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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What were your goals with this project?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The New Media Literacies: An Introduction

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

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

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

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

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

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

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

Why Universities Shouldn't Create "Something like YouTube" (Part Two)

Universite de Montreal is developing a new web strategy, they intend to integrate web 2.0 features. They are thinking about letting students become

publishers, but they fear a teacher backlash. Is this fear reasonable? What

would be the worst case scenario?

When we create more open platforms, we destroy old monopolies of information. That can be a brutal blow for those who gain their self worth from their role as the dispersers of that information. So, yes, when you open it up to students to submit materials, teachers feel threatened. There are some legitimate concerns here, having to do with the credentializing of information and the liabilities of the university. For most of us, credibility on the web is situational: we are not so much assessing content as we are assessing the reputations of the sources of that content. We tend to put our greatest trusts in the institutions we would trust for information in the physical world. So, many people who sought information from Universite de Montreal or MIT will make a general judgment about the reputation of the institution and then apply it to all content which gets circulated.

For me, a lot of this has to do with how we frame the materials -- as a reference work (which meets certain criteria of reliability, which many faculty members would be hard pressed to meet) or as a space for investigation, deliberation, and discussion (where there are ongoing conversations about the value of different content being circulated). Most academic web resources represent the former; Wikipedia and YouTube would be better understood as the latter. The need is to be clear about who is contributing the content and then you need to create a context where the community has the literacy practices and collective intelligence processes to take ownership over critically engaging with the materials being shared.

Everyone in the university would need to have a stake in insuring the integrity of the process and that means being highly critical and skeptical of anything that gets submitted, whether by a student or a teacher.

Can a platform upstage the learning process ? By that I mean that students

would get lost in a pile of information and would no longer be able to know

what to use ?

A platform certainly can upstage the learning process if by a platform you mean a technology. It is not at all unusual for faculty members to become enchanted

with one or another kind of hardware and not think through its pedagogical implications. We can see some of the ways universities have embraced Second Life as an example of this process. Second Life has some remarkable affordances which can support powerful new kinds of learning, but it's also a challenging technology to learn how to use. There's no point in using it for things that can be done just as easily through more traditional learning platforms and there's no point in using it if it takes much longer to learn how to use the program than it is going to be possible to use the program for instruction. In

other words, we have to do a cost/benefit analysis and know why we are using this platform, why it is better than traditional means, what it allows us to do that we couldn't do otherwise, what challenges it poses to learners, and so forth.

On the other hand, I would argue that a process or a community is less likely to upstage learning because for the most part, it comes with its own pedagogical logic and if you work within that logic, everything you do will ultimately contribute to learning. Again, the choice of the community needs to be aligned to the pedagogical goals, because the community will impose its own goals which will often be more deeply motivating.

Is there more value in sharing ( as with OpenCourseWare) or in mashing and

allowing expression ?

For me, they are two parts of the same process. When I hand you a printed book, which couldn't be more fixed in its content and couldn't be harder to reconfigure, you are still going to pay attention to only those parts that are of interest to you; I can't determine whether you read the whole thing; I can't determine what parts you cite in other works you write; and indeed, the book only becomes valuable when you can take out your yellow pen, mark up the passages that are meaningful to you, compare them with other books on your shelf, and use them as resources for your own explorations and ruminations.

So, why should we imagine that digital resources are any different? Once you share them, they are going to be sampled and remixed, if they are of any value to the person who receives them. That's at the heart of the learning and research processes. So, the question isn't whether to allow remixing; you can't stop it and you really wouldn't want to if you could. The question is whether to facilitate it or for that matter, whether to increase the visibility of what readers do with the content you provide. In the end, that boils down to the question of whether you want to be part of a conversation or whether you simply

want to publish.

In our participatory culture, though, keep in mind that publishing as an end unto itself is having diminishing return and people are much more likely to be drawn towards spaces which enable and support meaningful dialog. You can try to block it, if you wish, but you are also cutting yourself out from the marketplace of ideas, so what's the point?

Should all this self-expression be recognized ? Where can we draw the line between « artistic self-expression » and bad work ?

The point is that I don't draw the line; the community draws the line. A society where there is lots of bad work out there is ultimately more generative than one

which supports only excellent work. It provides points of entry for more people who are encouraged to try things, be bad, get feedback, and do better. A society which circulates only excellent work creates too strong a barrier to access and thus discourages most people from producing anything. The result is that we lack the diversity we need for collective decision making or shared cultural experiences.

So, the goal should never be to get rid of bad work; the goal should be to develop mechanisms which helps us to identify what we see as valuable or meaningful work according to our own criteria. There are a number of different mechanisms which allow us to do so: we can have gatekeepers who curate the materials and use their personal reputation to bestow recognition on work they consider valuable; we can have some kind of system of aggregation, such as Digg, where many people vote on what's valuable and the "best" stuff rises to the top; we can have some system of collective deliberation in which we have ongoing debates about what constitutes good work and what works are

good. All of those mechanisms can be found at work in one or another site online.

We still don't fully understand how these mechanisms work and what kinds of areas each works best. And universities would have a lot to contribute into research in these areas if they would free themselves from the burden of feeling like they can only support excellence.

A lot of bad work could tarnish the reputation of a university. How can it reconcile openness and the promotion of itself as a supplier of good knowledge?

It depends on what the university is trying to sanctify: is it seeking to guarantee the integrity of the product (in which case, every bit of content needs to be vetted) or the integrity of the process (in which case, the university is creating a space where people learn through vetting each other's content.) Is the reputation of a university based on the fact that they gather together lots of people who know things or is it based on the fact that they create a context where the ongoing questioning of information takes place?

What is the role of universities in this new « knowledge society » ?

Universities have gathered together many forms of expertise into one institution and they have provided the time and space for those expertise to be exercised

around compelling questions. They have developed processes by which questions can be asked and answers can be debated, where information can be produced, exchanged, and evaluated, and where expertise can be exchanged between many different minds. So, how do universities expand those functions and processes beyond their brick and mortar campuses? How do they open up these conversations to include a larger public who wish to continue learning beyond their undergraduate years or who wish to learn things that are not available to them at their local level? Universities can potentially play an enormous role here but it requires them to rethink their interface with their public and indeed, requires them to expand their understanding of what constitutes the constituency for higher learning.

Note: In response to the first installment of this interview, reader Chris Lott asks why the Creative Commons license for MIT's Open Courseware initiative constitutes a "conservative" approach to Fair Use. I am not, in this case, concerned about reader's making Fair Use of my materials. They are welcome to use them with attribution as far as I am concerned. But my problem is that as a media scholar, I need to be able to provide excerpts from other people's media -- especially corporate media -- if my teaching materials and approaches are going to be accessible to people around the world who may not have ready access to American media. MIT's position is that we have to clear rights for every piece of material that we include in our course materials, rather than asserting a broader understanding of Fair Use which would define such materials as being circulated for the purpose of critical commentary. I apply such a broader notion in my own blog but so far, the Open Courseware people will not accept this perspective and as a result, I've been locked out of contributing to this program. People often ask why not use materials under Creative Commons license and the problem is that the kinds of materials currently circulating under Creative Commons tends to be indie media, which is great, but in teaching media studies, I also have to deal with material by mainstream media and universities feel themselves vulnerable to the exagerated assertions of copy right by many corporate rights holders. I hope this further clarifies my position.

Why Universities Shouldn't Create "Something like YouTube" (Part One)

I was recently interviewed by a Canadian journalist, Alexandre Cayla-Irigoyen Chef de pupitre - Societe Monde, about OpenCourseWare, Collective Intelligence, and the modern university. Somehow, the interview questions sparked me to dig deep on some ideas that I hadn't really formulated before and I figured the answers might prove interesting to blog readers. So I asked the reporter if I could run the transcript here, once he had gotten what he needed from it for his story.

I read your book (Convergence Culture) and also a couple of other of your publications. You argue that, right now, the school system is failing its children because they are learning more experimenting outside class than in it. Do you think that Internet and the tools that are being developed will help change this situation ?

The internet is improving opportunities for learning for at least some portion

of our youth, but most of what is most valuable about it is locked outside of

schools. For example, many American schools block all access to YouTube, to

social network sites, even to blogging tools, all of which are key sites for

learning. Schools are discouraging young people from using Wikipedia rather

than engaging with it as an opportunity to learn about the research process and

to engage with critical discussions around issues of credibility. The schools are

often frightened of anything that looks like a game to the point that they lock

out many powerful tools which simulate real world processes, encourage a 'what

if' engagement with history, or otherwise foster critical understanding of the

world.

As long as they react to these developments as risks rather than resources, then those kids who have access to this online world are going to be de-skilled as they enter the schoolhouse gates and those kids who don't have access are going to be left further behind because they have been abandoned by the institutions which are otherwise best situated to address the digital divide in terms of technical access and the participation gap in terms of access to skills and experiences. So, yes, informal learning is taking place outside of school for those who are able to access it but the refusal of schools to engage with it further amplifies the inequalities between information haves and have nots.

Can such changes be implemented in university classes? Flexibility seems to be the key aspect of this new approach whereas the university classroom is typically governed by a rigid student-teacher relation (at the undergrad level at least).

Whatever their limitations in terms of bureaucratic structure, most university

instructors have much greater flexibility to respond to these challenges than the average public high school. Unfortunately, by the time we get to college, these gaps in experiences, skills, and resources will have already had a near lethal impact on those kids who are being left behind. It isn't just that we will need to have a head start program to get them the technical skills they need to deploy these technologies. It is going to be much harder to give them the sense of empowerment and entitlement needed to allow them to feel fully part of the online world. They are going to be much less likely to play and experiment with the new technologies because they will be afraid of failing and looking dumb in front of classmates who will have been using these tools for more than a decade.

That said, we certainly do want to integrate these skills into college classes, because they are key to higher order thinking an research in most of our disciplines, because doing so is the best way of reaching a generation that expects to be able to participate in social networks and manipulate data through simulations. But we shouldn't delude ourselves into thinking we can fix a decade's worth of neglect through the public schooling system.

How can an institution recreate the type of communities you spoke about in your book ?

The kinds of communities I discussed in the book are what Cory Doctorow calls "ad-hoc-cracies." They emerge quickly in response to shared interests and concerns. They last as long as people need the community to work through a common problems or query. They vanish when they are no longer useful to their members. They are radically interdisciplinary or I'd prefer, "undisciplined," in that they draw together people with many different expertises and they deploy social networks which observe few of the barriers to interaction we experience in the physical world to bring people together who should be working together. They develop informal yet very powerful systems for vetting information and for carrying out deliberation.

Almost none of this holds with the average college class which has a fixed duration, a prearranged sequence of materials and problems, a disciplined border, a geographically narrowed location, etc. So, if we want to integrate these into our classes, they require

much greater flexibility in imagining what constitutes an educational context. They certainly involve developing projects which span disciplines, which link several classes together and requires students to build on each other's work, and which may straddle multiple universities dispersed in space. All of this is easier said than done, of course, but we should be experimenting with how to achieve this goals since at this point it is even hard to point to many real world examples of what this would look like.

MIT has the OpenCourseWare program that seems to follow a more open logic. Does MIT have other programs that would help it achieve (or create) a more open, flexible and creative environment ?

The Open Courseware Initiative has very worthy goals -- indeed, the vision

behind it is deeply inspiring to me. Universities like MIT should be opening up their resources to the planet. We should being supporting independent learners and providing materials to support education in parts of the world which do not have what major research institutions have to offer. The scale on which Open Courseware is operating now is astonishing and a real tribute to the people who developed it.

That said, I do not myself participate in Open Courseware. I freely give away my own content through our various blogs, podcasts, and online materials. But MIT has failed to assert a strong Fair Use defense which allows instructors to meaningfully quote from and repurpose existing materials as part of their instructional process. As a media scholar, my teaching centers on helping students understand other people's media content and if I can't quote from and share that content with the users of the Open Courseware, I can not meaningfully reproduce my instructional practices online. MIT had an opportunity to be a leader in the arguments about Fair Use, especially given the good will they have gotten through Open Courseware, yet they have chosen to take a very timid and conservative legal approach to these matters and as a consequence, I feel like it severely compromises the goals and ideals of the Open Courseware initiative.

I am thus a conscientious objector in my relation to this project. I am going into this here not to slam the Open Courseware people but to suggest that the ideals of free distribution of content by educational institutions are compromised by the current intellectual property regime and that we are not going to be able to meaningfully achieve the full ambitions of such a project until we develop stronger defenses around Fair Use.

At the present time, MIT is thinking about its next step in its Internet strategy (after the OpenCourseWare project), what are the options ? What should a university try to implement ?

Many universities are trying to figure out how they can build "something like YouTube" to support their educational activities. Most of them end up building things that are very little like YouTube in that they tend to lock down the content and make it hard to move into other spaces and mobilize in other conversations. In a sense, these university based sites are about disciplining the flow of knowledge rather than facilitating it. As I think about what makes YouTube YouTube, I see a number of factors:

  • Anyone can submit content at anytime and thus doesn't have to operate from a base of academic and institutional authority. It respects multiple kinds of expertise, understands people are differently motivated, and appreciates that information can be posted for many different reasons.
  • YouTube content can be embedded on any website, blog, or social network page. It is spreadable and it gets value as it gets inserted into these various contexts, because they represent different social communities which are having ongoing conversations. YouTube sees information as something that can be used, not something that is simply stored.
  • YouTube provokes responses. Indeed, the most valuable content on YouTube is content which inspires other users to talk back, reframing and repurposing materials, coming at them from many different angles.
  • The content on YouTube can be reconfigured many different ways. It is not part of a structured curriculum; rather, it is modular, nonliner, unstructured. And as such, we are encouraged to play with it rather than being disciplined to approach it in set ways.

    So, I don't know for sure what the next stage of an academic content system looks like but my own sense is that it should look MORE like YouTube and less like what university lawyers and department heads think will be "something like YouTube".

Framing the Candidates (Part Three): The Daily Show Parodies

Over the past two posts, I've suggested ways educators could use the campaign bio videos produced for the two national conventions as a way of encouraging civic literacy. I've suggested that they are powerful examples of the different ways that the parties "frame" their candidates and platforms. The focus on personal biography brings to the surface what linguist George Lakoff calls the GOP's "Strict Father" and the Democrat's "Nurturing Parent" models, both of which see the family as a microcosm for the way a president will relate to the nation. I've also suggested that the videos surrounding the Vice-Presidential candidates help to broaden the appeal by bringing in aspects of the other party's "frame" so as to speak to swing voters. Today, I want to turn my attention to the parodies of these videos produced for The Daily Show. I've long argued that one of the program's greatest functions is to educate us to reflect critically on the discourse of news and politics, especially to focus attention on how issues get "framed" by commentators, how stories get handled by networks, and in this case, how the campaigns construct representations of candidates. As we laugh at its comedy, we learn to look at the "serious news" from a different angle.

In this case, we might see the parody videos as representing the "return of the repressed." That is, these videos include the elements the parties themselves could never feature, because they reintroduce gaps or contradictions in the candidate's personas or elements which would play badly in the heartland of the country. At the same time, the parodies are deft at capturing some of the conventions ( in terms of narrative structure, rhetorical framing, and audiovisual style) of the campaign bio as a genre. And, as with the Photoshop parodies of Palin I focused on the other week, these parody videos also use a language drawn from popular culture to help us make sense of a political process that is often insular in its use of specialized language.

Obama and Mother Africa

In subtle and not so subtle ways, the official Obama video engulfed the candidate in America, excluding anything exotic in his background, stressing his mother's side of the family to the exclusion of his father's, stressing Kansas and not Kenya. Here, Africa speaks back, asserting itself again and again as the central frame for understanding Obama, "the earthly son of a goat herder from darkest Africa and an anthropologist from whitest Wichita." The video uses images and music from The Lion King to continually return us to "Mother Africa" -- and in the process, to make fun of the often mythic language the Obama campaign uses to describe his candidate. A key moment in his biography here is his trip to Kenya during which he has a "vision" of a Goat who guides him to run for the state senate. Obama's African background has been a large part of his international appeal with some suggesting that he may be uniquely situated to restore America's image in the developing world because he is seen as "one of them." Yet it is an idea that can not be spoken in an American context where Republicans often ridicule Democratic concern with international reputation, one of several meanings of their theme of "putting the country first."

We also see a parody of the idea of "predestination," which as we've seen is played more seriously in the McCain campaign biography's suggestion that he escaped death because God had bigger plans for him. Here, this idea is pushed to its logical extremes with the birth of Obama seen as a cosmic event that will set right the rift between the continents created during the Earth's formation 180 Million Years Ago. We are told, "a child is born, destined to heal that rift." Or as the title of the video suggests, in a reference to Jerry McGuire, "He Completes Us." The Obama campaign often deploys his mixed race background to bring together contradictory views of America. Obama, according to this logic, can embody the "American Promise" because he contains within his family background so many different parts of a multicultural nation. As the narrator tells us, "he was black and white, Christian and Muslim, land mammal and sea creature." The idea that an early childhood experience might foreshadow later political philosophies is ridiculed here with the suggestion that in working at Baskin-Robbins, he "united an astonishing 31 flavors of ice cream." And there are later images of blacks and whites, Arabs and Jews, even cats and dogs, embracing, as he delivers his keynote address at the 2004 Democratic National Convention.

And of course, running throughout the video, there's a spoof of the excesses surrounding praise for Obama's rhetorical prowese. "Every time Barrack Obama speaks, an angel has an orgasm," we are told, alongside promises that he will "unite the world" and that "change is coming." The narrator is unable to contain his excitement about Obama's speeches, lapsing into profanity which can't make it onto the air, in his enthusiasm.

John McCain: "Reformed Maverick"

The Daily Show's spoof of the McCain video works amplifies certain tendencies within the Republican framing, especially the desire to depict McCain's youth as one of rebellion against authorities (here transformed into the ongoing motif of Marlon Brando which runs through the video) and acknowledges elements that might be repressed in the official videos (such as his involvement in the Keating scandal or his shifts on many major issues.) The video reminds us that the candidate many Democrats knew and admired in the 2000 election is a very different person than the candidate who is being presented this time around, suggested by the way the video divides his life into "The Wild Years, 1936-2006" and "Abandoning Everything He's Always Stood For, 2006-Present." As the video explains, "if John McCain was going to be president, something would have to give."

The closing moments of the video illustrate something The Daily Show does very well -- raiding the news archive for footage that sheds light on recent statements by political leaders, often catching them in overt contradictions. It's a pity more mainstream news programs don't do the same because such juxtapositions can be deeply illuminating about what's going on in American politics.

There is a fair amount going on here designed to parody the hypermasculine imagery surrounding the candidate's official self-representation. His military career is framed in terms of recurring images of failure (which sometimes gets reframed as rebellion). So, we are told, "Everyone assumed this son and grandson of admirals would be a star at the Naval Academy. He showed 'em." The slow pan down the list of his graduating class, showing McCain at 894, makes fun at the way old documents and family photographs are used to authenticate ideological assertions. McCain is depicted as fighting back "against The Man" by crashing five Navy airplanes, while his fellow servicemen are described as "pussies" for keeping them in the air.

The video treads lightly around his POW experiences, certainly hard targets for humor, but then, it makes fun of the fact that these experiences insulate him from criticism, seeing this "inoculation against all future political attacks" as one of the many awards he was given in recognition of his service, alongside the Purple Heart and a "hotter, richer wife." The video also suggests his wife's wealth has also "insulated" him from the harsh realities of everyday lives. Here, the POW is seen as "decorating and redecorating the rooms of ten different imaginary houses," a reference to a recent moment when he was unable to answer a reporter's question about how many homes he owned.

Media Literacy advocates have long argued that as we study a piece of media content, we should ask our students to reflect on what it doesn't show or say, what's missing from this picture. The Daily Show parodies give us a great resource for doing just this, asking students why the official campaigns would not use such framings to represent their candidates and looking at what gets left out of the official videos.

I hope I've inspired some of you to take these materials into your classrooms. I'd love to find out what happens when and if you do so. Drop us a line and share your experiences.

Framing the Candidates (Part Two): The Vice Presidential Videos

Last time, I introduced George Lakoff's argument that the two major American political parties adopt different frames, based on images of parenthood and the family, for understanding the political process: the Strict Father paradigm associated with Republicans and the Nurturing Parent paradigm associated with the Democrats. I applied these two frames to looking more closely at the videos shown at the two party conventions to introduce Obama and McCain to the voters. If anything, the models fit too easily onto those videos, reflecting the degree to which Lakoff has not simply described the rhetoric of the two parties, but perhaps helped to shape them. Both groups knew what they were doing in constructing videos which would appeal more solidly to their bases. And my hunch is that both sides read Lakoff as they sat down to produce the videos. Yet, Lakoff also makes the point that independent voters may be torn between conflicting understandings of the family and that all of us have within us some elements of the other model which also shapes our emotions and actions. So, we should be looking for the elements which contradict these dominant frames as offering ways that the campaigns might broaden their appeal. Last time, I discussed, for example, how the McCain video uses images of his mother, even the phrase "mother's boy," to soften his tough, military-based persona, and how he was able to use images of personal suffering to express both vulnerability and toughness. We see many more such contradictions -- or appeals across party -- when we look at the videos for the Vice Presidential candidates. Traditional logic is that the VP choice is for charging up your base while the Presidential candidates have to work across party lines. It's easy to see how this works in the two convention speeches. But I would argue that more bridge building takes place in the videos for the VP candidates than for Obama and McCain themselves.

Keep in mind as you watch that these videos are shorter than those for the top of their tickets and that they were produced under many more constraints. In both cases, the VP choices were announced just a few days before the conventions which means the teams would have had to scramble to pull these together, while the candidate's own videos were crafted over weeks and probably in planning from the moment they launched their campaigns.

One thing to look out for in these two videos is the role of the music in shaping how we respond to the still images and spoken words. In the case of the Obama video, the music borrowed heavily from Aaron Copeland to give the video a sense of national grandeur and yet to make it a "fanfare for the common man." The McCain video is much more martial in its tone, helping to establish his toughness and military background. Here, the music tracks are in effect reversed. The Biden soundtrack captures a more forceful tone, while the Palin soundtrack is softer, more wistful. Palin's music is being used to soften much tougher images and language, allowing her "feminine" side to emerge, even as we are trying to reconstruct the "strict father" model to include the prospect of a "hockey mom" who is like a "pitbull" in lipstick.

Biden and the Nuturing Parent Model

The opening story in this video is used to establish Biden's toughness: "My Dad used the expression, 'You don't measure success on whether or not you get knocked down. It's how quickly you get back up.' Because everybody gets knocked down. The measure is in getting back up. That's the measure of this country. It never failed to get back up." It's all here -- the appeal to the father who is represented as tough-minded and who demands toughness in his son yet there's also here the extension of that image to represent the country as a whole. In doing so, there is just a hint of Democratic "nurturing" in the suggestion that "everybody gets knocked down" and the question of what can be done to insure that everyone gets back up. Is this a test of individual character as the story begins or is it a test of the nation's commitment to its most vulnerable members, as the ending hints?

The most compelling family images here center around Biden as a father: the story of him returning to his son's bedside following the car crash that killed his wife and daughter and "he never left it." Here, we see both a suggestion of protection against a harsh world but also the image of nurturing a child who has suffered an emotional loss. There is a strong emphasis throughout the video on the dedication that Biden feels as a father to his children -- taking the train back home from Washington every night, always taking their call -- as expressed through the testimony of his now adult son. And underlying this is the suggestion that Biden will be a dedicated father to the country. These scenes depend on a post-Feminist conception of the father not as a stern patriarch but as a mutual caregiver. And there's that warm, fuzzy shot of Biden craddling his young grandchild in his arms, which gives us a vivid picture of his gentle side.

For me, one of the most interesting rhetorical moment here is Biden's statement: "When you see the abuse of power, you've got to speak whether it is a parent slapping around a child or a president taking the nation to war that costs lives that wasn't a necessary war. That's an abuse of power." The move from domestic violence to war, from family to nation, is breathtaking here. We can read the comment as a critique of the stern father model -- suggesting that the stern father may also be an abusive father, may not adequately care for his children, may abuse his authority in demanding respect he has not earned. This passage appeals to Democratic anxieties about the patriarchal logic of the Stern Father model. But it also contains the explicit image of another kind of father who cares enough about those who are suffering to stand up to such bullies and defend the weak. Again, there's just that hint of toughness here which adds some backbone to the images of the nurturing parent. We can also see this as connected with the other image of bullying in the video -- the reference to the ways Biden's classmates tormented him because of his stutter. In this formulation, Biden is someone who has endured pain and humiliation but learned how to stand up to bullies to defend others who might become victims.

Palin and the Strict Father Model

While the "nurturing parent" paradigm is gender neutral, reflecting the reconfiguration of responsibilities within the family and the kinder, gentler conception of the patriarch that it embodies, the "strict father" model gets defined along specifically masculine lines. Lakoff takes his inspiration from James Dobson and Focus on the Family, which sees men and women as playing different and complimentary roles within the family and sees the father as the head of the household. So, the construction of Sarah Palin within the terms of this discourse is a fascinating process. Much has been made among the GOP faithful about how she has retained her "femininity" even as she has broken into the "good Ol' Boys network," and the video must somehow suggest this without undercutting the core values the Party wants to attach to their candidates.

This contrast between the models has another implication. While Biden and Obama may stress their partnership, much as husbands and wives are life partners within the nurturing parent model, the Republicans clearly want to subordinate Palin to McCain without undercutting their need to build her up as having the authority and experience to take over from him as president should he die in office. Throughout, she is depicted as a junior version of McCain, as if she was taken from his rib. The opening language of the video, which lists various roles she plays, explicitly mirrors the opening list in the McCain video. McCain, "the original maverick," (gee, I thought that was James Garner, the star of the 1950s western series, Maverick.), made an "astute choice" when he asked her to join him in Washington as his helpmate. And in the end, she's described as "Alaska's maverick" in contrast with McCain who is "America's maverick."

But, as others have noted, Palin is probably the most "rugged" Republican to be on a national ticket since Teddy Roosevelt, who also happens to be McCain's own role model, and so the video wants to wrap her up with the "frontier" myth and thus link Alaska to a broader understanding of the American west. Much of this is carried by the persistent images of the great outdoors, which also serve to reinforce the hints here that she's an environmentalist, although the kind that likes to shoot and skin moose as opposed to the "tree huggers" and "nature lovers" that Democrats are most often accused of being. Again, we see a form of environmentalism consistent with tough love rather than nurturing. Alaska, here, gains credit for being "the far corner of America," where-as if we talked about Obama's Hawaii in such terms, it would be seen as signs that he was "outside" the American "mainstream" and lacked "touch" with "heartland" values. The frontier myth is particularly strong when the video describes her family's decision to move to Alaska: "attracted to Alaska by its unlimited promise and an environment suited to outdoor adventure."

And of course, we can't overlook all of the images here of Palin interacting with service men and women, including the Alaska National Guard, given the emphasis on military backgrounds running through the McCain video. This is another way that Palin gets associated with "strength" even as we are trying to emphasis her status as an average Mom who goes to PTA meetings. But then it's worth stressing that military images appear far more often in the Biden video than in the Obama video, suggesting the ways that the Vice President is being used to increase the "toughness" of the Democratic ticket.

Reason's Jesse Walker has written a very cogent critique of Lakoff's model, one which reflects upon how difficult it is to understand groups like Libertarians within the framework that it offers.

Framing the Candidates (Part One): A Closer Look at Campaign Biography Videos

George Lakoff's book, Don't Think About an Elephant, has been one of the most influential arguments about the nature of American politics to emerge in recent years. Lakoff, a linguist, turned his attention to the "framing" of political discourse. If you want to look more closely at his argument, "A Man of His Words" is an online excerpt which pulls out most of the ideas that are going to interest us here. Lakoff argues that the Democrats lose elections even though they often have the facts on their side because the Republicans typically frame the debate. Consider for example the ways McCain has transformed the current energy crisis from one which might deal with the environment or economics or alternative energy to one which rises and falls on the question of off-shore drilling. Or consider the ways that the Republicans have deployed terms like "maverick" and "reformer" to distance themselves from the Bush administration. To turn this around, the Democrats need to reinvent themselves -- not by shifting their positions but by altering the frame.

As Lakoff explains, "Reframing is social change.... Reframing is changing the way the public sees the world. It is changing what counts as common sense." Much of the early excitement around Obama was that he seemed to offer the most compelling new way to "reframe" progressive politics and thus offered a way out of failed rhetoric of the past. For some, this is about style over substance or a matter of "just words," but Lakoff argues that framing is about a structure of ideas that gets evoked through particular words and phrases but has its own deep logic that shapes how and what we think.

In a simple yet suggestive analysis, Lakoff characterizes progressive and reactionary politics in terms of what he calls the Nurturing Parent and the Strict Father frames. According to the Strict Father model, Lakoff writes, "the world is a dangerous place, and it always will be, because there is evil out there in the world. ...Children are born bad, in the sense that they just want to do what feels good, not what is right." The strict father "dares to discipline" his family and supports a president who will discipline the nation and ultimately, the world. According to the progressive "nurturing parent" scenario, "Both parents are equally responsible for raising the children. ...The parents' job is to nurture their children and to raise their children to be nurturers of others."

Swing voters share aspects of both world views. The goal of politics, Lakoff suggests, is to "activate your model in the people in the middle" without pushing them into the other camp.

We can see this as almost a reverse of old-style Christian doctrine in which the relation of a husband to his wife or a father to his child is supposed to mirror the relations of God to man. In this case, the family becomes a microcosm through which we can understand the relationship of the president to the nation and the world.

This is consistent with an argument that I put forth in the introduction to The Children's Culture Reader that the Republicans and the Democrats both use the figure of the child as a rhetorical device in talking about their visions for the future of the country, but they understand the family in very different terms. In an analysis of the 1996 GOP and Democratic national conventions, I contrasted Hillary Clinton's deployment of the phrase "It takes a village to raise a child" with oft-cited Republican images of the family as a "fort" defending its members against a hostile world.

As a teacher, I've found that one of the best ways to introduce this important argument to my classes has been to engage in a critical comparison between the official campaign biography videos, shown at the national conventions, and intended to link the candidate's personal narrative with the larger themes of the campaign. Here, we can see very explicit connections between the ways that the two parties understand the family and the nation. These videos are easy to access on the web and bring into your classrooms.

Over my next three posts, I will look more closely at first the videos for the two Presidential candidates, then the bios for the two Vice Presidential candidates, and finally parodies of these videos produced for The Daily Show. I am hoping that this will provide inspiration for educators who might want a way to talk about the campaigns, the differences between the parties, and the role of media in the process.

First, a few general points. Students often react to these videos when they first see them as if they were documentaries, straight forward presentations of the facts of the candidates' lives. If Obama and McCain tell very different stories, it is because they led very different lives. And this is of course partially true. The videos mobilize elements from the candidate's biographies to construct narratives about them which are designed to introduce them to the American people. For many votes, these videos and the acceptance speeches are the first time they are paying attention to these candidates.

Yet, keep in mind the role selectivity plays here -- we can't tell everything about their lives in a short video, so get students to think about what they decide to include and what they leave out of these videos. There's also the question of framing -- what gets said by the candidate, by the people in his or her family, by others, and by the narrator -- which helps us to understand this person in specific ways. And then there's the matter of technique -- what kinds of images do we see, what role does the music play in setting the tone for these stories.

I've found that these videos work best in a classroom setting where I show them side by side so that the students compare the differences in their approach. On one level, there's a well established genre here -- a general framing, followed by childhood experiences, early career, courtship and marriage, education, national service, early political life, fatherhood and family, and launch of the campaign. These similarities make it easy to see the differences in framing at work. If you are pushed for time, as I was in class the other day, you are better off showing the first 2-3 minutes of each, and then getting the discussion started, than showing one through all the way. It is through the comparison that we really understand how these videos deploy melodramatic devices and images of the family to shift how we think about the candidate's relationship to the nation.

Obama and the Nurturing Parent Frame

From start to finish, the Obama video is focused on constructing the ideal image of the nurturing parent who will insure the well being of all Americans. The very opening lines of the video already evoke the image of childhood: "It is a promise we make to our children that each of us can make what we want from our lives" and the climax of the video comes when we return to that opening statement and build upon it: "It was a promise his mother made to him and that he intended to keep." Think about the difference between talking about the "American promise" and the "American dream," and you know a great deal about the ideological differences between the two parties.

The idea of "empathy" is a central cornerstone of the family as depicted in this video. It emerges most powerfully in the story about Obama's mother urging him to "imagine standing in that person's shoes. How would that make you feel." and again, by the end of the video, this concept of empathy becomes a cornerstone of Obama's relationship to the nation, as he describes how he remembers his mother as he travels "from town to town." Empathy runs through the list of values Obama tells us that he and Michelle want to pass down to their children: "hard work, honesty, self-reliance, respect for other people, a sense of empathy, kindness, faith." And we can see this respect for nurturing and empathy when he talks about the death of his mother, who was "the beating heart" of their family. Indeed, moments when candidates talk about personal losses of family members and loved ones are often potent appeals to the viewer's own empathy, since many of us feel our common humanity most powerfully through our shared experience of mortality.

And this logic of empathy emerges through the suggestion that Obama knows first hand the suffering and anxieties felt by average Americans: "I know what it's like not to have a father in the house, to have a mother who's trying to raise kids, work, and get her college education at the same time. I know what it's like to watch grandparent's age, worrying about whether their fixed income is going to be able to cover the bills."

We can see this last comment as part of a larger strategy in the video to depict Obama's personal narrative as the "story" of America and his "search for self" as a quest to better understand the nation that gave him birth. As the narrator explains, "By discovering his own story, he would come to know what is remarkable about his country." And this is an outgrowth of the first thing we are told about his mother, that she knew her son was an American "and he needs to understand what that means."

This video works hard to combat images of Obama's background as exotic, as outside the mainstream. There is no reference here to Hawaii and only an implicit nod to the fact that he spent part of his life overseas, even though this last detail has been central to the candidate's appeal internationally. The focus is on the most "heartland" aspects of his family background -- a strong focus on his grandparents who come from Kansas, and their experience of the Depression and World War II. Obama got into trouble for suggesting that some people in rural Pennsylvania were "bitter," so the video is careful to say that his grandparents were not "complainers." When it comes time to capture his sense of pride in his country, he tells a story about sitting on his grandfather's shoulders and waiving a flag at the return of the astronauts.

The representation here of his marriage might be summed up with the old feminist slogan, "the personal is the political." Michelle describes the moment she fell in love with Barrack: watching him deliver a speech in the basement of a community center in which he spells out "the world as it is" and "the world as it should be." This story collapses Obama's hopes for his family and his hopes for his country in a sublime moment of utopian possibilities. Michelle emerges as the ideal arbiter of his political integrity because she can testify that he lives these values through his personal lives.

And the final statement of the "nurturing parent" model comes when Obama tells us, "One person's struggle is all of our struggles." The government becomes a mutual support system that looks after its weakest members in a world which is often unjust. The president's job is to insure that all of his children gets what they need and deserve and that the "American promise" gets fulfilled and transfered to the next generation.

McCain and the Strict Father Model

If the Obama video sets up issues of nurtering and empathy from its first images, suggested by the long panning shots across American faces and a voiceover about the "American Promise," the McCain video opens with us staring directly into the face of the candidate as a young naval officer, trying to read his character and understand the relationship of this national service to the "mission" ahead. The opening narration starts with descriptions of him as "a warrior, a soldier, a naval aviator, a Pow," before pulling us down to the family -- "a father, a son, a husband", then into his political career. And then we get that surprising moment when he is called "a mother's boy," one suggestion of softness amid a series of hypermasculine sounds, images, and terms. My students suggested that the reference to the mother helps him deal with issues of age and mortality, yet it also seems part of a strategy to manage the negative associations which many independents and Democrats may feel towards the repeated references to his toughness throughout the video.

Strength of character and conviction, coupled with physical toughness as proven through war, are the central virtues ascribed to McCain by the video and they are introduced here once again through the narrative of his family. As suggested by the gender specificity of the "Strict father" construction, the family here, except for the references to the mother, is represented almost entirely through patriarchal bloodlines -- again a contrast to the absent father and strong mother image in the Obama video. We learn about his grandfather who died the day he returned from World War II; we learn about his father who ordered the carpet bombing of a country where his son was held captive, even as he waited at the border hoping for his return. When we see him with his son in the opening series of shots, he is standing alone with his offspring on the side of a mountain. Fatherhood is an extension of manhood and it gets expressed through discipline and competition more than through images of cuddling and craddling.

The critical moments here, of course, deal with his Vietnam war experience which require a recognition of vulnerability and weakness even as the larger narrative centers around his toughness and will power. Consider this key description: "Critically injured, his wounds never properly addressed, for the next five and a half years, John was tortured and dragged from one filthy prison to another, violently ill, often in solitary confinement, he survived through the faith he learned from his father and grandfather, the faith that there was more to life than self."

So, again, we see the passing down of civic virtue through male bloodlines as a central motif in this video. There's no question that the video constructs these experiences as a form of martyrdom out of which a national leader emerged: "The constant torture and isolation could have produced a bitter, broken man. Instead he came back to America with a smile -- with joy and optimism. He chose to spend his life serving the country he loved." or consider the phrase, "he chose to spend four more years in Hell." Or the ways the video depicts his role in the normalization of relations with Vietnam -- "Five and a half years in their hell and he chose to go back because it was healing for America. That's country first." Note this is one of the few places where metaphors of "caring" or "healing" surface in the video and it is specifically in relation to the pain of wartime. A more complex metaphor emerges as Fred Thompson reads aloud a passage from McCain's autobiography about "living in a box" and ends with "when you've lived in a box, your life is about keeping others from having to endure that box."

This toughness and individualism carries over into the discussions of national policy. McCain doesn't believe that the country should care for each of its members but rather he has "a faith in the American people's ability to chart their own course." He is "committed to protect the American people but a ferocious opponent of pork barrel spending and would do most anything to keep taxes low and keep our money in our pockets." What is implied by that contrast between "protecting" the public and "pork barrel spending" and "higher taxes"? There is a clear sense that as a stern father he will give us what we really need but protect us from our own baser urges and desires.

While the Obama video distributed its points across a range of different voices, including a large number of women, the McCain video tends to rely on a voice of God narrator who speaks the unquestioned truth about this man and on comments from McCain himself. All of this creates a more authoritarian/authoritative structure where truth comes from above, rather than emerging from listening to diverse voices, and reflects this notion of stern responsibility rather than nurturing.

This centralized discourse is consistent with the videos focus on experience and its tendency to read McCain as "superior" to others -- "no one cherishes the American dream more," for example, but also no candidate has had his experiences in public service. There is an underlying suggestion here of predestination -- "McCain's life was somehow sparred -- perhaps he had more to do." In this case, the hint is that he is fulfilling God's plan for him and for the country. This issue of predestination resurfaces near the end when the video repurposes some of the core themes of the Obama campaign, including some that McCain has criticized and turns them around, "What a life, what a faith, what a family! What good fortune that America will chose this leader at precisely this time. The stars are aligned. Change will come. But change must be safety, prosperity, optimism, and peace. The change will come from strength -- from a man who found his strength in a tiny dank cell thousands of miles from home."

There's so much more that we could say about both of these videos and that's the point. They are great resources for teaching young people to reflect critically on the ways the campaigns are being "framed." Next time, I will look more closely at the Vice Presidential videos.

Teaching "Ahab": An Interview with MC Lars

Not terribly long ago, I made a blog post discussing the nerdcore performer MC Lars and his music video, "Ahab," as appropriations from Herman Melville's Moby-Dick.

We have been using Lars's video as a resource for our Teacher's Strategy Guide for "Reading in a Participatory Culture." I ended the post with a plea to help me get in touch with MC Lars and it's a tribute to the network which has emerged around this blog that a little later, I did hear from the performer (and ex-Lit major) who was excited to learn that we were deploying his performance in schools. Since then, MC Lars agreed to respond to a set of questions submitted to him by Rebecca Rupert's students from Aurora Alternative High School in Bloomington IN. It serves students who have not experienced success in traditional settings. Rupert's English Language Arts classes are part of the pilot program for our project. I added a few more questions in the mix myself designed to place the students' questions in a fuller context.

How would you define nerdcore?

To me, nerdcore hip-hop is a genre of music that has lyrical content of things "nerds" would typically be interested in: computers, Star Wars, Final Fantasy, Magic the Gathering, Lord of the Rings, etc. Culturally, nerdcore "trades on" the implied notion that "authentic" hip-hop artists from urban areas spend less time reading comic books and more time "doing drive-by shootings", hence the instanty novelty appeal of the genre to any one familiar with pop culture. One can also ascertain the implication that nerdcore is "4th generation hip- hop created by 3rd generation hip-hop's target audience", as a new generation of thousands of rappers who make beats on their computers can attest. Nerdcore can be viewed as hip-hop created by a generation of artists whose parents may have grown up listening to artists of the genre's golden age, such as Chuck D, KRS-One, and Eric B & Rakim (much like the punk generation grew up listening to the three chord progressions of the early Beatles and distilled it into a more distilled presentation). If one wants to be cynical and explore how hip-hop has transcended racial and class boundaries, there is an implication that nerdcore is "white hip-hop", in lack of acknowledgement of its African American cultural roots.

How did you get involved in the movement?

I started out playing guitar in punk bands as a teenager growing up on the Monterey Peninsula. When I started by undergraduate work at Stanford, I was drawn to KZSU, a station that proudly boasts having "the oldest hip-hop show on the West Coast". One of my projects was to alphabetize the vinyl library of thousands and thousands of records... and this gave me a quick education on every important performer in the first 30 years of hip-hop. I continued writing and performing my rap songs, and when I went to study in Oxford, I made friends with local indie rock bands who asked me to open for them. This led to me getting signed to a British label and everything else that followed. When "nerdcore" became an "authentic" genre in 2003/2004, I looked it up on Wikipedia and saw that I was officially part of the movement. Reading more about it I was happy to have the label as a description of part of what I do.

How do you see "Ahab" as part of the larger nerdcore movement?

There isn't an MC in the scene who raps about 19th century American literature. I

thought it was time to make waves, so to speak. Nerdcore is an important cultural

phenomenon because it gives voice to people who write songs about things they love, and nerdcore gives license to people to rap about very "un-hip-hop" topics. I enjoyed my literature studies in college and wanted to write a song about one of my favorite books, and because only people with a certain education and understanding will understand what I'm doing, that makes "Ahab" part of the larger nerdcore movement. My hope is to inspire kids to read more Melville and turn off their televisions (after watching my video, of course).

One of the students got very passionate in arguing that mc Chris was better at rapping than you. This raises the question: How do we evaluate appropriations and remixing of materials within nerdcore?

Great question. Chris Ward is a talented rapper with a strong flow whose success can be directly attributed to his voice work for Cartoon Network and his comedic blurring of the line between "real hip-hop culture" and "nerd culture". He trades on the notion, as mentioned in my response in your first question, that nerdcore is unique in its lacking of songs about "bitches, blunts, and 40's". But Chris surprises people with album titles like "Life's a Bitch and I'm Her Pimp" and songs about recreational drugs, to show that nerds can relate to comedic elements of gangsta rap culture in their own ways. One might argue that he is a better rapper than me because of this, but I would argue that his act plays on elements of mocking African-American culture and verges on being a minstrel show. His voice and grammatical choices emulate African American culture in a way that would make the typical person laugh, this being its primary selling point. We evaluate mc chris's appropriation of culture by his closeness to "authentic hip-hop" and his use of comedy in the blurring of lines between "gangsta" and "nerd" culture. Other elements for evaluation of appropriation and remixing include musical craftmanship in constructing "beats", vocabulary, and originality in subject matter in writing lyrics.

Can you share some of your own experiences as a reader of Moby- Dick? When did you first read the novel? Do you consider yourself a fan of Moby-Dick?

I first read Moby-Dick as a Junior in college. My professor Jay Fliegelman taught a class on Melville, and we read Moby-Dick and some of Melville's shorter stories. I remember being frustrated at first with the slow pacing of the novel, but found myself being drawn into it one chapter at a time. I love the metaphor of the Pequod as a cross section of 19th century American life, with all of the racial and class diversity of American society at the time, and the depth of the characters who reflected different elements of American life during that time. The layers of metaphor and allegorical references are dense, and the footnotes to the Norton Critical Edition were very helpful in discerning the meaning. I am definitely a fan of Moby-Dick, especially because of the overarching theme of mankind's hubris in the face of Mother Nature's sublime indifference.

You've sung about the so-called "iGeneration" in ways that are very similar to our concept of new media literacies. What do you think this generation is bringing to the culture and what do you see as the relationship of these new ways of thinking to the things we've traditionally taught through school?

The iGeneration is the generation that grew up with an innate familiarity with the

internet. Kids can instantly access music by any band, old or new, and can find

information and background info on any film or book ever written through any medium they want. We are used to hyper-stimulation, chatting on AOL instant messenger while

emailing friends while watching a movie while download torrents while updating our

websites. We are used to creating our own niches within the subcultures through which

define ourselves, through Myspace pages of our local bands, or YouTube videos of our

local comedy troupes. But technology has shortened our attention spans as well, to the

point where if we can't "Wiki" something and understand it instantly, we move on.

Students can now comprehend the world a lot faster than the previous generation, because we are used to old technologies and are adept at using new technologies more quickly. We are used to processing many streams of information at once and are more discerning about the sources and intentions of those preventing the information (.com, .org, .gov etc.). Basically the "iGeneration" is the "information / internet" generation who is bringing new technologies and creative ways of implementing them and has the

responsibility of using their powers to leave the world a better place when we go. With

all of the technology at their disposal, the iGeneration could come together and find

cures for AIDS and for global warming, if we put down the Wii controller and log off of

Myspace for an afternoon. It's an exciting time to be alive and affecting culture.

What follows are the student's questions and his responses, including Lars's advice to teachers who want to engage the "iGeneration" with excitement about traditional literature.

Why did you want to make this video?

To retell Moby-Dick in an engaging and exciting way and to promote my 2006 release The Graduate. With our media-saturated culture, videos are an important way to promote albums and "Ahab" was a fun single from the last record.

How long did it take you to make this video?

I was on tour in Australia for most of June of 2006 when preparation for "Ahab" began, but the set designers and artists spent three weeks creating the sets, ship, and fish costumes. When I got back, we rented a warehouse in Brooklyn and filmed for two hot summer days, from 6 am to midnight. The post-production lasted another two weeks, compositing such scenes as the boat floating in the sea, the transition between the sailors on-deck and below the ship, and and exiting of the whale's stomach to reveal a cast of students taking bows. The entire project took 6 weeks of very hard work.

Why was it so cheap?

We had a finite video budget of $3,000, which is why the aesthetic differs from a Kanye West video. That's why it looks "cheap", or quite conveniently, like a school play.

Why did you put people in fishy costumes?

I made the video to show students how books can help us explore worlds we've never been to before. I wanted to bring the world of Herman Melville's dark tale to light, as done through the eyes of a 4th grade production. Our aesthetic for costume design was that of the feel of 80's-era PBS learning programs, such as Sesame Street and Reading Rainbow, where the fantasy world of imagination and the real world were brought together with color costumes and low budgets. The entire video was shot in just a few conjoined takes, to give the feel of a live performance. Having kids reenact every aspect of the novel was a pivotal part of the framing device of the presentation is a children's play for adults, which is why the choreographed dancing in the fish costumes was a key part in the design and presentation. The charm of a grade-school production is meant to help emulsify Melville's weighty prose.

Why is the whale limpy?

I'd like to have an erudite, complex answer for you, but the truth is that we had a

relatively small service elevator we had to use to get the Moby Dick model up to the

third floor of the warehouse where we shot. Moby was carried by three very patient PA's on the set, who walked around with walkie talkies and listened as the director Sean

Donnelly shouted directions to them. The tail was originally designed to move up and

down by the people in the costume, but it was snapped in half when we crammed the

costume into the elevator. Hence its unintentional "limpy-ness" - giving it a relaxed,

limp appearance, and perhaps more charm.

What point were you trying to make--were you trying to make fun of Moby-Dick or what was the point behind it?

As a writer, Jonathan Swift and Alexander Pope are big influences on my work. Swift

reveals mankind's shortcomings through his portrayal of the human condition and Pope was a master of the satirical verse and social commentary. Both of these writers were

influences on me as I worked to retell Moby-Dick for a younger audience to remind us that hubris can be deadly, and until we learn that the sublime power of nature is nothing to be tempted, we will be doomed to repeat Ahab's fate. When I wrote the song in 2005, the Iraq War was in its relatively early stages and many people in the media were comparing Bush to Ahab, a crazed leader in search of the white whale of terrorism, seeking justice in a confused and self-destructive way. It made me think about how relevant the story still was, so I decided to retell the book for a new audience,

updating it with modern references (Steve Wozniak, Supergrass, etc.) and compressed it into a Wiki-Wiki version, the cliff notes version of the cliff notes. It serves as a

warning for future politicians who may become crazed with power, presented in a fun,

catchy way.

How would you teach Moby-Dick to make it fun for students?

Young people have been brought up in a postmodern cut-and-past culture, replete with pop culture references and media saturations. A steady beat and cadence draws listeners in, as they are used to hyper- stimulation. Hip-hop is a very, very effective way to pique students' interest, in any topic, since it is the platonic manifestation of postmodern culture. I am intrigued by the lineage between Chaucer and KRS-One, a tradition of verse that reflects our struggles and victories as human beings.

As a lesson plan, I would encourage students to read Moby-Dick and find characters with which they identify. I would encourage students to keep an eye open for some of the less famous characters, such as Daggoo or Tashtego. I would then ask them to each write an 8 to 16 line verse that interprets their characters' experiences in the novel, and ask them to explore how these characters could be translated to a modern context.... either through their similarities to modern celebrities or how they reflect struggles of notably personalities in current events. For instance, Fedallah's stowaway experiences could shine light on immigration policies, while Pip could shine light on child labor laws or the class struggle.

I would then have students get into groups of three to four people each, bringing their verses together and create a song. I'd ask them to find similar themes between themselves to find a "hook" for the chorus song. They could then think of a lyrical chorus that reflects these similarities between character, and perform the "rap" for the class. Some instrumental beats that could convey the cadences and rhythms of such a translation are as follow:

Hip Hop by Dead Prez

Shook Ones Part II by Mobb Deep

MC's Act Like They Don't Know by KRS-One

This would show students how the plights of the characters in Moby-Dick relate to current events, and through an updated presentation of the form, this exercise would also inspire them to find more similarities between works 19th century literature and postmodern life in the 21st century.

Speaking of Geeks

A little while ago, I mentioned that the CMS grad students had been reading The Brief, Wondrous Life of Oscar Wao, in anticipation of a conversation with its author, Junot Diaz. Given the interest this generated for some readers, I wanted to add a pointer to the podcast version of that exchange. Diaz offers a masterful account for why he thinks comics, science fiction, and horror may speak truths that are excluded from official histories or from "serious literature" and explains how his novel was structured in part around borrowings from The Fantastic Four and Dune. Enjoy.

The Informal Pedagogy of Anime Fandom: An Interview with Rebecca Black (Part Two)

To what degree are the pedagogical advances you saw simply a product of being motivated to spend more time writing? to what degree can they be traced back to Beta-Reading and Reader Responses providing greater feedback to the writer?

Well, I believe that one of the best ways to learn a new language and to improve your literacy skills is to practice using the language in meaningful, communicative tasks. So, I think that a good amount of the progress that the English language learners from my study made can be attributed to their motivation to write and read fan fiction and related texts. I also think that their success within the fan community allowed them to develop confidence and begin seeing themselves as people who write and use English effectively. For Nanako and Cherry-Chan, this was very different than how they were viewed in school--basically, in school they were seen as students who struggled with all literacy-based (as opposed to Math or Science-based) tasks. So, if you're constructed as "bad" at something for long enough, after a while you start to believe it. Fortunately, for Nanako at least, her success in the fan community helped her achieve success and popularity as an online author--which in turn provided her with motivation to continue writing and improving her English. Cherry-Chan, on the other hand, used her participation in the fan community to improve her social connections. Still, she used her language and literacy skills to make her own LiveJournal pages, forums, and web sites, and to post reviews of other people's fictions and to leave comments on other people's web pages.

In terms of the effect that beta-reading and peer-feedback might have had on their language abilities--it's important to note that they were both in English classes at school, so I can't really make any causal statements; however, over the 3 years that I followed her participation, Nanako's readers very clearly pointed out grammatical errors that she consistently made in her texts. And, she would acknowledge their feedback and then go back and correct her errors. In terms of second language acquisition, this is an important aspect of learning-- actually noticing errors and then figuring out how to correct them. For Nanako, sometimes her readers would tell her how to correct the errors, but other times they would simply point out the phrases, sentences, or paragraphs with errors and leave her to figure out how to correct them. In my opinion, I think these activities helped her to improve her English composition skills. Most of the fan fiction authors that I've talked with say that their reviewers and beta-readers were definitely responsible for helping them learn to be better writers.

Some argue that the fan fiction world supports literacy skills precisely because it doesn't operate under the structures and constraints of formal education. These critics would argue that we would destroy what's valuable here if we tried to integrate it back into formal schooling. Do you agree or disagree with this claim? What, if anything, can traditional educators learn from this affinity space?

I tend to agree that assigning fan fiction in classrooms would probably ruin its appeal for many students. However, other students might really appreciate having fan fiction texts or gaming-related texts available as options for their in-school composing. For example, many adolescents might feel more comfortable mastering the compare and contrast genre if they were able to write about subject matter that they have some expertise in, such as comparing and contrasting the merits of certain video game character classes or using Inuyasha or Harry Potter to discuss character development. Educators can create lesson plans that include or even encourage different options for students to incorporate their extracurricular literacy activities and/or interests in popular media texts into their classroom activities. Educators can also help students make the connections between their in and out-of-school practices. However, I think it ultimately should be up to students to decide to what extent their out-of-school activities will inform or work in concert with school-based tasks.

What do you see as the value of studying the process of fan fiction writing as opposed to studying fan fiction as a series of texts?

Well, one of the primary values that I see in studying fan fiction writing as a process is that it provides a mechanism for understanding the role of audience participation in the creation of texts. All of my focal participants' received a great deal of feedback from readers--for example, Grace has received around 9400 reviews, Nanako 7600, and Cherry-chan around 650. I don't know about you, but I've never had that many people respond to anything that I've written, especially not when I was a teenager. Hmmm... on second thought, you probably *have* had that many people respond to things that you've written. Anyway, the fan fiction audience often plays a significant role in determining the direction that a text will go in. As you pointed out in Textual Poachers, the audience has a vested interest in the media series, and they have strong opinions about what should and should not happen with the characters. So, they are happy to provide suggestions for how things should go and complaints about how things should not go in a story. Nanako in particular was very responsive to readers' suggestions about her texts. Sometimes she would incorporate their ideas into the narrative, other times she would go back and revise her chapters based on reader feedback. She would also use her Author's Notes to explicitly request guidance on certain parts of her texts, and the audience would respond to these requests. So, simply studying her fan fictions as a body of texts would be missing a great deal of the reciprocal interaction taking place as she goes through the process of writing, negotiating with readers, revising, and finalizing her texts.

Traditional notions of literacy have tended to see it in fairly individual and personalized terms. Yet, one could read your book as making a case for social and collaborative notions of literacy. Would you agree?

Absolutely. I think we have this whole focus in classrooms that's based around "keep your eyes on your own paper," and testing for what each individual learner knows, and it really stifles a lot of the potential for collaborative learning. Using language to effectively communicate ideas, negotiate perspectives, and even collaboratively complete projects is important for all students, but it's especially important for English language learners to have these kinds of interactive learning experiences. Through collaborative interaction, they're able to build on and extend the knowledge that each participant brings to the space. And, they're able to further develop their own skills and knowledge by using language for authentic purposes in meaningful contexts.

Appadurai suggests that the contemporary imagination is collaborative in nature--that people are growing accustomed to creating and thinking through things in collaborative contexts. We can see examples of this in how many people will post their projects or ideas on a blog or publish their creative texts online and await feedback. It seems to me that this sort of approach to creation and even thought might be a very effective way to come up with robust representations, perspectives, and solutions to difficult problems. So, it may not just be a matter of social and collaborative forms of literacy, but rather a turn towards all sorts of collaborative activities that are facilitated by new media and technologies.

Tell us about the cover of the book. You mentioned to me that it was designed by a fan artist. How did that come about and how did the press respond to working with a fan artist?

Well, after one of my talks, a professor from the audience told me that his daughter was actively involved in the anime fan community, creating fan art and scanlations (which are fan-created translations of Japanese manga) and suggested that I contact her. We stayed in contact a bit over the years, and when I started the book, she seemed like the perfect person to create the cover. I told her about the main themes of the book, and she came up with this fantastic cover with an original anime character actually drawing herself onto the page with a pencil. I thought this had a nice parallel with one of the points I was making in the book--that many of the focal participants were writing different aspects of their identities into their fictions. They weren't really writing Mary Sue's, but they did integrate different aspects of themselves and their lives into their fan fiction texts. The series editors, Colin Lankshear and Michele Knobel, and the press, Peter Lang, were all very supportive of using this artwork for the cover. I think it speaks to a strong ethos of valuing the communities and the practices that are represented in the text.

Rebecca W. Black is an assistant professor in the Department of Education at the University of California, Irvine. Her research centers on the forms of literacy and social engagement that are emerging in online environments. In particular, Black has focused on the ways that popular culture-inspired environments, such as fan communities, provide adolescent English language learners with opportunities to develop their language skills, establish social connections with global networks of youth, and construct powerful identities as successful authors and knowledgeable fans. Her work has been published in journals such as Reading Research Quarterly, TeacherÂ’s College Record, and the Journal of Adolescent and Adult Literacy. In addition, Prof. Black 's book titled Adolescents and Online Fan Fiction was recently published in the Peter Lang series on Digital Epistemologies.

The Informal Pedagogy of Anime Fandom: An Interview with Rebecca Black (Part One)

One of the central animating idea behind the New Media Literacies movement has been the observation that young people often learn better outside of schools -- through their involvement in informal communities, such as those formed around fandom or gaming -- than they do inside the classrooms. Researchers have sought to better understand these sites of informal learning and the often unconsciously developed pedagogical practices by which they communicate skills and information to newbies. James Paul Gee has used the term, "affinity space," to describe such sites of grassroots creativity and learning. Kurt Squire and Constance Steinkuehler deploy the "affinity space" concept to talk about communities of gamers. I've used the same concept in my discussion of young fan fiction writers. Rebecca W. Black, one of Gee's former students, has recently released an outstanding new book, Adolescents and Online Fan Fiction, which uses the study of anime fan fiction as the focus for a consideration of informal learning. Her central focus are on how fandom helps students for whom English is a second language refine their linguistic abilities and sharpen their expressiveness. She argues fandom has allowed many young people -- especially those from Asia -- to find their voice and gain greater social acceptance because the community is so eager to learn what they know about the cultures where anime is produced and circulated. This book reflects some of the best thinking in the current field of educational research on the value of participating in popular culture and will be of interest to parents, educators, policy makers, and fans.

I had a chance to meet Black some years ago when she was at the beginning of her research; my early conversations with her and with Gee helped to inform my own writing about "Why Heather Can Write" in Technology Review and Convergence Culture. I am proud to share her insights through the following interview.

The central claim of your book is that the practices and processes around the writing and sharing of anime-related fan fiction show many of the signs of a very robust and effective learning community. What aspects of fandom do you think support this kind of learning?

Well, for one I think that the openness and scope of the fan community really fosters learning. And, I should clarify that I don't just mean traditional school-based forms of learning but rather learning in a broad sense. For instance, in terms of openness, you don't have to pass any kind of a test, and there aren't any requirements for gaining access to all the sections of Fanfiction.net. Therefore, youth at all different skill levels have the opportunity to tackle any sort of communication or writing task that they choose. However, in schools the activities that students participate in are often determined by ability level. And while I think it's important to make sure that curricular materials are accessible, I also think that lessons are often oversimplified for certain groups of students, such as English language learners (ELLs) and struggling writers and readers, to the extent that these students aren't offered many opportunities to use language in rich and creative ways or to participate in challenging literacy activities. In contrast, ELL youth participating in the fan community often take on challenging tasks, such as writing stories with multiple chapters or creating their own fan-based websites. In addition, they're able to draw on an array of resources in the community for support. Other fans are available and happy to peer-review their fictions, they visit other websites to receive tips on how to compose their texts or to build their websites, to name just a few examples. Interestingly enough, schools often seem to discourage activities with these distributed forms of knowledge and resources, instead focusing on testing for what students have "inside their heads". However, I think it's just as important to recognize, evaluate, and help develop students' strategies for learning, collaborating, and accessing knowledge that they don't already possess, as this seems to be much more aligned with what we do as adults. I mean, I don't know all sorts of things, but I have pretty good strategies in place for finding them out.

You deploy James Paul Gee's concept of an "affinity space" to talk about FanFiction.net. Can you explain this concept and share some of your thinking about FanFiction.net?

Well, this is related to the previous question. For Gee, there are several defining features of affinity spaces that make them particularly effective sites for informal learning, and many of these features can be seen in fan fiction writing communities. For example, one defining feature is that experts and novices participate in the same areas and activities in affinity spaces. So, as I mentioned previously, novices aren't prevented from engaging in creative activities that they find interesting, even if these activities are challenging for them. And, through working in the same space as experts, novices are able to benefit from this exposure, by asking questions, collaborating, and by observing how experts go about certain tasks.

Another defining feature of affinity spaces is that they are organized around a common interest or goal rather than around age, socio-economic status, ethnicity, gender, or ability. One of the ways that this is really salient in anime fan fiction communities is in how they provide points of contact for individuals from diverse backgrounds. For example, the participants in my study had people from over 20 different countries reading and leaving feedback on their stories. I used to write fan fiction when I was younger, and the only people who read my stories were my closest friends who lived in the same town, went to the same school, and had similar backgrounds. And even they only saw the stories that I wasn't too shy to show them. Publishing on the web wasn't really an option back then. But now, the internet really provides unprecedented options for either anonymously (or somewhat anonymously) sharing content, and for exchanging information and ideas with people from all over the world. As one example, if a fan fiction writer wants to write a story that's based on high school students in Japan, s/he can post questions to a fan fiction forum asking for specifics about what everyday school and home life is like in Japan, and s/he can be pretty sure of getting some accurate responses from audience members who currently are living or have lived in Japan. And, the diverse and networked nature of affinity spaces also opens up a space for youth to discuss different culturally grounded practices and perspectives. For instance, one of my focal participants wrote a story that involved an arranged marriage between cousins. Now, this arranged marriage wasn't even a big part of the story, but it was something that several of the readers reacted pretty strongly to. Her response to this was to write a couple of fan fiction stories that focused on anime characters and their arranged marriages as part of a cultural practice that is grounded in familial duty. This was her way of pushing some of these readers to move beyond their limited scope of knowledge and learn more about a practice that is very common in many parts of the world.

These points of cultural connection also are providing many youth with the incentive to learn different languages and to find out about different cultures. I think this is related to the "pop cosmopolitanism" that you discuss in your book Convergence Culture. Many anime-based fan fiction texts are linguistically hybrid, in that they contain more than one language, and, as I mentioned previously, they're often set in Asian countries. But, it's important to note that this isn't limited to anime communities and Asian elements. Fan fiction authors use many different languages and cultural elements to enhance their stories. Sirpa Leppanen has some interesting insights into these hybrid language practices in the article "Youth language in media contexts: Insights into the functions of English in Finland". I think that reading and trying to write these hybrid texts creates a cosmopolitan sensibility and a culture of interest in learning about new things. For example, online anime translation dictionaries have become very popular; there are forums specifically for fan fiction authors trying to do historical and cultural research to make their narratives more accurate; there are discussions about the historical, cultural, and linguistic accuracy of fan fiction narratives taking place between authors and reviewers on fanfiction.net. And these are just a few examples that come immediately to mind. On a related note, Eva Lam has pointed out that these points of contact in online communities don't necessarily or automatically bring about empathy and acceptance, and the previous example about arrange marriages clearly supports this. Still, I think that the shared interest of the affinity space provides unprecedented exposure to other linguistic and cultural traditions that just wasn't available before, and exposure is the starting point for moving toward understanding.

What led you to an interest in fan fiction as a space for understanding informal learning?

Well, I was actually a fan fiction writer as a child. It started when I read Tolkien's trilogy for the first time. I was pretty upset that Arwen Evenstar had to give up her immortality to be with Aragorn. So, I came up with my own version of how this part of the story might go. I'd rather not go into detail about that particular fic, but I'll at least say that it involved a magic immortality potion and a bird carrying letters back and forth between Middle Earth characters. Unfortunately, I didn't really have any friends who were interested in this sort of writing; they were more interested in television and MTV, so I gradually abandoned these writing activities for others. Almost 20 years later I went to UW Madison to work on my doctorate with Jim Gee, and I started looking at the literacy practices of fans in gaming communities. This led me to online fan fiction, and to be honest, I was pretty excited to find that there were so many people like me, writing their own versions of popular texts. Also, my background is in linguistics and teaching English as a second language, so I became particularly interested in the communities where non-native English speakers were composing and interacting in English. At the time, there was very little discussion of fan fiction in relation to literacy--in fact, I think that only Kelly Chandler-Olcott & Donna Mahar and you had even remotely touched on the literacy aspect. So, I decided that a dissertation based on English language learners and online fan fiction might help us to understand how this literacy phenomenon might be impacting immigrant youth's literacy development and language socialization and providing a significant venue for informal learning.

You offer detailed accounts of how and what several young fans learn through their participation in the world of fan fiction. How was the world of fan fiction able to facilitate and support their different goals and styles as learners?

My focal participants were all in very different situations as English language learners, and they had very different goals for and outcomes from their participation in the site. For example, Grace lived in the Philippines, and she learned English as a third language there. Most of her experience with English had been in writing academic texts in her classrooms. In an interview, she explained that participation in fan sites helped her learn how to "speak American" and that made her feel more comfortable developing the texts for her own websites and interacting with people online. So, for Grace, the value of writing these texts in English was that it provided her with feedback and input on how to "Americanize" her existing English skills. Nanako, on the other hand, didn't learn English until she moved from China to Canada with her family when she was about 11. She used to start many of her fictions with an Author's Note explaining that she was just learning English and really wanted to improve her language and writing skills. And, the audience was pretty receptive to this. They would comment on her grammar and spelling errors, but in supportive or constructive ways. Some readers would give her very specific feedback on grammatical errors that were common in her writing, and she would take note of this and actually go back and correct these errors in her writing. The audience also would give her a lot of positive feedback about her plotlines which helped bolster her confidence enough to continue writing in spite of her early struggles with grammar and spelling. As a very different example, another focal participant, Cherry-chan, found it taxing to write the sort of long, narrative texts that Grace and Nanako would write (for example, Grace has one fan fiction that's 30 chapters long, and Nanako has one that's 14 chapters long). So, she got into Role Play (RP) Writing, which is a type of fan fiction that takes place on a synchronous medium such as instant messenger. RP writers will take on the personas of different characters and then take turns constructing the narrative from each character's point of view. Cherry-chan liked the social aspect of this collaborative kind of writing. RP writing also gave her immediate feedback on how her co-author was responding to her text, and it more or less forced her to continue writing.

Angela Thomas has done some interesting work interrogating adolescents' identity construction in RP writing that helped me think about how this form of composition was a way for Cherry-chan to extend her social relationships and use the anime characters to "ventriloquate" some of her own identity issues and perspectives. I think this is a common element of both RP and traditional fan fiction-- in that the authors use the characters to represent issues that they are struggling with in their own lives. As one example (that might be a little bit off topic), while I was conducting my study, I came across a "suicide fic" in which the teenage author depicted the anime protagonist committing suicide. The author concluded this fiction with an Author's Note stating that this would be his final story. Basically, he was implying that he was considering suicide himself. What was so powerful about this event was the outpouring of support he received from the audience of readers. There were youth and young adults alike offering up supportive advice, encouraging him not to give up, and providing their instant messenger addresses so that he could contact them at any time when he felt like giving up. Now, I've had some people ask me if it was actually harmful to have all these untrained people offering this young man encouragement and wouldn't it be better for him to reach out to a suicide hotline or a counselor where someone trained in such matters could help? This is where I think the affinity space aspect of fan communities comes into play again. Specifically, I think a lot of youth who are in crisis might have a difficult time approaching total strangers with whom they have nothing in common. However, in the anime fan community, they feel at least some point of affiliation and contact with the people that they've been sharing stories and feedback with. This might make it easier for them to reach out within the affinity space where they feel comfortable, when they might otherwise not reach out at all.

Rebecca W. Black is an assistant professor in the Department of Education at the University of California, Irvine. Her research centers on the forms of literacy and social engagement that are emerging in online environments. In particular, Black has focused on the ways that popular culture-inspired environments, such as fan communities, provide adolescent English language learners with opportunities to develop their language skills, establish social connections with global networks of youth, and construct powerful identities as successful authors and knowledgeable fans. Her work has been published in journals such as Reading Research Quarterly, TeacherÂ’s College Record, and the Journal of Adolescent and Adult Literacy. In addition, Prof. Black 's book titled Adolescents and Online Fan Fiction was recently published in the Peter Lang series on Digital Epistemologies.

Youth, New Media Literacies, and Civic Engagement

Editor's note: I wrote this post originally for the Knight Foundation's Idea Lab blog where it appeared earlier this week. It has generated enough interest there that I figure it would also be relevant to my regular readers here. This fall, I am going to be teaching a course on New Media Literacies and Civic Engagement, which is designed to help facilitate conversations across two of the projects we run through the Comparative Media Studies program: the Center for Future Civic Media, funded by the Knight Foundation as a collaboration with the MIT Media Lab, and Project NML (New Media Literacies), which is funded by the MacArthur Foundation. My goal in the class is to systematically explore a rapidly expanding body of literature which deals with the ways that new forms of "participatory culture" are impacting how young people think about themselves as citizens and community members. Most of this material is available online and so I wanted to share with you some pointers in hopes that it may help spark larger conversations around these issues.

I plan to open the course with reflections on the current presidential campaign season, the role of both old and new media, and signs of increased voter registration and activity by young Americans. To set the stage, I am having my students read from several recent news stories on the campaign, including:

David von Drehle, "The Year of the Youth Vote," Time , Jan. 31 2008.

David Talbot, "How Obama Really Did It," Technology Review, September/October 2008,

Marc Ambinder, "HisSpace," The Atlantic, June 2008

In the first class session, we will be looking at the images constructed around the two candidates through their advertising, websites, and official biography videos. The best online resource for these materials is realclearpolitics, a site which aggregates recent media coverage of the campaigns, including collecting current political advertising. I plan to discuss the roles which YouTube played early in the campaign season, a topic which I discuss in a new "afterward" to the recently released paperback edition of Convergence Culture: Where Old and New Media Collide. And I plan to explore the ways that the McCain campaign is taking aim at Obama's blurring of the lines between popular culture and politics, a topic I addressed in a recent post on my blog. We also will be placing these materials in a larger historical context by looking at earlier forms of political advertising. You can find such materials through the Living Room Candidate, an archive created by the Museum of the Moving Image in Astoria, NY, and through Project Look Sharp's curricular materials on studying presidential campaigns.

From here, the course will progress across a range of related topics including:

  • New Media Literacies
  • Civic Engagement
  • Youth as Cybercitizens
  • Digital Ethics
  • Is There a Digital Generation?
  • Children's Fiction and the Fiction of Childhood
  • Expression and Participation
  • Games and Virtual Worlds
  • Collective Intelligence and Social Networks
  • Identity and Community
  • The Digital Divide and the Participation Gap

The only full book we are reading is Cory Doctorow's recent young adult novel, Little Brother, which deals with the politics of cyberactivism and homeland security. Check out my blog post on this important novel.

We will also be reading extensively from the recently published Born Digital: Understanding the First Generation of Digital Natives, written by John Palfrey and Urs Gasser from Harvard's Berkman Center.

We will also be drawing extensively from the new books, recently released by the MIT Press and the MacArthur Foundation, as part of their Digital Media and Learning Series -- Civic Life Online;Digital Media, Youth and Credability; Digital Youth, Innovation, and the Unexpected; The Ecology of Games; Learning Race and Ethnicity; Youth, Identity and Digital Media. All of these books are available online for free access and they include work by many of the most important contemporary thinkers on youth and media literacy.

I also anticipate working with the report out from an extensive ethnographic study of young people's online lives being conducted by Mimi Ito, Barrie Thorne, Michael Carter, and an army of graduate students from USC and Berkley; this document will be released later this term, but you can read about the research.

For a counter perspective on many of these issues, my students will also be reading from Mark Bauerlein's The Dumbest Generation: How the Digital Age Stupefies Young Americans and Jeopardizes Our Future (Or, Don't Trust Anyone Under 30).

And I will be having students look at parts of Ben Rigby's Mobilizing Generation 2.0. I recently interviewed Rigby for my blog.

Throughout the course, we will be looking at a range of recent white papers which offer cutting edge perspectives on these issues, including:

And we will be eagerly awaiting the report soon to be issued by the Pew Center on the Internet & American Life which deals with the ways young people's experiences as gamers might impact their lives as citizens.

Along the way, we will be exploring two significant PBS documentaries, both of which can now be accessed online -- Growing Up Online and By the People: Citizenship in the 21st Century

The Center will also be hosting two public events through the MIT Communications Forum this fall focused around the Presidential Campaign and the role of media. You can find out more information about these events and hear podcast versions of previous Forum events here.

I hope to offer some more reports on the class and how it is informing our work at the Center for Future Civic Media in the weeks ahead. But I'm hoping the above may introduce you to some materials you might not know about otherwise.

MacArthur's Participatory Learning Initiative Goes International

I've been showcasing this week some of the work we've been doing with the MacArthur Foundation on new media literacies. If you are feeling inspired, you might consider submitting something to the second round of the foundation's Digital Media and Learning Competition. Here are the details which were just released this week: MACARTHUR'S $2 MILLION DIGITAL MEDIA AND LEARNING COMPETITION FOCUSES ON PARTICIPATORY LEARNING, GOES INTERNATIONAL

Chicago, IL (August 18, 2008) - The John D. and Catherine T. MacArthur Foundation, in collaboration with the University of California, Irvine, Duke University and the virtual network HASTAC, announced today a second annual open-call competition that will provide $2 million in awards to innovators shaping the field of digital media and learning. The Digital Media and Learning Competition, supported through a grant to the University of California, Irvine and administered by HASTAC, has been expanded to pilot international submissions and introduce a new category focusing on young innovators aged 18-25.

"Digital media are helping to make the world smaller, spread ideas, and encourage collaboration across borders and among people who otherwise might not have an opportunity to work together," said MacArthur President Jonathan Fanton. "To ensure support for the freshest thinking and most innovative applications of digital media to learning, we have expanded this year's competition to include international submissions and ideas from young people, who are often the pioneers of the digital space."

Awards will be given in two categories:

* Innovation in Participatory Learning Awards will support projects that demonstrate new modes of participatory learning, in which people take part in virtual communities, share ideas, comment on one another's projects, and advance goals together. Successful projects will promote participatory learning in a variety of environments: through the creation of new digital tools, modification of existing ones, or use of digital media in some other novel way. Submissions will be accepted from applicants in Canada, People's Republic of China, India, Japan, Mexico, the Netherlands, Nigeria, Russia, Singapore, South Africa, the United Kingdom, and the United States, countries in which HASTAC or MacArthur have significant experience. Winners will receive between $30,000 and $250,000.

* Young Innovator Awards are designed to encourage young people aged 18-25 to think boldly about "what comes next" in participatory learning and to contribute to making it happen. Winners will receive funding to do an internship with a sponsor organization to help bring their most visionary ideas from the "garage" stage to implementation. For this competition cycle, submissions will only be accepted from applicants in the United States. Winners will receive between $5,000 and $30,000.

This year's competition will include an online forum where applicants can post their ideas, solicit feedback, offer their services, and connect with other applicants and potential collaborators. All material posted to this "Digital Media and Learning Scratchpad" is publicly accessible. Participation is voluntary and not required for application.

"Participatory learning allows people to work together online toward some collective purpose, sharing knowledge, insights, and expertise, and most important, learning together," said Cathy N. Davidson, John Hope Franklin Humanities Institute Professor at Duke University and HASTAC co-founder.

The open competition will be administered by the Humanities, Arts, Science and Technology Advanced Collaboratory (HASTAC), which was founded and is primarily operated at two university centers, the University of California Humanities Research Institute at the University of California, Irvine and the John Hope Franklin Center at Duke University. Applications will be judged by an expert panel of scholars, educators, entrepreneurs, journalists, and other digital media specialists.

"With the digital media and learning initiative, the MacArthur Foundation is playing a leading role in reshaping both institutional and informal learning practices," said David Theo Goldberg, HASTAC co-founder and director of the University of California's Humanities Research Institute. "Traditional learning practices are being supplemented and supplanted by new digital media, which both enable and extend their reach through virtual institutions like HASTAC. This is a natural partnership."

Competition winners will join an existing community of 17 awardees from last year, including a mobile musical laboratory, a digital humanitarian assistance game derived from existing military simulation technology, and a mobile phone project hat connects young African social entepreneurs with young North American professionals. Winners also will be invited to showcase their work at a conference that will include venture capitalists, entrepreneurs, educators and new media experts seeking the best ideas about digital participatory learning.

Applications are due Oct. 15, 2008 and winners will be publicly announced in April 2009. Detailed information on the competition is available online at www.dmlcompetition.net.

How Fan Fiction Can Teach Us a New Way to Read Moby-Dick (Part Two)

Last time, I shared with you part of our teacher's strategy guide on "Reading in a Participatory Culture." Today, I am running the second part of our discussion of fan fiction. This time, we apply concepts from the study of fan reading and writing practices to talk about the teaching of Melville's Moby-Dick. I've received several questions off-line about the context of this material in the guide itself. We've heard two conflicting pieces of advice, which I think reflects two different kinds of teachers. On the one hand, we hear that teachers want lesson plans they can rip and read which are carefully calibrated to the standards and indeed, the first part of the guide provides precisely that. Because we are focusing on local schools for our testing phase, we've focused on our own state standards, though we are also attentive to national trends in this area. We've already started a small scale teacher training program for the folks field testing our guide this year. Teachers at our workshop were able to take some of our lessons, go straight to work, and produce good results without reading the rest of the guide.

We also hear, though, that certain teachers want to learn a new approach to teaching and want to understand more fully the philosophy behind the approach. While we are offering a wealth of resources specific to Moby-Dick, we also very much want the exercises and philosophy to be flexible enough that they can be applied to the full range of books that get taught in high school English and language arts classes. We've produced a seperate "expert voices" section that provides more detailed background. The material I am running on the blog right now is from that section. We have heard from some teachers so far that they do find this material very helpful but my bet, from interacting with them, is that other teachers won't ever look at it because the pace of their work life won't allow it. We've tried to design things so teachers can dig as deep as they want or work only on the top level.

One of the goals of the guide is to draw on several decades of ethnographic work on how and why people read in order to encourage teachers to be open to a much broader range of interpretations through their classes. One of the ways we do so is being very self reflective about the reading practices that shaped the guide itself. We have foregrounded four different readers who were involved in producing the guide -- Wyn Kelly as a literary scholar; Rudy Cabrera as a performer; Ricardo Pitts-Wiley as a creative artist; and myself as a media scholar and fan. I thought you might enjoy this video, created by Deb Lui, for the Guide, which introduces these four readers and the ways they approach Moby Dick.

Now, enjoy Part Two of the section on fan fiction and literature. And again, I would appreciate any feedback you may have about the approach we have taken to this section of the guide. Here, I introduce a new conceptual framework for thinking about what aspects of texts provide the most fertile openings for fan interventions.

Reading Moby-Dick As a Fan

Fans are searching for unrealized potentials in the story that might provide a springboard for their own creative activities. We might identify at least five basic elements in a text that can inspire fan interventions. Learning to read as a fan often involves learning to find such openings for speculation and creative extension. [1]

  • Kernels -- pieces of information introduced into a narrative to hint at a larger world but not fully developed within the story itself. Kernels typically pull us away from the core plot line and introduce other possible stories to explore. For example, consider the meeting between the captains of the Pequod and the Rachel which occurs near the end of Melville's novel (Chapter cxxviii). Captain Gardiner of the Rachel is searching for a missing boat, lost the night before, which has his own son aboard. He solicits Ahab's help in the search. In doing so, he tells Ahab, "For you too have a boy, Captain Ahab - though but a child, and nestling safely at home now - a child of your old age too." The detail is added here to show how much Ahab is turning his back on all that is human in himself. Yet, this one phrase contains the seeds of an entire story of how and why Ahab had a son at such a late age, what kind of father Ahab might have been, and so forth. We may also wonder how Gardiner knows about Ahab's son, since the book describes him as a "stranger." The John Huston film version goes so far as to suggest that Gardiner was also from New Bedford, which opens up the possibility that the two men knew each other in the past. What might their previous relationship have looked like? Were they boyhood friends or bitter rivals? Were their wives sisters or friends? Did the two sons know each other? Might Ahab's wife have baby-sat for Gardiner's son? Soon, we have the seeds of a new story about the relationship between these two men.
  • Holes -- plot elements readers perceive as missing from the narrative but central to their understanding of its characters. Holes typically impact the primary plot. In some cases, "holes" simply reflect the different priorities for writers and readers who may have different motives and interests. For example, consider the story of how Ahab lost his leg. In many ways, this story is central to the trajectory of the novel but we receive only fragmentary bits of information about what actually happened and why this event has had such a transformative impact on Ahab, while other seamen we meet have adjusted more fully to the losses of life and limb that are to be expected in pursuing such a dangerous profession. What assumptions do you make as a reader about who Ahab was -- already a captain, a young crewmember on board some one else's ship -- or where he was when this incident occurred? In fandom, one could imagine a large number of different stories emerging to explain what happened, and each version might reflect a different interpretation of Ahab's character and motives.
  • Contradictions -- Two or more elements in the narrative which, intentionally or unintentionally, suggest alternative possibilities for the characters. Are the characters in Moby-Dick doomed from the start, as might be suggested by the prophecies of Elijah and Gabriel? Does this suggest some model of fate or divine retribution, as might be implied by Father Mapple's sermon about Jonah? Or might we see the characters as exerting a greater control over what happens to them, having the chance to make a choice which might alter the course of events, as is implied by some of the exchanges between Ahab and Starbuck? Different writers could construct different stories from the plot of Moby-Dick depending on how they responded to this core philosophical question about the nature of free will. And we can imagine several stories emerging around the mysterious figure of Elijah. Is Elijah someone gifted with extraordinary visions? Is he a mad man? Does he have a history with Ahab that might allow him insights into the Captain's character and thus allow Elijah to anticipate what choices Ahab is likely to make?
  • Silences -- Elements that were systematically excluded from the narrative with ideological consequences. As Wyn Kelley notes in "Where Are the Women?," many writers have complained about the absence of female characters in Moby-Dick, suggesting that we can not fully understand the world of men without also understanding the experience of women. Some works -- such as the John Huston version -- call attention to the place of women in whaling culture, if only incidentally. Melville hints at this culture only through a few scattered references to the families that Ahab and Starbuck left behind. These references can provide the starting point for a different story, as occurs in Sena Jeter Naslund's novel, Ahab's Wife; we might imagine another version of the story where Ahab was female, as occurs in Moby-Dick: Then and Now, or we might use the plot of Moby-Dick as the starting point for creating a totally different story set in another kind of world where women can play the same kind of roles as the men play in Melville's novel, as occurs in the Battlestar Galactica episode, "Scar."
  • Potentials -- Projections about what might have happened to the characters that extend beyond the borders of the narrative. Many readers finish a novel and find themselves wanting to speculate about "what happens next." As Pugh writes, "Whenever a canon closes, someone somewhere will mourn it enough to reopen it....Even though we may feel that the canonical ending is 'right' artistically, if we liked the story we may still not be ready for it to end, for the characters and milieu that have become real to us to be folded up and put back in the puppeteer's box." For example, we might well wonder what kind of person Ishmael becomes after being rescued. Melville offers us some hints -- even if only because Ishmael chooses to tell this story in the first place. Yet, in our world, someone like Ishmael might be wracked with "survivor guilt," feeling responsibility for the deaths of his friends, or wondering why he alone made it through alive. How might Ishmael have dealt with these powerful emotions? How might these events have changed him from the character we see at the start of the novel? Might we imagine some future romance helping to "comfort" and "nurse" him through his "hurts"?

The examples above suggest several additional aspects of reading a narrative as a fan. First, fans generally focus on characters and their relationships as their point of entry. Clearly, Melville's novel, with its digressions and fragmentation, raises many more character issues than it resolves -- for example, the richly drawn but only occasionally explored friendship between Ishmael and Queequeg or the comradeship between Queequeg, Daggoo, and Tashtego, or the relationship between Ahab and Fedallah or... Second, fans look for worlds that are richer, have greater potentials, than can be used up within a single story. They are particularly interested in back story -- the untold narratives that explain how the characters became the people we encounter within a particular story. Many contemporary television series reward this fan interest by parceling out bits and fragments of back story over time. Here, again, part of the pleasure of reading Moby-Dick is absorbing all of the incidental details about the ship, its crew, the other ships, and life in New Bedford, and through chapters such as "The Town-Ho's Story," Melville tells us again and again that this world is full of stories beyond the ones the novel tells.

For the most part, fan reading practices are directed at popular television series or films, but there's no reason why they can't be applied to works from the literary canon. Teachers might find that students respond well to being asked to look at Moby-Dick and other literary texts through this lens. Here's a process you might follow:

  • Encourage students to find examples of Kernels, Holes, Contradictions, Silences, and Potentials.
  • Ask them to consider what purposes these elements play within the original novel.
  • Invite them to speculate on how these elements might provide the basis for additional stories.
  • Tell them to find other passages that shed insight into the core character relationships here.
  • Discuss what elements would need to be in place for a new story to feel like it belongs in this fictional world.
  • Have students write stories reflecting their insights.
  • Share stories between students, especially those working with the same elements, so that they have a sense of the very different ways writers might build upon these same starting points.

Ricardo Pitts-Wiley took a very similar approach with the students in the Rhode Island correctional program, asking them to select a character and explore the novel from their point of view. Students were encouraged to develop a character sketch which described what kind of person the character would be if he or she were alive today. These character sketches were then combined to construct a plot in which these characters met at the Spouter Inn and set out on a quest together. Such an approach might tap the techniques of fantasy role play games to sketch out the events of the story, and then the student writers might contribute to a shared narrative of the experience. Such techniques led to the writing of the Wild Cards series of fantasy novels, for example. [2]

The "Transformative Work" of Fan Culture

Fan stories are not simply "extensions" or "continuations" of the original series. They are constructing arguments through new stories rather than critical essays. Just as a literary essay uses text to respond to text, fan fiction uses fiction to respond to fiction. You will find all kinds of argumentation about interpretation woven through most fan-produced stories. A good fan story references key events or bits of dialogue as evidence to support its particular interpretation of the characters' motives and actions. Secondary details are deployed to suggest the story might have plausibly occurred in the fictional world depicted in the original. There are certainly bad stories that don't dig deeply into the characters or which fall back on fairly banal interpretations, but good fan fiction emerges from a deep respect for the original work and reflects a desire to explore some aspect of it that has sparked the fan writer's imagination or curiosity.

Fan fiction is speculative but it is also interpretative. And more than this, it is creative. The fan writer wants to create a new story that is entertaining in its own right and offer it to perhaps the most demanding audience you could imagine -- other readers who are deeply invested experts about the original work. The new story may operate within any number of genres that have emerged from the realm of fan fiction and which represent shared ways of reading and rewriting favorite works.

Novelist Michael Chabon is a fan of the creative works of fans and has written an essay discussing the value of fan fiction in relation to Sherlock Holmes. He argues:

All enduring popular literature has this open-ended quality, and extends this invitation to the reader to continue, on his or her own, with the adventure....It creates a sense of an infinite horizon of play, an endless game board; it spawns, without trying, a thousand sequels, diagrams, and web sites....Through parody and pastiche, allusion and homage, retelling and reimagining the stories that were told before us and that we have come of age loving -- amateurs -- we proceed, seeking out the blank places in the map that our favorite writers, in their greatness and negligence, have left for us, hoping to pass on to our own readers -- should we be lucky enough to find any -- some of the pleasure that we ourselves have taken in the stuff we love: to get in on the game. All novels are sequels; influence is bliss.

[3]

Not all writers would agree that writing fan fiction is a logical or legitimate extension of critical interpretation. Fantasy writer Robin Hobb has raised sharp concerns about how fan fiction impacts her own creative process:

Every fan fiction I've read to date, based on my world or any other writer's world, has focused on changing the writer's careful work to suit the foible of the fan writer. Romances are invented, gender identities changed, fetishes indulged and endings are altered. It's not flattery. To me, it is the fan fiction writer saying, 'Look, the original author really screwed up the story, so I'm going to fix it. Here is how it should have gone.'...The tragic ending is re-written, or a dead character is brought back to life, for example. The intent of the author is ignored. A writer puts a great deal of thought into what goes into the story and what doesn't. If a particular scene doesn't happen 'on stage' before the reader's eyes, there is probably a reason for it. If something is left nebulous, it is because the author intends for it to be nebulous. To use an analogy, we look at the Mona Lisa and wonder. Each of us draws his own conclusions about her elusive smile. We don't draw eyebrows on her to make her look surprised, or put a balloon caption over her head. Yet much fan fiction does just that. Fan fiction closes up the space that I have engineered into the story, and the reader is told what he must think rather than being allowed to observe the characters and draw his own conclusions.

[4]

By contrast, consider this statement from the introduction to an important anthology of scholarly essays about fan fiction:

Work in progress is a term used in the fan fiction world to describe a piece of fiction still in the process of being written but not yet completed....The appeal of works in progress lies in part in the ways fans engage with an open text; it invites responses, permits shared authorship, and enjoins a sense of community....Every fan story is in this sense a work in progress, even when the story has been completed....In most cases, the resulting story is part collaboration and part response to not only the source text, but also the cultural context within and outside the fannish community in which it is produced....When the story is finally complete and published, likely online but perhaps in print, the work in progress among the creators shifts to the work in progress among the readers....The source text in many cases are serial, in progress, and constantly changing, as are the fan stories set in these universes.

[5]

These writers see both the fan text and the source text as open-ended, subject to revision and expansion, providing raw material for further speculation and creative elaboration. This idea of the text as open and collaborative contrasts sharply with Hobb's notion that writers should have the last word on what happens to their characters and that any addition by fans is to be understood as signaling a flaw or error in the original work. Fans would find Hobb's suggestion that their stories tell the reader "what he must think rather than being allowed to observe the characters and draw his own conclusions" particularly baffling: since no fan story is regarded as in any way definitive or as precluding other acts of authorship. To the contrary, fans take great pleasure in reading and writing a broad range of different interpretations of the shared characters, and fan authors often may construct a number of mutually contradictory conceptions of the characters or situations even within their own body of work.

Some fans have adopted the legal term, Transformative Works, to defend their creative practices against such challenges. A transformative use is one that, in the words of the U.S. Supreme Court, "adds something new, with a further purpose or different character, altering the [source] with new expression, meaning, or message." Moby-Dick: Then And Now is a transformative work in so far as it revises and updates Melville's novel. Moby-Dick is a transformative work in so far as it takes sources, such as the story of "Jonah", as raw materials for its own storytelling. And fan fiction is transformative in so far as it transforms the critical insights we are discussing here into the starting point for new stories, developing new conceptualizations of the characters or expanding the narrative in new directions.

The Organization of Transformative Works (http://transformativeworks.org/) has emerged within fandom as an advocacy group defending the rights of readers to remix and rewrite the contents of their culture for the purposes of sharing their own interpretations and speculations. Here's part of the mission statement of the Organization for Transformative Works:

  1. We value transformative fanworks and the innovative communities from which they have arisen, including media, real person fiction, anime, comics, music and vidding.
  2. We value our identity as a predominantly female community with a rich history of creativity and commentary.
  3. We value our volunteer-based infrastructure and the fannish gift economy that recognizes and celebrates worth in myriad and diverse activities.
  4. We value making fannish activities as accessible as possible to all those who wish to participate.
  5. We value infinite diversity in infinite combinations. We value all fans engaged in transformative work: fans of any race, gender, culture, sexual identity, or ability. We value the unhindered cross-pollination and exchange of fannish ideas and cultures while seeking to avoid the homogenization or centralization of fandom.

The Organization for Transformative Works has been developing a series of short documentaries in partnership with Project NML that are designed to introduce students to the basics of another fan remix practice -- vidding. Vids are music videos which combine footage from the source text with music -- sometimes original, more often also appropriated -- for the purposes of critical commentary or artistic expression. The tradition of vids goes back to the early 1970s when fan artist Kandy Fong first began to set slides of scenes from Star Trek to music. [6] Through the years, this production practice has spread across many fan communities and in the process, fans have refined their craft and embraced new technologies that support their production and distribution. In these videos, vidders talk about this kind of transformative work in their own words, explaining what motivates them to re-edit the footage, discussing what they see as good or bad practices, and sharing some examples of their work. The videos excerpted in these documentary segments reflect some current popular fandoms, including Harry Potter, Doctor Who, Battlestar Galactica, Buffy the Vampire Slayer, and Will and Grace.

As with fan fiction, these vids start with a recognition of an unrealized potential in the original source material. While the fan fiction writer can create new situations for the characters, the vidder works with found footage, trying to use the images to illustrate a particular interpretation of the original text. The footage may be removed from context or shift perspectives to suggest alternative ways of understanding the characters. Some vids are playful and parodic, encouraging us to laugh with and sometimes at the original (see the Will and Grace video sampled here which has fun with the relationship between the music and the character's gestures); many others strive for a more serious and sometimes melodramatic tone.

The Organization for Transformative Works is seeking to document the history of this amateur media production practice and to provide a shared portal through which fan video makers can share their work. These videos are an extension of their effort to educate the public about their fan practices. The Organization for Transformative Works is mounting a legal and political defense of fan culture, one which acknowledges fan culture as a site of creative expression, as an alternative way of thinking about how stories get produced and circulated, and as a space which supports diversity and experimentation.

There has also emerged a strong set of arguments about the educational benefits of the fan community as a space of informal learning, especially for younger fans. [7] James Paul Gee has described the fan community, alongside other sites of informal learning, as "affinity spaces," asking why people learn more, participate more actively, engage more deeply with popular culture than they do with the content of their textbooks [8]. Affinity spaces offer powerful opportunities for learning, Gee argues, because they are sustained by common endeavors that bridge across differences in age, class, race, gender, and educational level, because people can participate in various ways according to their skills and motives, because they depend on peer-to-peer teaching with each participant constantly motivated to acquire new knowledge or refine his or her existing skills, and because they allow each participant to feel like an expert while tapping the expertise of others.

More and more literacy experts are recognizing that enacting, reciting, and appropriating elements from preexisting stories is a valuable and organic part of the process by which children develop cultural literacy. Educators like to talk about 'scaffolding,' the ways that a good pedagogical process works in a step-by-step fashion, encouraging kids to try out new skills that build on those they have already mastered, providing support for these new steps until the learner feels sufficient confidence to take them on her own. In the classroom, scaffolding is provided by the teacher. In a participatory culture, the entire community takes on some responsibility for helping newbies find their way. Many young writers began composing stories on their own as a spontaneous response to popular culture. For these young writers, the next step was the discovery of fan fiction on the internet, which provided alternative models for what it meant to be an author. At first, they might only read stories, but the fan community provides many incitements for readers to cross that last threshold into composing and submitting their stories. And once a fan submits, the feedback he or she receives inspires further and improved writing.

Many fan fiction website provide a process of mentoring, known as "beta-reading," through which more experienced writers critique and support emerging contributors. Fans learn both from the feedback they receive and from the process of sharing feedback with others. As a consequence, fans become better readers and writers. As educational researcher Rebecca Black argues, the fan community can often be more tolerant of linguistic errors than traditional classroom teachers and more helpful in enabling learners to identify what they are actually trying to say because reader and writer operate within the same frame of reference, sharing a deep emotional investment in the content being explored. [9] The fan community promotes a broader range of different literary forms -- not simply fan fiction but various modes of commentary -- than the exemplars available to students in the classroom, and often they showcase realistic next steps for the learner's development rather than showing only professional writing that is far removed from anything most students will be able to produce.

Much of what works here works because fan fiction exists outside of school and the people who participate do so out of deep personal and social motivations, rather than because they are assigned to write a story for a grade. Yet, this does not mean that educators can not learn a good deal from fan fiction, and this Teachers' Strategy Guide has been informed by our own research on fan cultures as sites for reading and creating stories. We believe strongly that there is a value in learning to engage with works of fiction creatively as well as critically, that the process of creating a transformative work often motivates much closer reading of the original text, that it is empowering for young people to think of themselves as authors and thus to find their own expressive voices, especially in the context of today's participatory culture. Pitts-Wiley's work with the incarcerated youth shows a similar understanding of how we might motivate reading by encouraging young people to look at established literary texts as the springboard for their own creative expression.

Sources

[1] Camille Bacon-Smith, Enterprising Women: Television Fandom and the Creation of Popular Myth (Philadelphia: University of Pennsyvania Press, 1992).

[2] George R.R. Martin, "On the Wild Cards Series," in Pat Harrington and Noah Wardrip-Fruin (eds.) Second Person: Role Play and Story in Games and Playable Media (Cambridge: MIT Press, 2007).

[3] Michael Chabon, "Fan Fictions: On Sherlock Holmes," in Maps and Legends: Reading and Writing Along the Borderlands (San Francisco: McSweeneys, 2008)

[4] Robin Hobb, as quoted in Justin, "In Defense of Fan Fiction," Swifty, Writing, November 9 2005 (link).

[5]Kristina Busse and Karen Hellekson, "Work in Progress," in Karen Hellekson and Kristina Busse (eds.) Fan Fiction and Fan Communities in the Age of the Internet (Jefferson, NC: McFarland and Company, 2006).

[6] Francesca Coppa, "Celebrating Kandy Fong: Founder of Fan Music Video," In Media Res, November 19 2007 (link)

[7] Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006).

[8] James Paul Gee, Situated Language and Learning: A Critique of Traditional Schooling (New York: Routledge, 2004)

[9] Rebecca Black, Adolescents and Online Fan Fiction (New York: Peter Lang, 2008).

How Fan Fiction Can Teach Us a New Way to Read Moby-Dick (Part One)

I'm back after an extended time on the road -- most of it I was able to spend off line, recollecting my thoughts. This is the longest time I've spent off line in almost a decade and I consider it a major moral victory. Don't get me wrong -- digital technologies have dramatically expanded my productivity, the computer has become an extension of my mind, but it also means that I sometimes can't hear myself think or separate out my own priorities from those that others, more insistent than I am, want to impose upon me. For that reason, I have come to really appreciate time when I am not online, time when I am out in the natural world and engaged with my closest friends and family all the more. I have lots to report on both my thoughts and experiences during this downtime and it's going to take me several weeks to fully catch up.

The weeks before the trip were a mad frenzy. I have spent a good portion of my summer focused on developing a Teacher's Strategy Guide on "Reading in a Participatory Culture," which will be deployed by six schools in the coming year and will eventually roll out to a much larger public. My partners in crime on this particular project include Wyn Kelly, a Melville scholar and colleague in the MIT Literature department; Jenna McWilliams, Project NML's Curriculum Specialist, and Deb Lui, a recently graduated CMS Masters student who is our primary documentary producer on this project. The initiative is funded by the MacArthur Foundation. The Project nml team is headed by Erin Reilly.

I've mentioned the guide here before. It is inspired by the remarkable pedagogical and artistic approach taken by Ricardo Pitts-Wiley, the Artistic Director of the Mixed Magic Theater. Ricardo worked to get incarcerated youth to read Moby-Dick by having them rewrite and update Melville's novel for the 21st century. Here's a section from an interview with him which I did for the guide:

I had an opportunity--and this was probably the best part of the experience for me--as a teacher to release their imaginations. Boy oh boy, no matter how much I write I'll never be able to fully capture the degree to which their imaginations were released and they released me, too, to say you don't have to play by the ABC game. You don't have to go by the numbers. You can rethink these characters and it's okay, and you can honor them and rethink them at the same time. When we started the writing process, I started by saying, "Pick a character and write a story about the character." They all chose their favorite character in the novel and wrote a story about just their character.

One of the young men who chose Ahab--it was a great story, too! Ahab was at home. He had just come back from a very successful voyage of drug dealing for WhiteThing, his boss. It was so successful that he worried that he was now a threat to the great omnipotent WhiteThing. He was making some decisions that it was time for him to either challenge the boss for control or to get out of the business. He's home, he's got this young wife, she's pregnant, and the drug lord sends agents looking for him. In looking for him, they kill his wife and unborn child. They don't get him. His revenge is based on what they did to him.

Another one chose Elijah, the prophet, and the awful dilemma of being able to see the future and no one believing or understanding what you're trying to tell them. "I'm going to warn you about this, but if don't heed my warning this is what's going to happen," and the awful dilemma that you face. His story was about 9/11. "I'm trying to tell you this is going to happen," and then nobody listened, and how awful he felt that he knew and couldn't stop it.

Another one chose Stubb, who is kind of cantankerous. He started his story, "I'm Stubb, linebacker, middle linebacker." That just was so right. I mean, you take a character and you sum it up just like that. He's playing a football game. His girlfriend, a cheerleader, gunned down on the sideline, drive-by.

Another one chose Queequeg and he made him a pimp. Wow, why a pimp? He says, "Well, when we meet Queequeg he's selling human heads, shrunken heads," so he's a peddler in human flesh. He's exotic. He's tall. He's good looking, and fiercely loyal and dangerous. That's a pimp.

Another kid chose Ishmael. He started off by saying, "Ishmael was a Navy Seal who was so high strung they kicked him out of the Navy." If you know anything about Navy Seals, I don't know how it's possible to be too high strung, but he was. Then you go back and you see he read that first chapter where Ishmael is saying, "I feel like I'm following behind funeral processions. I feel like I need to get into a fight with somebody. I better get out of here and go handle my own anxiety before I either commit suicide or lay a whole community of people to waste because I'm mad. Time to get out. Time to go to sea. I'll get away." It's a brilliant description: he was a Navy Seal who was too high strung so they kicked him out. That's exactly what Ishmael is. If you go back to Ishmael in the Bible, the discarded son, the one who got nothing, it makes a lot of sense.

Those are just examples. They were extreme, but at the same time the more extreme they got, the closer they got back to the root of the characters. And they met at the Spouter's Inn. Ultimately all these characters met at the Spouter's Inn and they rallied around Ahab who had been wronged and they knew it. In his story Pip was a soul singer, an entertainer, and they all came. He was there, but everybody thought Pip was crazy, but they took him on the voyage because they needed levity and entertainment even though they recognized that there was a message in his music, so to speak.

He later used these character sketches as loose inspiration for the creation of his own stage production, Moby-Dick: Then and Now, which remixed passages from the original novel with a more contemporary retelling set in the world of the drug trade. We are using the Mixed Magic Theater production as a point of entry into understanding the creative process and the relationship between readers and writers in new ways. When I first met Ricardo, I was taken by how much his approach had in common with what fan fiction writers do with more contemporary works. He was inviting his young students to become better readers by getting inside Melville's novel and reworking it on their own terms. What emerged might, in fan terms, be described as an alternative universe story, one where we understand the characters and their relationships better by inserting them into a new context. As the Strategy Guide has evolved, fan practices have come to play a larger and larger role in our pedagogical approach. We have, for example, been working with Laura Shaprio and Francesca Coppa (as a collaboration with the Organization for Transformative Works) to develop a series of short videos about fan vidding as part of the mix of materials we make available to teachers.

Today, I wanted to share with you a section from the guide which is intended to explain to teachers what fan fiction is and how it might inform their classroom practices. I am not so much advocating that they take existing fan fiction into the schoolroom. I suspect what is valuable to young fan fiction writers is precisely what would get lost if we imposed teacherly standards on their production. Rather, I am interested in drawing on the reading and interpretation practices that inform fan fiction to open up new ways for students and teachers to talk about fictional works. My hope is that we can teach students not only to read critically but also creatively and free them to make the books they read for school into resources for their own imaginative speculations.

I want to know what fans think of this material and so I am posting it here in hopes of soliciting your comments. There are so many teachers and librarians in fandom that I suspect you have a special stake in making sure we get this material right and a special insight into how we might bridge between these two worlds. We are in a process of iterative design with this material; we will be collaborating closely with the teachers and students involved in our study to refine and revise this material over the coming year. So, let me know what you think. Pass along your thoughts and suggestions -- through the blog comments or through personal e-mail at henry3@mit.edu.

Reading Critically and Reading Creatively

If there is a shared agenda within the diversity and fragmentation that has often characterizes the American media literacy movement, it has come through a focus on five core questions students and teachers have been taught to apply to a range of texts:

  • 1. Who created this message?
  • 2. What creative techniques are used to attract my attention?
  • 3. How might different people understand this message differently from me?
  • 4. What lifestyles, values, and points of view are represented in, or omitted from, this message?
  • 5. Why is this message being sent?

Throughout the Teachers' Strategy Guide, we address each of these core questions, although not always in the same language. When we talk about context in our discussion of remix, we are really trying to consider who created the message and why; we also encourage students to identify the techniques deployed within the remix. Our discussion of Motives for Reading helps to explain how and why "different people understand this message differently from me," and that recognition of differences in interpretation and experience are central to our understanding of how to negotiate a multicultural space. Throughout, we have reinforced the value of close reading. Through various case studies, we've applied these skills and inquiries to a range of different kinds of media texts including music videos ("Ahab"), films (several versions of Moby-Dick, Pirates 3, Star Trek: The Wrath of Khan), musical recordings (Oceana), and television shows (Battlestar Galactica) as well as our central texts -- a novel (Moby-Dick) and a stage production (Moby-Dick: Then and Now). Within various media, we have focused on different critical approaches, including considerations of narrative (Star Trek: The Wrath of Khan), acting (Patrick Stewart in Moby-Dick), art direction (Pirates 3), and camera work/editing (John Huston's Moby-Dick). We have embraced the core goals of the media literacy tradition, but we are also expanding its vocabulary and introducing some new perspectives. We are trying to reflect through our pedagogy some significant shifts in the media environment at a time when more and more young people are entering the participatory culture.

In this section, we want to turn our attention to question 4 -- "What lifestyles, values, and points of view are... omitted from this message?" Here, pay attention to the word, "omitted." What's not in the text is seen here as consciously or unconsciously excluded; often there's a hint that certain ideas or perspectives are being silenced, marginalized, or repressed. This formulation sets the reader in ideological opposition to the text while maintaining a clear separation between producers and consumers. This understanding reflects a moment when the power of mass media was extensive and the average consumer had no real way to respond to the media's agenda except through critical analysis. In a participatory culture, however, any given work represents a provocation for further creative responses. When we read a blog or a post on a forum, when we watch a video on YouTube, the possibility exists for us to respond -- either critically or creatively. We can write a fierce rebuttal of an argument with which we disagree or we can create a new work which better reflects our point of view.

Schools have historically taught students how to read with the goal of producing a critical response; we want to encourage you to also consider how to teach students how to engage creatively with texts. Under this model, we should still be concerned with what's not in the text; the difference is in what we do about it. Yochai Benkler argues that we look at the world differently in a participatory culture; we look at it through the eyes of someone who can participate. [2] Just as we saw in the Motives for Reading unit, we read for different things depending on our goals, we also watch for different things if we want to use the experience of reading as the starting point for writing criticism or as a springboard for creative expression At its worst, reading critically teaches us to write off texts with which we disagree. At its best, reading creatively empowers us to rewrite texts that don't fully satisfy our interests. Keep in mind that we may rewrite a text out of fascination or out of frustration, though many writers are motivated by a complex merger of the two.

Reading Fan Fiction

Fan fiction represents a vivid example of reading creatively and critically. Fan fiction refers to original stories and novels which are set in the fictional universes of favorite television series, films, comics, games or other media properties. Some of the earliest fan fiction was inspired by Star Trek in the 1960s. Today, fans write thousands of stories each year devoted to hundreds of different media texts. The writers are often amateur; the stories are labors of love. Many of these stories are distributed online. Historically, women wrote the majority of fan stories, though men have become more actively involved as fan fiction has moved onto the Web. Some stories are written by teens; many more are written by adults. Harry Potter and various anime/manga fandoms have become central sites for youth expression.

Some of the stories are appropriate for high school students; some are more sexually explicit. Fans typically include some kinds of rating at the start of the story indicating its graphicness, often using the same G, PG, R, and X ratings used for motion pictures. There is no consistent relationship between the ratings of the "source text" (the original work which inspired the story) and the ratings of the fan text -- so one can imagine a Sex and the City story that only deals with shopping and a Harry Potter story depicting carnal relations between the characters.

Fan authors and critics have developed their own vocabulary for talking about these works with many of the terms reflecting fan-oriented genres or describing the complex set of negotiations between the fan text and the source text. Some of the terms reflect the desire of fans to be as respectful as possible to the original work, such as the distinction between stories that are "in" or "out of character"; others, such as "alternate universe," signal works which break more dramatically with the original material. Fans generally scorn "Mary Sue or Barry Sue" stories where authors insert idealized conceptions of themselves into the fictional world often at the expense of the more established characters. Fans often use Author's Notes (AN) to explain the relationship of their stories to the source text. Even the concept of the original work as a "source" tells us a great deal about the ways fans think about the creative process.

In her book, The Democratic Art, poet Sheenagh Pugh discusses what motivates large numbers of women to write fan fiction. [3] She suggests that some fans want "more from" the original source material because they felt something was missing and some write because they want "more of" the original source material, because the story raises expectations that are not fulfilled. Pugh discusses stories as addressing two related questions -- "what if" and "what else." Pugh's discussion moves between fans writing about science fiction or cop shows and fans writing about literary classics (for example, Jane Austen's novels). She focuses mostly on the work of amateur writers yet she also acknowledges that a growing number of professional writers are turning their lenses on canonical literature and extending it in new directions. She opens her book, for example, with a discussion of John Reed's Snowball's Chance (2001) which rewrites George Orwell's Animal Farm. Other examples might include Isabelle Allende's Zorro (based on a pulp magazine character), Gregory Maguire's Wicked (The Wizard of Oz), Jean Rhys's Wide Sargasso Sea (Jane Eyre), Tom Stoppard's Rosencrantz and Guildenstern Are Dead (Hamlet), J.M. Coetzee's Foe (Robinson Crusoe), Linda Berdoll's Mr. Darcy Takes a Wife (Pride and Prejudice), Nicholas Meyer's Seven Percent Solution (Sherlock Holmes), Alice Randall's The Wind Done Gone (Gone With the Wind), and Sena Jeter Naslund's Ahab's Wife (Moby-Dick).

While such works are sometimes described as post-modern, such practices run throughout the history of literature and as Abigail Derecho notes, this mode of creative reworking of canonical literature has been a way some female authors have asserted their perspectives onto their culture. [4] If anything, modern conceptions of copyright have slowed down a long-standing tendency of people to retell existing stories. Fan fiction revitalizes that creative impulse, operating in a world where many different people might retell the same story and in the process, expand the range of potential interpretations of the source material. Here, for example, a veteran fan fiction writer speaks about what motivates her to read and write such stories:

What I love about fandom is the freedom we have allowed ourselves to create and recreate our characters over and over again. Fanfic rarely sits still. It's like a living, evolving thing, taking on its own life, one story building on another, each writer's reality bouncing off another's and maybe even melding together to form a whole new creation. A lot of people would argue that we're not creative because we build on someone else's universe rather than coming up with our own. However, I find that fandom can be extremely creative because we have the ability to keep changing our characters and giving them new life over and over. We can kill and resurrect them as often as we like. We can change their personalities and how they react to situations. We can take a character and make him charming and sweet or coldblooded and cruel. We can give them an infinite, always-changing life rather than the single life of their original creation. We have given ourselves license to do whatever we want and it's very liberating.... If a story moves or amuses us, we share it; if it bothers us, we write a sequel; if it disturbs us, we may even re-write it! We also continually recreate the characters to fit our images of them or to explore a new idea. We have the power and that's a very strong siren. If we want to explore an issue or see a particular scenario, all we have to do is sit down and write it.

[5]

This statement beautifully captures our participatory model of reading: the text as written is the starting point; readers may be motivated to respond to the work by creating new works. Literary works do not simply enlighten us; they also inspire us or perhaps more accurately, they provoke us.

To understand this provocation, we might consider two closely related concepts -- negative capability and the encyclopedic impulse. The term, "negative capability," emerges from the writings of the poet John Keats, who first coined the term by explaining: "I mean Negative Capability, that is when man is capable of being in uncertainties, Mysteries, doubts without any irritable reaching after fact & reason." We use the term to refer to any meaningful gap or detail in a text which allows readers to draw on their own imaginations. [6] Consider, for example, a horror film where the monster remains in the shadows and thus becomes more terrifying as we flesh it out in our minds. The less the filmmaker shows us, the more we are able to imagine something that terrifies us. The minute the monster comes into the light, we are stuck with whatever the filmmaker thought we would find fearsome.

As we have seen above, all art works are incomplete and depend on the "beholder's share" to put together the pieces, to read across the gutter, to fill in the gaps, choose your own metaphor. Some artists purposefully create nooks and corners for their more creative readers to play in, while other authors want to close things down as much as possible. We might read J.K. Rowling (Harry Potter) as an author who is torn between these impulses -- sometimes wanting to encourage fan readers and writers to take the story in their own directions, increasingly attempting to close off speculations that differ with her own interpretations through verbal response or continued annotation of her fiction, even through legal action.

Closely related to this artistic practice of negative capability is an encyclopedic impulse on the part of readers who want to know all of the details of a favorite story. For a work to become a cult movie, Umberto Eco suggests, it must come to us as a "completely furnished world so that its fans can quote characters and episodes as if they were aspects of the private sectarian world." [7] The work must contain a rich array of information that can be drilled, practiced, and mastered by devoted fans. Yet, the text will ultimately fall short of the fan's hunger to know everything, and so part of what motivates fans to write their own stories is this desire to get "more from" and "more of" a work that has given them pleasure. Negative capability describes this phenomenon from the point of view of the producer, who wants to create opportunities for audience engagement and participation; the encyclopedic impulse describes it from the point of view of the consumer who demands coherence and continuity and who is motivated towards further speculation and expression.

Many literary critics would describe a great book as one where everything is there for a reason and nothing is missing that wouldn't detract from our experience as a whole. Director's cuts and DVD extras suggest otherwise. At least in the worlds of film and television, many things remain on the cutting room floor -- some of what gets left out improves the work by its absence, some of it might have made a meaningful contribution, and some may radically transform our understanding of the whole. DVDs often label these segments "deleted scenes," inviting us to take pleasure in seeing behind the scenes in the production process and second guessing the creative decisions of the producers. For example, the DVD for Aliens includes a scene where Ripley reacts to the news that her daughter has grown up and died during the time she has been in suspended animation in space; the scene can provide a different understanding of what motivates her intense efforts to protect and rescue the young girl Newt. A scene added for the Director's Cut of Bladerunner, linking Deckard's dream of a unicorn (in the original cut) with a shot of an origami unicorn left outside his dorm (in the director's cut) implies that he may be a replicant, because people from the Corporation know the contents of his dreams.

We might contrast this focus on deleted scenes with a genre of fan fiction called "missing scenes." Here, fans add to the fiction, offering their own versions of what might have happened during scenes absent from the original source. These scenes may be as simple as showing how other characters reacted to the news of the events shown in a particular episode; they might show us what happened before or after a key turning point, allowing us a deeper understandings of the character's motivations or the impact of their actions. So, the term, "deleted scenes," holds onto the idea that authors get to determine what belongs in their story, while the term, "missing scenes," allows fans to decide for themselves what parts of the story they want to see. Both can represent creative contributions to our understanding of the work but they have different kinds of status because our culture tends to value the original author over their readers. Many fans will distinguish between canon (elements contributed by the author) and fanon (speculations proposed by fans), with the first providing an agreed upon baseline in their conversation while the second is taken as apocrypha.

[1] Center for Media Literacy, "Five Key Questions Form Foundation for Media Literacy," http://www.medialit.org/reading_room/article677.html

[2] Yochai Benkler, The Wealth of Networks: How Social Production Transforms Markets and Freedom (New Haven: Yale University Press, 2007).

[3]Sheenagh Pugh, The Democratic Genre: Fan Fiction in a Literary Context (London: Seren, 2006) . See also Henry Jenkins, Textual Poachers: Television Fans and Participatory Culture (New York: Routledge, 1992).

[4]Abigail Derecho, "Archontic Literature: A Definition, a History, and Several Theories of Fan Fiction," in Karen Hellekson and Kristina Busse (eds.) Fan Fiction and Fan Communities in the Age of the Internet (Jefferson, NC: McFarland and Company, 2006).

[5] Henry Jenkins, "'Normal Female Interest In Men Bonking': Selections from the Terra Nostre Underground and Strange Bedfellows," in Fans, Bloggers, and Gamers: Exploring Participatory Culture (New York: New York University Press, 2006).

[6] Geoffrey Long, Transmedia Storytelling: Business, Aesthetics, and Production in the Jim Henson Company, Master's Thesis, Comparative Media Studies Program, MIT, http://cmsw.mit.edu/transmedia-storytelling-jim-henson-company/

[7] Umberto Eco, "Casablanca: Cult Movies and Intertextual Collage," in Travels in Hyperreality (New York: Harcourt Brace, 1986).

What Does Popular Culture Have to Do With Civic Media?

The following post originally appeared on the Media Shift Idea Lab blog, which is run by the Knight Foundation as part of their ongoing focus on civic media and citizen journalism. If you don't know this blog, you should. Regular contributors include such key thinkers in this area as Dan Gilmor, Jay Rosen, Gail Robinson, Ian Rowe, J.D. Lasica, Leslie Rule, Mark Glaser, Lisa Williams, and many others. It is a great space to go and learn about how new technologies and cultural processes are being deployed to enhance civic engagement. I had the chance to hang out with many of these folks last week at a conference we hosted at MIT. The Center for Future Civic Media is collaborating with the MIT Communications Forum to host an ongoing series of conversations about media and civic engagement. This past term, we hosted two such exchanges --- "Our World Digitized: The Good, the Bad and the Ugly," an exchange between University of Chicago law professor Cass Sunstein (Infotopia: How Many Minds Produce Knowledge) and Harvard University law professor Yochai Benkler (The Wealth of Networks) and "Youth and Civic Engagement" with University of Washington political science professor Lance Bennett, actvist Alan Khazei (Be the Change), and our own Ingeborg Endter (formerly with the Computer Clubhouse project, now a key player at the Center for Future Civic Media.) These events are now available on audiocast: you can find "Our World Digitized" here and "Youth and Civic Engagement" here. What follows are some personal reflections on a theme touched upon in the first exchange and explored more deeply in the second -- the relationship of popular culture to civic engagement.

Despite its title, the goal of the Benkler/Sunstein exchange was not to sort through which of us was "the good, the bad, or the ugly" or even to present a debate between an Internet critic and an advocate. My own sense is that both Sunstein and Benkler have more complex, more multivalent perspectives on contemporary digital culture than is generally acknowledged. I know that both writers are ones I regularly teach in my classes and both raise questions which we need to address if we are to develop a sophisticated understanding of how and why civic engagement operates in the digital era. Our discussion was far reaching and defies easy description or summary here. You will have to listen to it yourself.

Near the end of the session, one of my graduate students, Lana Swartz (bless her soul!), asked a question about how popular media and participatory culture fit into their ongoing discussion about the state of American democracy. Neither speaker was fully prepared to address this question, though Sunstein showed in the process a previously unsuspected enthusiasm for Lost. As a moderator, I had not felt it was my place to introduce my own perspectives on this question so I wanted to take advantage of this space to spell out a bit more about why I think Sunstein should pay more attention to the way popular culture gets discussed on the web.

A core premise running through Sunstein's two most recent books, Republic.com and Infotopia is this concern that despite or perhaps even because of the dramatic expansion of the information environment brought about by the introduction of the web, most of us are accessing a much narrower range of opinion than previous generations in part because of our tendency to filter out news that is not personally interesting to us, in part because many of the forums we frequent do not have strong mechanisms for insuring diversity of perspective, and in part because such groups tend to develop very firm yet polarizing consensus over time which further narrows what gets said. I first read Sunstein's argument when I was asked to be a respondent to his article, "The Daily We," for Boston Review.

At the time, I wrote:

Sunstein assumes that we join virtual communities primarily on the basis of ideological identifications. Yet, many, if not most, Net discussion groups are not defined along party affiliations but rather around other kinds of shared interests--hobbies or fandoms, for example--which frequently cut across political lines. The fact that you and I both watch Buffy the Vampire Slayer may or may not mean that we share the same views on gun control. Many ideological questions may surface in such contexts: aviation buffs debate the naming of an airport after Ronald Reagan, the fans of a particular soap opera debate the moral choices made by a character. Sometimes these exchanges produce flame wars, sometimes mutual understanding. Still, they bring together people who would have had little or no prior contact and thus constitute contexts where more diverse opinions can be heard. We should not underestimate such exchanges by maintaining a crisp separation of political dialogue from other kinds of social interaction.

Then as now, I find Sunstein's argument most convincing when he is speaking about those communities which are defined explicitly around political communication, i.e. the kinds of communities that law professors are most likely to spend time studying. Yet, they seem to break down as we move towards other kinds of communities, such as the fan communities which I most often explore.

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

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

At the same time, the nature of popular culture means that it continually raises social, political, and ethical issues; popular media projects something of our hopes and fears and as such, it provides us a context for talking through our values. Research for example shows that fans of reality television shows spend more time talking about ethical issues than trying to predict the outcomes. Indeed, on a fan discussion group, there is an active desire for diversity of background and perspective to sustain the conversation and allow all participants to get new insights which refreshes their relationship with the series. In some cases, the community is engaged in a collective activity of problem solving, as in the case of the Survivor spoilers I discussed in Convergence Culture or for that matter, the various groups online trying to figure out the mysteries of Lost.

In many cases, these groups are seeking to make predictions which have, in the end, right or wrong answers: someone's going to win Survivor; someday, we hope, we will know what's really going on on that island. As such, they split around competing theories, often adopting perspectives which are adversarial in the same sense that a court of law is adversarial: competing sides contest each claim made in the hopes of getting closer to the truth. Such communities, thus, have mechanisms built into them that insure that competing truth claims get heard and that the relationship between them get played out at a fairly deep level. Many of these mechanisms look very much like the solutions which Sunstein proposed for insularity and polarity in Infotopia, but they are being applied to less "serious matters."

Again, though, we can't assume that no important civic discussions take place here. Consider, for example, the representation of an American political campaign depicted in the final season of The West Wing, which was depicted as a contest between Alan Alda as a thoughtful maverick Republican (closely model on John McCain) and Jimmy Smitts as a minority candidate who refuses to play old style race politics (modeled on Barack Obama). In the course of the season, both fictional candidates rehearsed themes, issues, and rhetorical styles which were designed to play to a "purple America" and were intended to be a utopian alternative to the 2004 campaign cycle. More and more, it looks like this fictional campaign was in fact a rehearsal for our current presidential season and that the program, in effect, market tested a range of new ways of framing the relationship between the two parties. Surely, we have to see such a process as deeply bound up with our contemporary understanding of civic engagement. The program both educated us about core civic concerns and gave us a new framework for thinking about what a good candidate might look like. And because the program was watched by people from all ideological stripes, it offered a context for a bi-partisan or "post-partisan" exchange at the same time we were incapable of talking to our neighbors about politics in the real world.

In Convergence Culture, I argue that we are learning through play skills which we are increasingly deploying towards more serious purposes: in this case, a generation of young people may have found their voice in online debates and discussions around their favorite television programs. In this space, they felt empowered to express and argue for their points of view, precisely because talking about popular culture lowered the stakes for everyone involved. And it was through these conversations that they developed a strong sense of social ideals and values which they carry with them as they venture into real world political debates. I am unshamed to say that much of what I now believe about diversity and social justice I learned growing up watching Star Trek in the 1960s, watching a multiracial crew operate as friends and team members on the bridge, seeing how they responded to the challenges posed by alien societies radically different from their own.

And this brings us to the second of the MIT Communication Forum events on youth and civic engagement. For me, one of the most exciting development of the past year has been watching the dramatic increase in youth participation in the Democratic and Republican primaries, seeing so many young people vote for the first time. Our speaker, W. Lance Bennett, edited an important new collection of essays for the MacArthur Foundation's Digital Learning and Youth series at the MIT Press, which is essentially reading for anyone who wants to understand what current research tells us about young people's civic lives online. You can read the book for free online.

In his introduction to that book, Bennett outlines conflicting claims about young people's relations to civic life: one which sees them as apathetic, ill-informed, and disinterested because they tend to shy away from traditional civic organizations, tend to get news from nontraditional sources, and tend to be skeptical if not cynical about the claims made by political leaders. The other sees strong signs that their experience as media producers and participants in online communities, are giving them a much greater sense of empowerment, creating a stronger sense of shared social responsibilities, and are leading them to feel more comfortable speaking out about what they believe in. Bennett argues that those who want to get young people more involved in the political process, including the designers of future civic media or the developers of school curriculum about politics, need to spend more time studying the kinds of civic lives young people do find engaging and examining the language which speaks to this generation.

Bennett notes that most campaigns spend little time addressing young people's concerns because they are seen as a hard to reach demographic which rarely makes a difference in elections. We will see whether these patterns hold, given the amount of attention now being paid for the centrality of the youth vote to the Obama campaign. As we look back through the aftermath of the current campaign season, we will certainly want to think long and hard about what impact YouTube parodies, Saturday Night Live, The Daily Show, and Stephen Colbert had on young people's engagement and participation in this election and will want to pay attention to how each of the major candidates have tapped into references to these shows as a way of reaching young voters.

So, what does popular culture have to do with civic media? More than many law professors might assume...

MC Lars, "Ahab," and Nerdcore

My major focus this month is on developing a teachers strategy guide for Project nml on "Reading in a Participatory Culture," which uses as its major case studies: Herman Melville's Moby Dick and Ricardo Pitts-Wiley's Moby Dick: Then and Now. I've written about this project here before in essays on "The Whiteness of the Whale" and "Was Herman Melville a Proto-Fan?" A central theme in the project has to do with how we bring contemporary cultural concepts of remix culture into conversation with the study of more traditional literary texts. We want to get teachers to think a bit more about writers as existing in conversation with their cultures rather than as original creators. Teachers have long asked students to write about Biblical Allusions in Moby Dick, say, without fully working through what it means that Melville draws upon, reworks, and ascribes new meaning to the story of Jonah, who surfaces directly through sermons or discussions of whaling lore and implicitly through the fate of Ahab's crew.

As I was speaking on this project recently, a member of the audience shared with me via his iPod a recording of MC Lars's song, "Ahab," which has now become an integral part of my work on the project. I thought I would share with you today some work in progress which looks at MC Lars and the Nerdcore movement as a way into thinking about contemporary remix culture. Hope you Enjoy.

MC Lars, along with Sir Frontalot, mc chris, Optimus Rhyme and Baddd Spellah, is widely considered to be a founder of the so-called "nerdcore" movement. Nerdcore refers to a subgenre of hip hop music whose themes and images are drawn from subject matter generally considered of interest to geeks: games, science and science fiction, computers and digital culture, and cult media in particular. Like other nerdcore performers, MC Lars often incorporates allusions to films, television shows, comics, and novels into his work.

For example, consider his video for "Space Game" which not only celebrates the virtues of early arcade games but also makes references to characters from Star Wars (Darth Maul, Boba Fett, Sith girls, etc.), Lost in Space (Dr. Smith), Classic Star Trek (Captain Kirk, Scotty, Spock) Star Trek: The Next Generation (Q, The Borg) , 2001:A Space Odyssey (Hal), The Matrix (Neo and Morpheus), X-Men (Magnito), Superman (Zod), even Doctor Seuss ("The Obleck"). In the later verses, the song lays claim to being "postmodernist" (under the banner of Robert Ventura and Andy Warhol) and lays smack down on modernists such as T.S. Elliot, Ezra Pound, Virginia Wolfe, Joseph Conrad, Franz Kafka, e.e. cummings, Wallace Stephens, and Frank Lloyd Wright. Watching this video with your students might be a good way to help them understand what an allusion is and how it creates a juncture between old and new stories and in this case, between high art and popular culture.

Several of MC Lars songs, including "iGeneration" and "Download this Song,"constitute manifestos for those who have grown up in a world where music is easy to access and where remix is part of what it means to consume popular culture. As one critic explained, "MC Lars is a member of what he dubs the "iGeneration," a group born and raised in the time of the Ninja Turtles, cassette tapes and new wave music, who now live in the age of Desperate Housewives, Sidekicks and screamo bands. These are the kids who have grown up using the Internet as a part of their every day life. They can conveniently carry 5,000 songs in their pocket, but are faced with the glooming fact that the world's oil supply and Social Security will both run out in their lifetime. MC Lars is the hero of this new generation, addressing their thoughts and every day struggles in his music."

The "iGeneration" has in return deployed all of the resources of participatory culture to do their own mash-ups to MC Lars songs, such as this version of "iGeneration" which combines characters from the Japanese Anime, Naruto, with a visual style associated with iPod advertising, and another fan video which deploys images from advertising, news, The Matrix, and Battleship Potemkin. So, how do the two different image tracks deployed here change the meaning or bring to the surface different aspects of the original song?

"Ahab" should be understood in this larger context, one of several songs which MC Lars, has composed based on cannonical literary works which he reads with the same playful irreverence with which he approaches icons of science fiction culture. "RapBeth" represents his hip hop ode to William Shakespeare, while "Mr. Raven" signals his respect for Edgar Allen Poe.

MC Lars has a degree in English Literature from Oxford University and has said that he would have pursued a career as an English teacher if he hadn't found success as a hip hop performer.

He jokingly told one interviewer, "I read Moby Dick, and I thought it was a great book but it was really long, so I tried to put it into three minutes." "Ahab" does manage to include a high number of reference points in the novel, some of which are expressed through the lyrics (such as the reference to the gold doubloon which Ahab nails to the mast or the shoutouts to Queequeg), some through the visual iconography of the video (for example, the scar on Mc Lars's face or his peg leg). For example, the line, " Hey Ishmael... can I call you annoying?," plays upon "Call Me Ishmael," which is probably the single most famous phrase in Melville's novel. The repeated chorus, " Peg leg, sperm whale, jaw bone, what!," not only refers to some of the recurring icons of the narrative but also hints at the novel's linkage of Ahab's leg with the Ivory of the whale. The conflict between Ahab and Starbuck is hinted at by "You're Never going to find him! He's a big sperm whale. The ocean is enormous!" while other lines hint at Ahab's self absorption and solitude, "excuse me while I go be melancholy in my room!" Another lyric neatly captures a key subplot in the novel: "Pip went insane when he almost drowned, So profound when he shrieks like a little sailor clown." The visual logic of the video, which takes us under water and then into the mouth and through the belly of the whale, may hint at the story of Jonah, who is swallowed by a great fish, which Melville reads as a whale, while the hectoring figure in the turban here may suggest Elijah's warning.

What other references to the novel do you and your students identify here?

Would the song even make sense if the listener did not have at least a broad exposure to the major themes and plot twists of this classic American novel? That's the essence of an allusion: MC Lars is able to shorthand Moby Dick because so many of his listeners will already know the story through other media representations if not through a direct experience of the book. MC Lars simply has to point us in the right direction and our mind fills in all the rest with much of the humor here stemming from the brevity with which he is able to sum up elements of such a vast and intimidating work.

Yet, the song also suggests some of the interpretations of the song which arise in high school literature classes. Ahab described himself as a "monomaniac," draws parallels to Oedipus, talks about "hubris" as his "tragic flaw," defines the book's conflict as "man vs. beast," and sums up the book's message as "revenge is never sweat." All of this is the stuff of Spark Notes and bad high school essays, suggesting a work which isn't simply familiar to us the first time we read it, but also may come predigested, neatly broken down into familiar modes of literary analysis.

The sense that "Ahab" is responding to the rituals of the English classroom is further hinted at through the visuals here, which depict a group of students re-enacting Moby Dick, and ends with a shot from the wings as the performance concludes and the audience applauds. The Nerdcore movement, in general, tends to embrace low tech and amateur looking graphics in many of its videos, hinting at the Do-It-Yourself culture which inspires them and their audiences. Ironically, here, the stagecraft is more elaborate than would be likely to be seen in any school play, making, perhaps, a reference to the spectacular and equally unlikely high school productions of films like Apocalypse Now depicted in the cult classic, Rushmore. Either way, though, the visuals reinforce lyrics which connect Moby Dick back to the classroom, suggesting that the video may be in some sense a thumbing of the nose at the practices of secondary education, even as it is also an affectionate tribute to the novel itself.

Like many examples or remix, the song combines its primary source -- Moby Dick -- with a range of other allusions. "Ahab" evokes a range of contemporary reference points which would have been anachronistic in Melville's novels, such as Steve Wozniak, the Mariana Trench, Titanic, and Finding Nemo (suggested by the clown fish at the end of the video) Is the suggestion here that the novel remains relevant to contemporary concerns or that it is hopelessly out of date?

A tossed off reference to "a Supergrass beat" acknowledges another group whose music MC Lars has sampled for this song. Remix often gets described as "plagiarism," yet in fact, it can be seen as the opposite of plagiarism: plagiarists usually seek to cover their tracks, masking the sources of their material, and taking claim for them. Remix, on the other hand, depends on our recognition of that the material is being borrowed and often depends on our understanding of the specific contexts it is borrowed from. This song would be meaningless if we did not recognize its references to Herman Melville. And it says something about the ethics within this community that the songwriter wanted to acknowledge the beats that he sampled, even if the reference makes little sense within the context of its re-purposing of Moby Dick.

So, the above discussion suggests some questions which you and your students might want to ask about any remix:

What was the context within which the remix was produced?

In this case, we read "Ahab" in relation to Nerdcore as a specific subgenre of hip hop, one which makes extensive use of allusions to forms of culture which are valued by its "nerd" audience, including video games, science fiction, and cult media. In this case, we also saw it as part of a larger strand in MC Lars's work which appropriates themes from works commonly taught in high school and college literature classes, acknowledging his own educational background and professional experiences.

What content is being repurposed here?

In this case, the primary source material is Moby Dick and to beats taken from a song by Supergrass. The song also makes a series of topical references.

What relationship is being posited between the remix and the original work?

"Ahab" is a good natured parody, one which deflates the elevated reputation of the original novel, even as it pays respect to its potential continued relevence to the present day. The song may be harsher towards some of the ways novels get taught through schools. Like several of MC Lars' other songs, "Ahab" blurs between high art and popular culture, suggesting an ongoing criticism of cultural hierarchies.

Are the works of the same or different genre?

Moby Dick is a literary epic with tragic overtones; "Ahab" is a music video with comic overtones.

Are the works of the same or different media?

Moby Dick was a printed novel; "Ahab" was a music video distributed primarily through YouTube.

How does the remix tap or transform the original meaning?

Some of both. The song remains surprisingly faithful to the themes and narrative of the original novel, even as it shifts the tone by which we understand these elements.

What techniques are deployed in reworking the original?

There's a lot going on here. First, the song compresses the complex and lengthy novel into a series of evocative phrases which summarize key themes and plot elements. Second, the song relies on anachronisms to hint at the relationship between past and present. Third, the song incorporates key phrases from literary analysis to suggest a particular set of interpretations of the novel. Fourth, the staging of the music video is intended to evoke a school pageant, again hinting at the relationship of this text and higher education. Fifth, the song's bouncy beat transforms the tone and spirit of the original book, inviting us to have fun with the story rather than taking it totally seriously.

I welcome any feedback from serious nerdcore fans: "Ahab" was really my introduction to the genre and I want to get this right. I'd also love to be in touch with MC Lars, if he's out there reading this.

"What Is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part Two)

What criteria should we use to evaluate good and bad remixes?

I think that, as with any work of art, the criteria for judging whether a remix is 'good' or 'bad' is largely subjective and what some people passionately love, others will think is a complete waste of time. I believe there is no artistic work in existence that everyone on planet earth would unanimously agree is 'good.'

Having said that, for the purposes of the Total Recut Video Remix Challenge, I have set some general criteria for the public and for the judges to use as guidelines when rating the videos. These are overall impact, which will account for 50% of the marks, creativity for 25% and communication for the remaining 25%. If you were to analyse a video remix that is generally accepted as being 'good', for example Titanic 2: the Surface by Robert Blankenheim, we can see that the video is exceptionally well produced, so much so that you could easily believe that is a genuine trailer for a new Titanic movie! The basic idea behind the piece is very clever and well executed on every level. Personally, I think that believability is a recurring theme in many of the most popular and well received video remixes. For these types of remixes, it is a huge challenge to convince the viewers that what they are watching is real. There is a long history of people messing with media channels to communicate a message effectively, e.g. Orson Welles War of the Worlds broadcast and I feel that speaking to an audience in a language that they are intimately familiar with, e.g. movie trailers, is an excellent way to communicate a message. The Adbusters movement have been 'culture-jamming' for decades, mostly in the medium of print, but I expect a lot of video remixed work to emerge in this niche in the future.

But what about 'bad' remixes? Well, it is fantastic to see that so many amateur video makers are trying their hand at producing video remixes, however, as with every art form, the ratio is usually about 10% quality, 90% garbage. The ratio holds true in the case of video remixes. Here is an example of a particularly poor effort, but hopefully the creator will stick at it and improve as they produce more work. Having said that, production skills are not necessarily the be all and end all. Sometimes, the idea is strong enough to bring the video popularity even if the production values are not 100%.

An interesting debate has sprung up around so-called 'YouTube Poop' videos. To some people, these types of videos seem to make no sense, are offensive and are even difficult to watch. People said similar things about punk. Personally, I think that YouTube Poop videos are some of the most potent examples of remixed videos out there, and although they may not be attempting to communicate a particular underlying message, bearing more resemblance to stream-of-consciousness poetry, they have their own artistic merit. But I am certain that many people would consider them to be 'bad' remixes.

The statement above implies that you think the current influx of remixes and recuts is a product of shifts in the technological environment. Yet, we could point to a much older history of cut-ups, collages, montages, scratch video, fan video, running back across much of the 20th century. Remix was part of 20th century life well before digital tools and platforms arrived. What factors do you think have given rise to our current remix culture?

I agree with you that remix itself is by no means a new phenomenon. In fact, it dates back as far as we can trace human history. The earliest example I am aware of is the anagram, which is essentially taking the building blocks of a word, i.e. the letters, remixing them into a new order that creates a new word and a secondary meaning and association by connecting the first word to the newly formed second word. There have been examples of remix in every creative art since time immemorial. For example, in art, the obvious one is collage. In music, folk music was spread by word of mouth, and so when one person would learn a new song from someone else, they would often apply their own variations to it, essentially remixing it to suit their own style.

In more recent times, in the history of recorded music, music remixes date back at least to the 1950's, when Bill Buchanan and Dickie Goodman remixed Orson Welle's War of the Worlds with various musical snippets. In the world of film and video, recuts and remixes have been in existence since the art of editing was invented. Some of the most well known filmmakers that experimented in the field of remix and montage as far back as the 1920s include the Russians, Sergei Eisenstein and his mentor Lev Kuleshov. Joseph Cornell and Hans Richter also experimented in the genre in the early part of the 20th Century.

The distinct difference between the work that was produced by these masters and the video remixes that we see today on Total Recut and YouTube, are that now the tools of production have been democratized. What was once an art form confined to professionals who could afford expensive film-making equipment and distribution companies with established networks and connections, is now affordable to the majority of creators in the western world. Anyone with a computer and an internet connection today can produce and distribute their work for costs close to zero. Every new computer comes shipped with editing software, video content is widely available on video sharing networks like YouTube and the Internet Archive, and it is easy to reach a potentially large audience by uploading your video to one of these sites.

The net result is that the medium is evolving. Video remix includes everything from movie trailer recuts, political parodies, music mash-ups, subvertisements, fan made vids, machinima, overdubs and many others. There is no doubt in my mind that many other sub-genres will evolve as more and more people begin to experiment in this area.

In your thesis, you suggest that video recuts are "stifled by overzealous copyright owners who are over-protective of their work." What can you tell us about current legal responses to the remix community? Are there any signs that the studios are becoming more accepting of remix culture as remixes become more widespread on sites like YouTube and are finding their way back into commercial media channels?

Of recent times there has been a serious crackdown on video sites like YouTube where copyright owners have made claims of copyright infringement and the videos have been taken down, in compliance with the DMCA. Unfortunately, many remixed videos that legitimately make fair use of copyrighted content are being caught in the crossfire of outright piracy. I feel it is very important to highlight the distinction here as this is possibly the number one reason why the remix community gets targeted and bullied by 'overzealous' copyright owners. If somebody rips an episode of Lost from DVD, for example, and uploads five ten minute segments of the episode to YouTube unchanged and without permission, this is piracy and should definitely not be condoned. ABC Studios would be completely within their rights to request that YouTube remove these infringing videos from their site. However, if someone were to sample small clips from various episodes of Lost, recut them, add effects and overlay a soundtrack from the classic 80's TV show The A-Team, this would clearly be a fair use of the copyrighted material.

Unfortunately, the filtering technology that has been developed to track copyrighted material cannot distinguish between these different types of videos, and fair use video remixes are being wrongfully taken down from YouTube every day. One of the problems here is that the creators of these ingenious videos are unaware that they are within their rights to file counter notifications against copyright infringement claims that they believe to be false. In my own case, I had three of my remix videos removed by the BBC, Paramount Pictures and 20th Century Fox, which led to my YouTube account being disabled. Three strikes and you're out. Each of the videos were less than three minutes long, and the use of copyrighted material in them was clearly fair use. I filed counter notification claims with each of the allegators through YouTube, which is a relatively straightforward process. The BBC conceded that my video was a fair use and the other two companies did not respond within the DMCA time limit and so my three videos were put back up and my account was reinstated.

I am certain that there are many other people out there who have had similar experiences but did not realise they could do anything to get their videos put back up. I would encourage anyone who feels that their work is fair use to file counter notifications and to make sure that their videos are put back online. Alternatively, they can upload them to Total Recut!

On a more positive note, I have noticed a trend among some of the larger media corporations that suggests that they are becoming more accepting of user generated remix videos that sample from their copyrighted material. Some, including Sony Pictures, Lionsgate and Warner Bros have even dabbled with remix contests of their own to coincide with the release of their movies including School of Rock, A Scanner Darkly and Rambo. We have also recorded a significant exponential increase in the number of video recuts being uploaded to the web every day and less being taken down, which suggests that more people are getting interested in the area and that copyright owners are beginning to realise the potential benefits of allowing, and possibly even encouraging their fans to play with the content they produce.

In my opinion, video remixes are a free form of advertising for copyright owners and also create more devoted fans of the original work. In a few years, we will all look back and it will be mind boggling to think that big media companies tried to stop fans of their content from creating remixed videos that actually served to promote the original work, as well as being entertaining pieces in themselves.

Your site features a space for political remixes. Do you see remix as an important form of political speech?

I personally feel that remix is one of the best ways for people to voice their opinions and increase their chances of being heard. What better way is there of communicating how you would like George Bush to act than to literally change the words that come out of his mouth? With the current build up to the presidential elections in the United States, we are seeing and hearing a lot of media surrounding the actions and words of Barack Obama, Hillary Clinton and John McCain. A plethora of remixed videos have sprung up with Obama , Clinton and McCain as the subjects. I think that having the tools to be able to create videos like these and express personal opinions to a wide audience is extremely empowering for individual users in the digital age. Members of Obama's campaign realise the potential power of grass roots creativity and a video contest has been hosted this month by the folks at moveon.org with a view to creating a 30 second spot for the presidential candidate that will air on national television. No doubt, many of these will be video remixes and we look forward to seeing the finished pieces.

Many people use political parodies as a way to highlight the issues that particular politicians are facing and suggesting courses of action. When Tony Blair was considering his resignation as Prime Minister, a fantastic remix appeared illustrating Blair's internal debate. Another classic video that has done the rounds is the Blair Bush Endless Love remix. This video is interesting in that it pokes fun at the perceived notion of the apparently odd relationship between a submissive Tony Blair and a dominant George Bush.

I have tried my own hand at one or two political remixes in the past. Being from Ireland, I decided to poke a little fun at the two candidates for the Irish General elections last year, Bertie Ahern and Enda Kenny, the two candidates for Taoiseach (Prime Minister) of the country at the time. One video showed Enda Kenny as if he was auditioning for American Idol and coming up against a decidedly unimpressed Simon Cowell. The other clip showed Bertie Ahern as if he were pitching a business idea in the Dragons Den I think it is very important that citizens of a country can air their views about their political leaders, and I feel that video remix is one of the most powerful ways to do this.

What are your hopes for the future of remix culture? How do remixes relate to the larger Free Culture movement?

I see remix gradually becoming more mainstream and more widely accepted as a creative form in its own right. Ever more examples of commercialised remix are appearing on our TV and computer screens every day. Many people involved in remix culture detest the idea of the commercialisation of this type of work as they see it as a grass roots, perhaps even rebellious movement, and one that gives a voice to the individual. I don't see this going away. Even if a lot more commercial remix work is created, the tools that enable individuals to transform and recreate the media and culture around them and the new channels of free distribution that enable their work to reach huge audiences are here to stay. My hopes for the future of remix culture would be for this type of work to seep into all walks of life. I would love to see even more educational institutions adopting it as a technique of learning, for example, asking students to create a remixed video about George Washington rather than handing in a written report. In the professional arena, I would love to see more video remix artists being headhunted by studios based on the remix work they showcase online or being commissioned to create new work.

Before this can happen, however, remix artists need to stop being afraid of frivolous legal threats. A large number of remix artists are very careful about revealing their true identities online and use anonymous alter-egos for fear of being sued. I would hope that remix artists will eventually feel as though they don't need to do this anymore, as it could be stifling potential opportunities for them. The copyright issues surrounding remix work are a headache for everyone interested in freely expressing themselves using digital media. Of course, fair use enables the use of small samples of copyrighted material for non-commercial purposes, but I envisage new business models emerging around copyright cleared remix work in the not too distant future.

In terms of the larger Free Culture movement, there are many people and organisations doing fantastic work to help combat the ongoing problem of corporate greed that has seen the copyright term extended to a ridiculous degree in the latter half of the 20th century. Organisations such as Creative Commons, the Electronic Frontier Foundation, the Center for Social Media, the Convergence Culture Consortium and FreeCulture.org are all doing incredible work to prevent the scales from tipping too far in the wrong direction and of course individuals, such as our judging panel for the Total Recut Video Remix Challenge, provide invaluable insights through their written and spoken words that help to raise much needed awareness of the issues surrounding remix culture.

We are hosting the Total Recut Remix Challenge primarily to the same end, and we invite anyone with an interest in this area to enter the contest and help us to raise awareness of the changes that need to take place so that we can build a society where copyright owners are fairly rewarded for their artistic labours and artists can freely express themselves by drawing inspiration from the culture around them. Every voice counts.

"What is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part One)

Several weeks ago, I announced here that I was serving as part of a panel of other "remix experts" as judges for a video competition being hosted by the website, toralrecut.com. Participants are being asked to submit videos which address the question, "What is Remix Culture?" The contest is intended to help educate the public about the debates surrounding remix, copyright, and fair use. As someone currently developing a teacher's strategy guide for teaching remix in the context of high school literature classes, I am very interested to see what kinds of materials emerge from this competition. The submissions will become visible on the site soon and the public is being encouraged to help rank the submissions. In the spirit of sparking further conversation around the issues the contest is exploring, I asked Owen Gallagher, the mastermind behind TotalRecut, if he would respond to some questions about the contest and about remix culture more generally. Alas, his responses got lost in my dreaded spam filter and are just now seeing the light of day. In this two part conversation, he explains why he created the site and sponsored the contest, identifies some of his favorite videos, and offers some insights into the politics and aesthetics of remix video.

Here's a brief bio Owen shared with us:

Owen Gallagher (28) is a graphic, web and digital media designer, an accomplished musician and a graduate of the University of Ulster, Northern Ireland with a first class honours Masters degree in Design Communications. Originally from Dublin, Ireland, he has been travelling around the United Kingdom and the United States for the past 12 months as part of the NCGE / Kauffman Foundation Global Scholars Entrepreneurship Program. Gallagher is the founder of TotalRecut.com, an online social networking community for fans and creators of video remixes, recuts, and mash-ups that facilitates online collaboration between video artists. Total Recut has been shortlisted for a number of prestigious awards including the Golden Spiders Awards, the NICENT 25k Awards and the BBC Innovation Labs.

Gallagher is the CEO and Creative Director of GDG Interactive, a web design and development business based in Ireland. In his spare time, he dabbles in video art and has created a number of political video remixes that received significant media attention in his home country. He is an avid piano and guitar player and has composed and recorded over 100 songs as well as performing in various bands since he was 16. He is a qualified music teacher and has taught piano and guitar to a number of students. He has also acted as a part time Assistant Lecturer of Design at the University of Ulster, Northern Ireland teaching web design, flash animation and digital video production.

Gallagher is passionately involved in remix culture and has a particular interest in Intellectual Property law as it applies to creative content. His Masters thesis, entitled 'Video Recuts and the Remix Revolution: Whose Rights Are Being Infringed?' explores some of the issues surrounding the appropriation of previously published content, focusing on the delicate balance between copyright and freedom of expression.

What can you tell us about your new contest? What are its goals? What kinds of videos are acceptable?

The Total Recut Video Remix Challenge is a contest that we are hosting to try to encourage people to think about the issues around remix culture and creating remixed media. We want people to create a short video remix that uses footage from any source to communicate the message: 'What is Remix Culture?' The video can be anything from 30 seconds to 3 minutes long. The idea of the contest is to produce a series of videos that raise awareness and help people to more clearly understand what is going on in the world of digital content creation, remix and intellectual property. Ideally, the videos will be educational and will communicate a clear message but we essentially want our entrants to be creative and portray what remix culture means to them. The prizes include a laptop computer loaded with all of the software needed to create high quality remixes, a digital camcorder, a digital media player and lots of Total Recut goodies.

The contest began taking entries in May and judging will begin in June. We have an exceptional judging panel of some of the elite thought-leading personalities involved in remix culture today including yourself, Larry Lessig, Pat Aufderheide, Kembrew McLeod, JD Lasica and Mark Hosler. The contest is open to everyone so I would encourage anyone who is even slightly interested in video remix to put a video together and enter the contest in May to be in with a chance of winning.

The Video Remix Challenge was an idea that developed out of my Masters project at the University of Ulster, Northern Ireland, which was very much focused on Remix Culture and intellectual property issues as applied to the digital creative arts, in particular, online video production. As part of the project, I developed a basic version of the Total Recut website and set up a small scale video remix contest where the idea was to create a 60 second PSA commercial using found footage to portray a particular theme e.g. Environmental Issues, Safe Sex or Drug Abuse. At the time, I was also working as a part time lecturer, teaching an interactive design class to undergraduate students at the University of Ulster, so I decided to use the students as guinea pigs and get them to produce a remixed video for their project, which had to be entered into my contest, as a requirement of their design brief. It worked like a charm and the end result was over thirty highly creative remixed videos on a diverse range of socially conscious issues which the students themselves rated and commented on, before a small judging panel decided on the final winners. Following the success of this contest and the ongoing development of Total Recut as a whole, I decided that I wanted to try and host a larger scale contest. My original idea was to try to open it up to other Universities in the U.K. and Ireland and build from there, but it has now scaled to the point where it is open to anyone who wants to enter. The basic premise of the Video Remix Challenge is to create a short form video remix that portrays what 'Remix Culture' means to you, using found footage from any source.

The reason this is such an interesting theme to pursue is because of the ongoing debate about copyright and freedom of expression in the developing landscape of user generated digital content. This is a debate that a lot of people feel very strongly about. There are extremists on both sides, some advocating the complete freedom of all content and others fighting tooth and nail to extend copyright terms and protect their assets. Then there are those who are trying to seek a middle ground - a balance between these two opposing views. This is where Total Recut and this contest reside.

The current landscape places too much emphasis on the copyright owner's control over how their content is used and leaves little room for new artists to exercise their rights to freedom of expression. However, a free-for-all where all content is free would result in no compensation for copyright owners, which would mean less incentives for people to produce new creative works. The balanced approach enables copyright owners to make money from their work, but also enables other artists to freely use samples from the entire pool of creative works to express themselves. This contest encourages people to draw inspiration from the culture around them, from the culture they grew up with and to use these images and sounds to produce something innovative with a brand new meaning.

The goals of the contest are to generate a number of creative video pieces that will help to raise awareness of these issues and perhaps help to educate people about the true nature of copyright, which is to promote the production of new creative works for society at large, by providing creators with a degree of protection over their work for a limited time. This message has been twisted and distorted almost beyond recognition by the likes of Disney and some of the larger corporations that own the copyrights to most of the content out there. Instead of creative works existing to benefit society, some of the corporations feel that creative works exist to make more money for them, for as long as possible. That is why they lobby for copyright term extensions and unfortunately, they have historically been successful in these attempts.

Ironically, many of Disney's most successful works are based on Public Domain stories, which they would not have been able to create in the first place, had the original copyright owners tried to exercise the kind of control that Disney now displays over their works. There is an excellent educational remix video created by Eric Faden of Bucknell University, that uses short samples from Disney movies to communicate messages about copyright and fair use. Here's the link.

In terms of the types of videos that are acceptable in our Video Remix Challenge, we are encouraging our entrants to be aware of, and exercise their fair use rights. The Center for Social Media at the American University of Washington have some excellent resources and guidelines. We are also encouraging people to use Public Domain and Creative Commons licensed material in their work, many of which can be found at the Internet Archive and Creative Commons respectively.

The videos will first be rated by the public and whittled down to the ten best videos, which will then be given to the judges to decide on three winners. We are very excited to see what kind of work will be produced. Going by my previous contest, there will be quite a mix of quality in terms of production skill, but sometimes the best ideas simply shine through.

Tell us more about Total Recut. How did this site come about? What are your overarching goals? What kinds of resources does it offer the remix community?

I remember very distinctly when I came up with the idea for Total Recut. I was lying out in the sun in Portugal, contemplating what I might consider putting forward as a proposal for my then upcoming Masters Degree, and the idea came to me. I wanted to create a collaborative environment for artists to be able to take existing media, remix it in some way and produce something completely new.

My interest in remix stemmed from an early age - I have always been into collage and mixed media and studied Fine Art in Dublin, Ireland before undertaking my Design degree in Donegal, but even before that, I always remember playing with toys as a young boy. My brother and I were the proud owners of many Star Wars figures and vehicles, Transformers, Thundercats, MASK, He-Man, G.I. Joe, Action Man and a whole host of other toys from various movies and TV shows. Our games always consisted of us combining these different realities and storylines, mixing them up and making up our own new narratives. It was not unusual to have Optimus Prime fighting side by side with Luke Skywalker against Mumm-Ra and Skeletor. So, from a very early age it seemed completely normal for me to combine the things I loved in new ways that seemed entertaining to me. I think that my generation and those younger than me have grown up expecting this sort of interaction with their media, on their own terms.

The idea that some corporation can tell you that you are not allowed to play with media seems ridiculous and wrong. Unfortunately, there are many who seem to believe that their control over how content is used should be absolute and unquestioned. I created Total Recut as a way to gather people together who believe that we, as a society, should be able to freely build on the works of the past. If this is successfully prevented by corporations, the practical result is that people will stop making new things out of old things for fear of being sued. Innovation will chill and the overall quality and quantity of new work being produced will be lower. Luckily, there are millions of people who refuse to accept the corporate line and they are continuing to produce new work, despite the veiled shallow threats by overzealous copyright owners.

So, when I was considering how to practically put a community of this nature together, my initial idea was to create a site for digital artists - I had the idea of taking public domain paintings and posting the images on the site, cutting them up into squares and then asking participants to choose a square each and reinterpret it in their own style. The remixed square would be uploaded to the site again and the end result would be a very interesting collaborative collage of styles inspired by the work of an artistic master.

Through my Masters research, I realised that one of the hottest technologies at the time was online video and so I decided to refocus the project to centre on remixed video work. I discovered a thriving underground community of video producers who were creating work as diverse as movie trailer recuts and machinima to remixed political parody and mashed-up music videos. One of the first remixed videos I saw was a movie trailer recut, created by Robert Ryang, of the Stanley Kubrick movie, 'The Shining', which casts the classic horror in a completely new light. Another amazing video remix that I came across early on was a political piece created by Chris Morris where segments of George Bush's State of the Union speech were recut to create a new narrative. Some of the most technically accomplished and entertaining remixes I have seen were created by a Parisian remix artist called Antonio da Silva, known online as AMDS Films. He created a number of remixes, one of the best of which is Neo vs Robocop.

So, I set about creating a site 'for fans and creators of video remixes, recuts and mash-ups that provides resources and collaborative opportunities for video remix artists in a social networking environment.' The end result was Total Recut, but the site is constantly developing. Each week, something new is added or changed based on the feedback from our members and advisors. The main focus at the moment is the Video Remix Challenge but we have a plethora of new ideas and potential directions of where we are going to steer the site in the future.

The site works on a number of different levels. Primarily it is a place where people can find and watch entertaining or thought-provoking remixed videos. Our current categories are Movie Trailer Recuts, Political, Machinima, Advertising, Educational, Music Videos and Others. This category list is by no means exhaustive and we are looking at adding to it in the near future.

Secondly, the site acts as a showcase for video remix artists, to enable them to put their work in front of the eyes of a receptive audience. We also provide a growing library of Public Domain and Creative Commons licensed video work for people to download and remix in their own projects. We are working on developing our Tutorials section, which will eventually become a 'Remix Academy' with courses and grades for people to learn everything they need to know to produce a video remix. Information and links to literature and websites about remix culture, intellectual property issues and key players in the scene are included in the Remix Culture section. We also provide remix tools where users can gain access to video editing software, conversion tools and video downloading software. The community section includes a blog, forums, user profiles and job opportunities. Virtually every aspect of the site is set up to be similar to a wiki environment, which essentially means that all registered members have the ability to add things to the site or update information about any of the content.

With regard to long term goals for Total Recut, we would love to build up the community to the point where we are considered the primary online location for people to find the very best in video remix work and talent. We intend to host more regular contests and provide links between our remix artist members and potential employers. As the site scales up, we intend to take it global and offer a multilingual version of the site to accommodate the Asian and European markets and eventually become a truly global community website for remix culture.

You write, "Video recuts...are a new art-form enabled by the convergence of emerging technologies." How do you respond to those who ask whether remixes and recuts are not creative because they build on the works of others rather than working with original material?

This is an area in which I have a huge amount of interest and have considered pursuing as a research area for my PhD - the origin of originality. It is of particular interest to me because I am what I consider to be an 'original content creator.' I write songs and lyrics using nothing but my mind, a pen and paper and a guitar. Are my songs original? If I use a combination of different chords and a variety of words to create sentences that rhyme, am I not using elements that have been used by other people in the past? What makes my songs original, in my opinion, is the unique way in which I composite the words, chords and melody. In this way, every song is created using the basic building blocks of language and music, but combined in a slightly different way.

Coming from a Graphic Design background, I often come across other designers who are adamant that their work is completely original. The nature of a Graphic Designer's work is to combine elements from different sources in creative ways to produce new pieces of work. Similar to a collage artist who takes pieces of different photos, images etc and brings them together to create new meanings. Is the finished piece not original because it is made up of building blocks from a variety of sources? In the same way, when a video remix artist combines pieces of video from different sources in new ways to create new meanings, is this not original and innovative?

Yes, remix artists build on the works of others. But do so-called creators of 'original material' not build on the works of others also? Would you consider Shakespeare's Romeo and Juliet to be an original piece of work? Even though the idea was based on a story by William Painter, which was based on a poem by Arthur Brooke? No matter how far back you go in the origin of a piece of work, you will find that the idea was built on or inspired by the work of someone else before it. I consider remixed videos to be original works. The finished piece is more than the sum of its parts.

Dumbledore for a Day: The Things You Can Do in Second Life

dumbledore 1.jpg A while back, I shared with my blog readers my experiences in Teen Second Life, thanks to an organization called Global Kids. I've gotten a chance to work more closely with Barry Joseph, Rafi Santos, and others from the Global Kids organization over the past year or so and each encounter has left me even more impressed with their respect for their young participants and their imaginative use of virtual worlds to focus young people on issues impacting the real world.

Some of you may have seen the virtual documentary they produced on the Ugandan child soldiers, for example, or may be aware of their excellent advice on the educational use of Second Life.

Well, they invited me back for a return engagement -- what they billed as the Hogwarts Dance Party of Good and Evil -- this time focused around Harry Potter fandom and what it may tell us about the new media literacies. There's an extensive discussion of Harry Potter in Convergence Culture and ever since, I've found myself speaking to Harry Potter fan conventions -- including the Witching Hour in Salem, Phoenix Rising in New Orleans, and the upcoming Portus in Dallas. I am also featured in the documentary, We Are Wizards, which is currently making its way on the festival circuit.

dumbledore 2.jpg

For this event, a teen designer, Sylver Bu, developed a perfect melding of my own iconic persona and that of Dumbledore, the Wizard. As wizards go, I was not particularly skilled -- in part because I use Second Life so infrequently and because I am clumsy in my off-line persona too, so I muffed my dramatic entrance, but I got much more comfortable as the event went along. Barry Joseph, who conducted the interview, dressed up in a dragon avatar for the festivities.

The interview segment was enhanced by periodic trips to the dance floor -- this time to boogey to Wizard Rock recordings, most of which had some broad social message. The selections were chosen for Global Kids by USC's own Suzanne Scott, who is completing a dissertation which deals in part with Harry Potter fan music production and distribution. Our discussion ranged from the basics of fan culture to the particular ways that groups like the HP Alliance have used J.K. Rowling's world as a starting point for social and political activism, the ways Wizard Rock exploits social network technology,the current legal battles around the Harry Potter Lexicon, and the global nature of contemporary fan culture. For Rafi's account of the event, see this blog post.

Global Kids has posted a full recording of the event for anyone who wants to relive the experience:

And this is an edited highlights video which mostly focuses on the Wizard Rock dance: