Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez (Part Two)

How important do you think hardcore fans are to the success of genre entertainment? How do such fans create value around your properties?

As exemplified by the efforts of many recent genre producers, the cultivation, validation and celebration of fandom are vital to the success of any genre rollout. It's interesting to note that two major genre releases in 2007, The Seeker: The Dark is Rising and The Golden Compass were both released with either limited or no transmedia components designed to immerse a potential fan base into the fantastical worlds of the films--no one was indoctrinated into the fiction--and both failed spectacularly.

Genre fans are passionate. Passion is the least expensive and most powerful driver behind any endeavor. Passion can punch holes through the wall of noise that is media culture, it generates curiosity and leadership, and the passion of a base of fans can help to keep producers and creatives "honest"--forcing them to remain true to the core messages, themes, mythology and characterizations of the story world. Passion generates value, because it draws attention and is often quite infectious.

What do you see as the downsides of generating such passionate consumers?

On the other hand, passion can be blind and judgmental. Fan zeal can threaten to "box in" a property, potentially stunting its growth. It can generate negative "buzz" around a project, which can leak into media coverage and plant seeds of doubt in the general audience base. Despite the attachment of a well known director in George Miller for Warner Bros. upcoming Justice League super hero production, for example, many fans have expressed doubt around casting and story issues that have leaked to the fan media. These have raised concerns in the studio strong enough to postpone the start of production until after the Writers Guild of America strike ended. The delay allowed for the production to take a lower profile and for script and casting choices to be amended. Whether or not this will help the production remains to be seen.

As some of these genres have become more commercially viable, the San Diego Comic Con has emerged as an important media marketplace. Can you speak to the role this gathering plays in the marketing of your properties?

Comic Con International in San Diego plays a more and more pivotal role in heralding, marketing and launching new genre efforts. In the midst of negotiating with executives at The Walt Disney Company for a job working with one of their largest franchises, Starlight Runner took them on a tour of the Comic Con exhibition floor. Many of the "worlds" we helped to develop were on spectacular display: Mattel's Hot Wheels universe, the fantasy realms of Magic: The Gathering, high priced back issues of Valiant Comics, and the announcements for new video games and comic books based on Turok and our own "Team GoRizer" at Disney's own booth! Suffice to say, a deal was quickly sealed!

Each year, Comic Con attracts well over 100,000 "gatekeepers," fans of niche, cult or genre entertainment who make it their business to spread the word about the newest and coolest content to their friends and acquaintances both in their home communities and on the Internet. It used to be that one of these gatekeepers would have a circle of five to ten contacts back home to whom he or she would convey what was best about the convention. Now in the age of social networking and pop culture web portals, that number has multiplied exponentially. Add to this the mass media coverage given to Comic Con and content producers can reach untold millions through it.

The Christian community might be read as another kind of niche public for media properties -- often alienated from mainstream content, deeply interested in providing alternative forms of entertainment for their families. What are the challenges of reaching these consumers, and can their tastes be reconciled by the demands of the mass audience?

Like any niche audience, the Christian community wants to enjoy entertainment that reflects their values and sensibilities. Interestingly, the classic Hollywood ethos reflects Judeo-Christian values: good usually wins out over evil, the hero triumphs after embracing the just and moral path. The problem is actually rooted in how the studios choose to communicate with them.

When Disney and Walden Media reached out to the Christian community to promote The Chronicles of Narnia, what was interesting was that this was a property filled with supernatural beings, witches, magic and violence. However, the studio played up the film's allegory as evocative of the stories and themes of the New Testament.

Quite the opposite happened with The Golden Compass, another children's film that also portrayed supernatural beings, witches, magic and violence. Instead of bravely strategizing a plan and communicating to the Christian community that the film could be used as a tool to discuss vital issues such as faith, false prophets and the abuse of religious power, New Line Cinema chose to downplay those elements of the film and avoid contact with religious leaders. The result was suspicion and distaste for the film among smaller Christian organizations that leaked into the mass media, creating unease with the film among the general population. The film failed in North America.

In short, the entertainment industry is still grappling with how to properly market broad content to the Christian community niche, let alone content specifically designed to appeal to their personal experience.

To extend the religious metaphor of "cult media," do you see cult fans as playing a particularly important role in proselytizing for the content, "evangelizing" the brand?

Fan "apostles" often play an instrumental role in spreading the word and drawing attention to niche content. Many studios and publishers of genre entertainment are currently developing programs to secure relationships with the fan community (or various subsections thereof). While this is not easy to do and often brings on headaches large companies would rather avoid, it is becoming inevitable. After all, without evangelists, how can new religions (or tentpole franchises) spread?

Some have suggested that media producers with strong niche followings might be able to develop alternative distribution models for their entertainment content, marketing their properties directly to the public through subscriptions or downloads, rather than negotiating with networks or film studios. How realistic do you think this scenario is within the current marketplace? What do you think are the obstacles of establishing such a direct relationship between producers and their fans?

There has never been a better time to explore and establish alternative distribution models for niche entertainment content, but these opportunities are still not easy to exploit and may not last forever. It takes a cocktail of money, talent, timing and pure luck to build a major head with direct digital distribution of entertainment content, particularly if your resources are limited compared with those of a Hollywood studio or entertainment firm.

Of course, we've seen recording artists (Coldplay), independent filmmakers (The Blair Witch Project) and amateur content producers (Ask a Ninja) do just that, but it's still a long shot and remarkable resourcefulness is necessary to cut through the noise enough to generate global distribution that generates a reasonable return.

Starlight Runner views alternative distribution models as a means to launch a new property, particularly one with "cult" qualities, in an effort to build buzz, develop a fan base and establish proof of concept. This is a killer combination that can help producers leverage more equity and creative control over their properties after larger partners such as movie studios or media conglomerates move in.

The Nickelodeon smash TV series The Naked Brothers Band, for example, started out as a low-budget indie film making the rounds at small film festivals, before the producers established a web site that offered the film's songs as downloads and sparked a modest but intensely loyal fan following. Nickelodeon took note and granted the production a sweet deal in return for the rights.

Even now, tools and models are being devised that will more readily enable niche content producers to connect directly with their potential audience. Fans want to participate and express themselves, and producers must accommodate them with structures that will allow for guided user-generated content, story material that dovetails with the current storylines set in-canon, and perhaps one day, the opportunity to touch and interact with the canon itself.

Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (part one)

Jeff Gomez, the chief executive officer of Starlight Runner entertainment, spoke at Futures of Entertainment last fall as part of a panel discussion on Cult Media, which also included transmedia creator Danny Bilson, Heroes executive producer Jesse Alexander, and Gordon Tichell from Walden Media, the company which produces the Narnia films. Not surprisingly, given I was moderator, the session quickly became a geek out festival mostly centered around issues of transmedia entertainment. You can enjoy the podcast of the event here. As we were preparing for the session, we distributed a set of questions to the speakers, some of which were covered during the panel, some of which were not. Gomez recently wrote to send me his further reflections on many of those questions in the hopes to continue public conversation around recent developments in transmedia entertainment.

Here's a bio on Gomez:

As the Chief Executive Officer of Starlight Runner Entertainment, Jeff Gomez

is a leading creator of highly successful fictional worlds. He is an expert

at cross-platform intellectual property development and transmedia

storytelling, as well as at extending niche properties such as toys,

animation or video game titles into the global mass market.

After establishing himself in the tabletop adventure game industry, Jeff

helped to develop the super hero universe of Valiant Comics, adapting its

characters and storylines into videogames for Acclaim Entertainment. Jeff¹s

first transmedia effort was for the Wizards of the Coast trading card game

Magic: The Gathering, where he dramatized the mythology of the cards in an

elaborate storyline across a series of comic book titles, web sites and

videogames.

Jeff conceived and co-produced one of the most successful transmedia

storylines of the decade with Mattel's Hot Wheels: World Race and Hot Wheels

Acceleracers comic books, video games, web content and animated series for

television. He has gone on to work with such blockbuster properties as

Pirates of the Caribbean and Fairies for The Walt Disney Company, James

Cameron¹s Avatar for 20th Century Fox, and Happiness Factory for The

Coca-Cola Company.

Jeff has also spoken at M.I.T.'s Futures of Entertainment conference and

given his seminar, Creating Blockbuster Worlds: Developing Highly Successful

Transmedia Franchises, to the Game Developers Conference, New York State Bar

Association, International Game Developers Association and the Producers

Guild of America, as well as to such corporations as Disney, Fox, Microsoft,

Coca-Cola, Scholastic, Wieden+Kennedy, and Hasbro.

Jeff Gomez can best be reached at jeff@starlightrunner.com.

Let's start by examining the concept of "cult media." What does this phrase mean to you, and do you think it accurately describes the kinds of projects you've worked on? Why or why not?

To me "cult media" is exemplified by the slow crumbling of traditional media content aimed at huge swathes of the population, down to the more contemporary approach of designing content to engage subsections of that population or even smaller "niches."

My company Starlight Runner works on "cult media" in that we work on projects that already have mass appeal or have the potential to reach mass appeal, but what those projects always have to begin with is a specific genre appeal that almost guarantees an extremely loyal core "niche" audience.

Starlight Runner also consults with movie studios, comic book and fiction publishers, and videogame developers to take their niche or "cult" content and prepare it for extension across multiple media platforms. In this case, we are acting as transmedia storytellers, developing and producing "cult" properties for exposure to a much larger audience.

The idea of cult media historically referred to films that appealed to a fairly small niche of consumers. But many genres, which once were regarded as cult -- fantasy, science fiction, superheroes -- have emerged as increasingly mainstream. What's changing? What accounts for the mainstreaming of niche media?

There are five factors that seem to be contributing to the "coming out" of cult media:

  1. Baby boomers and gen-X'ers weaned on the explosion of pop culture spurred by the proliferation of television and movies in the aftermath of World War II have come of age and taken control of the entertainment industry. Naturally, they have a strong desire to recreate what they loved and share it with others who've had similar cultural experiences.
  2. Genre product such as science fiction serials and horror films, which had been relegated to Saturday matinees and second or third billing in movie theaters, could now be given A-list treatment. The new moguls and visionaries could now apply top grade production value to this content, and hire marquee talent for it, secure in the knowledge that genre fare is more than likely to turn a profit. In the international market, a growing hunger for action and genre content could boost domestic failures into profitability.
  3. Attention to quality extended to storytelling. Filmmakers, comic book writers, genre novelists and their ilk were better educated and more interested in stories that conveyed better character development and stronger verisimilitude. Star Wars was fueled by the work of Joseph Campbell.
  4. Genre content became more reflective of the mood and politics of the time, and therefore resonated more powerfully with mass audiences. Note the nuclear spawned monsters of the 1950s, the "acid trip" sci-fi of the '60s, the terrifying "evil children" of the early '70s, the "gee whiz" hope ofStar Wars and Close Encounters later that decade, the political morass and moral ambiguity of Battlestar Galactica currently.
  5. Like no other time in history, devotees of this type of content have complete access to one another via the Internet. Fans whose imaginations are fired by these stories make a deep and lasting connection with them. They become "specialists," intensely knowledgeable of the property, the way that sports fanatics memorize the accomplishments and statistics of their favorite teams. These fans become "apostles" for the property, devoting time, effort and creativity in celebrating the story and characters, collecting ephemera and licensed extensions of the brand, celebrating it with others of their ilk. They form the property's core fan base, which in turn fuels the continued success of the brand.

What do you see as the challenges of generating content that appeals to both niche and mass publics at the same time?

Like any good story, content designed for genre-lovers or niche markets should contain strong characters, evocative issues and clear, accessible throughlines. Story arcs must be designed from the outset to feel complete and deliver on their promise.

Also importantly, the audience needs to be able to appreciate and enjoy the content as it is presented solely on the driving platform of the trans-media production. With Heroes, for example, the driving platform is the television series. Much of the success of the franchise hinges on the audience finding the show exciting, intelligible and complete.

What the producers of Heroes are doing quite well is in providing fans of the show with a far more expansive experience of the fictional universe of the show on the complementary or orbiting platforms of the trans-media production. This additional content is presented in the form of web sites, graphic novels, prose fiction, etc., and this material all takes place within the canon of the Heroes chronology. So fans are provided with the level of depth, verisimilitude, sophistication and complexity that they crave, but casual viewers are not required to seek it out to enjoy the show.

When the two approaches cross over, we have seen the potential for pop culture phenomena. The media's coverage of "The Lost Experience" for example, conveyed the fact that there was a greater architecture to the fictional universe of the Lost TV series than was originally suspected. The excitement generated by the trans-media components of the show helped to boost broad interest in it. The same can be said of similar approaches for both the Batman: The Darknight and Cloverfield feature films.

Also powerful on the home front, as families gather to watch Heroes, a teen fan of the show might recognize a peripheral character making her first appearance on a given night's episode as one he originally read about in the online comic. So our fan takes on the role of gatekeeper for the show, filling in family and friends on the backstory of the character, and giving them a greater appreciation of the show with his "exclusive" knowledge, and making the whole experience more entertaining.

In short, depth and complexity are built around the show, rather than weighing it down by presenting it front and center.

What kinds of trade-offs have to occur in order to broaden the appeal of media properties?

Studios and entertainment companies are now learning that fewer and fewer trade-offs are necessary to broaden the appeal of niche or "cult media" properties. Contemporary audiences are now primed for high quality genre entertainment across all media platforms. So long as marketing efforts place focus on a driving platform, the launch platform and complementary content can be used to build anticipation, educate audience "gatekeepers" about the property, and enrich the overall experience.

There may be trade-offs, however, when it comes to the level of depth and complexity of the core property and how interdependent the driving platform content is with complementary content. The Wachowski Brothers ran into difficulty with the mass audience reception of the second and third Matrix films, because the films were hard to understand without a working familiarity with the characters and storylines of the orbiting platforms (graphic novels, video games, direct-to-video animation). Hence, at this point in the evolution of transmedia storytelling, it is still vital to present a full and complete entertainment experience within each component of the rollout.

It should be noted that niche productions such as alternate reality games don't tend to bother with these distinctions, trusting the sophistication and intense loyalty of their audience to follow plotlines and story nodes back and forth across multiple media platforms almost indiscriminately. I believe that some day soon, web-based alternate reality games and experiences will evolve into much more accessible and dynamic productions, playing a vital role in transmedia storytelling.

What are the risks involved in alienating the base of your audience?

Franchises are built on the energy and loyalty of their hardcore fan bases. While these bases are often a fraction of the size of the total audience, they are indispensable, because they are vocal, passionate and active. A tiny fraction of the genre television series Jericho sent tons of jars of peanuts to the network that had just cancelled the program--moving them to reinstate the series. A small group of fans that gathered at conventions and shared amateur publications centered on the original Star Trek series managed to bridge the period between that series' cancellation and the Star Wars-inspired relaunch of the franchise in the late 1970s.

When the producers of the television series Enterprise publicly stated that the show was being designed for a much wider audience than previous incarnations of Star Trek, and exhibited this intention by altering the shows music cues, pandering to sexual titillation and (perhaps most egregiously) ignoring at will the established continuity and thematic tone of the fictional universe, the result was a gradual erosion of the franchise's core fan base. Without the approval and loyalty of "Trekkers" there would be no reason for the greater audience to stick around.

The original Crow graphic novel and feature film generated an extremely loyal fan base. But with the second feature, producers chose to ignore the fictional rules and tenets set down by the original work, and so the franchise experienced the first of what would become many fractures. Dubbing the property an "anthology franchise" that could be wildly altered based on the vision of individual artists and storytellers, the producers continued to build and deconstruct The Crow into smaller and smaller pieces, each with its own dwindling following. They chose to place the needs of their artists above the integrity of the mythology of the universe--a mythology that the fan base deeply cared about. The property now languishes in limbo.

Still More Toy Stories...

In what can only be perfect timing, I got e-mail this weekend from Damon Wellner of Probot Productions. Probot was one of the groups of Star Wars DIY filmmakers I discussed in Convergence Culture and continues to be a leader in the space of action figure cinema. Wellner shared their most recent production, Raiders of the Toy Box, which is being released just in time for the new Indiana Jones movie, and it's a great example of what Probot does. This amateur or semi-professional action figure filmmaking anticipated the emergence of commercial series such as Robot Chicken, as I suggested a while back here in the blog. Even more interesting to me was a press release describing some recent developments for the Probot producers:

Probot Productions was founded in 1998 by former Emerson College film students, Damon Wellner and Sebastian O'Brien, as an experimental attempt to create a universe of "living" toys, and to lampoon Hollywood with its own merchandise. Probot's world of Toy-Cinema was hatched out of the elaborate action-figure battles staged by Damon, Sebastian, and their toy collecting friends. Their first project, ALIEN 5, was made with no editing facilities, so the entire movie had to be shot in sequence, and edited in-camera, a painstaking process which took 6 months to complete. The resulting 22 minute video was finished for under $150....

Probot's epic Star Wars parody, PREQUEL, caught the attention of Hasbro, Inc. makers of the Star Wars toy line. Impressed, Hasbro commissioned Probot to produce recreations of scenes from the Star Wars Saga for their website. Probot met the challenge of reproducing the cinematography and effects shot-for-shot, using 4" action-figures. To help achieve this, the in-camera effects were enhanced in post-production with CGI elements, resulting in a unique blend of old and new-school styles. The video has had a resurgence as a hit viral-video on YouTube, and as a featured video on MySpaceTV, with over 420,000 views so far.

Since relocating to Hollywood in 2000, the team's production values have soared. Damon has learned more about the professional techniques of visual effects, miniature photography, and pyrotechnics, while working freelance for visual effects companies. Damon assisted the model-makers and pyrotechnics crews for big budget Hollywood features including Hellboy, Resident Evil 2, and The Punisher. Probot's 2004 release, ALIEN 5², a 30 minute sequel to ALIEN 5, was the culmination of all they had learned about storytelling and effects. Until now.

While the company continues to release a steady stream of new Toy-Cinema viral-videos each year, Probot's latest project, a feature film titled, The Gibbon, promises to take the company to the next level. It is a co-production of Cinefile Video, and after 18 months of pre-production, the film is in production now. The screenplay is an entirely original concept and story by Sebastian O'Brien, and is being shot and directed by Damon Wellner. The budget, just under $30,000, while microscopic by Hollywood standards, will be enormous in the microcinematic world of Probot Productions.

The entire cast consists of custom-designed, 7" scale action-figures, sculpted by a corral of talented sculptors and action-figure customizers. The original story combines elements of super-hero comics and classic monster movies. Probot's effects team will be pushing the envelope of Toy-Cinema with a newly developed technique by the director to digitally animate the character's faces. The result will be a truly unique film that will be hard to categorize, but easy to enjoy!

Thanks to my young nephew, Jacob Benson, I wanted to share another delightful example of how childhood play is giving rise to new forms of participatory culture -- in this case, through the use of hand puppets rather than through the animation of action figures.

"The Mysterious Ticking Noise" is my favorite of a series of episodes of an amateur produced Potter Puppet Pals series. It's hard to explain why this one brings a smile to my face but it just does.

"We Had So Many Stories to Tell": The Heroes Comics as Transmedia Storytelling

"We had so many stories to tell and there was only so much room in the TV show -- so we decided that we could tell these alternative stories in the comics. The stories could be deeper, broader and reveal more secrets about our characters. It was also a way to tell stories that would be otherwise unproduceable on our show." -- Aron Eli Coleite and Joe Pokaski on the Heroes comics.

From time to time, I have used this blog to point towards key steps in the evolution of what I have been calling transmedia storytelling. For a good overview of the concept, check out my Transmedia Storytelling 101 post. Here's part of my definition:

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, for example, in The Matrix franchise, key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or ur-text where one can turn to gain all of the information needed to comprehend the Matrix universe.

This concept has been more fully developed through a series of recent CMS thesis, which you can access on line: Ivan Askwith discusses Lost as an example of how media extensions can be used to enhance audience engagement; Geoffrey Long discusses the aesthetics of transmedia entertainment with a focus on the Jim Henson corporation; Sam Ford explores how transmedia storytelling might expand the reach of contemporary soap operas; and Alec Austin develops an approach to genre conventions which helps to explain the interplay of different elements in a transmedia system.

My thoughts have returned to transmedia entertainment having recently read the graphic novel edition of the first season's comics for Heroes, which comes with a wonderful Alex Ross cover, and which includes an interesting conversation between Executive Producer Jeph Loeb and series writers Aron Eli Coleite and Joe Pkaski about the impulses which led them to use comics to build out the world of Heroes on the web. This post is also inspired by the conversation which I had with Heroes producers Jesse Alexander and Mark Warshaw at the MIT Communications Forum a few weeks ago. The webcast version of that exchange can not be found on the web and includes rich discussions of how Heroes fits within larger industry trends that stress "engagement" rather than "appointment" television.

Comics have emerged as a key vehicle for constructing transmedia narratives -- in part because they cost less to produce and are thus lower risk than developing games or filming additional material. (See my discussion of the contributions of comics to the Matrix franchise in Convergence Culture.) So, in the past year alone, we've seen Joss Whedon turn to comics to create a "8th season" of Buffy the Vampire Slayer, we've seen Supernatural generate comics designed to flesh out some of the backstory of the Winchester brothers, and we've seen Battlestar Galactica use comics to fill in the gaps between seasons in the series. Of these, however, Heroes was the only series to be releasing comics on a weekly basis via the web to coincide with the rolling out of the series episodes, resulting in comics that are much more fully integrated into the flow of the series narrative. Indeed, I felt a bit at a disadvantage reading these stories in a book form without reviewing the series episodes on DVD at the same time.

Many of us feel that the Matrix franchise took the concept of transmedia storytelling too far, too fast, to achieve reasonable embrace from a mass viewership. There were gaping holes in The Matrix films which could only be filled if you had spent time with the comics, the game, and the anime. And the production company had not done an adequate job in educating the public about the integral role of these other media channels to the experience as a whole. I hear this again and again from people who read Convergence Culture: they liked the first Matrix film but were turned off by the sequels because they didn't seem to add up to anything and they had no idea that most of these others series related materials existed.

In the interview about the comics, Coleite and Pokaski took a very different tactic:

Our first rule going in was that you didn't have to read the comic to enjoy the show, but it created an enhanced experience if you did. On the other side, we wanted people who did watch the show and read the comic to feel rewarded -- that they were taking part of something larger and give them real emotional and important stories -- not just fluff or filler.

And of course, the presence of the comics are signaled within the television series itself. By the start of the second episode, we've seen Hiro reading 9th Wonders comics, which, within the fiction, is produced by Isaac Mendez, and learn that the comics may hold a key for understanding what's happening. Hiro repeatedly consults the comics to discover what he needs to do next and to make sense of his mission, much as other characters are studying Issac's paintings to foretell and hopefully escape their fates.

And of course, there's such a clear fit between comics and the content of Heroes that it would be a crying shame if they had not sought to integrate comics into the series in some way. Yet, if Heroes draws upon the superhero medium, it does not fit within the mainstream of that genre, at least as it is currently constituted within the comics marketplace. Heroes pushes into a darker, more psychologically nuanced, more "realistic" and less fantastical version of the genre which is much more likely to be published by Image or Dark Horse or Vertigo or Wildstorm than by DC and Marvel's main flagship series.Jeph Loeb (the series producer) and Tim Sale (the comics artist who creates Issac's paintings) ,u>have worked for both DC and Marvel, but in that work, they have combined their distinctive look and themes with mainstream characters like Batman, Superman, or Spider-Man. It's amusing that DC published the Heroes graphic novel when they would almost certainly have turned down Heroes as a comics series if there hadn't been a successful television series (not to mention some high powered artists and writers attached.)

While there are certainly some segments in the anthology of Heroes stories which do not rise above "fluff or filler," most of the stories do achieve some degree of emotional impact -- at least for those of us who are already invested in the characters -- and in that sense, the stories function very much like very good fan fiction -- fleshing out secondary characters, filling in back story, and providing "missing scenes" which round out the action depicted on the screen. The stories are told in what the authors call a "Haiku style" -- that is to say, "short and purposeful, every panel meaning something", offering complex stories in five page installments. Essentially, the writers broke down the pages of a monthly comic into a series of shorter chunks and rolled a chunk out every week as opposed to delivering the whole each month. In some cases, the story is completed in five pages, like the back of the book segments in a classic superhero comic, and in other cases, the stories get serialized over multiple installments. As you read through this first volume, you can see the authors experiment with the benefits of longer or shorter chunks of narrative and the center of gravity moves towards greater serialization as this volume continues.

Early on, they clearly saw the stories as providing a bit more character development given the sheer number of new characters they were introducing at the launch of an ensemble cast serial drama. For example, the first story, "Monsters," fleshes out the relationship between Mohinder and his father: disturbed by folktales about Kali, Mohinder seeks explaination from his father, who tells him "the world is an amazing place, Mohinder, but there's no such thing as monsters." And the boy comes to trust his father's scientific perspective. The man develops greater doubts as his confronts the aftermath of his father's death in the course of a story which would have offered fans their first hint of "Sylar." The artwork offers a vivid representation of the competing world views of science and religion which would be hard to convey through most other media, offering competing and yet simultaneously visible representations of the same event. The second story, "The Crane," takes us back to Japan, where we learn about Hiro's relationship to his grandfather, who had survived Hiroshima, providing a vivid link between his culture's past and the explosion which he must work all season to prevent. And the third, "Trial by Fire," shows Nathan Petrelli deploying his powers to rescue a woman from a burning building, hinting at a heroic side of a character who is consistently depicted as self-centered on the series.

There are some key scenes which overlap between the comics and the television series, enough that we can see how the parts fit together, but for the most part, the comics stories take us different places and tell us different things. Yet, the stories reflect back on what takes place in the series at a much deeper level than say, the Star Trek comics I read as a boy, which shared characters but no real plot points with the aired episodes. In the old model, the comics stories weren't allowed to change anything meaningful about the relationships in the series and thus, the stories remained relatively shallow in terms of their implications for the characters. Here, because the writing of the comics is closely coordinated with the writing of the series, the comics are much more interwoven into the unfolding of character information on the aired episodes. In some cases, they hint at things that television viewers may not discover until later in the run of the series, offering a degree of foreshadowing. In other cases, they provided deeper insights into character's motivations in key scenes, much like a flashback might function in a traditional screen narrative. In effect, the author's off-load certain aspects of narrative construction into this alternative medium, offering a richer experience to those who venture there.

Several of the stories, in true superhero comic fashion, show us how characters, such as Parkman and Isaac, discover their powers. "Hell's Angel" shows us the moment when H.R.G. first adopted Claire, rescuing her from the rubble of a burning building, constituting a classic example of the kind of "missing scene" which is so often left for fans to create on their own. It was clear from my time with Alexander and Warshaw a few weeks ago that they were both fans, who shared our communities love for back story and character development and fascination with an ever-expanding and richly-detailed fictional world.

As the series unfolds, the comics provided additional backstory, suggesting things about the older generation's pasts which have still not been fully revealed on the air, despite a growing focus on the inter-generational drama in Season 2. So, for example, Mark Warshaw's multipart "War Buddies" series shows us the first meeting between the Petrelli patriarch and Linderman during the Vietnam War. The story contributes a great deal to our understanding of these two key characters who had until that point remained largely in the shadows.

The biggest revelation to those who have only watched the series is how central the figure of Hanna Gitelman ("Wireless") is to the comics. I scarcely remember the character from the aired episodes, to be honest, but she emerges here as perhaps the most compelling character, with a good third of the comics devoted to fleshing out who she is, where she comes from, what her powers are, and how she relates to H.R.G. Gitelman's ability to access and navigate across media makes her an ideal personification for the series's own transmedia impulses and she becomes a role model for consumers who are being asked to connect together meaningful bits of information across multiple sources in order to construct a fuller picture of what's going on here. In the interview, the authors stress that they can show things in comics -- "Fire. Space. Polar Ice Caps. Jungles of Africa. Battles with Indian gods and confrontations with Australian rock formations" which would be hard to film, if not prohibitively expensive for a television series. As they exclaim, "there is no limit in this format" and so clearly they wanted a character they could totally own and do with what they wanted. Her presence on the television series might be read as a reward for the comic's readers who go into such scenes with added expertise, though the character remains marginal enough to the series that it doesn't really matter to most viewers if they don't know that her grandmother was a resistance fighter in Germany during World War II, that her mother was a fighter pilot in the Israeli military, or that Hanna was raised in an orphanage in Tel Aviv.

Within the industry discourse, such experiments in transmedia extension are still primarily understood through a language of "promotion." Indeed, this issue of what constitutes new content and what is purely promotional is at the heart of the current Writer's Strike in Hollywood. These comics make a real creative contribution to our experience of Heroes, enhancing our intitial encounters with these characters, providing core aspects of backstory throughout, and even developing characters who live more on the comics page than they do on the screen. We are still groping to find an aesthetic language to describe and evaluate these kinds of stories; this needs to be understood by all involved as an artistic experiment, an attempt to understand how storytellers can more fully exploit the potentials of convergence culture.

For more background, Gamasutra offers a good summary of the transmedia panel at Futures of Entertainment 2, which featured not only Jesse Alexander from Heroes but also Danny Bilson, producer of games, comics, films, television series, and starlets, Jeff Gomez from Starlight Runner, and Gordon Titchell from Walden Media, producer of the Narnia films.

Jason Mittell's reflections on Heroes in the aftermath of the MIT Communications Forum and Futures of Entertainment events sparked some interesting comments from Heroes creator Tim Kring.

Gender and Fan Culture (Round Ten, Part One): Jonathan Gray and Roberta Pearson

PART ONE "Why We're Not 'Fans'"

JG: Roberta and I agreed to work together for this "Détente" since we're both in the peculiar position of being considered by many to be "in" fan studies, yet neither of us are really fans. Or, rather, we're not fans in the sense of the word as it is often used within fan studies, and so we thought it might be provocative to discuss why this is, and what sort of fans - if at all - we are. This discussion led to some testing of the boundaries of fan studies, and to discussion of some of its governing binaries.

Fans vs. Non-Fans

JG: To "out" myself, I've never written fanfic, I don't make fanvids or machinimaa, I have only posted on fansites a few times, I haven't been to a convention, I am not a member of any discernible fan group, I've told people that I would wear a proper Boba Fett costume if they got one for me, but otherwise I don't have fan-related clothing (save for a Simpsons tie bought for me by my parents), and I suck at most fan trivia games. As a kid, I played with Star Wars toys a lot, and was definitely a fan of Star Wars and The Muppet Show, but these days I don't conform to a common definition of "fan" within fan studies, since I'm not a member of a fan community per se. I don't have problems with those types of fandom ("some of my best friends are fans"), but that's just not me.

But I do have strong engagements with texts, and these fuel much of my more involved conversations with people, and a fair bit of my daily "thought time." So I want to call myself a fan. But I'm often made aware of a hard perimeter around "community-based" fandom that isn't so keen on letting the likes of me in. The problem is, though, that I don't just "like" Lost, Buffy, The Simpsons, The West Wing, Star Wars, Lord of the Rings, Michael Ondaatje, and William Shakespeare. I like other texts, like CSI, for instance, or Harry Potter: if they're there and I'm there, I'll bite. If I miss them, I don't mind. But mere affect or terms such as "follower" don't cut it for my fandoms. And some of my own work into audiences is driven by an interest in this big gap that often exists in ethnographic work between "audiences" (often pulled in at random, or the researcher's students) and "fans" in the community-based, "creative" sense that fan studies often dictates. Fan studies at times monopolizes both audience studies (in the media/cultural studies tradition, that is, not the alligator-clips-and-magic-dials sense) and affect, but that leaves a lot of us unrepresented. And we'll get to this in due time, but I'm not convinced that the "us" in that sentence is gendered.

RP: Since you've begun by 'outing' yourself as a non-fan, I should probably do the same. I suspect that on the fandom continuum I'm closer to being a fan than you are, but might not be considered as such by some within fan studies, who insist on community and production as paramount markers of the true fan. My longest standing fandom is Sherlock Holmes, which began when I was in early adolescence, peaked when I lived in New York City and became actively involved in local Sherlockian scion societies, and lapsed when I moved to my first job in Pennsylvania. When I moved to New York to do my doctorate at NYU, I became a member of the national female Sherlockian society, the Adventuresses of Sherlock Holmes. I'm still in touch with a core group of Sherlockians whom I count amongst my closest and dearest friends - my life would be immeasurably poorer without them. I was probably then a 'real' fan by any definition: I attended meetings, wore my scion badge and even wrote Sherlockian scholarship and pastiches (fanfic to the rest of you). I've even been published in the premiere Sherlockian publication, the Baker Street Journal, in an article that claimed that Holmes was Jewish. I delighted in the companionship of fellow enthusiasts but even then felt a bit uneasy about some of the over-enthusiasts. For whatever reason, however, I ceased any active affiliation with local groups after leaving New York.

Of course, I'm also by some definitions a Star Trek fan. I've been watching the show since TOS premiered in 1966 and it's been a constant thread in my life both in terms of consumption of texts and of my social life - many of my closest friends share an interest in Trek. One of these close friends is Maire Messenger-Davies with whom I'm now co-authoring my Star Trek book. Maire adamantly resists being called a fan and to some extent I share her reservations because I'm doing research on Trek within an academic context which I see as somewhat different from doing research as a fan (and I know there's a whole long debate there that we don't have time to get into). My resistance to the fan label probably stems from the fact that Trek is both the most high-profile and the most demonized of all fandoms, and it's still difficult in some circles to have academic credibility if you're working on it. I've been teased by numerous colleagues about this research.

In terms of outing, I have to admit that I don't really feel comfortable with the 'aca-fan' designation; it seems a too easy conflation of separate spheres of activity designed to get us off the guilt hook. At any rate, while for awhile I happily attended Sherlockian gatherings, I never went to Trek cons or to any SF cons. But, having started on the Trek book, I did go to an SF con in Cardiff. It was there that I saw for the first time grown-ups dressed in Starfleet uniforms, which made me quite uneasy. The next time I saw grown-ups in these uniforms was when I spent a few days wandering around the Paramount lot doing interviews and had the privilege of spending a night on the set of Star Trek: Nemesis. Didn't have a problem with that (other than discovering that the comm badges just velcro on and that Captain Picard's phaser is plastic), but that's probably because I'm personally more interested in producers than in fans. Having read the previous entries in the debate, that interest in producers seems to be one of the complaints of the 'fan-girl' contingent, who see it as a betrayal. That might be an issue we could take up. If I wanted to be polemical about it, I might say that it's a lot easier to study fans than it is to study producers, and that the focus on fandom has kept the field from really interrogating the processes of production, in the way that Henry and others are now beginning to. Obviously however, these areas aren't mutually exclusive.

Aca-Fans vs. Non-Aca-Fans

RP: Like you, I'd consider myself a fan of lots of things; some sport, some television, and lots of high culture - Bach, Mozart, Shakespeare, etc. My most staunchly non-fan friend, William Uricchio, Henry's MIT colleague and staunch non-fan, thinks I'm a real fan. I have a 'fannish' disposition, he says, by which he means that I have a strong and continuing affective relationship to lots of stuff. So here I am betwixt and between - non-fan to fans and fan to non-fans. I don't think that anybody within the fan studies community would want to study me. That's fine because I don't like being studied - that's why I resist the conflation of academic and fan because it gives up the distance that academic implies. Perhaps we should call my part of this dialogue 'confessions of a non-aca-fan'. My position may be offensive to some but it certainly raises issues of the psychology of the individual (as Jeeves would say) which should perhaps be of greater import in fan studies.

This takes us back to where you started, Jonathan, raising definitions of fandom. My above reflections are all quite personal, but between us we can offer two 'auto-ethnographies' which are in some ways very similar and in others quite different -- a useful starting point for our interrogation. For example, you told me on the phone that you've never gotten any stick for researching The Simpsons. Why do think this is the case? What does this reflect about the 'mundane' world's perception of fandom, particularly amongst academics? And why don't you call yourself a Simpsons fan? And if you would call yourself one, how do you handle being a fan and a scholar? Are you an 'aca-fan'?

JG: I'd say, yes I'm a Simpsons fan, and yes I'm an aca-fan ... and as with you, the non-fans out there call me a fan too. And the aca-fan label in particular intrigues me because I'm part of a generation that grew up saturated in media, and while many of media studies' founders didn't watch much television or film [announcement: Roberta is blissfully not one of these people], writing books about things that in effect they didn't know enough about, I think that we need to insist on the acceptability of studying the mediasphere from inside, in part to normalize affective relationships. Someone very close to Neil Postman told me that he secretly loved some television (The Simpsons), and you can see occasional lapses in others' media-hating that are presented guiltily, and I'd like us to be able to move beyond the guilt into honesty.

That said, maybe if I'm not allowed to be a fan, I can't be an aca-fan either?

As for studying The Simpsons, I found it amusing how it was the exception for so many academics. But I'm also somewhat bothered by how it got let off the hook - yes, it's great stuff, but why should it and The Daily Show be the only fandoms to get a pass? (And let me interject that I'm not at all convinced that this is gendered: there are many many female fans of The Simpsons. Lisa is, after all, one of the best female characters in television history). I'm sure its non-serial structure allows many to see its fandom as less stereotypically "lost in the other world," and Simpsons fan groups are quite different in kind from other fan groups, given its non-seriality. Again, I doubt they'd be considered real fans by some in fan studies. But this points again (to me) to the exclusivity of the term "fan": I worry that we in media studies, and certainly society as a whole, aren't getting a full picture of what either fandom is or what it means to engage with television when Trek, Lost, and All My Children fans become metonymic of fandom as a whole. Of course, though, you've studied Star Trek (and Batman), so I'm interested in how you see the aca-fan/fan/non-fan rubric play out from that side of the barbed wire fencing.

RP: I absolutely agree with you about studying media from the inside and share your distaste for the Neil Postmans of this world. There's a whole American tradition of studying media, primarily television, in which you have to hate it to analyse it. That's the basic assumption of the very influential field of cultivation studies in mass comm., spearheaded by the very important, but ultimately unsatisfactory work of George Gerbner. The basic assumption of this approach is that television is bad for you - makes you stupid, makes you fearful. That's why the pioneering work of the first generation of fan studies, by people like Henry, is so important. It made it okay to like media content, and even to champion it. As many have subsequently pointed out, this polemical approach became a bit too celebratory and the pendulum has begun to swing back in the other direction. But we can't gainsay the accomplishments here. Nor can we so easily dismiss the concept of the 'aca-fan' as I am guilty of doing above. But my uneasiness stems from some lingering attachment to the concept of objectivity - is it possible to step far enough away from the object of study to be critical as well as analytical? You mention Batman above. I felt capable of studying this object because, aside from some nostalgia for my misspent youth, I no longer had a strong affective relationship with it. Star Trek is different, since it has been an important part of my identity for so long and I still worry that my book will end up as a paean to the industry.

Fans vs. Producers

RP: Speaking of the industry, I must admit that I have some sympathy for producers who are a bit dismissive of fans as a small segment of the audience. Many of the Star Trek producers I interviewed said that they couldn't cater simply to the fans, but had to think about the larger audience. Those who were fans even said that sometimes, for this reason, their own fandom could get in the way of what they were doing. And this takes us back to your original point about the definition of fandom and what we're actually studying. I again absolutely agree with you that we need to broaden our focus to include something other than hardcore fans as defined by hardcore fan studies. For this reason, my Star Trek book will have a chapter on audiences but not a chapter on fans (and not only because the world hardly needs any more about that particular fandom!).

JG: To me, an exciting development in recent fan and non-fan studies is the interest in fan relations with producers, since it holds the potential to break both the exclusivity of fandom as singular sphere, and the exclusivity of production as singular sphere. Kristina Busse has expressed concern about this shift, worried that the "fanboys" are getting excited about meeting the stars and producers, so to speak, and leaving the "scribbling women" once more in the margins. This certainly is a potential problem. But perhaps we might also see how fandom and production are much more closely wed. For instance, authorship has long been idealized as starkly new and original expression, when in fact it always begins with some form of fandom. If we could see television creators, for instance, as fans, this would wed production and consumption more convincingly. And if we could see how production requires fandom, at multiple levels (I think here of Terry O'Quinn actively posting on The Fuselage until he needed time away to work out his own idea of his character, an obvious sign that the fans were influencing his construction of John Locke), then fandom can't be ignored or shunned as much as it continues to be, both inside the academy and outside.

My own vision for fan studies is that it should invade mainstream media studies, exploding silly myths about production, text, and policy as being divorced from affect. Aswin Punathambekar's chapter in our collection, for instance, makes a great argument that Bollywood studies need to account for fans. Production cultures also need to account for fans, as Derek Kompare's recent work is saying. And so do legalities, as Rebecca Tushnet's work argues. I think some are wary of moving fan studies into the center since they're invested in fan studies being a cool kid's club on the side (and hey, we are the cool kids, right?), and they're (rightfully) concerned about who and what will be left behind, but at least a vanguard needs to be sent, since ultimately this is about more than just fans: it's about media studies as a whole. The field needs a broad, not exclusive fan studies, so let's give it one. To reintroduce gender to the discussion, if fan studies has always been seen as somewhat feminine and feminized, that's all the more reason why we need to establish more of a beachhead in the often painfully masculine and masculinized field of media and communication studies.

RP: You're right that fandom and production are closely wed, just as to some degree fandom and academia are closely wed (after all what are Shakespeare scholars but Bardies?). But closely wed doesn't mean co-extensive. They still remain different fields of cultural production. Moving from one side of the screen to the other necessarily gives the Brannon Braga's and Russell T. Davies's of the world a different perspective. They can't just indulge their fannish impulses but have to think about the larger audiences of non-fans, followers, enthusiasts, what have you. Both these guys had to recharge long-standing franchises and to do so they necessarily had to appeal to the core fan base through references that newbies wouldn't get. But they also had to attract the newbies and they couldn't do this by disappearing up their own metaverses. Braga failed miserably with Enterprise and Davies succeeded magnificently - he's made Dr. Who mandatory tea-time viewing for a whole new generation that previously didn't know Gallifrey from gadfly. Another danger of overly blurring these fields of cultural production is that the producers still ultimately have the power. O'Quinn can decide not to read fan posts precisely because he, together with the writers and the other production personnel, is given the final responsibility for deciding how to characterize/play John Locke.

That's why it's so important to study production, because without producers there would be no fans. But this does raise the issue of the starstruck fanboy, or perhaps fangirl in my case, even though I'd resist the label. I have to admit that for a life-long Star Trek fan wandering around the Paramount lot and seeing people in Starfleet uniforms was simply amazing and that Maire and I did spend a bit of time behaving like giggling teenagers. On the other hand, we had extensively prepared for each of our interviews and when the time came tried to behave like professional academics, if only out of respect for the very professional production personnel whom we were meeting. We also made it clear that, while we liked, even loved Trek, we weren't intending to write an uncritical celebration. So I guess I'm saying that it is indeed possible to be both fan and academic. You can have a hybrid identity that involves shifting between the two but you can't perform both simultaneously. Not sure whether being a boy or a girl makes any difference here.

You say that we need to establish a fan studies beachhead on the masculinised field of media and communications studies, but of course these guys have always studied audiences (cf. Gerbner above). If I can use another spatial metaphor, I think we need to establish a two way bridge between the two fields. Media and communications studies needs to acknowledge the important contributions of fan studies, particularly with regard to affect (and with regard to their own affect toward media texts). But fan studies needs to consider more general audiences. And this brings us back to where we started, seeking a broader definition of fan and fan studies. So over to you!

JG: This seems like a good place to end Part One, actually (though I'd mention quickly that Gerbner wasn't studying fans - he was pathologizing them). In Part Two, we can talk about high culture.

Nine Propositions Towards a Cultural Theory of YouTube

The following is adapted from remarks I made at the International Communications Association conference in San Francisco this past week. I was asked to be part of a plenary session organized by Fred Turner, "What's So Significant about Social Networking?: Web 2.0 and Its Critical Potential," which also featured Howard Rheingold, Beth Noveck, and Tiziana Terranova. We had ten minutes to speak so I took this as a challenge and offered nine big ideas about the place of YouTube in contemporary culture. Many of these ideas will be familiar to regular readers of this blog since most of them have evolved here over the past year, but I thought you might find them interesting distilled down in this form. (For those who may be joining us from the ICA crowd, I've included links back to the original posts from which these ideas have evolved.) 1. YouTube represents the kind of hybrid media space described by Yochai Benkler in The Wealth of Networks -- a space where commercial, amateur, nonprofit, governmental, educational, and activist content co-exists and interacts in ever more complex ways. As such, it potentially represents a site of conflict and renegotiation between different forms of power. One interesting illustration of this is the emergence of Astroturf -- fake grassroots media -- through which very powerful groups attempt to mask themselves as powerless in order to gain greater credibility within participatory culture. In the past, these powerful interests would have been content to exert their control over broadcast and mass market media but now, they often have to mask their power in order to operate within network culture.

2. YouTube has emerged as the meeting point between a range of different grassroots communities involved in the production and circulation of media content. Much that is written about YouTube implies that the availability of Web 2.0 technologies has enabled the growth of participatory cultures. I would argue the opposite: that it was the emergence of participatory cultures of all kinds over the past several decades that has paved the way for the early embrace, quick adoption, and diverse use of platforms like YouTube. But as these various fan communities, brand communities, and subcultures come together through this common portal, they are learning techniques and practices from each other, accelerating innovation within and across these different communities of practice. One might well ask whether the "You" in YouTube is singular or plural, given the fact that the same word functions for both in the English language. Is YouTube a site for personal expression, as is often claimed in news coverage, or for the expression of shared visions within common communities? I would argue that the most powerful content on YouTube comes from and is taken up by specific communities of practice and is thus in that sense a form of cultural collaboration.

3. YouTube represents a site where amateur curators assess the value of commercial content and re-present it for various niche communities of consumers. YouTube participants respond to the endless flow and multiple channels of mass media by making selections, choosing meaningful moments which then get added to a shared archive. Increasingly, we are finding clips that gain greater visibility through YouTube than they achieved via the broadcast and cable channels from which they originated. A classic example of this might be the Colbert appearance at the Washington Press Club Dinner. The media companies are uncertain how to deal with the curatorial functions of YouTube: seeing it as a form of viral marketing on some occasions and a threat to their control over their intellectual property on others. We can see this when Colbert and his staff encourage fans to remix his content the same week that Viacom seeks legal action to have Colbert clips removed from YouTube

4. YouTube's value depends heavily upon its deployment via other social networking sites -- with content gaining much greater visibility and circulation when promoted via blogs, Live Journal, MySpace, and the like. While some people come and surf YouTube, it's real breakthrough came in making it easy for people to spread its content across the web. In that regard, YouTube represents a shift away from an era of stickiness (where the goal was to attract and hold spectators on your site, like a roach motel) and towards an era where the highest value is in spreadability (a term which emphasizes the active agency of consumers in creating value and heightening awareness through their circulation of media content.)

5. YouTube operates, alongside Flickr, as an important site for citizen journalists, taking advantage of a world where most people have cameras embedded in their cellphones which they carry with them everywhere they go. We can see many examples of stories or images in the past year which would not have gotten media attention if someone hadn't thought to record them as they unfolded using readily accessible recording equiptment: George Allen's "macaca" comments, the tazering incident in the UCLA library, Michael Richards's racist outburst in the nightclub, even the footage of Sadam Hussein's execution, are a product of this powerful mixture of mobile technology and digital distribution.

6. YouTube may embody a particular opportunity for translating participatory culture into civic engagement. The ways that Apple's "1984" advertisement was appropriated and deployed by supporters of Obama and Clinton as part of the political debate suggests how central YouTube may become in the next presidential campaign. In many ways, YouTube may best embody the vision of a more popular political culture that Stephen Duncombe discusses in his new book, Dream: Re-Imagining Progressive Politics in the Age of Fantasy:

Progressives should have learned to build a politics that embraces the dreams of

people and fashions spectacles which gives these fantasies form - a politics that employs symbols and associations, a politics that tells good stories. In brief, we should have learned to manufacture dissent.... Given the progressive ideals of egalitarianism and a politics that values the input of everyone, our dreamscapes will not be created by media-savvy experts of the left and then handed down to the rest of us to watch, consume, and believe. Instead, our spectacles will be participatory: dreams that the public can mold and shape themselves. They will be active: spectacles that work only if the people help create them. They will be open-ended: setting stages to ask questions and leaving silences to formulate answers. And they will be transparent: dreams that one knows are dreams but which still have power to attract and inspire. And, finally, the spectacles we create will not cover over or replace reality

and truth but perform and amplify it.

Yet as we do so, we should also recognize that participatory culture is not always progressive. However low they may set the bar, the existing political parties do set limits on what they will say in the heat of the political debate and we should anticipate waves of racism, sexism, and other forms of bigotry as a general public, operating outside of those rules and norms, deploy participatory media to respond to a race which includes women, African-American, Hispanics, Mormans, Italian-Americans, Catholics, and the like as leading figures in a struggle for control over the White House.

7. YouTube helps us to see the shifts which are occurring in the cultural economy: the grassroots culture appropriates and remixes content from the mass media industry; the mass

media industry monitors trends and pulls innovations back into the system, amplifying them and spreading them to other populations. Yet as they do so, they often alter the social and economic relations which fueled this cultural production in the first place. We will see increasing debates about the relations between the gift economy of participatory culture and the commodity relations that characterize user-generated content. There is certainly a way that these sites can be seen as a way of economic exploitation as they outsource media production from highly paid and specialized creative workers to their amateur unpaid counterparts.

8. In the age of YouTube, social networking emerges as one of the important social skills and cultural competencies that young people need to acquire if they are going to become meaningful participants in the culture around them. We need to be concerned with the participation gap as much as we are concerned with the digital divide. The digital divide has to do with access to technology; the participation gap has to do with access to cultural experiences and the skills that people acquire through their participation within ongoing online communities and social networks.

9. YouTube teaches us that a participatory culture is not necessarily a diverse culture. As John McMuria has shown us, minorities are grossly under-represented -- at least among the most heavily viewed videos on YouTube, which still tend to come most often from white middle class males. If we want to see a more "democratic" culture, we need to explore what mechanisms might encouraged greater diversity in who participates, whose work gets seen, and what gets valued within the new participatory culture.

Transmedia Storytelling 101

I designed this handout on transmedia storytelling to distribute to my students. More recently, I passed it out at a teaching workshop at the Society for Cinema and Media Studies. I thought it might be of value to more of you out there in the community. Much of it builds on the discussion of that concept in Convergence Culture, though I have updated it to reflect some more recent developments in that space. For those who want to dig deeper still into this concept, check out the webcast version of the Transmedia Entertainment panel from the Futures of Entertainment Conference.

Transmedia Storytelling 101

1. 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, for example, in The Matrix franchise, key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or ur-text where one can turn to gain all of the information needed to comprehend the Matrix universe.

2. Transmedia storytelling reflects the economics of media consolidation or what industry observers call "synergy." Modern media companies are horizontally integrated - that is, they hold interests across a range of what were once distinct media industries. A media conglomerate has an incentive to spread its brand or expand its franchises across as many different media platforms as possible. Consider, for example, the comic books published in advance of the release of such films as Batman Begins and Superman Returns by DC ( owned by Warner Brothers, the studio that released these films). These comics provided back-story which enhanced the viewer's experience of the film even as they also help to publicize the forthcoming release (thus blurring the line between marketing and entertainment). The current configuration of the entertainment industry makes transmedia expansion an economic imperative, yet the most gifted transmedia artists also surf these marketplace pressures to create a more expansive and immersive story than would have been possible otherwise.

3. Most often, transmedia stories are based not on individual characters or specific plots but rather complex fictional worlds which can sustain multiple interrelated characters and their stories. This process of world-building encourages an encyclopedic impulse in both readers and writers. We are drawn to master what can be known about a world which always expands beyond our grasp. This is a very different pleasure than we associate with the closure found in most classically constructed narratives, where we expect to leave the theatre knowing everything that is required to make sense of a particular story.

4. Extensions may serve a variety of different functions. For example, the BBC used radio dramas to maintain audience interest in Doctor Who during almost a decade during which no new television episodes were produced. The extension may provide insight into the characters and their motivations (as in the case of websites surrounding Dawson's Creek and Veronica Mars which reproduced the imaginary correspondence or journals of their feature characters), may flesh out aspects of the fictional world (as in the web version of the Daily Planet published each week by DC comics during the run of its 52 series to "report" on the events occurring across its superhero universe), or may bridge between events depicted in a series of sequels (as in the animated series - The Clone Wars - which was aired on the Cartoon Network to bridge over a lapse in time between Star Wars II and III). The extension may add a greater sense of realism to the fiction as a whole (as occurs when fake documents and time lines were produced for the website associated with The Blair Witch Project or in a different sense, the documentary films and cd-roms produced by James Cameron to provide historical context for Titanic).

5. Transmedia storytelling practices may expand the potential market for a property by creating different points of entry for different audience segments. So, for example, Marvel produces comic books which tell the Spider-man story in ways that they think will be particularly attractive to female (a romance comic, Mary Jane Loves Spiderman) or younger readers (coloring book or picture book versions of the classic comicbook stories ). Similarly, the strategy may work to draw viewers who are comfortable in a particular medium to experiment with alternative media platforms (as in the development of a Desperate Housewives game designed to attract older female consumers into gaming).

6. Ideally, each individual episode must be accessible on its own terms even as it makes a unique contribution to the narrative system as a whole. Game designer Neil Young coined the term, "additive comprehension," to refer to the ways that each new texts adds a new piece of information which forces us to revise our understanding of the fiction as a whole. His example was the addition of an image of an origami unicorn to the director's cut edition of Bladerunner, an element which raised questions about whether the protagonist might be a replicant. Transmedia producers have found it difficult to achieve the delicate balance between creating stories which make sense to first time viewers and building in elements which enhance the experience of people reading across multiple media.

7. Because transmedia storytelling requires a high degree of coordination across the different media sectors, it has so far worked best either in independent projects where the same artist shapes the story across all of the media involved or in projects where strong collaboration (or co-creation) is encouraged across the different divisions of the same company. Most media franchises, however, are governed not by co-creation (which involves conceiving the property in transmedia terms from the outset) but rather licensing (where the story originates in one media and subsequent media remain subordinate to the original master text.)

8. Transmedia storytelling is the ideal aesthetic form for an era of collective intelligence. Pierre Levy coined the term, collective intelligence, to refer to new social structures that enable the production and circulation of knowledge within a networked society. Participants pool information and tap each others expertise as they work together to solve problems. Levy argues that art in an age of collective intelligence functions as a cultural attractor, drawing together like-minded individuals to form new knowledge communities. Transmedia narratives also function as textual activators - setting into motion the production, assessment, and archiving information. The ABC television drama, Lost, for example, flashed a dense map in the midst of one second season episode: fans digitized a freeze-frame of the image and put it on the web where together they extrapolated about what it might reveal regarding the Hanso Corporation and its activities on the island. Transmedia storytelling expands what can be known about a particular fictional world while dispersing that information, insuring that no one consumer knows everything and insure that they must talk about the series with others (see, for example, the hundreds of different species featured in Pokemon or Yu-Gi-O). Consumers become hunters and gatherers moving back across the various narratives trying to stitch together a coherent picture from the dispersed information.

9. A transmedia text does not simply disperse information: it provides a set of roles and goals which readers can assume as they enact aspects of the story through their everyday life. We might see this performative dimension at play with the release of action figures which encourage children to construct their own stories about the fictional characters or costumes and role playing games which invite us to immerse ourselves in the world of the fiction. In the case of Star Wars, the Boba Fett action figure generated consumer interest in a character who had otherwise played a small role in the series, creating pressure for giving that character a larger plot function in future stories.

10. The encyclopedic ambitions of transmedia texts often results in what might be seen as gaps or excesses in the unfolding of the story: that is, they introduce potential plots which can not be fully told or extra details which hint at more than can be revealed. Readers, thus, have a strong incentive to continue to elaborate on these story elements, working them over through their speculations, until they take on a life of their own. Fan fiction can be seen as an unauthorized expansion of these media franchises into new directions which reflect the reader's desire to "fill in the gaps" they have discovered in the commercially produced material.

If You Attended Our Session at South By Southwest...

On Monday, danah boyd and I had a conversation in front of a packed room at South By Southwest in Austin about youth, participatory culture, the politics of fear, wikipedia, Second Life, YouTube, and a range of other topics which will be familiar to those of you who regularly read this blog. Since we are seeing an influx of first time readers about now, I figured I would provide a key to some of the blog posts which touch on issues that cropped up during the session -- a kind of one stop shopping to the best of Henry Jenkins (or at least some of the better posts I've made since this blog launched last June.) On YouTube and User-generated Content

YouTube and the Vaudeville Aesthetic

Taking the You Out of YouTube?

How to Watch a Fan-Vid

Astroturf, Humbugs and Lonely Girls

Oreos, "Wal-Mart Time" and User-Generated Advertising

On Second Life

The Great Jenkins/Sharky/Coleman Debate Pre Round 1 Round 2 Round 3 Aftermath

Should I Cornrow My Beard? (About my appearance with Global Kids)

On New Media and Democracy

From Participatory Culture to Participatory Democracy Part One Part Two

Democracy Big Brother Style

National Politics in Game Worlds: The Case of China

On the Future of Education

From YouTube to YouNiversity

on New Media Literacies

White Paper for MacArthur Initiative

on DOPA and the Politics of Fear

The Only Thing We Have to Fear...

What DOPA Means For Education

Four Ways to Kill MySpace

MySpace and the Participation Gap

Joint Interview with danah boyd

on Fans and Intellectual Property

The Magic of Back Story: The Mainstreaming of Fan Culture

In Yoyogi Park (on fans and globalization)

Fan Fiction as Critical Commentary

My Secret Life as a Slasher

Fan Activism in a Networked Culture

In Defense of Crud

Getting Lost

Can One Be a Fan of High Art?

So What Happened to Star Wars Galaxies?

On Wikipedia and Collective Intelligence

Collective Intelligence vs. The Wisdom of Crowds

The Future of Television (Circa 1999)

Bill Densmore of Clickshare recently shared with me the text of an e-mail I had sent him in May 1999 describing what I saw as one scenario for the future of digital culture. I decided I wanted to share it with you to spark a conversation about how far we have gone towards realizing some of the key elements of this scenario as well as how far we have yet to go on other fronts. (the reference points to The X-Files and My So-Called Life give you some sense of the time when this was written.) I was responding to an essay he had written about micropayments and the struggle to insure the diversity of digital culture. Everything from here is part of the original text:

My own research has centrally concerned the ways that popular audiences consume and create value from the resources provided them by the mass media. As I suggested yesterday, I don't find the lowest common denominator model helpful for thinking about the success of most popular entertainment. Rather, I see the popular audience composed of a coalition of different

audience interests who may share certain programs, films, stories in common but who get fundamentally different things from them and who interact with them in different ways. The most creative producers understand this now, while the broadcasting paradigm helps to mask the degree of diversity and fragmentation of the contemporary media audience. It is clearer when we go on line and survey the range of web sites constructed around a particular series or parse through the flame wars on fan discussion lists which occur when radically different reading publics are brought together.

A second focus of my research concerns what I call "cultural convergence," which refers to the social and cultural changes in how we relate to media content in our everyday life that help prepare the way and establish the market viability of technological convergence. When we try to understand what is happening in our culture, we see two things: a growing desire to participate

more fully in our media culture -- not just as passive consumers but active transformers of media content -- and a growing tendency to tighten corporate control over intellectual property law. This is resulting in a crackdown on fan web sites, MP3 files, etc. and thus a closing off of the cultural participation encouraged by the web.

Now, here's what I imagine occurring when we add something like your clickshare to the mix -- along with dramatic improvements in the delivery technology for digital media:

1)All television content becomes available via some form of webtv, including past episodes. If I want to join a series midprogress, I can go back and watch earlier episodes for a reasonable rate with micropayments as the means of exchange between me and the television producers.

2)Television series will be annotated to link back to relevant back story information. If I am watching X FILES and there is reference made to Muldar's sister and her disappearance, I can be offered the chance to see those earlier scenes, again at a modest price. This will enable even more elaborate form of serialization and backstories in American television, a tendency that has grown in the two decades since the introduction of the VCR.

3) Fan websites will play an important role in the cultural economy, if they are allowed to function not unlike the Amazon Associates program. Fan sites will comment on or annotate the aired episodes, thus establishing reasons why various kinds of viewers might want to see them for the first time or watch them again. They can link back to the producer's sites where the

episodes can be downloaded for a viewing fee and the producers will in turn provide an incentive to the fans for creating sites which essentially help market their products. At the same time, fans should be allowed freedom to discuss, comment, and appropriate the material in any way they want since doing so helps to establish niche market value for the content.

4)Certain series may debut on network and then move rather rapidly to the web where their continued support will come from viewers paying to watch them. This will be attractive in cases -- such as MY SO-CALLED LIFE -- where a series attracts an intense following in a definable demographic group but does not register a broad-enough viewership to be powerful according to the Nelson Ratings measurement. The ability to collect payments on a per view basis for a broad audience will enable continued production of such series assuming price scale can be resolved.

5)New networks may emerge which reflect under-served segments of the population that are geographically dispersed and therefore couldn't be addressed by existing broadcast and cable structures. Examples might include various language groups that constitute immigrant populations or the gay and lesbian community. Here, original programming is produced and made available for a modest pay-per-view fee.

6)International circulation of media product is facilitated. We can imagine viewer-supported networks emerging for British/Australian comedy or Japanese Anime for example, which will enable these products fair access to the American market. It will be possible to access television without regard to its original point of origin. Again, this depends on some structure that allows us to pay for what we watch at a modest enough scale to make this attractive to the average viewer on a regular basis.

The micropayment structure would seem to offer the best basis for this model, which leads us step by step towards a more diverse media culture that more fully reflects the range of viewer taste and interest. It will create new basis for profits for the entertainment industry while also enabling more popular access to media content. What is needed is a structure which can lower the per unit cost (and thus broaden the potential base of viewership), can be collected quickly and efficiently, and can be distributed to a range of different media producers as opposed to create narrow gateway companies that will once again determine what we can and cannot see based on broadcast models of the mass audience.

My Adventures in Poland (Part Two)

The first thing you need to understand about Warsaw is that the city still has not recovered from its traumatic past. Almost every Pole I met during my visit, at one time or another, apologized to us about the state of their city. Warsaw was once one of the great cosmopolitan cities of Europe but it was devastated during the Warsaw Uprising of 1944 -- a two month period during which the Poles actively resisted German occupation with the result that by some estimates 85 percent of the city was destroyed and more than 250,000 civilian lives were taken. (These estimates come from Wikipedia). The German occupation was followed by decades of Soviet dominance during which the old buildings were replaced by newer buildings in the Stalinist tradition. Only in recent decades have the Poles regained control over their city and been able to exert their own influence on its architecture again. And as a result, the Poles are often deeply apologetic about a city that they variously described as "ugly" and "dirty" and "without cultural identity." There are constant comparisons made to Krakow, which is described as an older, more sophisticated, more culturally rich city (though we never actually got out of Warsaw on this trip and found this city had its own charms and attractions.) old%20town.jpg

Some of the older sections of the city have been rebuilt -- including some of the fortifications whose origins can be traced back to the early 14th century.

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The Palace of Culture Meets Kultura 2.0

My primary talk on this trip was at a conference called Kultura 2.0 which was held inside the Palace of Culture -- a gift from Joseph Stalin to the people of Poland -- which remains perhaps the most controversial buildings in the city. At 30 stories, it is also still the tallest building in the city and can be seen from almost every corner of Warsaw. Some Poles believe the building should be destroyed, seeing it as a painful reminder of the Soviet occupation of their country. Others embrace the building for its architectural distinction and the vast cultural complex of theatres, auditoriums, and museums which it houses.

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There was something paradoxical about hosting a conference themed around the transformative power of new media technologies (i.e. the digital revolution) inside a building so strongly associated with the centralizing power of the Communist State, an irony noted by a number of the speakers. (I could not resist comparing Nicholas Negroponte's predictions in Being Digital that mass media as we know it would collapse under its own weight in the face of personalized media to the old Marxist rhetoric about "the withering of the State." Neither prediction has or seems likely to come to pass anytime in my lifetime.) The conference organizers had brought together a very interesting mix of key players in the Polish context (more about this in a minute) as well as some leading thinkers about digital media from across Europe and the United States (me). I found the audience tremendously hungry for new ideas and perspectives.

There was some skepticism expressed in the questions about some of my utopian ideas about where all of this may be going (as well there should be). I had spoken at some length about Second Life as an illustration of participatory culture, the collaborationist relations of producers and consumers, and the bringing together of multiple levels of media production (a la Benkler's Wealth of Networks) into one shared environment. Several people in the audience, however, were deeply concerned about the implications of a single company -- even one as benign as Linden Labs -- providing this kind of shared context for business, education, foundation, journalism, activists, sexual minorities, and artists to interact.

Wouldn't the business impose some degree of censorship and regulation on what goes on within this new multiverse? This is a legitimate concern -- though perhaps premature -- yet it is not clear that a state sponsored version of Second Life would provide any greater protection for the creative and political rights of its citizens, a point which landed perhaps more heavily than I intended speaking in the center of a monument to Stalinism. But, it seems to sum up some of the tensions which Poland itself faces as it sheds its Communist past and embraces both democracy and capitalism (the old headquarters of the Communist Party has ironically enough been transformed into the stock exchange.)

Treasuring My Translation

For me, a highlight of the first day was getting to meet my translators -- Malgorzata Bernatowicz and Miroslaw Filiciak -- and holding in my hands the very first foreign translation of my work -- Kultura Konwergencji:zderzenie starych i nowych mediow. The translators and publisher had worked incredibly hard to get the book ready for print and distribution in time for my visit to the country and participation at the conference. Indeed, their turnaround was significantly faster than the book received from its American publisher (not that I am complaining on that front).

There is something so curious about holding this text which is yours and yet not yours: I can recognize, even without reading Polish, the structure of the argument with occasional names popping off the page and thus providing me some landmarks for figuring out where we are in the text. There are surprisingly many cognates or near cognates between Polish and English (despite very different linguistic origins) which also help me to spot specific passages. And yet, it is odd to not be able to read your own book.

I also am not quite used to speaking through translation. The auditorium was equipped for multiple language real time translation and there were translators in a booth high above the stage who I could watch as I spoke trying to figure out how to turn my own mangled, fast-paced, and highly colloquial English into proper Polish. There were odd moments when those listening in English laughed and then a few seconds later there would be a somewhat more muted round of laughter from the Polish listeners. Most of the questions came in English, though some had to be translated from Polish: my sense was the translation must have been excellent because there were few real obstacles to communication at these moments of more direct interaction and the people asking questions seemed to have a good understanding of my core claims and arguments.

The Witcher: Transmedia Storytelling and Global Culture

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A highlight of the morning's festivities was a rare public appearance by popular fiction writer Andrzej Sapkowski to honor the 20th anniversary of the first publication of The Witcher, which has become a landmark work in the history of modern Polish popular culture. The Witcher is already a powerful example of transmedia storytelling, existing across films, television,magazine short stories, novels, comics, and games, and is also already an international phenomenon ( translated into Czech, Slovak, German, Russian, Lithuanian, French and Spanish). The first English translation of the material does not appear until 2007.

The Witcher, as I understand it from what I heard at the conference and what I have pieced together via a Wikipedia entry, are an elite group of highly trained monster killers. The series protagonist, Geralt, is one of the most skilled of the witchers and the series deals with his various battles against the forces of evil. The witchers are sterile mutants with supernatural abilities and have learned to suppress their feelings through their training. The series is deeply immersed in traditional Polish culture and Eastern European mythology but it also includes original contributions by the highly imaginative author.

The Witcher universe was first introduced in a series of short stories primarily published in Nowa Fantastyka. As Sapkowski explained during the public conversation, Polish publishers were, at that time, reprinting fantasy works from England, including the works of J.R.R. Tolkien and C.S. Lewis, which were tremendously popular in Poland, but had been resistant to the idea of original fantasy fiction by Polish authors, convinced that it would not interest their readers. Sapowski's work helped to break open the market for Polish produced fantasy and horror fiction. The short stories led to a series of five novels which are known casually as The Witcher series and officially as Blood of the Elves. These stories and novels were, in turn, adopted and expanded into a comic book series (1993-1995), a feature film (2001) and a 13 episode television serial (2002).

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Sapowski was frank in the conversation about his dissatisfaction with the results of some of these adaptations, acknowledging that his decisions were shaped in part by commercial motives but suggesting that he needed to trust collaborators who knew these other media better than he did.

The series, however, is about to receive a major face-lift with the world wide release next year of a Witcher computer game, produced by a Polish company, CD Projekt RED. (There was already a live action role playing game based on the series released in 2001). The English translations of the stories are intended to coincide with the release of the game and several people at the conference commented on what it would mean that the game was the vehicle for introducing the 20-year-old stories to the English speaking world. And in Poland, a new comic book series was being prepared to build upon the revival of interest in The Witcher which the games release is likely to generate.

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I had heard nothing about the game before the conference but a quick Google search on my return shows a large number of screenshots circulating in the English language media, an official homepage which offers English translations of its content, and some signs of growing fan interest in the franchise (including amateur translated versions of the television series circulating informally in the United States, at least according to Wikipedia). Their hope is that the game may open the way for other Polish popular media to gain broader circulation in Western Europe and the United States.

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Critics who have seen the game so far describe it as beautifully executed with a strong sense of atmosphere. The Witcher game seems well situated to combine familiar genre elements with a fair amount of local color. Michal Madej from the company producing the game noted a number of distinctly Polish elements -- from the traditional garb and weapons associated with the Polish highlanders to the use of the old Slavic alphabet in ruins and puzzles, ruins of old Teutonic architecture and ships, and the use of demons drawn from the national mythology. As he explained, "it's own culture, our myths we are showing through this game." Many in the west already associate Eastern Europe with a strong tradition of horror narratives and this would seem to be the right genre to use to attract interest elsewhere in the world. We might add The Witcher to the growing list of projects we've discussed in this blog which seek to assert national culture through computer and video games.

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Listening to Sapkowski, a surprisingly modest and down to earth fellow given his high visibility within his national context, gave me some glimpse into fan culture in Poland. As in the United States, most of the science fiction, fantasy, and horror writers got their start doing amateur writing -- i.e. fan fiction -- before seeking their first professional publications. Sapkowski, accordingly, welcomes fan participation within his world, describing fan fiction as a demonstration that his work has value and as a sign that it still generates interest in the marketplace. He says that he cracks down only on the commercial appropriation of his work and actively encourages fan expansions. Indeed, though I can't decipher much on his official homepage, it is clear that there's a space devoted to fan fiction about The Witcher, an acknowledgement that is not generally matched by western writers in the genre. In typically modest fashion, he moved from suggesting how proud he was to see his work generate this kind of grassroots response to the earthy comment that fan fiction was like "mushrooms" and "you know what mushrooms grow on." He expressed hope that as the Witcher franchise expands even further into the English speaking world, his fans will play important roles in offering informed criticism which will educate the new readers about its mythology and history.

We Want Capitan Zbik Back!

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The morning sessions on The Witcher as a transmedia franchise culminated in a panel discussion of the state of Polish popular culture and its chances to enter the international marketplace. Though there were many specific references here which went untranslated, the core of the discussion dealt with some of the challenges of displacing the kinds of popular culture which were produced under Communism with the kinds being driven by the marketplace in the new Poland. Sapowski noted, for example, the paradox that the science fiction works of Stanislaw Lem were produced under the Socialist State and read with great interests by a public who saw them as veiled critiques of communism; these same stories have been neglected and even actively disdained in a capitalist economy. Lem (Solaris) still has some fans among the panelists but most of the younger participants had little interest in his works.

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Many of the panelists expressed deep nostalgia for the classic cartoon and action-adventure series of their youth, produced under communism and therefore prohibited distribution today. The Ministry of Culture expressed concern that contemporary youth should not be exposed to the propaganda elements of these series but the panelists felt that most Poles would read past these and were simply interested in encounters with familiar characters and beloved stories which were still a vital part of their cultural memory. When you think about how central everything from Breakfast Cereal logos to old toys have been to Baby Boomers in other parts of the world, one can understand the emotional implications of this erasure of the natural popular culture legacy. The panelists were arguing that the state should license the re-release of this old content and then take the money to fund media literacy efforts.

I asked my translator, Miroslaw Filiciak, who moderated this session, to share with me some more perspectives on this issue:

Our government looks reluctantly on the communism times' popculture, still very

popular in Poland, although perceived totally funnily by the new generation, which can't

remember the times before the fall of communism. It's ironic, because we have a lot of

advertisements and new media products, i.e. comic books remakes, based on communist

brands, but some originals stay closed at the archive of Polish Television. The

situation is nonsense, because young people are not taking the vision of history in this

films as seriously as politicians do.

Another problem in our discussion was the question about government funding for

culture. In Poland - which is as you know probably the most pro American country in

Europe - many people believe the state's culture protection is the relic of the past and

we should not waste our taxes for such an uncertain investment as culture. I.e.

Sapkowski said that he (contrary to Lem) didn't need any support for his success. But

younger panelists - as Wojciech Orlinski and Mariusz Czubaj, the publicists of Polish

opinion-making press - gave examples of other European countries - especially France -

where culture is not only the element of the national pride, but also great business.

Thanks to Miroslaw Filiciak,Polskie Wydawnictwo Audiowizualne, Edwin Bendyk, and everyone else who facilitated my visit and aided in getting the translated edition of my book in front of the Polish people.

My Adventures in Poland (Part One)

translators.jpg Malgorzata Bernatowicz and Miroslaw Filiciak are the two people who translated Convergence Culture into Polish as Kultura Konwergencji:zderzenie starych i nowych mediow. This picture was taken when they were showing me around the old section of Warsaw. The building in the background is the Namiestnikowski Palace, where the President of Poland lives.

What follows are some highlights from the introduction I wrote for the Polish edition of the book. I have focused here primarily on some thoughts I shared with my new Polish readers about the global context within which the issues discussed in the book are operating. The original plan was to have a chapter focused entirely around globalization be part of Convergence Culture. Much of that material ended up being included as the "Pop Cosmopolitanism" essay in Fans, Gamers, and Bloggers, or developed through the sidebars in the book at the Animatrix and about anime fansubbing. But here, I tried to bring a few strands of my thoughts about global media change together.

Next time, I will offer more observations on digital and popular culture in Poland.

Welcome to Convergence Culture.

For those of you keeping score, The dotcom era has ended. The age of Social Networks and Mobile Media has emerged from its ashes. Blogging is thriving. Podcasting is on the rise. Everywhere you look the people are taking media in their own hands, speaking back to mass media, forming their own on-line communities, learning to think, work, and process culture in new ways.

We are no longer talking about a digital revolution, which envisioned new media displacing the old. We are now talking about media convergence, where old and new media interact in ever more complex ways, where every story, brand, sound, image, and relationship will play itself out across the maximum number of media channels and platforms.

We are no longer talking about interactive media technologies; we are talking about participatory culture. Talk to advertisers, media producers, network executives, game designers, fans, gamers and bloggers and they will all tell you that the consumer is gaining new visibility and new cultural influence in this emerging culture. This is at the heart of what some American observers are calling Web 2.0. Some of them are embracing this change with enormous excitement, others with great fear, none of them claim to fully understand what is going to happen next. The terms of our participation in this new convergence culture are very much under debate, being shaped by governmental policies and court decisions but also by choices being made both in corporate boardrooms and in teenager's bedrooms.

New media are being put out by technology companies and they are being redefined on the fly by various groups of consumers. Companies are trying to get ahead of the game by empowering their lead users, by allowing key fans and consumers to test their products before they even reach the market, and building on their insights to create a better mousetrap, build a better game, or produce a better television show. Media networks are trying new strategies to grab the attention of their viewers and insure longer term loyalty to their properties. As they do

so, viewers are every level are demanding the right to help shape the production and circulation of media content.

Sites like YouTube have emerged as meeting places between all kinds of different subcultures, fan communities, and participatory cultures, places where commercial and amateur media circulates side by side. They are producing their own stars and they are also turning out to be places where consumers re-evaluate network content, calling attention to moments on television which might otherwise have passed by without much comment. Online worlds, such as Second Life, are thriving based almost entirely on what people are calling consumer-generated content (though to reduce what happens there to content or describe the participants in these worlds simply as consumers is to grossly simplify what is taking place)....

Morover, these changes are occuring on a global level, impacting each country differently according to their own national cultures and traditions, but being felt around the world. There's a reason why they call it the World Wide Web. It is not simply that American media products are flowing into international markets -- this is scarcely news. More profound is the degree to which cultural goods from other parts of the world -- at the moment, especially from Asia -- are flowing into the American market at a rate so fast that it is breaking through the protective membrane constructed by American major media companies to block access to international competitors.

More and more American young people are embracing what I call pop cosmopolitanism -- seeking an escape from the paroachialism of their own cultures by embracing cultural materials from around the world. There is an ironic juxtaposition between an American government which acts more and more in unilateral terms and a younger American population which is embracing global media. I recently spoke to an American teenager who described this particular JPop group as her "favorite band in the whole wide world." Anyone who is the parent of an adolescent knows that's the way teenage girls have always talked. But this time, as I listened to her enthusiasm for a band which had no label and no distributor in the west, I thought she might be telling the truth. She had searched the world for a group that spoke to her and found it through networking with kids in Japan who shared her interests in anime, manga, and cosplay.

It isn't just that American youth are consuming more international media:they are also taking advantage of a network culture to engage on a regular basis with youth from around the world who share their common interests. I am struck by the story of Heather Lawver in the Harry Potter chapter of my book. When Warner Brothers first sought to shut down certain fan websites around their newly acquired franchise, they sent cease and desist letters to young people in parts of the world which would have once seemed very distant from their base. Yet, as Heather tells us, the word got back to their American fans almost instantly because they already participated in a global fan network. More recently, I watched fans of the American science fiction series, Stargate, mobilize fans to news of the series cancilation worldwide in just a few days time. They now understand television operating within a global framework, rallying fans in many different countries to put pressure on their local networks where the show is still thriving and using that economic clout to push the American producers to continue to generate new content.

In some ways, new media technologies are making more visible the kinds of cultural links that immigrants have long maintained back to their mother country. I see this pattern with my own students who have come to the United States for an education but still listen to radio stations, read newspapers, share music, and talk about fan cultures from back home. The web now serves the functions that ethnic grocery stores and community centers have long played in immigrant communities with one exception. The content is flowing from one community to another as people mix and match cultural materials with others from radically different backgrounds. I live in a dormatory at MIT and I have seen first hand the ways that media sharing is opening up students to new kinds of culture from around the world.

So, I have to confess that I wrote this book very much from an American perspective. My expertise is in American media and popular culture, though it is increasingly clear that one can no longer understand American media outside of a global context. I have never been to Poland and know only very little about your country. I hope to change this but for the moment, I can claim no particular expertise about the media changes that are impacting your corner of the planet. That said, I suspect much of what I write about here will sound familiar to anyone deeply immersed in popular media in any part of the world. Many of these same franchises are known in Poland -- either through American imports or through localization of larger multinational properties.

There are differences created as a result of different economic structures -- the difference between commercial and state run media production systems, for example, result in different opportunities and restrictions on participation. Some cultures have strong traditions of open debate and democratic citizenship; others have historically placed greater restrictions on what the public could see or say, but all of them are being rocked by a media culture which is more open and more participatory than anyone would have imagined a few decades ago. As the rate of internet access increases in countries around the world, they are one by one confronting some of the cultural, legal, economic, and educational challenges Convergence Culture records.

I am certain that there are new and innovative uses of media that have emerged among youth subcultures and fan communities in your country which are not yet known in our part of the world. But the key phrase here is "not yet known." As media flows more and more rapidly and fluidly across once rigid national borders, innovation on the grassroots level may still have a global impact. Throw a pebble in one part of the ocean and the ripples will eventually wash up

on every shore.

In the book's closing passages, I return to the issue of who gets to participate in the kind of robust participatory culture I am describing and who gets left out of the kinds of knowledge communities we are discussing. My own work has turned increasingly towards interest in media literacy as I am working with American foundations and educational institutions to identify the core social skills and cultural competencies young people need to acquire in order to fully participate in convergence culture. In doing so, I hope to shift the conversation beyond talk of the digital divide which is so often defined purely in terms of technical access and onto the participation gap which is concerned with the skills and opportunities needed for young people to actively engage with the affordances of the new media landscape....

This is certainly not a uniquely American problem. Each country is facing these difficulties on their own terms, on their own time table, in their own way, and on their own terrain, yet all of us are struggling with how to insure that the increased power and knowledge being generated by emerging technologies and cultural practice can be spread across the population as a whole. My hope is that this book will help people to better understand the implications of this participation gap both in terms of their own national cultures and in a more global context.

Odds and Ends

It's Awards Season... Many of you are already starting to second guess which films are going to be nominated for Academy Awards. The past few days we are starting to see the major film critic's organization weigh in on the best films of the year -- so far, they are all over the map with no strong consensus behind any particular title. But my own focus is on the Edublog awards. As it happens, two of my projects this year got nominated. The white paper we wrote for MacArthur and which we serialized here on the blog is being considered for Best Research Paper 2006. And the public conversation which I did with danah boyd about MySpace and the DOPA act is being considered for Most Influential Post, Resource or Presentation 2006. Thanks for everyone out there who nominated me -- I am flattered!

Here's how the awards are described:

As the reality and potential of distributed learning and distributed learner identities and communities are increasingly acknowledged, articulated and understood education moves further towards facilitating truly learner-centered and learned driven environments. A lot has changed in the world of educational technology since this time last year. The continuing rise and mainstreaming of easy to use network-as-platform applications, and increasing access to affordable online speed and space, have seen the continued expansion of users of all ages creating and communicating online. Learners and educators still however face difficult issues around network restrictions, around data protection and ownership, and around commercial protectionism. This year has also seen a marked increase in hostility towards social networking sites in the US, demonstrating a widespread lack of appreciation of the informal and formal educational value of user-centered applications. The Edublog awards are more relevant than ever in this climate - a space for us to refocus the debate surrounding young peoples use of technology as irresponsible, dangerous or illegal, and look at the positive, powerful and transformative work which continues to be demonstrated.

Voting amongst the finalists will continue through December 14 with the winners announced on December 15. There are nominees in ten different categories representing a really interesting catalog of some of the most interesting writing online this year concerning youth and digital media. Many of my readers who are concerned with media literacy will find the nomination page a useful resource for further reading and reflection.

That's Transmedia Entertainment!

Paul Levitz, the President of DC Comics, shares some speculations about the future of comics in a fascinating interview with Newsarama.com. Levitz references his participation in the Futures of Entertainment conference and continues some of his thinking about comic's relationship to transmedia entertainment. Levitz thinks deeply about the comic's medium and clearly prepared himself thoroughly for his role at our conference, making a series of very thoughtful comments.

Here's what he said about the experience:

NRAMA: Thinking about the larger picture of the management of the characters and properties, are comics leading the charge in charting new territory? While there are

older properties and those that are as, if not more popular, like Mickey Mouse, but

Mickey Mouse hasn't had continuity or a line of stories that stretch back nearly 70

years.

PL: I was at a seminar at M.I.T. a couple of weeks ago on the futures of entertainment. The panel I was on was titled "Transmedia" which they defined as moving creative ideas from one medium to another. The professor who was running the conference made a similar point - how come comics have been doing all of this? What is special and peculiar about comics? He made the point in terms of superheroes, and I argued back that I felt it was really true about all comics.

I think there are a few characteristics that are relevant. One, by the nature of what comics are, we've generally had to create open- ended stories. Think of the differences between Batman and The Fugitive. Although the founding tragedy might be as tragic, the character of Batman was designed to go on to a seemingly infinite number of adventures.He wasn't restricted to just taking place in a certain narrowcast, or a certain narrow geography. Many of the great comics characters, not just the superheroes, were built with fairly complicated and interesting fictional worlds around them. Uncle Scrooge - for example.

There's also an interesting argument to be made, and I'm not sure if it's right, but McLuhan raised the issue that the less well-defined a character was initially, the more the reader or views has to interpolate into it, and therefore was not stuck in a specific image that they would measure against. Comics, with their rather raw visual structure, work very powerfully into that argument, that is to say that when you're introduced to Batman as a drawn character, you're able to more easily transform your vision between Adam West, Michael Keaton, Christian Bale and the different approaches those take, as well as the different visual styles that are developed over time. Compare that to a character you fell in love with because a particular actor was playing him or her in a particular role. That's not a well-researched issue, and there are arguments to be had about it, I'm sure, but there's something in there somewhere.

So I think we've had some natural opportunities available to us because of all of this. We also have the advantage in some comic characters, including Superman and Batman, that for them to succeed from early on, they had to open themselves to different creative talents. That's a very important issue in this world of Transmedia. If you've got something that is being guided uniformly by one great creative mind - which can yield terrific creative results - it's harder to make the jump to multiple other media, because the thing is so intimately reliant on the idea that one person so closely "gets" or sees...or understands.

So, for better or for worse, from early on, it was sort of battle- proven that Superman and Batman were ideas that multiple writers and multiple artists could get into and do good, creative work with.

As I suggested here in some of the outtakes from Convergence Culture, comics have a special relationship to convergence -- indeed, comics have been transmedia from their inception. Today, Buster Brown is best known as a brand of children's shoes but the character spanned across comic strips, Broadway musicals, and a range of other commodities at the turn of the century -- one of the first comic strip characters to make a significant impact on the public. In the first few years of his history, Superman moved from comic books to comic strips, radio shows, live action film serials, and animated short subjects, with each of these media making distinct contributions to the evolution of his mythology. Many historians argue that the character would not have had the same impact on our culture if he had not been so well designed to play out across such a broad range of media platforms. Levitz makes a good case here that it is not just the superheroes but a range of other serialized comic characters (including Uncle Scrooge) have also enjoyed extensive transmedia careers.

Today's No Prize goes to CMS graduate student Geoff Long for spotting this interview and calling it to my attention.

Speaking of Japanese School Girls...

We have been lucky enough to have a distinguished scholar of Japanese manga and popular culture, Sharon Kinsella, teaching in the Foreign Languages and Literature Program at MIT this term. Kinsella, the author of Adult Manga: Culture and Power in Contemporary Japanese Society, spoke at the last CMS colloquium of the term, sharing some of her work in progress, Girls and the Male Imagination: Fantasy of Rejuvenation in Contemporary Japan. Her talk, "Girls as Energy: Fantasies of Social Rejuvenation," might have been called "Everything You Ever Wanted to Know about Japanese School Girls But Were Afraid to Ask," crisscrossing between different media and across political discourse and popular culture, to argue about the ways that the schoolgirl becomes a figure of desire, dread, and fantasy identification among adult males in that society. Her talk included some interesting insights on texts which will be known to many of my readers, including Spirited Away, Battle Royale, and Sailor Moon, but also a broad range of b-movies and soft-core porn titles which helped me to read these cult classics through some new lens. The podcast version of this talk has just gone up on the CMS homepage and is recommended to anyone interested in Japanese popular culture.

While you are at it, you might also be interested in checking out some of the other programming on anime and other forms of Japanese popular culture which my colleague, Ian Condry, has put together through his Cool Japan program. For example, here's the transcript of a fascinating session he hosted on Violence and Desire in Japanese Culture: Anime Capitalism. Podcast of this and other Cool Japan events can be found at the Anime Pulse website.

Sharon Kinsella will be repeating her talk on Japanese school girls at Harvard University through an event being hosted by the Cool Japan program. Here are the details:

Prof. Sharon Kinsella's talk

"Men Imagining a Girl Revolution"

will be held

THURSDAY, December 14

4-6pm

William James Hall, Room 1550

Harvard University

My Mii -- Oh My!

Alice J. Robison, who just finished her doctorate working with James Paul Gee at the University of Wisconsin-Madison, has been working this year as a post-doc in the Comparative Media Studies Program. This term, she has taught a course for us on games criticism and next term, she will be offering a course on new media literacies. When she's not teaching in the program or contributing to our various games and new media literacy initiatives, she has been spending time playing with her new Wii. I am still among the uninitiated among the ways of the Wii, despite being very enthusiastic about the concept of the new interface. As I understand it, the Wii ships with an avatar creation tool and players can build their own distinctive anime style characters known as Mii.

Here's what Wikipedia tells us:

In certain games (including Wii Sports, WarioWare: Smooth Moves, Wii Play, and The Sims Wii), each player's caricature will serve as the character he or she controls in game play. Miis can interact with other Wii users by showing up on their Wii consoles through the WiiConnect24 feature or by talking with other Miis created by Wii owners all over the world. This feature is called Mii Parade. Early-created Miis as well as those encountered in Mii Parades may show up as spectators in some games. Miis can be stored on controllers and taken to other consoles. The controller can hold up to a maximum amount of 10 Miis.

Inspired in part by the Second Life Avatar which I featured here the other week, Alice has created a Mii in the likeness of, well, me. You might call him a mini-me/mii. The pun's just keep coming folks. Here's what it looks like:

my%20mii.jpg

Thanks, Alice. (I am told that she has also built Mii for some other prominent games scholars. Maybe some day we can create a collector set of leading media theorists which graduate students can pit against each other. It will certainly result in my much lively seminars.)

How Transmedia Storytelling Begat Transmedia Planning... (Part Two)

Yesterday, I ran the first of a two part series examining the emergence of a new discourse about transmedia branding, inspired in part by the discussion of transmedia storytelling in Convergence Culture. Obviously, I am following these developments with great personal interest. I wrote this summary of the debates for the newsletter of our Convergence Culture Consortium. The (Burger) King Is Content

Yacob's post has generated a range of other responses across the blogosphere. Here's some of the advantages which Jason Oke of the Toronto based Leo Burnett agency sees in the transmedia model:

I think it addresses those two weaknesses of media-neutral planning: ignoring that different media are better at different things, and that people are social beings. And by putting a brand community in the middle, it also forces us to think about whether we are in fact making brands and communications which are interesting enough for a community to form, and for people to want to talk about our communications.... [We] have talked about the power of complexity in

communication - that people generally find complex, nuanced, layered things more interesting than simple straightforward things. But when we talk about this stuff, we still usually talk about people processing it individually - so each one person is rewarded for spending more time or if they see it again. But what if we looked at it through the lens of a brand community? Each different layer or detail could appeal to a different group of people, who could compare stories, and thus continually be getting new perspectives on the same thing....

"The idea of brand communities solves one issue that we sometimes run into when attempting to create complex and layered communications - the pushback that we shouldn't put details that everyone (or at least most people) won't or can't get. This is often combined with research findings that indeed, "most people didn't get this reference you were trying to make." This kind of thinking dumbs down communication into the lowest common denominator. But with the brand community model, that ceases to apply - as long as someone, somewhere will get

it, then lots of details and references can work. Whoever notices it will likely tell others about it, because the fact that they figured something out reinforces their ego, status and self-image, and because the tools to widely spread that knowledge are now readily available. So instead of talking down to everybody, we can talk up to everybody, by giving many different groups

something that makes them feel intelligent for getting a subtle reference. And we give them a reason to have multiple conversations about the brand.

Oke's version moves us even further away from the idea that transmedia centers only on narrative and instead focuses on this notion of layering. Oke discusses for example a particular Burger King spot which circulates on YouTube:

On the surface, it's a jingle about the new Tendercrisp Bacon Cheddar Ranch chicken sandwich. But you might also notice that the guy singing the song is Darius Rucker from 90's band (and pop culture trivia item) Hootie & the Blowfish. Or that the jingle itself is based on the old hobo ballad and Burl Ives classic "Big Rock Candy Mountain." Or that it was directed by iconic photographer David LaChapelle with all kinds of sexual imagery, both hetero and homo. Or that model and TV host Brooke Burke makes a cameo at the end (she's often used in BK ads). But you probably wouldn't notice all of those things, and in fact I'd be surprised if the same people who know who David LaChapelle is are also into turn-of-the century hobo ballads (I'm guessing those circles don't tend to overlap much). But more to the point, not getting some or all of the references doesn't detract from the main brand message (there's a new

chicken sandwich), because each bit also stands on its own. By having lots of detail, though, it gives fans of the brand something to notice and talk about and deconstruct. So you might have missed some of the details but someone else can point them out, and this gives you a deeper appreciation of it, and completes your picture of the whole a bit more.

Oke seems to be describing something close to what game designer Neal Young describes in Convergence Culture as "additive comprehension." Young uses the example of the "origami unicorn" featured in the director's cut version of Bladerunner, a detail which led many to speculate that Deckard, the protagonist, may be a replicant. At the Futures of Entertainment conference, Alex Chisholm provided another example of additive comprehension drawn from one of the Heroes comics tie-ins, where the information that Hiro's grandfather survive Hiroshima adds new significance to both his name and to his response to the challenge of saving the world from what appears to be a threat of nuclear destruction.

Additive comprehension is a key aspect of transmedia entertainment/branding since it allows some viewers to have a richer experience (depending on what they know or which other media they have consumed) without in any way diminishing the experience of someone who only encounters the story on a single media platform. In this case, the same advertisement may support multiple interpretations depending on what kind of knowledge consumers bring to the encounter. If one can convey to the readers that there are secrets there to be uncovered, you can potentially motivate more conversation and engagement as online discussion forums rally to mutually decode the layered content.

Is Transmedia Branding Redundant?

Not everyone has embraced this idea of transmedia branding, though. In a post called "Transmedia Planning My Arse," Giles Rhys Jones argues that transmedia branding simply represents an expansion of the existing 360 branding model: there is still a need for redundancy in the messaging if the branding efforts are to be successful. Citing the Art of the Heist example, Jones suggests, that each element "surely required multiple channel exposure for full impact, rather than each channel living in its own right." I would argue that redundancy is an essential aspect of the transmedia experience. If every element were truly

autonomous, one would have no way to recognize the distinctive contributions of each medium to the media mix strategy. Indeed, much must remain the same across media for people to feel the strong sense of connection between the different installments and for communities to feel like the parts will add up to a meaningful whole if they work together to map the larger fictional universe. What we still need to explore -- whether we are talking about entertainment content or brands -- is the ballance between redundancy and originality, between familiarity and difference.

Will transmedia branding make a lasting contribution to contemporary marketing theory? It's too early to say. As an author, I am delighted to see some of my ideas are generating such discussion. As someone interested in marketing my own intellectual property, these discussions are themselves a kind of transmedia branding: after all, the more people talk about my book, the more people are likely to buy it. I don't have to control the conversation to

benefit from their interest in my product. The key is to produce something that both pulls people together and gives them something to do. In that regard, the book may have had greater impact on the discussions of branding because I didn't fill in all of the links between branding and transmedia entertainment, leaving the blogosphere something to puzzle through together.

How Transmedia Storytelling Begat Transmedia Planning... (Part One)

Cynthia and I are just back from Poland as of tonight. I hope to share some impressions of the trip as soon as I am able. In the meantime, the following post was written for the newsletter we send to C3 partners. When you write a book, you usually have no idea which ideas will get picked up or by which communities. That's part of the fun of sending your brain children out in the world. Today, I want to explore a case in point -- the ways that the idea of transmedia narrative in my new book, Convergence Culture, has started to evolve into a concept of transmedia planning as it has been taken up by bloggers interested in branding.

Convergence Culture itself deals with transmedia storytelling as an emerging

form of entertainment but never really addresses its application to branding. The chapter on transmedia storytelling immediately follows the book's discussion of American Idol, brand communities, affective economics, and product placement so the connection of ideas was there to be found but I did not myself put all of the pieces together.

The Further Adventures of Mr. Clean

Even before the book appeared in print, though, C3 researcher Grant McCracken published a series of blog posts exploring what my approach to transmedia might contribute to current thinking about brands:

In the old world of marketing, there wasn't much transmediation to speak of. Corporations made products, and informed the advertising agency, who in turn informed the consumer... The meanings went straight down a single shute. They did not run on several tracks.

McCracken focuses primarily on one aspect of the transmedia experience -- providing backstory. He questioned whether most brands have a sufficiently detailed backstory to generate the kind of consumer interest that give rise to fan communities around entertainment franchises:

For Mr. Clean there was no back story, no alternative endings, no competing interpretation. There was in fact no narrative to speak of. I think some consumers surmised that Mr. Clean was an uncorked genie, a creature out of Shahraza released from the lamp/bottle to put his magic at the disposal of the homemaker. In this case, the brand was actually removing meaning from the icon, not supplementing or multiplying this meaning.

Yet in a subsequent post, McCracken shows how easy it would be to flesh out the backstory of a seemingly empty icon:

It's not so hard to imagine Mr. Clean in more fully realized narrative terms: child of an orphanage in a French colony in North Africa (circa 1890), early childhood spend as a runner in a souk (market), taken in as a servant by a family of French nationals who holiday in Morocco and eventually he joins the household even when it is "at home" in France. In the late spring of 1907, "Gerard" is travelling back to Morocco to help to set up the summer home when (mon dieu!) he is kidnapped by pirates. Gerard sails for some years as a pirate and this allows him to built up a small store of wealth, and to return, eventually, to the souk where he buys a stock of carpets and a stall, marries his childhood sweetheart, and begins to raise a little batch of runners all his own. It is on one of his trips to replenish his supply of carpets that...

Would such a backstory enhance the brand experience? Perhaps. Especially if people find themselves wanting to find out more about this remarkable character and his many exotic adventures, if consumers seek more touch points with the brand, if they generate their own narratives about Gerard. Personally I am waiting to see the Mr. Clean/Jolly Green Giant slash genre emerge!

There have been good examples of tapping interest in characters to prolong our engagement. I am thinking of the Folger's Coffee campaign with Anthony Head, who went on to play Giles on Buffy the Vampire Slayer. Here a story unfolded across a number of commercial installments -- following a fairly simple genre -- the romantic comedy. Could you imagine extending that outward into some kind of epistelary fiction? A series of love letters between the two in print or on the web, which come complete with coffee stains? Perhaps even some kind of game where the goal is help true love win out and good coffee taste find an appreciating consumer?

Yet, there is also a danger in too much specificity. We might start by pondering whether renaming Mr. Clean Gerard increases our engagement with the character or simply closes off a range of other possible associations. The most effective use of transmedia branding so far may be the BMW campaign, "The Hire," which unfolded first on the web (in the hands of some of the world's greatest filmmakers) and more recently in the comics (in the hands of some pretty damn gifted comics creators). Despite all of the screen time he enjoys, the central protagonist -- the driver -- receives very little characterization, allowing him to move fluidly across genres and across media platforms. He is more an observer figure than a protagonist: the goals of the guest stars set the terms for each new installment. One can encounter the episodes in any order, but there may be less motivation to try to find links across them.

Transmedia vs. Media Neutral

The relationship between transmedia entertainment and branding resurfaced recently in a much discussed post by Faris Yacob from the London-based Naked Communications group. Yacob embraces transmedia branding in contrast to what he sees as the media neutral approach that shapes much current thinking about branding:

The model that has held the industry's collective imagination for the last few years has been media neutral planning. In essence, this is the belief that we should develop a single organising thought that iterates itself across any touchpoint - this was a reaction against previous models of integration that were often simply the dilution of a televisual creative idea across other channels that it wasn't necessarily suited to...The important point is that there is one idea being expressed in different ways. This is believed to be more effective as there are multiple encodings of the same idea, which reinforces the impact on the consumer.

Now then, let's think about transmedia planning. In this model, there would be an evolving non-linear brand narrative. Different channels could be used to communicate different, self-contained elements of the brand narrative that build to create an larger brand world. Consumers then pull different parts of the story together themselves. The beauty of this is that it is designed to generate brand communities, in the same way that The Matrix generates knowledge communities, as consumers come together to share elements of the narrative. It

has a word of mouth driver built in.

While McCracken's use of my transmedia concept emphasized back story, Yacob's version stresses world building and the social activity of consumers. His primary example turns out to be the alternative reality game, The Art of the Heist. It's worth recalling that I do discuss The Beast and I Love Bees in the context of my discussion of transmedia storytelling. Indeed, at the heart of my concept of transmedia is the distinction between cultural attractors -- works that draw like minded individuals together to form a community -- and cultural activators -- works that give these communities something to do. In a subsequent interview, Yacob fleshes out even more his idea about the role of the consumer in the process of transmedia branding:

I think consumers can handle more than a single core idea. In fact, I think in an age where increasingly consumers control the media the consume, and we can no longer simply interrupt, entertain for 25 seconds and then sell them something, then we have to offer them more than a core idea well told.

It's not about individuals responding to the whole world - it's about whether a community will adopt it. And groups naturally spring up around stories that have rich worlds to explore, discuss and share.

The industry seems obsessed by engagement at the moment - building / offering brand engagement. But from a person, or communities, point of view - why should they engage with brands unless there is some value in the engagement?

Consciously or unconsciously, Yacob is linkig my notion of transmedia entertainment with arguments about complexity in contemporary popular narrative made by Steven Johnson in his book, Everything Bad is Good For You, or C3 researcher Jason Mittell in his work on contemporary television narative. I see the kinds of complexity that Johnson and Mittell discuss as closely linked to the emergence of knowledge communities (or as Pierre Levy might call it, collective intelligence): a group of people, pooling their knowledge, working together, can process much greater complexity (indeed, demands much greater complexity) than an individual watching television alone in their living room. Transmedia entertainment simply pushes that search for complexity to the next level, spreading the information across multiple media platforms and thus providing an incentive for what Mimi Ito calls "hypersociality." The more people get absorbed into putting together these scattered bits of information, the more invested they are in the brand/fan narrative.

In a film franchise, what fuels this interest may be a story -- or more precisely, a fictional world rich enough to support a range of possible stories. But, one can imagine other structures of information generating similar interest -- we can't really call what motivates the Survivor spoilers I discuss earlier in Convergence Culture a story per se. One can imagine, for example, a trivia contest of some kind creating sufficient interest that people seek out information from multiple choices and pool data with others in their core community.

From a "Must Culture" to a "Can Culture": Legos and Lead Users

Joel Greenberg from the Austin-based GSD&M advertising firm is one of the fascinating people I am collaborating with on the Convergence Culture Consortium. Greenberg is a true believer in the collaborationist model I describe in my book and discussed here a while back. He's been putting together a series of podcasts called Friends Talking which interview some of the key thinkers in and out of industry on topics such as viral marketing, user-generated content, and community-based innovation. Greenberg brings in guests like The Long Tail's Chris Anderson, Got Game's John Beck, Linden Lab's Philip Rosendale, and others, sits down with them for a substantive conversation about cutting edge issues, and then runs the entire conversation via his podcast . In the most recent installment, Greenberg focuses attention on the concept of lead users and applies it to examine the development of the new Lego Mindstorms NXT product which is being released in time for Christmas. Lead user innovation is a term most closely associated with my MIT colleague, Eric Von Hippel, who wrote a book, Democratizing Innovation, which should be better known among media scholars than it has been. Von Hippel's focus is innovation in manufacturing -- how companies are tapping insights from their consumers to produce more effective products -- but what he says has many implications for the kinds of fan communities that emerge around popular culture. Indeed, I learned of Von Hippel's work -- not through hallway conversations at MIT but because Robert Kozinets combined Von Hippel's work in management science and my work in fan studies to talk about consumerism around Star Trek in his dissertation.

Basically, Von Hippel is arguing that companies need to identify what he is calling Lead Users -- these are both early adopters (in the sense that they are quick to purchase new products) and early adapters (in the sense that they often hack the products to retrofit them for their specialized needs.) By dealing with these communities and understanding how they appropriate and remake products, these companies can accelerate the design process, anticipating uses and desired features before the product even hits the mass market.

Inspired by an article in Wired, Greenberg sought out contact with some of the executives at Lego who are working on the new Mindstorms products. (Many will recall that the original insights that generated the Mindstorm series came from MIT Media Lab professor Seymour Papert, though adapted to the needs of the mass market. These tool kits which allow kids to do simple programming and build and control their own robots have been embraced in schools around the world.) When it came time to create the next product in the Mindstorm series, Lego pulled together some of the most innovative users of its products and incorporated them fully in the design process.

Attending a national conference and robotics competition in Austin, Greenberg was able to interview Soren Lund, the man Lego put in charge of the initiative and Ray Almgren, one of National Instruments' VP's who had worked closely with Lego to adapt their Labview software as the programming environment for Mindstorms. Lund speaks about the value of linking the "must culture" of a major corporation with the "can culture" which is emerging from the hobbyist and lead users within the networked community surrounding their products:

In a company, and this goes for pretty much every company, you have a must culture. That means, if I am your boss, I can tell you I want you to do this and that and maybe you are not really into it or maybe you have other priorities but as your boss, I can say you must do this. And if you say No, you're fired, right? Any company culture is a must culture, a must organization. You must do what I tell you to do. You can put it in a nicer way but that's how it works. With a community, it is a can organization. They can decide to do something. They can decide not to. You can't say to the guys in the community -- now you must help us in doing this and now you must.. Guess what, I'm out of here. I can't fire you because you are not part of the company. So, that is what is so valuable because they can keep pushing. They don't come up with what they think the average user needs or wants. They say as a member of the community what they want. I want it to do this. I want it to do that. I don't care about the rest. It's me. So you get honest and candid feedback from these guys focused only on what they are looking for and how it can be the best tool they can ever have. And they keep pushing. We've had interviews where we say thank you for the input on that topic but we must move on and the community has said no. We want this and they keep pushing....

For these guys, it has nothing to do with money. Their passion is building Mindstorms robots out of Lego bricks, programming them, hacking them, all of that stuff. so this is their favorite Hobby. For them, it doesn't get any better. Suddenly I can influence the product I like to work with. I may have my little fingers there on some of the development....then of course afterwards there is recognition among peers in the community.

What Lund has to say about Lego echoes what I report in Convergence Culture about the games industries. Will Wright, for example, told me that the game companies are now essentially competing to see which one can attract and sustain the most creative community since user-based innovation is the key to keeping a games franchise fresh and interesting over the long haul.

This is still so different from the relationship most television production units have with their fans, yet if they had more regular contact with their fans, they might learn to anticipate audience tastes and interests, producing episodes which better reflected the themes and characters that drive the community's passions towards a particular series. For example, in the mid-1980s, my work on fan cultures was showing me that fans were pushing hard for a more serialized approach to television narrative: they were reading even the most episodic series in terms of story arcs and program history. My work on Twin Peaks fans was showing that online communities would support much greater narrative complexity than current television was offering. And my work on fan video producers was showing that people wanted simple tools which would allow them to sample and remix television content as well as platforms by which they could share what they produced with the general public. It has taken a while for the rest of the viewing audience to catch up with where the fan community was at more than fifteen years ago but fan culture in the late 1980s looks very much like the television culture of today. What we are now calling Web 2.0 is simply fan culture without the stigma.

That said, the interview keeps circling back around what is the real sticking point in the conversation about lead user innovation: if consumers are helping to generate the intellectual property and helping to market the product, shouldn't they receive some economic return on their participation? Lund says No -- that this would fundamentally change their relationship to the company, turning everything back to work for hire and returning it to the "must culture" that shapes corporate life. Yet, skeptics might note that user-generated content taken to its logical extreme would result in cutbacks in the creative labor market as experienced professionals are displaced by grassroots volunteers. Lund is correct to depict lead users as having a strong desire to influence the decisions made by the companies that make the products they use and admire -- whether physical products like programmable bricks or cultural products like television shows. At the moment, they are grateful that people will simply listen to them and take their ideas seriously, especially given the history of not just neglect but open hostility to these grassroots communities. Yet, at what point, does this collaboration become exploitation? This is a core question all of us need to think through as we move towards a more collaborative and participatory culture.

Fan Fiction as Critical Commentary

This has been my week for dealing with law professors -- having engaged in a conversation with Yale Law Professor Yochai Benkler last week at the MIT Communications Forum, I was pleased to find a review of Convergence Culture over at the blog of the University of Chicago Law School written by Randy Picker. The first and second parts of the review mostly provide a detailed, accurate, and positive summary of the key points from the book, targeting those passages which may be particularly relevant to people interested in the legal implications of participatory culture. The last segment, not surprisingly, gets into the book's discussion of fandom and intellectual property law. I thought I would use my post today to respond to a few of Picker's key points there. Now let's be clear that I am no expert on the law. My wife happens to have a law degree from the University of Wisconsin and we both take some interest in developments in the area of intellectual property law and regulation of free speech. I suspect I know more than most laymen about these matters as they impact fan culture and the other sites of grassroots participation I have written about. But I would be a fool to try to debate the fine points of the law with a scholar of Picker's stature.

Fan FIction and Fair Use

Picker writes:

Jenkins pushes (p.190) for a reformulation of fair use "to legitimate grassroots, not-for-profit circulation of critical essays, and stories that comment on the content of mass media." But he clearly wants more, as he recognizes that most fans aren't that interested in producing work that the law is most likely to protect (parody or critical commentary of the sort seen in The Wind Done Gone), but who want instead to write about Ron and Hermione kissing.

Let me spell out a little more precisely what I argue on page 190 in the book:

Nobody is sure whether fan fiction falls under current fair-use protections. Current copyright law simply doesn't have a category for dealing with amateur creative expression. Where there has been a public interest factored into the legal definition of fair use -- such as the desire to protect the rights of libraries to circulate books or journalists to quote or academics to cite other researchers -- it has been advanced in terms of legitimated classes of users and not a generalized public right to cultural participation. Our current notion of fair use is an artifact of an era when few people had access to the market place of ideas and those who did fell into certain professional classes. It sure demands close reconsideration as we develop technologies that broaden who may produce and circulate cultural materials. Judges know what to do with people who have professional interests in the production and distribution of culture; they don't know what to do with amateurs or people they deem to be amateurs.

For me, the phrase, the public right to cultural participation is a key concept underlying the book's discussion. If I had my way, the right to participate would become as important a legal doctrine for the 21st century as the right to privacy as been in the late 20th century. I argue elsewhere in the book that a right to participate might be abstracted from the combined rights listed in the First Amendment and the right to participate would include the right to respond meaningfully to core materials of your culture. In that sense, I might go beyond our current understanding of fair use.

But a key point here is that I regard all or at least most fan fiction to involve some form of criticism of the original texts upon which it is based -- criticism as in interpretation and commentary if not necessary criticism as in negative statements made about them. Not being a legal scholar, I have had trouble producing a more precise definition of what constitutes critical commentary for the purposes of Fair Use. I'd be curious if any reader could provide a workable one for the purposes of this discussion.

For the moment, I am relying on my understanding as someone who is in the criticism business. I reviewed a number of guides for critical essays written at writing centers at major universities. What they seem to have in common is the following: a critical essay puts forth an interpretation of the work in question, one which includes debatable propositions which are in turn supported by the mobilization of some kind of evidence -- either internal (from the work itself) or external (from secondary texts which circulate around the work). All of them make clear that critical commentary may, in fact, embrace the ideas included in the original work as well as take issue with them.

Hand Holding, Snogging, and Critical Commentary

My discussion of critical commentary in the book continues:

One paradoxical result [of current copyright law] is that works that are hostile to the original creators and thus can be read more explicitly as making critiques of the source material may have greater freedom from copyright enforcement than works that embrace the ideas behind the original work and simply seek to extend them in new directions. A story where Harry and the other students rise up to overthrow Dumbledore because of his paternalistic policies is apt to be recognized by a judge as political speech and parody, whereas a work that imagines Ron and Hermione going on a date may be so close to the original that its status as criticism is less clear and is apt to be read as an infringement.

So, yes, I am concerned about stories where the characters hold hands or snog and not simply those where same sex couples end up in bed together or when the story is told from the perspective of He Who Must Not Be Named. This goes to the very nature of fan culture: fans write stories because they want to share insights they have into the characters, their relationships, and their worlds; they write stories because they want to entertain alternative interpretations or examine new possibilities which would otherwise not get expressed through the canonical material. These interpretations are debatable -- indeed, fans spend a great deal of time debating the alternative interpretations of the characters which appear in their stories.

Fan stories are in no simple sense just "extensions" or "continuations" or "extra episodes" of the original series. Unlike the model critical essays discussed by the various university writing centers, the insights about the work get expressed not through nonfictional argumentation but rather through the construction of new stories. Just as a literary essay uses text to respond to text, fan fiction uses fiction to respond to fiction. That said, it is not hard to find all kinds of argumentation about interpretation woven through most fan produced stories. A good fan story references key events or bits of dialogue to support its particular interpretation of the character's motives and actions. There are certainly bad stories that don't dig particular deeply into the characters or which fall back on fairly banal interpretations, but the last time I looked, fair use gets defined in functional terms (what is the writer trying to do) and not aesthetic terms (what they produce is good or bad artistically). Fan fiction extrapolates more broadly beyond what is explicitly stated in the text than do most conventional critical essays and may include the active appropriation and transformation of the characters as presented but even here, I would argue that the point of situating the characters in a different historical context, say, or in another genre is to show what makes these characters tick and how they might well remain the same (or be radically different) if they operated in another time and place. Fan fiction is speculative but that does not mean that it is not at its core interpretative.

Elsewhere, I have argued that fan fiction emerges from a balance between fascination and frustration. If the original work did not fascinate fans, they would not continue to engage with it. If it did not frustrate them in some level, they would feel no need to write new stories -- even if the frustration comes from an inadequate amount of material. In most cases, the frustration takes the form of something they would change in the original -- a secondary character who needs more development, a plot element that is underexplored, an ideological contradiction that needs to be debated. And in that sense, fan fiction is often critical of the original in the looser sense that it expresses some concern about the story it tell.

Commercial Competition

As Picker notes, I do acknowledge the rights of creative industries to protect themselves against commercial competitors even as I would argue for a broader definition of fair use for amateur media makers who circulate their works for free. As I note in the book,

Under the current system, because other companies know how far they can push and are reluctant to sue each other, they often have greater latitude to appropriate and transform media content than amateurs, who do not know their rights and have little legal means to defend them even if they did.

In so far as they impact fan fiction, the studio's intellectual property "rights" are the product of intimidation and chilling effects and not based in any real legal doctrine; so far there is no case law which speaks directly to the fair use or parody status of fan fiction. Unfortunately, so far, the various public interest law organizations, including the Electronic Frontier Foundation, have been more willing to protect the rights of Napster to facilitate illegal downloads than the rights of fans to publish stories which comment critically on the characters of Harry Potter. And a teenager confronted with a threat from a major studio that could bankrupt their family tends to fold rather than seek legal counsel.

My distinction between commercial competitors and amateur cultural production leads Picker to make the following observations:

Jenkins asserts that IP holders attempt to use IP rights to control authoritativeness. I think that is probably right, but authoritativeness is much more organically tied to the author herself. So I don't think that Jenkins provides any examples of fans hijacking the canon from the author. This is almost a question of market share. In a world without fan fiction, Rowling had a 100% share in the Harry Potter creation market. With fan fiction, her share is smaller, but I suspect that it is still in the high 90s. This isn't about sheer number of words written--fans could quickly surpass an original author--but more about reading share and mindshare. Every fan will read HP VII, but what fraction of those has read whatever is the leading non-official Potter text?

Actually, I wouldn't read this simply in terms of market share. It is almost certainly true that the commercial text will outdraw any texts fans are going to be able to produce. Moreover, anyone reading the fan text is in almost every case going to end up reading the commercial inspiration for that work -- after the fact if not before. The fan work depends on a reader with at least some superficial familiarity with the original and one could argue that fan texts may extend the shelf life of the original by generating new generations of readers.

Canon and Fanon

But again, it doesn't stop there: I would suggest that most fans take the "canon," that is, the official texts (in almost every instance) provide the base line for the conversation. The author makes a statement about the characters; the fan writer proposes alternative interpretations of the characters. That's why fans draw a distinction between canon (the original text) and fanon (the works produced by other fans which may or may not be constraining on subsequent interpretations).

There are instances where fans reject canon but it is most often in cases where subsequent developments in the series go against what fans took to be something foundational to their experience of the program. Fans reject canon when canonical authors contradict themselves or violate the spirit of their contract with the readers. I discuss one such instance in my earlier book, Textual Poachers, around the series, Beauty and the Beast, where plot developments tarnished aspects of the series which fans had been taught were sacred in earlier episodes and were rejected by a sizable section of fandom. The value which fans place on canon has to do with the moral economy that emerges around the series and only holds when the producer plays fair with her readers.

My concern is not just that the original texts exert a certain authority over fans. It is that the producers use that authority to police fan interpretations, normalizing some and marginalizing others. In the book, for example, I discuss the ways that Lucas's official Star Wars film contest adopts seemingly neutral rules which a) only grant to fans those rights it would be most difficult for the company to restrict -- the right to make parodies or documentaries and b) have the effect of making the works of male fans highly visible while pushing the work of female fans underground.

Picker continues:

IP matters here in the sense that if commercial competitors could write Harry Potter stories, a non-Rowlings text might do well. A commercial house would engage a professional writer and could put its marketing muscle behind the story. That would look a lot like Lucasfilm with its sixty best sellers, except that we would have more competitors. But I don't think that copyright is driving control over the canon against fans. The fan texts would have to achieve greater mindshare to become canonical.

It is possible to imagine a commercial competitor producing a text which generates a good share of the market -- especially given, as Picker notes, the likelihood of aggressive marketing but also given the possibility that the competitor really did their homework and were more willing to provide fans with what they wanted. But the new text might still not be read as canon, would be judged against the original, and would likely be perceived as a rip-off which tarnished rather than enhanced the experience of the series. One should not under-estimate the degree of loyalty fans will feel towards original creators or their desire to see themselves as protecting the integrity of favored works. There would be very few works produced by commercial competitors which would carry the same cultural authority whatever their commercial fates may be.

Picker continues:

When we don't observe licensing to extend the story, it seems unlikely that fan fiction competes with the authoritative texts or with licensing opportunities in adjacent markets. So Rowling licenses for movies, but she isn't building--yet--the Harry Potter Extended Universe. Lucasfilm has done exactly that, and, in that context, fan fiction may compete with officially licensed versions and represents a missed licensing opportunity

Hmm. My hunch is that in practice, fan fiction rarely decreases the amount of commercial content any given consumer consumes regardless of whether there is commercial content available. When fans get really interested in something, they want to suck in as much information and insight as possible. But I would be hard pressed to know how to prove this. He's right that the more broadly extended the universe becomes, the lower the likelihood that any given fan will consume all of that material. Very few people have consumed every story associated with Star Wars or Star Trek. Yet, this would be true for people who did not read fan fiction as well and I'd wager that the people who read fan fiction are likely to consume more not less of the commercially produced material than fans of the series who do not read fan fiction, just because they have a deeper engagement of the material over all, and because the fan fiction is likely to send them back to the primary text in search of evidence with which they may adjudicate conflicting claims about the characters and their motivations.

Erotic Criticism

He continues:

As Jenkins describes it (p.150), Lucasfilm has been most aggressive in trying to block erotic stories involving the Star Wars characters. (I haven't gone looking but my guess is that if we permute and combine Han/Leia/Luke/Chewie, we can come up with a full-range of variations.) This is like parody in the sense that we think that it is outside of what the author would be willing to agree to, but probably unlike parody as it may not operate as a commentary on the original text. As the parody case makes clear, copyright has been willing to protect as fair use the use that wouldn't be licensed voluntarily.

Again, we come back to a core question I identified earlier: for me, all fan fiction constitutes a form of critical commentary on the original texts and indeed, erotic fiction seems most often interested in providing a critique of the constructions of gender and sexuality found in the original works. This is part of what distinguishes fan erotica from much of the pornography that circulates in our culture: it is not anonymous sex; it uses sex as a vehicle to investigate the psychology of the characters and as such, it may be the form of fan fiction which most clearly comments on the original text. Fan erotica does more than comment on the original text: it clearly has mixed motives but there is very little fan erotica that is not also involved in critical commentary in some form.

This is a fascinating legal discussion -- though as I suggest in the book, I am more apt to put my faith in the short term in companies liberalizing their policies towards fan fiction because it is in their economic interests to do so. We are already seeing this shift happen with very little fanfare. The Powers That Be are recognizing that fans create value by generating greater interest in their works, expanding rather than diminishing the market. I often argue that fans can be seen to appreciate a favorite show in two senses: they like it and they add to its value through their various creative and emotional investments. They do invisible work which is increasingly valued by media producers and as a result, we are seeing studios start to turn a blind eye to fan fiction and in a few cases, actively promote it. This will result in a liberalization of fan fiction in the short run which may or may not help to settle the legal issues in the long term. Can they give us free access to walk across their land for a period of time and then reverse course and start prohibiting access or charging us rent? The law would seem to give us some contradictory messages on this point

"Random Acts of Journalism": Defining Civic Media

I have found myself this week struggling to put together my thoughts on the concept of civic media in light of a series of conversations and encounters I had last week: for one thing, there was the public conversation which the MIT Communications Forum hosted last Thursday between myself and Yochai Benkler (The Wealth of Networks) about how participatory culture was impacting how we access and process news and information. For those who'd like to hear the podcast of that conversation, you can find it here. For another, I listened to the earlier exchange which the Forum hosted involving Dan Gilmore (We The Media), Ellen Foley (The Wisconsin State Journal) and Alex Beam (The Boston Globe) on the rise of citizen journalism and its impact on established newspapers which can be found here. And finally, I got into a series of interesting conversations about the impact of new media on civic engagement as part of the planning process for a new series of books being put together by the MacArthur Foundation on Digital Media and Learning. Across all of these conversations, I found myself returning not to journalism as it has been traditionally defined but to something broader I want to call civic media -- that is, media which contributes to our sense of civic engagement, which strengthens our social ties to our communities -- physical and virtual -- and which reinforces the social contracts which insures core values of a democratic society.

Imagining New Kinds of Imaginary Communities

Newspapers and news broadcasts can certainly play that role and some of the speakers from traditional newspapers at the Forum events made powerful points about the important role that newspapers play at all levels -- from the micropublics of individual neighborhoods up through cities, states, regions, nations, and global cultures -- in forging a sense of connection between and within what Benedict Anderson calls "imagined communities." Anderson's point is that we feel a sense of emotional bond with people who we will never meet in part because media, like newspapers, continually remind us of what we have in common as citizens. Democracy depends not simply on informing citizens but also on creating the feeling that we have a stake in what happens to other members of our community. Such an attitude emerges in part from what the newspaper reports and the rhetorical structures it adopts; it also emerges through the perception of the editor's responsiveness to her readers and the notion that the op-ed page of the paper functions as a shared forum where community members can speak with an expectation of being heard. Part of what may be leaving young readers feeling estranged from traditional journalism is that they feel that these publications do not represent the most important experiences of their lives, do not care about the issues that matter to them, and do not value the kinds of communities which they inhabit. One need only point to the ways that news coverage of issues from games violence to MySpace and DOPA emphasize the adult's concerns but do not report or reflect young people's perspectives.

Players often experience a similar sense of social connection in regard to their guilds, for example, in multiplayer games. There are plenty of players who go on forays on nights when they are too tired to see straight because they don't want to let their virtual neighbors and comrades down. Such games are powerful introductions to civic engagement because they taught young people what it was like to feel empowered, what it was like to feel capable of making a difference within a world, and what it was like to feel a strong set of bonds with others with whom you worked to accomplish common goals. This is something radically different from Robert Putnam's argument that people who go online lack the deep social ties that emerged through traditional community life. Those people who form guilds in multiplayer games can scarcely be described as "bowling alone," to use Putnam's potent metaphor. This is a totally different ballgame. What ever we want to say about what they are doing -- they are doing it together.

Now, many concerned with civic engagement want to know how we could transfer those feelings and experiences from the game world to the "real world." And I am certainly interested in ways we might use games to strengthen ties to local communities. But this approach may discount the social and emotional reality these game worlds have for their players. Journalists and local governments have long seen sports franchises as enhancing community life: Is it any accident that so many multiplayer games are now developing their own local newspapers which report on important event and key figures within these alternative realities? Many young people who do not read the daily paper in their own towns and cities may read such publications and feel a greater sense of civic engagement, What would happen if local newspapers -- that is, traditional print publications -- reported on events which occurred within these game worlds -- as news events -- rather than as trends in the business section or more often, as simple the same old story about video game violence?

Creating the Daily Us

Other forms of participatory culture may foster this kind of civic engagement simply because they welcome our participation and reward our sense of affiliation. Think about wikipedians protecting the integrity and quality of information in the entries they have helped to create. Think about bloggers linking to others with whom they are having ongoing conversations. Think about the various social networks that are emerging at MySpace or Facebook or the kinds of lively and neighborly exchanges that take place on Live Journal. Think about the text message communities that emerge in a world where most people are carrying around mobile phones and using them to maintain recurring if not constant contact with their closest friends throughout the day.

During his remarks at the MIT Communications Forum, Dan Gilmour suggested we move away from thinking of citizen journalists as publishing the "daily me" and think of them as instead publishing the "daily us." I like this phrase because it speaks to a movement within networked culture away from personalized media and towards communal media. This shift is what I mean by civic media.

Think about people recording things they see around them on their phones and transmitting them via Flickr. I would argue for example that it was the availability of photographs by everyday people which circulated outside of official channels which more than anything else highlighted the inefficiencies and inequalities of the Bush administration's response to hurricane Katrina. We read those images differently because they came from people like us than we would receive the more polished images produced by traditional photojournalists. They spoke truths that were much closer to the ground because these phone cameras went places that journalists never bothered to go. Indeed, a small tool of journalists could never be everywhere at once and suck in as many impressions as a large community armed with their own information appliances.

Here, I am struck by Gilmore's phrase, "random acts of journalism." Gilmour is talking about the ways that average citizens may suddenly take on a responsibility of reporting back to their communities something they saw because they happened to be at the right place at the right time and not because they had a professional responsibility to do so. The knowledge they bring back is situated, shaped by their personal stakes and interests in the topic, and thus makes no gesture towards objectivity or indifference, yet for that very reason, we will learn to read it critically -- as a partial and subjective truth, rather than as, ahem, fair and balanced.

Slashers for a More Democratic Society

I am also finding myself thinking about the ways that average people appropriate, transform and recirculate news content -- such as the Photoshop collages which function, like editorial cartoons of the past, to encapsulate complex political debates into evocative composite images, or the use of digital sampling in hip hop music to speak truths to power that might not otherwise circulate within the culture, or the use of video mashups that mix together elements of popular culture and news to express something about the politics of our age.

It is interesting that such mash-ups figured prominently at both of the Communication Forum events: Dan Gilmour shared this fan-made video which borrows some of the rhetoric of slash to signal the close and uncritical relationship between Bush and Blair; and William Uricchio shared this video which uses dialogue and images from V for Vendetta to speak about the politics of terror in the Post-9/11 world.

Neither of these works might be called journalism -- citizen or otherwise. They don't involve reporting and they don't involve the exercise of news judgment. Yet, they depend for their power on the viewer's pre-existing awareness of events in the real world and they offer some powerful new metaphors for comprehending the importance and impact of those events. These videos work because they avoid the rhetoric of traditional politics and appeal to us as fans even as they ask us to act as citizens.

Newspapers in Network Culture

Civic Media doesn't try to displace the work of traditional journalists per se -- though increasingly, the editors and journalists who do their job best remain aware of these other kinds of civic media and use them to draw insights into the communities that they cover. Blogs spring up at those points where there is a public which demands kinds of information that is more likely to be scattered across many different websites than to be found well represented in the local paper. A good editor might well look at what blogs are tapping their information to figure out how to produce more information which will better serve the needs of those various constituencies and communities. These communities may search the planet for the information they want and yet they will return, as several participants at the Forum events suggest, to those sources which reliably provide them with information sources they value.

My colleague, David Thorburn, tried across both forums to get people outraged over the prospect that young people might stop reading newspapers and that print publications might not survive much longer. Yet, in both conversations, participants seemed more concerned about threats to participatory culture than they were about threats to traditional journalism.

I love newspapers and would hate to see them disappear. But I honestly don't think that this is going to happen -- not if journalists learn to respect the new kinds of civic connections which are felt by young people and find ways to tap them through their publications. I don't think we live in a world where blogs and podcasts are going to totally displace newspapers -- print or digital --but rather one where we will have a more complex ecology of information than we have seen before.

Professional journalists have real advantages in such a world because they have different kinds of resources, training, and access to information, because they have more time to devote to data collecting, and because they have built up a reputation -- for better or worse -- over time which allows us to evaluate their performance, unlike the citizen journalist who pops up, delivers information, and disappears again. Yet, participatory culture also brings something to the table -- a more diverse set of expertise and experiences, the ability to disperse responsibility over processing large bits of data (as in the example Benkler likes to use of citizens responding to information about the reliability of electronic voting machines).

More and more, these different forces will be correcting each other: the grassroots will innovate and experiment in ways that commercial media or traditional journalism can not; traditional journalism will monitor those experiments, test their reliability and heighten their visibibility; and yet these grassroots media efforts will also challenge the blinders that the traditional journalists develop as they become too close to some sources and too removed from others.

Who Gets to Participate in Participatory Culture?

I am more concerned by the issue of who gets to participate in an era of participatory culture and who gets excluded. Bill Ivey and Steven J. Tepper raised these questions about participatory media in the May 19 2006 issue of the Chronicle of Higher Education:

Increasingly, those who have the education, skills, financial resources, and time required to navigate the sea of cultural choice will gain access to new cultural opportunities....They will be the pro-ams who network with other serious amateurs and find audiences for their work. They will discover new forms of cultural expression that engage their passions and help them forge their own identities, and will be the curators of their own expressive lives and the mavens who enrich the lives of others....At the same time, those citizens who have fewer resources -- less time, less money, and less knowledge about how to navigate the cultural system -- will increasingly rely on the cultural fare offered to them by consolidated media and entertainment conglomerates...Finding it increasingly difficult to take advantage of the pro-am revolution, such citizens will be trapped on the wrong side of the cultural divide. So technology and economic change are conspiring to create a new cultural elite -- and a new cultural underclass. It is not yet clear what such a cultural divide portends: what its consequences will be for democracy, civility, community, and quality of life. But the emerging picture is deeply troubling. Can America prosper if its citizens experience such different and unequal cultural lives?

This is what I call the participation gap. It is a problem newspapers have faced from the very start -- and speaks to the contrast we see here in Boston between the Boston Globe (which has always been preferred by the educated elites) and the Boston Herald (which has always targeted the working class). The papers cover different content in different language and make different demands on their readers. Unfortunately, newspapers may be losing that battle to serve these different publics as we've seen the consolidation of urban dailies until there is only one paper left per major metropolis and most often, that paper per force aims somewhere in the middle -- no longer serving the expectations of the educated elites and no longer reaching out to the underclass at all. The new and more participatory forms of journalism do seem to reach some readers that newspapers have left behind, but are still niche products that don't touch the lives of most Americans.

Anyway, I hope these somewhat rambling remarks are enough to get you interested in listening to the podcasts of these two events. There's lots of thoughtful discussion around all of these issues and many more.

Response to Bogost (Part Three)

When Ian Bogost wrote me earlier today to say that his response to the first installment hadn't appeared on my site, I was confused. I went back to my spam filter and discovered that more than 30 substantive comments to this site from a variety of sources had gone missing. I had been trying to be as inclusive as possible and make sure all of the reader's comments were posted, cutting out only obvious spam and purely personal invective. I feel really bad to discover so many of you fell prey to the spam catcher. Now that I know it is an issue, I will be checking regularly. I have now reposted everything that got blocked -- for archival purposes if nothing else. Sorry for the mixup. All I can say is that I am new at this. Over the past two installments, I have been responding to Ian Bogost's thoughtful yet challenging review of my new book, Convergence Culture: Where Old and New Media Collide, over at Water Cooler Games. In part one, I addressed some issues surrounding the emotional dynamics of contemporary advertising. Last time, I addressed some questions around transmedia entertainment and fan culture. Today, I will wrap up with some thoughts on the commercialization of culture and the relationship between technology and culture, among other topics.

For those who might be interested in hearing me speak more about the ways convergence culture is impacting the games industry, check out my appearance on a podcast organized by the editors of The Escapist.

Noncommercial Media

Tthe omission of convergence communities that opt for more historically-entrenched creative practices in lieu of outright commercial commodities seems to reflect Jenkins's own preference for contemporary popular culture, and perhaps his own libertarian politics. The subversive undertones in Convergence Culture remain squarely on the side of mass market global capitalism. While Jenkins admits that many corporations are pushing convergence as a strategy of control, he frames consumer resistance as a struggle to get media companies to be more responsive to consumer tastes and interests.

Hmm. Where do I start? I see my book as describing a particular aspect of contemporary culture which has to do with the intersection between commercial and grassroots media. I am very clear from the start that no one can describe the full picture and that all I can offer are a limited number of snapshots of cultural change in practice. There is much about the culture which this book doesn't address, though I would hope that its insights help others to begin to explore these implications for their respected areas. I know that Mark Deuze, for example, has been applying some of these ideas to the study of news and journalism; I have myself done some writing lately about the implications of participatory culture for education and for participation in the arts; and so forth. I would have said that the book tries to show how trends in popular culture are relevent to the political process, to education, to religion, and to the military at various points along the way, which is more than what most books on popular entertainment have tried to do.

My own particular background as a scholar -- and my own particular interest as a fan -- lies in the area of popular culture. It doesn't mean I don't see value in other forms of cultural production. I do. But there are plenty of others in the academia who know those areas better, write about them more knowledgibly, and make better contributions to them. I find myself drawn to popular culture in part because it requires me to defend what some see as the indefensible and in the process, to try to complicate the easy hierarchies that too often operate within our culture.

Some of what my book doesn't discuss is addressed very well by Yochai Benkler's Wealth of Networks, a book that I really wish I could have read while I was writing my own book. He's making an argument that we need to discuss the present moment in terms of the shifting relationship between commercial, amateur, civic, and nonprofit sectors, each involved in the production and circulation of media, and each meeting each other on somewhat different terms because of the leveling influence of the web. Man, I wish I had said that. My book really focuses on the two extremes there -- the commercial on the one hand and the amateur on the other. I do think it could have said more about these other players in the middle -- various nonprofit groups, educational and cultural institutions, etc. and the role they play in reshaping the media landscape.

Participation

To become "full participants in our culture" seems to entail filming Star Wars action figures, decoding reality television puzzles, or authoring Harry Potter fanfic. Jenkins intends these examples to be paradigmatic, but the chasm between the book's examples and the set of possible niche-market or grassroots media properties is tremendous. Jenkins does believe in such properties, but it's a shame that they failed to make an appearance in Convergence Culture, even in the sporadic sidebar mini-essays that pepper the book. Among others, easy examples could have come from Second Life, where both creation tools are provided and intellectual property rights are conferred onto players.

Again, timing issues are involved here. Second Life really emerged too late to be a central focus in the book. I probably should have added more references to it during the last revision process but I felt like it would have taken more space than I could give it to really explain what's going on. Second Life is enormously important as a testing ground for all of the issues the book explores. Interestingly, my students have been most interested in exploring branding and product strategies within Second Life, suggesting again that it can not be understood purely on a grassroots level, but also represents the intersection between commercial and amateur content. (I hope to share some thoughts on the commercialization of Second Life in a future blog.)

Similarly, Chris Anderson's work on The Long Tail has heightened my awareness and interest on niche media production. More and more, niche media dominates my writing here on the blog and I am certain to have a lot more to say about it in the future.

I would be horrified if what people took from the book was the idea that I thought being a fan was the only meaningful way of participating within our culture. I simply want people to recognize that being a fan is one meaningful way of participating in our culture. We need to acknowledge that the stories generated by mass media still have enormous reach: they are the common culture that most other forms of cultural expression define themselves against. It is worth struggling for access to those stories; what stories get told and how those stories get retold is of enormous cultural, political, and economic importance. But there are clearly other kinds of participation that matter -- most importantly perhaps, participation in civic life, which is a central concern in my "Photoshop for Democracy" chapter.

Again, though, I want to challenge an easy seperation between popular culture and public culture. I see public culture/civic media as increasingly informed by both the content and practices of popular culture and I don't necessarily see this as a bad thing if the result is to get people more engagted with public debates (as I think occurs around the Daily Show) or allows them to feel more comfortable expressing their ideas (as I think happens around the blogosphere.)

The User Content Pyramid

Jenkins somewhat ignores the massive disparity in participation among collective intelligences. While he does cite Survivor producer Mark Burnett's claim that the show's 20 million viewers massively dwarfs the community of online spoilers, Jenkins seems to assume that this disparity is a temporary one. In the future, as convergence culture takes hold, participation will become universal. Unfortunately, participation seems to take place more naturally in levels. Raph Koster points to a User Content Pyramid Will Wright used to use when talking about The Sims. A small number of tool makers supplies a slightly larger number of content creators, who publish content on a slightly larger number of web sites, for a slightly larger number of content downloaders, compared to the even larger number of ordinary players.

I wouldn't disagree with any of this. I think there has been a shift over the past decade in terms of the percentage of people who are interested in actively participating in the production and distribution of media content. The Pew study last December found that 57 percent of teens online have produced some kind of media content and about half of those have circulated it via the web. That's the beginning of a pretty large scale shift in how our culture operates. And there are many factors encouraging more and more forms of cultural participation.

That said, we will not all participate to the same degree. Already in the Pew study we can see that 43 percent of teens online do not make media content -- at least as Pew has defined it. There will be varying degrees of participation and there will be some at one end of the continuium who simply want to consume. There are some signs, though, that the kinds of culture produced in an era where the public is free to and expects to have the right to participate will differ dramatically from those produced in an era where most people purely watch. As Steve Johnson and James Gee suggest, they make different demands on consumer attention and cognition; they require us to take different kinds of actions if we want to fully understand what we are consuming. Moreover, a world when a large percentage of people participate will result in a much more diverse mediascape than we currently enjoy.

There will be many different forms of diversity. One kind Bogost alludes to here -- the potential for niche media or for noncommercial media to find a larger public. But I am also interested in insuring diversity at the heart of consumer culture, in showing how the popular culture materials we share may still be open to different interpretations and appropriations.

That said, I am very concerned about what I am calling the Participation Gap, something I reference near the end of the book but which is driving my work on new media literacies. The participation gap is a gap in the access to opportunities to participate in our culture (and the skills required to take advantage of these opportunities). Most of the discussion about the Digital Divide focused exclusively on issues of technological access. We now have reached a point where most American kids, outside of a few nagging pockets, have access to the internet through the classroom or public libraries if not at home, but there are tremendous gaps in their ability to participate in core online experiences (as I suggested the other day in my comments about DOPA and MySpace). This is not a case of people choosing not to move further up the pyramid of user generated content. They don't have a choice given the conditions that shape their online access, given their exclusion from the cultural practices by which others are learning how to participate.

ARG? Argh!

The first is somewhat pedantic. There are a few factual/transcription errors that may quickly obsess popular culture mavens. For one, Jenkins misspells Galdalf (as Gandolf, which is a common mistake but not one a scholar of popular culture can afford to make). For another, he mistakenly calls Alternate Reality Games (ARGs) Alternative Reality Games. Worse, Jenkins attributes the incorrect term to pervasive game researcher and designer Jane McGonigal ("Jane McGonigal ... calls the genre alternative reality gaming"), misciting one of her presentations as "Alternative Reality Gaming." If it were just the name, this might not be such a big deal. But McGonigal actually makes an important theoretical distinction (PDF) between alternate and alternative realities. Alternate realities, she argues, are "real worlds that use games as a metaphor." She contrasts this notion with alternative realities, realities one chooses between. McGonigal further traces the concept of "alternate reality" to science fiction, where the term refers to depictions of a world of changed history, and consequently of changed dynamics. This name, then, is central to McGonigal's claims that ARGs allow players to actively change the nature of their real reality by participating in these alternate ones.

Mea Culpea. I could offer various explanations for how this happened or how hard I worked to fact check the book. But the reality is that I screwed up. These are things I will change in the second printing. In the case of alternate reality, I have already started using this prefered term in my current writing and speaking. Somehow I got confused and passed the confusion onto the readers. I wouldn't read any deep theoretical significance into the terminological confusion. I don't think the use of the wrong term impacts the heart of my argument about ARGs, though as Ian notes, it does blur some important distinctions that theorists like McGonigal have been making through their work. Sorry, Jane.

Culture and Technology

One of Jenkins's major innovations in Convergence Culture is identifying the "black box fallacy" and offering a more distributed view of media convergence. His insistence on the cultural tenor of convergence is welcome, but Jenkins takes this emphasis to an extreme, arguing that "if we focus on the technology, the battle will be lost before we even begin to fight. We need to confront the social, cultural, and political protocols that surround the technology and define how it will get used." This point is well taken. But in opposing the cultural against the technological, Jenkins risks missing the importance of the technology. Technologies--particular ones, like computer microprocessors, mobile devices, telegraphs, books, and smoke signals--have properties. They have affordances and constraints. Different technologies may expose or close down particular modes of expression. Part of convergence culture must entail technical media literacy, an ability to consume and create media content that takes advantage of the particular properties of particular technology systems. Most, if not all of Jenkins's examples of computer technology take the computer for a network appliance rather than a processing machine.

I was a bit thrown by this response. I would have said that the book makes a very similar point multiple times. Drawing on Lisa Gitelman, I describe a medium as both a communications technology and the cultural protocals that grow up around it. Both sides of this are important for the reasons that Bogost argues here. My own expertise is cultural. I don't think anyone would want to read what I have to say about technologies as technologies -- there are lots of better writers on this topic. It may be my particular vantage point at MIT but I do think there is a tendency to think of convergence first in technological terms and only secondarily in cultural terms. I was trying to enlarge the conversation not narrow it.

My own notion of media literacy, which is central to the current focus of my work, certainly includes an understanding of technology, including the ability to produce and interprete simulations. There's no real disagreement here as far as I can see.

At best, we may differ in terms of emphasis. Rereading the qoute above, the one revision I would make would look something like this: "if we focus on the technology, the battle will be lost before we even begin to fight. We [also] need to confront the social, cultural, and political protocols that surround the technology and define how it will get used." I didn't mean to say that fights around the design of technology were not worth fighting. I simply think many of those issues appear first through cultural practices that jerryrig or retrofit technologies for new purposes and only later surface in the technologies themselves. But the reverse is also true: the release of a new technology can spark profound cultural changes as people experiment with how it will be used and begin to develop new protocals.

Jenkins strongly downplays technology's role as a participant in convergence culture. The content must be delivered, and technologies are there to do it. Yet, the technologies we choose to create and consume media structure the type of convergence that is possible in the first place. The iPod emblazoned on the cover of Convergence Culture is essentially a hard drive with a few circuits run for streaming data off the disk. This device is well-suited to playing linear media, specifically audio and video content. The tremendous cultural uptake of iPods makes them desirable targets for creative output, even convergent, transmedial output that Jenkins advocates. But that output is necessarily constrained by the affordances of the device--for example, iPods can't easily run custom-built software.

Again, there's no real disagreement there. I do think that the kind of networked culture I describe would have been impossible without the extistence of a network in the first place. I do agree with Lawrence Lessig that we should be very concerned about the cultural and social policies that get translated into code rather than law. I do think we need a world where all technology can be modified by the user. I do describe digitization as a driver of convergence culture (alongside economic factors like the consolidation of the media industry). The affordances of technology can certainly limit how they can be used in ways that should concern all of us. At the same time, though, I would push back from a hardcore technologically deterministic stance. History shows us again and again that the same technology operates differently in different cultural contexts.

The Convergence Fallacy?

Technological mastery couples with cultural mastery to help producers and consumers decide how and why to develop and consume the artifacts of convergence culture. Without such an understanding, a counterpart of the black box fallacy rears its head. I might call this counterpart the convergence fallacy: the more a media property is delivered across more devices, the better it is.

This is certainly not the case. I spend a good chunk of the Matrix chapter trying to articulate some aesthetic standards by which we can measure the value of transmedia experiences. Some are more culturally meaningful than others. Media companies have the power inhouse to create a media franchise from scratch; they lack the power to force consumers to value that experience.

Right now, there's a lot of uncritical excitement about convergence and extensions and this often clouds judgements. Not every story should be told across all media. Not every experience is enhanced by moving it between platforms. I would hope that the book gave us a vocabulary to push beyond celebrating convergence for convergence sake and begin to explore how convergence enriches or impoverishes our culture.

Or, more convergence equals more expression. The notion that value builds exponentially as nodes in a network increases, sometimes called Metcalfe's Law, has been implicitly extended from infrastructure networks like telephones to social networks like MySpace to product networks like Spider-Man. But this kind of value is principally economic, not expressive. Even if we accept Jenkins's claim that the interpretive interests of fan communities undermine the intentions of mass media, they still support the financial interests of mass media. For consolidated media, convergence mitigates financial risk. And until we overcome the convergence fallacy, there is great risk that the promising grassroots convergence will subsume these mass market goals, even if they do not benefit individual creators.

Unless we know why to choose one medium over another, or one set of transmedia over another, how can convergence produce more meaningful expression? Or consume it meaningfully? Or critique it fairly, to address three of the problems Jenkins raises in the book. Without a grounding in technological literacy and critique as well as cultural savvy, convergence risks becoming bricolage, an oddjob pastiche of any old media, rather than a pioneering manipulation of particular media for particular and collective ends.

Again, I don't think we really disagree here. I do see the movement of stories across media as opening up new points for consumers to intervene, as opening up some greater space for cultural expression in response to commercially produced and circulated stories. In that sense, convergence can and often does expand expressive possibilities. Transmedia processes can also deepen cultural experiences as we add together pieces that may seem superficial in a single medium but fit to form a more complex world when read across media.

I also think that the emergence of a networked culture, a la Benkler, creates new opportunities for noncommercial groups to insert themselves. In the book's terms, we might think about pixelvision filmmaking or machinema as examples where alternative groups are taking advantage of commercially produced tools to generate their own niche or subcultural production. For this to happen, we certainly need to expand access to technical competency and we need to push for the development of tools that are open source and allow for inexperted users to manipulate them for their own purposes.

I see the Serious Games movement, which occupies a fair amount of attention from both Jenkins and Bogost, as a good illustration of this process in practice. Much of the work builds on models and tools generated by the commercial media. Most of the energy comes from the nonprofit sector and the desire to generate alternatives to commercial culture.

Yet, at the same time, all of us still have to confront bottom line issues because the price of producing and distributing games is high enough that we have to seek outside funding to pursue our work. At the end of the day, I don't think alternative culture has to originate outside commercial culture -- nor do I think that alternative culture ever operates fully independent of the economic contexts within which it is produced and circulated. There is no such thing as ideological or cultural purity. I hope my book helps people to think about the complexity by which commercial culture operates and also to identify strategies by which grassroots media makers can insert themselves into this process. I just am more ready to embrace grassroots media production that looks more like fan culture than Bogost seems to be from his remarks here.

Anyway, hope these responses help to clarify my position and perhaps pave the way for further dialogue. The issues Bogost raises are important. I doubt I have laid any of them to rest here. At least I hope not. These are conversations we should be having as a society. My hope is that my book's framing, flawed though it may be, will provide a foundation for further exploration and critique.

Behind the Scenes: Spoiling Survivor: Cook Islands

Welcome Survivor fans. Many of you might be interested in seeing some of my other posts about reality telvision, including this one about the racial politics around Cook Islands and this one about the behind the scenes politicing that shaped Big Brother: All-Stars. Now back to the original post:

Most of you probably don't have a clue where the next Survivor series is going to be set (answer: Cook Islands). Yet, there is a hardcore group of fans which has already pieced together detailed information about the location, including photographs of the Tribal Council site and the location of the first challenge. From these pictures, the Survivor fan community will be able to piece together a great deal about the forthcoming series. Even as we speak, other members of that community will be trying to ferret out the names and identities of the contestants (well before they are announced by the network) and others still will be trying to extract information from people on the ground in the Cook Islands who might have seen something or overheard something during the production. They call themselves spoilers.

Mark Burnett acknowledges this contest between producer and fans is part of what creates Survivor's mystique: "With so much of our show shrouded in secrecy until it's broadcast, it makes complete sense that many individuals consider it a challenge to try to gain information before it's officially revealed - sort of like a code they are determined to crack. While it's my job to keep our fans on their toes and stay one step ahead, it is fascinating to hear some of the lengths these individuals are willing to go." From the beginning, the producers have run misinformation campaigns to throw fans off their tracks. There is a widespread rumor within the fan community that the producers now offer bonuses to cast and craw for every boot or event in the series which doesn't get "spoiled" by the fans. If true, this policy reflects the reality of a world where fans pool money and send reporters to snoop around the location, pumping hotel clerks and maids for anything they can learn.

I devote a chapter to "Spoiling Survivor" in my book, Convergence Culture: Where Old and New Media Collide. The chapter takes you deep inside this fan community, showing some of their techniques for getting information, and discussing some of the debates that erupted when a guy who went by the user name "ChillOne" claimed to have known the outcomes of a Survivor season before it even reached the air. The ChillOne story, which structures this chapter, focuses attention on the issue of whether spoiling is a goal (that is, find out what you can how ever you can) or a process (put your heads together with lots of other people and solve a puzzle). Some have argued that ChillOne broke the game -- making it a contest to see which individual can access information rather than an issue of how a collective intelligence community can solve complex problems through collaboration and information sharing.

Wezzie and Dan Bollinger run a site called Survivor Maps, which is primary focused on the locations where the series takes place. But their maps become important resources for all kinds of other spoiling activities. Here's a little of what I say about them in the chapter:

"Wezzie" is one of the most respected members of the Survivor spoiling community. She and her partner, Dan Bollinger, have specialized in location spoiling. Offline, Wezzie is a substitute teacher, an arboretum docent, a travel agent, and a free lance writer. Dan is an industrial designer who runs a factory which makes refrigerator magnets. They live half way across the country from each other but they work as a team to try to identify and document the Survivor location --- what Mark Burnett calls "the seventeenth character" -- and to learn as much as they can about the area. As a team, Wezzie and Dan have been able to pinpoint the series location with astonishing accuracy. The process may start with a throwaway comment from Mark Burnett or a tip from "somebody who knows somebody, who knows somebody, who works for CBS or a tourist company." Wezzie and Dan have built up contacts with travel agencies, government officials, film bureaus, tourism directors and resort operators. As Dan notes, "Word gets around the tourism industry very quickly about a large project that will be bringing in millions of American dollars."

From there, they start narrowing things down by looking at the demands of the production. Wezzie describes the process, "We look at latitude, climate, political stability, population density, road system, ports, accommodations, attractions, culture, predominant religion, and proximity to past Survivor locations." Dan notes, "In Africa I overlayed demographic maps of population, agricultural areas, national reserves, tourism destinations and even city lights seen from satellites at night. Sometimes knowing where Survivor can't be is important. That's how I found Shaba Reserve." Wezzie is the people person: she works their network to pull together as much data as she can.

"Then Dan works his magic!" Dan has developed contact with the Denver-based Space Imaging Company, owner of IKONOS, a high resolution commercial remote sensing satellite. Eager to show off what their satellite can do, IKONOS took snapshots of the location for Survivor: Africa Dan had identified from 423 miles in space, and upon closer scrutiny, they could decipher specific buildings in the production compound including the temporary production buildings, the tribal council site, and a row of Massai style huts where the contestants would live, eat, and sleep. They take the snapshots from space because the security-conscious Burnett negotiates a "no fly zone" policy over the location.

Dan uses the comsat images and sophisticated topographical maps to refine his understanding of the core locations. Meanwhile, Wezzie researches the ecosystem and culture: "[On Survivor: Marquesas] I spent approximately 3 hours every day, 7 days a week on the computer or studying maps and travel guides.... I studied a topographical map of the island to familiarize myself with the roads, horse paths, rivers, waterfalls, bays, beaches, reefs, settlements, mountains and hills....I researched the marine life, diving spots, water temperature, tradewinds, windward and leeward sides of the island, the effect that goats have had on the island, the local artisans and businesses, local sports clubs, Marquesan dance, tattoo, rock art, tiki, tapa, cannibalism, ancient sports and games, eatable plants, flora and fauna, local government, studied the Polynesian voyages, learned about copra, monoi oil, and nono's, and followed the route of the tramp steamer, Aranui. I kept a dictionary of terms, e.g., "meae", "tohua", "heva", "paepae", "tahuna", "mana", and "tapu". All that I learned I shared on Survivor Maps and other internet websites." Such information helps viewers to develop a deeper appreciation of what the contestants are going through and what kinds of resources they might draw upon.

And, after all of that, they still sometimes get it wrong. For example, they focused a lot of energy on a location in Mexico, only to learn that the new series was going to be filmed in the Pearl Islands near Panama. They weren't totally wrong, though--they had identified the location for a production company filming another reality television series.

This weekend, I caught back up with Wezzie and Dan Bollanger, to learn about what is going on as fans gear up for yet another installment of CBS's still highly successful reality television series.

What are we looking at when we see these new images you have posted on your site? What can you tell us about where these images came from?

Dan: Most of the images we post are taken by locals and tourists visiting the location. If we are lucky, we get a few people who like a challenge of taking photos of the excitement in their neighborhood.

What kind of response have you gotten from the fan community?

Dan: For the most part, we get rave reviews. Spoiling the location is something that generally ocurrs between airings, so there isn't much going on in the online forums. And, people get excited learning about the new location and theme. At the same time, there is some competition between the various websites since each wants to be the first to uncover some new information and claim the credit. Despite what others may say, the spoiler websites guard their sources well.

What kinds of information have people been able to gather from these photographs?

Dan: You name it, they find it. I'm often amazed at what people read into a blurry photograph. This time around we've learned what Tribal Council and Exile Island will look like, which reveals the theme. And, from the photo of an early challenge, it appears that it begins with four tribes, since there are four 'masts' each in a different color.

What will be the next steps for you in tracking down additional information about the Survivor location?

Dan: Right now, we have called it quits for S13. We have done what we set out to do. Find the location, get the maps, find the camp locations, and get the first photos of Tribal Council. We'll be gearing up for S14 in a few months. The summer is Survivor duldrums for Survivor Maps.

The book describes the way spoiling operated during Survivor:Amazon. What changes have taking place in the spoiling world since that season?

Dan: I don't see changes happening in a Darwinian sense. It is not like spoiling is evolving and refining. Rather, at least for Survivor Maps, we work with what resources and leads present themselves and do the best we can. For instance, contacting tourism officials for information may work one time and not another. Topo maps may be available online for free, as was the case for Cook Islands where I obtained the map in a matter of minutes,

while for Marquesas I had to wait for four months and could only pay with Francs.

Wezzie: Something interesting happened during and after Survivor Palau. A newcomer named mersaydeez posted every detail of the show (who won rewards, where they went , what they ate, who got booted, etc) week after week. Many fans enjoyed reading her posts, particularly those who were playing the fantasy games. Other fans were not as pleased.

While mersaydeez was treated respectfully, in the months following, a number of fans complained that they didn't like having spoilers handed to them on a platter. They'd enjoyed being part of the spoiling (guessing) process, and mersaydeez's posts had made the process obsolete. Spoiling Survivor Palau was not collective intelligence gathering. Many left the community. Others formed private boards to discuss the show with a few friends vs on the public board, Survivor Sucks.

I left the Spoilers section of SurvivorSucks and joined The MESS Hall Tribal Council, where the motto is, "May we always be a little bit wrong.". MESS, as it's called, does old-style spoiling, e.g., vid cap analysis. Despite what has been posted on other boards, MESS members take pride in the fact that they come to their own conclusions. They collaborate, discuss, research and share. MESS is an intelligent and cooperative community that is gaining in popularity.

Thanks to Wezzie, Dan, and Henry for their help in pulling together this post.

Prohibitionists and Collaborationists: Two Approaches to Participatory Culture

Next Generation, a leading webzine focused on the games industry, ran an excerpt today from my forthcoming book, Convergence Culture: Where Old and New Media Collide, which focuses on the very different ways media companies are responding to the desire of their consumers to participate in the production and distribution of media content. This passage cuts to the heart of my book's argument that the new media environment is forcing us to rewrite the relationships between media producers and consumers. Here's how the passage begins:

Grant McCracken, the cultural anthropologist and industry consultant, suggests that in the future, media producers must accommodate consumer demands to participate or they will run the risk of losing the most active and passionate consumers to some other media interest which is more tolerant: "Corporations must decide whether they are, literally, in or out. Will they make themselves an island or will they enter the mix? Making themselves an island may have certain short-term financial benefits, but the long-term costs can be substantial."

The media industry is increasingly dependent on active and committed consumers to spread the word about valued properties in an overcrowded media marketplace and in some cases, they are seeking ways to channel the creative output of media fans to lower their production costs. At the same time, they are terrified of what happens if this consumer power gets out of control, as they claim occurred following the introduction of Napster and other file-sharing services....

One can trace two characteristic responses of media industries to this grassroots expression: Starting with the legal battles over Napster, the media industries have increasingly adopted a scorched earth policy towards their consumers, seeking to regulate and criminalize many forms of fan participation which once fell below their radar. Let's call them the prohibitionists.

To date, the prohibitionist stance has been dominant within old media companies (film, television, the recording industry), though these groups are to varying degrees starting to re-examine some of these assumptions. So far, the prohibitionists get most of the press - with law suits directed against teens who download music or against fan webmasters getting more and more coverage in the popular media.

At the same time, on the fringes, new media companies (internet, games, and to a lesser degree, the mobile phone companies), are experimenting with new approaches which see fans as important collaborators in the production of content and as grassroots intermediaries helping to promote the franchise. We will call them the collaborationists.....

As the excerpt continues, I hold up Raph Koster, the man initially put in charge of the Star Wars Galaxies game, as a prime example of collaborationist thinking within the games industry.

Here's a few of the things Koster said when I interviewed him for the book.

Just like it is not a good idea for a government to make radical legal changes without a period of public comment, it is often not wise for an operator of an online world to do the same.

You can't possibly mandate a fictionally involving universe with thousands of other people. The best you can hope for is a world that is vibrant enough that people act in manners consistent with the fictional tenets.

Koster was an early and vocal advocate of player's rights, recognizing that an interactive medium has to construct a very different relationship with its consumers than exists around more traditional broadcast media. The game player helps to create and sustain the experience of the other players. From there, we can see the games industry embrace a vast array of different forms of user-generated content and we can also see games companies seeking advice from their consumers throughout the creative process. In the case of Star War Galaxies, Koster and his team put out design documents on the web and sought input from potential players while the game was still under development. This is radically different from the secrecy that surrounds the production of the Star Wars films. As I write in the book:

It is hard to imagine Lucas setting up a forum site to preview plot twists and character designs with his audience. If he had done so, he would never have included Jar Jar Binks or devoted so much screen time to the childhood and adolescence of Anakin Skywalker, decisions which alienated his core audience. Koster wanted Star Wars fans to feel that they had, in effect, designed their own Galaxy.

Of course, not everything turned out as Koster planned and the decline of Star Wars Galaxies is one of the major disappointments of the user-generated content movement. (But that's a subject for a future post.)

Keep in mind that the distinction between collaborationist and prohibitionist logics is a matter of degree, not a difference in kind. I use Star Wars in the book to show how the same media franchise can create radically different relationships with its fans at different moments in its history and as it moves across different media platforms. Most companies today embrace some elements of both models, resulting in profound contradictions in the ways they relate to their consumers.

Grant McCracken, the anthropologist whose comments open this passage, has suggested that in this new participatory culture, it might make sense to abandon the term consumer all together, seeing it as the product of an old economic system and an old way of thinking about how culture operates. Instead, he proposes the term, "multiplier." Here's what he has to say:

The term multipler may help marketers acknowledge more forthrightly that whether our work is a success is in fact out of our control. All we can do is to invite the multiplier to participate in the construction of the brand by putting it to work for their own purposes in their own world. When we called them "consumers" we could think of our creations as an end game and their responses as an end state. The term "multiplier" or something like it makes it clear that we depend on them to complete the work

As I was putting this post together, I got an e-mail from Mark Deuze, another researcher who is currently doing his own book on the ways companies of all kinds are tapping the creative energies and collective wisdom of their consumers. On his blog today, he posted some thoughts, inspired in part from an advanced look at Convergence Culture. He is also suggesting that user-generated content changes the institutional logic of the creative industries:

Media work tends to get caught between two oppositional structural factors in producing culture within media organizations: on the one hand, practitioners are expected to produce, edit, and publish content that has proven its value on a mass market - which pressure encourages standardized and predictable formats using accepted genre conventions, formulas and routines - while creative workers on the other hand can be expected (and tend to personally favor) to come up with innovative, novel and surprising products.....

Working in an organization using an editorial logic, media professionals tend to more or less ignore the shifting wants and needs of the audience in favor of producing content that holds up to peer review, wins trade awards (such as the Oscars in the film industry, a Pulitzer Prize in journalism, the Game Developer Choice awards, or the Golden Lion in advertising), and build prestige and acknowledgement throughout the industry. A market logic on the other hand embraces a competitive way of doing things, producing compelling content for as wide an audience as possible, and thus favoring a strictly commercial mass market approach to making decisions in the creative process.....

Considering the work by Henry Jenkins (2006) and others on the increasing role of the consumer as collaborator or co-creator of media content, I have to conclude that a possible third institutional logic is emerging next to, and in a symbiotic relationship with, editorial and market logics: a convergent culture logic. Work done following this logic includes the (intended) consumer in the process of product design and innovation, up to and including the production and marketing process. The work of authors in fields as varied as management theory, product design, journalism studies and advertising define media content in this context interchangeably as: consumer-generated, customer-controlled, or user-directed. Researchers in different disciplines have documented a distinct turn towards the consumer as 'co-developer' of the corporate product, particularly where the industry's core commodity is (mediated) information.

I like where Deuze is going with this framework. My experience is that the creative and business sides of media companies often respond differently to the idea of user generated content or participatory culture. For the creative, the fear is a corruption of their artistic integrity as they turn over greater control over the shape of their work to its future consumers. This reflects what Deuze is calling an editorial logic. For the business side, the greatest fear is the idea that consumers might take something they made and not pay them for it. That's the extension of the market logic. Both may need to rethink their position if media companies are going to benefit from the work of McCracken's multipliers, who can both appreciate the value of an intellectual property and extend its shelf life. And it is the neat fit between the Editorial and Market Logics which insures that many media companies will adopt prohibitionist rather than collaborationist approaches in the short term.