How New Media is Transforming Storytelling: A New Video Series

Kurt Reinhard from the Institut für Theorie, Zurich University of Applied Sciences and Arts, recently posted on Vimeo a fascinating series of short videos on the future of storytelling. The videos juxtapose the perspectives of some key thinkers in this space, including Clay Shirkey (NYU), Joshua Green (UCSB), Ian Condry and Nick Montfort (MIT), Dean Jansen from the Participatory Culture Foundation, Joe Lambert from the Center for Digital Storytelling, and, hmm, Henry Jenkins (USC), among others. Each video is between five and ten minutes long and tackles some of the ways that shifts in the media environment are changing the nature of stories and storytelling. This opening installment sets the stage with a broad overview of the nature of media change.

Storytelling Part 1: Change of Storytelling from ith storytelling on Vimeo.

Here's a segment that deals specifically with the issues around transmedia storytelling and entertainment.

Storytelling Part 3: Transmedia from ith storytelling on Vimeo.

This one deals with storytelling in relation to social networks.

Storytelling Part 4: Potential of Social Media from ith storytelling on Vimeo.

Another explores collaborative production of stories through processes like crowdsourcing.

Storytelling Part 5: Collective Storytelling from ith storytelling on Vimeo.

And this one explores issues of motivation within participatory culture.

Storytelling Part 8: Motivation to Participate from ith storytelling on Vimeo.

I certainly intend to use these videos in my own teaching. Indeed, I am using segment one to launch my Medium Specificity course later today. There's a real power in hearing the voices of people who are so passionate and thoughtful about the nature of media change and its impact on the kinds of experiences we are able to share with each other.

The video series is intended to call attention to the launch of a new collaboration between European institutions to explore the processes, practices, and literacies surrounding stories and storytelling. Beyond Reinhard's own people at Zurich, he says that the following other researchers are going to be contributing to this project:

* Goethe-University Frankfurt am Main, Verena Kuni

* European Institute for Participatory Media Berlin, Jasminko Novak

* Lucerne University of Applied Sciences and Arts, Axel Vogelsang

* University of Zurich, Chair of Marketing and Market Research, Wolfgang Kotowski

* Zurich University of Applied Sciences and Arts, Jörg Huber

* coUNDco Online Marketing Agency Zurich, Florian Wieser

ARGS, Fandom, and the Digi-Gratis Economy: Interview with Paul Booth (Part Three)

As I read your discussion of "database" narratives, I was reminded of Otaku: Database Animals which was recently translated into English from the original Japanese and has a number of key arguments to make about the way the model of the database is impacting fan creative expression. Do you know this work? If so, how would you position your arguments in relation to its core claims about the encyclopedic nature of Otaku culture?

I hadn't heard of Otaku: Database Animals until I saw your question, but after reading it, I can definitely see the connection between Hiroki Azuma's work with database cultures and my own work with database narratives. I think there are some truly interesting parallels as well as some differences between my thinking and Azuma's which elucidate some of the more conceptual ideas in both. For Azuma, Otaku culture seems to reside in a similar place in society as does fan culture: "those who indulge in forms of subculture strongly linked to anime, video games, computers, science fiction, special-effects films, anime figurines, and so on" (p. 3). But I think what intrigues me most about his analysis of Otaku is the way it plays so heavily into cultural theory.

Namely, the shift from modernist culture to postmodernist culture in Japan can be chartered, according to Azuma, through the relationship Otaku have to the media texts they enjoy. This philosophical sea change represents a shift from a mode of fan action based on narrative to a mode of fan action based on the database. I hate to simplify the complex philosophical argumentation and the wealth of examples Azuma brings to the table; but in brief, modernist media texts maintain a "grand narrative" behind the tale - that is, we watch to try and figure out the "deep inner layer" of the story. Each individual mode of narrative - television show, action figure, video game, etc. - represents a minute glimpse into this grand narrative, and by piecing them together, we can find the "truth" behind the complex narrative. In contrast, the postmodernist media text has no "grand narrative," and instead each individual media text exists solely in relation to other media texts, forming a database of information. From this database, Otaku can construct any number of individual narratives. Thus, for Azuma, even derivative works (what I would call fan-created texts) have equal value in this model, for these derivative works contribute equally to this database.

I agree that fan-created texts can, indeed, have equal value for fans as do extant texts. However, while Azuma focuses his work on the move from narrative culture to database culture, I tend to look more at the relationship between the database and the narrative in fans' digital texts. Indeed, I look at how fans represent the linear causality of narrative within the inherently non-linear structure of the database. For example, Azuma describes the encyclopediazation of characters from Otaku culture into massive online databases that allow Otaku to create their own characters from common attributes (TINAMI searches). He writes that this database culture is opposed to narrative, even describing it as "non-narrative." In contrast, I describe the way wikis promote modes of fan expression that use and play with narrative form, like narrative re-purposing and textual spoiling.

For example, I examine Lostpedia as a fan-created wiki that reconceptualizes narrative from a linear model to a hypertextual model. Delving into narrative theory, I argue that fans read the discourse of Lost, re-write the story, and then re-present that story in a new context on the wiki, thus transferring the temporality of Lost into a spatial reconstruction of the narrative events. Ultimately, like in Otaku: Database Animals, this argument presents a postmodern view of media texts as divorced from definitive authorship, but one that emphasizes the connection between narrative and database.

You talk in the book about "ludicity." Can you explain what you mean by this word and what it might suggest about the relationship between fan expression and play?

Ludicity is related to one key concept that I return to again and again throughout the book: a particular "philosophy of playfulness" that seems to inhabit contemporary media use. By using the word "ludic," I don't necessarily mean that all media are games, or even game-like, but rather that the manner in which contemporary audiences use media is playful, fun and exuberant. We don't watch YouTube, for example - we interact with it, play with it, and search for clips that match the mood we may be in. Today's media are certainly interactive, but the manner of that interaction simulates more closely the way one might play with a game rather than the way one might watch a film.

This playfulness is one reason I believe the Alternate Reality Game features heavily as a metaphor for contemporary media. To "play" an ARG is a vastly different experience from "playing" a board or video game. For one, playing an ARG relies on not knowing whether you are playing or not - the "magic circle" defined by Johan Huizinga envelopes all media. To play an ARG hinges on making all media interactions playful, for a player may never know if an interaction is part of the game or merely real. In contrast to traditional games, therefore, ARGs are boundless.

For fans, this philosophy of playfulness emerges in their interactions with the extant media text. One can often read a sly "wink wink/nudge nudge" feeling from fan-created texts, one that playfully remarks upon the intertextual relationship between fan worlds. I call this feeling "ludicity" in the book, poaching the term from Tom Brown's "The DVD of Attractions'?: The Lion King and the Digital Theme Park." I use the term "ludicity" to refer to the playfulness - silliness, even - with which contemporary media audiences can engage with media texts. For fans, the playfulness of the fan content indicates a close, lively relationship with the text. For example, fans seem to assert this ludicity in the way they articulate the illegality of their fan fiction in their disclaimers. One fan text remarked, "Yes, I blatantly stole ideas from both Battlestar Galactica and Return of the Jedi ... please don't sue me for doing it. This is for amusement and nothing more." The author here understands copyright ("I blatantly stole ideas") and the necessity for acknowledgment ("This is for amusement and nothing more"), but playfully skirts the issue of legality/illegality ("please don't sue me") with a humorous comment.

Ludicity as a concept of (and in) media studies helps to acknowledge that, despite the seriousness with which we examine fans and other media audiences, it is often matched with a converse silliness - which simply makes studying fans much more interesting.

Some critics might argue that your book is drawn towards the fan boy cannon, focusing on such works as Heroes, Lost, Doctor Who, and Battlestar Galactica. Is there something specifically masculine about the forms of fan productivity you are discussing? What would your argument look like if you applied it to shows, such as Supernatural, White Collar, or True Blood, which have a stronger female fan following?

I think it's important to note, though, that just because a show may be weighted masculine, that doesn't mean the fan culture that surrounds it is. While there may be a more masculine bent towards the fan objects I examine, I'm not entirely convinced that a show necessarily geared "feminine" or "masculine" plays out that way in fan discussion. Especially in the cases of Doctor Who and Heroes, I see many female fans participating in online discussions and fandom (and of course both BSG and Lost have many female fans).

But your larger question is quite intriguing - is there something specifically masculine about the fan creativity I discuss in the book? To be honest, I don't think there is. One of the conceptual guides I use to describe fan content creation throughout the book is the "Web Commons," or a conception of the web as a source for community and communal action. To conceptualize the web as a commons (and I am far from the first to do so: Lawrence Lessig's Creative Commons is instructive here, as is Yochai Benkler's in-depth The Wealth of Networks) is to see its primary function as facilitating communities. My research on fans looks at fans from this angle - not as primarily producers but as members of a community. If anything, I would gender this emphasis on community as a more feminine-style discourse; but I'm cautious to do so because I don't think fans in the Web Commons can be so essentialized. Ultimately, I think that fans do what we all do - join communities, discuss their passions, and find commonalities with others which they can share.

An interesting concern here is the attempt to link work on the narrative complexity of contemporary television (such as the work of Jason Mittell) on the complex practices which fans deploy in processing those narratives. Do the new complex narratives depend on the kinds of participatory infrastructure fandom expands? If so, do they rise and fall with their fan bases?

I'm really interested in complex narratives and how they function within our culture of decaying attention spans. We are often warned that we live in a multi-tasking society, where students spend more time on Facebook than they do writing papers, that we are faced with so many screens we can't focus, and that our attention span is atrophying. But the success of shows like Lost, Heroes, The Sopranos, and other long-form complex narratives seems to indicate that at least some portion of the population embraces complexity. Even contemporary cinema provides a glimpse into this tension: Christopher Nolen's Inception is one of the most complex narratives from Hollywood in a long time, and it's also been incredibly popular this summer, raking in nearly 150 million dollars in its first two weeks. It has also led to hundreds, if not thousands, of online discussions.

I think that there is a link between the complexity of a narrative and the fan practices that accompany it. If there wasn't an audience for complexity, these types of narratives wouldn't get made. But success is not always guaranteed. The case of FlashForward is a good example, as on the surface it would seem to be a textbook case of narrative complexity: a serial narrative, an expansive cast of character, multiple (global) locations, deep mysteries and mythic undertones. Yet, the show never truly caught on, and lost viewers nearly every week. Perhaps with some more time, the show would have succeeded - a second season may have saved FlashForward. But the networks seem to want television that hits that perfect storm of complexity and clarity - a tall order given that many complex narratives deliberately take time to understand. For every Lost there are loads of Happy Towns.

Of course there are a multitude of factors that play into whether or not a show succeeds, not least of which is the quality of the writing (a fault that is difficult to forgive in today's market). But fan participation does, I think, have a major factor on shows that air. The work of fans to keep Star Trek alive and thriving is well documented, and other shows have had similar help: Roswell, Jericho, Firefly, Family Guy, and Futurama, just to name a few. But I think, just as Sharon Ross does in Beyond the Box and Jonathan Gray does in Show Sold Separately, that it's also the indirect work that has a great effect on whether shows survive or not. What I mean is that fans can actively petition a network to keep a show on the air, and/or they can participate online to keep communication about the show alive. By keeping a show in the popular discourse, by creating spreadable media that can be shared among fans and non-fans alike, fans can have a grassroots effect on media, and I think this is where the Internet and digital texts have the greatest power.

Along these same lines, fans also demonstrate that our society's attention span isn't necessarily atrophying - it's simply moving onto different texts than what we've concentrated on before. We are intrigued by complexity, narratives, and games - playful texts that challenge as well as entertain. By using the lessons learned from studying complex (fictional) narratives, we can experiment with new ways to harness this attention. Games such as World without Oil or Ghosts of a Chance tell stories in ways that connect with the types of complexity that we do concentrate on, but also harness that storytelling for social good and educational purposes.

You offer a fascinating rethinking of the gift economy in relation to digital media: "The new gift, the digital gift, is a gift without an obligation to reciprocate. Instead of reciprocity, what the gift in the digital age requires for 'membership' into the fan community, is merely an obligation to reply." Can you explain the distinction you are making here between reciprocation and response? Does the obligation to reply create as strong a set of social ties as the obligation to reciprocate?

This is one of the key assertions of the book: that the gift economy itself functions differently in a digital space than it does in traditional spaces. The reason for this difference is, I think, due to the fact that it has to be situated complementary to the commodity economy. The mashup of the two, the "Digi-Gratis" economy, isn't just about the interaction between the gift and the commodity, but is also about the way each changes the other through that interaction. In traditional gift economies, of the type originally described by Marcel Mauss, there is a three-part structure that governs gift exchange: the giving of the gift, the receiving of the gift, and the reciprocation of the gift. Mauss is quite direct about this third obligation: "The obligation to reciprocate worthily is imperative. One does lose face for ever if one does not reciprocate, or if one does not carry out destruction of equal value. The punishment for failure to reciprocate is slavery for debt" (p. 54).

To envision the digital economy as a type of gift economy, as Rheingold's The Virtual Community does, means a change in the type of interaction presented both by the communities and by the technologies involved. Instead of reciprocation, which implies equality in interchange, I argue that digital environments instead embrace the reply. That is, instead of giving back equally, as would participants in a traditional gift economies, fans in the Digi-Gratis economy need merely respond to the "gifts" they've been given. For example, posting a video on YouTube may garner a few video responses, but to participate in the community formed from this content-creation, one need only respond with a comment. To "give" a blog fan fiction post to a community does not mean that the author wants the community members to each write their own story, but rather to comment on the original post. To create a MySpace profile of a character from Gilmore Girls or Doctor Who doesn't mean that everyone must create a profile, but that fans should reply through accepting a friend request.

In traditional gift economies, the power of the gift resided in its tangibility and transferability. That is, it was valuable because once it was given, the owner no longer possessed it. In the digital, unlike in a traditional gift economy, the gift does not disappear after the giving. When one "gives" a blog fan fiction entry, it is public and universal, and one does not lose it. To reciprocate is therefore unnecessary - one acknowledges the presence of the blog gift (usually with positive reinforcement or constructive criticism) through a response, but does not have to fill the void the gift left.

While I think the social ties created by replying instead of reciprocating are different, I don't think they're any less valued in the fan community. The community lies at the heart of the fan practices I observed for the book, and both the gift and the reply function to cohere that community. It's not that members of the community necessarily fit into prescribed roles. Many repliers also write their own fan-texts and similarly await their requisite replies. But at least in the fan communities I observed, the heart of the interaction remained the strength of the community that was formed by the social ties. In that respect, at least, the gift and the reply seemed to form a more consubstantial relationship with each other - that is, they go hand-in-hand in constructing a digital community.

Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute.

Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee.

ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part Two)

You describe the role which British fans have played in helping to reconstruct and restore missing episodes of Doctor Who. Can you describe the situation for us and tell us what it suggests about possible collaborations between media companies and their consumers?

The case of the missing Doctor Who episode is, I think, one of the clearest cases of the "Digi-Gratis" economy, and particularly instructive in the way media companies and media audiences can reciprocally empower one another. During the early years of Doctor Who, the BBC erased many of the recordings of the show in order to save tape (this was a common practice at the time and not considered unusual at all). Richard Molesworth has written an extensive history of the production of Doctor Who that describes the multitude of reasons why this erasure occurred. One of the most pivotal early serials, "The Invasion" (1968), came from the sixth season of Doctor Who - and the BBC did, in fact, erase episode one and portions of episode four. They simply did not exist.

Or so the BBC thought. It turns out that many fans of Doctor Who, especially in the early years of the show before the invention of the VCR, collected bootlegged audio recordings of the episodes. These fans would hold microphones connected to cassette recorders up to the television speakers and audio record entire episodes as they were broadcast. Some kept these recordings for years, tucked away in shoe boxes under beds or carted from one home to the next.

When the BBC started to release DVD collections of Doctor Who serials, the erasure of the tapes became an issue: how to release an "authorized" collection if huge portions were missing? The short answer is that some of these audio recording fans of Doctor Who collaborated with the BBC and an animation studio called Cosgrove Hall to present an authorized animation of the missing episode that included a remastered original audio track culled from the scores of illegally bootlegged recordings from forty years previous. By combining the audio tracks from these recordings, the BBC created a master-track that was then animated by Cosgrove Hall to re-present the missing footage.

To me, it is a perfect representation of how the "Digi-Gratis" economy functions. For the commodity economy, the BBC was able to sell its DVD and finance the restoration. For the gift economy, the fans were able to respond to the positive emotion they had gotten from Doctor Who by giving back to the show. To look at this interaction as only one or the other is to limit that interaction: it is more meaningful to the fans that they participated and more meaningful to the BBC that they were able to create a product to sell. Both groups benefited; neither one at the others' particular detriment. I think it's particularly instructive for both media companies and audiences to see this interaction as a lesson. Doctor Who has a strong emotional resonance with fans, much stronger than many shows on the air. It would have been just as easy - and probably cheaper - for the BBC to link the episodes with voice-over, or had actors re-create the script. But by respecting the work and energy of fans, the BBC ultimately created a more robust product that acknowledged those fans' illegal practices.

(The story of Cosgrove Hall and the re-making of the serial can be found in the documentary Love Off-Air, produced by James Goss and Rob Francis, for the DVD of Doctor Who: The Invasion.)

Throughout the book, you draw heavily on a novel called Club Dumas. What new insights does this book offer for those of us working in fan studies?

Arturo Pérez-Reverte's The Club Dumas tells the story of Lucas Corso, an expert antique book collector, who uncovers a literary conspiracy among the world's elite book collectors. What fascinates me about this book is the way it specifically details two different popular conceptions of fans. On the one hand, Corso is an active reader of classic literature, who is able to piece together clues that have been inserted into various books throughout the ages to assemble a vast meta-narrative of literature. On the other hand, the evil literati in the book represent the opposite conception: the popular image of fans as fanatical, anti-social, and limited in human encounters.

While an interesting yarn in its own right, Pérez-Reverte's novel also demonstrates something that Roberta Pearson pointed out in her chapter of Fandom: namely, while we associate fan studies most strongly with genre fiction (mainly sci-fi, horror, romance, mystery, etc.), one can truly be a fan of anything - including, in the case of the characters in The Club Dumas, even ancient occult manuscripts. By opening up fandom to outlet, we universalize fandom. Fan scholars can apply the tenets of fan studies in a variety of cultural arenas, to explore new dimensions in cultural studies.

Indeed, good fiction can often spark relevant cultural studies arguments in new and exciting ways. For example, the Footage in William Gibson's Pattern Recognition is a direct and prescient representation of both spreadable media and what I call database narratives. In the novel, Cayce and other Footage followers have to reconstruct a meta-narrative from individual units of the film presented to them as narrative information. Published in 2003, though, Pattern Recognition helps us in 2010 recognize different ways media is spread - this fiction has become useful for analyzing contemporary cultural endeavors.

You examine Star Wars Uncut as offering an alternative model of fan authorship. Explain. How does it resemble or differ from the forms of fan fiction which other accounts have explored?

It seems that empirical data about fans can really only come from one of two sources. We can either ethnographically study fan communities, by joining fan groups, participating in fan discussions, or otherwise involving ourselves with fans; or, we can analyze fan-created texts that populate fan culture. In the ethnographic study, we can easily look at groups of fans - at fandoms - and see how the interaction between fans helps to stimulate interest in the objects of study. In the textual analysis, we can easily look at the creations of individual fans to form inductive conclusions about fandom. It is relatively easy to study either communities or texts, but it is relatively difficult to do both at once.

Star Wars Uncut is, in my opinion, a way of tying the two objectives together: at once, it is a textual analysis of a fan community and a study of a fandom-created text. According to its website, the creator of Star Wars Uncut, Casey Pugh "became interested in using the internet as a tool for crowdsourcing user content. Star Wars was a natural choice to explore the dynamics of community creation on the web - the response from fans has been overwhelming worldwide and the resulting movie is incredibly fun to watch." In practicality, individuals choose a 15-second clip from the original Star Wars (Episode IV, thank you very much) and remake it however they want as long as they follow the timing of the original precisely. Fans have submitted animated scenes, scenes filmed in restaurants or garages, and even one "acted" by the fans' dogs. The 15-second clip is then uploaded to the Star Wars Uncut server where the original music and dialogue from the film are inserted. All the clips are reassembled in the "Star Wars" order. The finished movie is thus the collaboration of literally hundreds of fans, each creating one moment out hundreds for the finished product.

To see Star Wars Uncut as a fan-authored text is slightly erroneous - not only is it the product of a collective, but it's also so completely adherent to the original Star Wars (the timing has to be perfect) -- it can hardly be called fan fiction. Instead, I like to think of this as a form of "Digi-Gratis Fandom." It's not fan fiction because it's the work of a collective (a fandom), and it's representative of this mashup between the commodity economy (Star Wars) and the gift economy (individual submission to Star Wars Uncut).

I think it's also telling that other groups have started to emulate the Star Wars Uncut model. For example, David Seger is crowdsourcing Footloose as Our Footloose Remake, and noted filmmakers Ridley Scott and Kevin Macdonald are making "Life in a Day" by compiling hundreds of YouTube videos. More ecologically-minded participants may also be interested in projects like "One Day One Earth," which similarly documents one day in the world's history via YouTube. To study fandom presents a useful way of examining these new crowdsourcing initiatives.

Throughout the book, you are exploring new forms of fan productivity and creativity which have emerged in response to the emerging affordances of the wiki, the blog, and other web 2.0 platforms. What do you see as some of the most promising experiments in fan expression? Why have fans been such early adapters and innovators of new media platforms?

In my opinion, one of the delights of studying fans and fan-created texts lies in observing how fan expression can be applied in areas outside fandom. As new technologies have emerged in our digital culture, we tend to examine them using traditional media descriptions; so, for example, when we talk about blogs we're mainly talking about blog entries and we tend to slight the important contribution of the blog comments (the important work of Roger Ebert in this discussion is a valuable exception). In my analysis of Battlestar Galactica fan blogs, for instance, I observed that the fiction itself functioned differently from what we might expect: that is, the blog entry (which was the main fiction story) served as a starting-off point for many complicated and intricate discussions about the meaning of that entry in the comment section of the blog. The community of fans, actualized through the comments, seems to be the focus of the blog in its entirety. The entry presupposes the comments, in a Derridean reversal of sorts.

Ultimately, the way fans interact with new technologies presents new forms of expression online. Another example I look at in the book is the wiki. Fans who contribute to Lostpedia, for instance, rework the confusingly multi-linear narrative of Lost into an inherently linear story on the wiki. But the way fans do this is through intense interaction and group collaboration. Like with Star Wars Uncut, the crowdsourcing inherent in Lostpedia indicates a shift in the manner of textual creation by fans.

One danger that I faced while writing this book was in mythologizing fans. Fandom, it must be noted, is not a panacea that cures all that ails media. At the risk of waxing lyrical about fandom, though, fans do seem to populate the extremes of media use, and many early adaptors of technology do seem to be fans of one sort or another. One thing that I've noticed about fans is that there seems to be a desire to delve incredibly deeply into whatever text they're examining: it's not enough to understand the plot as we see it, but we have to understand character motivations, subconscious desires, etc. Perhaps this intense commitment to the text extends to technology as well: the desire to learn everything about a technology may lead fans to greater and more rapid adoption of new technology?

You write of two competing pulls on all forms of fan writing - "one connecting it to a larger corpus of work and the other building a more cohesive document." What are some of the strategies fans deploy to try to resolve these competing tensions?

At its most basic, fan writing lies at the intersection of a palpable tension. On the one hand, fan writers must somehow link their writing to the extant text. Whether it's a relatively weak connection (setting the action in the same universe), or a strong connection (filling in the gaps between moments on screen, perhaps), the effect is the same: there must be some sort of intertextual link between the fan writing and the main text. On the other hand, though, fan writers must also create a work that stands on its own, that becomes its own text. To be too subservient to the extant text is to rely too heavily on unoriginal material. Fans must put their own spin on the larger corpus, but must also create a document unique unto itself. In order to do this, fans have to reference internally unique moments in the fan text - an "intra-textual" reference. Even an inherently derivative work - Star Wars Uncut - has to make itself somewhat unique to stand out and be noticed (hence the self-conscious nature of many of the clips).

These competing pulls, it should be noted, are not entirely unique to fandom. Mikhail M. Bakhtin described a similar type of tension inherent in language in his "Discourse in the Novel." For Bakhtin, language has two distinct pulls. One, the centripetal, pulls all language to a single, unified language, a correct way of speaking. The other, the centrifugal, pulls language away from a central discourse, towards a constructed view where language mutates and adapts to changes in culture. For Bakhtin, every utterance exists between these two pulls: one, trying to tie the utterance to a larger, unified discourse and the other trying to find alternate meanings and themes within the utterance.

To resolve these tensions, speakers of a language must make sense of a slew of material, much of it intuitively. Through context, genre, and other methods of cultural organization, the "proper" form of language becomes apparent. For example, we train children in school to write in the "correct" way, which is often vastly different (and may not be applicable in) their "real world" lives. To teach grammar and "proper" English is to take a decidedly monolithic look at language - yet the language students use on Facebook or in text messaging is decidedly different. SMS shorthand, Leetspeak, or Netlingo are not incorrect, given their situational context.

One of the interesting things that I found in my exploration of fan fiction on blogs is that the resolution of this intertextual/intra-textual tension resides in the dual nature of the blog form. Since fan blogs are made up of both fiction entry and non-fiction comments, the blog form as a technology helps to solidify this tension - one half of the blog document can refer back to the extant text (intertextually) while the other half can refer to the blog itself (intra-textually). The technology complements the writing. Taken as a whole, then, fan writing online uses technology in a new way to resolve old tensions.

Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute.

Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee.

ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part One)

This week marks the official release date for a new book, Digital Fandom: New Media Studies, which makes a substantial contribution to our understanding of a range of topics which run through this blog. It's author, Paul Booth, has consented to give me an interview where we talk together about the ways that he thinks Alternate Reality Games can shed light on the practices of online fandom, about how we might push beyond the opposition between producer and consumer, about how we might better understand the interplay of the commercial and gift economy as it effects fandom, and about new forms of expression which have emerged as fans work together through social networking sites.

His responses here only sample the richness of this particular book, which draws heavily on digital and literary theory, to encourage us to rethink some of the classic paradigms in fan studies. The work is cutting edge both conceptually and in terms of its range of examples (which include various forms of crowd-sourced and wiki-based forms of fan collaboration that have received limited attention elsewhere.)

The central metaphor for understanding digital fan culture comes from the world of Alternate Reality Games. What can ARGs teach us about new media platforms and processes? What do you see as the similarities and differences between fans and gamers?

To me, Alternate Reality Games are an incredible synthesis of media texts, platforms and outlets. Constructed through a variety of technologies, ARGs are paradoxical: they seem to be ubiquitous and yet they are also fleeting and ethereal. As such, it's very difficult to point to a particular space and say "this is an ARG." They seem to exist in a sort of "space between" media; that is, they are only visible through the contrast with what they are not. They seem to thrive through media camouflage. I'm reminded of the David Fincher film The Game (1997), where Nicholas Van Orton (Michael Douglas) is caught up in a game that he can't tell from reality. Events that occur in the narrative may or may not be authentic interactions, and he is never sure whether he's playing a game or actually caught up in a series of dangerous adventures.

By viewing the ARG in this liminal state, we can begin to see connections to the way new media platforms and processes function in a converged media environment. That is, ARGs, like new media texts, function precisely because they exist as transmedia entities. Similarly, we're beginning to see media texts that transmediate: shows like Lost and Heroes, which tell much of their stories outside of the television; Webkinz, which takes real-world plush toys and lets children play with them in a web environment; or YA book series like The 39 Clues, which ask participants to read the book and investigate clues online.

These examples, of course, bring up another similarity between ARGs and contemporary media: the economics of them. Many ARGs exist to promote or advertise a product, as "ilovebees" promoted Halo and "The Beast" promoted the film A.I. As we embark upon a more mediatized culture, so too do we find ourselves immersed in a more commercialized culture as well.

It is this connection to contemporary digital media that provides a link between ARGs and fan culture as well. I don't mean to suggest that only fans play ARGs, or that only ARGs cater to a fan base; rather, the connection is more symbolic. Fans of contemporary media and players of ARGs both interact with their requisite text in similar fashions. Fans make explicit the implicit active reading we all do when we pick up a book, watch a television show, or experience some form of media. Similarly, ARG players have to actively participate in the construction of the game itself, often uncovering hidden facets of the game, or participating in the development of narrative elements. Both for fans and for players of ARGs, the contemporary transmedia environment facilitates and encourages playfulness and engagement with many different media.

You are trying to push back on metaphors based on "market or commodity economics." What do you see as the key limits of such metaphors and how does your focus on ARGs seek to transform them?

So much of our discussion about media is based on these metaphors that we often forget that they are, indeed metaphors at all. For example, when we talk about "consumers" and "producers" of media, we're engaging in a discourse that uses gastronomic language to describe commodity economics. In other words, we talk about media in the same way that we talk about food. And the natural end result of this metaphor certainly portrays fans (and other active audiences) in a rather negative light: if media companies "produce" and audiences "consume," then what fans create through rewriting or remixing is "garbage" (or worse: a very nasty metaphor indeed). I think this metaphor ultimately limits the conversation, so even if one talks about "productive consumption," one still remains mired in this commodity mindset.

I think that while there is value in seeing media companies as "producers" and audiences as "consumers," a great deal of excellent work has also recently problematized this conception. I'm thinking of your work in Convergence Culture, Axel Bruns' research in Blogs, Wikipedia, Second life, and Beyond, and Lawrence Lessig's excellent Remix. What these books have done, and what I've tried to do in my book, is to look at the metaphors we use to describe media creation and media reception in different ways.

One of the main paths I follow in the book to re-look at these metaphors is to see how a different economic model - the gift economy - could work to establish a new way of describing fandom in the digital age. Both Lewis Hyde's The Gift and your blog post about the gift economy were quite influential to my thinking in this respect. In contrast to a traditional commodity economy, a gift economy values the social relationships the exchange of gifts brings. I think that if we re-examine the media creation process from a gift economy point of view, what we find is that the categories of "producer" and "consumer" simply don't function in the same way anymore. Instead of media "products" being made for "consumers," content "gifts" are exchanged between both creators and receivers. The media text is a gift, which the receiver can reciprocate through attention, feedback, fandom, or even purchasing advertised products. A gift economy metaphor implies a stronger relationship between content creators and content receivers, with more potent feedback implied between the groups. There is also a greater collaborative potential between audiences and creators, and a more fluid dynamic between the two. I certainly don't deny the economic imperative behind media consumption in general, but I think that in concert with a commodity economy metaphor, the gift economy helps create a more complete picture.

To me, ARGs represent an amalgam of the gift and the commodity economies. I've already mentioned that ARGs are often marketing campaigns, which is a strongly commoditized cultural activity. But I think it's crucial to mention that participants in ARGs can devote hours and hours of time and energy to completing the ARG without ever once purchasing the product or watching the media text the ARG advertises. When I mention I study ARGs, the most common question I receive is, "why would someone invest so much time, for free, on a game"? And I think that's a commodity way of looking at ARGs. Instead, if we look at them as gifts, we can argue that players and participants are using their time and energy to respond to the pleasures they experience in the game. The gift and the commodity economies are not enemies; but rather mutually react with each other. This union of the gift and the commodity is what I call the Digi-Gratis economy.

You discuss the emergence of a "Digi-gratis" culture which operates as a "mashup" between market and gift economies. Explain. How is this different from the hybrid economy Lawrence Lessig has discussed in some of his work?

The "Digi-Gratis" economy is a term that I use to describe the mutually beneficial relationship between the gift and the market economies within contemporary media and culture. As I was saying above, it is difficult to see either the commodity metaphor or the gift metaphor as the ultimate metaphor for understanding the relationship between media audiences and media creators. But through a lens which ties both metaphors together, we can more fully appreciate the extent of contemporary content creation.

The term "mashup" is particularly instructive here, because it implies that neither metaphor dominates the relationship. We typically think of a mashup as a sample from one text remixed with a sample from another text to form a third text. Importantly, a mashup relies on the knowledge of both requisite texts that the audience brings with it: for example, in Mark Vidler's "Carpenter's Wonderwall," the music of The Carpenters is remixed with the music of Oasis to form a unique entity, the power of which comes from that particular interaction. We have to know The Carpenters' and Oasis' original songs in order to fully appreciate Vidler's masterful mashup.

I believe that the concept of the mashup can be instructive for understanding more than media issues, and in fact can describe cultural concerns as well. The "Digi-Gratis" economy is one such mashup. As the name implies, it becomes most relevant in observing the way audiences and creators interact in digital environments. The "Digi-Gratis" economy thrives because neither the gift nor the commodity economy outweighs the other. Instead, through mutual reciprocity, their mashup forms a third type of encounter - the "Digi-Gratis." In many ways, it is similar to Lessig's conception of the hybrid economy, insofar as it does describe an interaction between two different economic styles, and that this interaction blossoms through digital technology.

But one crucial difference between the hybrid and the "Digi-Gratis" economies is that issue of the mashup metaphor. For Lessig, the hybrid emerges in spaces where one economy must dominate over the other. In turn, this dominance implies a focus on one end of the production/consumption dynamic. As Lessig says in Remix, the hybrid economy "is either a commercial entity that aims to leverage value from a sharing economy, or it is a sharing economy that builds a commercial entity to better support its sharing aims" (177). One always dominates.

Alternately, the "Digi-Gratis" implies a mutual relationship between the two economies, and places no emphasis between production and consumption: both are weighted equally. To give a recent example, Old Spice's use of viewer questions and the Old Spice man's (Isaiah Mustafa) answers has been a web hit on YouTube, Reddit, Twitter and other social media. To look at the interaction solely through a commodity metaphor limits the range of complex meanings available to the audience/viewers/responders. Audiences have had a powerful role to play not just in the creation of content, but in the focus of their attention as well. The "Digi-Gratis" metaphor offers a chance to view these interactions as meaningful in and of themselves, while not ignoring the complex interactions between commodities and gifts.

Biography

Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute.

Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee.

The Night Of a Thousand Wizards

hogsmeade 2.jpg It's 1:15 AM and the natives are getting restless. Young lasses dressed as British school girls are bumping and grinding to "Let's Do the Time Warp Again!" in front of the Three Broomsticks pub. Us older folks have taken to the benches outside the Owl Post, watching the festivities with wistful eyes. Harry and Voldermort have locked arms together and are skipping through the streets of Hogsmeade. And the Buttertbeer is flowing freely tonight!

This is the Night of a Thousand Wizards -- well, in the end, when they got some more guest passes, it ended up being something like 1.7K wizards, but who is counting. Altogether, more than two thousand hard core Harry Potter fans have come to Orlando to attend Infinitus 2010, which the organizers described to me as the largest gathering of enthusiasts of J.K. Rowling's franchise ever.

And as a result of arrangements made before they even started construction on The Wizarding World of Harry Potter, they've been invited into the park after hours (from 11-1:30 or thereabouts) to see for themselves what Universal's Islands of Adventure had constructed. My wife, Cynthia (my photographer) and I are embedded journalists amongst the fans --and I put it that way because while I consider myself a serious enthusiast of the Harry Potter world, I do not know a fraction of what most of the people around me know about the series. For the past three summers, I've come to speak and spend time with these fans and each year I come away with a deeper respect for their knowledge, their commitment, their creativity, and their passion.

There have been discussions at the past few conferences about whether the fandom will survive the completion of the current film series, which wraps up with the two part version of Deathly Hollows all too soon, and how they are going to make the transition to a world where there will be no new Rowling-sanctioned Harry Potter content. Anyone who questions the strength and commitments of these fans must not have heard that the Harry Potter Alliance, an activist/charity group which has used Rowling's world as a platform for their own civic activities, had just won $250,000, beating out more than 200 other organizations, in an online competition to show support, sponsored by the Chase Manhattan Bank.

For tonight, at least, as people are singing Wizard Rock songs on the boats transporting them from the hotel to the theme park, as they are parading through Seuss Landing, across the Lost Continent, and into the Eight Voyages of Sinbad auditorium, there's no question in anyone's mind that Harry Potter fandom is here, loud and strong. As I look around the auditorium waiting for the program to begin, I see Snape dancing in the aisles and I see Harry and Voldermort, not yet the BFF they will become before the nights over, staging their own duels in front of the crowd. They don't need anyone from the park to entertain them.

But I see something more -- I see the fans who have spent more than a decade editing websites, writing fan fiction, organizing conferences, producing podcasts, performing and recording their own Wizard Rock songs, and creating activists organizations, all gathered together in one place and one time to celebrate what they had built together from the resources that Rowling, Scholastic Press, and Warner Brothers has provided them. There will be no Muggles in Hogsmeade tonight! We are indeed all Wizards here!

If there was a mainstream journalist in the house, they would no doubt have had trouble seeing past the costumes: that seems to be where the line between the fan and the mundane world comes. Not every fan wears a costume but the wearing of costumes seems to be where the nonfans start to draw the line, start to look at us as strange, so for the moment, look past the costumes and think about what the people in this room have created around a book they cared about and the costume just becomes another extension of the creative spirit.

The conference organizers had to negotiate hard for the fans to be allowed to wear the costumes into the park that night. Universal didn't want there to be any confusion between who the "guests" were and who the "cast members" were -- largely for liability purposes. They wanted to demarcate who worked there and who played there. The fans were to wear their membership bags at all time, but in the end, the fan organizers were allowed to bend the rules for this one night and the fans were invited to come dressed as they wished, a hodge-podge mixture of characters, some named, some generic, from the world Rowling created.

Before the fans even arrived in the park, they had an emotionally intense experience. Lena Gabrielle had written and Mallory Vance had directed an original musical depicting the final battle from Deathly Hollows, which was performed by a large cast of amateur and semi-professional performers, many of whom had surprisingly strong voices and acting skills, and the rest made up in spirit for what they lacked in polished. The play should not have been anywhere near as good as it was. A Soul number performed by the Death Eaters after the presumed death of Harry Potter was a highlight here. And tears were flowing (mine among them) as certain key moments of loss and transformation were restaged for an audience that knew the original book inside and out. There were more than thirty named characters in the production and this crowd knew each of their stories well. Watching this, I had a clearer sense of the challenge the filmmakers are going to face in turning Deathly Hollows into a feature, given the sheer density and intensity of its final chapters.

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Now, inside the Sinbad auditorium, there's a little bit of friction. The Park's PR people and designers have plopped themselves in front of the room clearly wanting to hear the fan's praise for the years of work which went into the design, development, and construction of this attraction. And they get plenty of appreciation from the crowd. But they also get a bit more than they expected, given that your best fans are also often your sharpest critics.

They've basically brought us to a holding area while they finish sweeping the regular guests out of the park and making the Hogsmeade area pristine and clean. Cluster by clusters, the fans are walking down the aisle and pushing out the doors again -- they don't want to wait, they want to get inside as soon as possible. Sure, they want to hear about the design process which included substantial contributions by the production designers and art directors, not to mention the cast, of the Warner Brothers films. But most of them have already seen the promotional videos that have been circulating on the web and on television for months. They already know this stuff. What they want to do is come and spend as much time as they can in the Wizarding World area which these guys have built for our entertainment. (And I am hoping as I watch this that the designers know what a compliment this really is). Enough words, time to play.

Others, however, have some questions to raise. For one thing, because this is Universal, where most of the attractions are thrill rides, the rides have weight and size limits, and some of the folks gathered here are not going to be able to ride them. There's a humiliating process outside several of the rides where people get stuffed into a cart to see if they can lower the protective rails over their bodies. Fandom is a place where people of all shapes and sizes are accepted, while the Wizarding World has more exacting and discriminating standards which leave some of the participants feeling crushed (literally and figuratively). Keep in mind also that height requirements will leave many of the books' youngest fans waiting outside, though there are not very many of them in the house tonight.

Others are expressing the usual fan concerns about continuity issues -- how is it that Ollivanders, the wand shop, which the books and films tell us is in Diagon Alley, gets included in Hogsmeade, while the Novelty Shop there is Zonko's Joke Shop, the Hogsmeade establishment rather than the more fan friendly shop owned by Fred and George Weasley. And all the park can say is that this is the way Rowling wanted it and that she authorized Ollivanders to have a branch office closer to the school, which just never got mentioned in the books.

Others are expressing their concern that so many of the dishes created for the park -- from Pumpkin Juice and Butter Beer to Chocolate Frogs, Candied Humbugs, and Gummy Skulls -- are confections which should be off limits to people with diabetes and other diet-based concerns, while the park designer explains, not fully convincingly, that there is less sugar in Butterbeer than in some of the things served at Starbucks and tells the fan who had expressed the health concerns about the high sugar content that she should simply indulge herself for the evening. (As a Diabetic myself, I wasn't very pleased with the suggestion that we can just opt out of our conditions.) Just when it starts to look like this could get ugly, the program ends and people start to move through the gates and past the Hogwarts Express train and into the streets of that enchanted village.

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Make no mistake about it. This is a magical place. Some of the fans spoke of weeping the first time they entered this space. Others described it as a kind of homecoming as they were at last able to enter a world they had previously known only through their imagination. Suddenly, it became clearer that The Wizarding World is not about rides and attractions: it's about an environment which conveys through sights, sounds, taste, smell and touch, which makes tangible what had felt so vivid in our minds before, and as the fans said again and again all night, they really cared about the details. You can sip the Butterbeer (a concoction which mixes Root Beer and Butterscotch); you can smell the steam coming out of the train; you can feel the speed of a Quidditch match; you can see the wonders of the magical school; and everything is accompanied with the movie's soundtrack.

Please do not quote me Baudrillard's comment that Disneyland is fake so it can trick us into believing the rest of America is real. Don't pull out Umberto Eco's discussion of "Hyperreality" and the ways that the "absolute fake" is realer than the real. These are, to put it bluntly, pseudo-insights.

Everyone here knows that Hogwarts isn't real. What would it even mean to create a "real" Hogwarts. At best, they can judge this environment for its fidelity to the details of the film -- and that's a set of criteria which comes up frequently here. Even there, the analogy is not right. As we are told, the film producers never made a large scale version of Hogwarts -- what we see is a combination of models and digital effects and some isolated sets. There never was a full reconstruction of Hogsmeade -- we don't get to wander its streets and see from one end to the other in the films.

But just as often the fans are talking about how it "feels right," how it achieves a kind of emotional integrity, which fits their impressions of the world where one of their favorite stories is set. This is where the postmodernists get it wrong. They start with a basic contempt for the content of the stories represented in the theme park and so they do not invest themselves deeply enough in the experience. For them, it is about surfaces and empty signifiers. There's nothing empty here -- all of the details matter here and are meaningful in relation to the books and the fantasies they inspire.

For the people here, the park is a play set, and I mean this in two senses. First it is a site of play -- a invitation to flesh out this world through their own creative and imaginative acts of performance. The Wizarding World is something like the action figures I discussed in my essay on He-Man a few months ago. And second, it is a set -- a place where they perform, where community rituals can be staged.

I don't like to draw analogies between fandom and religion, since the comparison is always misleading, especially given the historic association of the word, fan, with false worship. But let's think of this as a ritual space. When tribal communities dance wearing clay masks and straw costumes, they re acting "as if" they were the animal spirits. The performance is a recognition of shared beliefs and mutual emotional experiences. They've all worked to construct the costumes so they know that they are not "real" but it does not diminish the emotional intensity of the experience.

Cornel Sandvoss has proposed we use the concept of "Heimat", "homeland," to describe the kinds of emotional experiences when fans are allowed to visit spaces associated with the production of their favorite programs. For Sandvoss, we experience this Heimat when we visit these places through texts or physical places. That seems a very good concept for talking about what these fans, myself among them, were experiencing -- a sense of coming home. I like this analogy because it pulls the intensity of experience out of the realm of the spiritual and plants it much more appropriately in the realm of the cultural.

Hogworts is a special place in the utopian imagination of the fan community. For many who grew up reading the books, it represented a vivid alternative to their own school experiences, a space where their gifts were recognized and valued, where learning served a higher purpose, where they were part of a community that grew to feel a deep commitment to each of its members, and where their acts of resistance to unreasonable authority had a larger significance. As they grew deeper into the fandom, they set their stories here and fleshed it out with their own imaginations: it is a space they created through their own ink, blood, and tears. And it was also a shared space which became associated with close and lasting friendships and a larger sense of collective identity. And this space, however over-commercialized, represents the closest the community is going to come to an actual homeland.

One of the great things about the design of the park is that once you are inside the Harry Potter area, you don't see outside it -- you can't see the other attractions and areas; nothing jars you from the immersiveness of the experience. Well, very little. It is a typically hot and muggy night in Orlando. During the day, the sun can broil your flesh through your SunScreen and at night, you are going to be soaked with sweat no matter what you do, so there was something pretty amusing about the piles of snow on the roofs of the Hogsmeade buildings or the Snow Wizard and Snow Owl (pun no doubt included) which decorates one of the spaces. The snow looks real but unless they pumped substantial air conditioning into the open air attraction, it isn't ever going to feel quite real.

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But you can wander past the various shops mentioned in the books, looking through the windows to see the wands, the Quidditch equipment, a display showcasing Prof. Lockhart's books, the Owl Post Office, the Boars Head on the wall of the pub, and a display for Puking Pestles which features a green-faced victim spewing an endless flow of purple vomit. Go inside the Hogwarts castle and you will pass through Prof. Sprout's greenhouse, Dumbledore's study, the halls full of talking paintings, and the dorm space where the Gryffindor Students live. And then you enter an intense, multimedia experience, which combines digital effects, cinematic projections, and physical models, to send you flying through the Chamber of Secrets, past the Whomping Willow, into the Forbidden Forest, and across a Quidditch match in progress. Here, you are lead on by Daniel Radcliffe's Harry Potter, in new footage shot specifically for the attraction. It is intense and jolting, but oh so very immersive.

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I can't tell you about the other two rides, both of which are roller coasters, since I am a notorious roller coaster wimp, and I spent much of my time wandering the streets, watching people, and yes, buying stuff. I was personally disappointed that most of the merchandise targets fans of the two Houses most often discussed in the books -- Gryffindor (Harry, Hermione, and Ron) and Slytherin (Draco), but under-represents the two other houses (Hufflepuff and Ravenclaw.) I have been sorted several times -- an important ritual inside the fandom -- and have always ended up Ravenclaw (Luna Lovegood's House) so I have to dig around to find a Ravenclaw banner to take back for my office. This is certainly an area where the park's priorities could better allign with those of the fans.

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The park has made a conscious decision not to feature impersonators of the major characters here. Since they involve the film's actors in the rides and presentations, they did not want to try to recast them with street performers in the park. So one of my favorite moments came when I saw a row of Beauxbatons, who were hired to pose for photographs with guests, taking great pleasure in being photographed next to fans dressed as Snape, McGonigle, Sprout, and some of the other Hogwarts teachers. This is the moment that the Park management had feared where the lines between staff and guests were starting to break down. Indeed, everywhere I looked, the working staff was getting into the spirit of the evening, asking the fans questions, trying to learn the lyrics to Wizard Rock songs, showing off their own knowledge of the mythology, and otherwise, paying respect to how much the fans knew and loved these stories. In practice, the staff were themselves fans -- even if they hadn't been before they got these jobs -- as they had come to spend so much time inside this park.

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If the park is empty, except within the rides, of the characters from the series, the shops evoke moments from the novels -- for the most part, happy parts when they went on holiday down to the nearby village, where they congregated over food and drink, where they stuffed themselves with candy, and where they played pranks on each other. In many ways, Hogsmeades functions for the characters much as it functions for us as tourists -- as a place to escape your fears and worries. Rowling does a good job establishing this space and then gradually as the series continues, introduces threats and dangers here, showing how the evil that can not be named has penetrated even the safe spaces in the students' lives, leaving them no escape to do battle. But the Hogsmeades here is not a dark place -- indeed, it has been removed from a narrative context. The park is structured around places and not events. We see no signs that the Dark Lord may be returning. And that frees us to construct our own stories here, much as fans construct their own stories on the blank screen and share them through cyberspace. There is such a strong contrast between the emphasis on character and incident in the play we saw earlier this evening and the emphasis on place and activity here, yet we need to realize how much the fans bring the characters, the stories, the events, with them where-ever they travel.

When it came time to leave, there was some experience of trauma. Some of the fans grumbled it was like being thrown out of their home. But many of them were already making plans to come back.

Here's a final treat -- a photograph shot at the China Pavilion at EPCOT. One of the men depicted in this image is the author of the above blog post. The other is a subtle impersonator. I leave it to the reader to decide which is which.

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Call for Papers: Transformative Works and Fan Activism

My team at USC is partnering with the fine folks at Transformative Works and Culture to put together a special issue dealing with our current research focus -- how we can forge a bridge between participatory culture and civic engagement. Here are the particulars. I am hoping some of you out there are either doing work on this topic or have graduate students who are and might be looking for a common space to publish your work. I am going to be speaking more around these topics at the Fiske Matters Conference and the Games Learning and Society conference this coming week, both in Madison, Wisconsin. Looking forward to seeing some of you there. If you read the blog, be sure to introduce yourself to me. I like meeting people who read -- especially at academic conferences. :-) Transformative Works and Fan Activism

March 2012

Edited by Henry Jenkins and Sangita Shresthova, University of Southern California

How might research on fandom and participatory culture inform our understanding of citizenship and activism? Cultural theorists have long speculated about how our fantasy lives and cultural engagements might inspire broader forms of public participation. In his book Understanding Popular Culture, for example, John Fiske describes one potential route which might lead a young woman from fannish interest in Madonna towards the resources, skills, and identities she needs to contribute to social change. Fan studies have long located localized resistances within the cultural productions and practices associated with fandom, looking at how fan fiction, say, might lead to new understandings of gender, sexuality, and race. Yet there has been less work that examines how these imaginative practices, at times facilitated by digital media, might lead to an enhanced sense of agency or a new vision of social change, or how the skills developed through fandom might be mobilized for getting people out to vote, protesting public policies, or encouraging contributions and volunteerism around emergency situations.

In Convergence Culture, Henry Jenkins describes how popular culture, and more broadly participatory culture, can function as a civic playground, where lower stakes allow for a greater diversity of opinions than tolerated in political arenas. Jenkins argues, "One way that popular culture can enable a more engaged citizenry is by allowing people to play with power on a microlevel...Popular culture may be preparing the way for a more meaningful public culture." Building on these observations, we begin with the premise that participatory culture, like popular culture, encourages active participation, lively discussion, and even mobilization around particular topics and issues, leading to civic engagement. Clearly, a fan group online is apt to be far more diverse in its perspectives than a group defined around, say, a political candidate or a social issue. This is not to suggest that fan communities do not form firm consensus perspectives that block some other ideas from being heard, but they form them around different axes, such as desired sets of romantic partnerships between characters, which may or may not reflect ideological schisms. Our understanding of these synergies between participatory culture and civic participation creates many possible intersections with grassroots activism.

We seek contributions premised on a dynamic understanding of citizenship that will help us understand how participatory culture interactions encourage people to create, discuss, and organize as a way of engaging with specific civic issues and events, and whether (or how) these interactions may lead to new forms of social organizing and action. Researchers have long noted that people who participate in after-school programs or who contribute to the arts are more likely to become involved in other civic activities; we are just starting to understand whether or not interest-driven activities, such as fandom, which typically occur outside of formal educational settings, may have a similar impact on individual trajectories toward public participation. A growing number of groups, such as the Harry Potter Alliance, and specific campaigns, such as Racebending, are seeking to mobilize fans as potential political agents. In the process, these groups may support the development of long-term civic identities as well as the applied skills of fan activism, such as letter-writing campaigns to keep programs on the air. Both are likely to be useful for future civic and movement mobilization.

This special issue emerges from work being done by the Participatory Culture and Civic Engagement Project at the University of Southern California (Henry Jenkins, Principal Investigator).

We seek articles and other work that explores the continuities between online participatory culture and civic engagement, including, but not limited to:

  • Case studies of U.S.-based and international fan communities who have moved toward civic engagement (including efforts to protect or promote the fandom, charity efforts, and direct forms of political activism).
  • Examples of how practices from fandom and participatory culture are informing more traditional activist organizations and political debates.
  • Examinations of how fan discussions flow into more overtly political conversations, with constructive or destructive consequences.
  • Interdisciplinary explorations of ways in which participatory cultures may encourage some forms of civic engagement, as well as the possible limitations of such engagement.
  • Considerations of how work in fan studies might contribute to ongoing discussions in cultural studies about the relationship between audiences and publics, consumers, and citizens.
  • Theoretical discussion relevant to the trajectories that exist between participatory culture and civic engagement.
  • Reflections on how a focus on "cultural citizenship" might challenge more traditional definitions of civic engagement.
  • Analyses of digital media participatory practices in the context of civic engagement.
  • Methodological discussions of how we might study the shifting relationship between participatory culture and public engagement.
  • Investigations of how participatory modes of civic engagement intersect with questions of race, ethnicity, gender, sexuality, and class.
  • Mappings of the dynamics of the local and mediated in communities that form around participatory culture in the context of new media technologies.
  • Discussions of how fiction and fantasy can captivate us on an emotional level, providing a narrative structure that can motivate us to seek change in the real world.

Writing from fans, independent researchers, community leaders, and practitioners is actively encouraged. We are especially interested in case studies that deal with these fan practices outside of the United States.

Submission guidelines

TWC accommodates academic articles of varying scope as well as other forms that embrace the technical possibilities of the Web and test the limits of the genre of academic writing. Contributors are encouraged to include embedded links, images, and videos in their articles or to propose submissions in alternative formats that might comprise interviews, collaborations, or video/multimedia works. We are also seeking reviews of relevant books, events, courses, platforms, or projects.

Theory: Often interdisciplinary essays with a conceptual focus and a theoretical frame that offer expansive interventions in the field. Peer review. Length: 5,000-8,000 words plus a 100-250-word abstract.

Praxis: Analyses of particular cases that may apply a specific theory or framework to an artifact; explicate fan practice or formations; or perform a detailed reading of a text. Peer review. Length: 4,000-7,000 words plus a 100-250-word abstract.

Symposium: Short pieces that provide insight into current developments and debates. Editorial review. Length: 1,500-2,500 words.

Submissions are accepted online only. Please visit TWC's Web site for complete submission guidelines, or e-mail the TWC Editor (editor AT transformativeworks.org).

Contact

You are encouraged to contact the guest editors with advance inquiries or proposals:

Henry Jenkins, hjenkins AT usc.edu

Sangita Shresthova, sangita.shresthova AT usc.edu

Due dates

Contributions for blind peer review (Theory and Praxis essays) are due by April 1, 2011. Contributions that undergo editorial review (Symposium, Interview, Review) are due by May 1, 2011.

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The Hollywood Geek Elite Debates the Future of Television

Editor's note: It looks like we were sent two copies of the same segment. We are tracking down the missing piece of this and will get it up as soon as possible.

Earlier this spring, Denise Mann from the University of California-Los Angeles and I organized a panel of showrunners and other transmedia experts to speak at the Society for Cinema and Media Studies conference which was being hosted in our city. The industry participants were Carlton Cuse and Damon Lindelof from Lost, Tim Kring from Heroes, Javier Grillo-Marxuach from The Middleman and Day One, Kim Moses from Ghost Whisperer, and Mark Warshaw (The Alchemists) who developed online content for Smallville, Heroes, and Melrose Place.

We wanted to bring the smartest people we knew from the entertainment world face to face with leading film, television, and media researchers for a conversation about the future of entertainment. In some ways, this was a mini version of what we do with the Futures of Entertainment conference on the East Coast and the new Transmedia Hollywood conference on the West Coast.

Today, I am able to share with you the web-version of that program. Part of what is fascinating about this exchange is how much these producers of cult television shows are thinking and rethinking their relations with their audiences, trying to understand how to court and hold active and engaged consumers in an era of competing media options and multiple delivery platforms. The value of fan participation runs through this conversation.

SCMS presents: Transmedia Storytelling in the Digital Age from UCLA Film & TV on Vimeo.

SCMS presents: Transmedia Storytelling in the Digital Age Part 2 from UCLA Film & TV on Vimeo.

Below, I've included some transcribed highlights from the event. But so much is conveyed by the emotional tone and stylistic self-presentation of the various participations, which include the two head guys from Lost who had flown in just the day before from shooting the final episode in Hawaii. We didn't get any real spoilers but we did get to understand their thinking and sense the glow they had after finishing this key phase of their work.

Ironically, their shows have all ended. Heroes and Ghost Whisperer were canceled in the latest wave of network decisions and Day One never reached the air. Without knowing it, we captured a moment of transition in American television.

In a recent Variety article, you were quoted as saying that all of Lost's loose ends will not be wrapped up or answered in the series finale. Other sources are reporting that ABC is interested in keeping the Lost franchise alive after the finale. Are those two bits of news related? That is, does leaving loose ends have to do with sustaining a franchise beyond the series' completion?

CARLTON: Most of these things are very narrative driven for us and it's a hard thing to try to articulate specifically when we want the audience to understand that every small little niggling question will be impossible to answer watching the show. Our goals as storyteller were to tackle the big questions and try to bring the story to a satisfactory resolution. But if you're wondering who's the guy is, etc, you're not gonna get that answer in the series. The story we were telling in Lost, we planned to end on May 23rd, we have no plan to do any kind of sequel or spin off, anything. We set out to tell the story of the most significant thing that happened. Telling the story was our ability to negotiate with ABC in the 3rd season of the show. Now we're bringing the story that we plan to tell to a conclusion. Now that said, we've also acknowledged that we're not the owners of Lost. It is owned by the Walt Disney company and it is an incredibly valuable franchise. Worth billions as opposed to millions of dollars. And we completely understand that the Disney company will choose to continue to make money under the Lost franchise at some future point...

There's no way when you tell a story that you can tie up all the loose ends, there are many creative minds who'll come stories to ABC and propose to take Lost, using franchise label in the future, and that's great. The story we wanted to tell was that tv series and that ends in May.

The previous transmedia series you worked on--Smallville and Heroes--both had strong ties to the comic book realm--one directly from comic books, and the other owing a lot to the comic book tradition. Melrose Place is on the other side of the spectrum. Has the difference in genre affected where the online stories come from? Or do you find that teen soap lends itself as much to a transmedia story as the sci-fi fantasy genre?

MARK: It's definitely different. You have people who want to get immediately after online and play games. But that's part of why I jumped out of the Melrose Place thing, and we're doing other things kind of that side of the spectrum. If you look at the spectrum, all, at the core, it's about extending a narrative and dipping into the fandom. On a soap opera, there's tons of different worlds and relationships to dive deeper into. That's a really rich photogram for telling transmedia stories. So it was really fun to dive in there, instead of feeding people with the ways to get your light saver. This is fun to go into the most stylish person on Melrose Place's cast and go into her closet, and learn about stuff she had in her closet. Or the diaries, you can just dive deeper. These are just fertile places to make buckets to tell stories. It was a very fun challenge and I think that anything with a story has a good place to go in the transmedia world.

CBS is primarily known for an older demographic which, stereotypically, is not known for frequenting the web. Yet Ghost Whisperer has thrived beautifully both on the network and online. What did you do to make the series and its online components accessible and appealing to an audience that is normally not attracted to this type of content?

KIM: I think that first of all CBS demographics has changed in the last 5 years that we've been on the air. At first when we started with Friday night and Ghost Whisper, we made the announcement for CBS, my partner and I knew we had a math problem, which was 82% of all the shows that had been launched on a Friday night since the X Files which was 10 years prior had not gone to its second year. And before that we had run a show Profiler which was on a Saturday night, so we knew what the challenges were. And we had been working for about 4 years before Ghost Whisperer got ordered, and we were working at the intersection of the Internet had some amazing discoveries when we were doing Profiler, that we were able to continue on and then fold onto our experience with Ghost Whisperer. So what we did was that we created this thing called the "Total Engagement Experience", which is a model that Professor Jenkins and I have talked a while about....CBS had never done this before. We also felt that moving into the 21st century, that our obligation is just developing, pitching and selling tv shows and delivering the film was not the end of our obligation as executive producers and showrunners. Our commitment to any network and studios that we've worked for is...to deliver the audience as well. And I believe that going into the future of tv and feature films, everybody is gonna need to get on board with that, and figure out how to deliver an experience, as opposed to just something that you watch, because we are in the experience era. So when we had layered that out for CBS, and our approach, unlike the CBS at the time, was to go out and find our audience, and court them, and create a playground for them so that they could experience the Ghost Whisperer world rather than just watch. And then, bring them back to the tv show in a very gentle way, that became very successful. Because what we built was a very, very loyal audience, not just a substantial audience on a Friday night, but a loyal audience, which has... this whole thing has served as a model for us to moving forward in the business. And be in the 21st century. It's an important time to do it.

Many academics are describing a push in popular television towards more "complex narratives" (longer story arcs, greater seriality, larger ensemble casts, and so forth) and you represent some of the series which are most often held up as illustrating this turn. What factors do you see leading towards these developments? What obstacles have made it harder to shift television in this direction?


JAVIER: I think that part of the reason why shows are becoming more complicated and novelistic and all that is also the fragmentation of media. It's crucial in that. All of a sudden you have a venue like AMC which can put on a show like Mad Men. And you know, Mad Men is beloved, it's critically loaded, it's a fantastic show, but it only needs to hold onto an audience of about 2 to 3M people in order to make it or not, and then sell a bunch of DVDs and all that. So when you've got networks that are able to hold shows at lower margins, I think there's more room for experimentation. It's a fragment of the audience that watches Law & Order, but they're loyal and they'll watch the show, and that model keeps repeating itself. You'll get Battlestar Galactica, Breaking Bad... which are deeply serialized. And I think that the network follows suit on that. The network looks at those shows and says: "why don't we have a show like that" and they try to put those shows on the air as well. And then, you got a show like Lost that succeeds for having that kind of longitudinal storytelling and I think that there're a kind of chicken and the egg thing going on, but at the same time, the climate for that wouldn't exist if you didn't have a vastly fragmented media where more experimental shows are able to survive for longer periods of time.

TIM: The whole idea of the serialized show, I mean it hasn't caught on, in a way, Lost and Heroes and things like that seem to be paving the way for these... it's not really caught on cause there's this season so many procedurals are back in favor. And the whole model, one of the dirty little secrets of serialized tv is there's usually a attrition right. You've got a lot of people who come at the beginning and as it goes on, it gets harder and harder to watch, and harder and harder to stay fans of. The upside though is that you get a tremendous ability to have and hit big, you also have the ability to sell DVDs. It used to be that the rerun and the syndication would pay for most of the back ends, for 95% of the show, and this is now being sort of changed, almost exactly percentage wise to foreign sale and DVD sales. And that's where shows like Lost and Heroes do really well. Now that we're in a year round programming, we're reruns are no longer part of the normal network programming. These shows that run at 16 episodes become actually a viable way to program a season.

DAMON: I think that the key thing that a serialized show had going forward is... there's a "what's gonna happen next factor", that doesn't exist on Law & Order, CIS, or this idea that basically you watch Heroes on a Monday night or Lost on a Tuesday night, and it ends, and that's a serialized: what's gonna happen next? What do I do right now on Tuesday night, the show's over? I wanna go somewhere and I wanna find out water coolers that used to exist in my office and now that water cooler is your computer. You go to it, and you can find whatever community you want to, and you not only disassemble the episode that you just saw, what does it mean and the grand skim of the overall story that they're telling, and the overall world that I'm in, but now I'm gonna try to project, and in the case of Lost it's "let's figure out, let's come up with theories." In the case of Heroes, it's a little bit more of a cliff hanger scenario: what's gonna happen next? That idea was such taboo. Tim and I were working on a show called Crossing Jordan and from 2001 to 2004, and I come up with Carlton and both procedural shows / but the word serialized was such a dirty word, because re runs were disaster. And Alias was successful, so we asked ourselves what does Alias has that we don't have, and the answer is: a fandom, and a serialized storyline. You get activated. This idea that a serialized storyline invites the audience in. It basically says: "what do you think?" it's something that non serialized shows do not do. Law & Order doesn't care what you think. They don't! but the fact that Lost and Heroes seem to care, go and basically solicit the opinion of fans saying "what do you think", that can only happen I think on a show with a sort of serialized spine to it.

TIM: The serialized genre sort of lends itself to this social currency is your knowledge of the show. So that becomes what you trade on. If you're able to know one more thing than the guy next to you, you're slightly cooler than the guy next to you. So if you give the audience a chance to dive in deeply, there are always these people who will dive as deeply as you invite them in.

JAVIER: When I was a network executive in the mid 90s, one of the heads of research for NBC came and talk to us, and one of the things that he used to say is that "why is Stay By The Bell so successful?" when it is so hooky and so corny? And he said look: the audience is fragmented, into two very big pots: either there's 20% of your audience is A audience. This is the taste making audience, the audience that goes online, the audience that buys new clothing, the audience that does all of these stuffs. And there's your B audience, that is your audience who's content to go and watch a self contained show, have a laugh and then leave. And the funny thing was that some networks wanted to have A audience cause it would get that magazine cover, some people wanted the A audience, and NBC was going for the B audience at that time. And I think that there's a sweet spot which is sort of where Man Men is right now, with challenging serialized show, but they can have that audience and that's all they need. They don't have the pressure, which Lost had for its first 3 years. They're trying to get to that more mainstream audience without trying to alienate the one audience and I think that the success of Lost and Heroes is in a way, countered to that social wisdom.

The media industry talks often about the value of "audience engagement." And your series are often cited as having produced particularly engaged audiences. Can you describe the relationship you've created with your consumers and what value you place in their active participation around the franchise?

CARLTON: We very consciously try not to write the show outwardly but write the show inwardly. I mean we started basically this Lost just sitting around in my office every morning, we'd have breakfast and just talked about story [...] We stuck with that same methodology all the way through. We were working in the office until 11pm yesterday for the finale of the series, and we've kind of kept that same protocol. Now the advent of the Internet has provoked profound differences of what you can do as a storyteller. I mean for us, we were actually kind of building Lost and at the beginning, one of the things that we found ourselves doing was that breaking a lot of fundamental rules of television, which was: we had a large cast, a sprawling complex narrative, and we infused that narrative a lot of intentional ambiguity. I think we were influenced in a certain way by European filmmaking; this idea that we'd give a chance to make up their mind about certain narrative aspects of the show and it get the audience talking about the show really evoked a sense of discussion and the Internet became a place where people gathered. I remember actually when Javier and I went to this fan event at the Hollywood renaissance hotel the first year, and there were these people who'd flown from all over the world, who were kind of happy to see us, but they were more happy to see each other. They had created an online community. Lost was the catalyst for that community, but the community transcended the show very quickly and there were people who got married, there were relationships that were formed, it was a way of sort of finding a shared interest, but that shared interest ultimately was transcended by the relationships between all these people, and there was all the people from the Fuselage who were basically all meeting each other for the first time. That was really an interesting experience to see that, and I think that over time, we have used the Internet as a way to gage what the responses to the show. Usually we're so far ahead, it doesn't influence the storytelling. Now of course we're done pretty much with the writing of the show, so any surprising responses now, the ship has sort of sailed... The other sort of example we cite al the time is Nicky and Paula. The fans were clambering and saying: what about those other people, there's always those other people on the beach. We see them, they never talk, who are they? So we were actually influenced by the audience to make a narrative decision that actually backfired. So we actually said, "well okay, " [ laughs ]. We started to write those two characters and it felt wrong, but people wanted it, and then, we realized it was kind of a disaster. And then we decided to burry them alive. And the audience was in that same cycle, but they were behind us. We came to that realization week by week, and then the audience was sort of reacting because they were seeing episodes, it was like looking at life from a distance star, when the event had already occurred. But it was something we did because of the fans and then they hated these characters and then they were happy when we killed them, and they thought it was their doing.

TIM: It's an amazing process when you're in this loop with the fandom. As the writer's room, you often emulate, or you basically mirror the fan base. When you start to feel you've gone too far with the story line or not gone far enough, and the characters are working for you, sure enough, it sort of mirrors the same reaction that the fans have except we're still three or more months ahead when... so, you often want to say to people "wait, and see: we're getting exactly to the place where you are" and this whole idea of how to communicate with the fans... it's very interesting. When Damon and I did Crossing Jordan, there was this "one way street" that you had. You pushed the narrative out in the world and two or three months later people saw it, and if people liked it they sort of voted with their Nielsen box.

CARLTON:You got a Nielsen number, that was the entirety of your feedback.

TIM: Yeah, that was it. So the feedback loop was really a one way street. Then the Internet created this two way street where you immediately had an obligation to the fans who were connected to the show. And all of the transmedia components of the show become that part of the show that allows them to have a more immediate feedback.

JAVIER: yeah but the thing is that no matter how mediated you are, and how much of a two way street of communication you have, you're inviolate right as a storyteller, is the right to hold on to your ability to give the audience what it needs rather than what it wants and to be the judge of that, right or wrong! And I think that especially in the early days of the internet, it became very porous, because there was an oversize reaction to Internet reaction to shows. And then you realize: wait a minute, this is still an audience of 10,000 people who read Television Without Pity, and maybe 20 who post on the board. So I think that we're kind of cycling back to a place where storytellers were less likely to be swayed cause we have a better understanding of what that audience is and what our rights as storytellers need to be.

DAMON: There's this incredible Catch 22 that exists, exactly on the point that everybody is talking. And I'm sure you experienced it too, which is: the question that Carlton and I get asked by far, above any other mythological question on the show is: are you making it up as you go along? People ask us that question, they want the answer to be "absolutely not". We have a big binder, we open it up, we go "hop", we're completely functioning by our plans. However, then they also say to us: "do you guys ever go on the boards and listen to what the fans have to say?" and they want the answer to that question to be "yes, absolutely". Now these two things are in direct opposition to each other. Because, unless the fans are saying exactly what's in the binder, which of course, they wouldn't be, so they want us to be making it up as we go along, they just don't want us to admit to it. And they want us to listen to their feedback, ... we're all in the gladiator arena: they're there, and they're giving us the thumb up or down. They want the gladiator to look to them to decide who lives and who dies. And when we kill characters which are popular, they get angry at us, and when we kill characters which are unpopular, they cheer us. And that's the game.

KIM: Last year season 4, we killed Millie's husband and there was a huge push back from the audience. The thing that's valuable for us on the Internet is we're all subjected to testing. Even if you're in your 4th or 5th year, they're still testing the show, and the network and studios are giving you numbers and responses. The testing group is not that big. On the Internet, it's a very, very democratic voice. And that's really exciting. It can be dangerous at time, but I mean (we got death threats, ...) but it's also exhilarating where you're taking your show. And so, I would say, had we done this 10 years ago, when the Internet wasn't what it is today, I don't know what would have happened to our show. But because we did it, we knew that there was gonna be push back, but we also had a plan for it. We were able to go on the Internet and court the audience, and explain to them that there was more coming and that he was going to be a ghost... and it was a great experience. And CBS called us at one point and said "what are you guys doing over there, you're affecting all of our websites, it's because your fans have taking everything over". As you guys know, that happens. And that was very exciting for us. But it is very valuable. Even if you don't act on what you're getting, it's valuable to take the pulse yourself rather than have it filtered through different kinds of agendas.

The television industry is struggling with the reality that consumers are pursuing the content they want through means other than broadcast television - both legally through iTunes, Hulu, and other such sites, and illegally through Bittorrents. How does this reality impact the way you approach your series? One recent study, for example, found that many television series, including several represented on this panel, were watched by more people illegally than legally.

CARLTON: The Internet has kind of changed the world of distribution internationally. So now Lost has moved closed to a day and day model that's basically what's happened to the theatrical film business, to avoid piracy and to capitalize on sorts of marketing campaigns that aren't just now national but international.... TV used to be sort of a gentlemany business where you'd open the show here, and then a foreign buyer would come over and they'd look and they'd watch, and they'd see how it'd do. And then months, sometimes years later, the show would actually run there. Now, because of how the world has shrunk because of the Internet things have gone much more day and day. So we've actually changed.... So this year... each episode of the show has to be done 5 days earlier in order for it to be sent all around the world....One of things that's come up in China too is that there was a race amongst pirates in China to dub the latest issue of Lost. And they were telling me that within 48 hours of the broadcast on NBC, there would be fully dubbed versions of that episode of Lost on Chinese websites. And I was like: these guys are doing it for free! You guys are professional dubbers, why is it taking you 3 months to dub a show? And it was hard to argue with that. So they've actually really shrunk the window of time, and we're on a couple of days later on the English speaking territories, and really the window in terms of dub territory is going down. The studios are doing this for two reasons: one is primarily policy, but secondly, the ability to sort of capitalize on global marketing initiatives which reconnected these ARGs. All the ARGs that we've done have been done in constant with international broadcast partners. Around the world it contributed money and resources to these Internet things. And actually the Internet component of Lost has significantly impacted the actual way in which the show itself ended up being distributed.

TIM: The interesting thing is that the networks, are in a sense, they shoot themselves in the foot a little bit by driving these audience towards these alternate platforms. Heroes, we show commercials where we promote coming to the website, to NBC.com, coming there to be able to watch the show online with extra content and commentary etc. so we're actually incentivizing the audience to go to these different platforms and the fact that you can watch the show on your DVR where you want it and when you want it, without commercials, or watch online with commentary or content, we are incentivizing this audience to go and find another places. Heroes was the number 1 downloaded show last year, Lost right there with it. And the general attitude of the networks towards this massive audience that's out there has been to stand on the sideline and heckle these people when, in fact, these are people who actively sought these shows out. They went some place and actively pirated the show. These are fans that should be embraced, and, somehow, figured out how to monetize. An interesting thing would be product placement as a way to sort of create favor with the network. The interesting thing about that is that when we do a Nissan product placement in the show, those 55 million people who download our show illegally are all getting a Nissan commercial. So in some way that may be the solution there.

JAVIER: Activity creates fertility--especially when you're dealing with a niche show like The Middleman. If people are downloading it illegally in China...my God, please do! Because, ultimately, what I find is that, the more people talk about the show, the more other people will end up buying the DVD. Eventually, anybody who looks at a pirated copy will tell somebody to buy the T-shirt or the DVD or the keychain, and the money will come back to us. I mean that's something...I'd rather have the show I work on be seen, and, frankly, given the way that the studios have dealt with the royalty compensation for writers on alternative platforms...I'm so sorry about your pirating problem, really!

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What Can Teachers Learn from DIY Cultures: An Interview with Colin Lankshear and Michele Knobel (Part Three)


What do you say to an educator or parent who feels that making music remix videos, say, has nothing to do with literacy? In what senses are you describing such forms of expression as literacy practices?

The common sense view of literacy is that it refers to reading and writing alphabetic print and that to be literate is simply a matter of knowing how to encode and decode printed text; that is, to recognise the letters and convert them into words and sequences of words as a reader or a writer. According to this view, literacy is the same thing for everyone. It is the same tool, or the same skill using that tool. Some people might be faster at it and others slower; some may spell better than others, and some may be better at applying text comprehension strategies than others; but at the end of the day, the common sense view is that literacy one single thing, and it is the same for everyone.

This view is flawed, however, and on a number of levels. It's a bit like saying that computing is the same for everyone, just that some are more fluent with it or more skilled. But in the hands of different people who have different purposes and different understandings of what can be done with computers, and so on, computing takes on many different forms. There are many different practices of computing, such that you could give two people what look like the same tool, but what you see going on subsequently might be so very different that you can't really even begin to see them as doing "the same thing" or using the same tool. The example may be even better made by reference to "telephoning." To say that a person calling the dentist on their landline to make an appointment is doing the same thing, using the same tool, employing the same skill - telephoning - as a person in 2010 who uses their mobile phone to video an eyewitness account of what goes on to become a major news event, then uses the phone to upload the video to a social news discussion site along with an explanatory written commentary, and to check back regularly to see what comments have been left by others as well as to track how news of the event itself is playing out across the internet and broadcast media, is to miss the point. What looks like "the same kind of machine" is taken up in very different ways by different people, and has very different meanings for different people. It is to all intents and purposes a "very different thing" in the hands of different people; not the same thing at all.

So it is with literacy, and that is why we think it is best to talk about literacies in the plural rather than literacy in the singular. The singular form focuses our attention on the wrong thing - on thinking that the all-important thing is managing alphabetic text. This is important, but it's only a part of it.

There are two key points to make here. The first is to recognize what is most important about literacy as a social phenomenon, which is that it enables people to do what cannot be done by orality alone. Literacy enables human beings to communicate and share meanings in ways that go beyond the use of voice within face-to-face settings (which is orality). Literacy checks in when the conditions of everyday life are such that people need more than the use of voice alone to get the meaning-making work done that needs to get done for life to go on. The bottom line for literacy is that it enables meaning-making to occur or "travel" across space and time, mediated by systems of signs in the form of encoded texts of one kind or another. Encoded texts "freeze" or "capture" thought and language in ways that free them from their immediate context of production so that they are "transportable." Unencoded texts like speech and hand signs "expire" at the point of production other than to the extent that they can live on - fallibly - in the memories of whoever was there at the time. Encoded texts give (semi) permanence and transcendence to thought and language in the sense that they can "travel" without requiring particular people to transport them. Literacies can involve any kind of codification that "captures" language and thought in this sense. Literacy includes letteracy (the alphabet bits), but goes far beyond that. Speech recorded on tape or digitally is frozen and counts as encoded language and thought. The same applies to still and moving images. It is not that memory and speech alone cannot sustain considerable meaning making across distance and contexts. It is just that this is exponentially enabled and facilitated by literacy as encodification, which permits all kinds of procedures and institutions and practices that would be impossible, or impossibly cumbersome, without encoded thought and language.

During the centuries of mass print, following the invention of the printing press, the dominance of print as the paradigm of encoded texts has made it "natural" to associate literacy with alphabetic text. But this is really just an historical contingency. Many centuries prior to that humans used pictorial inscriptions of one kind or another (as well as other markings) to encode language and thought independently of voice. As new ways of encoding come and go, encoding system paradigms change. And right now we are at a point where the dominance - previously, almost the monopoly - of the print paradigm is being challenged by the ease of digital encoding that can combine multiple modes and mixes of multiple modes. Where it is more effective to use alternative sign systems from alphabetic text to mediate meaning-making within mainstream everyday interactions, the alternatives will be used. And people's ideas about literacy will change accordingly.

The second key point is that literacies vary with contexts. What we mean by context has to do with who the people are within a particular setting, what they are aiming to do, how they are trying to do it, what they are trying to do it with, and who they are or are trying to be within that context. So, if we think about something as obvious as reading a particular text, it is clear that different people, coming from different cultural spaces and possessing different cultural knowledge may read the same text in very different ways and make different meanings from it. For example, during the 1980s, many liberation theology priests who worked with Latin American peasants in ways they hoped would encourage them to mobilise to demand a better share of social wealth interpreted key biblical passages very differently to how conservative urban priests who identified with the existing social order interpreted them. Moreover, both groups worked with biblical texts in different ways and in different settings; liberationists would pore over the texts with peasants within settings where evidence of poverty was immediate, and would encourage the group to think about the meaning in relation to a change agenda. By contrast, other priests would read at large anonymous assemblies, making the interpretation amidst ornate decorative milieux that often dripped gold and spoke to divine rather than popular power. Same text, different people, different purposes, different procedures, different knowledge informing the meaning making and, indeed, a different technology. A bible being read by one person set apart from the listeners is utterly different from a bible being pored over, passed from person to person, and being used to stimulate thought intended to guide political action. Within Latin American settings both of these "ways" of "reading bibles" have been common - along with many other variations we can think of.

Now the point is that these kinds of differences in "ways with encoded texts" can be multiplied many times over. In a famous example, Shirley Brice Heath showed how different social groups within a region of the United States "did bedtime reading" in very different ways. Experts on the philosophy of Kant read and discuss Kant's works in very different ways from first year philosophy students, and (can) make very different meanings from them. That is why philosophers try to induct philosophy students into sophisticated reading practices, of which following letters and words across a page is only a tiny (albeit very important) part. The expert philosophers are trying to recruit the students to a new social practice, and this involves having to teach them how to read and write philosophically (which involves a lot more than just eyes and texts). Jim Gee uses the word Discourse (with a capital "D") to signify the idea that there are all different kinds of combinations of types of people and kinds of purposes and goals, and ways of setting about them, and ways of using language within them, and ways of dressing (liberationists in outdoor garb and metropolitan priests in ornate robes) and so on. We can say that different Discourses tend to involve different literacies, and will often involve different (forms of) technologies or tools, and different ways of using them, and so on. And participants in these different Discourses will make different meanings from what look like the same resources, and they will use what look like the same resources (think: computer, phone, bible) in very different ways.

So if we put all of these ideas together (along with others there is not space to mention here) it suddenly becomes very obvious why we would think of making remix music videos as having everything to do with literacy, rather than having nothing to do with literacy. It is one of a very large number of literacies that exist (not to mention new ones that are emerging all the time). That is, when we think of literacies in terms of "so many socially recognized ways in which people who are participating in particular Discourses generate, communicate and negotiate meanings through the medium of encoded texts," it's perfectly natural to think of people who are producing and sharing and interacting with remix music videos as engaging in (a) literacy. They are decoding and encoding sophisticated multimedia texts, with a view to communicating and sharing and negotiating meanings with others of their ilk (other members of their Discourse). They set about this in ways that others recognize as appropriate to doing this literacy well. They are freezing thought and "language" so that it can travel and be experienced and negotiated within practices of giving and taking meaning.

When we look at things from this perspective it is the people who cannot see remix music video in terms of literacy that have the problem; not those for whom it is self-evidently a legitimate, pleasurable, widely-practised, and potentially incredibly powerful literacy.

In my Afterword, I raise the question about the value of learning these skills as an isolated set of practices rather than as part of a more diverse affinity space. In other words, is there a difference between learning to make a remix video and learning to be an Otaku (who happens to display his or her skills and knowledge through contributing remix videos to a larger fan culture)?

Yes, there certainly is a difference, although learning to make something like a remix video can - and often does - lead to becoming a fan of something one previously was not a fan of, and to becoming more the kind of fan who happens to display their skills and knowledge through contributing artifacts to a larger fan culture and through other characteristically Otaku practices. Indeed, this is precisely the route that Matt, the co-author of our chapter on AMV remix in the book, took. We came across Matt's anime music video remixes via YouTube, where his "Konoha Memory Book" video at the time had over half a million views (take-down notices unfortunately mean the video is no longer on YouTube). Half a million views is a significant marker of popularity online, and so we interviewed him about his anime music video production process, and his involvement in remixing AMVs. He was 17 years old at the time, and he explained that he'd started creating AMVs two years earlier. It turns out that prior to that, he hadn't been a fan of anime or manga or anything like that at all. What happened was that a mate showed him "Narutrix" (an AMV faux movie trailer parodying the Matrix movies) which got Matt interested in watching the Naruto anime series in particular, and then anime in general. It didn't take him long to start tinkering around with creating his own AMVs, even before he became what could be described a full participant in anime culture. He's subsequently gone on to become such an avid anime fan that not only does he create AMVs which he posts to AMV.org and YouTube, submit AMVs to convention contests (and for which he regularly wins awards), draw his own original manga figures and comics which he posts online at DeviantArt.org, maintain a blog about his anime interests, contribute to anime dicussion boards, write generous reviews of and comments' on others' AMVs, but he spends his weekends cosplaying a rich range of anime characters, and organizes cosplay chess games for different anime conventions as well. He's now--thanks to his initial interest in AMVs as an expressive form in their own right--most definitely an Otaku!

Other ideas arise here, however, which are relevant to questions about the relationships between identity and practices and to ideas and ideals of learning. For example, it may not be that a person learns DIY media practices as an isolated set of skills but, rather, as skills and knowledges and values and mastery of systems and the like as part of becoming a kind of person that just happens not to be a fan. Hence, a person who identifies as the kind of person who practises the ideal of being as self-sufficient as possible might learn a particular skill and knowledge set under this kind of motivation (e.g., knowing how to sew clothes; knowing how to preserve or can home-grown fruit; knowing how to make solar-powered things). Moreover, we often find a paradox associated with self-sufficiency: people who identify with being self-sufficient often are closely linked with like minded people and inter-relate with them, sharing points of view, solidarity, and resources and so on. But they do this under a much more diffuse kind of identity than members of specific affinity groups. When people who are into "self-sufficiency" interact with one another their specific interests and things they create may have little or no overlap whatsoever, other than as expressions of participating in a general ideal of being as self-sufficient as possible.

Alternatively, the kind of audience we have for this book is of people who might want to get some experience of DIY creativity and production as part of how they see themselves becoming a more effective teacher or, perhaps, a more in touch parent. Here again, the skills and knowledge being learned would not be "isolated". They might be a long way, at least initially, from Otaku culture or other avid fan cultures, but, equally, they may not at all be isolated but connected to something that is very important to them. In fact, isolation would actually be very difficult to sustain in the context of learning some digital DIY media. The very process tends to put people very quickly into the realm of affinity spaces and, as Matt's case indicates, from there anything can happen - including the development of full-fledged fan affinities and approximations to Otaku ways of doing and being.

At the same time, there are some important differences and distinctions at stake. One is the difference between a more instrumental orientation to practice and a more intrinsic orientation. There is all the difference in the world between dropping in on a Linux forum to get some help with a problem, leaving feedback, making the information available to others and maybe making a Paypal contribution to an open source software fund, on one hand, and being a full-on contributor who helps code open source software and build the open source movement, on the other. In the first case the relationship is instrumental: minimal participation as a means to an end. In the second, it is intrinsic; one is a devotee of open source ideals and practices and, in effect, becomes a steward of those ideals and practices. Lawrence Eng's classic statement about fanship and stewardship is a supreme expression of the intrinsic orientation that defines many Otaku identities. Explaining why he proactively sought out other fans of Sasami from the Tenchi Muyo anime and developed the Sasami Appreciation Society as an affinity space, Eng said "it's our devotion to Sasami ... we're dedicated to bringing her the fanship that she deserves" (as cited by Mimi Ito). This is activity as an end in itself rather than to some further end. It is done for its own sake, as an expression of devotion, rather than as a means to producing an artifact, getting a reputation, or reaping other personal benefits. These may occur, of course, but they are not the point and purpose of the engagement within an intrinsic orientation. Of course, one can learn an incredible amount along the way, but even this is not the motivation to participate.

There is much that is important and valuable about this kind of orientation and way of being. In many ways it constitutes an ideal of active citizenship - of being committed to building something because one believes in it, and of putting that first, and of dedicating one's activity to contributing to its fullest realisation. At its best, this is what communities of academic practice become, and if we need any reminders of how valuable this ideal can be we need only think of negative examples that are always available of academics who are largely or mainly there for "career prospects", and of the ugliness that can so quickly surface in the form of academic jealousies, back-biting practices, resentment, clique formation and turf battles and so on. Apart from the quality of learning that can occur within bona fide affinity practices, the fact is that there is much of human beauty to be found there: selflessness, promotion of the greater good, humility, stewardship, generosity, reciprocity and so on. Anyone who doesn't think we need as much as we can get of such values has not looked outside in a while.

This said, however, it is worth making a couple of cautionary observations about the "structure" of participation and learning within affinity spaces. While we have identified the qualities of stewardship, humility, commitment to a greater (assumed) good, and the priority of intrinsic worth to fan practices, it may be helpful to remind ourselves that humans can be(come) fans of anything, and for these qualities to remain intact and yet, potentially, have regrettable consequences. While becoming a fan of many popular culture practices and icons, as with becoming a fan of environmental science, or mathematics, or democracy might typically be expected to have more or less benign and positive outcomes, the same might not apply to becoming a fan of the Third Reich or Pol Pot or any number of contemporary examples that could be named, where people do in fact become fans (although "bad" fans are often called, fanatics), and do pursue intrinsic goods (as they see them), practice stewardship, collaborate, share, put other people and ideals before themselves and so on. To be a fan has no limits so far as objects of affinity are concerned, and while we may limit the word "Otaku" to some specific range of fanships it may be more difficult to so limit the general concept and its deep grammar. Hence, the "good" of displaying skills and knowledge through contributing to a larger (fan) culture will always be to some extent contingent.

A related point here concerns the structure of learning within practice affinities or, as they are often called, communities of practice. The New Work Order (1996) argues that communities of practice seed values without these values needing some apparent central controlling agency to insist upon them or maintain them: "Immersion into a community of practice [an affinity] can allow individuals or units to internalize values and goals - often without a great deal of negotiation or conscious reflection and without the exercise of very much top-down authority" (p. 65). Participants collaborate, participate, share, reciprocate, "scaffold" and support, for all they are worth, and the net effect of this is building the practice and the community. But it does not necessarily transcend what Kevin Harris (1979), many years ago, referred to as "supportive rhetoric". It can, and usually does, support critical scrutiny that is internal to the practice/community, but at the same time this critique insulates participants against possibilities of external critique. The more a person invests in an affinity the less space there is for countenancing alternatives. The learning is, to be sure, often "deep," and deeply social. But "learning works best - it is most enculturating, but (alas) also most indoctrinating - when it is done inside the social practices of a Discourse" such as a fan affinity practice (New Work Order p. 15). It is not for nothing that many "fast capitalist" enterprises have encouraged the development of fandoms around their products, seeding the core values and leaving it to fan collaboration, participation and celebration to build the community (and the profits).

For us, the important thing is trying to keep the baby with the bathwater, in the sense of encouraging multiple fandoms - memberships of multiple affinities - and multiple orders of affinities, such that we strive for Otaku-like membership of practices that embrace intrinsic ends linked to distribution of material social goods as well as to pleasures. Becoming fans of understanding how social practices work for better and for worse so far as contributing materially to promoting long-term human good is concerned seems to us to be of the utmost importance.

Michele Knobel is Professor of Education at Montclair State University, New Jersey. Her research examines new literacy practices across a broad range of contexts. She is joint editor, with Colin Lankshear, of DIY Media: Creating, Sharing and Learning with New Technologies. They have also jointly edited A New Literacies Sampler and Digital Literacies: Concepts, Policies and Practices.

Colin Lankshear is an Adjunct Professor of Education at McGill University in Montreal, and James Cook University, in Cairns, Australia. His research interest is in sociocultural studies of literacy practices and new technologies. He is joint author, with Michele Knobel, of The Handbook for Teacher Research and New Literacies: Everyday Practices and Classroom Learning.

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What Can Teachers Learn from DIY Cultures: An Interview with Colin Lankshear and Michele Knobel (Part One)

Last time, I shared a chunk from my afterword for DIY Media: Creating, Sharing and Learning with New Technologies. There's plenty more where that came from, including a report on some of the core insights from our "Reading in a Participatory Culture" initiative. Over the next few installments, I am sharing an extensive and substantive interview with Colin Landkshear and Michele Knobel, the two editors of that book, which digs deep into the implications of DIY culture for contemporary education. Lankshear and Knobel are legends in the space of new media literacies, having authored or edited a series of first rate books, which explore how education is and should be responding to shifts in public access to the means of cultural production. I draw heavily on their collections and on their personal writings when I teach my New Media Literacies class at USC. One reason I feel such kinship with this dynamic duo is that they often ground their considerations of the nature of literacy and the purpose of learning through reference to field work they have done on Anime fans and their video production practices.

Like their other books, DIY Media brings together young and established writers looking at a range of digital media practices; this book is especially targeted at educators who want to roll up their sleeves and get their hands dirty mucking about with media. In some ways, this is a "How to" book explaining how to make podcasts or edit vids; in some ways it is a "why to" book explaining why these alternative media practices will change our understanding of what it means to be literate. The essays move from pragmatic advice to theoretical ruminations without ever missing a beat and will be incredibly useful to educators struggling to find their footing in these unfamiliar spaces.

In this opening installment, Lankshear and Knobel will explain some of the core premises which shaped the project. As you will see, we do not always agree, but we arrive at what I see as complimentary positions. One reason why I reproduced a chunk from my essay yesterday was to allow you to better understand the points of debate which emerge in the passages that follow.

What is the DIY Media book about?

It's an edited collection, and is an eclectic sampling of do-it-yourself media practices under current conditions of digital technologies and people's ideas about how these technologies can be used within everyday life, and how experience with engaging in such practices might help contribute to enhancing formal education. The authors address music remix, podcasting, photoshopping and photosharing, machinima movie making, stop-motion and flash animation, and anime music video practices. Each chapter begins by talking a little about cultural aspects of the practice it's addressing, and then provides a brief "tutorial" on how to get started technically and socially in that practice, before discussing some educational connections and implications.

The book is "eclectic" partly in the sense that it covers quite a spread of media practices. But it's also eclectic in terms of how "DIY media" is understood. In your Afterword for the book, Henry, you suggest a distinction between DIY/Do-It-Yourself and DIO/Do-It-Ourselves (or DIT/Do-It-Together) to reflect varying degrees of engagement in participatory culture, as you and colleagues so usefully have conceived it. So, at one pole, the concept of DIY media might involve an individual using the generous affordances of the internet (as well as drawing on face-to-face and offline resources) to learn how to create a music video or a stop-motion animation artifact, and to then get on with creating it. This might involve quite minimal participation in affinity spaces - let's say, acknowledging support given by others and reciprocating by making one's own knowledge available to others and, perhaps, posting the animation online. At the other pole, a full-blown DIO/DIT media practice as a full expression of participatory culture involves aficionados of a particular interest working together and in deeply collaborative ways to build a rich and deep affinity space - a kind of cultural community - in which the act of creating a particular artifact is not the end in itself but much more a part (and maybe a relatively insignificant part) of contributing to building the affinity. In this sense of DIO media practices, as we see them, a person's commitment to the space can take a number of active forms. They may participate directly in collaborative artifact production and promotion (such as can be found within the machinima community, for example). Just as importantly, a person can devote much of their energies to regularly visiting a site central to the shared affinity or interest, say, Animemusicvideos.org, and viewing recently uploaded videos, and commenting on them; following up favourite videos on YouTube and commenting there, too; following particular anime music video remixers' work across the internet; voting in viewers' choice awards hosted by AMV.org or other online entities; recommending favourite AMVs to friends; physically attending anime music video screenings at comic conventions; watching a wide range of anime in order to better appreciate anime music video remixers' work, and so on. They actually may be relatively little engaged in creating - albeit with input and support of others - their "own" media artifacts, but still be very much participating within this shared, collaborative affinity space.

The contributing authors in DIY Media cover most of this spectrum themselves as DIY media creators, and as editors we think that having a wide spectrum is important, since the main audience for this book is intended to be formal educators (teachers, teacher educators, teacher education students) and, hopefully, some parents/caregivers. For some serious fans it may be too goal-directed and "instrumental," although we hope that fans will read and interact with it because that interchange is essential for getting a sense of how to bridge the gap between the worlds of formal and less formal learning. Indeed, that role is already really nicely begun by your Afterword to the collection

Our own perspective on DIY generally, and DIY media specifically, in terms of our work as educators may be worth spelling out a little here: starting with the "D." All DIY work involves doing: some degree of producing and not merely consuming. There is still plenty of room for consumption, but when we focus on the "D" we are focusing on being producers. We believe this emphasis has particular importance for formal education, precisely because it is so powerfully and deeply immersed in consuming. In his wonderful and important attack on the disempowering effect of disabling professions, Ivan Illich referred to school as the "reproductive organ of the consumer society," and argued that once our imaginations have been "all schooled up" to accept "full time attendance at an obligatory curriculum" as the learning paradigm, people are ready prey for all the other manipulative institutions that dominate our social system and force us to use their services because they are the only ones sanctioned or authorized to "deliver" them. School learning becomes, in effect, consumption of subject knowledge organised into various pre-determined sequences, and with little or no opportunity to learn how to produce that knowledge in the ways that experts do. Instead, the production within schooled learning is pretty much limited to recycling consumed information within standardized essay writing formats or school projects. There is little opportunity for Doing in the sense involved in doing for oneself at any point on the DIY-DIO spectrum, which is based on creating use values for oneself and for others, in accordance with personal goals, interests and purposes.

The operating conditions of schooling increasingly are becoming as consumer-dominated for teachers as they are for learners. Competency benchmarks, standardized assessment protocols and tests, textbooks and resources, curriculum frameworks and reporting mechanisms are presented to teachers, along with batteries of "professional development opportunities" to consume information about how to enact the requirements imposed from above. Many teacher education students quickly catch onto this and are soon asking to be shown how to do this or that step-by-painful-step. In addition, many teachers are not at home with new technologies and are often reluctant to use them, or become anxious when confronted with getting up to speed - which is often "delivered" as a one-off professional development session that accompanies the arrival of some new technology in the school (Smartboards are a classic case of this kind of thing).

So, for us, the "D" in DIY, as we thought about it for the book, is about trying to challenge at least some of this massive emphasis on consumption/being a consumer within the teaching and learning roles found in formal education through the process of encouraging readers to get started in some digital media practices. In the process, readers who are new to these practices can introduce themselves to some of the opportunities for learning and engaging within the kinds of affinity spaces that have evolved around DIY-DIO media practices and that exemplify participatory culture.

As your book notes, the current moment of digital culture reflects a much older tradition of DIY media production. Can you share with us your sense of that history and what specifically digital media has brought to the kinds of DIY media communities being discussed.

Our take on the DIY tradition is quite literal and pragmatic. We note that as a term in popular use, "DIY" really only dates to the 1950s although, of course, the idea of communities of enthusiasts and others with a will to bypass what is produced for them and to produce their own versions for constituencies they identify with is, as you note in your Afterword, very much older. In some of our earliest published work, for instance, we looked at the determined efforts of working class people in early 19th century Britain to establish a press that would help further their pursuit of better economic and social conditions, through organizing en masse to win voting rights, the right to organize their labour in syndicates or unions, and to generate their own material for reading pleasure and edification. Such doing-it-for-themselves media, however, was scarcely an intrinsic pursuit. It was much closer to a matter of necessity, although it was certainly a major exercise in building affinities and affinity spaces.

In this book we are talking about DIY media in terms of digital entertainment and expressive media--animation, live action video, music video, music, spoken voice tracks, other artistic works--produced by everyday people to meet their own goals and personal satisfactions. Often, these goals and satisfactions are associated with fanship in some larger phenomenon and close affiliation with some social group. At the same time it often emerges out of opportunities to tinker with and explore the means for producing a media artifact of one kind or another. DIY media in this sense is very much characterised by people being able to produce their "own" media--whether it be radio-like podcasts, "original" remixed music, animated video shorts, music videos, etc.--by making use of software, hardware and "insider" skills, techniques and knowledge that were previously the domain of highly-trained experts who had access to specialised and typically very expensive media production know-how, resources and spaces.

Our view of DIY runs multiple strands together. One is the idea of a DIY ethic in the sense of being able to do things oneself that are otherwise the preserve of experts or professionals - a kind of self reliance that lends a measure of independence. Another is the idea that, when it needs to be, this "self reliant production" is nonetheless of good quality and standing. Sometimes a "folksy" look and feel is fine and apropos. But at other times a professional feel and finish is sought, and the proficient DIY creator can achieve that (e.g., furniture construction, intricate quilts). A third strand is the idea that for some DIYers a key purpose is to resist corporate, commercial, and consumerist values per se. We note the way in which the punk subculture that emerged in the '70s not only encouraged personal styles of self-presentation, self- expression, and identity work within self publishing, music creation, clothing oneself and making oneself up; it also - through fanzine, and later general zine publication - impacted the ways fans interacted with musicians, and touched bases with other DIY/DIO traditions by providing gateways to access for novices via zines that offered tutorials on a wide range of creative pursuits.

By comparison with your own position on DIO media, Henry, our view takes a shorter historical sweep, and tends to emphasize the use of tools/technologies, techniques and know how, and generating artifacts. We talk quite a bit about getting up to speed on production aspects and quality aspects, via interactions with others who share the same interest. But we do not emphasize the Otaku-like dimensions of the practices to any extent. We recognize them, but do not emphasize or prioritize them here.

What this means is that our sense of what digital technologies have brought to the kinds of media practices and communities being discussed in DIY Media is less "communitarian" and more "functional", "quality-oriented", and "informational" than a full on "participatory culture" approach involves. For example, we talk about the way these new technologies make it possible in principle for everyday people to produce artifacts that have the kind of sophistication that could previously only be obtained via very high cost infrastructure. We talk about the way networked technologies open up rich opportunities for on-demand or just-in-time learning: the idea that "google is your friend" when you need to know something. This includes cultural knowledge about "cool" and "quality" as well as technical knowhow. We talk about DIY media creators often having a good sense of relevant professional standards, although they will not always prioritize these. Sometimes, basic explorations of a new tool or technique are satisfying and sufficient. At other times, posting a video recording online of a friend riding a bike off a pier and into deep water has much more to do with maintaining social relationships within a friendship network than producing an acclaimed artifact. But we highlight the satisfactions and use values that can be gained from tapping the affordances of contemporary tools and (especially online) learning resources to produce professional-like artifacts and resources. Sophisticated tools are augmented by online how-to guides, dedicated open discussion forums where experts and novices alike can participate, help boards and blogs, user-created media content review and comment spaces, and ready access to what are regarded as exemplary models of the media artifact being created. Such resources make many elements of "professional standards" explicit and accessible to the everyday person (e.g., amateur anime music video makers committed to professional standards know that good quality AMVs don't include clips that are subtitled or have different image resolutions from one another, that they avoid clichéd transitions between clips, and so on).

TO BE CONTINUED

Michele Knobel is Professor of Education at Montclair State University, New Jersey. Her research examines new literacy practices across a broad range of contexts. She is joint editor, with Colin Lankshear, of DIY Media: Creating, Sharing and Learning with New Technologies. They have also jointly edited A New Literacies Sampler and Digital Literacies: Concepts, Policies and Practices.

Colin Lankshear is an Adjunct Professor of Education at McGill University in Montreal, and James Cook University, in Cairns, Australia. His research interest is in sociocultural studies of literacy practices and new technologies. He is joint author, with Michele Knobel, of The Handbook for Teacher Research and New Literacies: Everyday Practices and Classroom Learning.

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Star Trek, Darkover, Thunderbirds and Fan Fiction: An Interview With Joan Marie Verba (Part Two)


You are now writing professional novels surrounding Thunderbirds. Many Americans may not know this franchise. What can you tell them about the series which might prompt their interest?

I was watching the Gerry and Sylvia Anderson productions (starting with Supercar) before Star Trek came on the air. The premise of Thunderbirds is that Jeff Tracy and his five adult sons and associates have a secret base on a South Pacific island. They call their organization International Rescue, and they're dedicated to helping people in danger who are otherwise unable to be reached by traditional first responders. They have aircraft and equipment which is years ahead of their contemporaries: Thunderbird 1, a rocket-reconnaissance vessel; Thunderbird 2, a heavy-rescue aircraft; Thunderbird 3, a rocket used for space rescues; Thunderbird 4, a submarine for underwater rescues; and Thunderbird 5, their communications satellite.

Each of my Thunderbirds novels is written so that readers don't have to know anything about International Rescue in order to follow it. I have had many readers coming to these novels with no knowledge of the TV series who have enjoyed them immensely.

Thunderbirds dates back to the mid-1960s, roughly the same time period as Star Trek. What similarities and differences do you see between the two? Has Thunderbirds maintained a continuing presence in British culture over the years between?

Thunderbirds is similar to Roddenberry's Star Trek in that it has an optimistic vision of the future. Thunderbirds is set in the 2060s, and the speed of light has not been exceeded, so they're limited in missions on Earth and within the solar system. As with Star Trek, Thunderbirds features a lot of futuristic technology and innovation, and the consequences of such developments (that is, new technology sometimes works great, and other times, new technology causes new problems that the characters have to deal with). In both series, the characters often wrestle with the ethics and consequences of what they're doing, debate as to what the correct approach to the situation is, and regularly have to make more than one attempt before achieving their objectives. Both series have elements of drama and humor, and in both series, each character seems to have a unique following among the fans. So there's a similar subtext as well as a similar futuristic outlook.

In Great Britain, Thunderbirds has been on the air constantly since the 1960s (much as Star Trek has been in the U.S.). Its characters are featured in commercials all the time. (I viewed 2 of them last year on YouTube.) As with Star Trek in the U.S., there are ongoing cultural references, as well. (I have seen a "Photoshopped" photo of Prime Minister Gordon Brown dressed in an International Rescue uniform, for instance, and have been told that former Prime Minister Tony Blair had the Thunderbirds theme played when he took office.)

Thunderbirds is popular in many places around the world, as well. For instance, when she was on the International Space Station, NASA played the Thunderbirds introduction as a "wake-up call" for Canadian Astronaut Julie Payette, who is a Thunderbirds fan.

I've read that Gerry Anderson is planning a new Thunderbirds series, substituting computer animation for the original puppetry. What factors suggest there may be a new potential audience out there for this franchise?

Gerry Anderson definitely wants to produce a new Thunderbirds series with CGI, similar to what he did with New Captain Scarlet, which was based on his 1960s series with marionettes. I think that CGI is the way to go, since the most common dismissal one hears of Thunderbirds is that it's "just a puppet show." For some, it seems that the marionettes distract attention from the characters and the stories.

I found, when I bought the DVD set back in 2003, and was able to study Thunderbirds at length and in depth, is that the scripts were more sophisticated than a lot of people give them credit for. The Thunderbirds TV series was written both for children and adults (which is what I also try to do with my novels). While the series can be enjoyed on a superficial level, there's an undercurrent of substance that adults can relate to as well. In seeing and reacting to "just puppets," I think a lot of people miss that subtext.

My opinion is that in order to re-create a series in any form (movie, television, novels, etc.), it's essential to have a grasp of the original text, as well as the original subtext. Yes, any re-creation of the original will be controversial among fans, because fans have so many different approaches to the original it's impossible to please them all, but a superficial approach to the original will result in pleasing no one, because it will seem "fake," even to those who have no knowledge of the original concept. In contrast, when a series seems "genuine," it appears to attract a more favorable response, even among those who aren't aware of the original series. That's the reason I think the franchise can draw a new audience.

Sheenagh Pugh has argued that fan fiction is written from a desire for "more of" and "more from" the original text. The same is often true of professional extensions. Which is the urge which led you to write these novels and how do they satisfy your fannish interest in the property?

I agree that the desire for "more" is a strong motivation. The original Thunderbirds lasted only one and a half seasons. I felt there were a lot more stories to tell, and a lot of potential that had been left untapped.

Writing officially licensed Thunderbirds novels is very satisfying for me as a fan, because I can spend time with the characters that I love and the alternate universe that is Thunderbirds, which I find very attractive. As is the case with Star Trek, Thunderbirds shows a future that I would be happy to live in.

Joan Marie Verba earned a bachelor of physics degree from the University of Minnesota Institute of Technology and attended the graduate school of astronomy at Indiana University, where she was an associate instructor of astronomy for one year. She has worked as a computer programmer, editor, publisher, and health/weight loss coach. An experienced writer, she is the author of the nonfiction books Voyager: Exploring the Outer Planets, Boldly Writing, and Weight Loss Success, as well as the novels Countdown to Action, Action Alert, and Deadly Danger, plus numerous short stories and articles. She is a member of the Science Fiction and Fantasy Writers of America, and the Society of Children's Book Writers and Illustrators. She has served on the board of directors of both the Minnesota Science Fiction Society and the Mythopoeic Society.

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When Fans Become Advertisers: Smallville Becomes Legendary

When we hear that fans are rallying support behind a favorite television series, we might imagine the letter writing campaign in the late 1960s which kept Star Trek on the air; we might imagine fans of Jericho sending crates of peanuts to network executives; we might even picture fans of Chuck organizing a large scale "buycot," getting people to purchase foot long sandwiches at Subways to show their enthusiasm for the series. What we probably do not picture is fans raising the money to support and air their own commercial paying tribute to the star of their favorite series. So, I was impressed when I received this press release the other week:

Smallville fans have funded a professionally-filmed tribute commercial for the CW leading lady Allison Mack and her tv character, Chloe Sullivan, to air this Spring in Los Angeles before this season concludes. Starring on Smallville since 2001, Ms. Mack has gained a large and devoted fan base as one of the CW's most beloved stars. For the completion of her 9th year on the series, Smallville fans decided to celebrate Allison Mack and her tv character, Chloe Sullivan, with a commercial project entitled Legendary. Scripted and funded entirely by fans, this first of its kind tribute ad was filmed in Los Angeles in late February. In the capable hands of the director, Jon Michael Kondrath, cast and crew created a tribute ad focusing on who Chloe Sullivan is and what she means to Smallville fans. The ad highlights milestones in Chloe Sullivan's journey from her introduction as a high school student in Smallville to being hired at the Daily Planet as well as becoming Clark Kent's confidante

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I wanted to know more of the story behind this project and reached out to Maggie Bridger, who is one of the organizers, to learn more about how fans have been able to mount such an ambitious undertaking and to explore with her what it's implications might be for future forms of fan activism.

Your project represents a unique example of fan-supported and generated advertising in support of a commercial television program. What are you trying to accomplish here?

We are hoping to celebrate our adoration for a character whom we feel serves as a positive representation of a heroine in popular culture and in fandom. Part of it is about gratitude for DC Comics, Warner Brothers, the CW, Smallville Productions and Allison Mack for bringing us Chloe. The other part of it is about showing that we love Chloe and want to see her as the series goes forward.

Why Chloe Sullivan? What does this character mean to you?

Chloe Sullivan represents the meeting of two worlds---the fantastic and the ordinary. We watch her and see the journey of a driven career woman who, from her first days at her high school paper through her career at The Daily Planet and beyond, has served as a role model for many of us. A lot in our group started watching the show and Chloe Sullivan when we were still in high school and college. We have doctors and lawyers and grad students among us. Chloe didn't make us into those, of course, but she was a girl out there in the media who was going through our same journey. She gave us hope and confidence. If she could accomplish her goals, then we could. That common drive was how Legendary was conceived in the first place.

When we watch Chloe Sullivan, we also see a woman who has been asked to play above her head. She's smart; she's capable. However, she's still a normal human who is dealing with a world of superheroes and aliens. She stands shoulder to shoulder with the future Superman and with the Green Arrow and the rest of the Justice League and she does it with her wits and will. It's inspiring.

Can you describe the process you've gone through to produce the advertisement?

Sleeplessness?

In all seriousness, it's been a long process. We started with planning back in January. The executive producer, Liz De Razzo, called me about this idea she had. We all clearly love Chloe and had felt some disappointment over her reduced screen time this season. This commercial came to Liz as a way to draw some attention onto fans' love for Chloe Sullivan and the actress who plays her, Allison Mack.

We worked in a whirlwind---getting funds raised, auditioning actresses, recruiting the crew, and getting details assembled. We got legal finalized about 24 hours before shooting time.

It was a marathon!

Then we went into post-production. We did extra fund raising to obstain money for sound mixing. Again, it's been a two pronged process. I've been working a lot with the fandom as a whole while Liz, our contact in Los Angeles, has done the amazing on-the-ground work. She's been the one leading this through editing by the very talented Avi Quijada.

Where are you at in terms of meeting your goal for this project?

Currently, we are finishing our sound mixing and score for the completed edit. We will be sending it off via our air agency to KTLA this coming week. We had a lot of goals going through this process. One was to get the commercial shot and finished and we're almost there with post-production. The next was to get funds and purchase air time on KTLA, the Los Angeles CW affiliate. Again, we're finalizing a deal with them.

However, while these initial goals are finishing up, we have a bigger goal---taking the Legendary commercial to other markets. We're eying WPIX, the New York affiliate, and would love to air there as well. It all depends on funds!

How many people have contributed - time, ideas, money -- to make this all work?

I have honestly lost count.

It's not just the online Chloe fans who have contributed. It's also the production company, Rekon, and the crew. There's the director Jon Michael Kondrath and the actresses. Then there's been other producers added to the project and all those involved in post production and securing air time. It's really grown into an amalgamation of fans and professionals in Los Angeles dedicated to make Legendary come to life. Without Liz, we never would have been able to do all this. She blended her fandom love and her real life connections in the industry and made this happen.

What has been the biggest challenge in terms of pulling this together?

Murphy's law. I have to be honest and admit that something unexpected always comes up. If you budget out X amount for a project like this, I think it'll probably double or triple by the end. I know it has for us. The other huge problem is distance. That's a unique aspect of online fandom. While many Chloe fans are from the United States, we also have a large international community. Our script writer lives outside of Tokyo; one of the copy editors for our press releases and our website is in Australia; I live in the Deep South on central time and Liz, of course, is in Los Angeles. It's been hard coordinating virtual teaming meetings for a time we could all make it. Basically, it took me and Megan Butler, our script writer, being insomniacs to pull it off.

I definitely received my share of 1 A.M. phone calls from L.A.!

Do you think this is a model other fan groups can or should follow -- not only in terms of paying tribute to characters but also as a way of increasing the visibility of favorite programs?

Well, I'm not sure yet. As far as increasing visibility for favorite characters and for favorite programs, I hope this is an exciting new direction. I know we've all seen fans send in favorite items like peanuts for Jericho or the Tabasco bottles for Roswell as well as putting out Variety ads. I think fan ads, even if it's specific like for an actor/actress or a character, can change how marketing is done. It can help form a partnership in a new way between shows and their fanbases.

But I do have to preface that with "not sure yet." We've had some luck so far with Legendary. In a month, the vimeo preview vid has had over 3,000 hits. We've had supportive blog coverage and twitter notice. I'm not sure what the larger print or television media will think of it when it hits airwaves. I hope they love it as we do. Similarly, I don't know what the network's reaction will be yet. Again, I hope it's all positive. This project is our baby and we are extremely proud of it. I guess, then, that you'd have to ask me again in about six months, if I think this is a model that should be emulated.

I do have to say one thing. I don't think this will catch on completely as a "save our show" type of campaign. I know that Jericho, Farscape, and I believe Star Trek: Voyager fandoms have done fan sponsored commercials for their favorite shows. I'd say it's an iffy proposition, not just because it might fall flat but because it takes a long time. The fundraising, the coordination of efforts, getting a crew and such...it all takes more time than I think the average canceled/on-the-bubble show has before its final death throes.

However, if you're asking me if I'd love to see commercials for Dr. Temperance Brennan or for Cara from Legend of the Seeker, then why not? Bring on the love for favorite characters. Bring on another Jericho-style commercial. It might not make complete waves in the industry but it shows fan love and devotion matters and that's extraordinary to me.

Maggie Bridger is an aspiring graduate student in developmental psychology at a university in the Deep South of the United States. Always interested in fandom studies, she's been published in Slayage, the online journal of Buffy studies. She is currently working toward her masters doing research hippotherapy and autism. One day, she hopes to also be able to write a scholarly piece on fandom campaigns, citing Legendary as a prime example.

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Choose Your Fictions Well

By now, hopefully, you have read Peter Ludlow's account of recent events in Second Life and perhaps have also followed along with the comments and disputes that have surrounded this post. By now, hopefully, you've started to form your own opinion about what happened, why it happened, what it all means, and perhaps, what constitutes the borders between griefing and anti-griefing in this context. The following set of comments were crafted between Ludlow and myself as we reflected on these events and what they may tell us about the interplay between fantasy and politics in virtual worlds. We hope it will provide a springboard for further discussion both on this blog and elsewhere. Choose your fictions well.

by Henry Jenkins and Peter Ludlow

In 2004, the two of us spent a lot of time reflecting on the Alphaville elections in The Sims Online. Those elections culminated in a contest between the self-declared incumbent Mr-President and Ashley Richardson, an avatar guided by a 14 year old girl from Palm Beach Florida. Initially, both of us marveled over the intensity of political activity surrounding the campaign, including a debate on national radio, and then, the aftermath of those elections, when it was discovered that the voting system had been rigged on Mr-President's behalf by notorious Alphaville mafioso, JC Soprano.

Coming so shortly after the 2000 elections, there was a sense that even in play, American democracy was broken. That was our first thought. But as we looked more closely, we discovered that the two candidates were playing very different games, understanding their investments in this online game world in very different terms -- one earnestly seeking to represent the interests of her constituency as if this were a student government election being played out on a much larger scale, the other playing a game where his transgressive fantasies of being a corrupt politico in a world controlled by organized crime could be more fully explored.

The problem was that the open-ended structure of The Sims Online, which both was and was not a game, and which supports, like James Paul Gee suggests, multiple sets of goals and multiple paths to success, did not force players to actively negotiate between competing perceptions of what was going on. Both could play their own games, explore their own fantasies, and it became an issue because their actions impinged on each other's experience and impacted a much larger community of players. In other words, at least two different games collided in that moment.

As we flash forward to this new set of entanglements involving the Justice League in Second Life, we are struggling to figure out if we've made any real progress - in terms of making more explicit the competing frames of play which shape our experiences of online worlds, in having conceptual models which help us to figure out how seriously to take player's actions within virtual worlds, or even in terms of making real any hopes we have that virtual worlds can allow us to experiment with alternative models of what democracy looks like. Clearly, Second Life is if anything even more open ended than Sims Online in terms of its capacity to support participants with very different orientations and interests. It is perhaps the best embodiment of what Yochai Benkler talks about in The Wealth of Networks -- a place where differentially motivated groups and individuals co-exist within a mixed media ecology or a shared virtual world. Clearly, both the Alphaville elections and the recent JLU incident in Second Life reflect this feature of virtual worlds --different goals and narratives can coexist -- but apparently they cannot coexist peacefully indefinitely. Eventually the diverse goals and narratives collide.

Colliding narratives are a matter of routine in large virtual sandboxes like Second Life. Furries collide with Goreans, and both collide with military roleplay groups. In one famous case reported in the Alphaville Herald, a group of refugees from World War II Online colonized Second Life and soon came into conflict with a virtual gangster known as One Song and his plans to build a megamall next to their WWII roleplay sim (a conflict which led to One Song torching their headquarters -- a scale model of the Reichschtag -- which in turn led the WWII Onliners to dress as jihaddists and attack One Song's cybersex brothel, eventually taking it offline for a while). Even the military roleplay groups can come into conflict, as when one roleplay army attacked a space age Second Life army using only muskets.

Of course whether the goals and narratives are in collision, it is fair to say that not all of them are created equal. Some are praiseworthy and some demand reflection and critique.

Consider the praiseworthy first. We are interested in the ways that participatory culture can pave the way for greater civic participation and political engagement. The point of interest is the trajectory which takes a young person from being engaged creatively and expressively with a popular culture phenomenon to being courted as a potential activist whose actions matter in the "real world." For example, consider how the members of the Harry Potter Alliance have sought to make real the fantasy identities constructed around "Dumbledore's Army" in the J.K. Rowling books -- seeking to model their real world efforts at social change on the representations of activist identities constructed across the Harry Potter franchise, including organizing public interventions in the guise of "House competitions."

Or we might point to the ways that indigenous groups and environmental activists in many parts of the world (China, Brazil, the Middle East) have adopted the identity of the Na'Vi from James Cameron's Avatar as a mask through which to engage in real world interventions. Doing so gives them an empowering fantasy which can shape their own behavior and doing so can deploy a shared vocabulary of images which may generate much greater media attention. There is of course a long history of adopting the mask of the "other," or even fictional identities, in the name of social change. Isn't there a similarity to be drawn between painting yourself blue as a Na'Vi and painting yourself red for the original Boston Tea Party? Utilizing the trappings of fictional narratives can empower us to do things in the real world that perhaps we otherwise could not.

It is easy to see that the JLU incident in Second Life began with a similar sort of motives; clearly being a superhero in Second Life was an empowering fantasy for the participants. It allowed them a model of what meaningful intervention might look like and they were able to map that model onto the politics of Second Life in ways that made them feel heroic and larger than life, which empowered them to take action on behalf of their communities. Yet, at the same time, what we see is that it matters what fantasy provides your starting point.

As a long time comics fans, we can't help but note that the Justice League offers a problematic set of fantasy identities -- certainly a different set of utopian visions of political transformation, than say the characters within the Marvel Universe. The problem is that there is a kind of moral certainty which runs through the DC universe -- a sense that good guys can do no wrong, a troubling alignment of their interests with those of the state ("truth, justice, and the American way"), and a representation of pure evil in the form of the bad guys, all of which attract people with a certain way of seeing the world.

Reflecting on the consolidation of data in the JLU wiki and the violations of expectations about privacy, we cannot help but think of the ways the recent Dark Knight movie dealt with precisely the same issues: Batman can solve crimes more quickly if he can deploy surveillance equipment to spy on the citizens of Gotham City yet he faces an ethical debate about whether it is the right thing to do. The film ends up allowing him to spy on the public this one time, not to mention to take such actions as kidnapping business leaders, yet he pays a price in terms of moving back into the shadows, falling out of the good graces of the public.

It is worth pondering whether such fantasies entered into the mind of Kalel Venkman, as he pushed his campaign against griefers further and further. And we wonder what would have happened if the popular culture which inspired his particular kind of role play had adopted a different set of ethical and political values. We might ask "Who Watches the Watchmen?" though we are also reminded of Spider-man's "With Great Power Comes Great Responsibility." Both Watchmen and Spider-Man offer more complex representations of what motivates superheroes to act and what factors can or should offer a check on their relentless war against the bad guys? The problem with Superman, oddly enough, was diagnosed by Lex Luthor himself (in the recent movie), in a passage that Haruhi Thespian quoted when he informed the JLU that he was working for their enemies at Woodbury University: "Gods are selfish beings who fly around in little red capes and don't share their power with mankind. No, I don't want to be a god. I just want to bring fire to the people. And... I want my cut."

Many of the revisionist superhero fantasies which came out of the 1980s -- including those by Frank Miller and Alan Moore -- raised the question of whether superheroes helped to create the villains they battled or at least attracted them to particular geographic locations. Think about the Batman/Joker relationship: "You created me and I created you," Tim Burton told us. Would there be costumed bad guys if there were no costumed good guys?

The Superhero's battle against evil becomes meaningless if there is no more evil to be battled. And so this revisionist argument goes, the Superhero starts to manufacture villains for his or her rogues gallery to fight, or perhaps, in the more fascistic versions of the superhero genre, starts to project evil onto innocent bystanders. Would the Woodbury campus on Second Life even exist without Kalel Venkman as an enemy? Woodbury leader Tizzers Foxchase has confided that he uses Kalel to keep the Woodbury kids engaged and to prevent their virtual campus from turning into the ghost town that most virtual campuses have become.

So, again, we can see what happened here as an outgrowth of a particular kind of fantasy being played out in the virtual world. Maybe Kalel Venkman even took a certain pleasure in "crossing lines," moving from the pure virtue of the classic DC superheroes towards a darker vision of the dark knight working from the shadows, doing what constitutionally regulated authorities could not do, in order to redeem a world which is otherwise beyond hope.

That said, we can only speculate on what sort of civic fantasies are at play here -- for example, what fantasies motivate the various griefer groups (the W-Hats, the channers etc) as they seek to get their LOLs by engaging in what they surely know is anti-social behavior? There is often a sense that virtual worlds allow us to enact transgressive fantasies freed of their real world consequences and if anyone objects, they are just taking things too seriously. This takes us all the way back to Julian Dibbel's "A Rape in Cyberspace" and the debate about Mr. Bungle the Clown and whether his actions are simply a form of nasty-minded play or whether they can be understood as "rape" by those most invested in their characters and the integrity of their virtual community.

On the other hand, perhaps the greifer memes about "serious business" do offer an important counterpoint to the corporate take-over of the internet. Maybe someone should take issue with the corporatist narrative about the purpose of the world wide web by offering that it ought also to be a place for play and silliness. Whether or not such lines of defense are exculpatory, they are certainly taken on by griefers, as interview after interview with griefers in the Herald has shown.

For that matter, what kinds of civic fantasies have governed the Woodbury group, with their sense of rightous indignation at being falsely accused, with their efforts to plant spies in Kalel's headquarters and thus flirt with risk? Or for that matter, what about the Alphaville Herald's conception of itself as a muckraking publication trying to rip the masks off the members of the Justice League? Are they all playing different games here or does each contribute something to the game which the others need in order to work through their fantasies, a warped version of Richard Bartle's ecology of player types?

Our point is not that these competing narratives are wrong or disingenuous, it is rather that they need to be investigated and critiqued, for these are the narratives and strategies for play that are weaving the foundations not just for virtual worlds but for our future online lives. And of course, as cases like the Harry Potter Alliance show, they also motivate our "real life" actions and attitudes.

No doubt by this point some readers are thinking that all of these people have too much time on their hands, that they are taking events in virtual worlds too seriously. This criticism actually packs two criticisms within it. First, there is the assumption that the virtual world itself is of little interest. Second there is the assumption that only the confused would use fictional narratives and trappings guide their real lives. On this latter point, no one who is using Harry Potter or the Na'vi to inspire their real life actions is confused into thinking they are wizzards or very tall blue extraterrestrial beings. Similarly, Kaleel Venkman presumably does not believe he has superman powers. These features of fictional characters do not transfer into the real world. Clearly. But what does transfer are the norms, attitudes, virtues and vices of these characters. We cannot jump over tall buildings with a single bound, but we can adopt Superman's ideas of what is right and his sense of self-certainty. The question, of course, is whether we *ought* to adopt such norms and attitudes.

As for the first question -- whether what transpires in virtual worlds matters -- this is a question that could have been intelligibly raised several years ago, but not today. Virtual worlds are rapidly becoming important platforms for work, socializing, education, and play, and given the amount of time that our children will spend in such worlds it is important to reflect on the norms that are being uploaded into those worlds today.

Clearly for virtual worlds to work they have to be open to play and experimentation, which requires suspending some of the rules that govern real world civic life. Yet, at the same time, some forms of political play fray the social contract which holds the world together, disrupting the experience of others, and destroying the infrastructure they all need in order to have meaningful experiences there. The story of the JLU invites us to ask the question -- at what point did the campaign against griefers become itself a kind of griefing, which did more to damage than to defend the integrity of other participant's virtual lives? Or to put it another way, the sandbox can allow many forms of roleplay and many competing narratives, but when the game becomes too big it impinges on the play and narratives of others. Playing well together is something we were supposed to have learned in kindergarten, but as this story shows, doing so is not as easy as it seems.

Watching the Watchers: Power and Politics in Second Life (Part Two)

This is the second part of an account of recent events in Second Life written by Peter Ludlow, a long-time observer of virtual worlds, a professor in the Philosophy Department at Northwestern University, and the co-author, with Mark Wallace, of The Second Life Herald: The Virtual Tabloid Which Witnessed the Dawn of the Metaverse, published by the MIT Press. As with any other representation of complicated and controversial events, different people will have different perspectives on what happened and different assessments of the motives and actions of the people involved. The essay is presented here in the hopes of sparking discussions about the blurring of politics and fantasy in virtual worlds, a topic to which we will return in the next installment. Watching the Watchers

by Peter Ludlow

In 2008, a member of the Justice League quit and gave an interview to the Herald, detailing the operations of the Justice League, claiming that they were keeping massive intel on Second Life users, were abuse reporting people capriciously, sometimes successfully getting them banned without cause, and that members of Linden Lab were complicit in these operations. These charges were dismissed by the League. Tizzers Foxchase and the Woodbury kids needed the smoking gun if their charges were going to stick, and so they began to plot an infiltration operation.

Infiltrating the Justice League would not be easy. Clearly any friend links to Woodbury would raise red flags. Nor would it work to just create a new avatar and ask if it could join Woodbury. New avatars are dangerous for obvious reasons. What one needed was a clean avatar with a reasonable age on it. Kalel certainly knew that it would be a nightmare if details of his operations ever made it into the wrong hands. So whoever took ran the avatar would have to be special - someone who had a reasonable rez date on their avatar, no friendship links to Woodbury, and who could disarm the seemingly paranoid Kalel and pass as an anti-griefing do-gooder. In 2009, the Woodbury kids found just such a player.

Haruhi Thespian was an avatar without an agenda, and a certain kind of élan. As it turns out, she was a thespian in real life and an award winning improv actor. Perhaps she had just the right stuff to infiltrate the Justice League. One day she was chatting with the Woodbury kids and they asked if she would be willing to undertake the operation. Harui decided that it sounded like fun and Operation Wrong Hands was born.

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Kalel shows Haruhi the JLU "command center"

Haruhi was quickly admitted into the Justice League, but there were lingering suspicions. One day it seemed to Harui that her cover had been blown:

13:57] Kalel Venkman: I have to admit I'm having trouble figuring you out.

[13:57] Kalel Venkman: You just seem like the perfect applicant, and that's just uncommon.

[13:58] Haruhi Thespian: hehe, is that a compliment?

[13:58] Kalel Venkman: Every now and then we get a really good one that hits all the marks.

[13:59] Kalel Venkman: Anyway, it's just so rare, it takes me by surprise when it happens.

[13:59] Haruhi Thespian: I dont know what to say hehe

[13:59] Haruhi Thespian: >.<

[14:00] Haruhi Thespian: I'm so good its Criminal? (quote from the anime Melancholy of Haruhi Suzumiya)

[14:01] Kalel Venkman: Sort of.

[14:01] Kalel Venkman: We've got a pile of people from Woodbury trying to sneak their way into the JLU, and on the whole they're not very clever.

[14:01] Kalel Venkman: If somebody did get in, it would have to be somebody who looked like as good an applicant as you do.

[14:02] Haruhi Thespian: it seems I've applied at a bad time >.<

[14:02] Haruhi Thespian: thats unfortunate

[14:02] Kalel Venkman: And at the same time, we've just gone through an episode with JB Hancroft.

[14:03] Kalel Venkman: Now he was a problem, because nobody trusted him, and everybody was afraid to say so.

[14:03] Kalel Venkman: And I had nagging doubts too, but I suppressed them, thinking it was just me.

[14:03] Haruhi Thespian: Its understandable I guess

[14:03] Kalel Venkman: Always listen to your gut feelings, Haruhi. They'll never steer you wrong.

[14:04] Haruhi Thespian: I'll take that advice to heart

While in chat with Kalel, Haruhi was also in skype with Tizzers Foxchase and other Woodbury students. Haruhi told them she thought her cover was blown. Tizzers suggested that Haruhi talk to Kalel about boy troubles. The misdirection worked.

[14:04] Haruhi Thespian: So... this is kinda awkward? hehe, I'm sorry

[14:06] Haruhi Thespian: Hey Kalel, can I ask you for some advice?

[14:06] Haruhi Thespian: its about RL boy troubles

[14:07] Kalel Venkman: Sure.

Days later, Haruhi downloaded the JLU wiki and posted it to the Woodbury IRC channel, and from there it was reposted to numerous locations on the Internet. Within days it had been reproduced all over the internet.

Watchmen 13.jpg

Haruhi gets access to the JLU database

In an interview given to the Herald after the fact, Haruhi described Kalel as a kind and loving man who thought he was doing good. How Haruhi was able to maintain the disconnect is far from clear. In comments to the interview a disgusted reader summed up his feelings about the act of betrayal: "this makes for really unappetizing reading. Ick.". Another reader offered that this is simply the price one has to pay for being a spy:

It's the nature of spying that those who find themselves in that role have to go to unpleasant places and do things that in normal circumstances they would balk at. ... Personally I take my hat off to Haruhi for being willing to carry out this role and to then show a sense of morality and decency in her subsequent actions.

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Haruhi informs the JLU of her actions

Whatever the moral standing of Haruhi's actions, one thing is clear: Haruhi had opened a Pandora's Box.

The Justice League did not merely have a data base on Second Life users. It had a massive data base on Second Life users. It contained 1,700 pages of information and misinformation on users, ranging from chat logs, to presumed real life identities of avatars (including real life information), to a history of the abuse reports that they had filed -- and many many abuse reports had been filed.

Predictably, the content of the Justice League data base was posted on various web sites. Kalel, understandably furious, responded in a scattershot fashion by filing Digital Millennium Copyright Act take-down notices, bizarrely arguing that the chat logs etc were his intellectual property. When some Internet service providers complied, the materials were moved to safer havens in Canada and ultimately Montenegro. Woodbury sympathizers organized the material into a searchable database.

Watchmen 15.jpg

Meanwhile Herald editor Pixeleen Mistral began combing through the database and found example after example of disturbing revelations. Not only was she surprised to learn that she had been declared a griefer, but the claims of Linden complicity appeared to be supported. One particularly telling Wiki entry seemed to suggest that Linden employee Plexus Linden was revealing the real life identity of avatars.

Watchmen 16.jpg

Pixeleen published a series of stories to the Herald, including passages like the above. Then the other shoe dropped. Kalel filed a DMCA take-down notice against the Herald! Six Apart, which owns the Typepad blog hosting service used by the Herald, removed the material, apparently without giving any thought at all as to whether the charges were frivolous. Pixeleen would have to counterfile.

This was going to be no simple matter. Counterfiling would require Pixeleen to reveal her real life information, and she had guarded her privacy for years. Understandably so. Crossing people in Second Life can lead to real life stalking. As previous Herald editor Peter Ludlow had learned, angering someone with an article could lead to real life confrontations that ranged from angry phone calls from the United Arab Emirates to orchestrated campaigns by users to call his university and try to get him fired (not unlike what had happened to a Woodbury University instructor).

Pixeleen Mistral was a petite 20 something female avatar with a sharp fashion sense and a bit ditzy on technical matters. Her typist, turned out to be Duke University computer scientist Mark McCahill, who in addition to being male, 6'5'' tall, and having no apparent fashion sense at all, had been team leader in the development of the Gopher search program, team leader in the development of POPmail, and had worked with Tim Berners-Lee on the protocols for the World Wide Web. He was one of the gods of the Internet. He was also going to have to out himself.

Watchmen 17.jpg

Tizzers' alt and Pixeleen Chat (Intlibber Brautigan stands behind Tizzers)

Legally, if you file a DMCA counter notice, the service provider is required by law to restore the missing material in 14 working days. Several weeks after filing the counter claim McCahill contacted Typepad and asked them why they hadn't restored the material. They responded that they had lost it and couldn't restore it. McCahill of course had backed up the material, but disgusted, he moved the Herald from Typepad to another service.

As of today, this is where matters stand. Second Lifers continue to pour over the leaked materials, Kalel continues to file bogus DMCA actions, and feeble service providers like Typepad continue to enforce them.

It's a sad state of affairs on many levels, not least because of what it says about our future in both the real and virtual worlds. How does this keep happening to us? Even in play are we condemned to be "defended" by institutions that overreact to evil and effectively become a greater danger than what they are trying to defend us from?

One cannot help but think of George W. Bush when reading Haruhi's account of Kalel Venkman. A good hearted guy who "trusted his gut", and decided he needed to protect us from some distant and obscure and poorly defined axis of evil, constructed out of a kind of guilt by association. A guy who would turn the place he cares about and wants to protect into a massive surveillance state. A guy who would recklessly apply laws in ways for which they were not intended, and a guy who just did not no how to back off or change his mind when it was clear that the only sane thing to do was to stop digging. And must it always be the case that the institutions that we rely on for communication and other infrastructure needs will roll over at the drop of a hat, forever opting to side with the censor whatever the legal position of the censor?

And then too one has to wonder how much more dangerous our world is because of people like Kalel and George W. Bush. Tizzers once confided to Pixeleen that the only way he kept the Woodbury crew together and engaged was by giving them an enemy to fight against: Kalel. Is it not at least equally plausible that what enemies we have are held together and galvanized by enemies like George W. Bush? - people with no sense of proportion and who fight blindly, not caring about the effectiveness of their methods or the innocents that are harmed along the way.

In the end, this isn't a story about the virtual world imitating the real world, nor is it a story about how the real world imitates the virtual world. The problem is that neither the real world nor the virtual worlds are prior. They both seem to bubble up from some deep dark corner of the human mind. These events aren't really about games or virtual spaces. The events are really about us and who we are.

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Watching the Watchers: Power and Politics in Second Life (Part One)

In early 2007, I ran an interview on this blog with Peter Ludlow, who teaches in the Philosophy Department at Northwestern University, and who has emerged as a key observer of how people are interacting within virtual worlds, such as The Sims Online and Second Life. Ludlow, along with his coauthor, Mark Wallace, wrote a book for MIT Press, The Second Life Herald: The Virtual Tabloid Which Witnessed the Dawn of the Metaverse, which I am planning to teach as part of a course I am developing this fall for the USC Journalism school on civic media. Ludlow emailed me recently with news of some fascinating new developments in Second Life. It was a story which raised such fascinating issues about fantasy and play, about the shifting borders between pro-social and anti-social behavior, about rights and responsibilities, and about the governance of virtual worlds that I felt like I had to share it now. Over the next two installments, I will be sharing Ludlow's account of what's been happening in Second Life, an account which places it in the context of the larger history of virtual worlds. Afterwords, I will share a joint statement which emerged from our conversations together about what this all means.

Watching the Watchers

By Peter Ludlow

Dept. of Philosophy

Northwestern University

People who have spent time inside virtual worlds are familiar with griefers - game players (stereoptypically adolescent males) who engage in transgressive online gameplay to disrupt the online experience for others. The transgressive behavior might range from profanity, scatological behavior and racism to the writing of programs (scripts) that tax the servers of the virtual world to the point where it goes offline.

If you are familiar with griefers, then you are probably also familiar with user created virtual security operations that have emerged to counter griefers. For example, Ludlow and Wallace (2008) describe a case inside of (the now defunct) virtual world The Sims Online. Fed up with the behavior of a handful of griefers, a group of players formed a virtual paramilitary organization called "The Sim Shadow Government" (SSG). Organized into an executive branch, an intel branch, and a "war department", the SSG monitored the movement of griefers inside of The Sims Online, followed them in the game, warned other users about them by using negative reputational tags, and often filed "abuse reports" with the game company (for example, reporting players for violations of the terms of service of the game company).

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SSG Intelligence Branch, organizational chart.

Some players inside of The Sims Online felt that the SSG went too far in their operations. Members of the SSG were quite capable of hounding people out of the game without benefit of fair hearing or trial, and they were also very close to the game monitors of the game company, yielding charges of favoritism. Protest organizations with names like "Freedom Gameplay" and "The Lightsavers" (dedicated to casting out the shadows) emerged and pushed back with anti-SSG propaganda and with griefing attacks against the SSG itself.

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Freedom Gameplay organizes against the SSG

This might seem like an odd and fleeting phenomenon, but in fact it is replicated many times over in virtual worlds. Trouble makers enter the world, and antibodies form to fight the trouble makers, apparently as a completely emergent phenomenon. The only difference is that as virtual worlds become more important and visually rich the intensity of the battles has risen dramatically. A recent episode from Second Life illustrates just how dramatically.

Second Life, of course, is a virtual world in which the developers provide users with robust tools to build and "script" objects, ranging from clothing and homes to vehicles and weapons. The result is that there is much user created content - some of it very edifying, some of it junk, and some of it obscene. For example, a Second Life griefer group known as the W-Hats had a property featuring giant penises, swastikas, and a "build" with a Death Star blasting the World Trade Center.

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The W-Hat "build"

Another griefer group, called the Patriotic Nigras (PN) routinely engaged in racist and transgressive behavior, targeting clubs inside of Second Life and took credit for griefing the Second Life political campaign headquarters for John Edwards (The W-Hats also took credit. The Edwards campaign blamed Second Life Republicans).

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John Edwards' virtual campaign headquarters griefed. PN take credit.

The PN in turn had been spawned by an infamous internet web site known as 4chan - an online site famous for its adolescent hijinxs that included spamming their enemies with famous scatological internet content like "Tub Girl" and "Goatsee". More specifically, the PN had been organized on /b/, a section of the 4chan site dedicated to transgressive behavior.

The PN actually came into existence in 2005, when members of 4chan ("channers") decided to raid Habbo Hotel, a virtual world aimed at younger children. The channers created black presenting avatars with afros, and surrounded Habbo's virtual swimming pool warning the children that "the pool is closed because of aids." Thus were born the PN, and their slogan (still used) "Pool's Closed". A griefer organization like that with a permanent presence inside of Second Life was bound to be the virus from which a virtual vigilante group emerged.

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Pool is closed: 4chan invades Habbo Hotel, 2005

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Channers get transgressive.

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The PN comes to SL and attacks the Gay Yiffing Club (GYC) with self-replicating Marios

In 2006, a Second Life avatar by the name of Kalel Venkman decided to create a vigilante group to fight the likes of the PN, and he decided it would be fun to do it in the guise of comic book superheroes. He donned a Superman skin, and he named his group the "Justice League Unlimited." Other familiar superheroes soon followed, including The Green Lantern, Batman, Wonder Woman, and others.

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A New Sheriff in town: the JLU

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JLU Members in happier times.

In real life, Kaleel was a late middle aged technical writer living in Simi California. He apparently had flex time, and he also appeared to have sufficient charm and gravitas to attract members to the Justice League and to keep them well organized and on mission. Their Justice League headquarters had a marvelous NASA quality control room, with monitors that displayed constant updates coming in from sensors all over the Second Life grid. The updates also informed the League members what representatives from the game company were online. As with the SSG, the Justice League had close contacts with employees of the game company (Linden Lab), and utilized those relationships in filing abuse reports against other players.

What perhaps began as a fun exercise in roleplay soon began to go awry. Overzealous Justice League members began abuse reporting heavily, and also began picking fights with unlikely groups within Second Life. For example, the Justice League was banned from Furnation (an area inside Second Life dedicated to players that like to don anthropomorphized animal costumes), because of their excessive vigilantism.

The JLU of course clashed with the PN, but the problem became determining who was really a member of the PN and who was simply in the orbit of the PN. Matters took on fractal complexity when some students of Woodbury University (a real life University with a virtual campus inside Second Life) became associated with 4chan and the PN. In what seemed like a bizarre case of guilt by association, the members of the Justice League took on the students of Woodbury University, at one point successfully getting Linden Lab to shut down Woodbury Island (the virtual campus). Naturally matters quickly escalated.

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Someone (presumably from the Justice League) contacted the administration at Woodbury University to complain about the faculty supervisor of Woodbury and to argue (in effect) that he was corrupting innocent youth and inspiring them to griefer ways. In turn, the students, led by the avatar Tizzers Foxchase (Jordan Belino in real life) turned up the heat on Kalel, to the point where a number of Woodbury students went trick or treating at Kalel's house on Halloween. Kalel wasn't home, so the students told his wife to tell him that Woodbury had been there. Kalel naturally flipped out.

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Tizzers Foxchase

Tizzers herself was not a member of the PN; she seemed to have not much more of an agenda than to fight the Justice League and defend Woodbury. For Kalel, however, the Woodbury claims of innocence were nothing more than Eddie Haskelling ("lovely hair Mrs. Cleaver"). Tizzers was a griefer in spite of her nice young lady rap, and that was that. The problem was that more and more people were starting to look like griefers to Kalel, including people who were his competition in the virtual world security business - or at least this was the claim of Intlibber Brautigan, a Second Life real estate mogul, famous for posting libertarian manifestos on the forums. If Intlibber was to be believed, the harassment from the Justice League had been financially motivated and astoundingly heavy handed.

"How about the meanness of the JLU in getting countless innocents permabanned from SL for the mere act of being a black avatar, or saying an internet meme in chat, or being falsely abuse reported with impossible charges (like "copybotting a megaprim owned by Michael Linden"), or participating in public protests.

Yes, these people deserve a lot more than "a little meanness". Lets get it straight, they are snitches, rats, stool pigeons, LIARS, defamers, collaborators, trespassers, and instigators. Siobahn McCallen, who resided in my sims with her girlfriends yet worked with JLU in defaming me and encouraging my residents to leave. These sort of people don't deserve niceness."

Intlibber also complained that the tactics of the JLU worked to get innocent gamers banned:

"Anybody who teleports into a monitored sim within 5 minutes before a sim crashes gets logged to their db as a suspect, and given a score. The number of times this happens jacks up your score. Your score is further handicapped by how young your avatar is and what your payment status is (helps to catch throwaway alts quickly)."

Any account that scores too highly on this system gets automatically abuse reported by a bot to Linden Lab, no further investigation done by human hands.

The JLU contended that IntLibber had hired the PN to grief his enemies in the virtual real estate business, but no evidence was brought forward.

It wasn't just their competitors that were marked as griefers; the Alphaville Herald, which had been reporting on griefers in virtual worlds since 2003, was a griefer media organ in Kalels eyes. The Herald's editor, an avatar Pixeleen Mistral was therefore also a griefer. Kalel came to falsely believe that Pixeleen was identical with me, and so I must be a griefer too. There were griefers everywhere, it seemed.

(More to Come. Same Bat Time, Same Bat Channel)

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"A Kind of Vast Game": An Interview with Ethan Gilsdorf (Fantasy Freaks and Gaming Geeks) (Part Two)


Throughout the book, you hint at a mainstreaming of geek culture, which is also evoked in the quotation above. How close are we to seeing this happen? What is gained or lost for the communities you studied if geek goes mainstream?

I think the mainstreaming has happened already. Once you see the term "geek" being co-opted and used by other subcultures --- wine geek, film geek, fixed gear bicycle geek --- you know the word, at least in its pejorative sense, has passed. And films like Lord of the Rings, Star Wars, Harry Potter, Twilight, Spider-Man and Batman have made the previously cloistered worlds of comic books, superheroes, horror, fantasy, science fiction and fandom a palatable experience, at least in a superficial way. There's an entire generation of kids --- millions --- who have now grown up either reading Harry Potter or having it read to them. Jocks and dweebs equally play Xbox and Playstation games. That guarantees (I think) that these kids aren't going to be ostracized for having geekly hobbies.

To be "cool" is to like things because everyone else does. To be a "geek" is the opposite: to have a passion, to care about the details of a thing, to care about getting it right, to go deep into a subject matter --- and not care what people think. Geeks are the keepers of that secret flame for something long before it's cool, or long after the fad has passed, whether or not the thing they loved was ever in fashion or not. The downside of the mainstreaming of geek culture is that a lot of geeks have forged their identities as being counter to the mainstream --- i.e. we are weird and therefore special, and you all are boring and mainstream. Now that traditional geek areas have gone mainstream, I suspect that those who want to remain "geeks" will need to find new areas to colonize. The fringe will have to move further to the edge.

In many ways, your book can be seen as an argument for the value -- no, values -- of escapism. How would you define escapism and to what degree is it a positive force in the lives of the people you interviewed?

I struggled with using the terms "escapism" and "escapist" because of the negative associations with them (both mine and the culture's) and also because I wanted to discover how fantasy and gaming had real meaning, not just as mindless distraction. But aside from the "healthy" aspects of gaming and fantasy that I mention above (that these activities provide community, rites of passage, ethics and values, personality development through role-playing, etc), I do think that "escapism" --- defined as a release, as mental downtime --- is essential. In that regard, it doesn't really matter what you escape into, as long as it isn't taken to the extreme. America's obsession with watching TV is a perfect, and totally acceptable way to escape. No one really thinks it's weird to watch 4 hours of TV reality programming or basketball playoffs each day. But if you play 4 hours of WoW, then many think you're anti-social.

Of course, anything can be taken too far. Sex, drugs, gambling, pornography, eating, shopping, the Internet --- all of these activities, when taken to the extreme, can be dangerous. They can be used to blot out the self. No one, in their right mind, should use any one experience, like a movie or game or book, to find meaning and attribute so much meaning to it that it looms large to the exclusion of other influences, or is a substitute for intimate human relationships. We all need balanced lives.

What bothers me with the "escapist" label for fantasy in particular is that many who don't get it accuse Tolkien, for example, of being frivolous. But Lord of the Rings is full of fully-realized characters who grapple with tough moral choices, endure great hardship, and make mistakes. Gollum is a great example of this: psychologically complex, twisted, haunted, damaged. Nothing "escapist" about that!

You end with this call: "so, my fellow freaks and geeks, if we must escape, let us escape for a reason." What kinds of reasons did you discover amongst the people you spoke with?

Fantasy escapism can be a way to retreat from the world --- not to avoid the world, but to take pause, and recharge our psychic batteries. In my book I went to New Zealand to play out my own obsessive Lord of the Rings movie location quest. When I was in Wellington, I interviewed Erica Challis, a blogger for the Tolkien movie fan site TheOneRing.net , which she co-founded as a way to report on news about the Rings movies shoot. She told me something about fantasy and escapism I had never considered: for people in oppressive societies who read Tolkien, the books gave them hope in hopeless times. "Fantasy is a genre people can read and retreat [to] and gather strength to face the real world," she said. Likewise, I think we need downtime to escape, but also to work out problems and issues and roles. Imaginary worlds offer solutions to problems --- they're a testing ground for ideas, a place to imagine other possibilities, other futures, other ways to live, to govern, to be. Then, with our D&D manuals put away and our Xbox consoles turned off, we can return to real life, rejuvenated to kick ass.

As you note, the stereotype of fantasy fans and gamers is that they are socially isolated. How central are the social dimensions of the play experiences you describe? How strong were the communities and relationships you observed in your travels?

The social aspects of gaming can't be underestimated. For many, like me, who never found their community in high school or college, gaming is huge. Same for the disabled, who can find a world of liberation in gaming that's free from judgment. Specifically with online games, where one's identity is masked, no one knows if you're in a wheelchair; you're judged based on how you play the game, not what you look like. Similarly, the social dynamics of gaming guilds can reinforce values; guilds are often founded on ethical codes and ideals the players share (even religious values - there are Christian groups who go on raids together in WoW!). Many gaming and live-action role-playing groups like the Society for Creative Anachronism are involved in public service and charity work. Conventions like DragonCon and Gen Con organize blood drives and donate to food banks. In a fantasy setting, the games end up creating shared values, which is something we all crave, and a re-entry point to connect with the real world.

The need to hang out and do things together, to participate in shared interests, I think is hardwired into our DNA. But we can't all be on the football team. For me, a misfit boy, I needed things to do with my peers. I craved the camaraderie and fellowship that team sports denied me, minus the perils of a testosterone-charged locker room. Dungeons & Dragons was that collaborative refuge, outlet, and playing field. This desire is the same for many others. And I think the various geek communities we encounter in Fantasy Freaks and Gaming Geeks are among the most welcoming of all subcultures. They are accepting, kind, generous, because they know what it's like to sit alone at the cafeteria table, to not have friends. And I think we geeks carry that memory of loneliness through our lives, and reach out to those who need a safe haven of their own.

There's a wonderful organization called The Game Loft in Belfast, Maine that I found out about (alas!) after I wrote my book. The Game Loft is run similar to a traditional youth development-oriented organization like the Boy or Girl Scouts, except that it uses role-playing and table-top strategy games to teach kids (in a sort of underground, indirect way) how to be social, make friendships, take risks, form bonds with mentors, become assertive, become leaders and become involved in their communities. They have a safe and supervised space for kids to interact and test out these "roles" so they can be functioning adults in society. It's a wonderful example of turning the "gaming is anti-social" stereotype on its head.

One of the closing images of the book is of you burying your Lord of the Ring collectibles in the soil of New Zealand and walking away. Are you really ready to walk away from the fantasy and play you describe in the book? What aspects of this culture will you carry with you?

Spoiler alert! Just kidding. I think that moment in the book was impulsive, but also a kind of rite of passage for me. But rather than see that as leaving those plastic figurines behind, and fantasy behind, I see that moment as leaving a part of ME behind in New Zealand. I wanted to be part of that movie experience, but couldn't. Leaving part of me there was the next best thing. It was my homage to my fandom. I still have all my old D&D gear, and I still have other trophies from my quest. I'm not willing to walk away. My quest put me in touch with so many people who felt no shame about their geekly passions. They embraced their inner geek. And they gave me courage to "out" myself as a geek. I'm back.

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More Talk of TRONSmedia

A week or so ago, I shared the first installment of a series of videos, produced by Mike Bonifer, based on a conversation which I had with Tron creator Steve Lisberger. I've jokingly compared the exchange to My Dinner with Andre, except we were both so busy geeking out that we forgot to order any food! You never know what people will pick up on once your brain children move out and get their own apartments. Over the weekend, Ain't It Cool News picked up on the series, focusing on a brief exchange early in the conversation where I referenced the Scott Brothers returning to Bladerunner as a parallel to Lisberger's return to Tron. From there, fan speculation has grown that somehow I have inside information about the state of the Bladerunner sequel or that we were both confused and really meant to be refering to the Aliens sequel in production.

I can't speak for what Steve was thinking about or might know, but for my part, I was drawing on a panel we did about Purefold at the Futures of Entertainment conference at MIT last November. Here's the panel in question which went into some detail about their plans for this project. Unfortunately, the project has apparently been dropped, or so I learned by reading some of the fan blogs which were responding to this speculation. In this case, like so many others, fans were much more immersed in what was going on than the academics are and thus were closer to the truth than they realized.

I was bemused by the idea that I somehow had access to the inner workings of Hollywood. This blog is not focused on scoops, folks; my focus is on analysis and insights into long-term developments. I am having more and more conversations with Hollywood types since moving to LA, but they rarely tell me anythng that isn't already public knowledge. Those exchanges look more like this conversation -- the trading of insights about media change and larger entertainment trends rather than the sharing of secrets. I am not the guy to go to if you are looking for spoilers, sorry. In any case, it would have been clear that we were talking about Purefold if people had watched the full conversation, since there was a segment devoted to it later in the series.

We finally start to dig into issues of transmedia in this segment, which uses District 9 and its park benches as a taking off point. In what sense are those benches part of the exposition for the movie and how do they help to shape our experiences before we enter the theater?

Here, we talk more generally about the basic functions which transmedia extension plays, including some consideration of what it might add to Tron and also why Avatar is less successful at deploying transmedia than District 9.

What does it mean to "geek out" on culture? And what do we learn by looking at cultural experimentation as both a fan and an academic?

We talk about what it means to make transmedia as James Cameron and what it means to make transmedia as Lance Weiler, i.e. as the producer of Hollywood blockbusters and as the creator of low budget independent genre films.

This next section deals with what we can learn about world building by looking at Martin Scorsese and the Three Stooges (I kid you not!).

Here, Steve and I talk about what it would mean to establish the basis of a story on the web rather than via a major film release.

Steve worries about the "democratization" of the arts and what it does to the creative process, while I talk about continuity and multiplicity as competing tugs on transmedia properties.

We finally get back to Bladerunner and discuss Purefold as a model for collaboration between fans and professional storytellers.

Steve talks about the way Hollywood calibrates around the Zietgeist and I connect this to the conception of genre.

Here, Steve builds out on the differences between science fiction focused around the alien and outer space and science fiction based within cyberspace.

And this leads us to a larger consideration of the politics of fantasy and fan engagement, using the Harry Potter Alliance as a point of entry.

And finally, we return to Tron with Steve explaining what sets his film apart from other science fiction works in terms of its exploration of inner space and our moral responsibilities as humans over what we create.

All told, this was a fascinating meeting of two minds, both obviously immersed in the worlds being created by science fiction cinema, each excited about expanding the expressive capacities of amateur and professional storytellers. I hope you enjoy watching some of these segments half as much as Steve and I enjoyed talking through these issues.

Thanks once again to Mike Bonifer for all the work he put into bringing this material to the public. This whole exchange was Bonifer's brain child: he wanted to bring the two of us into the room to see what would happen; he made all of the arrangements and did all of the production work. And we all have him to thank for all of the creative labor which made these videos possible.

The author of GameChangers-Improvisation for Business in the Networked World, and the co-founder of GameChangers‚ LLC, Mike Bonifer has consistently been in the forefront of emerging trends in media and communication. Beginning with his role as the publicist for the gamechanging movie, Tron, through his work as a writer, director and creative executive, his work has explored new technologies and business processes, and has always been informed by storytelling. He has studied and performed improvisation at I.O. West Theater in Los Angeles. Mike is a really cool guy who has been very involved in the launch of a Transmedia LA meet up group and has been a big supporter of the work I am doing here at USC.

What the Chinese Are Making of Avatar

Several years ago, I met a remarkable young man named Lucifer Chu in Shanghai. Chu had been the person who first translated the works of J.R.R. Tolkien into Chinese, after a considerable push to convince publishers that there was a market for fantasy and science fiction in China. He took the proceeds from the sales of the Lord of the Rings to launch a fantasy foundation, which promoted fantastical literature in Taiwan and mainland China, and he translated more than 30 fantasy novels for the Chinese market. As of a few years ago, almost all of the fantasy novels and role playing games available in Taiwan were translated by Chu and he was making in roads into getting these same works published for the mainland. He argued that the fantastic played crucial roles in Chinese folk and literary traditions but the genre had largely been eradicated there as a consequence of Maoist policies during the Cultural Revolution which promoted socialist realism and saw fantasy as western and decadent. Chu argued that bringing fantasy literature back into China was a way of helping his people rediscover their dreams and reimagine their future. As I have been speaking with my USC student Lifang He about her work on the fan cultures which have quickly grown up around Avatar in China, I've wondered what connections, if any, exist between these two efforts to promote the fantastical imagination in that country. Are the young men and women we read about here the offspring of Chu's efforts? Are they connecting with western fan culture on line? This piece offers us some tantalizing glimpses into the many different ways Chinese fans have mobilized around and fantasized about James Cameron's blockbuster.

The American press has been following the commercial success of Avatar in China primarily as a business issue -- exploring what it might tell us about other opportunities for selling media in this country, using it to shadow Google's turmoil in the country, and marginally exploring why China was pushing the film from many of the nation's movie theaters. Yet, this piece takes us inside the world of Chinese Avatar fans, helping us to better understand what the film looks like from their perspective.

Avatar and Chinese Fan Culture

Lifang He

James Cameron's new movie Avatar is breaking the box office record in China. It is the highest grossing movie in Chinese movie history, achieving around 1.02 billion USD (Xinhua News, 2010). The influence and popularity of Avatar is spectacular and fans were crazy about the movie. Because of the limited IMAX 3D theaters in China, the movie tickets are in short supply and the price is very high. The tickets are officially priced at USD 18-26 but resold at up to USD 60. There are only11 IMAX 3D theaters in China.

Despite the ticket prices, Chinese fans waited overnight outside the store for many hours, similar to people waiting outside the Apple Store for the new iPhone. White collared professionals in small cities took their annual leave and made group trips to nearby big cities for the IMAX 3D version. Enthusiastic fans watched it multiple times in three different versions: IMAX 3D, 3D and 2D.

Being a fan of Avatar goes beyond the theater screens; it floods into a variety of online fan activities. When the Chinese government wanted to pull the 2D Avatar off most of the theaters to provide screens to the new released movie Confucius, many online fans called for a boycott of Confucius. Chinese audiences are becoming more and more active, embracing aspects of participatory culture and fandom, and seeking to more directly shape their entertainment options.

In this essay, Chinese fan culture will be discussed by examining various Avatar fan activities on one of the growing online communities, Baidu Tieba, a user driven network. Fan produced media will give us some clues as to how the young people react to the movie Avatar and why they are enthusiastic about the movie.

Collecting and Sharing Information

As of February 2010, users at Baidu Tieba generated 36,187 topics and 452, 509 posts about Avatar (Baidu, 2010). These posts involved the sharing of relevant information and the discussion of the characters, director, story, plot and other interests.

The planet Pandora draws most of the attention. Fans are very interested in the Pandora world because the movie only provides a glimpse of its ecology and culture. Fans established an online study group to learn the Na'vi language, planet, trees, customs, colors, lifestyle in Pandora etc. A fan bought an English version of Avatar: A Confidential Report on the Biological and Social History of Pandora and shared the content with other fans (link). Some fans can't understand English very well, so they are waiting for the Chinese version of the book. As one fan explained "no matter how expensive the book is, I still want to buy the Chinese version although my monthly salary is only 800 RMB (120USD) a month."

Some fans complained that the Chinese translation of the movie were really bad and posted the correct translation for other people. Similar to the Chinese translation team who volunteered to work on English and Chinese translation of American TV shows like Lost, 24, and CSI, they are very dedicated.

As Neytiri draws many discussions on the web, fans wanted to make Jake as popular as Neytiri so they tried to build the buzz online. In these efforts, they collected all kinds of pictures and posters from the movie and other media. They also discussed Jake's hair, dress style, facial expression, and his pure smile in the movie. For instance, fans chatted about when Jake had the best smile in the movie. The first time Jake ran out of the research institute when he first got his avatar, his smile was regarded as the most pure and innocent.

Fans were also eager to explore all kinds of information from the production, back-story to the reception process. For example, they talked about the sex scene that was cut off from screen, explored the different versions of trailers, the couple's relationship in the movie, and their stories in the future. Other interesting discussions included the best time to use the restroom during the movie. They indicated that it is better to go to the toilet when the movie was at 56 minutes so they won't miss a lot of exciting moments.

Fans share the knowledge with all the members of Tieba community, circulating the information and inviting other members to participate in the discussion. As Pierre Levy wrote "no one knows everything, everyone knows something, all knowledge resides in humanity" (Levy, 1998).

Fan Writing

Besides collecting and sharing information about the movie, fan writing is another emerging form of fan activity on the web. Because of the restrictions of the Chinese publication rules, the internet provides more free space for fans to publish their work and most of their work is much better than what has been written by the professional journalists, covering comprehensive stories about the evolution of IMAX 3D technology, the background of director, back-stories of the characters.

Some fans also wrote a parallel story based on the Chinese current social issues. As a famous blogger, Chenpeng Li wrote, the story of how the alien Na'vi are pulled off their homeland by humans is similar to Chinese residents being forced to leave their homes and land by the Chinese government (Sina.com, 2010). Avatar is a great metaphor of nail house dwellers against big property developers. "Nail House" refers to home or buildings of people who refused to move when the property needs to be demolished by the government for development (Wiki, 2010). In Li's blog, he wrote

"in 2154, a land development company RDA went to Pandora to get more land and living resources with the assertion that the residents who agree to move out can get attractive compensation. The residents refused to move out since they have lived there for many generations, just like the Na'vi people who didn't want to move because their roots were under the tree. RDA has a strong relationship with the government and also has other supports such as city managers acting as low-level government officials, responsible for maintaining city laws and rules. A disagreement erupted and started a fight between the RDA and the residents. "

Li regarded Jake as the leader who betrayed the Housing Demolition Office, referred Colonel Quarles as the chief city manager and the Na'vi people as the Chinese residents who are pulled off their land. The last scenario about Neytiri beating Colonel Quarles represents the extreme military power that was defeated by the Chinese mass residents.

Chinese fans also associated themselves with another Hollywood movie UP, which tells a story of a 78-year-old man Carl Fredricksen who refused to move out from his neighborhood. He made his house as a makeshift airship to fly to his dream place Paradise Falls using thousands of the balloons. A popular Chinese blogger, Han Han commented on his blog:

"UP provides the Chinese citizens with a new perspective toward house demolition. Chinese residential tenants only have the right to use the land for 70 years, and after 70 years the land use rights belong to the government and the houses are regarded as private owned property. Both the movie UP and Chinese government provided us a solution to cope with the house demolition. UP tells us to lift the house off the ground by the helium balloons; and the Chinese government tells us that don't think too much because after 70 years, the houses will probably collapse" (Han, 2009).

In recent years, China has been experiencing a fast period of urbanization and many old buildings and neighborhood have been torn down for modern shopping malls and skyscrapers. Over 30 million residents have been forced to move from their homes (Hays, 2008). Li referred the movie to some cases in China that residents refused compensation deals and fighted with the government. Fuzheng Tang who poured gas and burn herself to protect her three floor home from Chengdu violent home demolition, Pan Rong who threw self-made petrol bomb to the demolition crew, and Chongqing nail house are the all real cases for anti-demolition.

Avatar and UP are a good reflection of recent Chinese social problems, showing a lack of citizen rights and choices. As Han said " brutal demolition can only happen in foreign planets and China, which foreigners can't image" (Sina.com, 2010). Chinese fans found both movies quite related to their life and both provide them with a story that they can share and discuss. The only Chinese popular TV series Snail House (Wo Ju), also titled Dwelling Narrowness, that can truly reflect their life tells a real story about how average Chinese people became house slaves in Shanghai in an environment of rising home prices and official corruption, was eventually banned by the government. Li regarded Avatar as the best movie that eulogizes the nail house successfully fighting against forcible demolition in China. The forcible city managers, house demolition office, Chinese City Demolition Ordinance was vividly analogized in the movie (Sina, 2010).

Fans Creative Work

Besides collecting and sharing knowledge and fan writing, fans also use other ways to create their own works such as costume play, Avatar paintings, etc. One of the most popular works online is the costume play by a couple from Chongqing. They dressed like Jake and Neytiri and posted their Avatar pictures online, which has over 94630 viewers (Baidu, 2010).

Vidding is another way for them to participate in the creation. Three kinds of videos will be shown here to showcase the vidding culture in China. The first one is a theme song vid, which remixes the video "I See You" and "My Heart Will Go On." Fans find that the stories of two theme songs are very similar: both are love stories and the main actors in the two movies both died. For example, the lyrics of "My Heart Will Go On" has the words "I see you" that can match with the content of Avatar. Here is the video of "I See You."

Also fans made another version of Titanic with "I See You."

In another video, fans used photoshop to make Avatar posters for the celebrities such as Obama, Yao Ming and Li Yuchun and used their Avatar photos as materials to make the video, which can be played here. Similar to the fans of Kung Fu Panda, they like using Photoshop software to make posters with different themes such as Harry Potter, Lust, Caution, Pirates of the Caribbean, etc.

Another vid is created by a World of Warcraft fan J J. Because the worlds of Warcraft and Pandora are very similar, he incorporated the video clips from the WOW game and made a WOW version of Avatar, which is very popular among Chinese fans. Here is the video.

Why fans are so enthusiastic?

The Internet and digital technology has given fans unprecedented access to information and has changed the concept of freedom of choice and creative expression. Because of the national system and media censorship, Chinese people can not say anything they want. But online community provides a good platform for the fans to say something they can't in real life.

Online community also provides them a way to relieve the stress and escape from the reality because they face so much pressure from all aspects of society such as intense high school graduation examination, competitive job hunting, etc. In addition, playing around in the Internet is not regarded as a serious hobby by Chinese old generation who are very realistic and more concerned about their children's future such as going to a good university and having a decent job.

Chinese youth are tired of Chinese serious mainstream film culture because Chinese films lack the creativity that American TV shows and movies have. Avatar created a dream and an ideal world that Chinese fans can't have in reality. As a famous movie director Lu Chuan said, "Avatar made me realize that what we lack is not technology. I suddenly realized how far away our films are from simple beauty, crystal-clear purity and passionate dreams" (Sina.com, 2010).

Conclusion

Since its launch, Avatar has developed a huge enthusiastic fan base in China. Although Chinese fans are not exposed to as much media products as Americans because of the unequal international distribution, they are very active in learning and understanding what's happening with the movie. Internet and new technologies provide them a medium to participate in the media production and distribute their work online. They collect and circulate information, participate in the discussion, and create their own works to contribute to the Avatar community. It is a great representation of creativity and self-expression.

Avatar has also had a revolutionary impact on Chinese movie industry, stimulating the development of the local movie making. Chinese Film Association and Chinese Film Art Research Center hosted a conference meeting in January 2010, discussing how to improve Chinese movies. The professor Shixian Huang from Beijing Film Academy criticized the famous Chinese film director Yimou Zhang's recent work A Simple Noodle Story, which was only taken several months to be finished and is a very low quality movie. The secretary-general from China Movie Forums indicated that the main film audience is generation 80s and 90s who are enthusiastic with the non-reality films which lacks in China. He appealed to the Chinese government that China should give support and help to such kind of films. Some other interesting questions are also raised in this meeting such as how to nurture the audiences by the series films, how to cultivate the young talents, how to bring the technology to the movie making, etc.

China is in a transition period where old system and new system are colliding and they haven't developed a very stable system yet. In the future, with political and social policy more and more open and transparent, there will be more freedom for movie production. It will be also be easier for the Hollywood filmmakers to promote their films and other media extensions.

Lifang He is from China, where she received her undergraduate degree in Journalism. After college, she was hired by two global advertising agencies Wieden & Kennedy and Euro RSCG Worldwide. At these agencies, she worked as a strategic planner for a variety of international brands including but not limited to Nike and Nokia and gained experience in consumer and market research and developing brand strategies. Since August of 2009, she has been pursuing her Master's degree in Communication Management at USC Annenberg School for Communication. It was while attending a USC class taught by Henry Jenkins that her academic interest turned toward transmedia planning and studying fan culture. Her specific areas of interest in these fields revolve around digital culture, brand communities, and how brands relate to and engage fans.

References:

Baidu (2010). Retrieved Jan. 20, 2010

Baidu Tieba (n.b.). Retrieved Jan.20, 2010

Chuan, Lu (2010). Avatar Critics. Sina.com. Retrieved Jan.20, 2010.

Han, Han (2010). Sina Blog. Retrieved Jan.20, 2010, f

Hays, Jeffrey (2008). Urban Life in China. Retrieved Jan.20, 2010

Itzkoff, Dave (2010). You Saw What in Avatar? New York Times.

Jenkins, Henry (2006). Fans, bloggers, and gamers: exploring participatory culture.

Levy, Pierre (1998). Collective Intelligence: Mankind's Emerging World in Cyberspace.

Li, Chenpeng (2010). Story of Avatar and Nail House. Sina.com. Retrieved Jan.20, 2010.

Nail House. Wikipedia. Retrieved Jan.20, 2010.

Sentinel, Asia (2010). Avatar vs. Confucius in China. Korea Times. Retrieved Jan.20, 2010.

Xin Hua News (2010). Retrieved Jan. 20, 2010.

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Vidding Kung Fu Panda in China

From time to time, I use this space to showcase the global dimensions of the kinds of participatory culture which so often concern us here. When I first started to write about fan culture, for example, the circuit along which fan produced works traveled did not extend much beyond the borders of the United States, Canada, the United Kingdom, and perhaps Australia. American fans knew little about fan culture in other parts of the world and indeed, there was often speculation about why fandom was such a distinctly American phenomenon. Now, fans online connect with others all over the world, often responding in real time to the same texts, conspiring to spread compelling media content from one culture to the other, and we are seeing a corresponding globalization of fan studies. Yet, some countries remain largely outside of field of view, because of language barriers, cultural differences, political policies, and alternative tech platforms.

Consequently, most of us know very little about how fan production practices have spread to China -- which is too often described in terms of its piracy of American content and too little discussed in terms of its creative repurposing of that content to reflect their own cultural interests. So, I am really excited over these next two installments to share some glimpses into fan culture in China -- specifically focusing on the vidding community there (but also discussing other forms of fan participation.)

These two posts were created by Lifang He, an Annenberg student who took my transmedia entertainment class in the fall and who is doing an independent study with me this term to expand her understanding of the concept of participatory culture. Here, she talks about how Kung Fu Panda got read in relation to the economic crisis in China, and next time, she will tackle the array of different fan responses to Avatar.

Kung Fu Panda vidding and Chinese fan culture

Lifang He

In this paper, I'm going to write about a Chinese vid based on a movie Kung Fu Panda as it is a great example of fan made extensions in China. I'll introduce the background of the movie, discuss the relationship between the vid and the original movie, and also I'll talk about fan's role in the vidding and Chinese fan culture.

Kung Fu Panda is a 2008 animated comedy movie directed by John Stevenson and produced by DreamWorks Animation SKG, Inc. It tells a story of a clumsy panda bear Po, who unenthusiastically works as a waiter for his father's noodle restaurant and eventually achieves his dream and becomes a master of martial arts.

According to Sina Entertainment (2008), this movie achieved significant monetary success after it was released on July 20, 2008 in China, which had hit approximately 14 million USD box office sales in the first ten days.

This Hollywood made Chinese movie is much better than other Chinese made Chinese movies, which proves American's leading ability to create entertainment and market Chinese culture. The movie is filled with Chinese elements. The key character Panda is China's national treasure and the other characters in the movie such as the monkey, snake, red crowned crane, tiger and mantis are the classic representatives of Chinese martial arts. Moreover, the Chinese imagery was used so well that Chinese audience felt very excited to discuss how great the movie is. As a famous Chinese film director Lu Chuan commented on his blog, " the movie brought big laugh to Chinese people. It was a big surprise. Our familiar culture is no longer a burden for the creativity, instead it becomes an active and vivid entertainment" (Lu Chuan, 2008).

In response to the success of the movie, a lot of discussion was generated online between the audience and the animation filmmaker after its first release. Fans posted reviews on their blogs and discussed their favorite characters on Bulletin Board System (BBS). Also hey used Photoshop software to make posters with different themes such as Harry Potter, Lust, Caution, Pirates of the Caribbean, which attracted a lot of buzz. They also created music videos and wrote lyrics to compliment the movie, which were posted on social networking sites. After knowing that The Kaboom of Doom, a sequel of Kung Fu Panda, has been currently in pre-production and will be released in 2011 (Wiki, 2009), fans started to make their own versions of the movie.

Among all of these fan activities, producing vids and sharing with other fans on Chinese social networking sites is one of the most popular ways for them to express their love to the movie. They wrote scripts, re-edited video clips using the original footage and did the voice over to tell a new story. Unlike American viding culture that has a relatively long history, Chinese vidding only emerged a couple of years ago owing to the video sharing websites such as Youtube.com, Tudou.com. There's no centralized grassroots community for vidding in China and Chinese vidding culture is very casual. An example to help exemplify how fans use this to publicize their opinions is a vid called Gu Piao Panda (Stock Panda), which is widely spread online and applauded by the fans.

Gu Piao Panda is a three-minute short film, which links Po to China's unsound stock market and tells a parallel story about stock panda. The story starts from a scene that Po was a legend in the stock market, but it turns out that it is just a dream. In reality, he is a rookie stock investor and his money is all tied up in stock because of the global recession. Po is so sad that he goes back home to talk to his goose father and his father persuades him to withdraw money from the stock market because of the bearish market situation. Po has a strong belief that he will become a guru in the financial world someday and the only reason he hasn't achieved that yet is because he hasn't met his teacher. His father has no choice and encourages him to attend a stock master competition at somewhere in the mountain. Po tries so hard to get into the competition and there are three competitive groups --- the happiness group with monkey in it, the fighting group with tiger in it and the desire group with red crowned crane in it. These three groups represent the three different types of stock operators. Then, Po attends the competition and finally his teacher finds him and teaches him how to become a successful fund manger. In the vid, the creator doesn't show an ending in the video, and instead he poses a question that if Po will become a stock master finally.

There are many similarities between the original movie and fan made vid. First of all, both of the film and fan vid chose Po as a main character as he is a good character to conceive the new stories and has become a prototype based on which fans have developed distinct characters in various contexts. In Kung Fu Panda, Po is an every Panda who masters some area through his persistent effort. Gu Piao Panda is a rookie stock operator and finally achieves success as a stock master. In other vids such as Real Estate Price, the key character panda is portrayed as a junior real estate developer who finally becomes a hero to save the real estate from subprime lending crisis. Moreover, the storylines of the two movies are very similar. Specifically, Gu Piao Panda creates a story that Po is a rookie stock operator who wants to become a stock master. In Kung Fu Panda, Po is a worker at his father's noodle restaurant who wants to become a kungfu fighter. Also, they both fight for an evil in the two videos. In Gu Piao Panda, he fights for the stagnant stock market. In Kung Fu Panda, he fights for Tai Lung. Furthermore, Po attends the competition to become a master in two movies either as a kung fu master or financial guru. In the original movie, he fights for a kung fu secret book. In the vid, he fights for two cars as the competition awards. When examining the video clips, it is apparent that fans use the same video clip to convey the same meaning in the different context. They just choose the video clips they like from the original movie to tell their stories. Other vids such as Real Estate Price, Kung Fu Competition, Certificates are all associated with the current social issues to tell different stories.

Real Estate Price

Kung Fu Competition

Certificates

This parody is so popular that fans keep spreading it online because there's so much fun in the video. Some popular terms and events used in this vid are funny in the context of Chinese culture. For example, they use the word "Niu Bi" (newby) to describe how successful Po is in the stock market in his dreams. They also use the word "Tao" (trapped in the market) to explain that his money is all tied up to the stock account. Real figures are also incorporated to make the audiences feel more attached to the story. For instance, Po's goose father persuades him to withdraw the money because the current stock index is above 2000 points - which is where the Chinese stock market was registering at that time when this vid was made. In addition, they use Dong Bei language, a northern Chinese dialect that often associated with Chinese cross talk to voice over the video. This brought more joy to the audiences, especially during the global depression era.

Gu Piao Panda and other vids are great examples showing that Chinese fans' role has changed from audience to active producers. They are not just passively receiving the information, but becoming publishers. The Internet has become a platform for them to distribute their works. This emerges an Internet culture called kuso, which is very popular in China. Kuso, originated from a Japanese word, is a popular subculture in China that deconstructs serious themes to entertain people (Wiki, 2009). Some interesting quotes from ESWN Culture Blog that can explain the popularity of Chinese kuso culture are, "Kuso is people deconstruct burning satire." "Kuso is an art criticism loved by people". "Kuso is people's ordinary, yet interesting, spiritual pursuit." (Soong, Roland & Qing, Huang, 2006)

The most classic case of Chinese Kuso culture is a fan-made short movie called The Bloody Case That Started From A Steamed Bread based on a famous movie Wu Ji (The Promise) directed by Kaige Chen. A Chinese fan, Hu Ge, felt disappointed with Wu Ji and made his own spoof right after the movie was released. This fan-made movie joked about the film Wu Ji and dominant serious journalistic work, attracting huge fan following. From this fan made film, kuso has become more and more popular in China and represents a type of Chinese fan culture in the Internet.

There are two main reasons can account for the popularity of kuso culture in China. One important reason is that Chinese youth are suffering from social pressure and kuso provides a way for them to relieve themselves from the real pressure. They are a new generation who is tired of serious mainstream culture and kuso becomes a way for them to express themselves online. Moreover, kuso requires less technical skills and technology requirement and cheaper cost of movie production makes it possible for fans to make their own videos. Also the video sharing websites give the audiences a good platform to distribute and create a huge opportunity to show their own works.

Lifang He is from China, where she received her undergraduate degree in Journalism. After college, she was hired by two global advertising agencies Wieden & Kennedy and Euro RSCG Worldwide. At these agencies, she worked as a strategic planner for a variety of international brands including but not limited to Nike and Nokia and gained experience in consumer and market research and developing brand strategies. Since August of 2009, she has been pursuing her Master's degree in Communication Management at USC Annenberg School for Communication. It was while attending a USC class taught by Henry Jenkins that her academic interest turned toward transmedia planning and studying fan culture. Her specific areas of interest in these fields revolve around digital culture, brand communities, and how brands relate to and engage fans.

References:

Chuan, Lu (2008). Kung Fu Panda and Hollywood Movie. Retrieved Dec.10, 2009

Kung Fu Panda Ticket sales(2008). Sina entertainment. Retrieved Dec.10, 2009

Kung Fu Panda. Wikipedia. Retrieved Dec.10, 2009

Kuso Culture. Baidu. Retrieved Dec.10, 2009.

Maureen Fan (2008). Kung Fu Panda Hits A Sore Spot in China: Why a Quintessentially Chinese Movie Was Made in Hollywood. Washington Post Foreign Service. Retrieved Dec.10, 2009.

Qi, Cai & Ying, Xie (2009). The Internet kuso culture in China. CulChina.Net. Retrieved Dec.10, 2009.

Qing, Huang (2006). Parody can help people ease work pressure. ESWN Culture Blog. Retrieved Dec.10, 2009

Soong, Roland (n.d.). The Bloody Case That Started From A Steamed Bun. ESWN Culture Blog. Retrieved Dec.10, 2009.

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On Anti-Fans and Paratexts: An Interview with Jonathan Gray (Part One)

If you are interested in Lost, The Simpsons, The Daily Show, Star Wars, Fan Studies, or Transmedia Entertainment and you are not reading the work of Jonathan Gray, then you aren't doing it right! And let's face it, if you weren't interested in at least one of the above, then you probably have simply stumbled onto my blog by mistake. Given that I am interested in all of the above, I keep stumbling onto Gray's work and each time I do, I come away a little better educated than I did before. Gray has got to be one of the most productive -- and provocative -- writers working in media studies today. This guy really is an extratextual! And he's someone I'm finding myself working with more and more. He's a member of the Convergence Culture Consortium network of scholars; he's edited several books where my essays have appeared; and he's been working behind the scenes to help pull together our Transmedia, Hollywood events this month. And he's now teaching at the University of Wisconsin-Madison, where I did my PhD.

So, it's a pleasure to share this interview with you. The first installment covers everything from his recent work on parody, popular culture, and politics to his long-standing interest in fans and anti-fans. Mostly, Part Two focuses around his significant new book, Show Sold Separately: Promos, Spoilers, and Other Media Paratexts (NYU Press, 2010). I wrote a blurb for this book, so I got to read it months ago, but it is just now hitting the shelves and starting to have a real impact on how we theorize and criticize everything from movie trailers to action figures.

Jonathan, you are a highly prolific writer who has published books on a broad range of topics. What do you see as the unifying theme(s) running through your work?

One of my key interests lies in how audiences operationalize media, or, in simpler terms, how meaning is created between items of media and their audiences. More specifically, I'm intrigued with how meaning for something can be created outside of that thing itself. Thus my first book was about how parody aims to "hijack" the meanings of various other genres, recontextualizing how we make sense of them. And the recent book, Show Sold Separately, is about how all those things that surround a film or television show, from DVD bonus materials to ad campaigns, merchandise to fan-created texts, actually play a key role in creating meaning. Satire TV, meanwhile, was in one sense a book about how politics and the news come to make sense in entertainment television. Television Entertainment was a little different, but is most clearly indicative of another central and intersecting strand of my work, which involves exploring the social, cultural, and political uses of media entertainment.

One of your primary contributions to the space of fan studies has been to focus attention on "nonfans" and "antifans." Why have these groups been neglected in audience research for so long? How do they relate to older categories like negotiated and oppositional readers? And what do they add to our understanding of fan culture?

Functionally, fans tend to be easier to study, at least from a cultural studies, qualitative perspective. When one is going to spend a portion of one's life sitting down and chatting with people about their media consumption, or reading their postings online, it's understandable that one would gravitate towards those audiences who are most literate about their subject, and most excited. "Snowball" sampling tends to pick up more fans too, since they can often be keen to be interviewed. Theoretically, a lot of qualitative audience research was motivated in part by a desire to show media consumers as not so hopelessly lost in the system as some suggest, and thus it was rhetorically important to make that case with fans.

But along the way, the risk has developed that fans stand in for audiences in general, when many audiences aren't fans, or define their fandom in very different terms. A particular danger here is that fans tend to know the whole object, and they tend to be very close to it. But what about those audiences who, for instance, know they hate something, even though they haven't ever watched it, or have only seen bits? They also have a relationship to the text, and it's created meaning for them, but it's a relationship that we've not studied too closely. Hence my interest in anti-fans. And then somewhere in the middle are those people who might watch semi-regularly, who have opinions on a show, and to whom the show means something, but who miss episodes and who have poor knowledge of background information. Surely much media consumption is casual and "meh"-ish: non-fans. But what is the show to them, and how do they construct it?

I'd see fandom, non-fandom, and anti-fandom as a completely different dimension from oppositional, dominant, or negotiated readings. After all, as fan studies have shown, some fan readings are deeply oppositional, some are dominant. Similarly with anti-fans and non-fans. As to your final question about what studying such viewers would add, they'll allow us to understand how affect works more clearly. Fandom involves anti-fandom (think of the Star Wars fan who hates Trek, since his galaxy isn't big enough for both franchises, or of X-Philes who hated the addition of the Terminator in the final seasons), and vice-versa (many haters are performing a love for something else). So just as we can't truly understand a concept like gender without interrogating both "masculinity" and "femininity," we won't truly get how affect works generally, or even how fandom works specifically, till we explore anti-fandom a little more.

Some critics have argued that news parody programs cheapen political discourse, trivializing important matters, and represent the further shift away from hard news and towards "news entertainment." Your Satire TV book takes a different perspective. What impact do you think such programs have on civic engagement and democratic participation?

That complaint, that The Daily Show and its colleagues take viewers away from hard news, always seems to forget that very few satiric shows actually compete with the news in timeslot. It also seeks to blame satire for the failings of the news. If people aren't watching the news, it's not because Jon Stewart is doing magic tricks in the circus tent down the road: it's because the news is often a seriously debased entity, reporting in a slack, half-ass way, addressed to an older white male audience, often with little interest in others, in a manner that is often the true circus act. So first off, I'd respond to that criticism by saying that if satire TV is so often being compared to the news, that's because the news is doing something wrong. And if people are trusting Stewart more than many newscasters, the productive question would be what is the news doing wrong and what is Stewart doing right, not how is Jon Stewart responsible for the fall of democracy.

But if we move away from comparing them, and consider the shows in and of themselves, their contributions are many. On one level, they're not afraid to be critical or to ruffle feathers. They also speak in a language that many understand, inviting us in, not just using "inside the Beltway" lingo. When successful, they encourage many of us to care about politics in the first place, and they encourage us to be savvy, attentive, critical citizens, watching and listening to politicians and newscasters with our guard up. They are media literacy teachers, while also being voices that empower us to be citizens, rather than cajole us or guilt trip us into caring about politics.

Satire TV mostly focuses on the role such programs played under the Bush administration. We are now a year into the Obama administration. How has his presidency changed the relevance and tone of The Daily Show, the Colbert Report, and other such programs? Why are there not shows about Obama in the same way that Lil Bush made fun of his predecessor?

Satirists aren't going after Obama as much, as you note. Which is a pity, since every person in power needs to be subjected to a satirist's sting. I'm a big fan of the medieval Fool model. But we're in a two party system, and therein lies the problem, since too often it requires a binaristic way of looking at politics, whereby criticism of one "side" becomes, whether it wants to be or not, support for the other. On one hand, then, if your job is to make fun of stupid things said and done by people in power, how could you be expected to see the Democrats when at times you need to look through Rush Limbaugh is encouraging people note to donate to Haitian relief since it'll only embolden Obama, when Rudy Guiliani and Dana Perino are claiming there were no terrorist attacks under Bush, when Glenn Beck is being Glenn Beck, when Jonah Goldberg is saying the Na'vi should've been Catholic in Avatar, when Sarah Palin thinks universal healthcare is a secret Nazi "death panel" plot, and when Dick Cheney is doing his best Emperor Palpatine impression? As they did under Bush, the Republicans just give way too much A-grade material to satirists. And on the other hand, if your sympathies lean left, as most satirists' do, it must prove hard to focus on Obama when it means supporting the Birthers and the Tea Baggers as a result.

I'm not someone who feels it's impossible to satirize Obama. But satirists go after crazy politics, and until the Republicans find a way to instill a semblance of sanity in their ranks, Jon Stewart, Stephen Colbert, and co. will likely continue to focus on the Republicans. While that takes the eye off the presidency - which worries me - it's still a vital task.

You've written about "news fans" and I find myself returning to this concept in trying to think about the cult that currently surrounds Glen Beck or Rush Limbaugh. Are we at a moment where reactionary politics is fueled as much by the fan followings of talk show and news personalities as it is by Washington-based leaders?

It certainly seems that way, doesn't it? Limbaugh, Beck, and Hannity on the right are all doing pretty well. And I'd bet that more folk on the left identify with Rachel Maddow or Keith Olbermann than with many politicians. Rumor has it that Lou Dobbs is even planning a presidential run [shudders]. Granted, few other fan objects get the chance to "cover" their fans on a weekly basis, so there is something of an echo chamber effect. But the more that we find political mobilization looking like fandom, the more that we need to think seriously about the connections. Liesbet Van Zoonen has an excellent book called Entertaining the Citizen in which she broaches the topic, Cornel Sandvoss has done some thinking about this, and you have too. But sadly the folk who study fans and the folk who study politics and journalism have been so successfully segregated from one another in most instances that there's nowhere near enough analysis along those lines.

Jonathan Gray is Associate Professor of Media and Cultural Studies at University of Wisconsin, Madison, where he researches and teaches on various aspects of television, film, and convergent media, including satire, comedy, audiences, and textuality. His most recent book is Show Sold Separately: Promos, Spoilers, and Other Media Paratexts (NYU Press, 2010), though he has also written Television Entertainment (Routledge, 2008) and Watching With The Simpsons: Television, Parody, and Intertextuality (Routledge, 2006), and is co-editor with Jeffrey P. Jones and Ethan Thompson of Satire TV: Politics and Comedy in the Post-Network Era (NYU Press, 2009), with Robin Andersen of Battleground: The Media (Greenwood, 2008), and with Cornel Sandvoss and C. Lee Harrington Fandom: Identities and Communities in a Mediated World</em>. He also blogs at The Extratextuals and Antenna: Responses to Media and Culture.

Camille Bacon-Smith and Henry Jenkins at Gaylaxicon 1992 (Part Two)

Transcript of a panel discussion between Henry Jenkins and Camille Bacon-Smith, moderated by Shoshanna, at Gaylaxicon 92, a science fiction convention by and for gay fandom and its friends, on 18 July 1992. At that time Henry was about to publish Textual Poachers: Television Fans and Participatory Culture (Routledge, 1992); Camille had published Enterprising Women: Television Fandom and Popular Culture (U. of Penn. Press, 1992). Shoshanna is a fan. All fans identified here are identified with the name/pseud they requested. Shoshanna: I wanted to ask you guys to bring this back to media fandom a bit, and talk about the ways that you see media fans doing something different, and what--since the title of this is "The sociology of media fandom"--how do fans behave that's not the way Lucasfilm behaves? If you find that interesting. And where do you think that comes from?

Camille: Well, first... I don't do sociology, I do anthropology. It's a little bit different. But that's okay, because that's what we called this panel anyway. So if there's any sociologists out there who are sitting there saying, "That's not sociology," I know that.

NB: That's another territorial battle in itself.

Camille: Yes, it is.

Henry: I'd say we poach right across that one and keep going...

Shoshanna: And we're not going to fight that one.

Camille: It's hard for me to say because one of the things that I really feel strongly about is that media fans are doing something, in a particular way, that is a folk process that goes on in all kinds of ways, for all kinds of things, everywhere all around the world. The problem we have is that we tend to think that what happens in straight white male America is the norm. In fact, it is the exception. And what women in media fandom, what the guys who come into media fandom, are doing is what everybody else all over the world is doing. They are taking the items of their culture, they are recombining them, remanufacturing them... The notion of originality has to do with how well you can represent the norm, what you can bring to the aesthetic conventions of what you already hold dear. The important thing is not to write a slash story that's completely different from every other slash story. This would be a total waste of effort. No one would want to read it. The point is, you want to write the slash story that is the best slash story because it does what everybody else does, better. It does the same theme, but does it with a little more insight. Or even with the same amount of insight as this other story you liked. Or you're recombining this element instead of that element. But this whole notion that you have to be different to be good is different from--it's what we think of as high art, but it's different from the way most of the world conducts its art.

Henry: If I could follow up on that... The other thing that I think is radically different is the economic relations involved in fandom. What excites me is the degree to which fandom is really based on the communal notion that you have something that you want to share with the community, not you have something you want to make a profit off of. And fandom at its best is when fans... The circuit is a good example of this. Things are distributed at cost. Ideally, zine publishing as it started was a matter of, I will charge you what it cost to produce the zine, with maybe enough more to let me start up the next zine. You're not profiteering off of zine publishing. The fan filk clubs trade tapes back and forth. The fan video artists make, you know, "Send me a tape and I'll give you a copy of my videos." I see some danger of that changing, and I'm a little concerned at the advent of semi-pro filk organizations that publish conglomerate filk, or at some of the new conglomerates of zine publishing that are just sucking in zines and selling them, and there's now a middleman between the writer and the reader. What I like about fandom is that, unlike in professional publishing, the writer and the reader actually have something to say to each other. I write a letter to a zine editor and say, "I'd like to read your zine." She sends it back to me. I write back and say, "That was a great story. I really liked this, this, and this." That creates a channel in which the reader can become a writer, the writer is always a reader, the roles are not as rigidly bound up apart from each other, and that sense of possessiveness and profiteering is absent, in favor of a sense of community, of sharing, of giving back. You write your stories to be read by your friends, you don't write them to be read by your customers, and I think that that is something that's really important about fandom, and very different from the notions of intellectual properties that we've been talking about, in corporate America.

Camille: And again, much like the rest of the world has conducted its art since time began.

Henry: Absolutely.

BT: [mostly unintelligible; then:] ...having their [i.e. fans'] own community, partly because no one else wants to be in it [Laughter] and partly because it's something that's theirs and they don't want other people in it. So fans become possessive about some of the academic interest in the community.

<

em>Shoshanna: I would suggest that it's not just possessive, it's defensive. Because we've seen so many Newsweek magazine articles that begin, "Hang on! You're being beamed to one of those weirdo Trekkie cons!" And there's a sense of being made fun of. It's very exciting for me to be up here sitting on this panel between two academic authors who are not making fun of us. And that's because they are us.

Camille: Oh, I saw the first review of my book. It was written by a literary scholar, and the funny thing was, several of the people who brought this to my attention laughed and said, it doesn't look like he even quite knows what anthropology is. But his positive evaluation of the book, and he really thought this was a positive evaluation of the book, was that when he started reading this book he thought these people were really really weird. And I was sufficiently persuasive that by the end he didn't think they were quite as weird as he had when he started. And it's like, wait a minute. Wait a minute. Back up. Read it over again. Read my lips, you know? You're weird.

Henry: I talk in the book some about this policing of boundaries. There are these stereotypes out there. And I've had the same sets of experiences, where in the academic community they read it and say, you took a subject that I thought was indefensible, you took a subject that... I thought I could not be made sympathetic with these people at all, and I started to understand where they were coming from. And that to me is powerful praise, because that's the fight we're fighting out here. The mundane world does not get it. It simply does not get what fandom's about, and it needs to be explained to them. Once it's explained, I think there's not the hostility, maybe, as much. There's a certain fear... slash provokes its own anxieties within the homophobia of the culture we live in, there's a certain fear about women writing their own stories about men--that spooks the daylights out of a lot of men in our society--but the notion of, once you start thinking intelligently about what's going on here, one can change. But fandom is defensive, for very good reasons.

Camille: But you don't want those guys poking around in your dresser drawers.

NB: You can answer this question, or not answer this question, because this particular fan convention is a Gay-laxicon, and... I've read countless analyses of how the straight mundane community reacts to fandom, or media fandom or what have you, and I've gotten varied reactions from people in the--when I say "gay," I mean gay, lesbian, bisexual, trisexual, whatever--I've gotten varied responses from people within the gay community. Depending on which parts... I mean, anything from politically correct lesbian feminists who say, why are you writing about all these men, to again, the breaking up of the notion that it's all a bunch of heterosexual... I mean, I am a fanzine editor, and I thought I was the only lesbian who liked to read and write male slash stories, until I met a whole bunch of other lesbians, and bisexuals and what have you, and met a couple of gay men. And so you've got a significant part of the gay community in this. And then there are gay men, a few, a minority, that like to write slash stories, and then other gay men who sit there and say, this is not realistic, or a man I talked to was saying, "Slash writers aren't writing about me," was one reaction I talked to somebody about. So I'd like to see whether you have any comments about, or what you would think about sociological, anthropological, what have you, about how all this impacts on the gay community, and gay fandom.

Camille: What I did when I was working on my book, particularly when I hit slash, was, my field, folklore, is overwhelmingly gay. It's overwhelmingly gay. So this may be one of the few fields in academia where heterosexual people are in the minority. And so it was very easy for me to just go to any number of my classmates and just, cold, slap a fanzine on their desk and say, tell me what you make of this. Generally speaking, the gay men thought it was hysterically funny, and there was this Professionals story called "Masquerade." [It's on the circuit.] When they hit "Masquerade," they would come back to me and they would say, "I've seen it." Not, "I've seen this story," but "I've seen this in real life. I have seen this dance," they would call it, this first-time dance. There were some stories that were totally ludicrous, and in fact one very dear friend, who is a gay man and who does write the stories, and in fact likes the most romantic, just to be authentically slash will deliberately put at least five impossible sexual acts into his stories. [Laughter.] And he called me up one day and he was devastated, because his library had just gotten in a copy of the Joy of Gay Sex and he discovered one of his impossible sexual acts was in fact possible. [Laughter.] So now he had to think up another one. I'm looking for a picture here, I can't find it... Because one of the things that--yes, I found it. However, one day... [She is getting ready to hold her book up; laughter.] Now this is not a wildly filthy picture I'm going to open this book up to. However, this picture came in one day and I showed it to one of my friends, and first his mouth dropped open. Then a couple of hours later, we were in the archives, he came back with a friend of his, and said, show him the picture. And his mouth dropped open. Now the thing is, that's the picture. [She holds it up. It's on page 185, for all you folks reading along; it's a TACS portrait of Doyle, shrouded in mist and gazing piercingly out at you, with his shirt and jacket open to show his chest and his trousers unzipped to show pubic hair but no genitalia. It originally appeared in Discovered in a Graveyard.] Now these are people who had no idea who this person was, but it sort of got them. The gay women that I showed it to had no interest in it at all; they thought that this was totally politically incorrectly stupid. And they basically said, you know, if I want to read men together, I'll read The Deerslayer; I don't have to read these, you know? And they would say to me, where are the stories about the two women? And I would say, I don't have any. Or I only have these, and I'd give them copies of this one fanzine that I had, and it would be, like, this thick, and it maybe had two pages [of female slash]. And they would say, well, I'm not interested in this anyway, and they'd put it aside [? unclear].

<

Henry: I could address your question. Your question poses a number of possible responses to me, all of which, I think, are important to raise. One is that one of the problems I've had with Joanna Russ and other writers who have written about slash--is that the question is often posed as, why do straight women want to write sex about gay men? And it became immediately clear to me, as I was doing this, exactly what you're saying: there are large numbers of lesbians and bisexual women in the slash community, and there needs to be a way to account for that pleasure. I'm not sure I fully address it, but at least I think it comes up in my book, with accounts that don't hinge on heterosexual fantasies, which I think some of the earlier accounts did pose a very heterocentrist conception of what is going on when people read and write slash. The second point I'd make, and I'm going three different directions here, is that I've shared this with David Halperin, a colleague of mine and a noted gay historian, and he became very excited and has written an essay comparing the myths of Gilgamesh and the Iliad to slash. [Laughter.] Because his work is about Greek sexuality, and his point was, the ancient Greeks went back and reread Homer, and the Greeks had a sexuality which was based on a much broader range of sexual object choices than present-day society--he doesn't like to use the word "homosexual," or "gay," because it's inappropriate historically--but same-sex relationships were quite regular. When they reread the Iliad , they slashed it, in effect. And there are lots of Greek manuscripts about Achilles and his charioteer, that Homer probably didn't read those relationships as lovers. But many of the Greeks did, and, in fact, began to rewrite it. So he sees slash as continuing with that, and there's now a great deal of excitement in the gay and lesbian studies community about it. And the third point I would make is more personal, which grows out of my own experience reading slash, as someone who had thought of himself in primarily heterosexual terms; I'm married, I have a son. But in the process of reading slash, I discovered that I was bi. I discovered something that was very important to me, that I really did take pleasure in this, that this fantasy really appealed to me, it opened me up to a variety of other types of experiences to think about, [to think about] my sexuality in very different terms. And I think that that process is potentially going on more large scale in our society right now. If you look at Penthouse Letters right now, for example, they've moved gradually over the ten years of porn reading that I've gone through from having ménage à trois scenarios that involved two men and one woman and the two men don't touch, to having the woman direct the men to suck each other off, to now there are now columns of gay scenarios, first-time stories, published for the predominantly straight readership of Penthouse, which are completely two gay men, or a gay man introducing a straight man to the experience of gay sex is what normally the scenario is. That's just a broadening of acceptance of this in the straight male community. And I think slash is part of--could potentially be part of that process of changing the homophobia in our society, or at least opening straight men to admit their own bisexuality, and to admit desires that they're not publicly allowed to express, the very desires that are repressed in the television narratives slash builds on.

Camille: I just wanted to add something that I thought was very interesting. I started my study in 1982. And what I found was that the representation of gay and bisexual women in particular increased dramatically in fandom after 1986, when Joanna Russ's article came out. [This article was published in two versions. One, aimed at non-fans and entitled "Pornography By Women, For Women, With Love," was in her collection of essays Magic Mommas, Trembling Sisters, Puritans, and Perverts (Crossing Press, 1985); the other, aimed at fans and entitled "Another Addict Raves About K/S," was published in a K/S zine--I think it was Nome 8 but I'm not certain. It has been circulating informally in fandom since.] That article seemed to make-- It was not really just a matter of that an audience became aware of this that didn't know about it, but an audience also was told that it was for them. And I think that was a very important thing for many people, because many people said that that's where they heard about it.

NB: [unclear; in Darkover fandom, lesbian slash is written] not only by lesbians, and bisexuals maybe, but by perfectly straight women who maybe are just exploring that tiny bit of bisexuality, and some of them... a couple of the best lesbian slash--I mean, they have that lesbian slash feel that's been in the professionally published anthologies, have been written by women I know are straight, and some of them by straight men... [something unclear, suggesting that Darkover fandom/fan writing isn't segregated by gender or orientation, unlike media fandom, which] is kind of segregated, you know... I am a writer of lesbian as well as male slash, and I can't, you know... I just wrote a Thelma and Louise story, and it was published, and the editor called me up and said it's getting a positive response, and I'd like to think that there are some straight women who are responding positively, as well as gay women and everybody else. One of the big problems with lesbian media slash is the lack of credible women; it probably is the main problem, that tv and movies don't give us... They are terrified of women in pairs; look at the big brouhaha over Thelma and Louise.

Henry: But I think it's possible to reclaim those characters in the margin. I've read Yar/Troi stories, for example--which are a stretch, and a big one--but there is a way in which you're playing two different styles of femininity against each other that works on the printed page.

NB: I wrote an Uhura/Saavik story, which will be published in the fall--I mean, that's a real stretch, but I was just fantasizing...

Henry: Blake's 7 characters... The treatment of women on Blake's 7 lends itself to some interesting slash pairings as well.

Male audience member: [unclear; he'd like to bring it back to] the question of appropriating cultural icons for dissemination. I don't know--how large is the typical circulation for a fanzine? How many fanzines are there? What is the approximate composition of the people who write and read fanzines? [something unclear; then] Part of the question for the art is that people tend, in my knowledge of folk culture, people tend to appropriate, but they produce art for local consumption, a very small community rather than a mass community, which gets back to the difference between Lucasfilm, which is producing a mass amount of stuff [laughter], or now we have the technology for self-publishing large amounts of [unclear; of slash SW stories] for your family, for your friends, for your local club. My real question is, what is the population? I don't know.

Henry: Maybe you can answer this better than I can, Camille; you have numbers in the book. I swore off counting things in my book.

Camille: Yeah, okay. There's thousands and thousands and thousands of fanzines. There were over thirty thousand people who had written in them when I stopped counting in 1986. The fanzines that I know that have sold the most are pretty much mainstream genzines--well, not genzines; what that word means has changed its meaning in fandom, in the fan community. The ones that have sold the most are some of the oldest zines, and they're still selling. Jean Lorrah's Night of the Twin Moons has sold--each individual fanzine has sold over five thousand copies. DL regularly will sell out her Star Trek, basically PG-rated fanzines with no slash content, and she can sell out fifteen hundred copies regularly, and she comes out with two or three different ones a year. Slash... the most explosively distributed fanzine that I recall in slash was Courts of Honor. It sold six hundred--they printed six hundred copies. And I believe Nome, which is another very big, very well-respected Trek zine, does between six and seven hundred copies. So we're talking very different numbers for slash. And once you leave Star Trek, the numbers drop dramatically, so that a print run for a minor... less... for what used to be called a "fringe" fandom, but fandom has changed, is between two hundred and a hundred copies. So the numbers really start to drop off pretty sharply when you get into slash, and that's a major move up in slash. Now what was the other question?

Shoshanna: In terms of number of fans, it's worth saying that there are fan communities on every English-speaking continent. There are very large ones in the States, obviously; there are very large ones in Great Britain; there's a good-sized fan community in Australia; there are also smaller fan communities that I know of, because I've visited them, in France and in the Netherlands. The Netherlands is really small, the one I know of. But anywhere that these media products are available, there are fans.

Camille: It is also not true that the appropriation of materials is only done in very small communities for very small distribution. Because what often happens, and has happened since at least the fifteenth century, or actually the twelfth, I suppose, is stories may start in a small community, but they will travel very rapidly. So for example, the story of Cinderella originated in China in the fourth century, traveled all over, all over the world. So these kinds of folk articles have as much globe-trotting capacity as what we're doing today. It takes a little bit longer; it may take a few hundred years instead of a few hundred milliseconds, but this stuff has always traveled.

Henry: One of the things that interests me is precisely the global circulation of zines. You read zines from England, Australia, Iceland. These zines are read, and people can build a national or even international reputation in fandom that nobody on the street would have even heard of. Artists at cons... I have JK's artwork on the cover of the book, and that may mean something to media fans, and her name on a painting at MediaWest, say, will up its price six, seven hundred dollars fairly regularly. My publisher, of course, never heard of her. This is, so far as I know, the first commercial book cover that JK has ever done. But I chose it with the confidence that that name recognition would be there for media fans, and it would be a signal that this book, despite its kind of academic title, is addressed to them as well. The notion in our society that women, particularly, have so few outlets for gaining status, that women who are in low-paying jobs, who are in secretarial positions, who are, you know, in service sector jobs, can gain a national and international reputation as an artist, as a writer, as an editor, is a very important aspect of fandom, I think; precisely that it is a larger community that you can become important in. And I think that matters to people on a lot of levels; I think it's really important that such a space exists.

Camille: It really matters if you travel, because you can travel from house to house all around the world; it's really great fun.

Henry: And at the same time, the process, like the folk process... I ran into Leslie Fish's filk songs in the southern cons, for example, where people sang the songs but had no idea that Leslie Fish had written them. They had become so much part of a community and had traveled, like your Cinderella story, across these spaces, often without people knowing, intermediate, where they had come from, and they really had been taken up as a folk text, in a very traditional sense, the same way, presumably, earlier folk songs lost their authors in the process.

Shoshanna: And, circularly enough, there is a filk song--filk music is science fiction folk music--there is a filk song entitled "Look What They've Done to My Song," which is the filk singer who goes to a convention and hears other people singing his song, only they've changed it. [Laughter.]

Camille: Yes, and he probably stole the tune anyway.

Shoshanna: We have about three minutes left. Do you guys have wrap-up comments, or does any audience member want to get something in quick? [Pause.] All right, sum your books up in two minutes each.

Henry: Well, rather than summing my book up, I wanted to stress that we're not unique in this. There are large numbers of graduate students and junior faculty people out there who, like me, came up through fandom, who are part of the fan community and who are now choosing, in whatever discipline they're in, to write about it. I know of so many projects out there that I think are real important dialogue beginning to take place, at least in media studies and film studies, between fans and the academic way of approaching media. And I think fandom offers the academy new models for criticism, new models of engaging with texts that are going to be very productive. We're learning from you, and I'm glad to be part of you at the same time.

Camille: Well, I suppose that it's time to 'fess up. All the while that I was doing my book, I was an academic, and that's all I did. And I would actually write stories, and I would go around from group to group, and get them to finish the stories for me, and tell me what to write, so that I'd know what was going on, and what the process was. But when I finished the book and put it all away, I discovered there was this one little set of stories that I couldn't put away. And so somehow I had gone native in this one little tiny section, and the problem is... It's not the big section like, you know, Star Trek--If I ever saw Kirk and Spock again...well, you know, I'm here. One of the reasons we don't have many people here [at the con] is they're probably all over watching Bill and Len's Excellent Adventure as we speak, because they're at the Civic Center, Shatner and Nimoy [at a CreationCon the same weekend]. But there's this little tiny group called Pros--The Professionals. And it's a show that you've never seen, unless you're from England, in which case you won't admit to having seen it because it is total trash. Oh, it is, it is...if it wasn't trash I wouldn't like it. [Laughter.] But I couldn't--some of the stories were really neat and I couldn't stop. So, if anybody's got anything that's been written in the last two years about the Professionals, I want it. And I want it now! [Laughter.]