthia captured this architectural detail of a frog from one of their cathedrals

This image resonated with us because Cynthia had spent a lot of time at a park a few blocks from our hotel which had a pond which was overflowing with frogs. This is one of many great bits of nature photography she brought back from the trip.

We also got a sense of Portugal as a once powerful empire through our visit to a museum which housed the gilded carriages which had been used by the Royal family through the centuries.

If I had dug deeper into my historical memory, I might have recalled that this region's culture was also very strongly influenced by its history of interactions with the Moors, with the result that there is a strong Islamic flavor to much of the local architecture, especially in the use of brightly colored tiles with strong geometric patterns, such as the ones you see in this photograph.

The third thing I could have told you was that Portugal was closely associated with Brazil, sharing a common language with its former colony in South America. Almost every person in Lisbon I asked suggested that these links were more historical than contemporary, but my own observations suggested otherwise. A high percentage of the tourists I met in Lisbon came from Brazil. The grocery store I visited had a whole section devoted to Foods from Brazil. This would not be true of American grocery stores, for example, but then, we would almost be unlikely to have sections devoted to salted fish and meat, or for that matter, smoked pork products. We saw multiple posters for concerts of Brazilian music. And one of the first stops on our guided tour of the city was a monument to the first person to fly solo from Lisbon to Brazil. So, my sense was that there remain very strong cultural links between the two countries, even if these links were not always conscious or acknowledged.

Fourth, as a fan of world music, I knew about Fado. which historians believe emerged in Lisbon in the early 19th century. Wikipedia provides this useful definition:

In popular belief, fado is a form of music characterized by mournful tunes and lyrics, often about the sea or the life of the poor, and infused with a characteristic sentiment of resignation, fatefulness and melancholia (loosely captured by the word "saudade", or longing). However, although the origins are difficult to trace, today fado is by many regarded as a simply a form of song which can be about anything, but must follow a certain structure. The music is usually linked to the Portuguese word saudade which symbolizes the feeling of loss (a permanent, irreparable loss and its consequent life lasting damage).

You can get a sense of what Fado sounds like (and almost as importantly, looks like) from these two clips which I found on Youtube.

As the clips suggest, the style of music is associated with certain gestures and postures, with a style of performance, with a structure of feeling (suadade), with a set of traditional themes (including, once again, the sea) and with a specific set of musical structures, all of which are distinct to this region. As the clips may also illustrate, each of these is heavily gendered so there are very different modes for men and women in performing these songs. Cynthia and I were lucky enough to have been taken to Clube De Fado, one of the nightclubs in Lisbon which, as the name suggests, is strongly associated with Fado. We were able to see for ourselves the intensity of this musical tradition and the command it still exerts on the heart and soul of the city.

As much as I enjoyed the music and the company on this particular evening, I also will savor for a long time to come the food, which was one of the best meals I had on my entire trip. I ordered something which roughly translates "the treasures of the Black Pork." This was my introduction to the pleasures of eating Pork-based products in Europe. I was nervous from the name that the "treasures" might be various entrails, which might not match my Americanized aesthetic. In fact, they were simply really savory cuts of fried pork. Consistently in Europe, we were struck by how meat-centric the cuisines were and especially how much more central pork, particularly  hams of many varieties, are to their everyday diets. This image which Cynthia captured at a street fair shows the pride they take in their meats.

For dessert, I had, for the first but scarcely the only time on the trip, the pasteis de nata, small custard pies, which quickly became a personal favorite, and which I sampled at several different bakeries as we were walking around Lisbon.

 

One day, as we were wandering through the Center City of Lisbon, we stumbled onto a street festival which was clearly celebrating the diverse folk traditions of various regions around the country. As a result, we encountered one visually striking set of folk costume after another. Here are just a few examples.

 

 

 

I wish I could place more cultural context around these costumes (and the dances or public performances associated with them), since they really captured my imagination, but we were not working with a guide at that point and any explanation provided would have come in a language I do not understand. If there's any reader out there who can provide us with a fuller explanation, I would really appreciate you sharing it with me and my readers.

Another highlight of our time in Portugal was a day trip we took to Sintra, located in the mountains outside Lisbon. Apart from the natural beauties of this region, it represented such a striking playground of the imagination.

 

For example, we visited the Palacio da Pena, built for Portugal's royal family in the 19th century with an eclectic mix of styles, including Neo-Gothic, Neo-Manueline, Neo-Islamic, Neo-Renaissance, and the key word in each case is Neo. The architects took what they found most exotic and eye-catching from a range of styles to construct a castle that might otherwise have existed only in our feverish imaginations. Everything is brightly colored, epic in proportion, and full of fantastical details, which left one feeling like you were visiting Edgar Rice Burrough's Mars or some equally fanciful location from the space opera of your choice.

By contrast, we also visited the nearby the Quinta da Regaleria, a gothic mansion created for Antonio Augusto Carvalho Monteiro (1848-1920) in conjunction with the talent of the scenographer-architect Luigi Manini (1848-1936). Monteiro was among other things rumored to be an alchemist and a Freemason. There is a haunting, morbid atmosphere about the place, which reminds me very much of the Haunted Mansion at Disneyland or the setting of one of the great Roger Corman films with Vincent Price.

Some of the floors were designed to produce vertigo. The library, for example, was lined with mirrors on the floor, so it looked like it was floating in space and as there were book shelves running below as well as above. As someone who suffers from mild forms of fear of heights, I actually found myself panicking when I had to walk across the floor. But, there's also something playful about the ways the house uses pseudo-Medieval elements throughout, such as the stone boar and other wild game hanging on the wall in this shot.

 

All told, the place is consistently unsettling and "spooky, complete with garden mazes and underground grottos -- what's not to love!

Of course, so far, I've made it sound as if Lisbon was all sight-seeing. I gave three talks in Lisbon. First, I did a presentation on Spreadable Media as one of the two keynotes (along with Andras Balint Kovacs from Budapest) at the conference of the Associacao Investigadores Da Imagen em Movimento (The Association for Investigators of the Moving Image), which is the key professional organization for film and media scholars in Portugal. The day before, my host, Tiago Baptiste, a film historian and archivist who has done work on silent and early sound films in Portugal, took us to see the Cinemateca Portuguesa, the national film archive, which is housed in a beautiful old mansion, and which currently had a great display of the origins of home movie projectors.

The event was being held the same day as filmmakers and stars were marching in protest in Lisbon over the ways that state support for the national cinema was being gutted as part of the austerity moves Portugal was being forced to make in response to the European economic crisis. While my talk ended with some hope for the ways that crowd-funding and surfing models were offering new resources for independent media makers to work outside traditional gatekeepers, I was forced to acknowledge that the filmmakers most at risk today may be those who had thrived under the state-funding models which produced films as national prestige projects for exhibition in international film festivals. Such films are perhaps too idiosyncratic in their vision to be adequately previewed on Kickstarter or to have the solid base of fan support that has surrounded projects like The Cosmonaut or Iron Skies. As we argue in the book, these crowd funding models do hold open opportunities for producers who have courted solid and committed followers -- not simply fans but also racial, ethnic, or sexual minorities or political movements who have reason to want to see certain kinds of films made which are unlikely to emerge from the Hollywood system. However, they may not support the most personalized forms of expression that drove the various New Wave film movements around the world in the 1960s.

 

Following the talk, I had a lively interview with an independent filmmaker, Edgar Pera, who sought my comments about the similarities and differences between cinephilia and fandom for his latest production. As you can see from this trailer for The Baron, his films draw strong inspiration from horror films and other B-movies, and so we had a very enjoyable conversation about monster movies fans

.

My second talk in Lisbon, dealing with the Harry Potter Alliance as a model for fan activism (and based on my essay in Transformative Works and Cultures), was presented to faculty and students at t ISCTE - Lisbon University Institute. My host, Gustavo Cardoso, is a sometimes collaborator with my USC colleague Manuel Castells.  As Cardoso was walking us across the campus, we heard cries of surprise and someone raced up to me, urgently asking if I was, indeed, Henry Jenkins. It turned out that this was Kris Hammer, a reader of this blog currently studying in Estonia, who was visiting the campus for totally unrelated reasons. He was surprised to discover that I was about to deliver a lecture. He tagged along with us and engaged actively in the question and answer period.

My third talk was a half day "master class" on news and politics in the digital age, supported by the U.S. Embassy, and given to Cenjor, a school which trains future journalists. I was able to share with the group some of the research being done by Civic Paths and the Youth and Participatory Politics Network, not to mention the thinking which is shaping the Journalism program at USC's Annenberg School. The reporters jumped into the talk quickly and basically, drained me dry, sucking up any insights I could give them about the interplay between professional and citizen journalists, new business models for the future of news, digital and news literacy, and the ways that Spreadable Media might speak to how news circulates through the culture. Something of the tone of these exchanges is captured in this short news report produced by some of the school's students around my visit.

 

Meanwhile back at the ranch: My son sent us frame grabs from this Carl Jr's commercial which was then playing in the Los Angeles market. The commercial features Spider-Man interacting with people waiting outside the Orphan Theater (which is across the street from where I live) before swinging past the Eastern Columbia (which is my building.) So, after years of fantasizing that he really was my "friendly neighborhood Spider-man," the guy drops by my street, no doubt looking to hook up for some late night adventure, and I am half way across the world! Life is not fair! So, Spidey, if you are reading this, please drop back by the Eastern building. I'd really love to hang out with you.

 

Of course, it makes total sense that this version of Spider-Man would have a thing for Downtown Los Angeles, since the new film was directed by Mark Webb, who directed (100)Days of Summer, a film which captures the culture of Downtown Los Angeles about as well as anything I've seen.

Coming Soon: My adventures in England and Ireland.

A Pedagogical Response to the Aurora Shootings: 10 Critical Questions about Fictional Representations of Violence

The horrifying and tragic news of the shooting in Aurora, Colorado this weekend requires some degree of reflection on our parts. As someone who found himself very much involved in the national debates surrounding the Columbine Shootings in the late 1990s, there is a terrible sense of deja vu: we all know all too well the twists and turns the national debate will take and the dangers of what happens when "moral panic" spins hopelessly out of control.

I was deeply moved this weekend by a video blog produced by a young woman -- Lauren Bird -- from the Harry Potter Alliance who has so many thoughtful things to say about the social value of popular entertainment, the shared ritual of the midnight movie, and the dangers of pathologizing our desire to participate in the culture. (But, of course, the national AMC chain has already announced that they are banning the wearing of any costumes into their theaters, as if the problem with the shooter in this case was that he was a "crazy fan" who showed up in costume.)

Today, I wanted to share some pedagogical materials which I developed through the New Media Literacies Project in the aftermath of the Virginia Tech shootings, where, once again, anxieties about popular culture substituted for serious reflections on the many root causes of violence in American culture.

To be extra clear, I do not think media is where this debate should be focused. The conversation needs to be centered around the root causes of violence and the need to develop a much stronger infrastructure around mental health issues in this country. But, media violence issues are often used as a distraction from serious conversations about public policies in the aftermath of such incidents. If we are going to be discussing "media violence," we need to do so with sufficient nuance to have a meaningful discussion, and ideally, we need to do so in a way which moves us from thinking about simplistic models of "media effects" towards a focus on the meanings of representations of violence as understood in the context of the work as a whole. See my essay on "The War Between Effects and Meanings" in Fans, Bloggers, and Gamers, for an explanation of this distinction.

First, I wanted to share a passage from a statement about violence I wrote for teachers, which expresses something I was unable to meaningfully communicate via Twitter in an online exchange yesterday:

Why is violence so persistent in our popular culture? Because violence has been persistent across storytelling media of all kinds. A thorough account of violence in media would include: fairy tales such as Hansel and Gretel, oral epics such as Homer's Iliad, the staged violence of Shakespeare's plays, paintings of the Rape of the Sabine Women, and stained glass window representations of saints being pumped full of arrows, or, for that matter, talk show conversations about the causes of school shootings. Violence is fundamental to these various media because aggression and conflict are core aspects of human experience. We need our art to provide some moral order, to help us sort through our feelings, to provoke us to move beyond easy answers and to ask hard questions.

Our current framing of media violence assumes that it most often attracts us, that it inspires imitation, whereas throughout much of human history, representations of violence were seen as morally instructive, as making it less likely that we are going to transgress against various social prohibitions. When we read the lives of saints, for example, we are invited to identify with the one suffering the violence and not the one committing it. Violence was thought to provoke empathy, which was good for the soul. Violence was thought to make moral lessons more memorable.

Moral reformers rarely take aim at mundane and banal representations of violence, though formulaic violence is pervasive in our culture. Almost always, they go after works that are acclaimed elsewhere as art--the works of Martin Scorsese or Quentin Tarantino, say--precisely because these works manage to get under their skin. For some of us, this provocation gets us thinking more deeply about the moral consequences of violence, whereas others condemn the works themselves, unable to process the idea that such a work might provoke us to reflect about the violence that it represents. The study of literature offers a remarkable opportunity to engage young people in conversations about such issues, expanding the range of stories about violence which they encounter, introducing them to works that encourage reflection about the human consequences of revenge and aggression, and broadening the range of meanings they attach to such representations.

In order to encourage such reflections in the classroom, I developed a set of basic questions we should ask about any representation of violence. There are persistent references throughout this to Moby-Dick because it was part of a teacher's strategy guide for Moby-Dick. Our book on this larger project, Reading in a Participatory Culture , is coming out from Teacher's College Press later this year. I was struck re-reading this today that I had already written here about the role of violence in the Batman saga, though this came out prior to the Dark Knight films by Christopher Nolan.

TEN CRITICAL QUESTIONS TO ASK ABOUT FICTIONAL REPRESENTATIONS OF VIOLENCE

1. What basic conflicts are being enacted through the violence?

Literary critics have long identified the core conflicts that shape much of the world's literature: Human vs. Human, Human vs. Nature, Human vs. Self, and sometimes Human vs. Machine. Such conflicts spark drama. Moby-Dick can be understood as including all three conflicts: the conflict between Ahab and Starbuck embodies deeper divisions within the ship's crew over the captain's decision to place his own personal goals above their collective well being or above the business of whaling; the conflict between Ahab and Moby Dick may be understood as a human being throwing himself full force against the natural world; Ahab struggles with his own better nature and Starbuck searches his soul trying to figure out how to respond to his conflicting duties. Any of these conflicts can erupt in violence--directly against other people, against the natural world, or against ourselves.

You might ask your students to identify which of these forms of conflict are most visible in contemporary video games, on television, or in the cinema and why some forms of conflict appear more often in these media than others. For example, video game designers have historically found it difficult to depict characters' internalized conflict (human vs. self), in part because contest or combat are central building blocks of most games.

2. Do the characters make conscious choices to engage in acts of violence? How do they try, through language or action, to explain and justify those choices?

In the real world, an act of violence may erupt in a split second: one moment, people we care about are alive; the next, they are dead. The violence may be random: there is no real reason why these victims were singled out over others; they were in the wrong place at the wrong time. Yet, works of fiction often focus our attention on moments when characters make decisions, often based on aspects of their personalities which they little recognize or control, and those choices may have repercussions that echo across the work as a whole.

So, the act that took Ahab's leg may have been totally random, and we see several examples throughout the novel where a split-second decision may cause a character to be wounded or killed. We might compare Ahab's amputation with the events that lead to Pip being thrown from the boat, left adrift, and ultimately driven insane, or to the unnamed man who falls from the ship's mast and drowns. By contrast, the novel invites us to consider the choices Ahab makes at each step and how the other characters respond to those choices. Melville shows us many points where the ship could turn back and avoid its fate. He spells out what the characters are thinking and why they make the decisions they do.

The events could take a different shape, though the shape of a plot can give depicted events a sense of inevitability. Some forms of tragedy, for example, rely on the notion that characters are unable to escape their fates, no matter what choices they make, or that the final acts of violence and destruction flow logically from some "tragic flaw." In trying to make sense of a fictional representation of violence, you want to encourage your student to seek out moments where the characters make choices that ultimately lead towards acts of aggression or destruction. Often, authors provide those characters with rationalizations for their choices, offering some clues through their words, thoughts, or actions about why they do what they do.

At such moments, the work also often offers us alternatives to violence, other choices the characters could have made, though such choices may remain implicit rather than being explicitly stated. Different works and different genres may see these alternatives to violence as more or less plausible, attractive, or rational. So, if you are being chased by a mad man waving a chain saw in a horror film, engaging him in a conversation may not be a rational, plausible, or attractive alternative. Genre fiction constructs contexts where the protagonist has no choice but to resort to violence, though what separates heroes from villains may be their relative comfort in deploying violence to serve their own interests. In many American movies, the hero is reluctant to turn towards violence, seeing it as a last resort. By contrast, the villain may deploy violence in situations where she has other alternatives, suggesting cruelty or indifference.

In dealing with violence in video games, then, you may want to ask what options are available to the player for dealing with a certain situation. In some games, there may be no options other than violence, and the game itself may spend very little time offering the character a rationalization for such actions. It is fight or flight, kill or be killed. Many games are simply digital versions of the classic shooting galleries: the game space is designed as an arena where players can shoot it out with other players or with computer-controlled characters. In other games, there may be options that allow the protagonist to avoid violence, but they may not be emotionally satisfying; they may put the player at a significant disadvantage; they may be hard to execute. So, helping students to interpret the options available to characters in a literary fiction may help them to reflect more

consciously on the more limited choices available to them as gamers.

3. What are the consequences of the violence depicted in the work?

Many popular stories don't pay sufficient attention to the consequences of violence. Rambo may slaughter hundreds and yet, much as in a video game, the bodies simply disappear. We get no sense of the human costs involved in combat on such a scale. Many medieval epics consisted primarily of hack and slash battle sequences; yet, periodically, the action would stop, and the bard would enumerate the names of the dead on both sides, acknowledging that these warriors paid a price even if their actions help to establish the nation state or restore order to the kingdom. Gonzala Frasca has argued that video games inherently trivialize violence because they operate in a world where the player can simply reboot and start over if their character dies.

In contrast, westerns follow a basic formula: the protagonist (most often male) would resort to violence to battle other aggressive forces that threaten his community; his heroic actions would restore justice and order, but the hero could not live within the order he had helped to create and would be forced to ride off into the sunset at the end of the story. Susan Sontag has written about "the Imagination of Disaster," suggesting that films about apocalyptic events often create a rough moral order in which characters are rewarded or punished based on the values they display under extreme circumstances.

Moby-Dick can be said to have its own mechanisms for punishing violence: Ahab's search for vengeance at all costs means that he and his crew must pay the ultimate price.

4. What power relationships, real or symbolic, does the violence suggest?

In many cases, storytellers deploy violence as a means of embodying power. We should not be surprised by this tendency given the way sociologists have characterized rape as the deployment of male power against women or lynching as the enactment of white power against blacks. Historically, wars have been seen as a way of resolving conflicts between nations through the exercise of power, while trial by combat was a means of deploying power to resolve individual conflicts and disagreements.

Media representations of violence can give viewers a seductive sense of empowerment as they watch characters who are hopelessly out-numbered triumph or they watch segments of the population who seem disempowered in the real world deploy violence to right past wrongs. Some have argued that young people play violent video games, in part, as a means of compensating for a sense of disempowerment they may feel at school.

Conversely, stories may encourage our sense of outrage when we see powerful groups or individuals abusing their power, whether in the form of bullies degrading their victims or nations suppressing their citizens. This abuse of power by powerful forces may prepare us for some counter-balancing exercise of power, setting up the basic moral oppositions upon which a story depends.

As you teach students to think critically about representations of violence, a key challenge will be to identify the different forms of power at play within the narrative and to map the relations between them. Which characters are in the most powerful positions and what are their sources of power? Which characters are abusing their power? What sources of power are ascribed to characters who might initially seem powerless, and to what degree is violence depicted as a means of empowerment?

5. How graphic is the depiction of violence?

One of the limits of the study on violence in American cartoons released by the American Academy of Pediatrics is that it counts "violent acts" without considering differing degrees of stylization. In fact, children at a pretty young age--certainly by the time they reach elementary school--are capable of making at least crude distinctions between more or less realistic representations of violence. They can be fooled by media which offers ambiguous cues, but they generally read media that seems realistic very differently from media that seems cartoonish or larger than life. For that reason, they are often more emotionally disturbed by documentaries that depict predators and prey, war, or crime, than they are by the hyperbolic representations we most often are talking about when we

refer to media violence.

While most of us have very limited vocabularies for discussing these different degrees of explicitness, such implicit distinctions shape the ways we respond to representations of violence within fictions. We each know what we can tolerate and tend to avoid modes of representation we find too intense or disturbing. Most ratings systems distinguish between cartoonish and realistic forms of violence. We need to guard against the assumption, however, that the more graphic forms of violence are necessarily "sick" or inappropriate. More stylized forms can make it much easier to ignore the gravity of real world violence through a process of sanitization. In some cases, more graphic depictions of violence

shatter that complacency and can force us to confront the human costs of violence.

Literary critics have long made a distinction between showing and telling. We might extend this distinction to think about media representations of violence. An artist may ask us to directly confront the act of violence, or she may ask us to deal with its repercussions, having a character describe an event which occurred before the opening of the narrative or which took place off stage. Some very famous examples of media violence--such as the torture sequences in Reservoir Dogs or Pulp Fiction --pull the camera away at the moments of peak intensity, counting on the viewer's imagination to fill in what happens, often based on cues from the soundtrack, or in the case of Pulp Fiction , the splattering of blood from off-camera. Again, we need to get students to focus on the creative choices made by the storytellers and artists in their construction of these episodes, choices especially about what to show and what not to show.

6. What function does the violence serve in the narrative?

Critics often complain about "gratuitous violence." The phrase has been used so often that we can lose touch with what it means. According to the dictionary, "gratuitous" means "being without apparent reason, cause, or justification." So, before we can decide if an element in a fictional work is gratuitous, we have to look more closely at why it is present (its motivation) and what purposes it serves (its function).

Keep in mind that we are not talking here about why the character performs the violent act but rather why the artist includes it in the work. An artwork might depict senseless killings, as occur at certain moments in No Country for Old Men where the killer is slaughtering people seemingly at random. This doesn't necessarily mean that the violence is "gratuitous" since in this case, the violence sets the action of the story into motion, and the work is very interested in how other characters react to the threat posed by this senseless violence. There is artistic motivation for including the violence, even if the directors, the Coen Brothers, are uninterested in the killer's psychological motives.

An element in a work of fiction may be motivated on several different levels: it may be motivated realistically, in the sense that a story about contemporary urban street gangs might be expected to depict violence as part of their real world experience; it might be motivated generically, in the sense that people going to see a horror movie expect to see a certain amount of gore and bloody mayhem; it may be motivated thematically, in the sense that an act of violence may force characters to take the measure of their own values and ethical commitments; it may be motivated symbolically, in the sense that a character dreams about performing violence and those dreams offer us a window into his or her thinking process. In each case, the violence has a different motivation, even though the actions depicted may be relatively similar.

By the same token, we might ask what functions an act of violence plays in the work. One way to answer that question is to imagine how the work would be different if this element were not included. Would the story have the same shape? Would the characters behave in the same way? Would the work have the same emotional impact? Some acts of violence motivate the actions of the story; some bring about a resolution in the core conflict; still others mark particular steps in the trajectory of the plot; and in some rare cases, the violent acts may indeed be gratuitous, in that their exclusion would change little or nothing in our experience of the work

But keep in mind that the violence which disturbs us the most on first viewing is not necessarily gratuitous and is often violence which has ramifications throughout the rest of the story. Describing a scene as "gratuitous" is easy, especially when it shortcuts the process of engaging more critically with the structure and messages of the work in question. For example, the film Basketball Diaries became the focus of controversy following the Columbine shootings primarily because of a single scene in which the protagonist wears a long black coat and imagines shooting up a school. Those discussing the sequence failed to explain that it was a dream sequence, not an action performed by the film's protagonist, and that it is part of a larger story which explores how a young man overcame his rage, his addictions, and his antisocial impulses to become a poet. Without the representation of his aggression, the power of the story of redemption would be weakened, whereas the scene removed from context seemed to endorse the antisocial values the work itself rejects.

7. What perspective(s) does the work offer us towards the character engaging in violence?

Media theorists have spent a great deal of time trying to determine what we mean when we say we identify with a character in a fictional work. At the most basic level, it means we recognize the character; we distinguish the fictional figure from others depicted in the same work. From there, we may mean that the work devotes a great deal of time and space to depicting the actions of this particular character. Typically, the more time we spend with a character, the more likely we are to see the world from her point of view. Yet, this is not always the case. We may be asked to observe and judge characters, especially if their actions and the values they embody fall outside of the stated perspective of the work. We may grow close to a character only to be pushed away again when the character takes an action we find reprehensible and unjustifiable.

There is a distinction to be drawn here between the structuring of narrative point of view and the structuring of moral judgments on the character. Part of what helps us to negotiate between the two is the degree to which we are given access to the thoughts and feelings of the character (and in the case of an audio-visual work, the degree to which we see the world from his or her optical point of view).

Consider, for example, the use of first person camera in a work like Jaws where scenes are sometimes shot from the perspective of the shark as it swims through the water approaching its human prey. At such moments, we feel fear and dread for the human victims, not sympathy for the sharks. Filmmakers quickly learned to manipulate this first person camera, sometimes duplicating the same camera movement, tricking us into thinking the monster is approaching, and then, demonstrating this to be a false alarm.

So, it is possible to follow characters but not get inside their head, and it is possible to have access to characters' thoughts and still not share their moral perspective.

And indeed, all of these relationships may shift in the course of reading a book as we may feel the character's actions are justified up until a certain point and then cross an implicit line where they become monstrous. Homer shares Ulysses's point of view throughout much of the Odyssey, but we still are inclined to pull back from him at a certain point as he brings bloody vengeance upon Penelope's suitors in the final moments of the epic.

Wyn Kelley identifies a similar pattern in Moby-Dick where we are invited to experience what whaling would be like from the point of view of the whale, and in the process, we are encouraged to reflect on the bloody brutality of slaughtering an innocent animal, stripping the meat off its bones, and boiling its flesh to create oil. Here, a break in the following pattern gives us an opportunity to reassess how we feel about the characters with whom we have up until that point been closely aligned. We might think about a common device in television melodrama where we've seen a scene of conflict between two characters who believe they are alone and then at the end, the camera pulls back to show the reaction of a previously undisclosed third-party figure who has been watching or overhearing the action. Such moments invite us to reassess what we've just seen from another vantage point.

In video games, the category of "first person shooters" has been especially controversial with critics concerned about the implications of players taking on the optical point of view of a character performing acts of violence; often, critics argue, the player doesn't just watch a violent act but is actively encouraged to participate. Gamers will sometimes refer to their characters in the third person ("he") and sometimes in the first person ("I"), pronoun slippages that suggest some confusions brought about by the intense identification players sometimes feel towards their avatars.

Yet, even here, we need to be careful to distinguish between following pattern, optical point of view, and moral attitude. In games, we typically remain attached to a single character whom we control, and thus we have a very strong following pattern. In first person shooters, we see the action through the optical point of view of that character, though we may feel no less connected to the characters we control in a third person game (where we see the full body of the character from an external perspective). The Second Person video game confounds our normal expectations about optical point of view, inviting us to see the action from an unfamiliar perspective, and thus it may shake up our typical ways of making sense of the action.

Those who have spent time watching players play and interviewing them about their game experiences find that in fact, identification works in complex ways, since the player is almost always thinking tactically about the choices that will allow her to beat the game. Winning often involves stepping outside a simple emotional or moral connection with an individual character. Players are encouraged to think of the game as a system, not unlike taking a more omniscient perspective in reading a work of fiction, even as other aspects of the game's formal structure may encourage them to feel a close alignment with a

particular character whose actions are shaped by their own decisions.

Game designer Will Wright (The Sims, Sim City) has argued that games may have a unique ability to make players experience guilt for the choices their characters have made in the course of the action. When we watch a film or read a novel, we always reserve the ability to pull back from a character we may otherwise admire and express anger over choices he or she has made or to direct that anger towards the author who is reflecting a world view we find repugnant. Yet, in a game, because players are making choices, however limited the options provided by the designer, they feel some degree of culpability. And a game designer has the ability to force them to reflect back on those choices and thus to have an experience of guilt.

8. What roles (aggressor, victim, other) does the protagonist play in the depiction of violence?

Many of the media texts which have been most controversial are works which bring the viewer into the head of the aggressor--from the gangster films of the 1930s through contemporary films like Natural Born Killers and American Psycho, television series like Dexter and The Sopranos, and games like Grand Theft Auto. All of these works are accused of glamorizing crime.

As we've already discussed, we need to distinguish between following pattern, optical and psychological point of view, and moral alignment. Many of these works bring us closer to such figures precisely so that we can feel a greater sense of horror over their anti-social behavior. Consider, for example, Sweeney Todd, which depicts a murderous barber and his partner, a baker, who turns the bodies of his victims into meat pies she sells to her customers. We read the story from their perspective and we are even encouraged to laugh at their painful and heartless puns about the potential value of different people as sources for human meat. Yet, our strong identification with these characters allows us to feel greater horror and sorrow over the final consequences of their actions.

At the other end of spectrum, literary scholar James Cain describes how a whole genre of literary works arose in the Middle Ages around representations of saints as victims:

"The persecutions of early Christians gave rise to an extraordinary collection of tales commemorating the supernatural endurance of victims who willingly suffered heinous atrocities and ultimately gave their lives bearing witness to their faith. From accounts of the stoning of the first martyr, St. Stephen, to the broiling of St. Lawrence on an open grill, the strapping of St. Catherine to a mechanical wheel of torture, the gouging-out of St. Lucy's eyeballs, the slitting-open of St. Cecilia's throat, the slicing-off of St. Agatha's breasts, the feeding of St. Perpetua and St. Felicitas to the lions, the piercing of St. Sebastian with a barrage of arrows--the graphic brutality undoubtedly exceeds even the most violent images in media today.... The strong emotional responses these images conjured up in their observers were deliberately designed to produce lasting impressions in people's memories and imaginations, to enable further reflection."

Far from being corrupting, representations of violence are seen as a source of moral instruction, in part because of our enormous sense of empathy for the saints' ability to endure suffering.

Most American popular culture negotiates between the two extremes. In the case of superheroes, for example, their origin stories often include moments of victimization and loss, as when young Bruce Wayne watches his mother and father get killed before deciding to devote his life to battling crime as the Batman, or when Peter Parker learns that "with great power comes great responsibility" the hard way when his lack of responsibility results in the death of his beloved uncle. In the world of the superheroes, the villains are also often victims of acts of violence, as when the Joker's face (and psyche) are scarred by being pushed into a vat of acid. The superhero genre tends to suggest that we have a choice how we respond to trauma and loss. For some, we emerge stronger and more ethically committed, while for others, we are devastated and bitter, turning towards anti-social actions and self-destruction.

A work like David Cronenberg's A History of Violence is particularly complex, since we learn more and more about the character's past as we move more deeply into the narrative and since the protagonist moves from bystander to victim and then reverses things, taking his battle to the gangsters, and along the way, becomes increasingly sadistic in his use of violence. Cronenberg wants to have the viewer rethinking and reassessing the meaning of violence in almost every scene of the film.

The filmmaker Jean Renoir famously said "every character has his reason." His point was that if we shift point of view, we can read the aggressor as victim or vice versa. Few people see themselves as cruel; most find ways to justify and rationalize acts of even the rawest aggression. And a literary work may invite us to see the same action from several different perspectives, shifting our identifications and empathy in the process. So, for example, the moment when we see the hunt from the whale's point of view reverses the lens, seeing Flask and his crew as the aggressors and the whale as the victim, a perspective we don't get in the rest of the novel.

Even when the artist doesn't fill in these other perspectives, critics and spectators can step back from a scene, put themselves in the heads of the various characters, and imagine what the world might look like from their point of view. Consider the novel and stage play, Wicked, which rereads The Wizard of Oz from the vantage point of the Wicked Witch and portrays Dorothy as a mean spirited trespasser who has murdered the witch's sister.

9. What moral frame (pro-social, antisocial, ambiguous) does the work place around the depicted violence?

Some fictions focus on violence as the performance of duty. The police, for example, are authorized to use certain sanctioned forms of violence in the pursuit of criminals and in the name of maintaining law and order. Some of these--for example, the television series The Shield--find great drama in exploring cops who "cross the line," seeing brutality or unnecessary use of force as a symptom of a police force no longer accountable to its public.

Similarly, much fiction centers on themes of war, with works either endorsing or criticizing military actions as forms of violence in the service of the state and of the public. There is a long tradition of national epics, going back to classical times, which depict the struggles to establish or defend the nation with violence often linked to patriotic themes and values. In the American tradition, this function was once performed by the western, which depicts the process by which "savagery" gave way to "civilization," though more recent westerns have sometimes explored the slaughter of the Indians from a more critical perspective as a form of racial cleansing.

So, even within genres that depict the use of force in pro-social or patriotic terms, there are opportunities for raising questions about the nature and value of violence as a tool for bringing about order and stability.

On the other hand, many stories depict violence as anti-social, focusing on criminals, gangsters, or terrorists, who operate outside the law and in opposition to the state or the community. The cultural critic Robert Warshow discusses the very different representations of "men with guns" found in the western, the gangster film, and the war movie, suggesting that all three genres have strong moral codes which explain when it is justifiable to use force and depicting what happens to characters who transgress those norms. The westerner can not live in the community he has helped to create through his use of force; the gangster (see Scarface for example) frequently is destroyed by the violence he has abused to meet his personal desires and ambitions; and the hero returns home at the end of the war, albeit often psychologically transformed by the violence he has experienced.

Just as fictions that seem to depict the pro-social use of violence may contain critiques of the abuse of power by the police or the horrors of war, fictions which depict the anti-social use of violence may include strong critiques of the gangster lifestyle. Robin Woods has famously summed up the basic formula of the horror films as "normality is threatened by monstrosity." In such a formula, there are three important terms to consider--what constitutes normality, what constitutes the monstrous, and what relationship is being posited between the two. Some horror films are highly moralistic, seeking to destroy anything which falls outside of narrow norms; others use the monster as the means of criticizing and questioning the limits of normality.

In many works, there is a core ambiguity about the nature of the violence being depicted. We may be asked to identify with several characters who have different moral codes and thus who see their actions in different terms. Our judgments may shift in the course of the narrative. The characters may understand their actions as pro-social even as the author invites us to read them as antisocial. Or the work may be saying that there's no simple distinction to be drawn between different forms of violence: it's all equally destructive. We might even imagine a truly nihilistic work in which all violence is justified. It isn't that we want students to fit works into simple either/or categories here. Rather, asking this question can force them towards a more complex understanding of the moral judgments the work is making--as opposed to simply those being made by the characters--about the value of the violence to society.

10. What tone does the work take towards the represented violence?

We've already seen the importance of distinguishing between the forms of violence being depicted in a work and the position the work takes on those actions. We've seen that identification with a protagonist is fragile and shifting across a work, so that we may sometimes feel a strong emotional bond with a character for much of the story and yet still feel estranged from her when the author reveals some darker side of her personality.

A work may depict the pro-social use of violence and either endorse or criticize the Establishment being depicted. A work may depict anti-social forms of violence in ways which are conservative in their perspective on those groups who use force outside legal contexts. Or a work may depict forms of violence that are hard to classify in those terms and thus invite readers to struggle with that ambiguity.

Similarly, we need to consider the range of different emotional responses a work may evoke through its use of violent images. Some fictions about violence, such as the action sequences in an Indiana Jones movie, may thrill us with exciting, larger than life heroics. Some, such as Saving Private Ryan or Glory, may appeal to our sense of national pride towards the brave men who gave their lives defending their country. Some, such as the scene in Old Yeller where the boy is forced to shoot his dog, may generate enormous empathy as we feel sorry for the characters who are forced to deploy or suffer violence against their will. Some, such as depictions of human suffering around the world, may seek to shock us into greater social consciousness and civic action. Some, such as slapstick comedy, may encourage us to laugh at highly stylized depictions of physical aggression. And still others, such as Saw or Nightmare on Elm Street, may provoke a sense of horror or disgust as we put ourselves through a series of intense emotional shocks in the name of entertainment.

We can not understand what representations of violence mean, then, without paying attention to issues of tone, and part of teaching close reading skills is helping students identify the subtle markings in a text which indicate the tone the author is taking towards the depicted events. Popular texts tend to create broadly recognizable and easily legible signs of tone, though many of the works of filmmakers like Tarantino or Scorsese generate controversy because they adopt a much more complex and multivalent tone than we expect from other texts in the same genre. We might compare Tarantino or Scorsese to certain writers--William Faulkner or Flannery O'Connor come to mind--who also seek complicated or contradictory emotional reactions to grotesque and violent elements in their narratives.

Videos from Transmedia Hollywood 3: Rethinking Creative Relations

Sometimes it's easy, sometime's its hard. We've had ongoing success in building a community around the Future of Entertainment Consortium's west coast event, Transmedia Hollywood, which is jointly produced each year through a collaboration between University of Southern California and University of California-Los Angeles (or as they would put it, University of California-Los Angeles and University of Southern California). But, this year's conference seemed to be under some kind of black cloud. We never have had so much difficulty lining up speakers, so much last minute shuffling of presenters. On top of that, the event will be known as the year without Henry, since I ended up in the hospital on the eve of the event, ended up missing most of the day as I fought my way through the bureaucracy to get released. And, then, we faced epic delays getting the videos out to the world.

Well, the videos are finally here and, despite the struggles, we are still very proud of what we were able to produce -- the speakers are, as always, lively and thought provoking, a rich mix of academics and folks from many different sectors of the entertainment industry, and the content remains timely, capturing some of the key transitions shaping the entertainment industry today and bringing an ever stronger transnational focus to the mix, as we are connecting more and more with folks creating transmedia content around the world.

With the growth of transmedia and creative industries/production studies focused classes at universities around the world, we hope these videos will prove to be important resources for use in the classroom or to assist researchers who would not otherwise have access to insider perspectives within the media industries.

Above all, enjoy! And if you find something interesting, help us spread the word.

Transmedia Hollywood 3: Rethinking Creative Relations

As transmedia models become more central to the ways that the entertainment industry operates, the result has been some dramatic shifts within production culture, shifts in the ways labor gets organized, in how productions get financed and distributed, in the relations between media industries, and in the locations from which creative decisions are being made.

This year's Transmedia, Hollywood examines the ways that transmedia approaches are forcing the media industry to reconsider old production logics and practices, paving the way for new kinds of creative output. Our hope is to capture these transitions by bringing together established players from mainstream media industries and independent producers trying new routes to the market. We also hope to bring a global perspective to the conversation, looking closely at the ways transmedia operates in a range of different creative economies and how these different imperatives result in different understandings of what transmedia can contribute to the storytelling process - for traditional Hollywood, the global media industries, and for all the independent media-makers who are taking up the challenge to reinvent traditional media-making for a "connected" audience of collaborators.

Many of Hollywood's entrenched business and creative practices remain deeply mired in the past, weighed down by rigid hierarchies, interlocking bureaucracies, and institutionalized gatekeepers (e.g. the corporate executives, agents, managers, and lawyers). In this volatile moment of crisis and opportunity, as Hollywood shifts from an analog to a digital industry, one which embraces collaboration, collectivity, and compelling uses of social media, a number of powerful independent voices have emerged. These include high-profile transmedia production companies such as Jeff Gomez's Starlight Runner Entertainment as well as less well-funded and well-staffed solo artists who are coming together virtually from various locations across the globe. What these top-down and bottom-up developments have in common is a desire to buck tradition and to help invent the future of entertainment. One of the issues we hope to address today is the social, cultural, and industrial impact of these new forms of international collaboration and mixtures of old and new work cultures.

Another topic is the future of independent film. Will creative commons replace copyright? Will crowdsourcing replace the antiquated foreign sales model? Will the guilds be able to protect the rights of digital laborers who work for peanuts? What about audiences who work for free? Given that most people today spend the bulk of their leisure time online, why aren't independent artists going online and connecting with their community before committing their hard-earned dollars on a speculative project designed for the smallest group of people imaginable - those that frequent art-house theaters?

Fearing obsolescence in the near future, many of Hollywood's traditional studios and networks are looking increasingly to outsiders - often from Silicon Valley or Madison Avenue - to teach these old dogs some new tricks. Many current studio and network executives are overseeing in-house agencies, whose names - Sony Interactive Imageworks, NBC Digital, and Disney Interactive Media Group - are meant to describe their cutting-edge activities and differentiate themselves from Hollywood's old guard.

Creating media in the digital age is "nice work if you can get it," according to labor scholar Andrew Ross in a recent book of the same name. Frequently situated in park-like "campuses," many of these new, experimental companies and divisions are hiring large numbers of next generation workers, offering them attractive amenities ranging from coffee bars to well-prepared organic food to basketball courts. However, even though these perks help to humanize the workplace, several labor scholars (e.g. Andrew Ross, Mark Deuze, Rosalind Gill) see them as glittering distractions, obscuring a looming problem on the horizon - a new workforce of "temps, freelancers, adjuncts, and migrants."

While the analog model still dominates in Hollywood, the digital hand-writing is on the wall; therefore, the labor guilds, lawyers, and agent/managers must intervene to find ways to restore the eroding power/leverage of creators. In addition, shouldn't the guilds be mindful of the new generation of digital laborers working inside these in-house agencies? What about the creative talent that emerges from Madison Avenue ad agencies like Goodby, Silverstein & Partners, makers of the Asylum 626 first-person horror experience for Doritos; or Grey's Advertising, makers of the Behind the Still collective campaign for Canon? Google has not only put the networks' 30-second ad to shame using Adword, but its Creative Labs has taken marketing to new aesthetic heights with its breathtaking Johnny Cash [collective] Project. Furthermore, Google's evocative Parisian Love campaign reminds us just how intimately intertwined our real and virtual lives have become.

Shouldn't Hollywood take note that many of its most powerful writers, directors, and producers are starting to embrace transmedia in direct and meaningful ways by inviting artists from the worlds of comic books, gaming, and web design to collaborate? These collaborations enhance the storytelling and aesthetic worlds tenfold, enriching "worlds" as diverse as The Dark Knight, The Avengers, and cable's The Walking Dead. Hopefully, this conference will leave all of us with a broader understanding of what it means to be a media maker today - by revealing new and expansive ways for artists to collaborate with Hollywood media managers, audiences, advertisers, members of the tech culture, and with one another.

Once the dominant player in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space.

Moderator: Denise Mann, UCLA

Panelists:

Nick Childs, Executive Creative Director, Fleishman Hillard

Jennifer Holt, co-Director, Media Industries Project, UCSB

Lee Hunter, Global Head of Marketing, YouTube

Jordan Levin, CEO, Generate

In countries with strong state support for media production, alternative forms of transmedia are taking shape. How has transmedia fit within the effort of nation-states to promote and expand their creative economies?

Moderator: Laurie Baird, Strategic Consultant - Media and Entertainment at Georgia Tech Institute for People and Technology.

Panelists:

Jesse Albert, Producer & Consultant in Film, Television, Digital Media, Live Events & Branded Content

Morgan Bouchet, Vice-President, Transmedia and Social Media, Content Division, Orange

Christy Dena, Director, Universe Creation 101

Sara DIamond, President, Ontario College of Art and Design University

Mauricio Mota, Chief Storytelling Officer, Co-founder of The Alchemists

A new generation of media makers are taking art out of the rarefied world of crumbling art-house theaters, museums, and galleries and putting it back in the hands of the masses, creating immersive, interactive, and collaborative works of transmedia entertainment, made for and by the people who enjoy it most.

Moderator: Denise Mann, UCLA.

Panelists:

Tara Tiger Brown, Freelance Interactive Producer/Product Manager

Mike Farah, President of Production, Funny Or DIe

Ted Hope, Producer/Partner/Founder, Double Hope Films

Sheila C. Murphy, Associate Professor, University of Michigan

By many accounts, the comics industry is failing. Yet, comics have never played a more central role in the entertainment industry, seeding more and more film and television franchises. What advantages does audience-tested content bring to other media? What do the producers owe to those die-hard fans as they translate comic book mythology to screen? And why have so many TV series expanded their narrative through graphic novels in recent years?

Moderator: Geoffrey Long, Lead Narrative Producer for the Narrative Design Team at Microsoft Studios.

Panelists:

Katherine Keller, Culture Vultures Editrix at Sequential Tart

Joe LeFavi, Quixotic Transmedia

Mike Richardson, President, Dark Horse Comics

Mark Verheiden, Writer (Falling Skies, Heroes)

Mary Vogt, Costume Designer (Rise Of The Silver Surfer, Men In Black)

For those of you who live on the East Coast, here's the latest news from Sam Ford, who is hard at work planning the next Futures of Entertainment conference:

We have just announced that FoE6 will be Friday, Nov. 9, and Saturday, Nov. 10, in the Wong Auditorium at MIT. Panels will tackle subjects such as the the ethics and politics of curation, corporate listening and empathy, "the shiny new object syndrome," new distribution models in a digital age, and rethinking copyright. We will also look specifically at innovations in storytelling and sports, in video games, in public media, and in civic media.

Information on the tentative schedule, as well as registration, is available here.

Announcing Rio's Henry Jenkins Transmedia Lab

I have written from time to time here about my travels to Brazil and my wonderful engagement with the people who are shaping the creative industries down there. It is a country which has embraced my ideas with a passion that I have seen few other places, and in return, I have fallen in love with their culture, their people, their landscape, and their media. I was deeply honored recently with the Rio Content Market launched the Henry Jenkins Transmedia Lab (*Blush*) and I wanted to share some information about this initiative here with my readers. The Rio Content Market is an international event dedicated to multi-platform content production and open to the television and digital media industry. On its first edition, Rio Content Market hosted the gathering of 170 executives from both national and international markets to share experiences, with the attendance of more than 1.000 members of the television and digital media industry. The second edition of Rio Content Market had keynotes and panels from leading professionals of the field. There were debates, pitching sessions, and rounds of negotiations, and this year, they announced the launch of the Transmedia Lab.

A partnership between the Brazilian Independent Producers Association and The Alchemists. The Transmedia Lab selected 12 transmedia projects (among 170) from

Brazil and Latin America in 3 main categories: (i) web, (ii) TV and (iii) Apps & Games. These projects were analyzed by tutors who will work with the authors to improve them. Later, the selected projects will be pitched and their authors can meet interested players face to face. The winning project - Contacts by Segunda Feira Films, won a

trip to participate on Transmedia Hollywood and will be co-produced by the Alchemists for international markets. The Henry Jenkins Transmedia Lab will be a talent and IP developing platform that will occur between US and Brazil.

We were able to showcase Contacts at this year's Transmedia Hollywood event and introduce its producers to our audience. (I was unfortunately unable to attend the event due to some medical issues). So, now is my first chance to publicly share my enthusiasm and respect for what Segunda Feira Films has been able to produce -- a project which makes imaginative use of social media not as an added on feature but as a central focus of its story, which deals with the possibility that we might receive communications from the dead. At the heart of Contacts is a rich genre-mixing story, which is bold in its experimentation with alternative modes of audience engagement. I hope you will agree.

Mauricio Mota, the key force behind the launch of the Lab and the person who has done the most to introduce me and my work to Brazil, wrote an important statement about the state of transmedia in his country as part of the launch of the lab. I am happy to share it with you here.

LETTER TO THE CONSULTANTS AND PRODUCERS OF THE SELLECTED PROJECTS

by Maurício Mota, Chief Storytelling Officer of The Alchemists

Transmedia Storytelling Co

"First the story, then the platforms"

"First the plot, then the iPhone, my son".

"First a good intrigue and characters, then the character's Facebook page".

Transmea Culpa

In 2007 I had my first contact with the term "transmedia storytelling" in its origin. For more than a week at MIT, I accessed the academic, theoretic and analytic aspects as

well as the commercial, capitalist and Hollywood ones. And when I left I had been transformed by two people: Henry Jenkins and Mark Warshaw. The first, the pope of convergence, a great fan of pop culture and the first academicwho built a healthy bridge between those who think and those who make culture; the second, a pioneer of transmedia storytelling in broadcast television: for eight years he revolutionized Superman in Smallville and made as much noise with the first season of Heroes as Lost made.

We became partners that year. Nice, huh? More or less. It's a bit more complicated.

Here begins this Transmea Culpa, which could have no better place to happen than in Rio-ContentMarket, in Brazil, during the opening of the first Transmedia Lab of Latin America. From the moment when I brought the term transmedia to Brazil, I had the aid of

Meio & Mensagem Group, which understood that this new manner of storytelling would bring innovation to the whole market: storytellers, advertisers, vehicles, agencies and

so on.

They all loved it and started using the term: scripts, projects and PowerPoint slides. Viral videos became transmedia, games became transmedia, cell phone apps became

transmedia, making bogus character blogs became transmedia. There you have it; everyone began to own the latest word. And we were all wrong.

Because excited as we were with the English term and the American cases, everyone was so astonished that they forgot that transmedia storytelling means a TRANSMEDIA NARRATIVE. And in doing so we simply focused on the MEDIA, forgetting the importance of stories and content. Or at least we put all that in the background.

Then we had to repeat endlessly to clients and partners: "first the story, then the platforms". "First the plot, then the iPhone,my son". "First a good intrigue and characters, then the character's Facebook page". Then, besides giving too much audience to Twitter and Facebook (current crazes) this frenzy brought along an unnecessary strife: the

strife between generations or types.

On one side producers, distributors, directors and experienced content creators of consolidated media. On the other side, the generation that considers itself Avant-garde, off the curve, those who understand completely the new media because they spend more time in the social media and own an iPhone. And the only loser is the story.

Because the consolidated bring to the table a repertoire and an experience that you can only amass in time. And the young add freshness and the will to transgress of those who have nothing to lose. If they're mixed, these characteristics are an unbeatable alchemy in the content area.

And this dispute between who is right and who is wrong makes everyone talk too much and do too little. It hinders the process of innovation that we need so much for the next decades - because we will grow immensely, we will set the stage for world events, we

will need content for education and entertainment as never before. If I could put on paper some words that would bring an essential definition to transmedia narrative

in these three years of hits and misses in stories in Brazil and in the USA I would write:

  • Balance between platforms
  • Quality of production
  • Short Mass media togenerate a quick knowledge of the story
  • Niche mediawith more time to deepen the story
  • TV or internet, radio or book, it doesn't matter: the story needs to have a
  • central platform (a mother ship)
  • Produce specific content for each media, do not copy and paste
  • The story needs to always focus on two types of "people": the general public and the fan, the person who will want more layers to your plot.
  • And last but not least, so that you will not need to make a Mea Culpa regarding your story, that could have been more successful and have generated more riches,

    invest a lot in Research and Development, make it right, make mistakes, run risks.

And what is the best environment to take risks and mix experiences, successes and

the scars of the consolidated with the transgressive energy of the new storytellers? A lab. In the city which will help to redraw the way culture and content are made in the world: Rio de Janeiro.

Welcome to the 1st Transmedia Lab of RioContentMarket.

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.

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).

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

This summer, I am embarking on an extraordinary adventure -- a 20 city lecture tour of Europe. I have been long overdue paying a visit to the Continent, not having visited there since Convergence Culture has been translated into a host of different languages, and this will be my chance to visit academics, public intellectuals, cultural leaders, and transmedia producers, and learn more about the ways these various nations have responded to the shifts in the media landscape which my works describe. I am excited at the prospect of meeting many new thinkers there. I am still struggling to decide how to deal with this blog while on this exhausting journey but in the long run, it should allow me to bring more perspectives to you. Jose M. Alvarez-Monzoncillo, a professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid, will be one of my many hosts on this trip, and he shared with me the English translation of one of his recent books, Watching the Internet: The Future of TV?, which takes up many of the issues we like to discuss through this blog. I asked him if he would be willing to do an interview and share some of his takes on the intersection between old and new media as seen from his perspective, as a veteran of the old media industries and as someone deeply immersed in a Spanish context.

Early on, you quote Gilles Lipovetsky's description of "the unstoppable process of individualization." What factors do you think are leading to the individualization and personalization of our media experiences? How does this personalization impact the existing models shaping the entertainment content industries?

I think there are two distinct, though closely related tendencies. On the one hand there is a tendency towards social individualism which is referred to by Lipovetsky, and on the other hand there is that which refers to the experience of the media. I think the first is indisputable, at least in Europe. "Close relationships" have diminished considerably in recent years (going to church or to the cinema on Sundays, chatting on public transport, talking every day to the person who sells you your newspaper or to the one who serves you coffee in the neighbourhood where you live etc.. There is a great demand to escape from "social control" or anonymity. With regard to television or the cinema I think there is also a trend towards individualism. The concept of the family sitting together in front of the television has disappeared and groups of friends who go to the cinema are doing so less frequently.

However, social networks allow a new social relationship that is replacing the previous ones. I do not agree with Lipovetsky when he argues that virtual communities will eventually destroy the real community, the direct encounter, collective bonds. This is a new form of social relationship that overlaps with the previous ones.

The factors which explain the new socialisation process are very diverse and profound: changes in the family, the design and planning of cities, new forms of social relationship with the arrival of the internet etc. Nobody is denying that the Internet is a powerful tool which allows a new form of socialisation, although it also has the opposite effect: for example, parents have fewer opportunities to have a relationship with their children as they are using social networks or mobiles. The content industries are already taking into account the personalisation and individualism of nomad entertainment. More and more variations of different products are being made to be used on different devices and in different locations: from the cinema to tablets. I think there is still much to be done in this area.

Others, myself among them, argue that television viewing has in fact become more "socialized" as people respond to and debate what they are watching through formal and informal social networks. Would you agree?

Yes, I agree in general terms as people are talking, expressing their opinions, debating and sharing much more than in the past. However, I also believe that television audiences have become much more fragmented in the last few years. The mass audiences of the past are more divided. Broadcasting vs narrowcasting. New digital divides are being created (in their use of the net), economic and social (between the rich and poor), generational (young people, the middle aged and elderly) and cultural (technophobes and technofiles). Inside every group, however, a larger socialisation has appeared. For example, television is more "collectivised" and the dreamed of interactivity of the past is starting to become reality

.

You write, "The social functions once fulfilled by TV are in crisis, while new ones have yet to be defined." Does this imply that television is in crisis? Should a medium survive if it has outlived its social functions?

In Europe, yes. The television of the masses which emerged during the previous century to inform, teach and entertain and was controlled by the State has died. All of the public television stations are in crisis and commercial television, though highly competitive, is losing audiences and advertising. Young people are now deciding how to do these three things. That form of television is changing at the hands of the internet. The logic of demand is changing to the logic of choice. It is the viewer who decides what he wants to see.

Is the "new television" television, and if so, how do we define this medium? Is watching a television series on Hulu television? Is watching a web series? What about playing a game on our television set? What defines the nature of this medium -- the content, the delivery technology, our modes of consumption, its social functions?

This new concept will be created by all of us. But for me, what defines television is the content. When we watch an HBO series, we are watching television. It doesn't matter what screen we are watching it on or the type of telecommunication (cable, satellite, ADSL etc) .The day the internet produces content, things will change. We will then have to invent new concepts. Hulu will always be a joint venture.......

As you note, the rate of change has been uneven across countries and later, you point out that Spain has one of the lowest level of creative participation in net culture in the world. How would you describe the current state of participatory culture in your country and what factors do you think contribute to its relatively slow rate of creative sharing?

This has more to do with what the statistics say than with my opinion. Spain is the leader in pirating and, traditionally, a culture of sharing has not existed, to the point of defrauding the tax office being well looked upon. The Spanish are individualists, in contrast to what is usually supposed. However, I believe that little by little the UGC is catching on among young people, but more slowly than in other countries.

To what degree do you think television will become a global rather than a local, national, or regional medium in an era of networked communications?

Global television for big events (sports, news programmes etc) will continue for a time and will coexist with regional and national television. The Net will complement and start to integrate with television. The internet offers a fascinating complementary opportunity.

Like many others, you speculate that the BRIC countries may become dominant players in the audiovisual culture of the future. Since I have many readers from those countries, I wondered if you might spell out a bit more what you think their impact is going to be and what factors might lead to their increased visibility in the global media market.

I don't believe so. The global mainstream will be North American. It will be difficult for them to break into China but they will manage it in the end. My position is very similar to that of Frédéric Martel. We are moving towards "standardised diversity". We are not faced with a value system that wants to impose itself on the world, rather a "hydra" of companies that feed off each other and know how to adapt themselves to circumstances. The power of the USA on the net and in the production of content makes me think this. Without doubt, styles and vanguards from other cultures will be incorporated, just as happened during the 20th Century. The size of the American national market will help to provide high production costs which will make it very difficult for other cultures to compete.

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).

How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part Three)

2011 C3 Research Memos and White Paper Series edited by Prof. Henry Jenkins, Prof. William Uricchio and Daniel Pereira

How to Ride a Lion:

A Call for a Higher Transmedia Criticism

by

Geoffrey Long

Futures of Entertainment Fellow

Alumni Researcher for the Convergence Culture Consortium (C3)

(Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)

PART 3 of 3

4. Conclusions and Next Steps

By now, the value proposition for transmedia criticism should be clear, even if the challenges involved in developing it are daunting. Even if one believes (as I do) that the rewards do justify the labor involved, the question remains of where such criticism will be found. Who will these transmedia critics be, and where will they publish their work?

It's easier to imagine a home for transmedia criticism than one for transmedia reviews. Academically speaking, an easy place to begin would be a Journal of Transmedia Studies, but so far that has yet to come into existence. As more conferences and academic programs begin to appear with transmedia as their focus, more critical thinking about transmedia projects will continue to be produced as a result, and will likely be released either as conference proceedings or on blogs dedicated to particular courses or research projects (not unlike the C3 blog in its heyday)[18]. Programs to keep an eye on for such resources include the MIT Comparative Media Studies program, the IMAP program at USC, the Center for Future Storytelling at the MIT Media Lab, and the nascent Center for Serious Play at the University of Washington.

To date, many discussions of transmedia projects at levels that begin to approach true transmedia criticism can be found around the burgeoning alternate reality game sub-industry, such as ARGNet, the mailing list for the IGDA ARG SIG (or the International Game Developers' Association Alternate Reality Game Special Interest Group, for the uninitiated) or the blogs of ARG authors like Andrea Phillips, whose April 6, 2010 post analyzing the Why So Serious ARG campaign for The Dark Knight explained what that campaign did exceptionally well and, in so doing, showed why the first Twilight book is so poorly designed for transmedia extension. Phillips:

One: Experiences like Why So Serious have come under criticism because they arguably don't create audiences where none were before. At the end of the day, the people who were really involved in Why So Serious were all people who were going to see the movie anyway, right? It's uncomfortable to admit it in public like this, but... yeah, it's probably true.

Two: The most successful transmedia experiences are the ones where there is space for the player to live in the world. Harry Potter, Star Wars, Lord of the Rings; these are all worlds that are very much bigger than the action on the main stage. And that's what we do in the ARG space; we provide walk-on roles that let people live in our worlds, while not requiring them to step onto the main stage themselves.

That's why the first Twilight book is poorly suited to transmedia; there isn't much of a world there outside of the couple in love. But the subsequent books increase the scope of the world more and more, incorporating group dynamics and government structures that add up to a world bigger than just Bella and Edward and their true, sparkly love.

So why was Why So Serious such a big deal? It's because it took a world that did not have space for an audience to live inside it - Gotham - and created canon spaces where players could dwell, for the first time. They became voters and accomplices. It turned a property that was previously not very well suited to a transmedia experience and created one that suddenly is. It's not just Batman and his allies and enemies anymore.

And while the people participating in that world are probably the ones who loved the property before, all of that energy and excitement brings more people in. The person with the Joker mask was already going to see the movie, but maybe their roommate wasn't going to, or their cousin, or the person they enthuse about the film to at work or at the coffee shop or on the bus.

I know I started reading Harry Potter because of all of the fan energy around it; that's also why I read Twilight. Giving your audience the freedom and an outlet for their passion for your work leads to them converting peripheral audience members into fans, and people who were never a part of the core audience into peripheral audience members. Participation is the engine that drives fandom, and fandom drives success.

So there you have it, one of the most important keys to making a great transmedia world: Scope. Make it roomy enough for your audience to play in your world. They'll love you for it, and their love brings rewards.[19]

I read that post and heaved a sigh of contented relief, as if I'd just been given a tubful of water after marching across the Sahara. It's not long, but it's insightful, and is an excellent example of how some sample transmedia criticism might work: pick a transmedia project to criticize, break it apart to determine what worked and what didn't, bubble up the learnable observations, and draw connections from that observation to other examples to give it context (and your argument more weight). To my mind, this was a brilliant example of nascent transmedia criticism, and I constantly go back to Phillips' site in hopes of finding more.

Another up-and-coming source for transmedia criticism is Christy Dena's cheekily-named You Suck at Transmedia (www.yousuckattransmedia.com), which includes comments from Comparative Media Studies and C3 alumnus Ilya Vedrashko and friend of C3 Jeff Watson. Although the site is relatively sparse (24 posts over six months), many of the articles to be found there are really interesting. Here's an excerpt from Dena's opening post:

You Suck at Transmedia!!

Yes, this is something many of us have been wanting to say for a while...to others (mostly) and to ourselves (sometimes).

But don't worry, this site isn't about trashing specific people or projects. I'm a practitioner too, and so I know how even though we learn quickly, we cringe at old mistakes. But importantly, I also know how bad design is often the result of processes and people you don't have control over. You know it sucks but nobody listened, or believed you, or worse still...you didn't tell them. This site is part of that conversation. Encouraging us all to feel confident about what we know (and find out) sucks.

... How do you/we/us stop sucking at transmedia? Well, this site is a step in that direction. This site welcomes contributions that really do aim to progress the state of the art. Here we can discuss the consequences of transmedia design, production and execution decisions.

In short, this site will cover transmedia decisions that never, sometimes, and always work.[20]

As of this writing, Dena's posts have titles like "YSA Directing Meaning Across Media," "YSA Being an Artist", "YSA Being Human," and "YSA Sucking".[21] As of this writing, most of Dena's posts haven't been critical evaluations of particular transmedia experiences so much as reflections on the trials and tribulations of life as a transmedia experience designer, including videos of Quentin Tarantino talking about being an artist and a critique of the National Theatre's recent mishandling of a Twitter snafu, but the site has a great deal of promise.

A third newly-released resource for transmedia criticism is The Pixel Report, from Power to the Pixel's Liz Rosenthal and Tishna Molla. TPR declares itself to be "devoted to showcasing new forms of storytelling, film-making and cross-media business development that is in tune with an audience-centered digital era. It is an essential tool for content creators, a vital resource for policy-makers & funding bodies and a unique guide for anyone interested in the future of film and the media."[22] Unfortunately, the site seems to be a thinly-veiled set of hooks to draw people to the Power to the Pixel conference or order the proceeds from the conference. Although the site ostensibly includes case studies of such projects as beActive Entertainment's Final Punishment, Tommy Palotta's Collapsus, and the National Film Board of Canada's Waterlife, the site's pages for these case studies amount to little more than an overview of each project, video clips of people discussing these projects from the previous conference, and a big button encouraging people to order the case studies. This feels less like transmedia criticism and more like advertising for Power to the Pixel and their consulting services.

Finding a home for transmedia reviews are much more challenging. Let us for a moment ignore the (very real) possibility that the entire print magazine world is going belly-up. So far most articles on transmedia have been either mile-high "What is Transmedia?" articles in publications like Wired or slightly deeper and more directed pieces in publications dedicated solely to one medium, such as those found in Filmmaker Magazine. Although book reviews, film reviews, music reviews, video game reviews and even technology reviews are commonplace in mainstream publications, is it realistic to expect the New York Times to employ a transmedia critic alongside their film and book critics? How likely is a New York Review of Transmedia, or an On the Transmedia show on NPR?

It's possible that the very structure of transmedia experiences, where ideally each extension in each medium is of sufficient quality and modularity to serve as an ambassador for the rest of the franchise to the 'native' fans of that medium, also extends to critics. If Escape from Butcher Bay is good enough to garner a high score on Metacritic, perhaps it's good enough to be reviewed by video game critics who will serve as multipliers (to steal a term from Grant McCracken) and advocates for the rest of the franchise to their audience. However, this still leaves us wanting for critics who will advocate for transmedia experiences that do transmedia well, evaluating and recommending the "greater than the sum of its parts" super-experience of the franchise as a whole. It's possible that such reviews will be relegated to the review sections for the medium in which each franchise has its mothership - so reviews of the transmedia franchise surrounding The Matrix will be found in the film section, reviews of the transmedia franchise for Assassin's Creed will be in the video game section, and so on - but as transmedia experiences continue to evolve into massive things that touch on every part of our lives, will the notion of "mothership" continue to exist? Only time will tell - but it seems likely that, if such a scenario comes to pass, by that time our reviews systems will have evolved to accommodate such vast experiences as well.

Finally, returning to the notion that newspapers, magazines and other print-centric media structures might be dead anyway, it's possible that the very notion of curated collections of reviews will dissipate as well. We already have big blogs dedicated to particular audience demographics, like Engadget or io9 or Blastr, that, like special-interest basic cable channels, cover everything that might be of interest to that particular demographic.[23] This suggests that students interested in becoming transmedia critics might first attempt to become staff writers for such blogs - and supplement their writings there with a constant stream of insights posted to their own blogs (a tactic similar to that of both Phillips and Dena).

As transmedia continues to trend towards mainstream acceptance and continues to gather mass as a key area of development in the entertainment industry, all of these options are likely to flourish. It's only a matter of time before a Journal of Transmedia Studies appears to support the research coming out of these new academic programs, only a matter of time before sites like io9 have to figure out how to review projects from transmedia shops like Fourth Wall Studios, Quixotic Transmedia, Campfire, or Blacklight Transmedia, and only a matter of time before more rich resources begin to appear online that cater specifically to producers and fans of transmedia experiences.

Our next steps now are for more of us to start engaging in close analyses of transmedia experiences, to start breaking them down and figuring out why they work or why they fail. More of this exploration must be done in order to help us understand how to really leverage the unique affordances of transmedia experience design as its own particular art, both individually and as a whole. Tearing into these new transmedia experiences to figure out what makes them tick, sharing those insights with one another and then using those lessons to create more astonishingly fantastic transmedia experiences, teaching each other how to ride these lions, is how we will push the medium forward. Writing more transmedia reviews to spread the word about those experiences to a broader audience is how we will ensure that we will all keep riding lions for a long time to come.

Geoffrey Long is a media analyst, scholar, and author exploring transmedia experiences and emerging entertainment platforms at Microsoft. Geoffrey received his Master's degree from the Program in Comparative Media Studies at MIT, where he served as a media analyst for the Convergence Culture Consortium and a researcher for the Singapore-MIT GAMBIT Game Lab. Through his work with the Convergence Culture Consortium, Geoffrey authored "How to Ride a Lion: A Call for a Higher Transmedia Criticism" and "Moving Stories: Aesthetics and Production in Mobile Media". His personal site is at geoffreylong.com, he can be reached at glong@geoffreylong.com, and he can be found on Twitter as @geoffreylong.

WORKS CITED:

[18] The Convergence Culture Blog ran from 2005 through 2011.

[19] http://www.deusexmachinatio.com/2010/04/why-so-serious-lessons-in-transmedia-worldbuilding.html

[20] http://www.yousuckattransmedia.com/2010/06/hello-world/

[21] The YSA stands for "You Suck At," naturally.

[22] http://thepixelreport.org/

[23] Unsurprisingly, Blastr.com is operated by genre cable channel Syfy.

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