Back to School Special 2: Syllabus for my Transmedia Entertainment Class

One of the challenges of teaching cutting edge subject matter is that you need to totally revamp your syllabus each time you teach a class. The following is the updated syllabus for the class on Transmedia Entertainment I am offering this term through the USC Cinema School. Our long-range hope is that a significant number of the students studying film production at USC will end up with a basic conceptual vocabulary in transmedia storytelling and will thus enter the industry already able to collaborate across media platforms in a meaningful way. Indeed, I would argue that the "movie brats" who have long been poster-children for the Cinema School, the guys whose names are on the buildings -- Spielberg, Lucas, Zemeckis, were never "pure filmmakers" in the classical sense but had always worked across media platforms and indeed, paved the way for contemporary transmedia practice. So, USC is the appropriate place to be developing such a subject. As you will see, the class relies heavily on guest speakers from across the media industry and it also relies on a simulation activity in which our students develop transmedia proposals (including Bibles) and pitch their approach to a panel of industry experts. I am not a designer and so can not teach the design and production aspects of transmedia fully, but I try to tap the full range of creative talent in the class to see how far we can push their thinking, using a model I developed at MIT where I taught an interactive design class from the late and much missed Sande Scordos from Sony Imageworks.

Transmedia Entertainment

CTSC 482

Tuesdays 10:00 am-1:50 pm

We now live in a moment where every story, image, brand, relationship plays itself out across the maximum number of media platforms, shaped top down by decisions made in corporate boardrooms and bottom up by decisions made in teenager's bedrooms. The concentrated ownership of media conglomerates increases the desirability of properties that can exploit "synergies" between different parts of the medium system and "maximize touch-points" with different niches of consumers. The result has been the push towards franchise-building in general and transmedia entertainment in particular.

A transmedia story represents the integration of entertainment experiences across a range of different media platforms. A story like Heroes or Lost might spread from television into comics, the web, computer or alternate reality games, toys and other commodities, and so forth, picking up new consumers as it goes and allowing the most dedicated fans to drill deeper. The fans, in turn, may translate their interests in the franchise into concordances and Wikipedia entries, fan fiction, vids, fan films, cosplay, game mods, and a range of other participatory practices that further extend the story world in new directions. Both the commercial and grassroots expansion of narrative universes contribute to a new mode of storytelling, one which is based on an encyclopedic expanse of information which gets put together differently by each individual consumer as well as processed collectively by social networks and online knowledge communities.

Each class session will introduce a concept central to our understanding of transmedia entertainment that we will explore through a combination of lectures, screenings, and conversations with industry insiders who are applying these concepts through their own creative practices. The readings for this class are organized into required readings, which every student should read in order for us to have a shared basis for discussion, and recommended readings, which are intended to be resources for the group project as they dig deeper into the course concepts. My recommendation is that the members of the group divide these readings between them and make sure that the core concepts be in the shared pool of knowledge for each team.

In this course, we will be exploring the phenomenon of transmedia storytelling through:

  • Critically examining commercial and grassroots texts that contribute to larger media franchises (mobisodes and webisodes, comics, games).
  • Developing a theoretical framework for understanding how storytelling works in this new environment with a particular emphasis upon issues of world building, cultural attractors, and cultural activators.
  • Tracing the historical context from which modern transmedia practices emerged, including consideration of the contributions of such key figures as P.T. Barnum, L. Frank Baum, Feuillade, C.S. Lewis, J.R.R. Tolkien, Cordwainer Smith, Walt Disney, George Lucas, DC and Marvel Comics, and Joss Whedon.
  • Exploring what transmedia approaches contribute to such key genres as science fiction, fantasy, horror, superhero, suspense, soap opera, teen and reality television.
  • Listening to cutting-edge thinkers from the media industry talk about the challenges and opportunities that transmedia entertainment offers, walking through cases of contemporary projects that have deployed cross-platform strategies.
  • Putting these ideas into action through working with a team of fellow students to develop and pitch transmedia strategies around an existing media property.

Required Book:

Frank Rose, The Art of Immersion: How the Digital Generation is Remaking Hollywood, Madison Avenue, and How We Tell Stories (New York: W.W. Norton, 2011)

Recommended Book:

Matt Madden, 99 Ways to Tell a Story: Exercises in Style (New York: Chamberlain Brothers, 2005)

All additional readings will be provided through the Blackboard site for the class.

Grading and Assignments:

Commercial Extension Paper 20 percent

Grassroots Extension Paper 20 percent

Final Project - Franchise Development Project 40 percent

Class Forums 20 percent

In order to fully understand how transmedia entertainment works, students will be expected to immerse themselves into at least one major media franchise for the duration of the term. You should consume as many different instantiations (official and unofficial) of this franchise as you can and try to get an understanding of what each part contributes to the series as a whole.

COMMERCIAL EXTENSION PAPER: For the first paper, you will be asked to write a 5-7 page essay examining one commercially produced media extension (comic, website, game, mobisode, amusement park attraction, etc.). You should try to address such issues as its relationship to the story world, its strategies for expanding the narrative, its deployment of the distinctive properties of its platform, its targeted audience, and its cultural attractors/activators. The paper will be evaluated on its demonstrated grasp of core concepts from the class, its original research, and its analysis of how the artifact relates to specific trends impacting the entertainment industry. Where possible, link your analysis to the course materials, including readings, lecture notes, and speaker comments. Please email a short paragraph describing your project to Prof. Jenkins and Shawna by September 27th. (Due Oct. 4) (20 Percent)

GRASSROOTS EXTENSION PAPER: For the second paper, you will be asked to write a 5-7 page essay examining a fan-made extension (fan fiction, discussion list, video, etc.) and try to understand where the audience has sought to attach themselves to the franchise, what they add to the story world, how they respond to or route around the invitational strategies of the series, and how they reshape our understanding of the characters, plot or world of the original franchise. The paper will be evaluated on its demonstrated grasp of core concepts from the class, its original research, and its analysis of how the artifact relates to specific trends impacting the entertainment industry. Where possible, link your analysis to the course materials, including readings, lecture notes, and speaker comments. Please email a short paragraph describing your project to Prof. Jenkins and Shawna by October 25th. (Due Nov. 1) (20 Percent)

FINAL PROJECT - FRANCHISE DEVELOPMENT PROJECT: Students will be organized into teams, which for the purpose of this exercise will function as transmedia companies. You should select a media property (a film, television series, comic book, novel, etc.) that you feel has the potential to become a successful transmedia franchise. In most cases, you will be looking for a property that has not yet added media extensions, though you could also look at a property that you feel has been mishandled in the past. You should have identified and agreed on a property no later than Sept. 13th. By the end of the term, your team will be "pitching" this property. The pitch should include a briefing book that describes:

1) the core defining properties of the media property

2) a description of the intended audience(s) and what we know of its potential interests

3) a discussion of the specific plans for each media platform you are going to deploy

4) an overall description for how you will seek to integrate the different media platforms to create a coherent world

5) parallel examples of other properties which have deployed the strategies being described

For a potential model for what such a book might look like, see the transmedia bible template from Screen Australia, available here: http://www.screenaustralia.gov.au/filmmaking/digital_resources.aspx. Or visit: http://zenfilms.typepad.com/zen_films/2010/06/transmedia-workflow.html. If you use either as a model, include only those segments of their Bible templates which make sense for your particular property and approach.

The pitch itself will be a group presentation, followed by questions from our panel of judges, who will be drawn from across the entertainment industry. The length and format of the presentation will be announced as the term progresses to reflect the number of students actually involved in the process and thus the number of participating teams. The presentation should give us a "taste" of what the property is like as well as to lay out some of the key elements that are identified in the briefing book. Each team will need to determine what are the most salient features to cover in their pitches as well as what information they want to hold in reserve to address the judge's questions. Each member of the team will be expected to develop expertise around a specific media platform as well as to contribute to the over-all strategies for spreading the property across media systems. The group will select its own team leader who will be responsible for contacts with the instructor and will coordinate the presentation. The team leader will be asked to provide feedback on what each team member contributed to the effort, while team members will be asked to provide an evaluation of how the team leader performed. Team Members will check in on Week Ten and Week Fourteen to review their progress on the assignment. The instructor may request short written updates throughout the term to insure that the team is moving in the right direction. (40 percent)

CLASS FORUM/PARTICIPATION: For each class session, students will be asked to contribute a substantive question or comment via the class forum on BlackBoard. Comments should reflect an understanding of the readings for that day as well as an attempt to formulate an issue that we can explore with the visiting speakers. Students will also be evaluated based on regular attendance and class participation. (20 Percent)

TUESDAY, AUGUST 23rd

Transmedia Storytelling 101

Required Readings:

● Henry Jenkins, "Transmedia Storytelling 101," Confessions of an Aca-Fan, March 22, 2007

● Henry Jenkins, "Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling," Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), pp. 93-130.

● Nick DeMartino, "Why Transmedia Is Catching On Now," Future of Film Blog, Parts 1, 2, 3.

Recommended Readings:

● Geoffrey Long, Transmedia Storytelling: Business, Aesthetics and Production at the Jim Henson Company, Master's thesis, Massachusetts Institute of Technology, 2007

● P. David Marshall, "The New Intertextual Commodity" in Dan Harries (ed.) The New Media Book (London: BFI, 2002), pp. 69-81.

Speaker: Jeff Gomez, Starlight Runner Entertainment

Jeff Gomez is the world's leading producer of transmedia entertainment properties. He is an expert at incubating new entertainment franchises, strategic planning and production for cross-platform implementation. As CEO of Starlight Runner Entertainment, Jeff leverages intellectual properties into global franchises that successfully navigate an array of media channels. Jeff has worked on such blockbuster universes as Disney's Pirates of the Caribbean, Microsoft's Halo and James Cameron's Avatar. He sits on the board of the Producers Guild of America East, as well as on the PGA New Media Council. A Latino, raised on the Lower East Side of Manhattan, Jeff earned degrees in Film Studies and Communication Arts & Sciences at Queens College, CUNY.

TUESDAY, AUGUST 30th

A Brief History of Transmedia

Required Reading:

● J.P. Telotte, Disney TV (Detroit: Wayne State University Press, 2004), pp. 61 - 79.

● Frank Rose, "How to Build a World That Doesn't Fall Apart," Art of Immersion, pp. 289- 320.

Recommended Readings:

● Neil Harris, "The Operational Aesthetic," Humbug: The Art of P.T. Barnum (Chicago: University of Chicago Press, 1973), pp. 61-89.

● Carolyn Handler Miller, "Using a Transmedia Approach," Digital Storytelling: A Creator's Guide to Interactive Entertainment (Amsterdam: Focal Press, 2006), pp. 149-164.

Speaker: Alexander Seropian, Disney Interactive

Alexander Seropian is the Senior Vice President and General Manager of Core Games for Disney Interactive Media Group. He is responsible for building interactive franchises with major brands such as Mickey Mouse, Pixar and Marvel. Prior to his position at Disney, Alex founded Wideload Games, an independent game developer that utilized an external development model similar to film production. Wideload Games produced award-winning titles such as Stubbs the Zombie. In 2009, the studio was acquired by Disney Interactive Media Group. Alex began his career in videogames in 1991 as the founder of Bungie Studios. Under his guidance, Bungie created some of the most celebrated game franchises in the industry, including Marathon, Myth, Oni, and Halo. Alex also serves as the Game Designer in Residence for DePaul University's College of Digital Media.

TUESDAY, SEPTEMBER 6th

High Concept and the Franchise System

Required Reading:

● Justin Wyatt, "Critical Redefinition: The Concept of High Concept" High Concept: Movies and Marketing in Hollywood (Austin, TX: University of Texas Press, 1994), pp. 1-22.

● Jonathan Gray, "Learning to Use the Force: Star Wars Toys and Their Films," Show Sold Separately: Promos, Spoilers, and Other Media Paratexts (New York: NYU Press, 2010), pp. 177-187.

● Christy Dena, "Chapter 2: Art, Commerce, Media and Environments in Transmedia Practice," from Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environment, pp. 26-55.

● Frank Rose, "Deeper," The Art of Immersion, pp.47-76.

Recommended Readings:

● Derek Johnson, "Learning to Share: The Relational Logics of Media Franchising" a White Paper

● Aaron Smith, "The Era of Convergence," from Transmedia Stories in Television 2.0

Student Team Meetings

TUESDAY, SEPTEMBER 13th

The Logic of Engagement

Required Reading:

● Henry Jenkins, Sam Ford, and Joshua Green, "Chapter Four," Spreadable Media: Creating Value and Meaning in a Networked Culture (New York: NYU Press, forthcoming)

● Frank Rose, "The Dyslexic Storyteller" and "Television: The Game," The Art of Immersion, pp. 9-30, 169-198.

● Christy Dena, Selection from "Chapter 4: Narrative, Game and Interactivity in Transmedia Projects" from Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 223- 259

Recommended Reading:

● Ivan Askwith, "The Expanded Television Text", "Five Logics of Engagement," "Lost at Televisions' Crossroads," Television 2.0: Reconceptualizing TV as an Engagement Medium, Master's thesis, Massachusetts Institute of Technology, 2007, pp. 51-150.

● Kim Moses and Ian Sander, selections from Ghost Whisperer: The Spirit Guide (New York: Titan Books, 2008).

Speaker: Kim Moses, Sandermoses Production

A principal in Sander/Moses Productions, she has both developed and served as an executive producer on over 500 hours of prime-time television programming. Kim has co-created (with Ian Sander) the "Total Engagement Experience", a new business and creative model for television, which uses the television show as a component of a broader multi-platform entertainment experience that includes the internet, publishing, music, mobile, DVD's, video games and more, establishing an infinity loop driving ratings and increasing revenue streams. Moses was Executive Producer and Director of the hit CBS drama Ghost Whisperer, and she has co-authored the show's companion book, Ghost Whisperer: Spirit Guide. She has also co-created and written the award winning Ghost Whisperer: The Other Side webseries.

TUESDAY, SEPTEMBER 20th

Media Mix and Multimodality

Required Reading:

● Frank Rose, "Fear of Fiction," The Art of Immersion, pp. 31-46.

● Christy Dena, Chapter Two, Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 55-95.

Recommended Reading:

● Anne Allison, "Pokemon: Getting Monsters and Communicating Capitalism," Millennial Monsters: Japanese Toys and the Global Imagination (Berkeley, CA: University of California Press, 2006), pp. 192-233.

● Mizuko Ito, "Gender Dynamics of the Japanese Media Mix," Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (Cambridge, MA: MIT Press, 2008), pp. 97-110.

Speaker: Brian Clarke, GMD Studios

Brian is an award-winning New York City-based experience designer, the a founder and former publisher of independent film news daily indieWIRE.com, and the CEO of the 16-year-old media innovation lab GMD Studios (www.gmdstudios.com). His integrated experience clients have included advertisers (including Audi, SEGA, Microsoft, Ford), broadcasters (IFC, Fox Television, PBS, Showtime), publishers (New York Times, Scholastic) and film studios.

TUESDAY, SEPTEMBER 27th

Continuity and Multiplicity

Reading:

● William Uricchio and Roberta E. Pearson, "I'm Not Fooled by That Cheap Disguise," in Roberta E. Pearson (ed.), The Many Lives of the Batman: Critical Approaches to A Superhero and His Media (New York: Routledge, 1991), pp. 182-213.

● Sam Ford and Henry Jenkins, "Managing Multiplicity in Superhero Comics," in Pat Harrigan and Noah Wardrip-Fruin (eds.), Third Person: Authoring and Exploring Vast Narratives (Cambridge, MA: MIT Press, 2009), pp. 303-313.

● Christy Dena, "The Who of Transmedia Practice" and "Continuity Documentation," Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp.124-147.

Recommended Reading:

● Alec Austin, "Hybrid Expectations," Expectations Across Entertainment Media, Master's thesis, Massachusetts Institute of Technology, 2007, pp. 97-127

● Jason Bainbridge, "Worlds within Worlds: The Role of Superheroes in the Marvel and DC Universe," in Angela Ndalianis (ed.), The Contemporary Comic Book Superhero (New York: Routledge, 2008), pp. 64-85.

● Matt Madden, 99 Ways to Tell a Story: Exercises in Style (New York: Chamberlain Brothers, 2005)

Speaker: Dan Didio, DC Comics

Dan DiDio was named Co-Publisher of DC Comics alongside Jim Lee in February 2010. Previously to being named Co-Publisher, DiDio served as Senior Vice President and Executive Editor, overseeing the editorial department for the DC Universe line of comic book titles, and charting the ongoing adventures of Superman, Batman, Green Lantern, Wonder Woman, The Flash and scores of heroes and villains; he also worked to develop new titles with the industry's premier writers and artists. Before joining DC in January 2002, DiDio was with the computer animation company Mainframe Entertainment where he served as freelance story editor and scriptwriter for the television series Reboot and War Planets. Later he became its Senior Vice President, Creative Affairs, overseeing the development, distribution, marketing, and promotion as well as merchandising and licensing of all Mainframe's television properties. Among the television projects he developed were Weird-Ohs, Beast Machines, Black Bull's Gatecrasher and Jill Thompson's Scary Godmother. He began his television career in 1981 at CBS, where he worked at a variety of positions before moving to Capital Cities/ABC in 1985. At ABC, DiDio served as Public Relations Manager for the three New York-based daytime dramas, then moved to Los Angeles to become Executive Director of Children's Programming. In this post, he was responsible for Saturday morning programs and After School Specials and served as Program Executive on such series as Tales from the Cryptkeeper, Hypernauts, Madeline, Dumb and Dumber, and Reboot.

TUESDAY, OCTOBER 4th

Immersion and Extractability

Paper One: Commercial Extension Due

Reading:

● Jeff Gomez, "Creating Blockbuster Worlds" (unpublished).

● Henry Jenkins, "He-Man and Masters of Transmedia, " Confessions of an Aca-Fan, May 21, 2010

● Christy Dena, Selection from "Chapter 5 Dramatic Unity, Versimilitude, and the Actual World in Transmedia Practice, " Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 277-316

Speaker: Geoffrey Long, Microsoft

Geoffrey Long is a media analyst, scholar, and author exploring transmedia experiences and emerging entertainment platforms as a Transmedia Producer and Program Manager in the Narrative Design Team at Microsoft Studios. He is an alumni researcher with the Convergence Culture Consortium at MIT, a co-editor of the Playful Thinking book series from the MIT Press, and an executive board member of the Interstitial Arts Foundation. His personal site can be found at geoffreylong.com.

TUESDAY, OCTOBER 11th

World Building

Reading:

● Derek Johnson, "Intelligent Design or Godless Universe? The Creative Challenges of World Building and Franchise Development," Franchising Media Worlds: Content Networks and The Collaborative Production of Culture, Ph.D. Dissertation, University of Wisconsin-Madison, 2009. pp. 170-279.

● Frank Rose, "Open Worlds," The Art of Immersion, pp. 121-144.

Recommended Reading:

● Walter Jon Williams, "In What Universe?" in Pat Harrigan and Noah Wardrip-Fruin (eds.), Third Person: Authoring and Exploring Vast Narratives (Cambridge, MA: MIT Press, 2009), pp. 25-32.

● Henry Jenkins, "The Pleasure of Pirates And What It Tells Us About World Building in Branded Entertainment", Confessions of an Aca-Fan, June 13, 2007

● Christy Dena, "Chapter Five Dramatic Unity, Verisimitude, and the Actual World in Transmedia Practice", Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 260 -277.

Speaker: Alex McDowell

McDowell trained as a painter in London in the Seventies, and opened a graphic design firm where he built his reputation designing album covers for seminal groups in the London punk scene. Since moving to Los Angeles from London in 1986, he has designed film productions for directors as diverse as Terry Gilliam, Tim Burton, David Fincher, Zack Snyder and Steven Spielberg. It was on Minority Report that McDowell built the first fully digital art department, and developed a prototyping process that has evolved into a new narrative design methodology. Currently McDowell is working on a new Warner Brothers franchise project with director Zack Snyder, and he has recently completed design of a dystopian future for In Time, directed by Andrew Niccol. He continues to work as visual development consultant for projects, both live action and virtual. With many awards for his film design, McDowell was named Royal Designer for Industry by the UK's most prestigious design society, the Royal Society of Arts, in 2006. McDowell serves on several Advisory Boards for design and technology groups and institutions. He currently serves on the AMPAS Science and Technology Council. He is adjunct professor at the School of Cinematic Arts, USC and is a Visiting Artist at MIT's Media Lab, where he has worked for several years with Tod Machover's Opera of the Future Lab. McDowell is co-founder and creative director of the immersive design conference 5D | The Future of Immersive Design, a global series of distributed events and a knowledgebase for an expanding community of thought leaders across all narrative media.

TUESDAY, OCTOBER 18th

Seriality

Reading:

● Jason Mittell, "All in the Game: The Wire, Serial Storytelling, and Procedural Logic," in Pat Harrigan and Noah Wardrip-Fruin (eds.), Third Person: Authoring and Exploring Vast Narratives (Cambridge, MA: MIT Press, 2009), pp. 429-438.

● Neil Perryman, "Doctor Who and the Convergence of Media: A Case Study in Transmedia Storytelling," Convergence, February 2008, pp. 21-40.

● Frank Rose, "Forking Paths," The Art of Immersion, pp. 103-120.

Recommended Reading:

● Jennifer Haywood, "Mutual Friends: The Development of the Mass Serial" Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera (Lexington, KY: University of Kentucky Press, 1997), pp. 21-51.

Speaker: TBD, Campfire

TUESDAY, OCTOBER 25th

Subjectivity

Paper Two: Fan Extension Due

Reading:

● The 9th Wonders, Chapters 1-9

● Henry Jenkins, "'We Had So Many Stories to Tell': The Heroes Comics as Transmedia Storytelling," Confessions of an Aca-Fan, Dec. 3, 2007.

Speaker: Mark Warshaw, The Alchemists

Mark is a transmedia storytelling writer/producer/director. Before co-founding The Alchemists Transmedia Storytelling Co., Warshaw developed and produced the transmedia experience for the TV series Heroes. During his tenure, Heroes 360 became a financial and critical success. Forester Research has estimated the value of the initiative at $50,000,000 and it won an Emmy for Excellence in Interactive Programming. Before joining Heroes, Warshaw spent six seasons on the TV series Smallville where he produced all the show's transmedia content and integrated advertiser initiatives. The Smallville websites and projects won various awards, helped build a large fan community, and became a major source of revenue for the property. Warshaw has created and produced on projects with Volkswagen, Ford, Sprint, Toyota, Verizon Wireless, Cisco, Johnson & Johnson, TRESemmé, Coca-Cola, Nokia and Nissan. He has written for television and comic books and produced and directed webisode series for Warner Bros, The CW, NBC, Elle Magazine and the NFL. He was born and bred in Los Angeles, California with a stopover at the University of Georgia for a degree in Journalism and Mass Communication.

TUESDAY, NOVEMBER 1st

Drillability and Spreadability

Readings:

● Bob Rehak, "That Which Survives: Star Trek's Design Network in Fandom and Franchise," (unpublished), pp. 2-79.

● Suzanne Scott, "Who's Steering the Mothership?: The Role of the Fanboy Auteur in Transmedia Storytelling" (forthcoming).

● Frank Rose, "The Hive Mind and the Mystery Box," The Art of Immersion, pp. 145-168.

Recommended Reading:

● Kristin Thompson, "Not Your Father's Tolkien," The Frodo Franchise: The Lord of the Rings and Modern Hollywood (Berkeley, CA: University of California Press, 2007), pp. 53-74.

● C.S. Lewis, "On Stories," Of Other Worlds: Essays and Stories (New York: Harvest, 2002), pp. 3-21.

● Aaron Smith, Chapter 4-5 in Transmedia Stories in Television 2.0

Speaker: Tim Kring

76 million Heroes fans around the world know the name Tim Kring, and tuned in weekly across broadcast TV, cable, online and mobile to follow plotlines about ordinary people who discovered they possessed extraordinary abilities. As part of the most watched television program in the history of television, Heroes Evolutions set the bar high for multiplatform storytelling when it won the Primetime Emmy® for Interactive Television in 2008. In April, 2010, Kring received the Pioneer Prize at the International Digital Emmy® Awards in Cannes in recognition of his industry-leading creativity in multi-screen storytelling. During the summer of 2010, Kring teamed with Nokia to launch the Conspiracy For Good, a global movement that allows the audience to become part of the story to create positive real world change. The pilot engaged an audience online, through Alternative Reality Gaming elements, Nokia mobile apps, and on the streets of London while incorporating charitable and social benefits with Room to Read and the Pearson Foundation. Through this unique blend of entertainment and philanthropy, Conspiracy For Good delivered funding to build five school libraries in Zambia, more than 10,000 books to stock the library shelves, and created 50 new scholarships for deserving schoolgirls. Kring's Conspiracy For Good is nominated for an International Digital Emmy® Award this April in Cannes. Later this year, Kring begins production on his latest TV pilot Touch for FBC and 20th Century Fox studios, with Kiefer Sutherland attached to star.

Tuesday, November 8th

Performance

Readings:

● Francesca Coppa, "Women, Star Trek, and the Early Development of Fannish Vidding," Transformative Works and Cultures 1, 2008, .

● Frank Rose, "Control," The Art of Immersion, pp. 77-102.

Recommended Readings

● Robert Kozinets, "Inno-Tribes: Star Trek as Wikimedia," in Bernard Cova, Robert Kozinets, and Avi Shankar (eds.), Consumer Tribes (London: Butterworth-Heinemann, 2007), pp. 194-209.

Student Team Meetings

TUESDAY, NOVEMBER 15th

Independent Approaches

Reading:

● Henry Jenkins, Sam Ford, and Joshua Green, Chapter Seven, Spreadable Media: Creating Value and Meaning in a Networked Culture (New York: NYU Press, forthcoming).

Student Team Meetings

TUESDAY, NOVEMBER 22nd

No Class

Work on Student Presentations

TUESDAY, NOVEMBER 29th

Student Presentations

Transmedia 202: Further Reflections

The above video was shot by Scott Walker during one of my presentations at San Diego Comic-Con, during which I spoke about some of the controversy which has surrounded the definition of transmedia over the past six months or so. I've largely stayed out of these conversations, though you can find a very good summary of the debates here.

I've been focusing on other projects and also I've been more interested in the shapes these discussions take than seeking to intervene in them directly, but over the summer, in a range of venues, I've been pushing and proding at my own definitions to see if I can capture some of my own shifting understandings of transmedia, especially as I am preparing to teach a revamped transmedia entertainment class at USC. Today, I am going to try to put some of this still evolving thinking into writing in hopes that it helps others sort through these issues.

Much of this is covered in the above video so if you process things better in audio-visual than in print, you have your options. I've heard some gossip that Jenkins was going to issue a "new definition" of "transmedia": this is no where near as dramatic an overhaul as that, just some clarifications and reflections about definitions. This definition still covers, more or less, what I mean by transmedia storytelling:

Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story.

So, consider what follows Transmedia 202, to compliment my earlier Transmedia 101 post.

Given the sheer range of people who have embraced (latched onto?) transmedia, we should not be surprised that:

  1. different groups of people are defining a still emerging concept differently for different purposes for different audiences in different contexts
  2. some of those who talk about transmedia are less immersed in the previous writings and thinkings as we might wish and thus can bring a certain degree of fog
  3. some groups are strongly motivated to expand or blur the scope of the category for self promotional and self advancement purposes.

So, let's start at the top with convergence, which in Convergence Culture, I describe as a paradigm for thinking about the current moment of media change, one which is defined through the layering, diversification, and interconnectivity of media. Convergence contrasts with the Digital Revolution model which assumed old media would be displaced by new media. Aspects of this convergence model are shaping decisions of media producers, advertisers, technologists, consumers, and policy-makers, and thus convergence has many different aspects and consequences.

Transmedia, used by itself, simply means "across media." Transmedia, at this level, is one way of talking about convergence as a set of cultural practices. Keep in mind that Marsha Kinder in Playing with Power wrote about "transmedia intertextuality", while I was one of the first to popularize the term, transmedia storytelling. Transmedia storytelling describes one logic for thinking about the flow of content across media. We might also think about transmedia branding, transmedia performance, transmedia ritual, transmedia play, transmedia activism, and transmedia spectacle, as other logics. The same text might fit within multiple logics. So, for example, we could imagine Glee as a transmedia narrative in which we follow the characters and situations across media, but more often, Glee's transmedia strategies emphasize transmedia performance, with the songs moving through YouTube, iTunes, live performances, etc., which we read against each other to make sense of the larger Glee phenomenon.

So, there are some people who think that transmedia is simply a form of branding: I would rather argue that branding is one thing you can do with transmedia, but when I speak about transmedia storytelling, that is not the central focus of my interest. I am focusing on emergent forms of storytelling which tap into the flow of content across media and the networking of fan response.

Some people have argued that transmedia is simply another name for franchising. Franchising is a corporate structure for media production which has a long history and throughout much of that history, there has been an attempt to move icons and brands across media channels, but not necessarily an attempt to extend the story in ways which expanded its scope and meaning. Most previous media franchises were based on reproduction and redundancy, but transmedia represents a structure based on the further development of the storyworld through each new medium. For a good guide to the history and practices of franchising, watch for the forthcoming book by Derek Johnson, who has been doing extensive thinking on this topic.

Much of franchising has been based on licensing arrangements which make it hard for media producers to add or change anything beyond what is already in the primary text or the mother ship. True transmedia storytelling is apt to emerge through structures which encourage co-creation and collaboration, but as Johnson notes, the more a media producer moves in this direction, the greater the challenges of coordination and consistency become.

I have sometimes talked about a distinction between adaptation and extension as fundamental to understanding these shifts. Basically, an adaptation takes the same story from one medium and retells it in another. An extension seeks to add something to the existing story as it moves from one medium to another. Christy Dena has challenged making such a cut-and-dried distinction. Adaptations may be highly literal or deeply transformative. Any adaptation represents an interpretation of the work in question and not simply a reproduction, so all adaptions to some degree add to the range of meanings attached to a story. And as Dena notes, the shifts between media mean that we have new experiences and learn new things. To translate Harry Potter from a book to a movie series means thinking through much more deeply what Hogwarts looks like and thus the art director/production designer has significantly expanded and extended the story in the process. It might be better to think of adaptation and extension as part of a continuum in which both poles are only theoretical possibilities and most of the action takes place somewhere in the middle.

What the adaptation-extension distinction was intended to address was additive comprehension, a term borrowed from game designer Neil Young, to refer to the degree that each new text adds to our understanding of the story as a whole. So, the Falling Skies graphic novel is a prequel which tells us about the disappearance of the middle brother and thus helps to provide insights into the motives of the characters on the Turner television series. In this case, additive comprehension takes the form of back story, but the same graphic novel also helps us to better understand the organization of the resistance movement, which we can see as part of a world-building process. Most transmedia content serves one or more of the following functions:

  • Offers backstory
  • Maps the World
  • Offers us other character's perspectives on the action
  • Deepens audience engagement.

I have been troubled by writers who want to reduce transmedia to the idea of multiple media platforms without digging more deeply into the logical relations between those media extensions. So, if you are a guild, it matters deeply that you have a definition which determines how many media are deployed, but for me, as a scholar, that is not the key issue that concerns me. As we think about defining transmedia, then, we need to come back to the relations between media and not simply count the number of the media platforms. So, again, let's imagine a continuum of possibilities.

We might start with the notion of seriality. Seriality would imply the unfolding of a story over time, typically through a process of chunking (creating meaningful bits of the story) and dispersal (breaking the story into interconnected installments). Central to this process is the creation of a story hook or cliffhanger which motivates the consumer to come back for more of the same story. Historically, seriality occurs within the same text.

So, we've seen American television evolve over time between highly episodic structures (more or less self-contained) to much more heavily serialized structures. Most shows, though, combine elements of the episodic (a procedural plot which can be wrapped up in a single episode) and the serial (an evolving character relationship, an unfolding mythology, a larger plot within which the individual episodes work as chapters.) The shift towards seriality on American television plays a large role in preparing audiences for transmedia storytelling. Most transmedia stories are highly serial in structure, but not all serials are transmedia. So, Bones, say, is a partially serialized drama which, for the most part, remains within a single medium.

But we can think of examples where there is a movement across texts or across textual structures within the same medium. I describe this in terms of "radical intertextuality." So, for example, the DC and Marvel universes create dozens of titles which are seen as inter-related. Characters move between them. Plots unfold across them. Periodically, they may have events which straddle multiple book titles, and part of the pleasure of something like Marvel Civil Wars is that we see the same event from the point of view of multiple characters, who may have conflicting perspectives on what is happening. Similarly, Battlestar Galactica unfolds across multiple television series, mini-series, and stand-alone movies. If Battlestar remained in a single medium, television, then it would be another example of radical intertextuality. But, because Battlestar extends this process to include webisodes and comics, which are understood as part of the same continuity, then we call it a transmedia story.

So, let's call this next level Multimodality -- a term coined by Gunther Kress to talk about how educational design taps the affordances of different instructional media, but applied by Christy Dena to talk about transmedia narrative. The key point here is that different media involve different kinds of representation -- so what Green Lantern looks like differs from a comic book, a live action movie, a game, or an animated television series. Each medium has different kinds of affordances -- the game facilitates different ways of interacting with the content than a book or a feature film. A story that plays out across different media adopts different modalities. A franchise can be multimodal without being transmedia -- most of those which repeat the same basic story elements in every media fall into this category. For me, a work needs to combine radical intertextuality and multimodality for the purposes of additive comprehension to be a transmedia story. That's why shortening transmedia to "a story across multiple media" distorts the discussion.

So far, nothing here implies that particular media need to be involved for something to become transmedia. One can construct a high end transmedia system (a major blockbuster movie or network television show and its extensions) and one can construct a low end transmedia system (a low budget and/or independent film, a comic book or web series as the spring board for something which might include live performance or oral storytelling...) Some have tried to argue that games are a key component of transmedia, but I do not want to prioritize digital media extensions over other kinds of media practices.

For this reason, it is possible to find historical antecedents for transmedia which predate the rise of networked computing and interactive entertainment. I am not preoccupied with the "newness" of transmedia. The current push for transmedia has emerged from shifts in production practices (shaped by media concentration, in some cases) or reception practices (the emergence of Web 2.0 and social media), but it has also come from the emergence of new aesthetic understandings of how popular texts work (shaped in part by the rise of geeks and fans to positions of power within the entertainment industries).

The options available to a transmedia producer today are different from those available some decades ago, but we can still point to historical antecedents which were experimenting with notions of world building and mythology-modeled story structures in ways that include both radical intertextuality and multimodality. In that way, you can say that L. Frank Baum (in his focus on world building across media), Walt Disney (in his focus on transmedia branding) and J.R.R. Tolkien (with his experiments in radical intertextuality) each prefigure transmedia practices.

Similarly, I've argued that Obama is as much a transmedia character as Obi Wan is. I do not mean by this simply that our everyday lives are conducted across multiple media platforms, though this is true. I also mean that we tend to connect those dispersed pieces of information together to form a story, that the story we construct depends on which media extensions we draw upon (Fox News vs. The Huffingston Post), and that there are architects who seek to coordinate and construct the range of meanings which get attached to that story. In that sense, the Obama story, as constructed by his campaign, includes both radical intertextuality and multimodality.

When I wrote Convergence Culture, I focused the transmedia discussion around The Matrix, while including a side bar which discussed The Beast as an Alternate Reality Game. I understood that ARGs had something to do with transmedia, but my use of the sidebar structure allowed me to dodge the tougher question of whether ARGs are transmedia, and that's where some of the most heated debates in recent years has occurred.

The Hollywood based model of transmedia assumes a story told or a world explored across not simply multiple media but multiple texts, which can be sold to audiences separately and which represent multiple touch points with the brand. (Note, for my definition, it really doesn't matter if the texts form a single narrative or multiple stories set in the same world, since in practice, most transmedia includes multiple plot lines which can be dispersed in different ways across the installments.) The ARG model, however, assumes that multiple media can contribute to a single entertainment experience. So, we are more likely to talk about The Beast, I Love Bees, or The Lost Experience as completed texts in their own right (as well as in all three cases as part of larger entertainment franchises). Different groups have different stakes in drawing lines distinguishing or integrating these two models. It is important to understand what they are each trying to accomplish, but I am less invested in defining in or out one model or the other. I just think this is a space which deserves closer conceptual work than it has received so far. Both could meet my emphasis on radical intertextuality and multimodality and both can deliver on the promises of additive comprehension.

Another debate worth monitoring here has to do with issues of audience participation in the development of a transmedia property. These debates break down into two sets of issues. The first has to do with the differences I draw in Convergence Culture between interactivity and participation. For me, interactivity has to do with the properties of the technology and participation has to do with the properties of the culture. Obviously, in practice, both may come into play in the same text. So, for example, a computer game stresses interactivity and thus preprogramed entertainment experiences. Fan culture is high on participation, where fans take the resources offered by a text and push it in a range of directions which are neither preprogrammed nor authorized by the producers.

When people claim that interactivity is a core element of a transmedia experience, I want to make sure we are using the term in the same way. We can imagine a range of different relations which fans might have to a transmedia property. On one end would be the hunting and gathering practices of finding the dispersed pieces of information and figuring out how they all fit together to form a meaningful whole. On the other end, we might have playing through a level of a game, working past obstacles, killing bosses, and gathering objects. But we might also think about various forms of fan performance -- from fan fiction to cosplay -- which are more participatory and open ended and less dependent on the design choices of the transmedia producers.

A second set of issues has to do with continuity vs. multiplicity. Most discussions of transmedia place a high emphasis on continuity -- assuming that transmedia requires a high level of coordination and creative control and that all of the pieces have to cohere into a consistent narrative or world. This is a practice which is hard enough to achieve across the multiple divisions of the same production team and it becomes hard for fans to contribute directly to the development of a narrative which places high emphasis on continuity. Indeed, many projects which claim to tap "user-generated content" do so in ways which protect the "integrity" of the continuity at the expense of enabling multiple perspectives and more open-ended participation. They make the author or some designated agent an arbiter of what counts within the canon. On the other hand, there are forms of commercially produced transmedia which really celebrate the multiplicity which emerges from seeing the same characters and stories told in radically different ways. This focus on multiplicity leaves open a space for us to see fan-produced media as part of a larger transmedia process, even if we then want to try to sort through how different elements get marked as official canon or fan alternatives.

Sorry this has gotten so complicated, but I think part of the problem is that many people are looking for simple formulas and a one-size-fits-all definition, trying to delimit what transmedia is. But, we are still in a period of experimentation and innovation. New models are emerging through production practices and critical debates, and we need to be open to a broad array of variations of what transmedia means in relation to different projects. I wrote in Convergence Culture that convergence practices, for the foreseeable future, will amount to "kludges," jerry-rigged attempts to connect different media together, as we all figure out what's going on and what works well.

There is no transmedia formula. Transmedia refers to a set of choices made about the best approach to tell a particular story to a particular audience in a particular context depending on the particular resources available to particular producers. The more we expand the definition, the richer the range of options available to us can be. It doesn't mean we expand transmedia to the point that anything and everything counts, but it means we need a definition sophisticated enough to deal with a range of very different examples. What I want to exclude from this definition is "business as usual" projects which are not exploring the expanded potential of transmedia, but are simply slapping a transmedia label on the same old franchising practices we've seen for decades.

As a way to promote more conversation, please send me your questions, critiques, and other responses to hjenkins@usc.edu, and I will try to respond in a future post.

Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part One)

Shortly after I arrived at USC, Brian David Johnson from Intel came to the office to interview me for a book he was developing on the future of screens and entertainment. I was giddy from having taught the first session of my Transmedia Entertainment class, and we had a great exchange about the relations between consumers and technology and how it might impact our future relations to television and other entertainment media.

The interview was included in Johnson's book, Screen Future: The Future of Entertainment Computing and the Devices We Love, which was released last year. Johnson's book combines interviews with key thinkers about media's future from both academia and industry with his own reflections on recent technological developments being developed at labs and what their long term implications may be.

After years of teaching at MIT, I am often skeptical of work on media which starts from a technologist's perspective since they rarely factor in the social and cultural dimensions of media. Johnson is a notable exception -- a deep thinker who groks the interface between technology and culture, who may work for industry but also understands the consumer perspective on why we love television and what we want to get out of watching our favorite series. So, I recommend his book to anyone who wants to expand their thinking and learn about the visions of screen futures which are driving technological development at Intel and a range of other companies.

Johnson was nice enough to sign on to let me reverse the microphone, so to speak, and do an interview for this blog. Over the next few installments, Johnson will share some of his current thinking. Here, he talks about television in relation to such trends as ubiquitous computing and social media, and shares some of the factors which drove him to produce this book.

Here's Johnson's official bio which should give you a clearer sense of where he is coming from:

The future is Brian David Johnson's business. As a futurist at Intel Corporation, his charter is to develop an actionable vision for computing in 2020. His work is called "future casting"--using ethnographic field studies, technology research, trend data, and even science fiction to provide Intel with a pragmatic vision of consumers and computing. Along with reinventing TV, Johnson has been pioneering development in artificial intelligence, robotics, and using science fiction as a design tool. He speaks and writes extensively about future technologies in articles and scientific papers as well as science fiction short stories and novels (Science Fiction Prototyping: Designing the Future with Science Fiction, Screen Future: The Future of Entertainment Computing and the Devices we Love, Fake Plastic Love, and Nebulous Mechanisms: The Dr. Simon Egerton Stories). He has directed two feature films and is an illustrator and commissioned painter.

You begin the book with Isaac Asimov's warning that predicting the future is a "hopeless, thankless task." Given this, what do you hope to accomplish with this book?

I love that quote! I have tremendous respect for Asimov not only as a science fiction writer and a thinker but also as a person who brought science and conversations about science into the mainstream. When I was writing Screen Future I actually had two books always within reach. The first was Richard Feynman's The Character of Physical Law - his collection of lectures and the second was a collection of Asimov essays The Planet that Wasn't. Asimov was such a good writer, easy to understand and quite funny - that people had no problem reading about the intricacies of planetary motion or the theoretical planet of Vulcan. Both Feynman and Asimov were passionate communicators and conversationalists. Feynman was known as the great explainer, while Asimov was the great popularize of science.

Getting people to have conversations about science is certainly important. But I think getting people to have conversations about the future is even more critical. The future is not a fixed point in time that we are all hurdling towards. The future is not set. The future is made every day by the actions of people. The of the most significant ways that we can all affect the future is to have conversations about it. We need to ask ourselves: What kind of future do we want to live in? What kind of future do we NOT want to live in? Having these conversations, when they are based on sound science can have a real affect on where we are going. Science fiction can do this - I believe science fiction gives us the language so that we can have this conversation about the future. But nonfiction can do the same thing. Both Feynman and Asimov knew this. The ultimate goal of Screen Future and the future casting work I do is to have conversations about the future.

Ultimately what I want to accomplish with the book is twofold:

First we are in an incredibly interesting time when it comes to technology and storytelling. For quite a while now we're been talking about telling stories, meaningful stories across multiple mediums, platforms and technologies. I don't have to tell you this Henry - you've done some of the best writing in this area. But I think something changed in 2010 and I really recognized it when I was walking around the floor of the Consumer Electronics Show (CES) in Las Vegas in 2011. Wondering the floor of that massive show, looking at all these different connected devices and screens it became really obvious to me that we had passed a kind of technological tipping point. What I mean by that is that for years most of the reasons why we've not really been able to take this screen future mainstream or distributed widely was because of technological limitations - the processors were to slow, there wasn't descent broadband connections, heck there really wasn't a robust Internet - things like that. But ultimately that's all changed.

We've really reached that tipping point where we have the processing power, battery life, storage, connectivity and human interfaces (small form factors, touch screens, etc) to be able to delivery people the entertainment and communication experience they want. And businesses have the ability to bring out not just one device - it's not just Apple or Sony or Samsung - it's a entire robust and sometimes zany collection of device manufactures that are bringing all kind of wonderful devices and screens and form factors to market. It's not a technological problem anymore getting across these experiences.

I think where we are now is smack in the middle of a new set of challenges which are very different in nature but just as important. Right now I think we are seeing the gathering of a business tipping point and an experience tipping point. Now forgive me for overusing the tipping point metaphor here but I think it applies. Right now we're watching some really interesting developments around the business of entertainment and computing. People a really beginning to explore what it means for their businesses to deliver these experiences. It has repercussions all over the world, in union negotiations, government regulations, mergers, long term strategic plans...anything that is touched by entertainment and computing industries. And what' most exciting is that we a right in the middle of it - it's happening right now.

I wanted to explore this in Screen Future. There's a lot of culture, history, technology and economics in the book to give us some background on this - but when the book gets really good is when we start having discussions about where things might go, how businesses might change and what are the underlying factors to this change. Since the book has been out and I've been on the book tour I've had some really interesting and well informed discussions and sometimes arguments about the business of storytelling and the business of delivery those stories to people using technology.

The second goal for writing Screen Future is a little more broad. As you know I travel around the world talking to people about the future and I'm always struck with how passionate, interested and engaged people are when they talk about their visions for the future. I wanted the book to be a place to gather together a wide range of research and opinions and offer up a vision for where we might be going. My process of future casting really isn't about prediction at all. Asimov was right THAT is a thankless task. Future casting is a little more pragmatic - I use things like social and computer science, global trends and conversations with experts and visionaries to construct a grounded vision for where we are headed. Then we use this vision to talk about what's good and bad about that vision - like I said before. But ultimately we're using this future casting to develop visions that we can build. In the book I wanted to capture the future casting process with all of its disparate inputs and show what a vision for 2015 might look like. Then use it as a way to have conversations with people about the future that they wanted and the future they were worried about

.

You describe yourself as a "Consumer Experience Architect." What does this entail? What kinds of expertise and insight shape your models of the consumer experience? What factors are shifting the consumer experience of television? Are the changes being driven by shifts in technology, in business practice, or in social and cultural expectations?

I'm going to give the answer that I give to my engineering colleagues. But I have to warn you that they hate this answer. So I kind of like giving it to them. The answer to your question is....yes. The answer is yes. All of the above. The changes in consumers experience with TV are due to all of the factors you mentioned. Let's look at each one and see if we don't uncover some more.

Let's start with "shifts in technology". Because I work in an engineering company this is the easiest to tackle. I've watched the evolution of TV technology first hand for more than twenty years now. In the early 1990s I worked on interactive TV deployments in Europe and Scandinavia. Now to give you an idea of the types of things I worked on I should tell you about one of our most successful projects. It was a huge success and we thought it really showed the way forward for "interactive TV". But thinking about it today in 2011 the sad truth is that it really illustrates the technical limitations of TV before recent improvements.

The project was done for British Airways. They were looking to sell vacation packages to Spain at the time. A big problem for them was lead generation, actually finding the right people who would be interested in the vacation package. Now the vacations they were selling weren't super expensive but they also weren't budget vacations either. They were right in the middle. So what BA wanted to do was use an interactive TV application to find the right people to market to.

To do this they produced a really slick commercial. I think it was about 5 minutes long. At the end of the advertisement the viewer was prompted to press a button on their remote control to request a glossy brochure for more information.

We launched the test in Cardiff Whales and it was a huge success as a pilot. We thought we were geniuses. The back end was pretty complicated. To actually make the thing work you had to send the request via the back channel on the set top box. It then had to interface with the head end, pull the subscribers address and information then send that information to the fulfillment center so that they could mail out the glossy brochure of beautiful beaches and smiling people. For BA it was great because they were gathering prequalified leads for their vacation packages, only sending the costly brochure to people who were interested. For many this type of lead generation is the holy grail of advertising. You actually get your potential customers to ask you for advertising materials.

Like I said it was a success and we thought we were geniuses ushering in the future of interactivity on TV. How pathetic is that? Press a button and get a brochure...that was the staggering brilliance of interactive design. A button that sends you a piece of paper mail!

Now I'm not trying to trivialize how difficult it was to pull off this project. It was actually kind of hard but I think it really illustrates the technical and infrastructure limitations of TV systems in the past.

Flash forward 20 years and look how far we have come technically. We all know the Internet really changed everything from a media and storytelling standpoint. But behind the scenes and inside the TV a lot of little and large changes have really turned the TV itself into a computational device. Two decades ago the TV technically look pretty close to the old RCA sets that used to bring I Love Lucy into American living rooms. Today TVs look more like computers and smart phones.

I guess that's really the big shift and one of the main points of my book. Today technically speaking TVs and PCs and smart phones and any connected device is just that; a screen that can connect to the Internet and give people the entertainment and communications they want. It's just a screen not a specific device. When you look at it this way the conversation is less about the TV or PC or whatever and more about the form factor, the size of the screen and they way it fits into your life; the way all the different screens you own fit into your life

That's a huge shift! I'm a TV guy and recasting the TV and entertainment experience like this is worlds away from where we were 20 years ago. Much of this shift has been started and brought about by the technological advances to both TVs and PCs; which really I just think about as computational devices across the board.

This isn't a completely linear story by any means but for the moment let's pretend it is. So, after all they technological advances, the introduction and popularization of the Internet, the reduction in the cost of computational power to consumers and the expansion of meaningful broadband networks then it really got interesting. Well let me restate that...what got interesting is what people did with all of these changes. (Here's a tiny aside: I wrote all of my notes for our conversation on my smart phone as I flew from London or LA or Mumbai - even how we compose and were has evolved!)

Few people have chronicled and explored these cultural shifts more fully than you Henry - so I'm not going to bore you with my poor summary of your work of which I am a huge fan. But let's just say people got involved in their entrainment. They got involved in making it, finding it, talking about it and did it on their schedule and to better fit their preferences not the preferences of the companies and corporation that were producing, distributing and advertising with this content

Now the entertainment industry isn't stupid. We often forget that these large companies are made up of many passionate intelligent people who mainly want to make the best stories possible on whatever medium they choose.

So around 2007 the media and technology industry really began to change and intermingle. A lot of writers cite the 2007 consumer electronics show (CES) in Las Vegas as the turning point where all industries realized the fact that the future of TV and the future of entertainment was digital or a mix of traditional delivery mingled with the Internet. This was massive realization for these large global companies.

This really brought about and is continuing to bring about the business practice changes you asked about. And it's really these changes that we are witnessing and will continue to watch for the next few years. This is something I really came upon while working on my book. From a technological stand point we are there. When it comes to having technical capabilities to deliver the entertainment experience the majority of people want we have the engineering done. We might even be a little ahead. This of course will change but for today most of the technical hurdles have been solved.

We are now witnessing the business changes as they adapt to these technological advancements as they mix with expanded consumer expectations and habits. I find this fascinating! All you need to do is pick up The New York Times, Wall Street Journal, Variety and even Entertainment Weekly and underneath many of the articles you will see the influences of these changes.

And the changes will come. They have to come. People want them. Now I'm not saying TV is going away or even that big budget entertainment is going away. That's not going to happen either. The main reason for that is that people love it. People don't want it to go away. They will still pay for it. But their habits and expectation for where they get it, how they get it and how they can participate with it are changing. The entertainment industry will adapt to this just as it has done the past. As I see it this is an exciting time full with a lot of juicy stories and incredible opportunity.

Now Available: Transmedia Hollywood 2 Videos

Due to technical difficulties, we've been delayed in sharing with you the videos from our April Transmedia Hollywood 2 conference, jointly sponsored by the cinema schools at USC and UCLA, and hosted this year at UCLA. We hope to be back next April at USC with a whole new line up of speakers and topics, which we are just now starting to plan. In the meantime, check out some of these sessions, which should give the ever expanding Transmedia community plenty to chew on this summer. As for myself, I'm flying down to Rio, even as we speak.

Welcome and Opening Remarks

Denise Mann, Associate Professor, Producers Program, UCLA School of Theater, Film and Television

Transmedia Hollywood 2, Visual Culture & Design: Denise Mann Opening Comments from UCLA Film & TV on Vimeo.

Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC. (Some of my comments here got me into trouble at the time and I hope to post something here soon which explores the issue I raise here about the role of radical intertextuality within the same medium.)

Transmedia Hollywood 2, Visual Culture & Design: Henry Jenkins Opening Comments from UCLA Film & TV on Vimeo.

Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond

Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox -- Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially.

Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers -- aka "transmedia producers" -- charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities.

The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida. Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes.

Moderator: Denise Mann

Panelists:

  • Scott Bukatman, Associate Professor, Stanford University (Matters of Gravity: Special Effects and Supermen in the 20th Century)
  • Rick Carter, Production Designer (Avatar, Sucker Punch, War of the Worlds)
  • Dylan Cole, Art Designer (Avatar, Alice in Wonderland)
  • Thierry Coup, SVP, Universal Creative, Wizarding World of Harry Potter, King Kong 3D
  • Craig Hanna, Chief Creative Officer, Thinkwell Design (Wizarding World of Harry Potter-opening; Ski Dubai)
  • Angela Ndalianis, Associate Professor /Head, Cinema Studies, University of Melbourne (Neo-Baroque Aesthetics and Contemporary Entertainment)
  • Bruce Vaughn, Chief Creative Executive, Disney Imagineering (elecTronica, Toy Story Mania)

TH2 Panel 1: "Come Out 2 Play" from UCLA Film & TV on Vimeo.

Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms

How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms? Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures? How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination? Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?

Moderator: Henry Jenkins

Panelists:

  • Francesca Coppa, Director, Film Studies/Associate Professor, Muhlenberg College; Member of the Board of Directors, Organization for Transformative Works
  • Geoffrey Long, Program Manager, Entertainment Platforms, Microsoft
  • Alisa Perren, Associate Professor, Georgia State University (co-ed., Media Industries)
  • Kelly Souders, Writer/Executive Producer (Smallville)

TH2 Panel 2: "We're Looking for Characters" from UCLA Film & TV on Vimeo.

Game On!: Intelligent Designs or Fan Aggregators?

Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere. Two corporate leaders--Warner Bros. and Disney -- have entered the fray, pursuing disparate routes to monetize the game industry, each targeting a different type of consumer. While WB is investing in grittier, visually-arresting, adult-oriented, console games like Batman Arkham Asylum, Disney is banking on interactive entertainment like Club Penguin's online playground built for kids and family members. Hard-core gamers worry that the kid-and family-friendly Disney approach will neuter the video game industry; however, the unasked question is whether these interactive playgrounds linked to corporate IP are training next-generation consumers to bridge the gap between entertainment and promotions.

A similar revolution is taking place in the post-network television industry as creators form alliances with network marketers in an effort to reach out to engaged fans. Many of the cutting-edge creative team at Smallville forged this path in the wilderness, creating innovative on-line campaigns that they later took to Heroes. Fans avidly pursue TV creators who incorporate an arsenal of visual design elements derived from films, comic books, games, web-series, and theme park rides in the series proper and in the online worlds. Experimenting with ways to reinvent an aging medium and buoyed by a WGA strike that assigned derivative content to showrunners, the question remains whether these creators won the battle but lost the war as more and more network dot.coms have asserted control over the online interactive entertainment space. Do web-series like Dr. Horrible and The Guild represent the next frontier for enterprising creators or can creative personnel learn to play within the confines of the corporate playground?

We will ask creators from both industries -- gaming and television--to explain their philosophy about the intended and unintended outcomes of their interactive properties and immersive entertainment experiences. Marketers clearly love it when fans become willing billboards for the brand by wearing logo T-shirts, deciphering glyphs, or joining mysterious organizations such as Humans for the Ethical Treatment of Fairies, Elves, and Trolls, and then sharing clues, codes, and supporting content across a virtual community. These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging transmedia worlds.

Moderator: Denise Mann

Panelists:

  • Steven DeKnight (Spartacus, Smallville, Buffy, Angel)
  • Jeph Loeb, EVP/Head of TV, Marvel Entertainment (Heroes, Smallville)
  • Craig Relyea, SVP, Global Marketing, Disney Interactive (Epic Mickey, Toy Story3-The Game)
  • Avi Santo, Assistant Professor, Old Dominion University (co-creator of Flow: A Critical Forum on Television)
  • Matt Wolf, Double 2.0, ARG/Game Designer (Bourne Conspiracy, Hellboy II ARG, The Fallen ARG)

TH2 Panel 3: "Game On!" from UCLA Film & TV on Vimeo.

"It's About Time!" Structuring Transmedia Narratives

The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions.

We might think of such stories as hyper-serials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms. So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristotelian unities of time and space?

Moderator: Henry Jenkins

Panelists:

  • Caitlin Burns, Transmedia Producer, Starlight Runner Entertainment
  • Abigail De Kosnik, Assistant Professor, UC, Berkeley (Co-Ed., The Survival of the Soap Opera: Strategies for a New Media Era; Illegitimate Media: Minority Discourse and the Censorship of Digital Remix)
  • Jane Espenson, Writer/Executive Producer (Buffy the Vampire Slayer, Battlestar Galactica)
  • John Platt, Co-Executive (Big Brother, The Surreal Life)
  • Tracey Robertson, CEO and Co-founder, Hoodlum
  • Lance Weiler, Founder, Wordbook Project

TH2 Panel 4: "It's About Time!" from UCLA Film & TV on Vimeo.

Three Reasons Why Pottermore Matters...

Yesterday, J. K. Rowling of Harry Potter fame announced a bold new online venture called Pottermore which has sent shock waves through multiple communities which I follow closely and I've had more than a few people already ask me to weigh in on my initial thoughts about what's taking place. Keep in mind that, as Will Rogers used to say, all I know is what I read in the newspaper. I have no knowledge of what's taking place here other than what's already in the press and what I can speculate about from my knowledge of the announcement's fit within a range of trends impacting social media, transmedia entertainment, Web 2.0, and fan culture. Here's the video of Rowling's announcement, which you should watch, if you haven't already, so the rest of this makes sense.

Now, let's consider what this announcement means from several perspectives.

Pottermore as Transmedia Storytelling: This may be the most highly visible transmedia project to date -- after all, Harry Potter is as big a media franchise as we are likely to see anytime soon. I've blogged before about the paradoxical nature of Harry Potter fandom:

Harry Potter is a massive mass market success at a time when all of our conversations are focusing on the fragmentation of the media marketplace and the nichification of media production. There has been so much talk about the loss of common culture, about the ways that we are all moving towards specialized media, about the end of event based consumption, and so forth. Yet very little of it has reflected on the ways that Harry Potter has bucked all of these trends....But in many other ways, the success of Harry Potter demonstrates the power of niche media. Start from the fact that this is a children's book, after all, and a fantasy, two genres which historically have attracted only niche readerships. Scholastic surely wouldn't have predicted this level of popular interest when it chose to publish the original novel. By traditional industry talk, much of Harry Potter's success came from so-called "surplus consumers" -- that is, consumers who fall outside of its target demographic. Traditionally, much of fan culture involves these kinds of surplus consumers -- female fans of male-targeted action adventure series, adult consumers of children's media, western consumers of Japanese popular culture, and so forth. Indeed, it is this attraction to works that are in some ways mismatched to our needs that encourages fans to rework and rewrite them.

Relatively little of the official Harry Potter media produced to date has been transmedia in the sense that I use the term -- as an extension of the information we have available about the world rather than as a replication of the story from one medium to another. I've been suggesting lately that we might identify transmedia projects through the combination of two factors - radical intertextuality (that is, the complex interweaving of texts through the exchange of story-related information) and multimodality (that is, the mixing of different media and their affordances in the unfolding of the story). Pottermore works at both levels.

On the one hand, Rowling is making a commitment to provide fans with a large chunk of additional information about the world of Harry Potter, nuggets which, as she puts it, she's been "hoarding" during the writing process. We might think of this as a more interactive version of the kinds of "further stories" or notes on the mythology that J.R.R. Tolkien's estate has been slowly feeding Lord of the Rings fans in the decades since the author's death. Some estimates suggest that she's already got 100,000 words of new material which is going to be inserted into the interstices of the original novels -- that's more or less the length of a typical book (not as much as a Harry Potter book, but still) -- and she's hinted that there may be more where this comes from. During the Harry Potter lexicon case, it came out that she had been planning to publish her own encyclopedia which would expand our knowledge of her fictional universe. It is not clear whether this will supplement or replace that original conception.

By far, this is the aspect of the announcement which has caught fire with fans, especially those who have been worried that the intensity of the fandom will fade once the last film is released into the theaters. Trust me, there's been lots of mashing of teeth about this. No one thinks that Harry Potter fandom will go away completely -- we've seen many fandoms long outlast the production of new material -- but there is apt to be less intensity and visibility once the final film hits the theater. For these fans, Pottermore is a game changer. Here, for example, is some of how HPANA, one online Harry Potter fansite, responded to the news:

"Does this announcement and the looming launch of Pottermore hold enough weight to keep together a fandom that is showing signs of deterioration? To me, Pottermore will act as an integral part of the fandom for the next few years. Yes, years. If Jo were to have announced a print encyclopedia, the immediate impact would have been greater. But because of the interactive nature of Pottermore, and the fact that each novel's storyline will be released months apart (Sorcerer's Stone in October, Chamber of Secrets in early 2012), the Pottermore storyline may not conclude for at least two years - extending active fandom discovery until the end of 2013 at the earliest....What does this mean? The Harry Potter fandom is on the verge of embarking on a new, monumental journey, something which has never occurred and probably will never happen again, as Rowling has been famously private about her writings in the past. Pottermore will be truly a one-of-a-kind experience where fans will have the opportunity to dictate what they want to see come out of it, both from Jo and fellow fans....I believe the whole fandom discovering brand new canon together is the most important aspect of Pottermore. The ingenious sorting, play-along aspects and digital store with the first ever Harry Potter e-books? That's merely icing on an already delicious cake."

Those are high hopes for the author to meet.

On the other, there is the promise of multimodality represented by what's been described as interactive "moments" introduced around the books -- including a sorting hat process and a wand shop -- which allow fans new ways of interacting with the story. For literary critic Lev Grossman, who has been a key enthusiast for the books, this aspect of transmedia causes him to pause:

When publishers mix reading with other media, the way Pottermore does (or the way that The 39 Clues, another Scholastic creation, does), I find it confusing. Every time I see more of the Potterverse realized in other media, as video or audio or even still images, it undoes the work I did by reading about it. It takes away from the marvelous, handmade Potterverse I've got going on in my head and replaces it with something prefabricated.

Those of us who are more enthusiastic about transmedia see it differently: we see these materials as expanding our knowledge and deepening our experience of the story (at least in so far as they are done well and everything about Potter has been done well) by allowing each medium to do what it can do best. There's been lots of talk about whether there has been a killer demonstration of the potential of transmedia -- this may well become that killer demo, for better or for worse, and I for one am going to be watching closely to see what happens next.

Pottermore as eBook: The Wall Street Journal has read the Pottermore story through the lens of ebook publishing and the future of authorship, and it's a pretty significant story from that perspective also. Here's part of what they speculate:

While her publishers and major online book retailers will continue to sell her physical books, Ms. Rowling has reserved for herself the digital editions, the fastest-growing segment in the book world. The move could inspire other authors, large and small, to pronounce themselves independent agents in hopes of tapping more lucrative paydays. Ms. Rowling refused for years to release her books in electronic format, retaining the digital rights for herself. While most other authors have already handed over their digital rights to their publishers--most recently, John Grisham--Ms. Rowling's deal could prompt them to self-publish when their deals come up for renewal or demand higher royalty rates than the 25% of net sales that most publishers offer today on digital editions. Some may even choose to forgo all traditional means of book publishing and set up their own bookstores, reaping 100% of everything they sell.

I am following the world of epublishing closely these days, thanks to my affiliation with the Annenberg Innovation Lab which is launching its own epublishing division. Few authors at this point can exert such power over their own publications and few have the ability to set new terms of professional compensation. Read through this lens, it may be a comparable to when George Lucas took a smaller salary on Star Wars in return to a percentage of the revenue from ancillary products, a decision which helped paved the way for Star Wars as a ur-text for transmedia storytellers and entertainers.

Rowling recognizes that it is not enough to offer a digital offset of the books via Kindle but that ebook publishing represents its own kind of event, which enables her to further expand the reader's experience through new content and new ways of interacting with the material. Her continued involvement with the social network of her fans moves the ebook from a product to a process - not a one time thing, but something which can draw back people who have already read the seven books and watched the eight films to have a new set of relationships with the story. So, again, the announcement is big news.

Pottermore as fan relations: This is where things start to get a little more complicated. I've been mapping this fandom for years and there are many different kinds of Harry Potter fans who have different expectations and different relationship to the material. So, as critics such as Suzanne Scott and Julie Levine Russo have noted, transmedia practices tend to priviledge some kinds of fans over others, constructing model fans and thus seeking to set the terms of how fans relate to the material.

This has become increasingly true for Rowling, who has shown many signs that she wants to continue to shape and control how fans respond to her work well after she finished writing it. We can see this in the epilogue to the last novel, which seems to pointlessly map out futures for all of her characters, including shaping the "ships" (relationships) between them, in what amounts to spraying her territory. Many fans would have preferred a text which was more open ended on that level and allows them more freedom to speculate beyond the ending. She decided to "out" Dumbledore not through the books but via her own discourse around the books. She tried to shut down the Harry Potter Lexicon. So, it is abundantly clear that she likes some of her fans more than others and that any effort to facilitate fan interactions also represents an attempt to bring fandom more under her control.

Two key phrases stood out for me in the announcement: "digital generation" and "safe," both of which require some glossing here. Harry Potter has attracted a very strong adult readership, many of whom would not conventionally fall into the digital generation. Even among those who come from the digital generation, many of those who grew up reading the books, are now young adults, even in some cases, parents on their own. And then, there are the children readers who were the targeted audience for the books. The most active fans, as noted above, are often a "surplus audience," and may well not be children. This doesn't matter when the book can be purchased at a range of different locations, read in a variety of contexts, but if you try to bring that readership together online, then the tensions are apt to become more of an issue.

That's where the term, "safe," is a red flag. In this case, it can mean two things -- first, a space where you can read the stories without encountering any of that dratted "pornography" that some (many actually) of the adult fans have been producing. I remember talking to Warner executives when I was working on Convergence Culture who kept saying they wanted to distinguish between the "fans" and the "pornographers," and I couldn't bear to tell them that most of the erotica is produced by the fans and is part of what it means to them to be a fan. So, "safe" in those terms means censored, regulated, or policed. So, the promise is that "You," "Us," will help shape the future of the franchise but only in terms specified by Rowling and by the companies involved in overseeing this site.

Here enters a second potential meaning of the word, "safe," which is that the site will comply with the Children Online Privacy Protection Act (or its British equivalent) which sets restrictions on the exchange of personal information, especially by minors. (For a useful discussion of how the desire to protect children may also restrict their ability to meaingfully participate, check out this recent post by Anne Collier.) So, does this mean that Pottermore will become the literary equivalent of Club Penguin, social media without the potential for off-line social interactions, and how does this fit within the larger framework of social relations upon which Harry Potter fandom, like all other fandoms, depends.

Moving beyond the word, "safe," there's the potential that this follows the logic of Web 2.0 more generally which seeks to capture and commodify participatory culture. There are multiple concerns here, which I need to know more to be able to address. While the language of the video hints at a more open-ended structure of participation, wherein fans share their thoughts, speculations, and creative works with each other, the only features specifically described constitute preprogramed interactivity -- such as the Sorting Hat -- which sets the terms of our engagement with the storyworld. I might note that Harry Potter fandom has been among the most innovative in helping fans make the transition to the era of social networks -- having developed their own platforms and practices since the book was first published -- including several very sophisticated versions of the Sorting Hat. Which house you identify is deeply personal to Harry Potter fans. I strongly identify with my affiliation with Ravenclaw, so why should I cede to Rowling and Sony the right to decide which house is mine! So, in this case, Rowling is offering fans what they already have on their own terms and using the release of information as a bribe to pull them into her walled garden. (Keep in mind that the information is going to get spoiled and leaked the moment it is posted.)

If, on the other hand, she does allow for more creative and participatory engagement of the material on the site, that opens other questions already hotly debated along the borders between Web 2.0 and Participatory Culture. Abigail DeKosnik, for example, has described the bargain fans often are forced to make -- ceding all rights to their own intellectual property in return for the promise, easily revoked, of corporations not suing them for their efforts. Others have described this in terms of issues of fan or free labor -- people are doing creative work for free which benefits corporations without getting any revenue in return. Lawrence Lessig has gone so far as to describe this as a modern form of "sharecropping." This is a complicated issue and we have a lot to say about it in my forthcoming Spreadable Media book.

I am not prejudging the terms that Rowling and Sony are offering here. I am just saying that the platform as described raises these questions and we need more information before we can really weigh whether Rowling is treating her fans fairly here. She's been surprisingly supportive of fan culture in the past, but on a selective basis, which does not give us much guarantee on how this one is going to shape out. The devil is going to be in the details here and those are going to be rolled out over the next few months.

Could Rowling's "gift" to her fans turn out to be a Trojan Horse? Hell yes, but it may also open the door for some other creative opportunities along the lines discussed in the earlier sections of this post.

Keeping Your Sanity While Engaging Your Audience Through Transmedia

One of the questions I am most often asked about transmedia is whether this is a game for multinational media conglomerates or whether this strategy has something to offer independent and alternative filmmakers. This post, which was sent to me by the fine folks at Tribeca Film, tells the story of one such film and how they dealt with the challenges of creating a transmedia property on a shoe-string budget. Keeping Your Sanity While Engaging Your Audience through Transmedia.

by Jen Begeal

Summary: A successful transmedia project doesn't require a big budget or a large team. It just requires patience and foresight.

Cross-posted from The Future of Film blog at TribecaFilm.com, where leading filmmakers and experts within the film industry share their thoughts on film, technology and the future of media. Click here to follow commentary on the changing media environment on Tribeca's Future of Film blog.

Transmedia projects have multiple points of entry that follow multiple storylines across several platforms. This kind of attention to detail can be overwhelming to a small team, and let's face it, most transmedia projects function on micro budgets. Asking your audience to jump down the rabbit-hole with you requires finesse, timing, and above all energy. With so many moving parts it can be a daunting task to keep a project from becoming completely overwhelming.

In the spring of 2010 I joined a transmedia project already underway, called Zenith. Focused around a film (which was not set to release for months), our small team was tasked with designing and building a campaign that would invite our audience to engage with the film's central themes and incorporate them into their own stories. This is how we did it.

Zenith is a science fiction thriller, which takes place in two separate time periods: the present day and the year 2044. The film alternates between the realities of the two main characters: Ed Crowley, a paranoid conspiracy theorist, and his son Jack, a drug-dealing ex-neurosurgeon. Ed predicts a future where a hidden society controls the minds and actions of the population. Ed's future - Jack's present - has become a bleak reality where people are permanently numb, yet pay dealers like Jack for pain from expired prescriptions. Jack is pulled into his father's quest for the truth behind this genetic experiment when he is presented with the first in a series of ten VHS tapes that Ed has left behind.

Zenith's director, Vladan Nikolic, first conceived the concept of multiple entry points for a project years before the advent of Facebook and Twitter. It wasn't until production got underway in 2008 that Internet technology had reached a point to where it could lend itself to an engaging multimedia experience. The term "transmedia storytelling" was the latest buzzword in the film community and its definition closely matched that of the filmmaker's vision of a new form of storytelling.

The transmedia project was multi-tiered. The first tier, an outreach campaign, was developed to connect with bloggers in the gaming, film, science fiction and conspiracy theory communities. The initial goal of the campaign was to get people talking about the conspiracy theory portion of the project, called Stop Zenith. With a tag line of "What is Zenith?" the outreach garnered mixed reactions, some bloggers were afraid they had been accosted by a group of conspiracy theorists while others embraced the deception with the understanding that this was all part of a much larger project. Partnerships with other websites were also developed, like that between Zenith and Above Top Secret (ATS), a conspiracy website with a multi-million member fan base. These partnerships were instrumental to attracting a larger, more engaged audience. They also showed our team that to keep the conspiracy plot moving, we had to think fast and build out our story lines with intelligence.

The second tier of the project was to develop online personalities who we would use to encourage conversation about Stop Zenith. One of my roles as a member of the transmedia team was to create over a dozen Twitter, Facebook and YouTube personalities to carry out the Stop Zenith message. While the concept was easy enough to start, we quickly found that managing so many feeds with such time and budget constraints were nearly impossible. Shortly afterward we scaled back the number of characters as well as their functions, limiting them to posting on The Conspirist, a transmedia blogging site.

Another concept we fleshed out was the VHS tapes. Ed's creation of and Jack's hunt for the tapes is a core component of the film. Our hope was that by releasing portions of the tapes from the film across video platforms like YouTube, we would attract an audience that would want to create their own versions of the tapes and continue the story. We started by asking friends and colleagues to create and post their own videos, and then reached out to others in the community. Though a few people were happy to jump on board, the reality was that many people were still not comfortable with downloading a video file from an undisclosed source to edit on their own and re-post. We released six tapes in total, the final of which correlated with the film's release.

After the initial theatrical release of the film we scaled back on the Stop Zenith project, which had been planned early on. We instead turned our focus onto the second part of our distribution strategy, a cross-platform launch that incorporated the DVD with a VOD release while the film screened in independent theatres across the country. This unique strategy earned a lot of press for the film and the transmedia project. Filmmakers began to question whether a festival release (which Zenith chiefly avoided) was still a necessary requirement for an independent film. As Zenith made its calculated progression across platforms we took the time to build a new social media presence in the form of a singular Facebook page and Twitter feed to provide updates on the film's distribution, showings, release information and reviews.

Zenith was met with both rave reviews and harsh criticism, which is to be expected with any experimental project. Some members of the audience embraced the transmedia component; others found it clunky and difficult to navigate. Overall, based on our viewing numbers and the amount of press we received, it can be concluded that we achieved success beyond any of our expectations. While certain components of the transmedia project worked before the release of the film, such as the outreach campaign, the partnerships and the websites, others benefited from the film's theatrical release and distribution, including the campaign with the tapes and the social media element.

While I don't believe every film needs a transmedia component, independent filmmakers shouldn't rule it out. Transmedia storytelling is a creative way to engage with a film's audience and Zenith proved that you don't need a big budget or large team to pull off a project that gets noticed.

ZENITH 2011 TRAILER from Surla Films on Vimeo.

Jen Begeal is a Social Media Strategist for Ride5 Media Group an award-winning creative agency in New York. She has worked as a Transmedia Producer for films such as Zenith and mindFLUX, and she is an active member of the New York Transmedia community. Follow Jen on Twitter @jlbhart or @zenithfilm.

How Do You End a Cult Series?: Fans Respond

I asked for your thoughts about how cult series should end and in particular your expectations and responses about the resolution of Smallville. Here are your responses: Hello:

Read the twitter from Allison, then read your blog. Very interesting stuff.

I watched Smallville at the beginning and kind of faded out when Jonathan died. I left it alone for a couple of years and picked it back up again in season 8. I've since watched all the episodes in order and truly love the series for so many reasons. The messages were so positive, family was important, good, truth, justice and all the things that we seem to be lacking or maybe I should say we're trying to uncover again.

I thought the end of the series was excellent. I truly was not disappointed other than learning it took another seven years for Clark to marry Lois. I'm not a comic book fan so I don't know what's happening in that reality. As far as Chloe goes, my impression was she was happily married to Oliver, she's a mother and she's still involved in the Justice League albeit in a role that keeps her anonymous for her protection and the team's. Given her propensity to stick by Clark no matter what, I can't imagine Chloe doing anything else with her life. It would have been nice for them to work Lana in there somehow. I wanted to know what happened to her but I wasn't disappointed per se.

Hope this is what you were looking for. I'm just so grateful not to have a St. Elsewhere or Dallas kind of ending.

As it was done, Smallville and Superman live on.

Happy writing!

Kim Kloes

Smallville fan

Prof. Jenkins,

Thanks for your recent blog post about Smallville's ending and more specifically, character Chloe Sullivan's ending. As a Chloe and Smallville fan myself, I've been engaged in some passionate discussions about this ever since the finale aired.

First of all, I was so happy to see Kelly Souders' statement about Chloe's career:

First I have to give a big "HUH?" to the Chloe part. As a woman who has a pretty demanding job and two children at home under the age of four, I have to say I was floored by that one. I'm not sure why anyone thought her reading a book at night meant she wasn't going to her computer down the hall to check in with the JLA.

This is precisely the point I have been making to people arguing the converse. We were shown nothing in the finale to contradict what had been established in "Fortune": that Chloe was going to be a reporter and a JLA headhunter/recruiter. Working mothers still read bedtime stories to their kids. How anyone could think that the Chloe we have been shown for the past 10 years would ever give up all her personal goals and career ambitions just because she became a mother is beyond me.

I know that some fans were disappointed that Oliver did not appear with Chloe in the scenes with their son, and it was not stated outright that the child WAS their son and they were still happily married. It seemed clear to me that Smallville was operating under some constraints from DCU and the producers still did their absolute level best to push those to the limit to show Chloe's happy ending: her prominent wedding rings, the child actor obviously cast for his resemblance to both Allison Mack and Justin Hartley; accessories in the child's bedroom including the bow and arrow set and the carpet decorated with targets (!).

I know there are Oliver/Dinah fans (and Chloe haters) who continue to argue that we don't know the child is Oliver's, they might be divorced despite the wedding rings, she might be married to someone else, etc. Some fans have claimed that a close-up screenshot of the envelope Chloe sent the blue ribbon to Lois in, postmarked from Singapore, with a return address of Chloe Sullivan (rather than Queen) is proof they are not married. Despite the fact that a happily-married Oliver called his wife "Sullivan" affectionately in the finale and it's been established that they both travel internationally for business and own a jet. Some posters on a SV fanboard pointed, apparently without irony, to a quick closeup of a supply locker at Watchtower containing both Oliver's and Dinah's equipment as proof that even in the SV-verse, they ended up together. (Yeah, I don't even know.) I guess what it boils down to is that some viewers need things spelled out very, very literally and concretely and specifically, and some of us are happy that the writers and producers actually trust the viewers NOT to need very heavy-handed expository dialogue to Get It.

As for where I'd like to see Chloe go in the future? Easy. The DCU reboot offers a unique opportunity to give Green Arrow a fresh start. Disgraced, isolated, divorced from Dinah, he really seems painted into a corner right now comics-wise. Why not do a reboot or at least a Smallville Alternate Universe spin-off with an Oliver Queen/Green Arrow who is younger, less of a bastard and has more possibilities for redemption? And all the better if a young reporter named Chloe Sullivan, already introduced in a Jimmy Olsen title, came along to verbally spar with him, tell him when he's being a jackass, and ultimately become something of a partner for him?

What I loved most about the Chloe/Oliver relationship is that they started out as teammates and friends first; knew everything about each other, both the good and the bad; weren't afraid to call each other on their crap; and still saw the hero in each other. They elevated each other; together they were more than the sum of their parts. Contrast that with comics Oliver cheating on Dinah repeatedly, having at least 2 out-of-wedlock children with other women, and the ultimate failure of their marriage. I don't like that Oliver Queen much, and thrilled as I was that Chloe was being introduced into the comics, I hated that it was in a Jimmy Olsen title, since the Smallville Chloe/Jimmy relationship was largely reviled by fandom. Give Chloe and Oliver a fresh start with each other in the comics, and let's see all the interesting new stories to be told.

Thanks again for the interesting topic--I plan to go back and read more now that I've found your blog.

--Susan

Hi Allison I have been watching Smallville since my dad had me watch it with him which was "Justice" in season 6 as my starting episode. It was awsome and I have loved your character ever since. And just between u and me I think chloe was more fun with Oliver then Jimmy. Besides the Finale what episode do u think u liked the most of the ones u were in for season 10? For ur role I think the best was probably "Masquerade with Desaad" but u looked like u had a lot of fun with "Fortune." What kinda props did u take home when the season ended? Did kristen and erica not like each other that much because after season 5 they actually (and i looked back) had only 6 scenes together in 2 whole seasons. Or was it the writers who did that? Im sorry if this is a little akward and u dont have to answer but i always wanted to know was it akward that u and tom knew each other for 9 years and u guys did a naked scene together in season 9 in "Escape"? With Silver Banshee? I think thats enough questions and I loved Smallville and I will always love it. I also was happy with Chloes ending being a recruiter of heros, a mom, and still a reporter. Your character always developed in fun ways and whats good is that it never changed it just kept adding on. Thanks, Justin your Smallville fan

My 1st response is about the show: The most awesome part about it is that, because of it's origins of Comic books, it already had it's core fan base; Those that weren't comic book geeks are more abstract/contemporary viewers.

I think with these 'types' of Shows, you have to stay true to the skeleton of the story line, though one can be creative with the flesh part, if I can put it in those terms. I don't mean to cast out the other viewers, their opinions count too (they add to the success), but because their perspective is more abstract/contemporary (where they want to change/challenge the very skeleton, I think there has to be that standard without apology, because then you disrespect the whole origin of the comic book storyline & it's genre (especially since the origin of the show is birthed from that, what an insult to the artist). It's always a bad idea to step on creative toes, or hands- lol!

If you want my honest opinion, opinions fluctuate so often, there is just no pleasing [everyone]. I think if the agenda is upfront in the beginning, eventually everyone will respect the outcome.

However, to alleviate the abstract/ contemp. crowd, I think there could've been a more consistent forum on the shows website. I think it lacked an online team specifically for that purpose (it's very time consuming). It could've used consistent interviews with the actors (both personal & the show), people like that personal connection, even if it was sharing one piece of personal information that isn't commonly known, along with the interview about the character on the show. You'd be surprised how most people are forgiving/fickle with their perspective if they like the interview & if they feel the actor was personable-Fans don't feel so "used"....and they forget they were upset. LOL!!

As for the continuation, wow! That you're even asking that question, cause in my opinion your heart & soul reflected your passion off screen! Wow! You could also sense the heart of the writers & basically everyone involved wanting to finish well. I think y'all (excuse the Texan in me-hehe) did the best you could.

I am curious though since the Chloe character was integrated into the comic's chorology, I wonder about the chain reaction in all the comics now? In Smallville the super heroes from the future came and said they never heard of her, How about now I wonder?

It would be cool to see THAT dynamic on a web series to start. Showing the ending of Smallville's "likeness", where Chloe is reading the book to the child as the beginning of the series (much like Clark being found as a child scene), whether the child that Chloe is reading to, is one she had with the Green Arrow, or the one that Green Arrow is supposed to have mentored and becomes "Speedy"(Red Arrow), his sidekick (a lot of content there in that relationship between Speedy & Green Arrow and how he grew from "Speedy" to "Red Arrow"). It would be great to see THAT Dynamic of the family type effort with the other Heroes: Ardimus (Arrowett) & Batman, Green Arrow was known to work them the most, on a show! I wouldn't cover the child growing up though, just that intro. (no one wants to see Chloe as a mom, just knowing she was) everyone knows she could do that & run a country from another galaxy. LOL! (Did I make sense? Sorta rambled in my brainstorm lol!)

I would love to see Chloe's part in the whole integration. Making Chloe a solid place to fit inn would be AWESOME! I think there is a pool of creativity yet to be discovered & written!!! I would LOVE!!! L-O-V-E- to take part in it's writing!!

I think it would do better as a web series, because of it's un-explored (to my knowledge) content. Man! It would be so killer!

love you woman!

Irene

Howdy,

Wow, you are a brave person, opening up your inbox to comments from a horde of Sci-Fi fans :)

I appreciate the opportunity to weigh in, so I'll keep my comments brief. I'll lead off my comments by pointing out that there's obviously no way they could have satisfied everyone with the finale, especially with a Canadian TV show budget. If you did everything all of the fans wanted, you'd spend a hundred million dollars, which was clearly not in the cards.

I also note that many folks appear to be quite satisfied with the finale. For my part, though, I found the finale to be monumentally unsatisfying, but not for the reasons that are being cited by many. My only expectation was that I expected the producers handling the finale to deliver a cohesive, meaningful story that wrapped up the TV series, its characters, and its plotlines during their last outing, and it is in this basic storytelling respect that it really came up short.

The best example of this fact is the way in which the Lois and Clark wedding was handled. The fact that Lois and her relationship with Clark was so important to his destiny was one of the truly innovative and memorable things about this season and a really novel, welcome addition of the Superman mythos; the storyline and accompanying great performances by the two actors really enhanced the show. They ultimately built up the wedding into one of the prime narrative drivers of the season, to the point where it took up half of the time in the series's final episode. The Lois and Clark wedding was, of course, also heavily hyped by the network. If you spend that much time building up to something, you have raised audience expectations to the point where you really, really, need to cohesively deliver a satisfying resolution onscreen.

Instead, the wedding gets interrupted at the halfway point to the show, we get to the end of the final episode, there's a brief 7-year flash forward sequence, and the two main characters still aren't married. As a viewer, my response to that moment was roughly: "WHAT?!!! Are you kidding me? All that buildup and this is what we get?"

The fact that the ending of the show establishes that they are still trying to get married is really just a bad storytelling decision. It rudely snaps the viewer out of the story. This ending raises a host of uncomfortable questions that the viewer really shouldn't have been induced to ask, since they completely ruin the "suspension of disbelief" that is absolutely required for a show with an (admittedly zany) premise like this one.

Questions like: Why didn't they just finish the wedding in the parking lot with the minister 7 years before? Why did it take so long for them to try to get married again? More importantly, why haven't Superman and Lois Lane, of all people, not been able to find a day--or heck, even an hour--in seven years to finish their 90% done wedding, which had been portrayed as immensely important to them both for an entire season? You make time for what's important, and waiting seven years is very much out of character for them.

The Lois character in particular goes from "never accepting defeat" just two episodes prior to apparently blithely accepting defeat in the case where her own wedding doesn't get finished. Bottom line: the whole thing just defies belief, and having a prime narrative focus of the series be handled in this fashion really makes no sense.

What makes it even more frustrating is that there are any number of ways this plotline could have been handled more satisfyingly; I for one would have been A-OK if that last scene had just established that they were were married offscreen at some nebulous point beforehand, which would have been shockingly easy to do (a simple "Hello, Mrs. Kent" would have worked just fine...). Instead, although we did get lots of wedding-related character moments and the ending clearly shows that the two characters are still together, the viewers categorically did not get a satisfying onscreen narrative conclusion to the season-long wedding plotline. You spend that much time building up to something, you have to deliver, and they did not.

It would be interesting to hear about the thinking that went into this decision; to a completely average TV viewer such as myself, it is absolutely befuddling, and I just felt insulted by the way that the wedding plotline was handled. It felt like my time had been wasted for an entire season.

Now, I don't know if the non-wedding was mandated by the studio or was a misguided effort to leave the viewer "wanting more", but no matter whose responsibility it is, it was a huge mistake to end that plotline (and the show) in such a nonsensical and unsatisfying manner, especially when handling it in a more straightforward and crowd-pleasing way would have been just as easy and let them tell the same story.

The completely illogical conclusion to the wedding plotline is emblematic of other, similar problems in the finale, like (for example) the bizarre Chloe-and-the-comic book framing story that gives away Clark's identity already noted by many, as well as the fact that (despite two seasons of some pretty thick foreshadowing) we never get to see Lois name Superman and reveal him to the world, a fairly important and defining moment for both characters.

In the cosmic scheme of things, of course, it doesn't really matter. Griping about the final episode is of course a symbolic gesture at this point since the show is over, we'll never see the actors in these roles ever again, and everyone (myself included) is moving on.

But, that's just why I think some people remain frustrated. The producers apparently took the position "We don't need to show [insert really important Smallville character milestone here] on our TV show, since we all know from [insert comic book or movie here] that it will eventually happen!". Well, that's just lazy.

As a fan of the TV show, I wanted to see these iconic story moments with "our" versions of these characters, and that's what the viewers really didn't get. I had always held off buying the Smallville DVDs, because I knew there would inevitably be a big box set at the end of the series, and I knew that for me the payoff from the destination (the finale) had to be worth making the journey. Let's face it, this show had some real clunkers along the way.

Unfortunately, the final episode (and in particular, that final scene, where the two main characters are inexplicably not married after a whole season of buildup) was such a let down that I'm not going to waste my time and hard-earned money on the DVDs in order to relive a journey that has such an unsatisfying destination. Which is kind of a shame.

Thanks again for the opportunity to offer an opinion! I don't mind if you utilize the preceding paragraphs for public consumption, but I would request that my identity remain anonymous.

Cheers,

Samuel Lawrence

I am a huge Smallville, Superman fan and have been from day one. I am also

involved heavily in the online fandom on various sites including Twitter and Kryptonsite forums so I have a very good idea of how the Finale of Smallville was perceived. Generally, I've only come across a small minority who didn't enjoy the finale for various reasons and unfortunately these people are also the most vocal.

Many people loved the episode, myself including. I couldn't have think of a more perfect way to end the show after 10 years. Clark Kent, the boy who was so scared of being alone finally became the man he was destined to be with the woman he loves by his side. The show is about Clark Kent, not Chloe or Lex and he was the reason I watched from beginning to end.

The only thing that offended me was having Chloe being the only one to call him 'Superman' by name. I waited till the end to hear Lois call him that so I was disappointed. In my opinion, only Lois deserves that.

I don't have a problem with the way they ended Chloe's storyline. It was ambiguous, yes but that's what makes it interesting. For those that want it, they can imagine her and Ollie married, in love and happy. My scenario for Chloe would be to have her successfully raising her son away from the heroes and carving a life for herself outside it all. For too long, she's been defined by the heroes that surround her and sacrificed so much of herself to their cause. Working for JLA doesn't make her successful. She could be a

editor, painter, journalist and be more powerful, successful because success comes with inner happiness and strength in what you do.

Since I was a little girl, Lois Lane has always been my favourite character. I wouldn't love her any less if she wasn't the Pulitzer winning reporter that she is. Her character, integrity, her never-ending faith in others is what draws me to her.

With shows, movies, books - there is always controversy to who belongs to who and the right way to end characters. You're never going to satisfy everyone. When JK Rowling ended her 7th Harry Potter book, there were people who said it was the worst book written but it doesn't make it any less a work of brilliance. But such is life that the negatives always get the focus over the positives.

I wanted to use this opportunity to thank everyone involved with the Smallville and for 10 years of love, laughter, tears and magic.

*Anon*

I wish I could write a logic piece analyzing bit by bit how the writers broke the contract with the audience they established in the pilot.

I'm a writer myself (in Spanish, English is not my first language as you probably can tell in my bad grammar) and I studied for years creative writing, plot points, chekhov guns, the journey of the hero and the heroine....so many other treaties about the art of writing and if the writers really think they did their job I pity any new fans that engage into their projects because they lack basic storytelling skills.

But I can't. I'm still mourning.

The connection the first five years created with this characters and me was strong and powerful, and it was downhill from them on and in the end they just destroyed it, to a point that all I can feel is rage thinking about it. I wish I could be more rational about it, is just a TV show that no one will remember in 10 years (maybe because of the horrible ending), but I can't.

I was in love with Smallville.

I usually call it my only abusive relationship, always believing the promise that the good times will come back and kept coming back for more mistreatment almost every week, like a beating husband that brings you flowers and promises not to hurt you again and you forgive because you are in love, but then the beatings continue coming and in the end you end up dead.

This is what Smallville did to me. It killed my faith on TV series.

I will say I haven't seen any other series and I don't plan to, I can't have faith again. Heroes started great and also ended in a mess, and the perfect TV series Pushing Daisies was canceled. There are many other great series that also suffered the same faith so is obvious that TV shows are stale like Hollywood movies are becoming now with nothing new or original just rehash, unlikeable characters and bad writing that they cannot see it for the life of themselves.

I really hope the producers of Smallville are really happy about being part of the many problems I have with TV that lead me to quit it altogether. For as much as they say this is the planned ending for the last 10 years I would love to see the original planned ended script or layout, I'm pretty sure it was totally different.

As for my kids I will be buying DVD of good TV shows of the past for them to actually enjoy watching good stories. Star Trek TNG for example, also finished in its own terms and their ending was perfect, IMO. It got closure for all the characters, gave us a glimpse of the future that was logical for them in most ways and opened new possibilities, organically integrating even the special guests....just perfection in writing.

But new TV shows and cable networks can keep airing bad written shows and Reality TV 24/7 if they want to. This viewer, that was willing to purchase the special 10 seasons package of Smallville if only the ending would had been...decent, Is going to take her disposable income and investing on good stories and people that are willing to actually do their homework and keep their promises, YMMV as usual.

Thanks again for the chance and who knows I might be able to write something proper in the future, at this point I just can't.

Ana Bastow

Editor's Note: Thanks to everyone (whether fan or professional) who took the time to share with me your thoughts on Smallville's ending or on the ending of cult series more generally. There were many different and sometimes conflicting perspectives expressed here, and it's worth remembering the range of production contingencies and restrictions which also figure into this process.

I've always contended that cult series are often most satisfying in the middle when these diverse sets of expectations can all be put into play and where fans feel free to speculate and generate a range of possible endings through their conversations which open the series to many diferent potential interpretations. The minute a series starts to close down, some of those possibilities will be rejected and some heavily invested fans will be crushed. In part, this is because even though fans ultimately play a huge role in how a series will be remembered, fans ascribe much greater value to canon, the officially generated storyline, than fanon, their own interpretations, speculations, fantasies, and productions.

Another theme here that interested me a lot was the sense that the ending determines the value of the series. My own views as a fan are rather different. I know I've been disappointed in the resolution of certain series but it also doesn't take that much away from the pleasures I had in the process of the series. If I had a series which had 100 plus great episodes and a bad ending, I'd be rewatching and remembering fondly the 100 great episodes, which was my primary experience of the series, and if my frustration was too high, tossing the disc of the final episode. Fan communities as a whole have developed purposeful amnesia, denying the existance of plot twists which they disliked, and writing their fan fiction starting just before the plot twist occurs. Blake's 7 fandom developed a whole genre of fan fiction involving writing beyond an ending which many found frustrating (though which I found especially provocative and clearly, given the number of stories fans wrote, generative.) We need put only as much weigh on the ending of the series as we chose to in our personal and collective imagination, and for me at least, a bad ending doesn't take that much away from the experience I had with the series as a whole.

Thanks again to our friends at the Alchemists for helping us to organize this exchange between fans and producer/actress.

Going Beyond the Ending: A Wrap Up

This week, this blog has been using the debate about Smallville's ending to raise some larger questions about how cult series ends and how producers might deal with fans who are disappointed or frustrated or enraged or betrayed or... with the outcomes. Seeking to place this debate in a larger context, I reached out to Flourish Klink,who graduated with a Masters from the MIT Comparative Media Studies Program (where I was her proud mentor) and now, alongside teaching at MIT, works as the Chief Participation Officer for the Alchemists, advising this transmedia company about fan relations and participatory culture. She always has interesting things to say about the interplay between producers and fans, so I wanted to give her a chance to weigh in on this discussion. Cult series always seem more satisfying to fans in the middle than at the end. How do you think producers should deal with the expectations which have built up over the run of the series? Are there classic mistakes which producers make in trying to respond to fan frustration with the ending of a program?

One of the most important aspects of dealing with expectations is to be honest about the situation, the possibilities, and the fact that not everybody is happy. One of the most classic mistakes that producers make is to become very defensive about their own work, suggesting that the way the show (or book, or...) ended is the only way it could have ended. Obviously, producers and writers and actors get just as wrapped up in their own long-running projects as fans do, so sometimes they become very certain that they're doing the right thing!

But fans also have a perspective on the series, and if the producers are too staunch that the series ended the right and correct and only way possible, it can be very insulting to fans. It is much better to frame discussion about the end of a series in a more open way. "We decided to make character X and character Y together, because that's what everybody in the writer's room was feeling... Character Y and character Z might have a romance in an alternate universe, for sure, but we could only tell one of a million possible stories about these people."

An example of a writer who dealt with this very badly is J.K. Rowling (OK, she's a writer, not a producer - but it's a similar idea). Many fans viewed the epilogue to the final book as a slap in the face, intended to shut down any speculation about what might happen to the characters in their adult life. It would have been very easy for Rowling to mitigate some of those frustrations with a few well-placed words!

What roles can/should transmedia play in shaping the future of a cult series?

Transmedia can provide a wonderful way to explore the future of a series that ended too soon - but it can also play a wonderful role in exploring alternate universes, alternate ideas of how characters could be. That's an old idea in fanfic, but it's a new idea for Hollywood. (Here, we ignore the Star Wars extended universe - it's been doing this for years, but very quietly.) On its simplest level, changing media can allow fans who liked the ending of a TV show to enjoy that ending and consider the new medium "noncanonical" - but it can allow fans who didn't like the ending, especially an ending that centers around a romantic pairing, to continue the story until it reaches a place they find more satisfying.

What roles can/should fan fiction play in allowing fans to "repair the damage" done by the "Powers That Be" when they end a series on what some fans feel is the wrong note?

It seems silly to me to ask questions about "should" when it comes to fan works. Fan works are not really the kind of thing that "should" or "should not" exist - they do exist, and there we are. That said, I think that fan fiction is vital for this purpose. Fans are extremely invested in their shows, and fan fiction can be a way to put your money where your mouth is: instead of just saying "damn, why didn't they do X, Y and Z," you can write it yourself instead. By that stage of a show, fandom is often as much about frustration as it is about fascination; fan fiction gives one a way to work out both those emotions.

What franchises do you think have done the best job in resolving the competing expectations that surround the final episode of a favorite series?

Even though lots of fans disliked the final season, I think that Buffy the Vampire Slayer did a very good job - and it did a good job of using multiple shows and multiple media to let fans choose what view of the universe they wanted to take. Fans can choose to only watch Buffy - or also watch Angel - or also read the Season 8 comic books. Depending on what they chose to do, what they choose to consider their own personal "head canon," they can enjoy their own ideas about the series. What's more, whether you liked or disliked the final episode of BTVS, nobody was able to say that it wasn't climactic. BTVS somehow managed to have an apocalypse every season and still raise the stakes every season. If that's possible, no other show has an excuse for not having a climactic final episode!

For those who want to have a better understanding of how one can be a fan, even a very loyal fan, and actively seek to write around or think around disappointing elements in the original series, I'd recommend checking out my chapter on Beauty and the Beast in Textual Poachers: Television Fans and Participatory Culture. Here was a series that many, though not all, fans thought took a wrong turn which violated the genre contract the producers had made with their viewers and many chose to disavow an entire series and proceed with the fandom as though it had never existed as part of the canon.

Now, I want to share two letters I received from other fans who wanted to share their thoughts on the ending of cult series. I would be happy to see more such letters at hjenkins@usc.edu and will publish more if they come. Do let me know if you intend your letter for publication.

Dr. Jenkins,

The ending of series can certainly be a challenge for everyone involved, especially the fans. I remember well when the original Star Trek television series moved to less-favored time slots and eventually went off the air. It is probably fortunate that they did not have the inclination at the time to do a major "wrap up" episode, which left fans and professional writers alike the opportunity to continue the storyline and expand it into many other series set in the universe that Gene Roddenberry built.

I was, by the way, one of those fans who continued the series in dreadful, typed fan-fic stories that circulated in small eddies, a practice that also got me through the long dry-spells between Star Wars movies. I'd never be rival to Timothy Zahn, but my own imaginings and characters satisfied my desire to know what happened in a way that did not detract from what became the official story line. My friends and I enjoyed our now-online "alternate universe" versions, and the challenge of creating believable plots and character development arcs gave me new sympathy for professional writers.

This is not to say that I do not understand the sense of disappointment and loss when a series - or character - is terminated before I am ready. I still consider Firefly the best series that should never have ended. The movie Serenity explained many of gems Josh Wheaton had hidden in store for us, but I will always grieve that we did not see the interplay between those 9 superb characters (and actors!!) beyond the first season. But I also wonder if, in the need to turn out an episode on schedule, the cast and crew would have started moving in directions that disappointed me and the rest of its many fans. As it is, we have our memories, favorite lines, and our mental model of who these characters would have become.

Art, after all, is a cooperative enterprise - while the television presents us with episodes in our favorite characters' lives, the audience also fills in and extrapolates for itself meaning of whom these people "are" to us. For some of us, myself included, they can be more than entertainment. If we follow them for years and invest them with importance to us personally, then they do have deeper meaning. They may be role models or exhibit a part of our personalities that we do not or cannot express in the "real world" of our socio-cultural reality. Watching them gives us an opportunity to play with identity, perhaps in ways not open to us normally. We might not have a strong, professional woman in our "real" lives, but seeing that character on the screen can help us imagine being one ... and then becoming one in a case of a projected identity becoming actual.

In retrospect, considering all the series and characters I have followed, I wonder if cult series should avoid conclusive wrap up episodes. The last episode (heck, the last season) of Lost, for instance, felt like a cheat - not answering the questions that I did have while also not advancing the characters in a way that felt authentic, to me. While, at the time, a series' sudden end (as with the very uneven Odyssey 5) leaves me with questions, it also leaves me freedom to imagine for myself what would have been if only the series had continued. And in many ways, the audience's own imagination - as Hitchcock demonstrated - is more powerful than laying it all out on the screen in vivid, authoritative, bound-to-disappoint-someone conclusion.

Barbara Z. Johnson

From Eugenia:

WHY THE FINALE TO BATTLESTAR GALACTICA (2003) DIDN'T WORK FOR ME

POSSIBLE RESOLUTIONS TO THE SERIES

Sometime during Season 3, I had decided that there were three types of resolutions to this series. These were:

  1. Everyone dies.
  2. Most of the main characters survive.
  3. The postmodern non-ending ending.

1. Everyone dies

According to the laws of narrativium and story logic [1], this was the most likely resolution. Hints, or what other writers call "foreshadowing", in this direction were themes such as humanity wasn't fit to survive and children didn't come into their own until their parents were eliminated. Minor plots centered on schisms in the population leading to violence, characters suffering fatigue both mentally and physically, and characters becoming addicted to mind-altering substances. Logically these actions would have led to depleting resources to the point the fleet would be unable to defend or sustain itself.

2. Most of the main characters survive

Given Moore and Eick's manifesto [2] which described their "re-imagining" as "Naturalistic Science Fiction" and which stated, "Our goal is nothing less than the reinvention of the science fiction television series", something resembling an optimistic ending was the least likely resolution. After several seasons of "gritty realism", bleakness, and despair, the reversion to something resembling a traditional ending where the "good" guys win would be tantamount to an admission of failure of their "re-imagined" series.

Rationalizations of following the original series are mere excuses. Moore and Eick never felt obligated to follow anything in the original series beyond the title, the character names (even then demoted to "call signs" or last names), and the general design of the eponymous spaceship. It's absurd to even bring up Galactica: 1980 to justify the ending; that series wasn't titled Galactica: 148,000 BC.

3. The postmodern non-ending ending

In light of the "critical acclaim" of the series in the first two seasons, this conclusion to the series was possible if Moore and Eick sought to reinstate their favoured position with the critical intelligentsia.

The typical ingredients of postmodern works are evident in the series: style over substance, juxtaposition of different elements, references to past works, combination of the "lowbrow" and "highbrow", ambiguity, nihilism, and self-awareness of the artificial contrivance involved in creating the "work". Frequently accompanying postmodern literature or art is the author's stated intention to make it "difficult" for the reader or viewer. Not only difficult in interpreting it, but also even reading or looking at it due to the revolting subject matter.

These traits were evident in the series with its use of documentary (cinema-verite) camera work, the "re-imaging" of a "cheesy, 1970's TV show" into something "complex" with "layers of meaning", the disjointed narrative which frequently shifted time frames leaving gaps in the storyline, the monotone colour scheme of the costumes and sets making it difficult to distinguish characters, and viewers constantly being referred to deleted scenes and podcasts to fill in the gaps. Adding to the difficulty in understanding the storyline was demanding the viewer to shift frames of reference in quick succession. At times it was space opera, at others it was contemporary drama, and at still other times abstract symbolism. A frequent trait in postmodern literature is the author making an appearance in the story itself, so Moore's cameo in the final scenes was not unexpected.

What is claimed as sophisticated and erudite is merely confusing as the postmodern approach repeatedly disrupts the "suspension of disbelief" which narrative fiction relies on. The conclusions of such works are often self-referential or circular in that they return to the beginning.

WHAT DID WE GET?

Basically the conclusion was a traditional "happy" ending in which most of the main characters survive and a quick addendum of the postmodern self-referential with a few final swipes at the original series.

Moore and Eick just couldn't resist making the "Guardians" (old-school Cylon centurions) all on the "evil" side and obliterated. They just couldn't resist pitching the whole fleet into the sun accompanied by the original 1978 series title music played at the tempo of a dirge [3]. They just couldn't resist one last potshot regarding the original Baltar's beheading/non-beheading [4].

WHY IT DIDN'T WORK FOR ME

It contradicted the underlying assumption of the science fiction genre. Underneath the spaceships, lasers, funny-looking makeup, etc. is the ideal that the scientific method enables progress through a greater understanding of the physical world. As such, it allows humanity to determine its own destiny by surviving threats of extermination from disease, natural disasters, and predators.

The finale succumbed to the romantic notion of the "noble savage" living in harmony with nature by giving up material possessions, advanced technology, and accumulated knowledge. In essence, these Colonials sentenced their direct descendants to ignorance and a minimal existence. This is the antithesis of the science fiction genre's foundation. The series conclusion reveals that the "optimism" that Moore and Eick criticized as unrealistic in Star Trek was actually a lack of understanding on their part of the values inherent in the scientific method and Western civilization.

The cyclical "what has happened before, will happen again" typifies Eastern traditions. Destiny is preordained meaning when it come right down to it, an individual or civilization having no "free will". References to the "Head" people as angels who are acting in accordance with God's instructions is actually in direct opposition to the original series "Beings of Light". The "Beings of Light" represented the possibility of humanity's evolution to a higher state yet they could not "interfere with freedom of choice [5]", unlike the "re-imagined" series "Head" people who directly interfered and acted in the capacity of fate or destiny.

Various comments regarding comparisons of the original series to the "re-imagined" series indicate that some viewers weren't paying attention or were not able to recognize recurring themes without a character pontificating at length. When the original series mentioned that Kobol's [6] civilization migrated and abandoned technology, it stated: "And when they settled the Colonies, they turned on the very technology that could have saved them had they used it properly [7]". This theme is later alluded to in dialogue referring to the Cylons as "a race of beings who allowed themselves to be overcome by their own technology [8]". Technology wasn't considered evil in and of itself, but that it could be misused either intentionally or through over-reliance.

The original series connected the themes of "free will" and the use of technology. These themes are intertwined in the episode "War of the Gods" and complement the surface mythic storyline. In being seduced by technology, there is the danger of losing one's humanity or soul. To retain "free will", and thus humanity, it was deemed necessary to maintain family, community, and knowledge through religious, educational, political, and military structures. To submit blindly to another power is to lose "free will" and the ability to determine one's future. This point was again visited in the episode "Experiment in Terra" with the words: "I came from a world where the people believed the opposite of war was peace. We found out the hard way that the opposite of war is more often slavery. And that strength -- strength alone -- can support freedom [9]".

[1] The force that holds the story together as defined by Terry Pratchett.

[2] Ron Moore, Battlestar Galactica: Naturalistic Science Fiction or Taking the Opera out of Space Opera 2002

[3] Has this series ever used the 1978 Stu Phillips title music theme at the original tempo in all of its orchestral glory? Especially the trumpet fanfare?

[4] That one was for me, wasn't it, Ron?

[5] Being of Light, "Lost Planet of the Gods, Part II"

[6] Incidentally, the Akkadian word for planet or star is kakkabu, which doesn't take much effort to transform into Kolob or Kobol.

[7] Adama, "Lost Planet of the Gods, Part II"

[8] Baltar, "War of the Gods, Part II"

[9] Apollo, "Experiment in Terra"

How Should Cult Series End?: A Reponse

Last time, I posed the question of how to end a series which has attracted a passionate and committed fan following -- using Smallville as our central example. Today, I wanted to give some of the people associated with the series a chance to respond and share some of their perspectives on trying to close out Smallville's tenth and final year as a television series. Specifically, I asked them to reflect on how they closed off the Chloe Sullivan storyline which some fans had come to see as emblematic of what it means to be a professional women in the early 21st century. As I mentioned last time, I am grateful to Mark Warshaw of the Alchemists for his help in arranging for these responses. The first comes from Kelly Souders, an alum of USC's Graduate Screenwriting Program, who joined the Smallville team, with her creative partner Brian Peterson as staff writers and finished their ninth and final season on the show as Executive Producers and showrunners. Kelly's frank and intelligent discussion of the challenges of constructing and managing transmedia characters was a highlight of this year's Transmedia Hollywood 2 conference, as you will see when we release the videos of that event through this blog late next week.

What are some of the challenges you face in trying to bring about closure to something as long-form as a cult television series like Smallville?

Honestly, "challenges" is a polite way to put it. Trying to sum up a decade of stories and characters, trying to sum up that season's arc, trying to give people as much as they can (knowing even a major feature film couldn't do it and they aren't following a nine day shoot and many other tv constraints) is pretty much... impossible. But, the benefit of a ten year show is that the people that are there after so long are there because they are passionate. And everyone gave 150%.

Given the diverse investment fans make in such series, what steps can producers take to live up to their expectations?

You just do everything you can. Everyone does. You try to think of every angle every fan has and try to shine a light in that part of the story. The issue is always that fans don't agree. Some people loved Chlollie and some people loved Black Queen -- bam, right there you've failed half the expectations before you've even picked up a pen. You simply try to finish the story that was started and you don't sleep much.

Some fans have expressed concern that the ending of Smallville effectively has "undone" some of the character development from the rest of the series, for example closing off Chloe's career ambitions. How would you respond to these concerns?

Well, this answer is going to be a bit long because I'm such a big Chloe fan myself. First I have to give a big "HUH?" to the Chloe part. As a woman who has a pretty demanding job and two children at home under the age of four, I have to say I was floored by that one. I'm not sure why anyone thought her reading a book at night meant she wasn't going to her computer down the hall to check in with the JLA.

I guess the thought never crossed any of our minds or we would have thrown in some line like "Say goodnight to Superman in your comics, I have a co-worker to check in with..."

Because Allison was doing a play during filming, we only had her for one week of the two parter, so that's why we had to say goodbye to her character for the most part at the end of the first part. It's also why we were very clear when she was leaving Oliver that she was going off to be a "hero" and to Star City to manage the team. It was important to us that the Chloe career woman kept climbing the career ladder.

The reasons why we book ended with the boy were because we wanted her to be the first person to say "superman" and we wanted the woman we were always rooting for who had some bad luck in her personal life over the years to be victorious in that as well. We wanted her to have it all.

This second response comes from Allison Mack, the actress who played the part of Chloe Sullivan, and has now moved on to do stage work:

I want to begin this response by stating how moved and honored I am to know that a piece of work I was involved in creating over the last decade has inspired such passion, commitment and support. I believe our ability to have deep emotional experiences is what makes life worth living. Knowing that I was and am a small part of inspiring this type of experience is more gratifying than I can express. Thank you.

I will say, I have had the most interesting few weeks. When I was informed of my fans reaction to the series finale I took notice. Throughout my experience on Smallville I have been exposed to incredible amounts of support from several different fan groups. Legendary Woman and AllisonMackonline.com are just two of the many groups doing exceptional things to honor the character I helped to shape, mold, and grow. This has always been a flattering and exciting process for me.

Ten years ago my good friend Mark Warshaw (also the creator of The Chloe Chronicles) asked me what I want to do with my work. I responded by telling him I wanted "To inspire people to do more in their lives". Over the course of the show I have had the privilege to create a character that stands for nobility, integrity, and honor. As woman of strength and passion, Chloe upholds so many traits I strive to uphold in my personal life and when I heard the fans expressed deep betrayal, I did not take the response lightly.

I thought for a long time about what to do and spoke with several mentors about how to best respond to this reaction. It was amazing to me a dream I recited to a friend over breakfast had come to life and was now at risk. Something had to be done.

Your outcries have allowed me to look at my position as an actor from a new perspective and the potential potency for influence with this is both intimidating and thrilling. I see my responsibility as an actress as being very serious and an incredible privilege. This is not to say that I want to be type cast as a "Chloe" but there are certain characters that portray metaphoric representations that I will not take on.

As for the show, I would prefer not to take a stance on the storyline itself. Not because I don't have opinions, I absolutely do, but more because I believe this is not about stating if the ending was "good or bad" and "right or wrong", more it is about learning how to take what was presented and look at it from all angles. What is both good and bad about it? How are the choices the characters made valuable and not?

The point is not the judgment we place on what we watch, but what we do with what we see. Do we use it to explore our own beliefs more deeply? Do we agonize and analyze the potential of choosing one path over another, thereby expanding our own capacity for deliberate choices? Do we allow ourselves to empathize so deeply with the characters we love that we challenge our prejudices and ultimately build our strength for compassionate and humane interactions? This is a process I believe can change the world. It is the reason I love what I do.

What if the result of this ending for Chloe has created an examination of the purpose of media for both the viewers of the show and myself? What if as an effect of this very show we recognize that now is the time for people to start to examine the nature of popular culture and entertainment more deeply? What if a result of this very discussion entertainment itself becomes a tool for education and evolution rather than something used to disappear and regress?

As it currently exists media is more often than not used as an excuse to turn one's brain off, to avoid thinking or growing. In my opinion this is a tragic misuse of one of the most effective tools developed. This would be a dream come true as it is one of my personal passions for media and technology.

In the end, maybe the metaphor for Chloe in the show's finale is bad and maybe it is good, but more than that this situation reveals an opportunity to re examine the way we use this force we call "media". This is not a matter of just ending a story nor is it a matter of just having a resolution for a character. This is an opportunity to create new archetypes and change the face of our interactions with entertainment.

So, I believe, what is important about this whole experience is understanding it. Taking the lessons from our responses and seeking to more thoroughly investigate our perceived adversaries, our archetypes and ourselves. Whether it is "good or bad" remains to be seen. That part is in our hands.

I would love to hear what you are thinking. As I did with the discussion of committed relationships and Castle, I am going to suggest you send your responses to me directly via e-mail at hjenkins@usc.edu so you don't have to face the headache of my spam catcher. I will post as many responses as I can through the blog proper. Please be clear if you are sending this personally to me or want to see it published.

So, if you are a Smallville fan, what did you think about how the series ended and how might you like to see the series extended in new directions, as Mack suggests here?

And if you are not a fan of Smallville, share your thoughts about the endings of other cult series. Which ones were handled the best? Which were handled the worst? What steps can producers take in responding to fan disappointments around the series? What would you like to tell "The Powers That Be" about how cult series should end?

Next time, I will share some closing thoughts and we will hear from Flourish Klink, a former student of mine who is now Chief Participation Officer for the Alchemists, and perhaps from some of you.

When Bad Things Happen to Good Series, or How Should Cult Series End?

The May 20th issue of Entertainment Weekly included a list of what they saw as the most controversial television series finales; they included Lost, The Sopranos, Seinfeld, Saint Elsewhere, and Newhart. The piece was timely since as I was reading it, I was hearing of some of the controversies surrounding several of the cult television series which concluded this season. Reader Polly Robinson shared with me an interesting set of developments around Stargate:Universe getting canceled. I wrote some time ago about the ways Stargate fans worldwide had lobbied to keep this franchise in production. In this case, the much publicized Universe extension had been canceled by the SyFy Network after only two seasons and dedicated fans wanted an explanation. Craig Engler, Senior Vice President and General Manager of Syfy Digital, went on the GateWorld blog to offer an explanation, offering some interesting behind the scenes insights into how cable networks make decisions about how long and in what ways to prolong struggling series. Not every fan was satisfied by Engler's answers, but most appreciated his efforts to help them understand what had happened.

About the same time, I received an email from Margaret J. Bates, a longtime Smallville fan, who was disappointed with some of the narrative choices made in that series final episodes. Bates had been part of an effort featured on this blog to produce a television commercial paying tribute to the character of Chloe Sullivan, though she wanted me to be clear that the opinions she expressed were her own and not necessarily a reflection of that movement as a whole. I asked her to frame her concerns in a way that I could share them with you via this blog and this is what she had to say:

Chloe Sullivan and Caveat Emptor

By Margaret J.B. Bates

Betrayal.

I've wracked my brains for a week to find a way to express my feelings about the finale that don't seem trite or the feelings of a scorned shipper. I tried a first draft pointing out the host of problems about the finale in general, from the insult of Lex's mind wipe to the terrible Superman Returns plot rip off to only seeing a CGI cape after a decade, but I was asked to focus on Chloe only. I can say that, as one of her biggest fans, I was left crushed and angered by her end.

I want to separate this from what I've done for Legendary Women, Inc. and for the Legendary commercial. This is my personal opinion piece and reflects what I feel and what other online fans I've talked to at length feel. It does not, however, speak for either the women who made the commercial or the women who work at LW, Inc. This is personal, not professional.

I also wanted to separate this from what I've done as a fan, as far as working in campaigns, sending in letters, making donations in Chloe Sullivan's name for charity, creating a commercial, and erecting organization in her honor. While I speak for myself only, I still can't separate all that Chloe Sullivan was and can be from my fandom experience, which did include these ventures. I witnessed it. It wasn't just in myself. Chloe Sullivan inspired women and men, both, to write a myriad of letters to the producers expressing what a role model she was by being devoted to her career and by helping superheroes without even having abilities or fighting prowess. She just had herself and her wits. Chloe Sullivan inspired people to raise thousands over two years for The Christopher and Dana Reeve Foundation because she, as a character, would support philanthropy. Chloe Sullivan inspired a charity to rise composed of other young, business-minded women

She's a hero and a role model, and I cannot speak for anyone officially but myself, but I also can't ignore what a monumental impetus she's been over the last decade for young women and men everywhere to take action.

That's why the finale crushed me and left me feeling cheated beyond words.

Ten years ago, I was promised in part the story of who Chloe Sullivan was. I was promised that I'd see her grow and see an ending to her, and I didn't see that on my screen on May 13, 2011. Chloe was set up as a reporter and a heroine. In the pilot, she's the only character even noticing and investigating Smallville's weirdness, her home illustrated to be the corners of The Torch office. Five years later, fans everywhere cheered when she achieved what she called her dream of working at The Daily Planet ("Thirst," 5.05). When she was fired two and a half years later, not for incompetence but for protecting Clark's secret from Lex Luthor, fans were outraged and waited for her to return. They wrote letters, made books, made donations, and kept asking online spoiler sources and at Comic Con "When will Chloe go back to journalism?"

In the mean time, Chloe established herself as a hero in her own right, especially in season nine and her limited run in season ten, by re-organizing the disbanded Justice League as well as establishing Watchtower as an entity. In season ten, after faking her death, she was able to best the Suicide Squad and use them to save Clark, Oliver and the rest of the JLA from the clutches of the government. This was a woman who was active in her heroism, used her intelligence to outwit opponents such as the Suicide Squad whom the JLA failed to stop, and fought vibrantly for what was right.

She never backed down.

In the final two episodes of her winter arc this season, she expressed that she hadn't "felt like Chloe 1.0" since her days at The Torch student newspaper. She longed to go back to journalism as much as her fans had always begged and asked for it. In "Fortune" (10.15), although it was rushed and established offscreen while the episode was a wastedHangover rehash, Chloe told Clark she was going to report at The Star City Register under an alias so that she could work as a journalist by day and mentor young superheroes personally by night. She was going to have a double identity inspired by Clark, himself.

I was excited when I learned Chloe would return in the finale, ecstatic even. I figured with the press hints about future flash forwards and the quotes about how the finale would show Chloe evolving that we'd be able to glimpse her working at a newspaper, to see that career woman so many fans had missed and clamored for during the last three years, the person Chloe said that she wanted to be. We were also excited to see how she'd mentor the new generations of heroes. Even if it was just a minute or two flash of her leaving her office at The Register to go to a night training session of an unnamed student, it would have been a coda to who she was independently as a journalist, a mentor, and a heroine.

We didn't see that.

We didn't see anything that reflected what Chloe Sullivan had been established as over the ten years of the series. She was there merely to be the maid of honor, promote the wedding we all knew was destined to happen at some point, and to disappear with little aplomb fifty minutes into the episode. While returning cast members like Rosenbaum, O'Toole and Schneider (who played a ghost no less) all had final one-on-one scenes with Welling, Mack was denied this. Chloe and her fans were denied final closure on the only relationship that had been presented onscreen for all ten years of the show's run. An eleven second hug and a "See you in the funny pages" quip was not sufficient, especially in a finale that dragged in the first hour and repeated plot points like Lionel making a deal with Darkseid.

It was a clear slap in the face.

The producers, for whatever reason and I suppose ratings, held out a steak for us and promised that the finale was about returning characters and that Chloe had something special just for her and a great moment to shine.

They lied.

Chloe was an afterthought.

Her biggest role as narrator was the biggest slap to me. It could have been done more convincingly with any Canadian day player/random extra reading a comic book to their son. It would have made so much more sense. Why would there even be a Smallville comic book in a universe with Superman in it? How does Clark even have a secret identity in a world with Smallville and DC Comics? Why does Lex have to have an erased memory if everyone can learn Clark's secret identity for the price of a comic?

Besides being an essential paradox to have Chloe Sullivan reading Smallville comics to her son in 2018, it's a huge retcon to the character. In ten years, over two hundred episodes, Chloe never once expressed the desire to become a mother, never once. Lois has. Lana has. Tess acted as a surrogate mother with Alexander/Conner Kent. Chloe Sullivan was one of the few female characters on the show never to express an interest in motherhood. She wanted and talked endless about her career--whether that be journalism, heroism, or both---and she was always shown as having severe abandonment issues because of her mother leaving her as a child. Of all the women of Smallville, frankly, Chloe's deep psychological issues make her least fit to even be one.

But that's moot. She never once expressed the desire. The majority of her fans wanted her to be kickass reporter or kickass Watchtower or both. There wasn't a need to see her out there, seven years down the line, a spectator to the world of heroes she'd forged, reading bedtime stories. It doesn't match with the character created over a decade, nor does it match the character from the comics. In DC Comics, Chloe Sullivan was introduced as a well-decorated blogger out to investigate Luthorcorp, not a mother.

I wouldn't complain as vehemently if we'd seen her tuck her son in and then walk down the hall past awards for journalism on the walls or if she'd kissed him goodnight and said "Mommy has an article to finish up tonight." Then I could at least know she was still living her dream of reporting.

We didn't see that.

It would have taken a line drop, a prop, even an extra scene in the middle of a turgid pace to clear up the ambiguous and shoddy end for Chloe Sullivan, but the producers didn't even bother. The writers didn't care. They wanted the wrap around gimmick of reading Clark's story to be done by Chloe, probably not even realizing the paradox it created or the way it took Chloe from hero helping shape Clark's world to a narrator passively retelling it half a world away.

Yes, half a world.

No one bothered to explain why the package she sent Lois came from Signapore, a place Chloe had never been to during the series and a place she'd never expressed an interest in living and one, frankly, that was pointedly as far from Clark, Lois, Superman and The Daily Planet as possible and fairly far off from The Star City Register and Oliver Queen as well. No one bothered to explain why after going through superhuman efforts to "free herself from her old identity, she settled for something lesser...a relationship" (10.14 "Masquerade") by being married to someone under her birth name. Note it is even unclear to whom she is married, Oliver or a nameless future beau. Writer Al Septien and director Greg Beeman have differed publicly on the child's parentage already. The producers didn't explain why, as pointed out in "Legion" (8.11), no one even knows Chloe's name or that she ever existed when she's using it here, when she's alive, and when she basically built Watchtower from the ground up as her baby and saved Clark, Oliver and the League a dozen times over.

No one bothered.

They didn't care to.

That's what hurts most---to see my heroine reduced from this vital intense career woman to a forgettable person half a world away doing daily mommy chores and acting a passive narrator to the great exploits of Clark Kent. She was a non-entity and after ten years of waiting she deserved more .

Her fans deserved more.

It was a contract. We paid hundreds of dollars over the years for merchandise and DVDs, gave them ratings to survive, and invested a decade and hours upon hours in Chloe's story as well as Clark's and Lex's. All we got was "It's a comic book because it's like a comic book." Clark reached destiny because the future said so. Lex was stripped of his mind and any reason for even being evil, stripped to two dimensional villainy. Worst of all, Chloe Sullivan became a forgettable housewife in Asia with an ambiguous and poorly written ending because, I'll just say it, she has the wrong name.

Chloe Sullivan shouldn't exist.

So the writers did worse than kill her; they murdered everything she ever stood for and promised us we'd like it.

We hate it. I hate it.

They had the final say and discretion in how Chloe Sullivan's onscreen life ended on the show Smallville , but, I hope via fanfiction and charity projects and even lobbying DC to see more of Chloe the comics, that the fans can ensure that the character doesn't fade away.

She's a reporter. She's a career woman. She's a mentor and hero.

To us, she'll always stay that way.

The final shots of Chloe onscreen were a betrayal, but they give us a choice too. A choice to reject and re-appropriate, a choice to vote with our wallets. I might not have seen an ending that honored ten years of show continuity, character history or even comics canon, but, then again, I don't have to buy box sets ever again, and I won't.

Buyer beware but, damn, how sweet it is to be paying for it no longer.

Craig Byrne, webmaster of KryptonSite and author of five Smallville licensed companion books, offered this account of fan response to the final episode:

I think the general response to the finale of Smallville is dependent on what the viewer signed up to see. There are people who were elated that their favorite characters ended the series together, and there were people who celebrated the fact that after ten years, Clark Kent has become Superman. There is some negative reaction - some have complained about the computer-generated Superman and lack of full-on Superman from Tom Welling, and others didn't care for having Lex Luthor forget everything - but there is a strong feeling that the show at the very least was able to go into a series finale and conclude itself rather than having the network make the decision for them.

There have been several cult series that have been canceled with no real warning. Veronica Mars, Terminator: The Sarah Connor Chronicles, Heroes, and recently V being prime examples. To be able to go into the last year, as a viewer, and know that I'd end up satisfied, that things wouldn't be left hanging, was really appreciated, as I'm sure it was for the show's producers as well.

There are inevitably people who won't let go. The ones who want a Season 11, or those who want Tom Welling to be the next movie Superman. Having been through this before with Lois & Clark, I know the routine when it comes to Superman projects - it's onward and upward to the next version of the story. I have no doubt Tom Welling, Erica Durance, and others might take part in future Superman projects in other roles - much like Christopher Reeve, Margot Kidder, Teri Hatcher, and even Annette O'Toole did with Smallville. It's a legacy and something they will never lose.

It sounds cheesy but a cult series never ends as long as it exists in your heart. If you wonder what happens to the characters after that final moment, they did their jobs.

Personally I'm excited to discover new things and hopeful another comic book TV series that's as good as Smallville was comes along someday. I'd love to see a "Smallville Season 11" comic as Joss Whedon did so well with Buffy for Dark Horse comics. But if we don't - that's fine. Sometimes I think Clark's destiny as Superman is best left to the imagination.

I think every effort was made to throw in as much as possible for the long-time fans. Getting Michael Rosenbaum back was a must, and although their time with him was limited, he elevated the material. Having John Schneider back as a ghostly Jonathan was also one of the episode's best touches.

Inspired by what GateWorld had done to help fans get some closure on the ending of their series, I reached out to contacts I had with the Smallville production team via Mark Warshaw of The Alchemists, who had developed some of the original transmedia content around the series. Through his help, we've been able to talk with several folks associated with the program, and their responses will run next time. I should be clear that I have only seen a limited number of episodes of Smallville and so am not taking my own position on this, but since I was in a situation to help clarify things between the producers and the fans, I am offering this website as a channel of communication.

I welcome your feedback on the conclusion of Smallville or of other cult series, and will run a special reader's response post, if I hear back from enough people. Send your comments directly to me at hjenkins@usc.edu and signal if they are intended for publication.

Coming Soon: Acafandom and Beyond

In the summer of 2007, this blog hosted a rich series of exchanges concerning "gender and fan studies," which paired male and female researchers together to reflect on the impact that gender had on their work. We are still feeling the impact of these exchanges in terms of new collaborations between researchers and new paradigms for approaching our shared interests. This summer, the blog is going to host another large scale conversation, this time focused on the concept of the Acafan and the kinds of work this term has done for helping us to sort through our complex emotional and intellectual relationships to our object of study and the equally complicated relationship between our professional lives as fans and who we are in our personal lives. We wanted to expand the concept to bring together people from Game Studies, Critical Race Theory, Performance Studies, Queer Studies, and Gender Studies, who are confronting similar issues surrounding the role of subjectivity and cultural criticism. This time, we are working with groups of three, a number purposefully chosen to avoid binaries and force us to collectively find common ground across a range of perspectives. Each week, we will have three short 500-1000 word provocations coupled with the transcript of an exchange between the three contributors. Public discussion sparked by these provocations will continue at a yet to be designated spot on Live Journal and periodically I will be sharing highlights from this larger public discussion through this blog. We want as many fans, academics, and acafen to weigh in on these topics as possible and will do our part to give you stuff to chew on all summer long.

The discussion has been organized and will be moderated by Kristina Busse, Drew Davidson, Henry Jenkins, Louisa Stein, and Karen Tongson.

This series builds upon a series of exchanges in the Fan Studies world over the past year around the concept of the "Acafan," including a rich discussion last summer through Jason Mittell's and Ian Bogost's blogs, a special issue of FlowTV, and a Society for Cinema and Media Studies panel organized by Louisa Stein. Contributors for the series are also drawn from participants in Drew Davidson's Well Played books, which offer subjective criticism of computer and video games, and are intended to showcase the launch of the new Postmillenial Pop book series which Karen Tongson and I are co-editing for New York University Press.

Overview

At the heart of the acafan debates has been the question of what aspects of our lived experiences we bring to our work as scholars and critics. All of us, of course, write from many different identities based on race, gender, class, sexuality, ethnicity, religion, generation, ideology, discipline, and cultural preference. The acafan identity, as it has emerged through fan studies, offers a response to accounts of media consumption that in their supposed objectivity were too distanced, too critical, and ultimately pathologizing. The term describes specific relations to our objects of study and draws upon situated knowledge to help explain the contradictions of contemporary popular culture. Acafan scholarship has worked to model a scholarly position that is proximate and impassioned and engaged, but which also is substantive and demanding (in all of the best ways that fan writing can be).

In this discussion we want to expand the questions and the focus to address autobiographical research and the role of the researcher in general. In so doing, we want to look at the ways different fields and disciplines have faced the problem of being invested in and accountable to different aspects of our identity, such as academic and fan. We are interested in the way this can and has affected our research and the way it has affected our intersectional identity. We are also interested in discussing the relationship between forms of academic knowledge creation and presentation and the relation between lived experience and academic work.

As we search for interdisciplinary commonalities, we also want to explore the limitations to the notions and practices of acafandom. Beyond objectivist proponents, who fault acafans for being too close and too engaged, some scholars resist the approach for the way it possibly affords fans special status and forces too much attention on one particular mode of interaction, ignoring other equally important modes of inquiry. Acknowledging and exploring these objections without abandoning the concept of a participatory and vested research with autobiographical self-awareness is central to this conversation.

Provocations

  • [Intersectional identity] How do these identities--as lived, performed, constructed, and embodied--shape what we see, what we study,what we say and who we address through our professional work? What are some of the ways we mobilize these identities within our work and when do they get in the way of the critical distance expected of serious scholarship?
  • [Origins and influences] What does the acafan concept owe to larger debates about the nature of "subjective criticism" in feminism, critical race theory, and queer studies? What has been the contribution of fan studies to these other related fields, or what might fan studies contribute in the future?
  • [Related developments] How might the debates about the acafan concept relate to other debates in connected fields of popular culture studies, such as discussions about the emergence of the "new games journalism" as a means of capturing the subjective experience of players?
  • [Affective investment] These debates historically had to do with the unstable relations between pleasure/affect/the body/desire and politics/identity/power. Do stable or essential terms have the flexibility to respond to this shifting terrain? Have we found a way to talk about pleasure which no longer requires self-reflexivity about our politics?
  • [Acafan as a concept] How have the evolving traditions of acafandom shaped the landscape of which fan practices are studied and which are left invisible? In our increasingly digitized academic public sphere, how do performances of simultaneous academic and fan identities raise both pragmatic and ideological concerns?
  • [The limits of acafandom] Acafandom--be it understood as a cultural and scholarly position or as an interdisciplinary community--has increasingly come under fire from a variety of directions. After more than a decade of use, what do you see as the strengths and limits of the term acafan as a way of characterizing the shared subjectivity between fans and academics? What has the term allowed us to communicate? What mixed messages might it carry? What has it limited our ability to see and to say?
  • [Acafandom as institutional practice] The term acafan emerged from a particular configuration of the relations between fandom and academia, yet the emergence of a new and rather substantial generation of acafans has resulted in some changes in the practices and norms of the academic world. How have the relations between fans and academics shifted over the past decade and how do these changes impact the concepts which acafan was intended to express?

Participants:

  • Christine Bacareza Balance
  • Sarah Banet-Wiser
  • Nancy Baym
  • Gerry Bloustein
  • Will Brooker
  • Jayna Brown
  • Rhiannon Bury
  • Jay Bushman
  • Kristina Busse
  • John Campbell
  • Heather Chaplin
  • Melissa Click
  • Francesca Coppa
  • Drew Davidson
  • Alex Doty
  • Jennifer Doyle
  • Corvus Elrod
  • Sam Ford
  • Nick Fortugno
  • Jonathan Gray
  • Judith Halberstam
  • Karen Hellekson
  • C. Lee Harrington
  • Matt Hills
  • Henry Jenkins
  • Alex Juhasz
  • Flourish Kink
  • Derek Kompare
  • Anne Kustritz
  • Frank Lantz
  • Alexis Lothian
  • Alan McKee
  • Jason Mittell
  • Roberta Pearson
  • Alisa Perren
  • Erica Rand
  • Cornel Sandvoss
  • Suzanne Scott
  • Parmesh Shahani
  • Sangita Shreshtova
  • Louisa Stein
  • Karen Tongson
  • Catherine Tosenberger
  • Matt Yockey

Learning from Hollywood: Voices from the Joan Ganz Cooney Center Conference

I spent the first part of the week participating in a conference, hosted by the USC Cinema School and organized by the Joan Ganz Cooney Center, "Learning from Hollywood: Can Entertainment Media Ignite an Education Revolution?" This was the kind of event that warms my radically undisciplined heart and mind -- a gathering of people from many different backgrounds (educators and academics, media industry people from both the commercial and public media worlds, activists and nonprofits, foundations, librarians and curators) to talk about the potential intersection between education and entertainment. In the course of the two days, we heard a lot about the value of stories and storytelling to incite the imagination, to provoke curiosity, to convey our collective memories and wisdom, and to inspire more acts of creativity.

This was perhaps best brought alive for me through a performance by The Story Pirates -- a group of actors, improv comedians, and otherwise kooky and creative people, who go into schools around the country, help young people construct their own stories, and then incorporate them into their performances. In this case, they brought a class of Latino/a elementary schools with them, both performing one young man's previously written stories, and soliciting elements from the kids for a story performed live on the spot.

My own remarks at the conference centered on what the practices and logics of participatory culture might bring to the paradigm of "entertainment education" which I have been learning a lot about since coming to USC. Under the classic version of this model, experts consult with script writers to get information about health or social concerns integrated into the fictional programs and sometimes to get tags or bumpers which help link viewers to the groups working on these issues. I really respect the commitment behind such work and know that it does make a difference for many people. But increasingly, I've wondered what would happen if these same projects got taken up by the fan communities around the show, if the messages were not simply embedded in the program but designed to be acted upon in more creative and public ways. I used the example of what's happened around Harry Potter to describe a movement from inspiring reading to inspiring writing to inspiring activism, remarks which build upon the work my Civicpaths research group has been doing for the MacArthur and Spencer Foundations.

Scott Traylor from 360KID, who I knew from back at MIT, was nice enough to capture my remarks and those of several other speakers via his cellphone camera and has given me permission to share some of these segments with you through this blog. Thanks, Scott. So, this first bit is my talk on Harry Potter and the potential of a more participatory model of entertainment education.

Scott also captured some of the highlights from a panel on Monday night on "Storytelling and the Art of Engagement," hosted by Betty Cohen, the former President of the Cartoon Network and the Lifetime Network, and including film producers Don Hahn (Beauty and the Beast, The Lion King) and Doug Wick (Gladiator, Memoirs of a Gesha) and television producer Marcy Carsey (The Cosby Show, Roseanne, Third Rock from the Sun), sharing their insights on Hollywood's craft and speaking about their desire to see the work that they do more fully incorporated into both formal and informal education. Getting these kinds of glimpses into the behind the scenes production processes is one of the great joys of living so close to Hollywood.

Here are two highlights Scott captured -- showing Carsey talking about the need to "respect the audience"...

And Wick talking about how he draws inspiration from the work of Bruno Bettelheim:

The event was also a place for demonstrations by some top digital designers and developers, including this segment on Sifteos by a Media Lab alum Jeevan Kalanithi.

On Tuesday morning, we heard from Linda Burch from Common Sense Media and Frank Gilliam, Dean of the UCLA School of Public Affairs, talking about the challenges of overcoming existing frames parents and teachers have for thinking about the relations between digital media and schooling. Scott captured Gilliam's remarks, which offer some real insights into how and why some of the messaging around digital media and learning may be falling on deaf ears.

Unfortunately, Scott had to fly back to Boston so we do not have some of the other highpoints of the conference, such as a presentation by Participant Media's John Schreiber on their Waiting for Superman documentary;

an interview with Kari Byron, the charming host of Mythbusters, about their new Headrush initiative, to help inspire girls to think about STEM; and closing remarks by media mogul Peter Gruber.

All told, my head is exploding from new insights and beyond that, new connections, many of which I hope to build upon through this blog in the weeks ahead.

Special thanks to Cooney Center Director Michael Levine who has helped pull together this phenomenal event.

A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part Three)

I am putting up the final installment of my conversation with Richard Grusin a day early as I am headed out of town for much needed R&R time with my wife. I will not be posting next week, but expect to return shortly thereafter. History and Genealogy

RG: Speaking of history, though, I wonder if you would let me pose another question about the relationship between remediation and transmedia. One of our claims in Remediation (which has gratifyingly been borne out by a good deal of scholarship in the past decade and more), was that although the explosion of new digital media at the end of the 20th century made the double logic of remediation visible, remediation (and its double logic) had a very long history in Western culture, going back at least to the invention of linear perspective. By identifying the working of remediation in contemporary digital media, we have been able to look back on the history of mediation in Western culture to see it in a different light. Do you see a similar historical genealogy for transmedia?

HJ: Yes, depending on how broadly or narrowly we define transmedia. I have made the argument that the church in the middle ages was profoundly transmedia if you lacked the capacity to read. For the priests, the Bible stories were rooted in a text and everything else would have been understood as an illustration of that text. But if you couldn't read that text, you were absorbing bits of the stories from many different sources in the culture around you and the stories could be brought together via stainglass windows, tapestries, or paintings, where characters from multiple stories or symbols for many parables might exist side by side. Michelangelo is in that sense a profoundly intertextual artist.

I would also point to the great world builders of the 20th century -- especially L. Frank Baum, J.R.R. Tolkien, and Walt Disney as also contributing much to the current configurations of transmedia. Baum in terms of mapping Oz through books, stage plays, films, and public lectures, each adding new layers to the original. Tolkien developed a mythology much larger than he could communicate in Lord of the Rings as a specific narrative. And Disney in moving from the screen to location-based entertainment and in constructing a "world" or "family" of characters drawn from multiple stories.

RG:

Your mention here of "world builders," and earlier "fictional worlds" or "universes," is helpful, I think, in clarifying another difference between our approaches. You're interested in how transmedia create fictional worlds. My approach focuses more on logics and practices of mediation in specific historical formations--although your sense that transmedia represents the current media formation of the infotainment industry is itself, I would argue, a historically specific claim.

HJ:

Derek Johnson and Avi Santos have been arguing for greater historical specificity in terms of how today's transmedia models emerge from the larger evolution of franchise entertainment across the 20th century. I also would argue that elements can be tied back to series books and film serials, not to mention to the practices of comic books, all of which link individual units to larger story systems, even if they remain largely within the same medium. A lot depends on whether we are tracing transmedia practices in terms of narrative, visual, or economic structures. I think that recognizing transmedia in contemporary media may similarly open up further historical investigations. I hope it inspires half as much generative scholarship as Remediation has done.

I am very interested in Kim Deitch's graphic novel, Alias the Cat, which depicts a story being created in the 1910s via newspaper serials, comic strips, film serials, and live stunts, all practices possible in the early 20th century, and all practices used in various combinations, although perhaps not in the hypercoordinated way depcited in the comic. For me, this story helps sort through the difference between a set of potential practices, each transmedia in its implications, and an overall logic which may be the current configurations of practices.

Transmedia in that sense is not totally new, yet it is unlikely that it would take its current shapes in the absence of networked communication. And that's why I started this by reflecting on the different ways that transmedia impulses work in the era of the cd-rom, of the web, and of the iPad.

Turning the lens back in your direction, is the history of remediation one in which the same dual logic repeats itself again and again or is it one of historical transition and transformation in which shifts in the media landscape enable or foreclose certain possibilities, certain models of creative practice?

RG:

As I mentioned earlier, remediation can be traced in visual media at least to the origins of linear perspective, particularly the invention of the idea that the canvas or picture plane should be treated as a transparent window through which to view the world. I will leave it to art historians who know much more than I do to determine if it can be traced back even further or into other artistic media.

But I do remember that, while we were writing the book, we used to have fun imagining with our students other arenas in which the twin logics of remediation, transparent immediacy and hypermediacy, had manifested themselves historically. Romantic poets like Wordsworth, for example, appealed to the immediacy of the vernacular and the heart or intuition, while someone like Blake demonstrated a form of hypermediacy especially through his illustrated poems. The scientific debate between scholasticism and empiricism in science might also be glossed in terms of the immediacy of the experiment and the hypermediacy of scholastic traditions. And it is hard not to see the contrast between the Catholic Church and Protestantism as one between hypermediacy and immediacy. These, however, were mainly speculative musings. As someone committed to historical specificity, I remain cautious in trying to think about transhistorical laws of mediation.

Nonetheless, in the historical period within which remediation does operate, I would argue that the double logic of remediation does not repeat itself in the same form but operates, as you say, in terms of "historical transition and transformation in which shifts in the media landscape enable or foreclose certain possibilities, certain models of creative practice." In my new book I situate the double logic of remediation both, as you plausibly suggest earlier, in relation to the invention of new stand-alone multimedia storage devices like the cd-rom, as well as in relation to the 1990s desire for immediacy represented most fully in technical fantasies of virtual reality which grew largely out of the cyberculture and cyberpunk imaginary of the 1980s. In the last two decades of the 20th century, immediacy was defined in terms of the erasure of mediation in an immediate, immersive encounter with the real, while hypermediacy was defined in terms of the kind of multiplication of mediation made possible by cd-roms, the world wide web, and other related media formats.

In the first decades of the 21st century, the emergence of social media has, I argue, shifted the ways in which immediacy and hypermediacy manifest themselves--and thus alter the double logic of remediation. In fact where in the 1990s the immediacy of the real was defined in opposition to the multiplicity of mediation, in the 21st century hypermediation is the mark of the real, as epitomized most dramatically in the Fox series 24, which depicted real-time not in terms of the erasure of mediation but in terms of its multiplication. In our current moment of mobile, socially networked media, immediacy is manifested as mobility, connectivity, and flow, the easy, almost seamless, interaction among our countless personal and collective media sites--FB, Twitter, YouTube, Flickr, Tumblr, and countless others. Hypermediacy manifests itself not so much in the formal fragmentation and multiplicity of the visual space of the screen as in the multiplication of mediation among and across our networks, including the ways in which all of our socially mediated interactions are tracked, recorded, and archived by a state and corporate security regime for purposes of data mining, tracking, trendspotting, and preemption of criminal behavior.

Politics

RG: Perhaps because of the changing nature of our times, my approach to premediation, which I argue is the predominant form in which remediation manifests itself in the 21st century, is much more political than our approach to remediation was. While remediation was and remains a concept that can be useful for political means, premediation makes those uses much more explicit. This, then, raises for me another question about your approach to transmedia. Do you see a politics to transmedia, either as practiced in the corporate entertainment industry of as you deploy it in your work? Or is this not an explicit focus of your transmedia work?

HJ: In terms of corporate media, there is certainly a concern that the capacity to expand a story across multiple media platforms and thus blanket the society has a potential to be used for propagandistic purposes in ways which concerns me deeply. That said, as currently developed, the transmedia model comes attached with a very active and skeptical model of spectatorship -- one where collectives of fans work through complex challenges together in ways which encourage criticism and reflection.

Indeed, what we are seeing is the spill over of these forms of fan participation and emerging forms of activism, which are the focus of some new work which I am pursuing in collaboration with the MacArthur Foundation. For example, we are studying the case of the Harry Potter Alliance which has built a large scale network of young activists on the metaphors and narratives provided by J.K. Rowling's media franchise. Here, they are building on an existing transmedia system and on the infrastructure provided by media fandom to motivate political participation around a range of human rights and social justice concerns.

I am also interested in work which Sasha Contanza-Chock has been doing on what he calls "transmedia mobilization" in the Los Angeles immigrant rights movement. There's a tendency to think of transmedia practices as involving high end production values, but here, he is looking at how activists in Los Angeles are deploying a range of low end media to protest current U.S. policies around immigration and to get their message out to their supporters by any means necessary. Transmedia mobilization, in this case, might involve YouTube video, podcasts, mix tapes, graffiti, posters, and street theater, but it still follows principles we can recognize from other research on transmedia practices.

Finally, coming full circle back to corporate media, I am very concerned with the contradictions about participation embedded in current concepts of web 2.0 and user-generated content, issues in public policy which range from concerns about constraints on Fair Use in the domain of intellectual property to issues of "free labor" in the relations between participants in the creative process and the use of surveillance practices to monitor and monetize forms of audience engagement (of the sort you reference above). These issues are central to my new work on Spreadable Media.

A Friendly Ammendment?

RG:

Thanks, Henry. This has been really helpful for me. I hope others will find the discussion useful as well. I'd like to close by returning to where we began this discussion and offer what I hope you will see as a friendly amendment to your concept of transmedia.

In my Premediation book, I argue that the concept of new media, which was useful for both of us in making sense of the exciting and transformative changes that were occurring in the 1980s and 1990s, no longer does much work in the 21st century. In an era where old media like books, newspapers, radio, and television are created, circulated, and consumed through digital media, the distinction between old and new media becomes increasingly problematic. I argue, instead, that we should focus instead on "mediality," which I take to include all the forms of media with which we interact on a regular basis. I relate the concept of mediality to Michel Foucault's concept of governmentality, arguing that media today operate as aspects of governmentality in mobilizing and managing populations, which Foucault describes as networks of people and things. Thus rather than focus on the relations among "new" and "old" forms of media, I argue that we need to pay attention to the things that media do, the way they act and help govern the variety of human and nonhuman publics that proliferate at the present moment. From this perspective the political deployment and implications of transmedia that you have described could be understood as elements of governmentality in the 21st century, as a mode of what I would like to think of as "transmediality."

If we go down this path, then I would suggest (and here is the friendly amendment) that just as mediality allows us to undo or dispose of the distinction between old and new media, transmediality could allow us to undo the distinction with which our discussion began between stand-alone and networked media. In the most trivial sense, we could see that the interaction with a stand-alone DVD, with its extras and director's cuts and commentaries, could be seen as a form of transmediality similar to our interaction with transmedia artifacts on the internet. Of course, I recognize that this might remove (or at least minimize) the element of active hunting and searching that you see as part of the transmedia experience. But more significantly, I think that the distinction between stand-alone and networked media is increasingly coming to become unhelpful in the same way that I described in relation to old vs. new media. Whether we think of the transmediality of CDs loaded in iTunes, or the networked capabilities being built into BluRay players as just two examples, the distinction between stand-alone media and networked media seems increasingly unclear. And when you add to this the fact that the creation, production, and distribution of all digital artifacts are inseparable from all sorts of networked media technologies, I think that it will not be long before the distinction between stand-alone and networked media becomes moot. In making this friendly amendment, I mean not to weaken or minimize the concept of transmediality, but rather the opposite--to suggest that, like remediation did in the 1990s, transmediality in the 21st century names the condition to which all of our media will eventually aspire.

Thanks again, Henry, for suggesting this conversation. Let's do it again some time.

Richard Grusin is Director of the Center for 21st Century Studies and Professor of English at the University of Wisconsin-Milwaukee. He received his Ph.D. in 1983 from the University of California-Berkeley. He is the author of numerous articles and chapters and four books, including (with Jay David Bolter) Remediation: Understanding New Media (MIT, 1999) and most recently Premediation: Affect and Mediality After 9/11 (Palgrave, 2010).

A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part Two)

Aesthetics RG:

Serendipitously, I, too, had been thinking of a video that might help delineate the distinction between transmedia and remediation--the Hype Williams video for "Gold Digger," the Kanye West song featuring Jamie Foxx.

For me, the video's remediation of the look and style of pin-up magazine covers as live videos is a clear example of an instance of remediation that I would see as distinct from transmedia. On the other hand the now longstanding practice of refashioning songs as music videos might be able to be seen as an example of both remediation and transmedia. Would you agree with this?

HJ:

I would agree that the "Gold Digger" video is an interesting example of how one could have remediation which does not necessarily become transmedia. It is also, as you note, a music video and thus as an amplification of the recorded song a form of transmedia. I would call it transmedia performance in this case rather than transmedia storytelling. My own early writing emphasized the storytelling functions of transmedia, but storytelling is only one function which is now conducted across media platforms. Performance seems the more pertinent category for thinking about music, though a series like Glee might send out some extensions which are primarily about performance and others that are about narrative.

We could, however, imagine a version of this music video that with very little changes would be pulled towards transmedia narrative (or transmedia play). Right now, the magazine covers function to comment on the situations being described in the song lyrics, but they also seem to construct a kind of world where the song takes place. Let's suppose we built more of a plot into that world -- not simply the story the song offers of failed relationships, violated trusts, and sexual tension. Can we imagine extending those core plot elements into a melodramatic plot and imagine the magazine covers perhaps referring us to other media where we learned more about these people and their relationship? Can we imagine the magazine covers as functioning as clues which led to a kind of alternative reality game, which then led us down a rabbithole where we started seeking out more information elsewhere on the web? This would pull us much more fully into a transmedia logic.

RG:

Yes, I suppose we could and I suppose it would. Your inclination to actively remediate or transmediate existing media forms is much stronger than mine. I see myself more as a cultural critic or media theorist than as a creator of new forms. Still I would be interested in you defining even further how you see transmediation differing from or extending remediation.

HJ:

Well, I think I intended this as a thought experiment at most, but your point is well taken. My work on transmedia has taken me into much closer dialogue with the creative community than I had expected and as that happens, I become much more likely to imagine other possible configurations of media that have not yet emerged in much the same way that Janet Murray's Hamlet on the Holodeck sought a kind of predictive or anticipatory aesthetics, mapping what could be done with the affordances of digital media she saw starting to emerge. And do not overlook the fact that Remediation has surely inspired many designers and artists, even if you have not yourself chosen to explore the creative practices implicit in your argument.

RG:

True enough. I like the way you describe your and Janet Murray's work as imagining or anticipating new media futures. It reminds me that, in the context of my most recent work, premediation was already quite active in the 1990s. And yes, it has been very gratifying to see how Remediation was taken up by designers, artists, and other creative people--not to mention by new media scholars like you, especially in relation to transmedia.

Immediacy and Hypermediacy

HJ:

One of the ways I often think about your work in relation to transmedia is the different modes by which transmedia elements are constructed. On the one hand, they often present themselves as documents or documentaries, seeking forms of immediacy. We look through them to see into the world being depicted and the world of, say, District 9 becomes more real to us insofar as such materials adopt forms we associate with nonfiction. The early ARGS often insisted on there being nothing that signaled to players that they were playing a game and thus sought to blur the fake documents being produced back into reality. They were fictions which denied their status as fictions.

On the other hand, more and more, transmedia extensions represent themselves as advertisements for imaginary products, such as True Blood. They show us what the mediascapes of these fictional societies might look like, and so we achieve a kind of access to the fictional world through an heightened awareness of processes of mediation.

We can see how the immediacy and hypermediacy come together by looking at something like MNU Spreads Lies , one of the websites created to help promote District 9. The website proports to be the home page for an Alien Rights organization. Much of the text is in an alien alphabet, though we can convert it to English. My favorite entry is one called "I'm Speechless" which is halfway down the page. Here, we have a mocked up government video on the aliens reproduction system, complete with imitation grain and scratches, clearly intended to achieve a certain degree of immediacy, though the focus on the buggyness of the footage uses properties of mediation to allow us to achieve that level of immediacy. The text around it shows a fake resistant reading of this fake documentary -- the alien rights organization has captured this footage from the government and is offering a shocked and outraged reaction to what they are seeing. Here, we are invited to be aware of the processes of mediation and contestation that have emerged around the video -- for me, this would seem to represent a kind of hypermediation. As you note in the book, at a certain point, as our everyday reality is shaped by our interactions through media, the lines between immediacy and hypermediacy blur. We achieve immediacy by way of hypermediacy.

Interactivity and Participation

RG:

The Tru Blood commercial is fantastic! It is an exemplary example of a kind of faithful or respectful remediation of a Budweiser commercial. But it is even more interesting, as you suggest, as an example of how the urge to transmediate deploys strategies of remediation in constructing new, participatory mediations of imaginary worlds.

But as the District 9 promotions make evident, transmedia isn't always fan-based or participatory, right? It is increasingly a technique of corporate infotainment media, whether in fictionally remediating participatory media like blogs or in distributing elements of specific media narratives or worlds across multiple media formats. What makes the MNU Tells Lies site different (and especially interesting) is that it continues the documentality of the District 9 film into the blogosphere. This is, I think, an advance on the transmediation of the Matrix franchise, which I have discussed in terms of the concept of a "cinema of interactions." The distribution of the narrative of The Matrix across the Enter the Matrix video game and some of The Animatrix contributions (particularly the archival pseudo-documentary about the back story of how the machines took over Earth), while interesting in terms of the continued decline of medium specificity, does not trouble the border between fictionality and reality in the same way that the MNU Tells Lies site does. But in both of these examples, I would agree that your robust concept of transmediality (or my more sketchily developed notion of a cinema of interactions) is more useful and informative than the concept of remediation. That being said, one could certainly (as you do above) approach either of these from the perspective of the double logic of remediation.

HJ:

Both the True Blood and the District 9 materials were generated by the producers (or those working for the brand) rather than the fans. They certainly are responsive to genres and themes which may have originated within fan culture. (We are just beginning to theorize how fan productions might or might not be understood as part of the transmedia system around a given media property). Transmedia is part of a larger shift in the logic of the media industries to place a greater emphasis on engagement, which in turn values fans as the ideal audience for their productions. Part of what first drew me to look at transmedia storytelling was the ways that it seemed to represent a commercial response to key aspects of fan culture: such as the desire to extend the world, to construct backstory, to focus on secondary characters, or even to construct alternative versions of the original characters. But ultimately, these materials claim the status of canon and not fanon, and that has consequences for how they are read.

If they are participatory, it is on the level of reception and circulation rather than on the level of production, though we are seeing some kinds of transmedia production which apply crowd-sourcing or user-generated content models to build out the fictional world further. So, yes, these are part of a new commercial logic. My argument, though, is that they are not simply commercial products; they are also creating new opportunities which gifted storytellers and artists are exploring in ways that deepen our possible engagement with these fictional universes. You could read both the District 9 and True Blood examples as promotional: they are designed to spread word about their affiliated media properties. But they are both expansive (adding to what we learn in their respective works) and expositional (helping to inform our experience once we see their affiliated works) in ways which go beyond what we would expect from a movie trailer. We go into District 9 with different expectations (even a different moral orientation or emotional identification) and have a different experience if we've visited the MNU Spreads Lies site than if we have not. Given this, I don't think we can simply dismiss them as promotional materials.

RG:

Thanks for clarifying. I agree that promotional materials should not be dismissed out of hand. Kracauer wrote that we can learn much about any historical moment by making sense of what he called its "surface phenomena." But where Kracauer explains how these ornamental surface phenomena are of a piece with the structure of monopoly capitalism in the 1920s, you treat transmedia surface phenomena as creative opportunities for artists and designers which deepen the 21st-century consumer experience. Kracauer is making a claim about history, while you are making a claim about how transmedia enhances the creation of fictional universes.

Richard Grusin is Director of the Center for 21st Century Studies and Professor of English at the University of Wisconsin-Milwaukee. He received his Ph.D. in 1983 from the University of California-Berkeley. He is the author of numerous articles and chapters and four books, including (with Jay David Bolter) Remediation: Understanding New Media (MIT, 1999) and most recently Premediation: Affect and Mediality After 9/11 (Palgrave, 2010).

A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part One)

This week, I am sharing an extended conversation with Richard Grusin, co-author of Remediation and author of Premediation:Affect and Mediality After 9/11 about the relationship between our work.

If this sparks your interest in learning more about Transmedia Entertainment, check out Transmedia Hollywood II conference coming up at UCLA on April 8. Tickets are still available.

Getting Started

HJ: Richard, you wrote to me a few weeks ago responding to the interview I did with Frank Rose about his new book, The Art of Immersion. That interview tried to clarify the relationship between Rose's concept of "deep media" and my concept of "transmedia entertainment." You raised the interesting question of how these two concepts might relate to the work that you and Jay David Bolter did in Remediation, another book which sought to develop a vocabulary for thinking about the relations between media, and your more recent book, Premediation: Affect and Mediality After 9/11. Since both books are widely taught, it seemed to me useful for us to try to tease out together the points of contact and divergence between these two models.

At the time you wrote Remediation, many of us were very excited about the kind of multimedia expression which was possible within cd-roms, a short lived technology, which never-the-less became the focus of a good deal of scholarly interest. So, we might start by thinking about the relationship between the multimedia (envisioned within the cd-rom) and the transmedia (now being realized via digital networks). For me, the difference can be summed up as inside the box - outside the box. That is, multimedia sought to organize a series of different kinds of media experiences inside a curated and bounded text. There might be movies and audio files and illustrations and texts, but they were all inside the cd-rom itself.

By contrast, the elements of a transmedia experience are dispersed -- they are spread across multiple media channels -- with the expectation that the consumers will tap into digital and social networks to track down the elements. Part of the pleasure is what I would call "hunting and gathering" and what Rose calls "foraging." Alternate Reality Games make tracking down, exchanging, deciphering, and mapping the dispersed media elements the central play mechanic. And insofar as we are doing this activity within fan communities or as "collective detectives" to use an old term from the ARG world, these mechanisms support social interactions with other readers. Part of what allows this to become a viable form of publicity for media franchises is our tendency to want to brag about our discoveries and share them with others with whom we have common goals and interests.

The rise of the iPad seems to suggest a return to a multimedia model -- witness the promotional video for Sports Illustrated on the iPad which sparked so much excitement in the publishing world at the time the platform was introduced. Here, we again see all of the media elements brought together into a single ordered, curated experience. This design will make these kinds of experiences more accessible to casual readers who want to simply click through an experience, but they may take away from the social mechanics that have grown up around "foraging" or "hunting and gathering."

It occurs to me that the Sports Illustrated video might be a good starting point for us to compare notes. What do you see going on here when you read it through your core concepts?

RG:

Thanks, Henry, for suggesting this. I think it's a great idea, and after reading your initial paragraphs I think there is plenty of room both for clarification and divergence. I will confess that at first I was a bit puzzled by your identification of remediation with the multimedia cd-rom--especially insofar our account of the double logic of remediation at the end of the 20th century takes up so many other media artifacts including muds and moos, the world wide web, and hypermediated space. But in light of your concept of transmedia storytelling I can see why the contrast with an apparently self-contained multimedia artifact like the cd-rom would be important for you.

For me, however, remediation argues precisely against the idea that any medium (multimedia or not) could be self-contained. In defining a medium as that which remediates we set out from the position that all media were hybrid or mixed, that all media refashion other media. The contradictory but coherent logics of transparent immediacy and hypermediacy which operated at the end of the twentieth century still persist (although in different forms) today.

In other words, because remediation invariably involves the relationship between at least two media, all media from our perspective could in some non-trivial sense be seen as transmedia. Transmedia storytelling as I understand it would seem from the perspective of Grusin and Bolter to be one of the forms in which remediation manifests itself in the 21st century, particularly in what have come to be called the "infotainment" industries. In my own post-remediation work I have developed a similar idea, most relevantly in the concept of distributed media that I trace out under the rubric of a "cinema of interactions."

As to describing the Sports Illustrated promotional video through the key concepts of remediation, I suppose I would begin by highlighting the double logic of remediation informing the iPad promo. The use of interactive video in the magazine's new interactive format simultaneously provides a perceptual immediacy and operates as an element of the journal's hypermediacy. But I also see this video as an example of what I have more recently called "premediation," especially as it markets both iPad and Sports Illustrated by premediating digital media formats that do not yet exist but which we can anticipate in the near future. I would be interested in your sense of how transmedia might relate to this reading of the video.

HJ:

I certainly did not mean to restrict your book's argument to a focus on multimedia - it has enormous historical scope and media diversity. I only associate the time of the book's publication with a particular enthusiasm about cd-roms which was sweeping digital studies, and thus I came to understand some of your principles initially in relation to that particular form of remediation.

RG:

Right. I remember in fact when Jay and I presented remediation at a conference you organized at MIT that you were working on a cd-rom film "textbook" with embedded video clips. And when we started our MS in Information Design and Technology at Georgia Tech in the early 1990s, our goal was to train multimedia cd-rom designers. By the time we wrote Remediation, however, our enthusiasm had begun to broaden to networked and distributed forms of mediation, though not yet to your useful concept of transmedia.

From Remediation to Premediation

HJ:

I would agree with you that both multimedia and transmedia represent strategies of remediation, which are particularly vivid in their foregrounding of the relations between media. The Sports Illustrated example, for the most part, stays within the box -- though the segment about playing a game on the ipad while watching the game on television points to ways that even this basic app straddles between platforms rather than operating entirely within them. What interested me here was the way that the video as an act of "premediation," (I like that concept), invites us to re-imagine the medium of the print magazine through expanding its affordances, blurring the line between still and moving images, say, adding sound effects and gestural interfaces that change what it means to read and so forth. Insofar as we read the magazine in relation to the television and live versions of sports, it may well constitute a form of transmedia -- that is, we as consumers bring the pieces together to make sense of a phenomenon which unfolds across platforms. Yet, there's also a sense that the iPad is promising to organize all of those varied media experiences for us in ways that decreases our need to search out new content. This becomes a matter of preprogrammed interactivity rather than open ended participation.

RG:

Yes, I see that this question of participation, what you refer to above as "foraging" or "hunting and gathering," is one that is crucial to you, particularly in regard to your extensive body of work on and continued interest in fan culture. In some sense, of course, this, too, is a product of the media formation of the 1990s, which has in the socially networked 21st century become such a part of our media everyday that it could be seen as no longer unusual. Yet your worry about preprogrammed interactivity supplanting open-ended participation is one that is shared by many. Because I have always had some reservations about the degree to which participatory media could be open-ended or liberatory, I am less troubled by the preprogrammed nature of many of our current forms of interactivity. I have been more concerned, both in Remediation and in my subsequent work, to underscore the preprogrammed or premediated nature of all of our media interactions. So the Sports Illustrated or iPad is less troubling for me.

Richard Grusin is Director of the Center for 21st Century Studies and Professor of English at the University of Wisconsin-Milwaukee. He received his Ph.D. in 1983 from the University of California-Berkeley. He is the author of numerous articles and chapters and four books, including (with Jay David Bolter) Remediation: Understanding New Media (MIT, 1999) and most recently Premediation: Affect and Mediality After 9/11 (Palgrave, 2010).

Announcing Transmedia, Hollywood 2: Visual Culture and Design

Transmedia registration can now be done through http://www.ticketmaster.com/Transmedia-Hollywood-2-Visual-Culture-and-Design-tickets/artist/1559777

TRANSMEDIA, HOLLYWOOD 2:

Visual Culture and Design

A UCLA/USC/Industry Symposium

Co-sponsored by

UCLA Producers Program,

UCLA School of Theater, Film, and Television

and

USC School of Cinematic Arts

Friday, April 8, 2011

James Bridges Theater, UCLA School of Theater, Film, and Television

9:45 AM - 7 PM

Event Co-Directors:

Denise Mann, Associate Professor, Producers Program, UCLA School of Theater, Film and Television

Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication

Overview

Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.

Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia.

The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel.

The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:

  • What does it mean to structure a franchise around the exploration of a world rather than a narrative? How are these worlds moving from the film and television screen into other media, such as comics, games, and location based entertainment?
  • What does it mean to design a character that will play well across a range of different media platforms? How might transmedia content re-center familiar stories around compelling secondary characters, adding depth to our understanding of the depicted events and relationships?
  • What does it mean to develop a sequence of events across a range of different media? How do we make sure that the spectator understands the relationship between events when they are piecing together information from different platforms and trying to make sense of a mythology that may span multiple epochs?
  • What does it take to motivate consumers to invest deeply enough into a transmedia franchise that they are eager to track down new installments and create buzz around a new property? How is transmedia linked to a push towards interactivity and participatory culture?

As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality.

The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.

Conference Schedule

Friday, April 8, 2011

9:15--9:45 am

Registration

9:45--10:00 am

Welcome and Opening Remarks

  • Teri Schwartz, Dean, UCLA School of Theater, Film, and Television
  • Denise Mann, Associate Professor/Head, Producers Program, UCLA School of Theater, Film and Television
  • Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC

10:00--11:50 AM

Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond

Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox--Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially.

Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers--aka "transmedia producers"--charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities.

The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida.

Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes.

Moderator: Denise Mann

Panelists will include:

  • Alex McDowell, Production Designer for Tim Burton and Zack Snyder (Corpse Bride, Watchmen)
    • Dylan Cole, Art Director, Tron, Alice in Wonderland, Avatar, Lord of Rings
  • Thierry Coup, Art Designer, Wizarding World of Harry Potter
  • Angela Ndalianis, Associate Professor and Head of the Cinema Studies Program at the University of Melbourne, Australia (Neo-Baroque Aesthetics and Contemporary Entertainment)
  • Bruce Vaughn, Chief Creative Executive, Disney Imagineering

12:00--1:50 PM

Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms

How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms?

Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures?

How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination?

Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?

Moderator: Henry Jenkins

Panelists will include:

  • Geoff Johns, Chief Creative Officer of DC Entertainment
    • Geoffrey Long, Program Manager, Entertainment Platforms, Microsoft
  • Alisa Perren, Assistant Professor, Georgia State University
  • Kelly Souders and Brian Peterson, Executive Producers of Smallville

2:00--3:00 PM

Lunch Break

3:00--4:50 PM

Panel 3: Fan Interfaces: Intelligent Designs or Fan Aggregators?

Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere.

Given the complexities and contradictions involved in negotiating between industry and audience interests, we will ask the game designers to explain their philosophy about the intended and unintended outcomes of their fan interfaces. Marketers clearly love it when fans become willing billboards for the brand either by wearing logo T-shirts or by dressing a favorite Madman avatar in the 1960s clothing, accessories and backgrounds on display on the AMCTV.com "Madmen Yourself" and then spreading the content through Facebook and Twitter.

What is the design philosophy behind a video game like Spore, which allows fans free range to create their own creatures and worlds but then limits their rights over this digital content? Who owns these virtual creations once they appear for sale on E-bay? These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging fan interfaces.

Moderator: Denise Mann

Panelists include:

    • Jeph Loeb, Executive Vice President, Head of Television, Marvel (executive producer for Lost, Heroes, Smallville)
    • Craig Reyna, Disney Interactive Studios Marketing (Epic Mickey, Tron, Chronicles of Narnia)
  • Avi Santos, Assistant Professor, Dominican College and Co-editor, FlowTV.com and In Media Res.com
  • Matt Wolf, Double 2.0, ARG/Game Designer

5:00--6:50 PM

Panel 4: "It's About Time!" Structuring Transmedia Narratives

The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions.

We might think of such stories as hyperserials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms.

So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristoltelian unities of time and space?

Moderator: Henry Jenkins

Panelists include:

  • Caitlin Burns, Transmedia Producer, Starlight Runner Entertainment
  • Abigail DeKosnik, Assistant Professor, University of California-Berkeley (Co-Editor, The Survival of the Soap Opera: Strategies for a New Media Era; Illegitimate Media: Discourse and Censorship of Digital Remix)
  • Jane Espensen, Writer/Producer: Buffy the Vampire Slayer, Battlestar Galactica, Torchwood.
  • John Platt, Co-Executive Producer, Big Brother, The Surreal Life
  • Tracey Robertson, Chief Executive Officer and Co-founder, Hoodlum
  • Lance Weiler, Founder, Workbook Project
  • Justin Wyatt, Executive Director, Research at at NBCUniversal, Inc (High Concept: Movies and Marketing in Hollywood).

7:00 PM

Reception

Lobby, James Bridges Theater

Location

James Bridges Theater, UCLA School of Theater, Film, and Television

Registration

Faculty/Students:

Tickets are $5 for faculty and students of accredited institutions and will only be sold at the box-office of the UCLA Central Ticket Office and at the door on the day of the event (prior registration required). Valid university I.D. is required. Registration includes admission to conference and reception.

General Public:

Tickets for the general public are $30. Registration includes admission to conference and reception. Please register: http://www2.tft.ucla.edu/RSVP/index.cfm?action=rsvp_form

Directions

Directions to UCLA:

http://www.ucla.edu/map/

Campus Map:

http://www.ucla.edu/map/ucla-campus-map.pdf

Parking Info:

http://map.ais.ucla.edu/go/1002187

http://www.transportation.ucla.edu/portal/maps/parkingmap/0206UCLAParkingMap.htm

Bus Info:

http://www.metro.net/

http://www.bigbluebus.com/home/index.asp

Contact

UCLA Producers Program

UCLA Department of Film, Television, and Digital Media

203 East Melnitz

Los Angeles, CA 90095

Phone: (310) 206-3761

Fax: (310) 825-3383

Email: producers@tft.ucla.edu

Web: www.tft.ucla.edu/producers

"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part One)

Wired contributing editor Frank Rose is releasing a new book this month which will be of interest to many of my regular readers -- The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue and the Way We Tell Stories. It is a highly readable, deeply engaging account of shifts in the entertainment industry which have paved to way for more expansive, immersive, interactive forms of fun. He's talked to key players -- from Will Wright and Jeff Gomez to James Cameron and George Lucas -- and brings back their thinking about the changing media landscape. As he wrote me, "at various points in my career I've focused on technology and at other times on entertainment, but when I joined Wired in 1999 I started writing about both together." Rose has been exploring some of the key concepts from the book through his blog as he's been working through the project. I suspect when I teach my transmedia storytelling class again at the USC Cinema School next fall, this book will be on the syllabus, since it manages to condense down many of the key conversations being held around these much discussed topic into language which is accessible and urgent.

When I first heard of his concept of "deep media," during a talk Rose gave at South by Southwest, I was intrigued by its relationship with what I've called transmedia entertainment. And in fact, I've been asked about the relationship many times and didn't really know what to say. So, naturally, given a chance to interview Rose for the blog, that's where I started. It sounds like his own thoughts on the relationship have evolved over time and in interesting ways. As the interview continues, we talk about world-building, the relationship between games and stories, the interweaving of marketing and storytelling, and the impact of 9/11 on interactive entertainment.

You write in the book about what you call "deep media." What do you see as the core characteristics of deep media? How do you see your concept relating to others being deployed right now such as transmedia or crossmedia?

To me it's mainly a question of emphasis. Are we focusing on the process or the goal? Transmedia, or crossmedia, puts the emphasis on a new process of storytelling: How do you tell a story across a variety of different media? Deep media puts the focus on the goal: To enable members of the audience (for want of a better term) to delve into a story at any level of depth they like, to immerse themselves in it. Not that this was fully thought out when I started--the term was suggested by a friend in late 2008 as a name for my blog, and when I looked it up online I saw that it had been used by people like Nigel Hollis, the chief analyst at Millward Brown, so I adopted it.

That said, I think the terms are more or less interchangeable. I certainly subscribe to the seven core concepts of transmedia as you've laid them out. I also think we're at an incredibly transitional point in our culture, and terms like "deep media" and "transmedia" are needed to describe a still-evolving way of telling stories. I wouldn't be entirely surprised if both terms disappeared in 15-20 years as this form of storytelling becomes ubiquitous and ultimately taken for granted.

Throughout the book, it seems you see these creative changes towards a more immersive and expansive entertainment form being fueled by the emergence of games. Why do you think computer and video games have been such a "disruptive" influence on traditional practice in other entertainment sectors?

Because they engage the audience so directly, and because they've been around long enough to have a big influence on other art forms. Movies like Inception, as you've observed, are constructed very much like a game, with level upon level upon level and a demanding, puzzle-box approach to narrative. If you're a gamer, you know intuitively how to approach this. If you're not, well, good luck.

One of the reasons I started this book was that I'd begun to meet screenwriters who'd gone from TV to games and back again, and when they came back it was with a different approach to narrative--moving across multiple levels, thrusting you directly into the story and letting you figure it out for yourself, that kind of thing. But at first I just had this vague sense that games and stories were blurring into each other--that in some way that I didn't fully understand, games were becoming stories and stories were becoming games. I got obsessed with trying to understand the relationship between the two. I spoke with a lot of game designers, but it wasn't until I got to Will Wright that I found someone who could really answer my question.

We all know that games are in some sense a rehearsal for life--a simulation that models the real world. That's why kids who never play games tend not to pick up the skills they need to navigate adult existence. Wright said that at bottom, stories are an abstraction of life too--an abstraction we share with one another so we can all make sense of the world. This took on added depth for me when I stumbled across, in a neuroscience paper of all places, an 1884 exchange between Henry James and Robert Louis Stevenson on the nature of fiction. James described it as an "impression of life." Stevenson countered that life is "monstrous, infinite, illogical" while art is "neat, finite, self-contained"--a model, in other words. Steven Pinker took this a step further a century or so later when he described fiction as "a kind of thought experiment." Jane Austen novels? Rehearsals for womanhood in Regency England. All those Hollywood disaster movies? Rehearsals for the apocalypse. And so on.

So stories and games are intimately connected because they're two sides of the same impulse. Stories give rise to play, and play gives rise to stories. Think of Star Wars, and all those action figures, and the fan fiction that came out of it--story transmuted to play and then to story again.

The big question now is, will games and stories actually merge? Will we ever have the experience of being at the center of a carefully constructed dramatic narrative? That's certainly the way things seem to be headed, but I'm not convinced that anybody in the business today will achieve it. Probably there's a nerdy freshman at Harvard or USC who will. My advice would be, watch out for the Winklevosses.

Another key idea running through the book is the idea that entertainment is now designed to be engaged by collectives, often of the kinds that form in and through social network sites. What are some of the consequences of perceiving audiences as collectives of people who interact with each other and with the producers rather than as aggregates of isolated eyeballs?

I'm not entirely sure, and I don't think anybody else knows either. It's too new, it's too different from anything we've ever experienced before. It's not that we haven't had participatory entertainment--we've had game shows on TV ever since the late '40s, and on radio before that. But the idea of people working together to "solve" or interpret a story at any scale beyond the water cooler is unprecedented, simply because no technology has enabled it before. Will it change storytelling? It already has. Inception, Lost--because its narrative was so convoluted, Lost implicitly demanded that people connect online to figure it out. No one ever dared do that on TV before. Does this herald some emerging facet of connected existence? Definitely. How will it change us as a society? Too early to say.

Frank Rose is the author of The Art of Immersion: How the Digital Genera-tion is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories, to be published in February 2011 by W.W. Norton, and a contributing editor at Wired, where he has written extensively about media and entertainment. Before joining Wired in 1999, he worked as a contributing writer at Fortune and as a contributing editor at Esquire and at Travel + Leisure. He is also the author of The Agency, an unauthorized history of the oldest and at one time most successful talent agency in Hollywood, and West of Eden, a 1989 best-seller about the ouster of Steve Jobs from Apple, now available in an updated edition.

From a Cyberspace of Their Own to Television 2.0: An Interview with Rhianon Bury (Part One)

Several months ago, I was contacted by Rhianon Bury, an early contributor to the scholarly research on female online fan communities through her book, A Cyberspace of Their Own, asking me to help her publicize a survey she was conducting on how fans engaged with new delivery platforms for television content. Bury agreed to do an interview for my blog which deals with this new initiative and what it means in terms of her own methodological approaches (an expansion from primarily ethnographic to a more hybrid approach), as well as shifts in the field of fan studies and new media since 2005 when her book first appeared. Like many of us, Bury is finding it hard to separate out the study of media audiences, creative industries, and new media practices, at a time when some aspects of fan culture have become more central to the operations of convergence culture, while, as many recent scholars note, others remain marginalized and in some cases, continue to be fully hidden from outside attention.

You have recently launched an online survey designed to better understand the shift in the media consumption patterns of fans in response to the changing affordances of the new media environment. What kinds of shifts are you hoping to explore?

I am interested in learning more about shifts in both modes of viewing and fan practices afforded by time shifting, streaming, downloading and Web 2.0 technologies. Industry data has provided a starting point for my "Television 2.0" project. According to Nielsen, 38 percent of US households now have DVR/PVRs, up from 33 percent in 2009 and 24.4 percent in 2008 (TVbytheNumbers). In addition to its traditional Live data stream, Nielsen produces two additional streams: Live+SD (same day) and Live+7 (seven days). Although the latter are not significant in setting advertising rates, their effects are starting to be felt in network decision making. Writing in the New York Times, Bill Carter suggests that NBC's The Event was spared early cancellation on the strength of its Live+7 numbers. NBC subsequently ordered a full season, although it remains to be seen whether all will be broadcast given that the live/live+sd numbers continue to fall (Toni Fitzgerald).

A number of recent surveys by marketing research companies attempt to quantify the popularity of viewing of time shifted and online content. Say Media, for example, found that 56 million Americans are "off the grid viewers," 13 percent of whom can be classified as "opt outs" who have no longer watch live TV at all (GigaOM). This matches Strategy Analytics findings that 13 percent of Americans are planning to cancel their cable subscription in the next year. The large majority of "cord cutters" are under 40 and are college educated.

This type of industry data, however, cannot capture the complexity of viewer and fan engagement with multiple screens and platforms. I want to know how much television programming people are watching in front of the television screen, the computer screen and/or on a mobile device. I also want to learn more about what kinds of programming people watch (and rewatch) on which platform(s) and under what circumstances. Television programming is not a homogenous category and viewing is not a homogenous activity.

In terms of media fandom, anecdotally we know social media looms large. Web analytics software can quantify views, hits and clicks of primary and ancillary content on network sites, Hulu, and YouTube. The resulting data, however, tells us very little about the heterogeneity of fandom in terms of the range of practices that fans engage in (or not) and their varying levels of investments and involvement in participatory cultures.

Until now, you have been seen primarily as a qualitative researcher. What has motivated you to adopt a more quantitative approach to this project?

First of all, I am trying to fill what I see as a large gap in the study of fan and participatory cultures. It is of great concern to me that eighteen years after the publication of your very important work, Textual Poachers, no large-scale quantitative academic studies have been conducted. Without valid and reliable data, we cannot make generalizable claims about fan practices. We know fans watch television programming on a variety of platforms, go to cons, participate in online discussion forums, are members of online fan communities, read and write fiction, make vids, live tweet episodes, etc., but we have no idea how widespread these practices actually are among the fan population to use research terminology. Getting a snapshot of this population is not only interesting but critical to establishing a legitimate field of study, at least in the social sciences.

Moreover, unlike my previous research, my starting point is not a particular fandom but rather the individual viewer/fan. There is a tendency among fan scholars to study the fandoms of which they are a part. Methodologically, there's nothing wrong with this choice as long as one is sufficiently reflexive. Such an approach also foregrounds research questions on community and community making. I'm sure we all know people who really enjoy particular television shows but who don't actually do much more than watch the show, talk about it face-to-face, add it to their list of "likes" on Facebook and/or go to the broadcasting network website on occasion.

The Television 2.0 project is actually a mixed methods study. I will be doing not only a quantitative analysis of the data collected in the survey but a qualitative one as well. The second phase will consist of follow up interviews with interested survey respondents, starting (I hope) in early 2011. I still consider myself primarily a qualitative researcher because my interest in measurement is not an end in itself.

You published Cyberspaces of Their Own: Female Fandoms Online in 2005 and it reflects research done much earlier than that. What do you see as the biggest changes in online fandom over that time?

It's hard to believe that almost fifteen years have passed since I started working with members of the David Duchovny Estrogen Brigades (DDEBs). In the preface to Cyberspaces, I recounted first discovering their websites using a lynx browser on Mozilla using a monochrome monitor. I can't even visualize that interface today!

Beyond the obvious technological changes, one of the biggest shifts has been in the gender composition of fan-based cyberspaces. Research on internet access and use shows that gender parity was reached around 2000 in North America. Would the DDEBs be set up as private female-only listservs today? I doubt it, not because listserv technology is obsolete (at least for this purpose), but because the Usenet group (alt.tv.x-files) where the founding members originally met likely would have had far more participation from women, thereby "diluting" the sexist attitudes of more vocal male members of that forum. In other words, the practices engaged in by the majority of members would have created different community standards or norms.

More significantly, online X-Files fandom would not have been concentrated in one space. A range of alternatives would have been available: discussion forums on Fox and Television Without Pity; LiveJournal and Dreamwidth, particularly for fan fiction writers and vidders; Second Life and Facebook. Fans who had felt personal affinities with others on the various forums they visited would have become personal Facebook friends. Earlier this year, I reconnected with some of my research participants from the DDEBs on Facebook, which has been fun. And just this week, I read the status update from one of the members of the original DDEB indicating that she has created a private Facebook group for the community.

A second major shift that I would like to mention is related to the production of television's secondary texts or paratexts. There was been a lot of "industry creep" into the areas that were once exclusively the domain of fans. Most networks host discussion boards and produce a range of ancillary content for their series websites, including quizzes, polls, games, as well as facebook pages and twitter feeds. The reasons for this move are obvious: fans are also consumers and media content producers want to foster fan loyalties to their brand. Combine easily accessible sites with the power of Google and YouTube, the latter which allows for far wider distribution of fan vids than in the past, and the result is a multiplicity of entry points into fandom.

Rhiannon Bury is an Assistant Professor of Women's and Gender Studies at Athabasca University, Canada's Open University. Her research interests include communication technologies, identity and community, and media fan culture. Her book, Cyberspaces of Their Own, was published by Peter Lang in 2005. She is currently collecting data for her Television 2.0 project. To take the survey, visit here. Check out her blog.

DIY Video 2010: Activist Media (Part Three)

This is the first of an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is an interview with curator Sasha Constanza-Chock designed to more fully map the contexts from which these Activist videos emerged. Some critics have argued that the corporatized sites of web 2.0 will not allow sufficient room for progressive and radical voices to be heard. Some of the videomakers here, such as Witness, have established their own platforms for sharing their work, while others have deployed YouTube, Vimeo, and some of the other commercial platforms. How have these filmmakers worked through their relationship with commercial portals given their often anti-corporate messages?

I think it really depends. Videomakers who work from within social movements tend to see the rise of commercial videosharing sites (and social network sites) primarily as a major opportunity, but one that presents important challenges. Everyone is glad that DIY movement videos are now able to reach vast audiences that were previously inaccessible. At the same time, commercial portals present problems of 1. censorship, 2. surveillance, 3. exploitation, and 4. closed technology design.

In terms of censorship and free speech, activist videomakers often share stories of having their videos censored (taken down) by YouTube and other commercial sites, most frequently because of copyright issues with music they've used in the videos, and sometimes (especially in human rights documentation) because of graphic depiction of violence or dead bodies. This is especially the case for antiwar videos that try to show the real costs of war and military occupation. There are also many cases where video activists have had their accounts suspended. One of the best resources that documents takedowns is YouTomb. Although YouTomb is focused primarily on the copyfight, the project also documents political takedowns, but it's not emphasized. It would be wonderful to highlight political takedowns more systematically.

As for surveillance and privacy, the entire business model of commercial video portals is based on gathering as much information as possible about users in order to serve ads and sell data profiles, and many activist videomakers have problems with that. Many are also concerned about the relationship between commercial video platforms and state intelligence or police forces. We're used to hearing about this as a problem for activists living 'in repressive regimes' but it's an issue everywhere. Just last year, Eric Schmidt (Google CEO) famously said "If you have something that you don't want anyone to know, maybe you shouldn't be doing it in the first place. If you really need that kind of privacy, the reality is that search engines - including Google - do retain this information for some time and it's important, for example, that we are all subject in the United States to the Patriot Act and it is possible that all that information could be made available to the authorities." In activist networks, there have long been many anecdotes, and some documented examples, of corporate platforms sharing detailed information with police and other state agents, which then leads to repression, arrests, or worse. Just recently, we have learned even more based on EFF's FOIA for documents about the Department of Homeland Security's SNS surveillance practices.

A third issue, especially for anticorporate activists and critics of global labor and environmental abuses by multinational firms that are hidden behind the glossy surface of brand culture, is that by posting videos to commercial platforms you are providing free labor for the cultural economy (Terranova, and see this excellent presentation by Trebor Scholz).

The fourth problem I hear video activists talk about is the closed nature of commercial video platforms, both in terms of their governance structure (these companies are essentially like dictatorships, where the users don't have voting rights on policies or features, although occasionally they might get polled, they can petition for change, and they can 'flee into exile' in the hinterlands of smaller noncommercial video sites) and in terms of technology design. Although commercial video sites generally run on top of free software, they hide it all in layers of proprietary code and nonfree flash interfaces, and usually don't contribute back to free and open source video software and standards.

Most activist videomakers just live with these problems - it's the tradeoff for reaching more people. But increasingly I think people (not just activists) are also setting up their own, community controlled, noncommercial, free and open source alternatives. For evidence of this just look at the growth of the Open Video Alliance, or the spread of projects like Miro Community or Plumi. Recently, I've been working with Transmission, a network of video makers, programmers and web producers developing online video distribution as a tool for social justice and media democracy, to launch a new free and open source platform to aggregate video from all the activist video organizations that participate in the network. There's a preview up.

For a little bit more of my thoughts on this question check out this post.

You reference here the extended history of DIY activism through film and video production, which we might trace back to, for example, the ways black organizations responded to The Birth of a Nation, if not earlier. To what degree are the new DIY Videomakers conscious of that history? How does it inform the work they are doing?

Honestly, I think that DIY Video has become so much a part of activism and social movement practices that there's no good answer to this question. Some activist videomakers have closely studied the history of radical filmmaking, and go to great lengths to cite and reference that history in their own work. Others have no idea that this history exists and are mostly applying the tools and techniques of present day remix culture to something they're passionate about. Some activist videomakers learn how to shoot and edit by making skate videos, others shot their first video at a street protest and then got hooked, some grew up within communities of radical media makers who took part in key social movement struggles of the previous generation.

I think one aspect of DIY video activism that often gets overlooked is how institutions that were built by a previous generation helped set the stage, build infrastructure, and gain access to channels for broader distribution, and all of this helps encourage the new generation of DIY video activists. For example, check out Dee Dee Halleck's work "Hand Held Visions," on the fight for cable access TV in the US. Cable Access was the victim of a massive smear campaign backed by the corporate networks, but it was actually a space where literally thousands of people learned how to shoot and edit video, and took media democracy into their own hands. Many people active in that movement went on to help cofound local community film centers, activist film festivals, distribution networks like Women Make Movies and even satellite channels like Free Speech TV , and more recently took part in the formation of local Independent Media Centers.

It's also interesting that, as the first generation of digital video activists starts to reach middle age, some are trying to figure out how to create sustainable institutions - be they nonprofits, businesses, worker run co-ops, whatever - so that they can continue to make media without 'selling out' to big media firms. And they are sometimes looking to the previous generation, who in some cases moved from ad hoc collectives to established media arts institutions, to help them think about how to do this.

"Collective Action" was a central theme in the entire DIY 2010 series. In your case, most of these videos come from collectives and political organizations, even as YouTube is often understood as "self branding" and promoted with the slogan, "Broadcast Yourself." How have these collectives taken advantage of the networked nature of online communications in their production process?

More and more, social movement communicators are recognizing the need to shift from top-down, single channel strategies and to engage in what Lina Srivastava calls (echoing your formulation of transmedia storytelling) _transmedia activism_. One important aspect of this is shifting from the role of 'spokesperson for the movement' to 'aggregator, curator, and amplifier' of movement voices. Many of the videos I included were created in networked production processes that explicitly asked movement participants to create media (still images, short videos) and contribute them to a shared pool of resources that serves both as a mobilization archive and as raw material to be remixed into a collaborative work that was then recirculated, illustrating the broad base of support and participation that the movement or movement event enjoyed.

What I'm finding in my own research is that this is part of a broader shift towards _transmedia mobilization_, the critical emerging form for networked social movements to circulate their ideas across platforms:

"Transmedia mobilization involves consciousness building, beyond individual campaign messaging; it requires co-creation and collaboration by different actors across social movement formations; it provides roles and actions for movement participants to take on in their daily life; it is open to participation by the social base of the movement, and it is the key strategic media form for an era of networked social movements. While the goal of corporate actors in transmedia storytelling is to generate profits, the goal of movement actors in transmedia mobilization is to strengthen movement identity, win political and economic victories, and transform consciousness."

More on that here or, in presentation form, here.

In many cases, these videos are simply one resource in much more elaborate campaigns which unfold across a range of different sites and platforms. Can you say a bit more about how online video fits within larger communication strategies for some of the groups you describe?

I already talked about transmedia activism / transmedia mobilization, but I think there's another layer of communication strategy that's important to DIY video activists that we haven't touched on yet, and that's the layer of media and communication policy. Some (but not enough!) movement media activists also end up engaging with these battles - net neutrality, data privacy, media ownership, spectrum access, race and gender inequality in media ownership and employment, etc. Once they've experienced the power of media making, in a very hands-on way, they look around the media landscape and say 'it's not enough to just have our own marginalized spaces or to be visible in the social media space, we need much broader reach!' And unfortunately broader, cross platform reach for is very difficult to achieve for activists making media with values of social, environmental, economic, gender, and racial justice in an environment composed of multibillion dollar, transnational communications conglomerates that are throwing their full weight behind lobbying for media and communications policy that will keep the field tilted towards their own business models - even if those business models rely on advertising that perpetuates values, products, and practices that are literally destroying planet Earth. So that's why more and more DIY media activists are also getting involved in the struggle for media justice, through networks like the Media and Democracy Coalition, organizations like Free Press, and spaces like the Center for Media Justice. Anyone who cares about the potential for DIY video as tool and practice of cultural expression, civic engagement, and social movement mobilization should get connected to these folks. The future of DIY Video - and the future of humanity - might really depend on it :)

Sasha Costanza-Chock is a researcher and mediamaker who works on the critical political economy of communication and on the transnational movement for media justice and communication rights. He holds a Ph.D. from the Annenberg School for Communication & Journalism at the University of Southern California, where he is currently a postdoctoral research associate. He's also a Knight Media Policy Fellow at the New America Foundation, a Fellow at the Berkman Center for Internet & Society at Harvard University, and a member of the community board of VozMob.net.

Henry Jenkins The Movie or How Does Fandom Happen?

Around the same time as Teenage Paparazzo first appeared on HBO, I was participating in a Social Media week event billed as a "Fanthropology" workshop here in Los Angeles, hosted by Cimarron Digital, and intended to share insights with area media makers about how they might productively reframe their relations with their fans. I was asked to deliver some opening remarks as a "fan expert" and then join a panel of entertainment bloggers as they talked about their relations with the media industry. My fellow speakers were:

  • Alex Billington, FirstShowing.net movie blog, Owner and Executive Editor
  • Brett Erlich of Current TV, host of The Rotten Tomatoes Show and the Webby Award winning Viral Video Film School segment on infoMania.
  • Babette Pepaj, CEO of BakeSpace.com, the Webby-award nominated largest food-themed social network, which has created social campaigns for Desperate Housewives, Julie & Julia, Grey's Anatomy, It's Complicated, Ugly Betty, etc.
  • Scott Perry, New Music Tipsheet music blog founder
  • Eloise Hess, 15on15, 15-yr-old Creator, Producer, Host. 15on15 is a live music, video web series and music blog which has interviewed bands including Dead Man's Bones, Local Natives and Titus Andronicus @15on15
  • Jovana Grbic is the Creator, Editor and Creative Director of ScriptPhD.com, a blog and creative consulting company focused on science and entertainment

and the event was moderated by Digital LA founder Kevin Winston and Cimarron's Kristen Olson.

How Does Fandom Happen? from Cimarron Digital on Vimeo.

Stitched through the discussion was a power point presentation created by the Cimarron Digital team which explored the stages through which the media industry fed and responded to fan interest surrounding the emergence of a media property.

Much to my amusement, the slides were organized around Henry Jenkins the Movie. A highlight for me was a photoshopped image that shows what the more or less appropriately aged and built Bruce Willis would look like wearing suspenders, glasses, a grey beard, and my alternately bald and shaggy pate -- that is, in the branded, trademarked, and copyrighted persona of Professor Jenkins which I sometimes play in the media.

Here's part of a synopsis created for the rather unlikely Henry Jenkins vehicle:

In the Summer of 2011, America's attention is held in thrall by the 24/7 news machine, focusing on the deterioration of the Space Station and last-minute rescue attempts to remove the scientists and experiments aboard it before it potentially crashes to earth. For Henry Jenkins, however, business goes on as usual in preparing to attend the San Diego Comic Con... until a mysterious woman leaves a mildew-ed, yellowing packet of papers in his office containing an ancient prophecy predicting the space station's crash, and suggesting that only George Takei can stop it. He brushes it off until reaching Comic Con and discovering the situation is dire: not only are several major cities threatened by the crash, but the suggestion of sabotage has the makings of an international incident. As San Diego is one of the cities under threat, organizers have curtailed activities in cooperation with local authorities.

Though he dismisses his own concerns as foolish, the product of an idle mind, Henry is compelled to find George Takei and show him the papers. Despite being a respected professor, he can't even get close; Takei's people won't let Henry see him, and the papers are scattered. He can only recover a few, but as he does, he realizes that the George Takei depicted isn't the George Takei of today, but of 1967, during Star Trek's second season. Confused and frustrated, and figuring someone has played a practical joke on him, he makes his way out of the exhibition hall, colliding with a young woman in steampunk gear, Sally. The papers go flying again, but this time he leaves them. Sally picks them up and returns them to him anyway, and noticing their content, offers to help him with his "time travel problem."

Of course, he's still going to need Takei - otherwise he won't be able to find his past self. So Henry waits for an opportune moment during the Con and grabs Takei, stuffing him into an elaborate costume to avoid detection. When Takei wakes up, they're in the basement of a San Diego hotel with Sally and her steampunk friends. One of whom is suspiciously military-looking. He hands them a couple of devices that don't look anything like steampunk technology, and, before Takei can object, zaps them back to 1967. No explanations, instructions, or anything. Just zap!

Takei is furious. He immediately attempts to kill Henry in an epic fight, before calming down and remembering he's a pacifist. Henry shows him the few papers he has left, and by his reaction, it becomes clear that they mean something different to George than to Henry. He immediately recognizes the nickname of a man he met in 1967 called "The Dreamer." He doesn't know what he has to do with it, but he agrees to take Henry to where he was when he met The Dreamer... The Monterey Pop Festival in San Francisco. But neither one of them has a car...

I don't know about you but I'd certainly buy multiple tickets to that movie and almost certainly grab it when it came out on DVD! Your stakes might be a bit lower than mine, but still, you can surely see why this movie would generate buzz. We might call it William Shatner In Love With Himself or as the Hollywood team preferred, The Redemption of Sulu.

As it happens, I do not know George Takei, but I did have a chance to moderate a panel featuring the Star Trek actor at MIT where he was taping narration for a game in which he played one of my faculty colleagues, Shigeru Miyagawa, so sometimes reality is almost as strange as fiction. At the time, our biggest concern was heading off likely audience questions that might attempt to out the still closeted Star Trek performer, though today, he's a poster child for gay marriage in California.

For the presentation, the Hollywood types had mocked up everything from Tweets and Facebook updates to blog posts, suggesting how the fan community would respond to news about the production -- from its initial announcement through to subsequent announcements and promotions. The goal was to prod the panelists into reflecting on the ways that they, as entertainment bloggers, interfaced with the publicity machine surrounding a major studio release. They did a very effective job at simulating the courtship dance between producers and fans, including unauthorized leaks (and strategies for dealing with them) and fan objections to race-bending casting decisions as well as more carefully controlled PR releases. Below are a sample of the materials generated for this event.

As the presentation's narration explains:

A film is in social media as soon as it's announced - because today, that announcement always occurs through an online news source. An aggressive social media strategy means you leverage every drop of content, using it when it will be most effective. As soon as you announce a film, there will be people - we call them "bleeding edges" - that will be looking for information. Setting up channels for information early establishes the studio as an accessible and important news source.

Their presentation worked through how the studio gradually reveals information about the production, how it responds to fan speculation and gossip, how it fuels and expands audience interest, and how it incorporates grassroots intermediaries into the information flow. It is a strategy designed to build buzz and cultivate but not regulate the growing fan base around this property. I've included some samples from their slides below.

All in all, I felt they did a plausible job of modeling fan response, including how the fan base emerges from existing fan communities, how interest gets expressed initially through speculation and later through various kinds of cultural production, how fans develop a sense of ownership over the property and sometimes doubt the legitimacy of the people producing it, and how this buzz may or may not translate into box office success.

After all, Scott Pilgram went through this entire cycle only to disappoint its producers, though I have argued this has as much to do with inflated budgets leading to inflated expectations. After all, if Scott Pilgram was a small budget indie film (on the same level as the comic on which it was based), it would have been fantastic to see it ranked fifth in that week's box office, where-as seeing a highly touted major studio release there was a devastating disappointment.

After all of this excitement, I will now go back to my normal life as a mild-mannered, absent-minded, and over-worked USC professor who wants to make the world safe for participatory culture. But you never know when I may get pulled back into duty as a time-traveling adventurer or when I may find myself being played on screen by Bruce Willis. When duty calls, I hope to have the smart folks at Cimarron Digital build the PR campaign for my big screen adventures.