Citizen Fan: An Interview with Filmmaker Emmanuelle Wielezynski-Debats (Part One)

Once upon a time, there was a group of french fan boys, with names like Francois, Jean-Luc, Claude, Louis and Alan, who showed up day after day at the same movie theater, sat on the front row, and watched mostly American genre films. Sometimes they wrote about they saw, engaging in intense debates in their own publications. Soon, they began to make transformative works -- films that borrowed elements from their favorite genres, paid homage to their favorite directors, repurposed clips and remixed posters and book covers from works that had inspired them. These works were transformative in another sense -- they changed world cinema. These fan boys created the French New Wave, which has been a source of pride in French national culture ever since.

I am telling this story because I want to challenge readers to think about what it means to a fan -- a creator of transformative works -- in the context of contemporary French culture. I've been pondering this question lately because of a recently released web documentary, Citizen Fan, which may just be the best documentary about fan culture that I have seen. The videos are in French (with the option of English subtitles) and they take us deep into the world of contemporary fans of everything from Castle to Harry Potter, from My Little Pony to anime, manga, and video games. Each segment focuses on a different fan, tells their story, introduces their world, and through this process, we get a glimpse into the cultural context in which they work. The site is amply illustrated with examples of fan art. All of this was created as a labor of love by a French documentary filmmaker,  Emmanuelle Wielezynski-Debats.

The filmmaker had reached out to me as she was beginning her work on this film, which was originally intended to deal with French fans of the American series, Castle, but as she describes below, expanded outward and shifted its focus along the way. She had shared with me her own sense of discovery as she fell hard for Castle and from there, fell into the world of French fandom (a community, as she notes, that has strong connections with fan cultures elsewhere around the world.) When I visited Paris a few summers ago, she asked me to do an interview, which we shot in a screening room at the Pompidou Center.

What I recall most vividly about the interview was being surrounded by French fan artists and writers who had shown up to hear my perspectives and provide potential links to the vignettes in her documentary.

I was delighted to learn that this material was now available on-line and could be accessed by those of us whose French would not be strong enough to keep up with what is being said. Unlike other documentaries about fandom, which always feel the need at some point to distance themselves and often fall into various traps of exoticizing, eroticizing and otherizing fandom, this film starts from a place of total respect for the value of what fans create. There have been other documentary projects from within fandom itself, often produced on very low budgets, often with limited production skills, but this is the first one I have seen made by a self-proclaimed fan, growing out of the fan world, and made with professional competency.

I had known France had produced some of the most intense cineastes in the world, who had helped to identify and name, for example, film noir, in the post-war period and I also knew that France has one of the most intense comics culture to be found anywhere, again suggesting a people often intensely invested in its high culture and literary traditions, but also popular culture. But I also knew that it was a country which provided very little protection for fair use and transformative works. So, I had questions about how a culture built on transformative cultural production would thrive in this particular national context. At a time when many of us in fandom studies have been calling for more work in the global and transnational dimensions of fan culture, it's exciting to have access to this rich database of how fandom operates in France.

In the three part interview which follows, Wielezynski-Debats shares with us her experiences in making the film and her observations about how French fandom navigates a culture that seems especially hostile to their identities and cultural practices.

She has been nice enough to share with us some clips from the documentary, but to have the full experience, you need to visit and explore the Citizen Fan website.

You've shared with me that part of what inspired this film was your own relationship to Castle. How did those experiences change the way you thought about what it meant to be a fan and what did you want to share about those experiences with the people beyond fandom who might be watching your film?

I didn't know what a FAN was. The word was not part of my vocabulary. What happened is that I started watching Castle. I started watching it beyond reason. I was under the spell of Castle. Yet, I didn't think to use the word FAN, which is so familiar now.

The term FAN could have been at that moment, in my opinion,  only related to the pop singers' groupies. Obviously, I had no idea of transformative fans.

The internet had never played a central part in my life before that fannish time. I discovered internet because of my addiction. It probably made it stronger. I was surprised by this invasion of my privacy.  I knew Castle's intrusion had something to do with my 20's, when I used to see two screwball comedies per day, in Paris theaters.

There was quite a long moment where I felt weak, because of the addiction, a bit ashamed. At that moment, if I had to call myself a fan, I would have said something like "being a fan is a self introspection through the image of an imaginary character". I didn't think that might be a pattern shared by others. I had not found a way to be creative. I didn't even know that creativity was the key. When I first discovered fanfiction, it was a shock. These people dared to do by themselves what I thought had to be made by the author.

I always had a strong respect for authors. When I read a book, I like to imagine the author behind the story. But I had to admit that reading fanfiction was more than pleasant. I could tell it was healing something. I liked it. Later,  I discovered there was an audience reading those fanfiction, making comments. These people were providing themselves and others with what they needed, they were entering into the storyworld and sitting at the author's table. I thought something in the society was changing and I started to admire this phenomenon.

So yes, my encounter with French fans has changed a lot of things.  They claim being a fan is an identity, they gather in a community and they create things. I suspected none of this when I was on my own. When I started, I was excited with what I had just discovered. I felt very necessary to share with people beyond fandom the different steps:  being a fan, being addict, sharing, creating, feeling better.

You, Henry Jenkins, said in Citizen Fan,  "the fan doesn't only raise questions, he provides answers". This is something important. The answers are not only about the Canon but also about ourselves.

I had the impression there was another French society , other than the one I used to know. Another creativity. Another relation to media, therefore to culture...and especially to American culture. I wanted to share this insight  through a documentary.

Tell us more about your journey in creating this project.

I was able to meet about a hundred transformative fans, thanks to two people: BlackNight, founder of the Castle French Boardhttp://castle.frenchboard.com/;  and Alixe, who writes fanfiction in Harry Potter. She created www.ffnetmodedemploi.fr">a guideline in French in order to help people post upon Fanfiction.net. I think most of French fanfiction writers know this website. These two women are highly creative. They have made several websites, written fanfiction, and fanzines and they have great skills. They are leaders. These two women are also quite different. One of them lives in the rural world and is unemployed, and she is in her mid 20's;  the other one made long studies, has a full time job in Paris and is in her 40's.  Their networks are very different. Both impacted Citizen Fan a lot.

In January 2012, I started meeting Castlefans all around France. I traveled by train. Fans would come to the railroad station to pick me up and we would spend the day together, discussing the documentary itself, how much it was needed and also obviously sharing views about Beckett and Castle. I enjoyed the fan-"brotherhood" or fan-"sisterhood". I was for the first time feeling the warmth of the fandom.

As I met them IRL, they became the faces of what a fan is. This word went along with people. Very nice people, easy to become friends with, especially since they were welcoming me as a fan too. They were never foreigners not one second. From the first minute, we knew each others. This close relationship was always an asset for the film and remains the same now. I interrogated them about their creations. I was not filming. We were talking for hours. I took notes about how we were going to show these creations to a larger audience. In France, as in many places in the world, writing is a noble art, so fans who write would be considered. So I thought.

In November 2011, I had contacted France Televisions online services. Boris Razon, who was the head of this department, was interested in the project. I worked with Christophe Cluzel who is really fond of the fandom activities, and Emilie Flament, who had been a Buffy the Vampire Slayer fan and had written Fanfiction. However, it took almost two years to convince the rest of the staff and to have the definite "Go".  We tried to have a linear version of Call me Kate! (Citizen Fan's working title)  on TV. Unfortunately,  France 2, the channel that airs Castle, didn't want anything about Castle fans. They didn't see this phenomenon as a legitimate subject.

The Web-doc is a new genre. I had to understand new techniques and new priorities, that were totally different from traditional documentaries. France Televisions organized several development seminars, where Sébastien François (@sebastien_fr)  a French Sociologist who made his PhD on Harry Potter Fanfiction in French, Lionel Maurel (@calimaq) a whistle blower as well as an expert of our law and Natacha Guyot (@natchaguyot) a former AO3 staff, involved in vidding as well as in academic research on Video games,  took part. We tried several ideas. Nineteen groupe, the web agency that put Citizen Fan online, was here from the start, including during these development seminars.

It was decided that Citizen Fan had to be ready to upload what fans would send us. It had to meet all the requirements of France Televisions' complex digital network.

When everything was settled with France Televisions, after two years work, I learnt that the CNC (French Ministry of Culture) would not fund us, at all. Half of the budget was gone. They stated that this subject was not "sound" enough. After meeting French fans, I wanted to meet some French academics working on Fandom or Folk culture, or Fanfiction. I had very few names, and received very few answers. The first ones I contacted didn't give me the names of any colleagues. There were several dead ends.

Until I met Sébastien François, who was finishing his PhD at TELECOM Paris Tech and who is now assistant researcher at Universités Paris 13 and Paris Descartes. He is a specialist of French Fanfiction. He accepted right away and helped me during all the process of making Citizen Fan.

During all that time, I had been reading your books, as well as Hellekson and Busse‘s and Michel de Certeau’s. I watched documentaries such as Remix manifesto, IRL the Bronze, Trekkers etc... It seemed to me obvious that I had to interview you. You had the kindness to accept. Your  interview was the first one I conducted, but I had already met with all my characters and I knew them well. So, I questioned you with the idea that your answers might enlighten what fans would tell me, describing their life and creative process. I constructed your interview accordingly.

I had chosen 22 fans which I found were representing, the different issues in Fandom. I always kept your answers in mind, while I was interviewing them. It helped me leading the interviews. Because of the budget cut, we ended up editing in my flat, totally out of the traditional circuit of the audiovisual production in Paris.

The editing was the longest part. I had to ask 400 people, one by one,  for the authorization to use their artworks. I wanted to illustrate Citizen Fan 99% with fanarts. This was my choice. Yet, I was and remain in the uncertainty, as far as French law is concerned. Do I have the right to show transformative works, in a country where transformative - even for free - is forbidden ? I kept worrying about that, all along. And no lawyer could give me any piece of advice.

Emmanuelle Wielezynski Debats was born in 1970 , she is married and mother of  one. Emmanuelle grew up in Algeria, Ivory Coast and France. She was always interested in films and originally wanted to be a scenario writer. She graduated from a Business School in France and attended Film Studies, aside from an MBA program, in Montreal. In 1993, she registered in Anthropology, in Paris VII (Jussieu) with a major in Visual Anthropology. In 1995, she directed a short film, La Voie Blanche. For 12 years, Emmanuelle has worked at various film production companies, as an assistant to directors and to an editor as well. She now lives in Normandy with her husband, Michel Debats, a film director ( Oscar nominated  Winged Migration). In 2007, together they launched their own production company, La Gaptière Production, focused on documentaries. (www.lagaptiere.com)

La Gaptière Production has produced 5 films, starting with School on the Move, in 2008, a feature film released in theaters, that was selected by 50 festivals around the World and won 14 awards, as anthropological documentary, in several countries such as China, Russia, as well as the US (Columbus, Ohio and in Missoula, Montana).  Then came out  three TV films, Femmes en campagne (about women in rural world), Une jeunesse en jachère (about being young in rural world) and Qu'allez-vous faire de vos vingt ans ? (about Jean Jaurès' s legacy). Emmanuelle has worked during 3 years on a more personal project : Citizen Fan, just released as a webdoc.

 

The Value of Media Literacy Education in the 21st Century: A Conversation with Tessa Jolls (Part Three)

Henry: I really appreciate the work the CML does in translating research into awareness and action, in trying to build a more sustainable and scalable movement for media literacy. As someone who sees themselves first and foremost as a researcher, I am deeply committed to translating our research into language that can be broadly accessible and providing resources which can be deployed within important conversations; I see this blog as part of the work I try to do to broker between different groups of people who should be talking to each other. My team through the years has done a fair amount of applied work with educators, trying to get our materials out in the field. We've come to the same conclusion you have that media literacy is at least as much about rethinking education as it is about rethinking media. We found very early on that developing resources were never enough unless you also helped to train the teachers who would be using those materials. This took us down the path of developing and running teacher training programs in New Hampshire and California, and then publishing a series of white papers which dealt with what we saw as best practices in fostering participatory learning, practices that both dealt with how to integrate the new media literacies into school curriculum but also how to couple them with progressive pedagogies that are very much in line with those that Masterman describes above -- pedagogies that are very much informed by thinkers such as Dewey and Freire. See, for example:

 

http://henryjenkins.org/2012/12/play-participatory-learning-and-you.html

http://henryjenkins.org/2012/12/shall-we-play.html

http://henryjenkins.org/2012/09/designing-with-teachers-participatory-approaches-to-professional-development-in-education.html

 

We are back in the trenches again with the latest phase of our work, this time emerging from extensive research (interviews with more than 200 young activists) about the political and civic lives of American youth: We've now built an archive featuring videos produced by young activists around a range of causes, many of them appropriating and remixing elements from popular culture, many of them using tools and tactics associated with participatory culture. This time, we are testing these materials in collaboration with the National Writing Project, and working with their teachers (as well as the organizations we study) to develop activities and lesson plans which might allow educators to integrate our materials and insights into their teaching. One thing we've learned through the years is that our core strength is ultimately in cultural theory and research and thanks to my move to USC, coupled with media production capacities; we have some understanding of core pedagogical issues; but we do better working hand in hand with classroom teachers to develop the actual activities that make sense in the public schools. And we count on the power of various networks -- including both the Media Literacy Movement and those folks involved with the DML world -- to get word out about what we've created. This is why I place such a high priority in building partnerships which can help us work together to achieve our shared goals.

 

The issue of whether representation remains the core of contemporary media literacy is a complex one, it seems to me. Representation is a powerful principle, one which helps to explain the ways we use media to make sense of ourselves and our lives, and it remains very pertinent in a world where we are encouraging young people to develop a stronger sense of their own public voices, to tell their own stories, to create their own media. Looking critically at existing representations, thinking ethically about the choices they make as they create their own representations as media producers remain core to any understanding of media literacy, but young people are also participating in media which are more focused on social exchanges and personal interactions in which the creation of texts is secondary to the cementing of social bonds.  If we were developing media literacy in response to the telephone rather than television, would we be asking different questions, have different priorities?

 

Representation is itself a process, to be sure, but we also often use it to refer to a product or text: a representation. The disciplines which do much of the heavy lifting on media literacy education -- especially language arts but also arts education -- tend to focus heavily on texts, and so as the term representation gets translated into their vocabulary, it is not surprising that it comes to circle around texts. This focus on texts can lead us to think in terms of readers and writers/producers but not in terms of participants in an ongoing communication process. And this is a key reason why my vocabulary tends to place a greater emphasis on notions of participation than on notions of representation.

 

TESSA:  Ah...and so down the rabbit hole we go. And we are going on a slippery slope because as you said, it’s complicated.  I'm enjoying the ride!

Which universe are we describing? The physical world that surrounds us and that we perceive on a local and physical level -- the world that surrounds us with physical media like logos and traffic signs and billboards and movies and music and candy wrappers -- or the alternative global village or digital media that we access only through the assistance of hardware and software media like the internet in general or Instagram or Facebook or games?  In each case, the media are man-made, which means that men (and oh yes let's be sure to be inclusive and say women too) construct these media messages and devices. Construction always calls for decisions on the part of the creator(s), who sets the initial limits and boundaries through which we may experience his or her creation -- media construction, whether digital or not, is a physical representation of the creator's intention.

So fundamentally, construction and (implicitly) representation must take place before participation is possible.  And participatory culture (whether we participate online or off) is both an input to and an outcome of construction/representation -- and the fusion constantly changes the nature of and the expression of the construction, which always has emotional, social and cultural implications. There is a chicken-or-egg quality to the cultural issues and their intersection with media, but it can also be argued that an individual's mind and group culture itself are also constructions/representations.

But back to media...As an example, let's think about video games.  The games are media constructions and they provide a software "box" in which players operate, and this software box is constrained by the hardware platform.  The creator of the game designed the game intentionally -- to share a worldview and/or to profit from game purchases. Players engage with the game text itself and interact with each other to experience the game in a myriad of ways -- visual, verbal, social, emotional -- and often players invent new ways of experiencing the game through mods or hardware and they amplify their experiences together.  But because the construction itself is constrained, there are inevitably frames and experiences that are included and excluded.

So much depends on how we parse the world we live in!  But at the same time, to take a scientific approach towards media literacy, we need boundaries and concepts that define and describe a specific field of inquiry -- that of media, in this case. While the cementing of social bonds through media use may be a primary goal for youth or adults, media are still the means toward an end, while also acknowledging that digital spaces (constructions) multiply possibilities for and the nature of social engagement exponentially.

I agree with you, Henry, that the focus on the word “texts" -- because of its traditional association with physical media -- generally limits people's perceptions about participating in an ongoing communication process that digital media enable.  In today's context in the global village, the notion of text expands so that "text" may become the entire "box" that encompasses the digital world itself, and the cultural representations within the box and outside it. We now have the physical world and the digital world and their intertwining and as Steve Jobs famously espoused, we need to "think different."

 

Henry: Your phrase above, "construction and (implicitly) representationmust take place before participation is possible," hints at the core hesitation which I am trying to flag here. I absolutely agree on the term construction in this sentence and with your discussion of the many different ways that construction takes place on the level of technological constraints and socio-cultural conventions. I have always been drawn to Lisa Gitelman's definition of media: she argues that a medium is a technology that enables communication and also a set of associated 'protocols' or social and cultural practices that have grown up around the technology. She writes, "Protocols express a huge variety of social, economic, and material relationships. So telephony includes the salutation 'Hello?' (for English speakers, for example) and includes the monthly billing cycle and includes the wires and cables that materially connect our phones...And protocols are far from static." These features change over time, work differently in different cultural contexts, and are influenced by the other media that intersect with them at any given moment. So, our models of different media and of the media ecology have to be very nimble to respond to those transitions. But, all of this can be described in terms of the construction of media messages, audiences, and contexts. I would just expand contexts to include not simply forms of production but also the terms, the social norms, that shape our participation.

 

However, I do have some questions about whether "representation" can stand in for the totality of the communication process. We might start with the distinction art critics might draw between representational and abstract art: surely, an abstract painting is a media text, but does it fall under the category of representation. Sure, in an abstract or "implicit" way, such a painting represents the artist's vision  but at some point, we need to agree either that representation is not the only thing going on here or that the word representation has been stretched so thin that it no longer serves a useful purpose.  So, I would absolutely agree that representation is an important concept to draw into discussions of media literacy, especially given the links between representation (as a mimetic process) and representation (as a political concept) so that we can speak of the struggles of marginalized groups to gain media representation as a struggle that impacts their power in society.

 

But, if we go back to my earlier question about what would have happened if media literacy had taken shape in response to the telephone rather than radio, film or television (depending on which strands we are discussing), we should think about the properties of the telephone (as Gitelman invites us to do here). We do not talk about telephone calls as texts -- unless of course we are talking about transcripts or recordings of them. We might ascribe to phone calls a broader range of motives besides power and profit. We do not talk about telephone calls in terms of authors and readers -- but rather in terms of participants. There are certainly all kinds of representations involved in telephone calls -- from Goffman's performance of self in everyday life to the narratives we are recounting with each other -- but we might well argue that the call allows for communication that operates on other levels and that perhaps the most important thing going on through the call is the establishment of interpersonal relations between the participants. When we say to each other, "I just wanted to hear your voice," we are speaking about the telephone call as something much closer to pure expression -- like the abstract painting -- than representation (in much the same way that Marshall McLuhan argued that the light bulb was a medium of "pure information"). Not quite, of course, which is why this is complicated.Yes, there is interpretation involved in the telephone call and definitely construction. In no sense do I mean to imply that the telephone call is somehow transparent. But the media literacy skills we need to understand the telephone call may focus much more on the social relationships being performed and the ways they are embodied through Gitelman's protocals than they have to do with any notion of texts or audiences which seems to go hand in hand with representation as it is being discussed here.

 

As we turn towards digital media, some of it does generate texts in the classical sense of the term -- a podcast or a YouTube video or a blog post, though it matters that these are forms which we can directly engage and respond through the same medium to the same audience and that these tools enable many-to-many forms of communication. Some forms and uses of digital media are much more important because of the communication processes they enable than they are in terms of the product of that communication -- text messaging, for example, or Twitter, come to mind, as having more in common with the telephone than with television. So, what I would argue for is not the displacement of media literacy's historic focus on representation but an expansion of concepts to be able to more fully capture the roles that these new media platforms and processes play in our lives.

 

I know in doing this I am edging back towards the idea that you are obejecting to, the idea that media literacy has historically been framed in terms of mass media literacies -- and this is somewhat unfair on the conceptual level. Yes, media literacy covers a broad array of different media in theory but the fact remains that if I went to a media literacy conference at the time that our white paper was first published, the over-whelming majority of talks would have centered around various forms of mass media, including film, television, advertising, and print based media, with some noteworthy exceptions. What gave Media Literacy its urgency throughout most of its history was the pervasive role of television in American culture just as the digital is what gives new media literacies their urgency. When I looked at the production projects being proposed, most of them were modeled on the public service announcement, itself a product of the one-way communication practices of broadcast media, rather than the kinds of dialogic production practices we are finding on Youtube or Tumbler. I like Jessica Clarke's term, "public-moblizing media", which stresses a different dynamic between those participating in these media exchanges.  This has changed dramatically over the past decade, we are seeing more work done on the participatory dimensions of media, we are seeing more projects that involve remix practices, though there is still a tendency to think about media in terms of texts rather than process, practices, or to use your word above, relationships that are being mediated through various kinds of communication technologies. Organizations like NAMLA have more than caught up with the changing media environment, but I would argue there needs to be a process of continuous questioning of core assumptions as we work through what if anything is different about the media environment today than at the time some of the founding work in media literacy was first produced.

The Value of Media Literacy Education in the 21st Century: A Conversation with Tessa Jolls (Part Two)

Tessa:  I found myself nodding yes Yes YES! as I read your response. The law of unintended consequences always follows any meaningful action — and some of our discussion falls into that category and Henry, I applaud your action and know that your intentions are the absolute best.  Most importantly, we agree on the primary goal of media literacy education:   as you said, media literacy requires a fundamental paradigm shift in ways to teach all subjects.  Media literacy education— whether it is high tech or low tech — primarily concerns itself with teaching and learning the conceptual underpinnings beneath contextualizing, acquiring and applying content knowledge.  

Learners gain content knowledge through using their media literacy skills — and these skills are applicable to any content anytime, anywhere on a lifelong basis.  Sometimes this process has little or nothing to do with technology, although I will note that access to technology in the U.S. Is widespread:  in our experience at CML, in the poorest communities in the U.S., cellphones and applications like video games proliferate, but these technologies are frequently barred in the classroom.

 

This changed education paradigm is a radical shift in cultural and education systems where formal learning worldwide has traditionally been confined to content silos whose subject matter is warehoused in physical textbooks and dumped into students’ heads. Since these traditions have dominated since Gutenberg’s invention of the press, they are rooted deeply in our culture.  “Mastery” is no longer the goal for education; constant improvement on a continuum of learning is what we are seeking, while recognizing that some will inevitably be more skilled than others in various domains.  As Len Masterman, a professor from the University of Nottingham and a media literacy visionary, said his his Eighteen Basic Principles in 1989, “…you can teach about the media most effectively, not through a content-centered approach, but through the application of a conceptual framework which can help pupils to make sense of any media text (this includes media texts created by users and software “texts").  And that applies every bit as much to the new digitized technologies as it did to the old mass media…The acid test of whether a media course has been successful resides in students’ ability to respond critically to media texts they will encounter (or create) in the future.  Media education is nothing if it is not an education for life."

 

We at CML like to say that thanks to technology, the content is infinitely variable, plentiful and available, but that the media literacy process skills of "learning how to learn” and to be critically autonomous are the constants that learners need to practice and employ and constantly improve — and because of the lack of understanding and training of both teachers and learners, these skills are scarce.  It is going to take more than a village to institutionalize media literacy education. Policy initiatives, coalitions, professional associations, researchers etc. will all play a vital part in realizing this global imperative.

 

Which brings me to the point that being media literate, undertaking research and development, teaching media literacy, and institutionalizing media literacy are widely divergent roles which require various degrees of media literacy knowledge and skills. Who needs what knowledge when, and for what purpose?  Masterman noted that …”media are symbolic sign systems that must be decoded (and encoded). The central unifying concept of media literacy is that of representation (what is represented through media to us and what we represent to others through media).”  Researchers who explore the vanguard of media literacy — such as you and many of those who are part of the DML community — may have a different goal for media literacy education than preschool teachers. Yet each is in the business of sharing knowledge about media literacy  and helping youth and adults to understand and to be able to describe and navigate symbolic media systems — whether these systems are technology-based or not. I do not see conflict — I see coalescence.  Common understanding fuels coalition-building — which is highly desirable and needed!

 

To grow media literacy education at the pre-K-12 level, we need to have pedagogy that can be replicated, measured and scaled.  Only then will media literacy be common knowledge rather than privileged information.  Some of the basic components for achieving this goal have already been developed in ways that fit with new curricular approaches — highly encouraging.  And in the meanwhile, it is also encouraging to note that media literacy education has survived through the grassroots for many years, because some early adopters recognized its importance and refused to abandon their first-hand experience with its benefits and promise (anyone who is interested in this evolution may want to check out CML’s Voices of Media Literacy Project, which features 20 media literacy pioneers active prior to 1990).  Yet in spite of these past efforts, we are at the beginning of the beginning, although Marieli Rowe, president of the National Telemedia Council and I have joked for years that “media literacy is just around the corner.”  So far it’s been a very long block to walk!!

 

Henry: There's no question in my mind that the work we are doing today would not be possible without the work of the kind of media literacy pioneers you have been documenting and it is an enormous service to capture those voices and their memories of the early days of the media literacy movement while it is still possible to do so. There has been a tendency for those people who have jumped into this space in the wake of the MacArthur Digital Media and Learning initiatives to forget this history, to see these projects as a new beginning, and as a consequence, we are losing much wisdom, not to mention the opportunity to forge a stronger alliance with those veterans who have much experience in the field of this struggle. This is why I have made a point of remaining connected to NAMLE and serving on the editorial board of the Journal of Media Literacy to make sure those links remain strong.

 

Once we wrote the white paper and turned our attention to developing our own curricular resources, our first major project, which became the book, Reading in a Participatory Culture, sought to bridge between the literary practices of the 19th century (those which gave rise to Moby-Dick), the traditions of the media literacy movement, and today's remix practices, whether those associated with hip hop or digital media; we wanted to help teachers to understand the differences between plagiarism, fair use, and remix, and we wanted students to think not only critically but also creatively about the many different kinds of texts they encountered in their everyday lives as readers and writers within contemporary culture. Our goal was not about promoting new media per se; we wrote that we hoped to raise a generation which had a mouse in one hand and a book in another. And the approach we took was comparative to its core, seeking to identify connections across media as well as differences.

You are right to say that technologies are becoming more widely available (and thus, one case for teaching media literacy is that we need to help young people think critically about tools and practices that are very much part of their everyday environments.) We certainly still are finding cases where young people lack access to these technologies -- or meaningful access -- outside the classroom, so that having twenty minutes of restricted access in a public library does not equal the unlimited, anywhere-anytime access enjoyed by other youth. But, we are also finding other inequalities in access to skills and knowledge, mentorship, networks, etc. which result in gross inequalities of opportunity between different youth -- this is what we called in the original report, the Participation Gap, and this also is why it is so vital to incorporate media literacy experiences, including experiences working with new media technologies, into every institution that touches young people's lives, but especially through schools.  MacArthur's original focus was on spaces of informal learning, which was an important first step, but increasingly, the DML folks are focused on "connected learning," which emphasizes  building a more fluid set of relations between home, out of school, and in school practices. All of this is why I have shifted from talking about "a participatory culture" to "a more participatory culture" to stress the work which still needs to be done in insuring equity of opportunity.

 

Yes, schools often block access to the technologies which young people use outside of school: for some, this is not a problem, since they see value in a low tech learning environment. But, for me, the bigger issue is that they are blocking ways of knowing and processes of meaning-making which young people are using outside the classroom. In many cases, we've wired the classroom and hobbled the computers, cutting them off from any and all forms of participatory culture and learning practices, blocking social media, dismissing Wikipedia, stigmatizing games, and rejecting YouTube and other video sites. All of this means that we are not addressing the consequences of those tools through our teaching and thus losing out on opportunities to help young people develop more meaningful and ethical relations to these platforms and practices.

 

The one phrase here which gave me some pause was your term, "Critically autonomous." On the one hand, yes, of course -- the goal is to get youth to think for themselves, to critically analyze the messages which they receive, to question authority, to be skeptical of motives from other communicators, and to ask probing questions. This goes to the heart of what we both mean by media literacy. But, at the same time, I have called for a recognition that media literacy is a "social skill" having to do with the ways we interface with each other, how we participate collectively within the activities of a networked society. I fear that our schools place too much emphasis on the autonomous learner and not enough emphasis on how we create and share knowledge together. This is perhaps a key way in which the new media literacies differ -- we are focusing on notions of collectivity and connectivity more. Our emphasis on participation begs the question, participation in what? I've made this a key concern in some of my own recent writings, but the answer necessarily involves something larger than the individual, or it is by nature not participation.

 

Tessa: Hmmmm…you raise a lot of compelling points. I appreciate your exploring the question of “participation in what?” Maybe there are no set answers to this question — maybe our role in media literacy education is to help increase the capacity of participants to participate effectively in whatever they choose to engage with?

 

I certainly agree with you that media literacy is a social skill in regards to how we relate to each other and how we participate collectively within the activities of a networked society. Relationships are — and have always been — central to media literacy and media literacy education. First and foremost, through media literacy we explore our relationship with media itself. We engage with media and given its pervasiveness in our lives, divorce is not an option!

 

In understanding our media relationship, we come to see that there are relationships between the text, the audience and the producers/participants, and as technology has offered increased capacity for interaction and world-wide connectivity, that relationship becomes more and more dynamic and expansive. At the same time, our media relationship affects our very identities as individuals and as affiliative groups — we have private selves (what goes on inside), public/representational selves (how we extend and represent ourselves to others alone or as a group/entity) and what I call “commercialized” selves (that allow marketing and/or ideological elements, such as branding or big data, define who we are or whom we affiliate with and whom we are seen to affiliate with). These notions apply to individuals as well as organizations or groups.

 

I agree with you, that schools emphasize individual autonomy and not enough emphasis on how we create and share knowledge together. (And I believe that higher education is the tail that wags the Pre-K-12 dog in this regard — SAT scores and college admissions departments reward individuals). But sharing is not a new idea — sharing has been part of enlightened media literacy pedagogies for many years. I quote Masterman’s 18 Basic Principles again because — well, he is my master (and I am continually wowed to see how his words resonate through the years): “Media Education is essentially active and participatory, fostering the development of more open and democratic pedagogies. It encourages students to take more responsibility for and control over their own learning…”

 

As technology has enabled the classroom walls to break down through more connectivity, good media literacy pedagogy becomes more and more feasible — and desirable — in both formal and informal settings. “Underlying Media Education is a distinctive epistemology” Masterman wrote. "Existing knowledge is not simply transmitted by teachers or ‘discovered’ by students. It is not an end but a beginning. It is the subject of critical investigations and dialogue out of which new knowledge is actively created by student and teachers.” This dialogue arises in many contexts, not just the formal classroom. And as you said (and it can’t be said enough!), we have a moral and economic challenge in our society to insure that these opportunities are widely and equitably available.

 

Because of the lack of education system imperatives to teach media literacy and to encourage critical autonomy alone and through groups -- rather than to meet fill-in-the-bubble testing deadlines — it is difficult at best to deliver media education in a credible and evidence-based way.  Often, media researchers have no clue about what pedagogy is or how school systems work — and it is for this reason that we often say that media literacy is more about education than about media.  The education imperative is paramount:  the promise of the technology in putting power into the hands of the people is squandered if people don’t have the critical thinking skills and complementary new media skills to use technology wisely and to amplify benefits from its use.

 

But then the questions become, what skills are necessary and how do we help people gain media literacy skills?   Your 2006 white paper outlined new media skills that are needed — play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking and negotiation.  These are sophisticated skills that are highly suited to the technology and the digital world that enables their use. They rest on the basic foundations of media literacy skills that are usually  missing for students, or that are taken for granted by media researchers who may already have a conceptual understanding of media representations, deconstruction and construction. However — and yes I repeat myself — this basic foundation is absent in American education systems.  Quite simply, teachers cannot teach what they do not know and what the system has not valued.

 

And so we — as educators and as citizens —  have skipped teaching and learning an enormous media literacy underpinning for new media  as well as for non-digital media like the logos on shirts, the billboards, the theater plays, the food packaging, the school posters.  And this lack of understanding of basic media literacy concepts translates from the playground to the Twitter feed.   And as you said, Henry, it also robs researchers of a rich base of knowledge that should inform their work  Yet it’s important to have unity as a field so that we can gain traction and scale our work in a significant way amongst the general population — to translate the Research & Development (R&D) into awareness and actions of use to citizens nationally and globally.

 

This translation goal has been the Center for Media Literacy’s (CML’s) mission since its founding by Elizabeth Thoman in Los Angeles in 1989 (and with CML’s predecessor organization the Center for Media&Values springing from Thoman’s work beginning as a USC Annenburg graduate student in the late 1970’s).  I applaud your work and that of others, to operationalize and to “package” these powerful media literacy ideas and practices into pedagogy and curricula available for all of our citizens and youth — so needed! We must always keep in mind that we are trying to reach and inspire millions of people and so our task is enormous — but other movements, such as the environmental movement, provide us with inspiration and hope for fulfilling our mission.

 

In the meanwhile, we have a foundation to lay, with an expanded repertoire of media literacy skills that are needed in the 21st century (thanks to your groundbreaking work). What are the media literacy fundamentals that have been so neglected these past decades?

 

Earlier I noted that Mastermanfocused on priorities for media literacy education by saying: ”Media are symbolic sign systems that must be decoded (and encoded)… The central unifying concept of media literacy is that of representation (what is represented through media to us, and what we represent to others through media).”

 

He went on to say, “Without this principle, no media education is possible. From it, all else flows.”  This idea is as relevant to today’s media as it was to the media of Masterman’s time.

 

The Value of Media Literacy Education in the 21st Century: A Conversation with Tessa Jolls (Part One)

Tessa Jolls has been a long-time advocate of media literacy education in the United States and around the world. I was honored to be able to attend an event last year at which she was presented with the Jessie McCanse Award from the National Telemedium Council in recognition of her lifetime commitment to fostering media literacy. Jolls was one of the very first media literacy advocates to welcome me to the field and to rally behind the work of our New Media Literacies initiative. Since 1999, she has been the President and CEO of the Center for Media Literacy, where she has pushed hard to develop some shared principles and core questions that might inform a diverse array of media literacy initiatives, and where has shown consistent flexibility and vision in redefining media literacy for the 21st century. Thus, I was troubled when she told me that she was seeing the Media Literacy movement and the Digital Media and Learning communities talking past each other, often failing to recognize and grab onto moments of potential collaboration. We decided it would be helpful to have a public conversation together which explored some of these issues. Our hope in doing so is that we can expand this discussion to include other media literacy/DML leaders and find ways to be more effective at working together around common concerns.

Across this five part exchange, we talk through core assumptions guiding our work, including dealing with the relationship between research, pedagogy, and practice, the importance of construction and representation as concepts in media literacy work, and how media literacy principles do or do not change as they confront new technologies and new environments. We both throw ourselves -- heart and mind -- into these e-mail exchanges this summer and we both learned plenty in the process.

 

Henry: When I and other researchers from MIT wrote the 2006 white paper, Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, we were very aware of building on the foundations of the Media Literacy movement as it had taken shape in North America over the prior several decades.

 

We made a number of gestures across the paper, which were intended to pay tribute to what had been accomplished, to signal the continuities as well as differences  our vision for the "new media literacies." For example, early in the paper, we emphasized that the newer skills and competencies we were identifying built on the foundation of traditional print-based literacies, core research skills, core technical skills, and media literacies. We wrote, "As media literacy advocates have claimed during the past several decades, students also must acquire a basic understanding of the ways media representations structure our perceptions of the world; the economic and cultural contexts within which mass media is produced and circulated; the motives and goals that shape the media they consume; and alternative practices that operate outside the commercial mainstream....What we are calling here the new media literacies should be taken as an expansion of, rather than a substitution for, the mass media literacies." (20).

 

Later, in the document, we do challenge whether some of the core frameworks of the media literacy movement have been adequately framed to acknowledge and take account of instances where young people are themselves producing and circulating media, rather than consuming media produced by others, but these were intended as fairly local critiques in recognition of the need to continually re-appraise and reframe our tools to reflect new developments and new contexts. This same passage flags what we saw as some of the core virtues of those same conceptual frameworks: "There is much to praise in these questions: they understand media as operating within a social and cultural context; they recognize that what we take from a message is different from what the author intended; they focus on interpretation and context as well as motivation; they are not tied up with a language of victimization....One of the biggest contributions of the media literacy movement has been this focus on inquiry, identifying key questions that can be asked of a broad range of different media forms and experiences." (59)

 

If we flash forward to the current moment, it seems that there remain many mutual misunderstandings between advocates for media literacy (who come from these rich traditions) and newer researchers who have entered the field through the Digital Media and Learning tradition.

 

I am hoping we can use this conversation as a means of clearing the air and clarifying our mutual perspectives around these topics. I had felt at the time and rereading it now, I still feel, that it was very clear in signaling my enormous respect for all who have come before in promoting media literacy and Tessa, you have been an early and key supporter of my efforts. So, it troubles me to hear of some of the misperceptions you've encountered. Can you share with us some of the things that concern you?

 

Tessa:  I remember well the excitement that I felt when you published your white paper in 2006 (Confronting the Challenge of Participative Culture: Media Education for the 21st Century) -- it was (and is!) a profound and significant examination of the new media emerging from the technology advances of our time, and a document that contributed great advances to understanding media literacy skills needed in our society.   Personally, I’ve always embraced your work because I see the added-value to the field and how it builds upon and is compatible with what has come before, and I’ve been puzzled as to why there seem to be rifts when it is far more beneficial to acknowledge our commonality and to leverage it to gain traction in the bigger world of education. Now is an excellent time to reflect and to see “where we are now” and where we might go.

 

I agree with you, that there are mutual misunderstandings between media literacy advocates who have long practiced in the field and newer researchers who have entered the field through the Digital Media and Learning tradition.  Maybe part of the friction comes simply from the words “new media literacies.”  By definition, what is not new is now old — and in our society, being “old” is often considered neither attractive nor cutting edge nor fashionable nor relevant.  But we need to continue to challenge and confront.   When you issued your white paper, It was like you were the town crier shouting, “The British are coming! The British are coming!”  Yes, the internet had arrived, along with (and these were cited in the report) Friendster, Facebook, MySpace, message boards, metagaming or game clans…Twitter was yet to come, as well as Tumblr, Snapchat and Instagram and and and….

 

But in response to your challenge — beyond a small group of media literacy advocates and academic researchers and some concerned parents — most people in the education world particularly were saying “Why should we fight? and  “If it’s so important, where are all the troops?”  Thankfully, the fear surrounding using the internet, the need for tools of discernment — and the genuine opportunities that the internet and social media present to empower people — have helped instill in the public more of a sense of urgency that has propelled renewed interest in media literacy education.

 

BUT because media literacy education has been ignored and neglected in schools through the years, there was no foundation laid for why media literacy is important, for its foundational concepts and for how to deliver the pedagogy (more on the foundation needed later).  There were few if any troops to call on to be able to deliver media literacy education — very few had been taught, and no one could then teach it on the mass scale that is needed.  And efforts to penetrate the education system in the U.S. meet with resistance since the system itself is based on a 20th century approach emphasizing content knowledge over process skills and a factory model that is incompatible with the collaborative networks and new curricular approaches needed today.

 

One response to the frustrations of dealing with the education system was — and is — to put technology in the hands of the youth and have faith that they will figure it all out.   Using the technology approach, the iPhone is the “school” and anyone who uses it adeptly is the master and anyone over 30 is, well, handicapped at best.   New technologies enable this approach because now, hardware and software are available and production has been democratized — everyone is a producer, a collaborator, a distributor and a participant.  While experiential and project-based learning is truly exciting and an important component of media literacy, it is not synonymous because the outcome of the technology approach is often limited to technical proficiency without critical autonomy. Whether using an iPad, a pencil or a videocam, pressing the right buttons is important but not enough!   This is where many media literacy advocates, including myself, feel that the train has left the station because some researchers, educators and parents, too, think that just learning to use the technology is enough (they probably don’t know about or have access to  alternatives) and they pursue technology projects with no credible media literacy components.

 

Henry: What’s in a name? Nothing but headaches, it would seem.

 

MacArthur was pretty committed to the phrase, New Media Literacies, so we worked hard to try to figure out what kind of meaning to attach to it. We grappled with the issue of whether the emphasis should be the New Media Literacies, the New Media Literacies, or the New Media Literacies. I did want to signal continuities with the Media Literacy movement, so it did not seem altogether a problematic term, but I was also worried about the connotations you describe here. This is one reason why I was so explicit that we were not leaving behind traditional literacies, media literacy, research skills, or technical skills, but that what we were describing were an added layer or an extension of each that now needed to be factored into our consideration of what an ideal curriculum looked like. I did not want to imply that these skills were entirely new -- many were things we should have and some of us had been teaching all along -- nor were they exclusively about new media per se. We’ve always insisted that these were not technical skills but rather social skills and cultural competencies, and that these were things that can be taught in low tech or no tech ways (and should be, rather than waiting for low income schools to catch up in terms of their technical infrastructure before introducing these literacies into the curriculum.) Despite having spent much of my career at MIT, I have worked hard to avoid any and all forms of technological determinism.

 

Still, there’s some power to attaching yourself to the digital revolution rhetoric (as well as many pitfalls) insofar as it provides some urgency to the message, but ultimately I frame these skills in relation to the idea of a participatory culture rather than in terms of digital change. This is also why I have had reservations all along about MacArthur’s phrase, Digital Media and Learning, since it implies that we are interested only or exclusively in digital media, and that has never been my focus. Keep in mind both that I wrote the white paper in the wake of writing Convergence Culture, which was all about “Where old and new media collide,” and that it emerged from the context of the Comparative Media Studies program, which studied the interplay across media. We find that when we do workshops for teachers and students, they often anticipate that technologies are going to be much more central to our work than they are. Our first task is always to achieve that shift from a focus on technologies to a focus on culture.

 

I share your concern that in many cases, we are now bringing technologies into the classroom as if doing so would substitute for a more comprehensive approach to media literacy. As Liz Losh notes in her recent book, the focus on technology turns media education into something that can be sold -- like getting whole school districts to buy iPads -- and can be purchased from the school budget, rather than something which as the white paper suggests, should require a fundamental paradigm shift in the ways we teach all school subjects.

 

That said, I got into some trouble with the original white paper in reducing the rich kinds of conceptual models that surround, say, the Computer Club House movement to purely technical skills comparable to penmanship.  (Sorry Mitch) Most of the work which gets presented at the DML conference is about the fusion of hands-on technical processes, whether tied to hacking, games-based learning, the Maker movement, etc., with rich conceptual frameworks which are intended to allow people to understand at a deeper level how the constraints and affordances of digital media impact the world around us. To me, this is a kind of media literacy, though less tied to notions of representation or messaging than previous kinds of media literacy work has promoted. If one does not displace the other, they certainly can co-exist within a more comprehensive model which considers the nature of platforms and programming alongside the questions about who produces which representations for which audiences with which motives. 

In many ways, what we were trying to do with the white paper was to build a coalition which would include people interested in engaging with new media platforms and practices, people committed to promoting media literacy, and teachers seeking new ways to animate the teaching of their disciplines. Where our work has been successful, we have brought together these interests. Such an approach has tended as you suggest here to pull media literacy advocates into more active engagement with notions of media change and new technologies, but it also has the intent to draw people who want to teach using new technology to confront the participation gap, the transparency issues, and the ethical challenges we identify in the white paper and through doing so, to pull media literacy more actively into their teaching practice.

 

MORE TO COME

Tessa Jolls is President and CEO of the Center for Media Literacy, a position she has held since 1999. She also founded the Consortium for Media Literacy, a nonprofit which provides research and a monthly newsletter publication. During her tenure at CML, she restructured the organization to focus, grow and change, preparing to meet the demand for an expanded vision of literacy for the 21st Century. Her primary focus is working in partnership to demonstrate how media literacy works through school and community-based implementation programs.

The Democratic Surround: An Interview with Fred Turner (Part Three)

Henry: At a time when schools are also closing their arts programs, it is striking to read about how much importance were placed on children’s arts education during the Cold War era. Can you share with us what the rationale for such programs would have been? Fred: It goes back to the notion that the personality of the individual mirrored and could actually shape the nation to which they belonged. The adults of the 1950s had seen a generation of Germans fall into line behind Hitler and many thought they were seeing the same thing in Russia with Stalin. Social scientists often explained these trends by arguing that these nations had inculcated authoritarian personality styles in their children. Authoritarian children were rigid, obedient, unable to reason or create independently, and above all, intolerant of those who were different from themselves. Democratic children were meant to be flexible, independent, reasoning, creative and collaborative.

In this context, the arts offered an ideal venue for producing the kinds of children who would grow up to be democratic citizens. The Museum of Modern Art in New York, for instance, not only created arts programs for local children, but took those programs to trade shows and fairs around Europe – particularly in formerly fascist Italy. They built these odd, aquarium-like rooms into which only children and a teacher or two could enter. Parents waited outside, watching their children make art together, through portholes. Foreign and American journalists who saw these environments thought they were marvelous examples of the ways that the next generation could escape the authoritarianism that haunted their parents’ childhood. Henry: You close the book with the line, “the children of the 1960s did not only overthrow their parent’s expectations. They also fulfilled them.” Explain. What did they overthrow? What did they fulfill? Are there some senses in which the 1960s counterculture was less radical than its parent’s generation?

Fred: For a long time, I think we’ve imagined the years after World War II as a single, long episode of Leave It To Beaver – a colorless world, racially segregated, emotionally repressed, blind to the myriad differences between people, cultures, nations. And we’ve imagined that it was only in the 1960s that Americans freed themselves from its shackles.

As I hope this book shows, that story is at best half-true. The social movements of the 1960s and 1970s had an extraordinary impact on American life. But they could not have happened I think without earlier calls for sexual liberation from Margaret Mead, or for aesthetic democracy from John Cage and Herbert Bayer, or racial diversity from Ruth Benedict. These figures called for the very society that the counterculturalists of the 1960s tried to create: a creative, collaborative, individual-centered polity, designed to help every member achieve personal fulfillment. They also called for kinds of media that would help create that society. The New Communalists in particular knew these calls well and took them to the communes with them. So did the makers of Happenings and Be-Ins.

Along the way though, they also lost track of the radical political vision that animated so many in their parents’ generation. For the members of the Committee for National Morale, the Bauhaus refugees, and even key figures in the Cold War USIA, the goal was not simply to increase individual self-fulfillment. It was to build an America and a world that celebrated its diversity – racial, sexual, religious, political. And it was to do it by bringing together the power of the state, the power of the university, and the power of the corporation.

 

Fig 4 Human Be In Hippie

Hippie at the Human Be-In, January 14, 1967, Golden Gate Park, San Francisco. Photograph by Gene Anthony©www.wolfgangsvault.com. Used by permission.

 

Within the New Communalist movement at least, the children of the 1960s turned away from embracing racial, sexual, and political difference. And they turned away from the state and to some extent, the university, as well. They turned toward personal style, a politics of expression, and to the world of business. There, I’m afraid, far too many pursued self-fulfillment as if self-fulfillment alone constituted social change. In that sense, the most expressively radical movements of the 1960s helped set the stage for the conservative neoliberal society we inhabit today.

Henry: What could today’s intellectuals learn from their counterparts during this post-war period? Are there virtues we as scholars have lost that are worth reclaiming?

Fred: Courage! And faith in the power of ideas.

I think that one of the legacies of the Vietnam era for our generation has been a fear that engaging with state policy or trying to directly influence public life will somehow harm either our ideas or the state itself. Having seen what happened at CENIS in the 1960s, I very much understand that fear. But I think we’ve taken it too far.

Our ideas, even our most academic ideas, can have a far wider influence that we think. In the 1940s, professional anthropologists’ belief that cultures had modal personality styles became the basis of very popular campaigns for creativity and democracy across the United States and Europe. The idea itself emerged within the research world; it travelled beyond thanks to the determined efforts of figures like Margaret Mead to speak to the wider world in a public idiom.

But it also travelled because Mead and others like her were not afraid to mix it up with people in power. Today we need to do two things I think: first, campus-based writers like you and I need to keep trying to speak outward, to the world beyond the walls, in plain English. Second, we need to work with and if necessary build new kinds of institutions to support the kind of society we want. New social networks, new peer-to-peer collaborations are nowhere near enough. What we need are places where people who are unlike one another can gather and work together, slowly, over time. We are far too entranced with the power of networks today. What we need are not better ways to contact others like ourselves, but better ways to work across our differences. What we need are not better networks, but better institutions.

With that said though, I’m hopeful. If the kind of civic imagination I’ve chronicled in The Democratic Surround could have flourished at the height of the Cold War, it can certainly come back to life today.

 

Fred Turner is an associate professor of communication at Stanford University. He has written several books about media, technology, and American cultural history, including the widely acclaimed From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism.

The Democratic Surround: An Interview with Fred Turner (Part Two)

Henry: I was struck as I read your description of the aesthetic practices of the surround that you are evoking many categories that also shaped the aesthetics of new media -- including notions of interactivity, nonlinearity, immersion, multimodality, and transmedia. These links are implicit in the book, but I know you think about new media, so I wanted to see if you might be willing to speak about the similarities and differences in how these ideas operated in these two periods.  

Fred: Happy to. In many ways, the book is an effort to write a genealogical history of the categories you’ve named. In the time I’m writing about, the essential distinction was between immersing audiences and surrounding them. Walt Disney and his team, for instance, designed media to be like carnival rides. They tried to immerse their viewers not only in narrative, but in kinesthetic experiences that would cause them to disengage their critical faculties and just go with the flow. In 1958 they sent a movie about the United States to the World’s Fair in Brussels. It was shown in what they called “Circarama” – eleven film projectors showing the moving in 360 degrees just over the viewers’ heads. Journalists who saw the show were thrilled to see the bodies of the spectators all swaying in time together. To the Committee for National Morale or Herbert Bayer and his Bauhaus colleagues, people swaying together would have smacked of hypnotic fascism. The whole point of aesthetic experience in their view was to awaken the reason, to individuate citizens by creating aesthetic conditions under which they could have unique individual experiences, but together, as an egalitarian group. In that context, it wasn’t just what was on the screen that mattered; it was how viewers moved between the screens. In the propaganda exhibitions that Bayer designed for the Museum of Modern Art in World War II, visitors could see pictures overhead, at their feet, and at various heights along the wall. They came in all sizes and interspersed with text. They were quintessentially multi-modal media – and that was key. Bayer and his team wanted viewers to practice doing the linking work themselves. They were to engage, even interact with the whole pattern of images and not just any one message they might contain.   Fig 2 Cage Prepping Piano John Cage preparing a piano, circa 1960. Photograph by Ross Welser. Courtesy of the John Cage Trust.     The same thing was true later with John Cage’s soundscapes. You’ll remember that his most famous piece, 4’33”, features a piano player who sits down at the keyboard but never plays a note. Cage is asking his audience to see that they are surrounded by the sounds of their environment. He’s asking them to knit those sounds together in the way that would be most meaningful for them. No piano player, no conductor, no musical dictator demands their attention. The audience, like the sounds themselves, are meant to be free, interacting with one another on equal terms. In that sense, practices of interactivity, multimedia display and design, non-linear aesthetics – they were all tools meant to liberate and democratize the senses. They were meant to be alternatives not simply to commercial entertainment, but to the kind of media immersion that many – though not Walt Disney – still feared could produce authoritarians. The trouble is, these new modes for making liberated citizens also meant a new mode of management. In each case I’ve studied, a team of experts built an environment and selected an array – an often very rich array – of media for audiences to engage. Audience members moved freely, selected what mattered to them, congregated, dispersed – and based on all the archival records I’ve seen, many really did experience themselves as free in these spaces. But of course they weren’t. Or not completely. They may have had more control of their bodies and their senses and their reasoning faculties than, say, the swaying viewers of Disney’s Circarama, but the visitors to surrounds inhabited a thoroughly curated world. They could interact, but the terms of their interaction had been set for them, before they even entered the rooms. Even in Cage’s 4’33”, a designer hovered behind the experience – Cage himself. Today we’re surrounded by digital media and I think we’re just waking up to the quandary these experiences represent. On the one hand, we want the kind of individualized agency that surrounds seem to offer; on the other, simply entering those spaces opens us up to management and surveillance. Some of those modes are top-down – curators really can and do shape what we see, and some of those curators come from states and corporations with agendas that have little to do with democratizing our lives. Other modes are more psychological. If anything defines our historical moment, it’s the off-loading of the labor of production and self-management onto the individual citizen. You can see this in free-lancing and internships and any number of other places. But you can also see it in media. The modes of interactivity and multi-media storytelling that empower audiences to make their own unique sense of the media around them usually invite them to make sense of that media specifically – media which have often been pre-selected and pre-digested for them.   Fig 3 Moviedrome Interior of Stan VanDerBeek’s Movie-Drome, Gate Hill Cooperative, Stony Point New York, circa 1963-65. Photograph by Stan VanDerBeek. Courtesy of the Estate of Stan VanDerBeek.         You can see this to some degree online. But you can see it much more clearly in the ways that so many material environments are becoming multi-media experience machines. Think of airplanes, with TVs on every seatback. Or think of sports bars, with all the games on at once. Or think of the apps on your cell phone. We’ve entered a world in which the interactivity and multi-modality that once promised to free us from fascism has in fact brought us into ever closer relationships with large institutional forces. Now, just to be clear: I’m not at all arguing that corporations or states are necessarily authoritarian. I am arguing that we need to see that the terms of our media freedom these days are a lot more constrained than we may think.

 

Henry: The Democratic Surround explicitly seeks to push beyond some of the encrusted ideological critiques of the Cold War and the idea of domestic containment. You want us to understand that in many ways, the leading thinkers and artists of this period were pursuing a progressive, even multicultural agenda, for whatever blind spots or complicities they might seem to display. What do you see as some of the most significant misperceptions about American thought during the 1950s? What do you see as the value of rethinking this period?

Fred: The history of the Cold War that we’ve inherited has largely been written by a generation of scholars who grew up in the 1960s and came of professional age in the 1980s. They witnessed the Vietnam War, the recession of the 1970s, the rise of Reagan and Thatcher. Out of those times, their generation has carried a deep fear of the government, a faith in the power of self-organized networks, and a belief that personal expression, properly organized, represents the highest form of politics. These beliefs have made it harder for them to see the complexity of the 1940s and the 1950s and much harder for all of us to deal with the complexities of our own time. The canonical story runs something like this: After World War II, America settled into a pattern of ubiquitous repression in its foreign policy, its domestic race relations, and its family life. When a new generation realized how personal politics could be, they took to the streets, and only once they got there did political change begin. This story contains some large grains of truth, but it misses crucial distinctions. World War II, for instance, gave rise to the military-industrial establishment, but it also sparked a radical critique of American racism. That critique flourished not only among disenfranchised bohemians, but among elite intellectuals and public officials. By 1948 or so, large numbers of Americans supported a very radical vision of world government. It wasn’t the Communism of the 1930s, but it was a deeply collectivist vision of global unity. That vision has been read in recent years as an oppressive universal humanism, an effort to turn the entire world American, white and middle-class. In the 1950s, the United States would certainly leverage that vision in an effort to contain Communism abroad. But the vision itself, then and now, contained within it the seeds of our own celebration of human diversity. A second belief: that the personal only became political in the 1960s. This claim seems to have been born out by the host of identity-based political movements that emerged in the 1970s. But it’s not true. The effort to distinguish America from Germany at the start of World War II set loose a critique of racism, anti-Semitism, and even gender conformity – in the late 1940s and early 1950s – that has largely been forgotten. Figures like Margaret Mead and Ruth Benedict believed that the personalities of a given culture made that culture what it was. Democracy in their view was always simultaneously a political and a psychological phenomenon. Freedom consisted in the ability to be oneself; a free society empowered individuals to fulfill their potential, together. What matters here is not only that the personalization of politics that we associate with the 1960s began a generation earlier. What matters is that it lived in the epicenter of American intellectual and political life. Writers who grew up during the Vietnam War, as I did, remain deeply suspicious of the state, for very good reasons. Yet governments are not monoliths. As I dug into the archives of America’s premier Cold War propaganda agency, the United States Information Agency (USIA), I found extraordinary arguments going on about the nature of democracy, about the degree to which Americans should impose their agendas on others, and the like. During World War II, members of the Committee for National Morale advised President Roosevelt and his cabinet; at the height of the Cold War, John Cage lectured at the same 1958 World’s Fair at which the USIA was promoting our national goals – and he spoke in terms that would have been entirely familiar and congenial to the most ardent American propagandists. I point this out to show that during the 1940s and 1950s, the American intellectual landscape had not yet been cordoned off into countries of ardent Cold Warriors confronted by equally ardent strivers after civil and human rights. Nor had the state as a whole become an exclusively oppressive force, internally or even internationally. I don’t mean to downplay the tensions of the time. I’m well schooled in McCarthy’s witch trials, the race riots of the 1940s, the very real gender re-segregation that took place after World War II, and the darkness of the Cold War closet. But I believe that if we can jettison the notion that only bohemian, expressive politics lead to social change of a personal kind, we can begin to see our own lives in a new light. In our moment, it isn’t our personal expression that’s under attack. On the contrary, we live in an era in which the mainstream mass media celebrate our array of sexual and racial identities. Think of the TV show Modern Family, for instance. Right now, it’s our institutions that are suffering. Have you looked up at a highway bridge lately? Have you popped into a public school and counted the number of kids in an average classroom? Have you looked at more than a decade of war and wondered how it is that the government has been able to keep troops in the field so long with nary a peep from the American public? And how has the left responded to these events? Well, we had Occupy – a movement organized around the collective expression of identity in public places and the building of mostly temporary networks. Meantime, the right has had the Tea Party – a movement anchored in already existing institutions, often churches, aimed at building new institutions, and it has already had an extraordinary effect on our government. Occupy has certainly framed the debate – it’s important know who’s part of the 99% and who isn’t. But it’s the Tea Party that has actually changed – or really, paralyzed – government policy. I’m hoping that if we can look back into the 1940s and the 1950s, we can see a world in which it is possible to work for radical political transformation within and around the most powerful institutions of our day – including the media and the government.

Henry: Anthropologists, Sociologists, and Psychologists (not to mention early Communication scholars) play key roles in shaping policies in the United States during this period. Why were these disciplines so central to the thinking of the American government during the war and post-war years? What factors have shaped a shift in the status of these humanistic fields in the subsequent decades? Today, many universities are closing down their anthropology programs, for example, and our educational policies are very much driven by a STEM agenda.

Fred: These are pretty tough questions! I’ll do my best. I think the answer to the first question has to do with the kind of country America was at the time. In the 1930s and 1940s, the United States was not yet a global hegemon. In a lot of ways, it was a somewhat backward place – largely rural, racially divided, and not yet even fully unified geographically the way it is today by the highway system. Within this world, anthropologists especially, but also psychologists and sociologists, seemed to offer a window on the world beyond our shores. They seemed to understand how things really worked – in far away Asia and Africa, in the urban jungles of our own cities, in the tropics of our minds. They also shared an understanding that individual personalities and cultures mirrored one another and that communication – mediated and interpersonal – shaped both. When World War II began, scholars in these fields seemed to have a uniquely sharp-eyed view of the international field in which the United States now felt compelled to play. They also seemed to understand how to motivate the American people to go to war. But that’s not quite enough to explain their appeal over time I think. For that, we need to acknowledge the technicist character of some of their analyses. Mead, Bateson, Allport, Fromm – they were humanists. But many of their colleagues committed acts of highly technicized social science – field and laboratory experiments for instance, quantitative content analysis, and the like. These sorts of scientistic activity produced the actionable results that government leaders needed. And even where they didn’t, they produced the image of social scientists as men of action (and yes, they were almost all men). How did such scholars lose their place at the table? Vietnam. One of the most painful moments I had researching this book came as I read through the history of the Center for International Studies (CENIS) at MIT. CENIS was a social science think tank funded partly by the CIA. In its papers, you can see social scientists like Walt Rostow and Ithiel de Sola Pool turning the pro-democratic tools of the 1940s into instruments for crushing Asian communism. It’s horrifying. I don’t think American intellectuals have quite forgotten what happened there. Some of the best and brightest social scientists of the 1950s and 1960s, working with the very best of intentions, helped mastermind a national atrocity. This is part of the reason that the historiography of this period remains so stark. The generation of scholars who grew up during Vietnam identified with personal liberation movements here and with post-colonial liberation abroad. Some even tended to conflate the two. This has created a slow-burning identity crises within several fields. If a field is designed to map more or less universal rules of social engagement and if the application of universal rules is an essentially oppressive, colonizing endeavor, then what is the proper job of a social scientist? You can see the legacy of Vietnam in the anxiety for scholars of culture, and particularly anthropologists of the 1980s and 1990s, to be “reflexive” in their work – that is, to so thoroughly disclose the biases of their own social position as to inoculate themselves against charges of intellectually colonizing the Other. For what it’s worth, I don’t agree that the social sciences have faded from view. I do see that the lion’s share of funding from the government now goes to STEM disciplines. I think that happens because the outcomes of training in those areas can be so clearly linked to things Congressman care about – jobs, profits, economic growth. But the power of STEM per se isn’t new. The space race and the Cold War drove research in that area to a level of funding and creative abandon that would be hard to imagine today except perhaps in the privately funded stratospheres of Google and Apple and Microsoft. Even with government funding down, the social sciences remain intellectually pretty hardy. Psychology in particular remains very strong. Communication has been reinvigorated by the rise of digital media. Anthropology’s role has certainly shifted -- partly I think because America has changed. After World War II, we became a much more cosmopolitan nation, and as we did, we no longer needed anthropologists to manage our first contacts with foreign peoples. Sociology has split I think into a more technicist, campus-bound wing, and a more public-facing style. Just think of the popularity of Malcolm Gladwell – not a social scientist, but certainly a purveyor of sociology.

 

Fred Turner is an associate professor of communication at Stanford University. He has written several books about media, technology, and American cultural history, including the widely acclaimed From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism.

The Democratic Surround: An Interview with Fred Turner (Part One)

I was lucky enough to have gotten to know the social-cultural-technological historian Fred Turner during some time he spent at MIT at the start of his academic career, and we have stayed in touch off and on ever since. I have lost count of the number of times I have taught chapters from his landmark book, From Counterculture to Cyberculture, or the number of times that I have ended up citing this book in my own research on participatory culture and politics. It came out in a moment when there was so much focus on new media that it was as if the world had developed amnesia -- discussing everything as if it had been invented yesterday rather than understanding the ideologies and cultures that had led up to the digital revolution. Turner's book helped to place the utopian rhetoric I was hearing at MIT around "new media" in a richer, more nuanced, and more historically grounded perspective. It quickly became essential reading in the Comparative Media Studies program at MIT, which I headed at the time, and indeed, it has been core reading at programs all over the world. Turner's new book, The Democratic Surround:Multimedia and American Liberalism from World War II to the Psychedelic Sixties expands the terrain even further, showing us how the counterculture itself emerged from the theories of media, culture, psychology, and political persuasion that took shape during World War II and achieved their greatest impact during the Cold War Period. As with the first book, Turner offers what might once have been considered intellectual history -- a focus on key thinkers, who in this case, include anthropologists, psychologists, artists and art critics, musicians, communication scholars, photographers, curators, policy makers, and many others -- but combines it with social, technological, political and cultural history. The book is full of fascinating people -- from Margaret Mead, John Cage, Buckmeister Fuller, to Andy Warhol and Marshall Mcluhan -- and he not only reminds us of their own contributions to society, but shows the strong connections across their work.

He shows us how the media (and especially museum and World's Fair installations of the period) reflected larger aesthetic theories about the forms of perception required to foster a democratic personality, which were in turn shaped by new models of psychology and anthropology, all of which were put in the service of the Cold War. Beyond that, through, he transforms how we think about the politics of the period, pushing through the encrusted critique of the Cold War and the domestic containment of the 1950s, to identify the liberal/progressive impulses that inspired these thinkers, showing how they were more open to diversity, equality, and freedom than had been acknowledge by many recent writers. He doesn't ignore the blindspots and complicity in their thinking, but he does help us to appreciate why Family of Man, say, was seen as such a transformative work at the time that it commanded the attention of audiences around the world. He challenges assumptions about the propagandistic use of media during the Cold War to focus on what people at the time understood as a more "democratic" approach to spectatorship and in the process, implicitly at least, he suggests some of the roots of the focus on interactivity, nonlinearity, multimodality, immersion, and transmedia in our own times.

Because of his journalistic background, he is an engaging, vivid writer, one who tells compelling stories, but he is also a first rate archival historian and a world class theorist and critic of media practices. His work is at once programatic -- in that he now takes us on a history of media and politics from the World War II to the present -- and also boldly original -- constantly forcing us to look again at things we thought we already knew. I have no doubts that The Democratic Surround is going to be as important a book as From Counterculture to Cyberculture.  Everywhere I have traveled this summer, people have been reading and talking about this book, but if you have missed it so far, you are in for a treat.

I am proud to be presenting the following interview with Turner about the book and its implications for those of us interested in the contemporary media environment.

Henry: Let’s start with the title, The Democratic Surround. Can you explain this concept? In particular, can you speak to the connections your book makes between a political concept -- democracy -- and an aesthetic approach -- the surround? How did these two concepts come together during the period your book documents?

Fred: Well, the book stretches from the late 1930s to the late 1960s and across that time, the thing I’m calling the “surround” took three forms: It was an actual, existing genre of mediated communication; a tool for producing more democratic citizens; and a model of how to organize a well-run democracy. To their promoters, surrounds could help Americans experience a deeply liberating alternative to totalitarian systems. Fifty years later, we can see that surrounds also gave rise to a new mode of management, a mode of self-regulation through media that dramatically shapes our lives today. To see how the aesthetic and political came together the way they did, we have to go back to World War II. The story takes a bit to tell, but it’s worth it.

In the late 1930s, many Americans were terrified – and baffled – by the rise of fascism. Hitler had taken over Germany, Mussolini had grabbed Italy, Franco had overrun Spain, and Imperial Japan had invaded China. Everyone wondered: How had so many sophisticated nations fallen under the sway of dictators? And particularly Germany – despite World War I, Germany remained a beacon of culture for American intellectuals and artists. How had the home of Goethe and Beethoven fallen for Adolf Hitler?

A surprising number of Americans argued that it must have been mass media that had brought Hitler to power. First, Hitler had taken control of the German media and dramatically restricted what his citizens could see and hear. Second, many believed that the one-to-many dynamics of broadcasting and the print press themselves could turn people into authoritarians: Just being one of the many, tuned in to a single leader, forced you to practice being part of a faceless crowd.

If the problem was mass media itself, many feared could America go the way of Germany – especially because by the time Hitler invaded Poland, fascism had visibly metastasized in the United States. To take just one example, in February, 1939, twenty-two thousand Americans rallied in Madison Square Garden to support German-style fascism here. They cheered under a giant banner that read “Stop Jewish Domination of Christian America.”

Fig 1 Bund Parade 10 30 39

German-American Bundists parade swastikas and American flags down East 86th Street, New York, October 30, 1939. Photograph from the New York World-Telegram. Library of Congress, Prints and Photographs Division, NWT&S Collection, LC-USZ62-117148.

All of this left American leaders with a dilemma at the start of World War II: How could they use media to stir their citizens to take arms against fascism without turning them into fascists?

Two groups actually set out to answer this question, starting about 1941. The first consisted of about 60 social scientists who called themselves the Committee for National Morale. They were really a Who’s Who of American social science at the time -- Margaret Mead, Gregory Bateson, Gordon Allport, the list went on and on. Together they believed that every country drew its strength from the individual personalities of its citizens. And if mass media had produced authoritarian personalities in Germany, Americans would need to develop a kind of media that would that would produce a democratic personalities here.

In the Committee’s view, authoritarians were psychologically fractured, unable to reason, bigoted and obedient. Democrats, they argued, should be highly individuated and highly collaborative. They should reason and choose, and above all, embrace the diversity of American society.

To produce such personalities members of the Committee proposed creating exhibitions at museums and in other public halls, surrounding individuals with images and sounds, and freeing them to move among them. These aesthetic environments would give Americans a chance to practice doing the individual work of making meaning of the world around them, but they would do these things in person, together. Surrounded by images, they would collaborate in forming their own democratic personalities and at the same time, a mode of being together that was unified, not massified, American not German.

The members of the Committee didn’t know how to build these environments. But in the late 1930s, a generation of Bauhaus artists had just fled to the United States from Germany. They carried with them very sophisticated designs for multi-screen displays and immersive theaters, and they were more than happy to apply their skills to promoting American democracy. Throughout World War II people like Herbert Bayer and Laszlo Moholy-Nagy designed museum exhibitions and media to promote the war effort. They created the spaces that the American social scientists had dreamed of – spaces in which Americans could practice moving their bodies individually together, looking high and low at the world around them, and arriving at a new mode of political unity in the process.

Once the Cold War began, the exhibition designs they created became cornerstones of two seemingly contradictory developments: American anti-Communist propaganda abroad and avant-garde art here at home. In the 1950s, America built a series of multi-media exhibition spaces abroad with the explicit intent of turning the psyches of potential allies and enemies in more democratic (meaning, pro-American) directions. The most famous of these was probably the 1959 American National Exhibition in Moscow, where Nixon and Khrushchev had their Kitchen Debate. At the same time, artists such as John Cage opened up the soundscape and the world of performance, with an equally explicit desire to engage their audiences in a world of aesthetic democracy – a place in which every sound, no matter how lowly, would be equal to every other, a world in which the European hierarchies of the symphony no longer held sway. By the late 1960s, Cage’s experiments in particular had helped transform the pro-democratic propaganda aesthetics of the 1940s into the Happenings and the Be-Ins of the counterculture.

Henry: Many of my readers will know your groundbreaking work, From Counterculture to Cyberculture. In many ways, this new book represents that infinite regress that historians are prone to do. In many ways, you could have called it From the Cold War to the Counterculture. How do you explain the relationship between the two projects?

Fred: I hope the historical regress here won’t be quite infinite! I began The Democratic Surround as a way to solve a puzzle I first saw when I was writing From Counterculture to Cyberculture. I’d always been told that the generation of 1968 had rejected the culture of the 1940s and the 1950s. But when I was researching the Whole Earth Catalog crew, I saw that they were steeped in ideas and books from those periods. When they headed out to build their communes, the New Communalists of the 1960s tucked books by their parents’ generation into their backpacks. They read Norbert Weiner, Buckminster Fuller, Erich Fromm, Karen Horney, Margaret Mead, Gregory Bateson – and I wondered why. When I went back to those books, I saw the appeal. These thinkers were far more radical than we remember. They and other leading liberal intellectuals of the period challenged the prejudice that ran through American society. They called for the United States to become much more egalitarian, diverse and accepting than it was. Some, like Mead’s teacher and friend, anthropologist Ruth Benedict, called loudly and publicly for racial equality in America more than a decade before the civil rights movement of the 1950s and ‘60s. Mead herself gained national renown in part by urging American women to become sexually liberated. And all of these figures saw the personal as political in a way would suffuse the countercultural movements of the 1960s.

By going back to these figures, I’ve been trying to do a few things. On the historical front, I want to de-mythologize the sixties. We’ve labored for too long under the illusion that hippies represented a break in American history and an alternative to mainstream American life. As I hope my last book showed, the New Communalists were in many ways an opening wedge for the hyper-individualized, tech-centered ways many of us live and work today. On the contemporary front, I want to decouple our claims about the social impact of digital media from the dreams to which they’ve become attached. Those dreams flowered in the 1940s, and not only in the technical worlds that brought us computers. They flowered in social science, politics, propaganda – all across public life. Today, we inhabit a multi-screen world in which we manage our lives in terms set by any number of organizations that remain invisible behind the screens. We often imagine that it is somehow digital media that have brought us this world. But they didn't, or at least, they didn’t do it alone.

Fred Turner is an associate professor of communication at Stanford University. He has written several books about media, technology, and American cultural history, including the widely acclaimed From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism.

The Steampunk Scene in Brazil: Strategies of Sociality

One of the pleasures of running this blog is the chance to engage with readers all over the world, who are able to share with me  what's happening in their countries. The phenomenon I discuss here -- from participatory culture and politics to new media literacies to transmedia entertainment -- are playing out right now on a global scale. Thanks to these contacts, I have been able to share with my readers new developments in Russia, China, India, Poland,  among many other examples, and I look forward to sharing other such cases in the future. Recently, I have corresponded with Éverly Pegoraro who has been researching the Steampunk scene in Brazil. And after some back and forth, I am happy to be able to share with you today some of her findings -- in words and images. By the way, readers in Brazil may be interested to know that there is now a Portuguese edition of our most recent book -- Spreadable Media: Creating Meaning and Value in a Networked Culture (with Sam Ford and Joshua Green)-- which is published there as Cultura  da Conexão: Criando Valor e Significado por Meio da Mídia Propagável. You can learn more at the Aleph website. Thanks so much to our friend, Maurico Mota, for his hard work to make this book approachable to our friends down in Brazil.

 

Steampunk scene in Brazil: strategies of sociality by Éverly Pegoraro  

What motivates steampunks? For some, just nostalgia. For others, daydreams. Amid fans and critics, the fact is that steampunk and other retrofuturistic movements extrapolate elements from the literary imagination as the basis for generating creative urban experiences. A meaningful example of this process may be perceived in Brazil. The steampunk "scene" in Brazil has already a substantial number of participants, spread across 13 states. Steamers, as they are known here amongst fans, participate in many activities.

Each Brazilian state holds a different group of steamers. For the past three years, I’ve had the opportunity to follow one of the most active steamer . groups in Paraná state in southern Brazil, Steampunk Council of Paraná Lodge. In this space, generously provided by Professor Jenkins, I will share some impressions about the research, which is part of my doctorate thesis.

Unlike other countries, Brazilian steamers are organized in lodges (a Masonry inspiration) in each State, which are administered by local councils. All are supported by Steampunk Council. The Steampunk Council’s mission is summarized on their official web site:

The Steampunk Council was conceived with the central idea of ​​democratization, flexibility and sustainability of steampunk movement. It is less an organization and more a concept, on which representatives of steampunk community can create their lodges, as the cells are called from the concept of the Council. [ ... ] The Steampunk Council's mission is to provide mechanisms for the dissemination of steampunk culture, provide reference material, promote all sorts of related events, encouraging cultural production of this sort of subjectivity and paying tribute to all those who create and produce material of Steampunk culture in all possible forms. (Available at http://www.steampunk.com.br/conselho-steampunk/)

Each regional group is autonomous to develop their own activities. The Steampunk Council of Paraná Lodge has existed for about four years and is managed by a group of the most active founding members. Besides them, there are many participants, some more regular and active (about 25 people), others only occasional visitors. Adopting the fluid, ephemeral and diversified characteristics of neotribes characterized by Maffesoli (1987), they form a heterogeneous group, across genders, ethnicities and ages (ranging from 14 to 50 years). Members are from different social classes, studying and/or working in many areas, such as writers, musicians, housewives, professors, and service providers.

As organized groups, they have the opportunity to create more permanent social ties than the relative ephemerality of the neotribos. This is a strong characteristic of Paraná’s group. The several proposed activities during the year encourage face to face interaction amongst the participants and create spaces where each discovers and develops artistic, literary, media production skills.

The Steamers’ creations blend the imagery of the nineteenth century, the individual preferences of media culture and the creativity of each participant. The Victorian aesthetic is strongly present in this urban culture, especially in the costumes and in the context of the stories. But steampunk enables a wide dimension of contextualization that are not directly inserted in Victorian Era.

Therefore, the selection of this period is not exclusively due to the visual. Steamers say they seek values ​​from the Victorian imaginary. They want more romanticism, sensibility and personal investment -- in other words, less mechanical and utilitarian relationships.

[Steampunk] refers to a time when people cared more about delicacy, gentleness, there had been a different culture, a more educated one. I find it interesting to extrapolate the technology of this period and advance it as if it had been nothing after, to increase the capacity of a technology that actually has not developed much. I find it interesting to explore more things that sometimes were not explored in the past. (Brazilian steamer)   What fascinates me is the Victorian aesthetic, the well done style, with the smallest details, it has the seriousness of the men, the femininity of the women, the clothes […] the court society, the social rules. And there is also the convenience of the technology how we have today, the clothes are not made ​​by hand, not everything is very expensive, we have the benefits of communication, medicine, entertainment, movie theaters. (Brazilian steamer)

 

We see the old aesthetic is beautiful, more farfetched. A time when people had more free time to take care of themselves, but the values ​​were different. It's interesting you deal with an older aesthetic, but with current values​​, especially for women. The corset is nice, but nobody wants to live as it was before. So, it's cool to have that aesthetic, an aesthetic that people will look strange, for it’s old, but with values […] the female steampunk characters are not housewives, all professions in steampunk can be applied for men or for women.(Brazilian steamer)

The interviewees' statements above indicate an attempt to retrieve the values ​​and behaviors of an idealized past. Such desires suggest the search for a less rationalist and mechanical subjectivity and the need to invest more deeply in relationships.

Homi K. Bhabha (2011) offers some interesting clues to consider the social articulations that occur in these inter-spaces of difference and minorities, in which there are complex processes of negotiation and cultural hybridisms. He conceives such cultural hybridism as a third space that enables new positions of meaning and representation. The negotiations that take place in these spaces allow hybrid agencies that do not seek cultural supremacy. Such movements are articulated in the “arts of the present”, defined by the author as the performances by which different minority group elaborates strategies of survival, identity formation, political contestation, social relations, and aesthetic manifestations. The steamers below talk about why they participate in this urban culture:

We're putting a question to rethink who we are, it’s not to think who we may be in the future, it’s to rethink who we are today. Which were our real choices in the past that brought us here, and based on which choices we could have made. That's what draws me into steampunk. (Brazilian steamer)

 

I think it's a fascination for a time that is chronologically so close, but so radically different from our reality. (Brazilian steamer writer)

 

I do not think the nineteenth century so far, not so different. […] Over the past 200 years, more things happened than between 1400 and 1600. […] The planet got smaller because of communication technology, for better and for worse. […] The nineteenth century, for being so close, is a rich context to be described and to criticize the current moment. What is science fiction? It’s to put into perspective our reality through the accentuation of problems and defects from that historical moment. (Brazilian steamer writer)

Freedom of expression […] It's a hobby to get away a little bit of our ordinary everyday, encouraging people to do something different. It’s for the pleasure [...] to meet different people, search new experiences. (Brazilian steamer)

Brazillian steamers’ strategies of visuality and sociality are acts of resistance to contemporary spatiotemporal compressions, providing an inter-space of temporality and hybrid culture, which combines different historical periods. However, steampunk hasn’t derived from a pure and simple import of Europeanised customs, which, in turn, would result in similar actions to the Brazilian Belle Époque. Neither has it intended to celebrate a tradition originated from English distant past of ladies and gentlemen.

Besides the fascination with the Victorian imaginary, what unites Brazilian steamers, no doubt, is the science fiction in its various products, questioning the inventions that marked the transition to the modern world, especially in science and technology. This identification is made clear in the narratives constructed individually and collectively by the steamers. Some seek to insert elements of  history and Brazilian literature, as in the following example:

I tried to imagine how it would be a world in which the Baron [Mauá – Brazilian historical character] was even more influent, decisive to the directions of our country. So, I thought that the Abolitionist Campaign would be more successful with, let’s say, not only the prohibition of the slave trade in the 1850’s, but with the release of all slaves and with the attraction of foreign and specialized labor and, most importantly, a world in which there had not been the Paraguayan War, what would’ve stopped the waste of lives and money we had in reality. (Brazilian steamer writer)

The events that promote steampunk and encourage sociality among the participants are the main feature of the Brazilian group. Aiming to give visibility to their initiatives, steamers often attend events of other youth cultures, such as Victorian picnics (an event that has become a reference there). Each activity promoted by Steampunk Council of Paraná Lodge has a specific theme, in honor of historical characters and events, often from a specifically Brazilian context. They do not have a fixed schedule, but each event usually involves music, dance, literature and individual performances. The three major events promoted by Paraná steamers are named as the Steampunk Picnics, Steam Coffee (In Portuguese, Cafés a Vapor) and the workshops to learn how to customize clothing and objects.

The Steampunk Picnics are annual events held at parks in Curitiba, capital of Paraná state. The steamers enjoy the sunny Saturday or Sunday afternoons to do the “steampunk scene”, where they go dressed in their costumes, play games and participate on sweepstakes, gymkhanas and photographic sessions.

Convescote Steampunk, março de 2012. Curitiba, Paraná, BrazilConvescote Steampunk, março de 2012. Curitiba, Paraná, Brazil  

 

Convescote Steampunk, março de 2012. Curitiba, Paraná, Brazil_2 The customization workshops occur every two or three months (there is no strict regularity) in Curitiba. They are also used as a shop window for steamers to exhibit their artistic abilities. They are artisans, designers, stylists and photographers who take the opportunity to promote their work and, in some cases, sell them.

After posting on their blog (http://pr.steampunk.com.br/) and on the group's profile on Facebook (in Portuguese: Loja Paraná do Conselho Steampunk), the interested ones meet on a Saturday afternoon to learn basic techniques of steampunk styling. The workshops are taught by the older group members or by some guest who has a specific skill that can be useful in customizing clothing and accessories. During an afternoon, someone is highly unlikely to finish the process. But the steamers themselves make clear that the workshop will explain the basic technique. It is up to each person to develop (and even enhance) what was taught.

During workshops, Brazilian ......During workshops, Brazilian steamers discuss alternatives to materialize their imaginative ability

The workshops are characterized as a meaningful moment of sociality among the steamers, because there is sharing, exchange of ideas and interaction among them, while they discuss alternatives to materialize what they imagine. Tutors seek to encourage creativity by presenting a variety of objects made at home. The “students” identify themselves with these possibilities and discuss alternatives to adapt them to their purposes. Tutors share the difficulties to develop the techniques, aiming to ease the situation for those who are beginners.

Workshop to Make Mini and Top HatsWorkshop to make mini and top hats

Customizations are used in the practice of steamplay (adaptation of the term cosplay to the steampunk universe), when steamers perform their steampunk character, constructing their identities and embodying their clothing and accessories as well as their historical and social context. Public performances happen in the events that Steampunk Council of Paraná Lodge promotes or participates. Several factors influence the character creation, such as preferences and hobbies of each participant or their ability to afford the steamplay.

Steam Coffees are evening events. As an example, the night of Steam Coffee: The steampunk evolution (Tribute to Charles Darwin) began with the performance of a traditional tribal dance, created by two dancers for the event. According to one of them, the ethnic tribal dance joins elements and techniques of folk dances from around the world. The steampunk concept appears on the mix of industrial music and the aesthetic of the costumes.

 

Musical performance at Brazilian steampunk eventMusical performance at Brazilian steampunk event

Steampunk Event in CuritibaSteampunk event in Curitiba, Paraná, Brazil

Performance of a a Traditional Tribal DancePerformance of a traditional tribal dance, created to a Brazilian steampunk event  

Participants of a Brazilian Steampunk EventParticipants of a Brazilian steampunk event    

During the event, the participants had fun with a steampunk musical repertoire of a steamer DJ who shared music videos. Some steamers shared a steampunk tale written by one of the participants of Curitiba’s group, who is also a writer. Indeed, the practice of writing tales, editing magazines and creating all kind of steampunk media products (even if they’re not mainstream, but only released on the internet) is common among steamers. As pointed out by Jenkins (2010), these informal learning communities encourage participants to develop writing skills and styles as well as to build confidence in their own abilities before entering in the professional market.

Members of Steampunk Council of Paraná Lodge share a wide range of cultural interests drawn from the content of media culture products over which they claim a sense of ownership and mastery. Practices similar to those discussed by de Certeau (1998) and Jenkins (2010) in terms of bricolage or “poaching.” Steamers appropriate different science fiction books, movies, comics and RPG games, but giving them new meanings, expanding the stories, deepening their interpretations of the characters and reimagining the story world. The creations may even suggest impossible mixtures through the insertion of fictional or historical characters from different periods in the same narrative.

Similarly to what Jenkins (2010) describes, such practices involve a form of aesthetic perversion of the traditional limits imposed by the dominant cultural hierarchies which outline the desirable and undesirable cultures. Thus, they build a cultural and social identity through appropriation and modification of cultural products.

The first Brazilian steampunk photo roman – Curitiba’s steamers are pride to point out it as the first one – is a striking example. Steampunk Carnivale[1]photo roman (http://www.youtube.com/watch?v=Ehm8RJ8KVwo) is a collective production involving performances by the various members of Steampunk Council of Paraná Lodge, who customized their costumes and accessories and collaborated to generate the plot. The work – which combined science ficton and intrigue -- was shared via Youtube.

Despite the understandable limitations of an amateur production, this photo roman can be characterized as contributing to an urban culture that has taken shape around a common interest in steampunk retrofuturism with the production and exchange of such products acting as part of what Thornton (1995) describes as a micromedia circuit. What matters here is not so much the aesthetic merits of the community’s productions or their comparison with more mainstream cultural products but rather the social and cultural dimensions of participants interactions with each other.

The cultural products that emerge from the steamers’ appropriation and remixing practices do not always fully cohere. Participants continually negotiate their relationship to the genre and to pre-existing culture materials according to their most immediate interests. As an example, note the following explanations of two steamers of Curitiba:

I really like gothic, so I wanted to make a gothic steamplay. I’ve brought a little bit of everything: I have keys, the belt that has potions, also weapons, which were made in the workshops. [ ... ] I’ve watched the movie The Crucible (and also read the book), and I’ve been writing the story for me. [...] Harry Potter has also influenced a little bit, so that my wand is from Harry Potter, it is not customized, I did not want to change it. (Brazilian steamer)   One of my ideas is inspired by Assassin's Creed games, which there are murders [...] it is like a secret society, fighting against the old Knights Templar. (Brazilian steamer)

This is how steamers – between pirates and nomads (Jenkins, 2010) – create their performances and products in an experience that is both individual and collective, within a vast network of connections that constitute this participatory culture.

 

Brazilian steamer at Steam Coffee. Curitiba, Paraná, Brazil, 2012.Brazilian steamer at Steam Coffee. Curitiba, Paraná, Brazil, 2012

 

Brazilian steamersBrazilian steamers

Steamers start from the media culture products that most interest them and become producers of new texts including fictional narratives, photo romans, illustrations, photographic essays, customized objects, crafts, dance and music performances, fashion and accessories, magazines, events. These acts of cultural expression are informed by two competing logics: the Do It Yourself (DIY) aesthetic from the punk movement and the contemporary conception of Do It Together (DIT) as it has taken shape around the Maker movement. One emphasizes individual, the other collective production. Thus, even though DIY logic prevails, the premise is surrounded by a mutual aid policy: each steamer helps the others with his skills in making products and accessories, embodying the DIT logic of participatory culture.

This idea is summarized in the interview with one of the forerunners in Paraná, Carlos Alberto Machado:

People sometimes send e-mail asking: 'do you sell steampunk clothing?'. 'We are not selling, what we do is teach you how to do,' I say. [ ... ] Paraná is the state that is promoting more workshops. And the workshops are bringing a lot of people and a lot of good things. There is the shyest person who ends up getting more outgoing, and makes friends. [ ...] We do not call it as a class, the idea is not to teach you the 'abc'. The idea is to encourage the participants to bring things and the group teaches the group. [...] They bring this knowledge and show them what they do to encourage the participants to try to do something similar. (Brazilian steamer)

Thus, the interest in steampunk by Curitiba’s group is structured through the desire to interact and be part of a community that shares broader cultural and social interests. Sociality grows from mutual interests, reflecting the group’s particular interpretative conventions as they are shaped by individual and collective acts of story telling, performance, and cultural production. While there is a strong emphasis here on self-creation, we should recall that all of this activity occurs within a consumerist context, where critical interactions between man and technology coexist with leisure, hedonism, and consumption. Their retrofuturist imaginings emerge from a particular local context and get circulated through a micromedia circuit.

Brazilian steampunk reinserts questions that turn away from traditional political participation. Steampunk encourages its participants to return again and again to the core question: “what if had it been different?”. Besides, creating a story of an invented past is a way to discuss current and relevant issues. It’s not an attempt to return to past, not about engaging with an exotic foreignness, but an inter-space that mixes criticism, socio-temporal concern, hedonism, entertainment. More than the fascination for the historical period of Victorian Age itself, what prevails is the will of the steamers to recreate their own fictitious historical memory, which is strongly impacted by media culture.

 

Éverly Pegoraro is a Brazilian university lecturer and PhD candidate in Communication and Culture at State University of Midwestern Paraná, Brazil . His doctoral research deals with the relationship between visuality and sociality in steampunk. He is the leader of the Communication and Sociocultural Interfaces research group. Contact:everlyp@yahoo.com.br ou https://www.facebook.com/everly.pegoraro.

 

References

Bhabha, Homi (2011).O entrelugar das culturas. In: COUTINHO, Eduardo (Org.). O bazar global e o clube dos cavalheiros ingleses: textos seletos. [The global bazaar and the English gentlemen's club: selected texts].Rio de Janeiro: Rocco.

Certeau, Michel. de. (1998). A invenção do cotidiano. Artes de fazer [The practice of everyday life].(3rd ed.). Petrópolis, Brazil: Vozes. Conselho Steampunk. http://www.steampunk.com.br/.

Deleuze, Gilles; Guattari, Felix. (1995a). Mil Platôs. [Thousand Plateaus]. Vol. 1. São Paulo: Ed. 34. ______. Mil Platôs. (1995b). [Thousand Plateaus].Vol. 2. São Paulo: Ed. 34.

Jenkins, Henry. (2010). Piratas de textos.Fans, culturaparticipativa y televisión.[Textual Poachers: Television Fans and Participatory Culture]. Barcelona: Paidós.

Maffesoli, Michel. (1987). O tempo das tribos.O declínio do individualismo nas sociedades de massa. [The time of tribes.The decline of individualism in Mass Society]. Rio de Janeiro, Brazil: Forense—Universitária.

Thornton, Sarah. (1995). Club cultures: Music, media andsubcultural capital. Cambridge, England: Polity.

 

[1] Although the name of the photo roman refers to Carnival, one of Brazil's major festive periods, the theme has no direct reference to the subject. Curitiba is not known for its Carnival tradition. Besides, in the days of this festivity, there is an alternative event for those who do not enjoy Carnival: Zombie Walk. As the organizers of the event use to say: “in Curitiba, Carnival is a horror”.

Why Co-Creation Matters: An Interview with John Banks (Part Four)

Early on, you quote Lucy Bradshaw from Maxis as saying that her company has “a real respect for the player community” and the term, “respect,” runs across the book. What do you think these companies mean by “respect” and how does it relate to the value they place on fan labor?  

The term respect came up in a good few interviews with various developers and it especially seemed to be a part of the Maxis ethos – their attitude to the gamers participating in these co-creative relationships. This respect had different dimensions and was expressed in different ways by different developers.

For some developers respect meant their appreciation for the creativity and innovation evident in the player created material. Following from this it meant supporting the players to express and realise this creativity through the quality of the tools that they provided and the support implemented around those tools. Many commented on how what the players achieved often surprised them.

Respect also meant how they communicated with the player community and valued their input and feedback about various aspects of a game’s ongoing design and development. Respect, in the terms Bradshaw raises in her interview with me, also meant recognising the value that the players’ co-creative practices contributed, including economic value.

 

Now as the various accounts of these co-creative relationships detail in the book, what this respect meant and the limits of it were often contested and debated among the developers. Some designers and lead producers raised dilemmas around the extent to which it is possible to include gamers fully in the design process, commenting on problems of ‘design by committee’ in which the committee now includes the unruly and very diverse views and opinions of online gamer communities. In sorting out the limits of respect and what this meant the developers and managers also struggle with the ambit and boundaries of these co-creative production relationships.

I think you see these struggles emerge in the discussions about the economic value of these various forms of participation (for example in the interview you refer to with Lucy Bradshaw, but also in the interview with Will Wright in the book’s conclusion). They don’t dismiss the value of, for example, the content created by players. But they do contextualise this with all of the professional labour, materials, technologies and infrastructure that the developers and publishers provide to enable and support this player creativity. Bradshaw uses the image of a ‘handshake kind of relationship’ that enables player creativity but also benefits from that creativity. I don’t think the developers (or the players) fully come to terms with the nature of this relationship and the exchanges of value that are occurring. But that is to be expected, as they are still very emergent and evolving.

 

You found yourself embeded inside the games company for part of your research process. How did this experience color your understanding of the corporate motives and assumptions shaping co-creative labor?

 

I was employed by Auran from 2000 to 2005 as an online community manager. I think this experience colored my account by influencing my decision to foreground the professional labour and craft-skills that contribute to co-creativity. I also wanted to emphasise the diversity of developer understandings of co-creativity and indeed the conflicts and differences among developers that shape these relationships. I’ve tried to describe the diversity of these motives and assumptions shaping co-creative labour rather than reducing all of that to something like a logic of capital or even a singular developer identity or position on all of this.

Here I hope this account might also contribute to illuminating developer studio culture for fields such as games studies – a topic that I think is underexplored. Other researchers including Casey O’Donnell (who has a forthcoming book, Developer’s Dilemma, with The MIT Press) are also doing important work on this . But in pursuing this have I unhinged my account from important structural or systemic conditions such as overarching corporate interests and agendas that characterise capital.

By emphasising the diverse understandings and motivations of developers and gamers do I risk overlooking the extent to which these very understandings are shaped by such structural conditions, which is different from determined by them. Even if these understandings are canny and knowing am I perhaps avoiding dealing with the conditions of capital that contribute to all of this?

Perhaps – these are good questions. They came up for me in a rather different context recently while reading Dana Boyd’s It’s Complicated: The Social Lives of Networked Teens. In this book Boyd tackles many of the myths and moral panics surrounding teens and social media by making room for their voices and experiences, including the diversity of that experience. In the process she establishes that it is indeed complicated.

My book kind of reaches a similar conclusion about co-creative production – it’s indeed complicated.

One of Boyd’s key points is that the social behaviours she explores among teens are adaptive. In my book I’m very interested in these emerging, adaptive practices in the context of the networks of co-creativity. In the introduction to her book Boyd also acknowledges the “capitalist logic that underpins American society and the development of social media…” but then comments that … “although I believe that these assumptions should be critiqued, this is outside the scope of this project”. Is that just a cop out? If this is so then how can you consider the implications of teens’ use of social media without tackling such an assumed logic?

An interesting point to consider here is that perhaps the adaptive behaviours and practices that she describes so well just cannot be understood in terms of “the capitalist logic”. Not in the sense that they escape or oppose such a logic, but more that the dynamics and processes involved don’t quite make sense in terms of such a singular logic. At least this was my sense as I undertook the research for my book and also in my experience working in the games industry. Such frameworks (political economy critique) and assumed logics just didn’t provide the explanatory traction that I wanted to understand these kinds of adaptive and emergent behaviours and dynamics.

 

How does the concept of co-creation challenge older logics that have governed cultural studies work, such as resistance and co-optation? How might we characterize the ways these fans/consumers/produsers relate to the corporations which are acting on their collaborative designs?

 

The logics that you mention – ideas of resistance and co-optation - are often framed by a quite specific political economy derived understanding of a logic of capital – a structural or systemic understanding of capitalism and a critique of that system. This is the context in which the question of labour is also often raised, as labour provides the ground for critique of that system.

 

The way I approach co-creation is to start with the participants’ understandings, practices and behaviours. I don’t start with assumptions about broader capitalist logics and then ask well are these practices coopted by or opposed to those logics.

For many of the co-creative practices I describe these ideas of resistance and cooptation just do not provide explanatory traction and they aren’t the frameworks or terms in which the participants themselves generally understand the practices.

 

I’m interested in the microfoundations (following an emic approach), the social interactions and behaviours, which constitute co-creativity. I’m not rushing to explain co-creation in terms of macroeconomic outcomes or in terms of general logics of capitalism. Instead, as developed in the book’s final chapter, I’m drawing from fields such as economic sociology and cultural sociology, through the work of David Stark (Sense of Dissonance) especially.

 

My approach is that the kinds of capitalist dynamics playing out around co-creative production (so concerns around commodification, emergence of markets, labour, innovation, and so on) emerge from and through these interactions. By working at this micro level I seek to understand the dynamics of capitalism (changing conditions of cultural production around co-creativity) from the actors’ perspectives. But by drawing from work in economic sociology such as Stark’s I also seek to avoid the problems associated with rational actor theory.

My argument is that this micro perspective is crucial – describing and analysing these emerging phenomenon from the perspective of the actors themselves and the decision or choice problems they grapple with. This is very much the model and approach I develop, especially in the book’s final chapter in collaboration with Jason Potts.

 

When you ask how we might characterise the ways these co-creative gamers / consumers relate to the developer companies and publishers I emphasise that it is diverse and I foreground in the book their understandings of this. Some view it as a rewarding opportunity to have their views and opinions influence design and development. Others at times are suspicious and skeptical about the commercial motivations driving the developers. Others view it as an opportunity to learn more about game development and gain skills in this area. For some it is about the quite intrinsic rewards that come from contributing to an online game fan community.

In my research I’ve seen individual gamers move through a spectrum of attitudes and behaviours towards the developers – from warmly embracing and appreciative of the work the developers put in participating in and supporting these relationships through to outright hostility. But in describing and understanding this diversity I’m trying to get a handle on the micro foundations of co-creativity.

 

The next problem to tackle though and which I don’t pursue in the book, is how do these capitalist dynamics, the macrophenomena if you like, operate when approached from the perspective of the actors’ understandings, interactions and behaviours. This is the meso problem of linking or articulating the micro to the macro. I start setting up an approach to this by drawing from evolutionary economics and ideas emerging from network theory. A lot more work needs to be done here with thinking that through and figuring it out. This concerns the emergence of novelty: how new organisational forms, behaviours and identities emerge. But in all of this I also try to maintain the ethnographic commitment to the lived experiences and understandings of the participants’ themselves.

There is a tension there in those aims and I think that tension is there in the book and I hope it works as a productive tension. For example, there is material in the ethnographic description and interviews that rubs up against the model of co-creativity I develop in the later chapters. They certainly don’t align seamlessly.

 

John Banks is a senior lecturer and researcher in the Creative Industries faculty, Queensland University of Technology.  He researches and publishes on co-creativity, innovation and social media in the creative industries, especially videogames and interactive entertainment. He has a special interest in organisational and workplace culture.

His past decade of research on the topic of co-creativity in the videogames industry culminates in the recently published book Co-creating Videogames (2013 – Bloomsbury Academic).  Banks is currently lead investigator on an Australian Research Council (ARC) industry linkage research project investigating the sources and processes of innovation in the Australian interactive entertainment industry.

 

 

Why Co-Creation Matters: An Interview With John Banks (Part Three)

You are arguing that respect must be paid in thinking about co-creation to the multiple motives shaping the various participants. How would you characterize those motives?  

The argument about how multiple and diverse motivations and incentives shape co-creative practices is central to the book and I develop this out fully in the final chapter with my colleague Jason Potts (an evolutionary economist). Our argument here is that these participants aren’t acting from just economic or cultural (extrinsic or intrinsic) motivations but often from both simultaneously. Too often, as we criticise in the chapter, co-creativity is approached as an opposition between commercial and non-commerical domains. You see this for example in Yochai Benkler’s work, which privileges and valorises a gift economy grounded in intrinsic motivations and incentives.

 

Our contention is that co-creativity might be more helpfully approached as co-evolving relationships. Co-evolving market and non-market contexts that draw in the complex interrelationships between multiple contexts, incentives and motivations. Throughout my account of co-creativity the non-market and non-pecuniary motivations (a gift economy if you like) are very clearly evident. People undertake these projects for a range of intrinsic motivations, including values associated with altruistically contributing to the gamer community. But to then valorize these emerging networks as necessarily or in some sense inherently non-market is a mistake.

 

I try to account for the motivation and incentive diversity that I encounter in my research. Yes this includes the business bottom line of games developers and publishers achieving profits. But the developer side here also isn’t just constrained to these incentives – I hope the account that I provide sufficiently foregrounds the motivations around craft-skills and professional identity in which developers have a sense of intrinsic reward from contributing to these co-creative networks.

Among the players themselves some headed in an entrepreneurial direction, what started out as nonmonetary hobbyist practice developed into pursuing entrepreneurial opportunities. Others provided accounts of how their participation in co-creative communities helped them gain skills that became job opportunities, for example as online community managers.

Co-creative production cultures then rather than being approached as distinct and incommensurable economic and cultural domains, with their related incentives and motivations, is more a site of dynamic and emergent relations between markets and non-markets. But in saying this I’m not suggesting that these activities should simply be reduced to their market or economic value.

 

The perspective developed in the book’s final chapter is that both market and non-market relations may be occurring simultaneously with analysis then focused on how they mutually affect and continuously transform each other. In my ethnographic research participants often did not display evidence of neatly or sharply compartmentalising different aspects of these contexts and then resolving them into actions that reflected say straightforward trade-offs between commercial and non-commercial interests. Rather, they sometimes behaved as if these multiple contexts and distinct tensions were characteristic of the situations and decisions they encountered.

 

When does co-creative labor become exploitation? Is there a sharp line that can be drawn between the two or are things necessarily blurry at a time when new paradigms are emerging?

 

My approach has been to try and identify when the participants themselves are grappling with this – what do they understand as exploitation and the contexts in which it occurs. How do they deal with the blurriness that you mention?

For example, in the chapter, ‘Co-creative Labour?’ I provide an extended account of a gamer content creator reflecting on the value of an item of content he had created and the use made of this content by the company, Auran. In an email exchange with me the content creator, Marlboro, observes that ‘… frankly my feelings towards Auran were always mixed…. On one hand I admired the guts to approach a niche market, the concept of customer communication, support, innovative ideas etc. On the other hand I thought to see through a thin veil the attempt to exploit the community’. Marlboro’s analysis here is quite sophisticated and canny. This approach to working through these relationships and value exchanges with the games developer was not uncommon; many of the gamer content creators had very similar discussions with me.

 

What occurred here is that his understanding about how Auran would distribute and use his content was not entirely clear and indeed the norms this community had developed on this, especially norms of transparency, had been infringed by Auran. But keep in mind this same content creator was often very supportive of Auran’s approach to player created content. As he put it, his approach to this was ‘mixed’. He doesn’t identify these practices as necessarily or inherently exploitative, but he was prepared to call Auran on practices that he felt were unfair and exploitative. So this was very much about emerging norms around the nature of the value exchange occurring between the players and the company. This involves adapting and adopting norms for dealing with the dilemmas arising from these complex exchanges characterized by multiple and mixed motivations and incentives.

As companies such as Auran seek to engage their consumers as co-creative participants consumers’ expectations of how companies will participate and the terms and conditions of that participation also transforms. When the player co-creators consider that these norms or implicit contracts are infringed they then start to question the practices in terms of fairness and exploitation.

 

An area that is unfair is the formal legal instruments that purport to govern these relationships and here I’m referring to EULAs. These agreements (if you can call them that), seldom if ever fairly acknowledge or reflect the nature of these relationships and the value players are creating. The agreements are generally totally one-sided.

Co-creative consumer rights if you like and the duties or obligations of corporations around this are just not reflected in current consumer protection. But on this, at least in the case of Auran games, I found the ways in which they managed their relationships with the player co-creators was just not at all reflected in these legal agreements. Essentially the developers’ practices, at least in this case, were generally far more reasonable and equitable than formally expressed in these agreements. But that’s no excuse – and these agreements really need to be more reflective of the reality of these co-creative production relationships.

 

A significant issue for the players was transparency. They wanted to know what the developers were intending to do with the co-created content and they also wanted detail on decisions made by the developer that impacted on these co-creative relationships. There were norms and expectations forming around this communication. This was along the lines of ‘we know you are using our content in various ways and gaining value from that, but we want you to inform us of this and give us an opportunity to express our views’.

Sometimes Auran mismanaged this communication. At times the communication was very sophisticated and respectful at others it was very clumsy. Part of this I think was to do with the company and its staff figuring out how to manage these relationships effectively and fairly. There were also challenges around adequately resourcing and staffing this area of game development. This required Auran managers coming to terms with the fact that it was integral to their development activities, not just an ancillary activity of marketing and communications that could be left to the publisher. But when players thought that these norms and expectations around transparency and communication were infringed they would then start considering the practices to be unfair or exploitative.

 

In the book and indeed in this interview I emphasise the importance of the players’ understandings of these relationships and their capacity to form canny judgments about all of that. But this does depend on a certain level of knowledge and transparency so that they can make informed decisions. There is a definite power differential here in terms of the developers’ control over that and their willingness (or not) to share that information with players.

 

From the perspective of the developers – the producers, programmers, community managers, and designers – they often struggled with meeting the players’ expectations around all of this. They sometimes felt that they were inadequately resourced, especially in terms of scheduled time, to fulfill and follow through on the commitments that had been made to the players. This was particularly a concern among those developers who were committed to supporting these co-creative relationships. And it is important to note here that this commitment was very uneven across the development team at Auran and indeed the extent to which the developers should contribute to these co-creative relationships as part of their jobs was debated among the developers – there was not a singular developer position on all of this. Nevertheless, there was a sense here that meeting player expectations often added just more work to their already full schedules and that this was sometimes unreasonable and unfair.

 

These co-creative production practices are still emergent and unclear. So the norms around the nature of the value exchanges (these markets if you like), what’s fair and when exploitation occurs, are still somewhat if not necessarily blurry. My interest here is in how the participants themselves negotiate and coordinate to resolve these dilemmas.

 

 

John Banks is a senior lecturer and researcher in the Creative Industries faculty, Queensland University of Technology.  He researches and publishes on co-creativity, innovation and social media in the creative industries, especially videogames and interactive entertainment. He has a special interest in organisational and workplace culture.

His past decade of research on the topic of co-creativity in the videogames industry culminates in the recently published book Co-creating Videogames (2013 – Bloomsbury Academic).  Banks is currently lead investigator on an Australian Research Council (ARC) industry linkage research project investigating the sources and processes of innovation in the Australian interactive entertainment industry.

Why Co-Creation Matters: An Interview with John Banks (Part Two)

You’ve been studying co-creation in the games industry over an extended period of time. Can you describe some of the changes you’ve observed over this period? What was the status of co-creation when you started your research and how would you characterize its status now?  

When I started studying co-creation in the games industry back in 1997 I was actually uncertain as to what was going on here, what was I looking at. As were the participants themselves. I recall approaching it, from my disciplinary perspective coming from cultural studies and media studies, as possibly a case of active audience and/or fan community practices. My reference here included your book, Henry, Textual Poachers. That book was in my backpack when I undertook my initial fieldwork and first interviews in 1997 with games developers and gamers.

What struck me at the time was a sense of the developers, including those in senior management, trying to figure out the nature of these emerging relationships with the players and why they would invest in them. Greg Lane, Auran’s CEO, on a few occasions when I discussed this with him, mentioned he wasn’t sure if they would gain any direct financial or commercial benefit from their activities with the fans, but the fans and some of the developers seemed to enjoy it and it was therefore worth exploring. He viewed it as an investment in the player community that he hoped might also eventually gain a commercial return. But he was also committing time to supporting that and the time of developers because he gained a sense of intrinsic value and satisfaction.

 

From that point back in 1997, at least in the context of the central ethnographic study in the book, this co-creative activity grew – from involving the players in design and development feedback, through to online and offline marketing initiatives, through to the quite extensive reliance on user generated content. As I suggest in the book, this was no longer an ancillary or marginal activity -  it was becoming core. This content and the gamers’ co-creative practices were contributing directly to the commercial viability of this product – a train simulator in the case of the book’s central ethnographic case study.

This shift was captured for me in a key moment when I worked at Auran as a community manager in 2001. I shifted my desk from sitting with the marketing and web team to in with the development and design team. This was because a big part of my role had become liaising between influential content creator members of the gamer community and the core Auran development team. Before that, although requiring some contact with the developers (the programmers, designers and artists), my position was viewed as more of a marketing and communications role I guess. This definitely shifted.

Part of my decision to move the desk was also about getting a closer ethnographic insight about what was going on. But it was also about being able to do my job better as an online community manager. Figuring out the implications of this shift across the next few years as I saw it play out at this workplace and as it was negotiated between the developers and the gamers was a big focus of my research and of the book.

 

The most recent shift I’ve seen is around how big data and data analytics contributes to games development and indeed if this can be approached as co-creative at all. I first encountered this in 2007 while undertaking research on Auran’s development of Fury (a failed MMOG). At the time there were disagreements among the core team of developers, the Fury gamer community (especially those involved in the play testing) and the online community managers about reasons for the games problems and the quite critical reception it was receiving from the gamers participating in the testing.

At a particular meeting one of the developers dropped on the table a print out of data taken from that past weekends play testing. He used it to support his view that many of the players making arguments on the forums were “uninformed” and that the data proved (captured from their interactions with the game) something very different from the players’ views as expressed on the forums.

Now the community managers contested his interpretation of that data, but at the end of the day, as my fieldwork journal noted, ‘we just got trumped’. At the time this provided a quite telling case of game developer studio culture and the various forms of expertise and craft involved in that. As I discuss in the relevant chapter 5, ‘Co-creative expertise’ co-creation is very much about how these diverse and conflicting forms of knowledge and expertise (both amateur and professional) interact and converge.

 

What I didn’t quite see back then was the shift here in the way the gamer was being figured or represented in these exchanges - as data traces really. For me questions were also raised about the power of that form of knowledge and around how it was being mined.

Is this co-creative? I guess that depends on how that data is used and how transparent all that is to the player.

In the book’s conclusion I include material from an interview I did with Will Wright (designer of games such as The Sims and Spore) in which Wright touches on how designers can increasingly capture metrics about players’ behaviours and then potentially feed that back into the game to change the game experience. He mentioned how ‘… we’re just kind of scratching the surface of that now’. In more recent research I’ve undertaken over past few years with Halfbrick (Brisbane, Australia based developers of Fruit Ninja) this issue of data analytics has very much come to the fore. But there isn’t a single developer perspective on these issues around data analytics. Programmers, lead designers, producers and so on often have very different opinions and approaches on, for example, how big data might inform game design.

 

 

In the academic realm, the major push-back against co-creative production has come from critics writing about “free labor.” What does that critique get right and what does it get wrong about the kinds of practices your book discusses?

 

The labor question is incredibly important in the context of co-creation. A central focus of my book is how developers grapple with the challenges and opportunities of co-creative production at the coalface of their everyday workplace – the game development studio. Co-creativity is not just about the bottom up, peer-to-peer participation of gamers and fans. Co-creativity requires the craft skills and knowledge and commitment of professionals and experts.

So in the book I seek to describe the lived experiences and understandings of these professionals and citizen consumers as they together explore together the opportunities and challenges of co-creative production. An important point here that I mentioned earlier is paying close attention to their understandings of all this. This is the ethnographic impulse I guess that orients much of my research.

These understandings are diverse. For example, professional videogames development teams are often far from united in their support for co-creative production or for the value that these engagements offer. Throughout my now well over a decade research on this one of the clear points coming through again and again is that producers, designers, programmers, artists, CEOs, marketing and community managers all have very different understandings of these co-creative relationships.

 

The ‘free labor’ argument going back to Tiziana Terranova’s work and others such as Andrew Ross is that through these kinds of co-creation activities we see significant value generated that creative industries rely on. Following from this the argument is made that this extraction of surplus value is unfair and exploitative. Furthermore, co-creative production practices may also contribute to the precarity of creative professionals working lives. The concern here is that this ‘free labor’ may replace the jobs of media professionals. This political economy critique questions accounts that emphasise the empowering and potentially democratizing, participatory potential of these activities.

 

What does this critique get right? For me what it gets right is foregrounding questions of work and labour. In the book my approach to this is to focus on the participants’ (both users and game developer professionals) understandings of these topics. In ‘Chapter 4: Co-creative labour?’ with Sal Humphreys, we approach all of this as a question. Indeed, there are a lot of questions posed in the chapter. Should we approach these co-creative activities as a form of labour? What are the impacts of these practices on the employment conditions and professional identities of videogames developers? If we accept that labour is a helpful category then should we approach this as a case of exploitation in which surplus value is extracted by capital in such a way as to reduce costs and potentially displace paid workers?

We suggest that co-creative media production may sit uncomfortably with such political economy critiques. I guess I’m open to criticism here that in doing this I become an apologist for, or at least complicit with, the interests of business and capital. In this book I’ve tried to avoid what I find to be quite unhelpful and polarising polemic around these issues.

I don’t think my book is especially valorising or celebratory of co-creativity, at least I hope not in any panglossian sense. I most certainly have concerns about market excesses and exploitative labour practices that can characterise the videogames industry. Nevertheless, the argument I develop is that co-creative production should not necessarily be approached as cheap content or unpaid and therefore exploited labour.

One of the keys for me here is that the participants themselves (the gamers and the developers) do not often approach it or understand it in these ways. Sometimes they do – at moments in the ethnographic research participants do raise the concern that the practices are becoming exploitative or unfair.

The way I’ve approached it then is to try and understand co-creativity as a dynamic and often contested mechanism for coordination and change in which the participants are adaptively experimenting with these opportunities for mutual benefit and endeavouring to figure out what that mutual benefit looks like and how best to realize that. Yes exploitation can occur and yes work practices and employment conditions are at stake. But I’m just not convinced that the language and framework of exploitation and extraction of surplus value necessarily explains what is occurring here.

 

The co-creative relationships cannot easily be reduced to corporate exploitation of the gamers and the professional developers. I try as much as possible to take my lead from the often quite nuanced understandings of the participants themselves. I struggle with the assumption that there are social forces (exploitative and manipulative) at work behind the actors’ backs as it were.

I question this ‘unknowingness’ by suggesting that the players and professional developers often do know what they are producing and the conditions under which this is occurring and they often do not understand this in terms of exploitation. They are usually quite canny and indeed competent participants in the shaping of these relationships. They make informed judgments about the nature and conditions of the value exchanges and transactions that are occurring.

I question an assumption that academic critics are in some sense blessed with an ability to see through manipulative or exploitative practices that the participants themselves are blind to. However, in making this point I’m not saying that exploitation and unfair practices don’t occur. The ethnographic description in the book includes extensive coverage of participants (including the gamers) identifying such occurrences and working through their understanding of this.

 

I’m just not convinced that political economy critique adequately grapples with the flows and exchanges of value characterizing co-creativity. These flows can be very different from say a displacement of professional labour by unpaid creative labour. Instead we need approaches and models that grapple with how economic outcomes and incentives sit alongside and co-evolve with social and cultural outcomes. But in all this yes the question of labour is crucial. We need to keep posing the difficult questions about sustainable and rewarding livelihoods in these industries, as does for example Gina Neff in her important book Venture Labour.

 

As an aside on this, I’m also interested in how the kinds of workplace and labour issues I’ve seen in games development also occur and are experienced in other areas of media production. For example, in Marvel Comics: The Untold Story (2013 Harper), Sean Howe vividly describes the experiences of comic book writers, artists and editors in the ‘Marvel bullpen’ as they weathered the turbulent boom and bust cycles of the comics market. In reading this book I was struck by the similarities to videogames development and it raised for me questions about sustainable and rewarding livelihoods in these volatile industries.

 

John Banks is a senior lecturer and researcher in the Creative Industries faculty, Queensland University of Technology.  He researches and publishes on co-creativity, innovation and social media in the creative industries, especially videogames and interactive entertainment. He has a special interest in organisational and workplace culture.

His past decade of research on the topic of co-creativity in the videogames industry culminates in the recently published book Co-creating Videogames (2013 – Bloomsbury Academic).  Banks is currently lead investigator on an Australian Research Council (ARC) industry linkage research project investigating the sources and processes of innovation in the Australian interactive entertainment industry.

 

Why Co-Creation Matters: An Interview with John Banks (Part One)

The other day, I received a question -- via tweet -- from a reader: "New practices that are emerging in cyberspace: Is it more of the same? Is it capitalism in new bottles?" This is a fundamental question which anyone who has been paying attention over the past two decades of media in transition has found themselves rethinking again and again. For me, the way this question is so often framed suggests an either-or logic: either everything has changed or nothing has changed as a consequence of the process formerly known as "the Digital revolution." And the clear sense here is that "nothing has changed" as long as the structures of capitalism remain in place. My own belief is that changes can be local, gradual, and particular, and still matter in terms of the quality of life, the diversity of culture, or the democratization of governing institutions. Let's stipulate, as lawyers might put it, that economic systems, understood on a grand level, are surprisingly resilient. There are relatively few models that have emerged around the planet over the course of human history and they are slow to change. So, whatever we want to say about the current economic context in the United States, it's still capitalism.  Let's also stipulate that within those larger models, all kinds of local changes are occurring all the time in response to other shifts on the social, cultural, political, legal, and technological levels. We have changes, say, in terms of the mode of production or the systems of exchange or the conditions of labor that matter. Some are describing the current moment as one of Neoliberalism, but I am not convinced this framing fully captures everything that is going on.

And in order for these changes to occur, there are all kinds of localized experiments through which we collectively explore other alternatives and see how they work out in practice. Many of us hoped that the web would be a place for such experimentation, exploration, and speculation, where at the local level, other alternatives might emerge. Many of us wanted to see what would happen if we expanded dramatically who had access to the means of cultural production and circulation, if we explored what would happen if more people had a creative say in the cultural institutions and practices that impacted their everyday life, if we experimented with what a more diverse and participatory culture might look like. All kinds of amazing and all kinds of deeply disturbing things have emerged as a consequence of those ongoing experiments. How could it be otherwise? And the results of these experiments have been unevenly distributed across the culture, some moving rapidly, some slowly, towards wide-spread adaption.

If we look back over those twenty plus years, what has emerged has been a mixed bag -- not simply "more the same."  I don't think the rewards of all of these experiments can be reduced to the language of the "free labor" critique: new forms of exploitation with no real gain for the communities that are seeking to shift the conditions of their existence. Yet, I also don't think what has emerged has been as "revolutionary" as some of us might have hoped.

One of the people I know who has reflected most deeply about these issues is John Banks, who has spent more than a decade exploring the concept of co-creation and traced its impact  within the games industry. In Convergence Culture, I had pointed towards the games industry as a key example of a creative sector which has adopted a more collaborationist relationship with its consumers, often encouraging them to build freely on its products to see what might emerge from such grassroots experimentation, and in some cases, reaching out to core groups of consumers and bringing them more directly into the production process, seeking their advice on new products and their suggestions for design decisions. Banks was a graduate student at the creative industry program at Queensland University of Technology, a program led by Stuart Cunningham and John Hartley, and out of which have come such key thinkers about digital matters as Axel Bruns, Jean Burgess, Joshua Green, and Alan McKee, among many others.  Wanting to understand how this co-creative labor worked, Banks embedded himself as a community manager inside an Australian games company, Auran, placing himself at the point of contact between consumers and professional creators. Through this research, he has yielded some core insights into what changes -- and what doesn't change -- when companies embrace co-creation as part of their production process.

In the interview which follows, Banks looks back over that decade of research. He reflects on his recent book, Co-Creating Games, but also looks beyond it, to try to assess the complexities and contradictions which have surfaced through some of these experiments. There is a degree of nuance here which we rarely see in discussions of emerging labor and business practices, a refusal to accept "either-or" answers. I think his comments provide the clearest explanation I can offer as to why co-creation is more than "capitalism in new bottles" but also not quite as revolutionary as some people might have once believed. All those we enter here, be prepared to think (and rethink).

 

You titled the book's introduction, “Co-Creating Matters.” Let’s break it down. How are you defining co-creation and what are some of the ways that co-creating matters?

 

Co-creation concerns the practices through which users and consumers take an active role in generating value in the domain of cultural production and consumption. In the context of the videogames industry I propose in the book’s opening sentence that gamers do not just play videogames; they also make them. The boundaries between playing, producing and consuming blur as player consumers collaborate and cooperate with each other and with professional developers to design, produce, circulate and market compelling videogames. So this is about shifts in the conditions of cultural production. My starting point definition in the book is that co-creativity occurs when consumers contribute a non-trivial component of the design development, production, marketing and distribution of a new or existing product. Here I’m drawing on others work, including yours Henry on participatory, convergence cultures and colleagues such as Axel Bruns on ideas of produsage.

 

In this book though I’m less interested in a static definition of co-creation than I am in describing the processes and practices that constitute this phenomenon. My approach is ethnographic and I’m very much led in my research by that ethnographic commitment to describing the lived experiences of media industry professionals (in this case game developers) and gamers (consumers and users) as they explore and negotiate the opportunities and challenges of co-creativity. So the micro behaviours and practices are very much my focus. In the book’s introduction I refer to ethnographer Paul Rabinow’s comment in his study of a biotech company (Making PCR: A Story of Biotechnology 1996:17) that ‘the anthropologically pertinent point is the fashioning of the particularity of practices’. This has been a guiding aim throughout the research that informs Co-creating Videogames – to describe the particularity of co-creative practices.

 

You ask what are some of the ways that co-creating matters. I guess that is one of the things I’ve been trying to figure out over the decade or more in which I’ve undertaken this research. The starting point is that it does matter – it is significant culturally and economically. Value is being generated through these practices – both cultural and economic. But what struck me very early in the research was the quite diverse ways in which these practices come to matter and the dynamic and conflicting relations among these ways of mattering.

 

I’ve tried to avoid assuming how co-creating matters and to explore how it comes to matter for and among the participants (both professionals and amateurs / users) and to describe how this mattering is negotiated. I guess this is the inquiry that orients this research, by not starting out knowing what I’m looking for or looking at. Part of all this is also seeing or trying to see the materiality, the technologies and materials, that contribute to shaping co-creative practices. This struck me very early in the research; in my first visits with the videogames developer, Auran games, and involvement with the gamer fan community forming around their games, this question of technology and tools came to the fore. The developers talked to me about game engines, code, servers, tools and so on. Their daily work practices involved all of this.

In one of my early contacts with a member of the Auran fan community (this was back in 1997), the company had just released their hit real-time strategy game Dark Reign) a member of that community, VR_Bones, contacted me. VR_Bones got on a train with his PC box and visited me at my home. It was a good 30 minutes or so train journey for him and he then walked to my home (another 10 minutes or so from the station) lugging his PC game rig. He wanted to show me some content, user created content, he and a few other members of the community had made for Dark Reign (these included user created maps and some AI routines that would modify the behaviour of in game units - so mods).

He spent a good while walking me through the challenges they were confronting in using the tools Auran provided to make this content. He also raised concerns about how Auran was not quite providing the level of support and information they needed to continue with this work. At the same time he praised Auran for the fact that they were engaging with the player community and listening. As he put it, ‘hey they are listening isn’t that great, each week they have a chat session online with us. And some of the guys, the devs, on the team, they provide us with helpful information and answer our emails and stuff when they have the time’.

 

Shortly after the visit from VR_Bones I went into the Auran studio to have a crack at my first interviews with the developers. I sat with a young programmer who was hunting down bug fixes in the final stages of a game project. He was very focused on that screen and the conversation was kind of stilted and uncomfortable. He was trying to describe stuff to me, the core of his job really, which I just didn’t get. When I raised the developers’ relationship with the online gamer fan community and the work they had been doing with them he got a little more animated, but kind of dismissed me gesturing at his screen and commenting, ‘I should be getting back to it’.

Understanding what that “it” was for him and his fellow developers and how all this played out in relationship to the activities I was seeing with the gamer fans, I wanted to understand that. This meant figuring out how to get better access to the studio, how to spend more time with the developers and so on. Back then I didn’t have a term for it, the kinds of interactions I was seeing and participating in between the developers and the players, I certainly wasn’t calling it co-creation back in 1997. I was trying to frame it then in terms of ideas of active audience and fan cultures. I first used the terms co-creation to start grappling with all of this in a book chapter I wrote back in 2001, published in 2002 (‘Games as Co-creators: Enlisting the Virtual Audience – A Report from the Net Face’).

 

I think there’s a lot about mattering in this brief vignette from the early ethnographic research that I’ve been trying to unpack ever since.

 

There’s the technology question that I pursue as a theme in the book, including a dedicated chapter, ‘Co-creative Technologies’ that explores this in the context of a dialogue with actor-network theory and others who take up this question of technologies and materiality such as Ian Bogost. There’s the question of the nature and characteristics of the value being generated through these co-creative practices. For VR_bones and his fellow gamers it mattered to them, they had a lot invested in this activity and in the materials they were collectively making and sharing. For him it was also about learning by participating in these networks – learning about games development and AI.

There is also an exchange of value here between the developers and the community of players – what are the terms and conditions of that exchange, the expectations, understandings and indeed misunderstandings about these transactions. This concerns a dynamic and at times volatile and uncertain relationship between economic and commercial motivations/incentives and other non-commercial motivations and incentives.

 

At its heart this book is about the participants’ diverse understandings, motivations and incentives that collectively contribute to making co-creativity. These participants include technologies – so humans and non-humans. What also matters in this, in the negotiation of these co-creative relationships, is the different forms of knowledge and expertise.

I address this in chapter 5 ‘Co-creative expertise’. Co-creativity relies on if not requires networks of amateurs and professionals, experts and non-experts. This blurring of the professional-amateur divide, however, is never easy or straightforward. It is often contentious and conflictual. I think that comes through in the ethnographic accounts of co-creativity as it plays out in the game developer workplaces. But nor are these complex and at times quite fraught relationships necessarily an impediment to co-creativity. They are the very conditions through which co-creativity plays out.

This also brings out another issue that matters here. The everyday work practices of professional media workers are at stake in these co-creative networks. Co-creativity can unsettle the expertise, employment and identities of media professionals. The question of labour and work conditions matters in all of this as well. It is a thread that I think runs through the entire book and has a chapter dedicated to it – ‘Co-creative Labour?’. Finally another aspect of matters concerns the debates and discussions among academics as we attempt to grapple with, analyse, understand and explain emerging phenomenon such as co-creative production.

 

 

John Banks is a senior lecturer and researcher in the Creative Industries faculty, Queensland University of Technology.  He researches and publishes on co-creativity, innovation and social media in the creative industries, especially videogames and interactive entertainment. He has a special interest in organisational and workplace culture.

His past decade of research on the topic of co-creativity in the videogames industry culminates in the recently published book Co-creating Videogames (2013 – Bloomsbury Academic).  Banks is currently lead investigator on an Australian Research Council (ARC) industry linkage research project investigating the sources and processes of innovation in the Australian interactive entertainment industry.

Breaking Down the Rhetoric of Educational Reform: An Interview with Elizabeth Losh (Part One)

On paper, Elizabeth Losh and I can sometimes look like polar opposites: she's definitely much more of a skeptic, much more rooted in the Critical Studies side of Rhetoric,  more likely to point to issues of corporate exploitation and government manipulation, than I am. Indeed, when we appeared together a few years back at the Mobility Shifts conference at the New School of Social Research, for what was billed as debate, Losh's partner created two sets of race car jackets for us, demarking Team Critical Studies and Team Cultural Studies, so we could perform the culture wars which sometimes divide these frames of reference.

In practice, where education is concerned, we both end up somewhere much closer to each other, as we've discovered to our delight since I have moved to California and gotten to know her and her work much better. She's someone who works closely with classroom teachers and has a firm belief in the importance of public education, someone who is invested in debunking corporate claims about new tools and platforms in favor of promoting forms of education which allow more expressive freedom and creative participation for students, and someone who is ultimately a pragmatist in terms of trying to figure out how we can change the current system from within rather than engaging in rhetoric about blowing up the schools and starting over.

We've written a piece together about the challenges of bringing participatory culture and learning into the schools, and so I was excited when I saw that she had a new book coming out on education to grab another chance for us to talk together about some of these mutual concerns and interests. Her new book, The War on Learning: Gaining Ground in the Digital University, comes out in just a few more days and deals with the ways that new media is having an impact (real and imagined) on higher education.

Losh draws here on her own classroom experiences as someone who is constantly experimenting with new teaching methods and cutting edge toolkits, but she also looks at a range of national controversies and alternative imaginings (Project Runway!) through which we can think about what the university classroom might become. She examines all of these topics with the critical eye of a trained rhetorician, debunking many myths and false claims, but also articulating some ideals we as pedagogues and mentors should embrace if we are serious about making our classrooms into more participatory environments.

Here's what I say in the blurb I wrote for the book: "Elizabeth Losh's The War on Learning makes an invaluable intervention into current debates about the role of digital media in higher education by adopting an approach that is at once hopeful and skeptical, that rejects technological euphoria and moral panic alike, that challenges the promises made by corporate vendors but also those made by educational reformers, and that insists that core principles of inclusion and mutual respect should govern the relations between faculty and students."

I meant it!

Throughout the book, you challenge some of the rhetorics which are used to describe the introduction of new technologies into the classroom. What would the Rhetorician Liz Losh have to say about the author Elizabeth Losh's use of “war” as the central metaphor in her book’s title?

As a rhetorician, I am always interested in how people use language to characterize different aspects of public policy debates.  Using “war” in the title – along with “gaining ground” in the subtitle – to characterize how social computing is disrupting higher education was a very deliberate choice.  When I started to look at how faculty (and the media) talked about using instructional technology systems like Turnitin.com to monitor plagiarism in student writing, words like “weapons” and “arsenal” began to jump out at me, and I started to notice how much of our discourse about these issues is driven by military metaphors, either because we needed to stage a revolution in the university or because we need to defend our battlements against uncouth invaders. Well, we all know how the “war on poverty” or the “war on drugs” turned out, so I also wanted to make clear that adopting either a strategy of command and control or one of mob rule wouldn’t take us very far.

I also wanted to make learning the focus of my intervention.  So it’s really two titles: it’s about the “war on formal learning” coming from social media and other distributed knowledge dissemination systems and about the “war on informal learning” being waged by campus administrators who don’t want students subverting or gaming the system.

I proposed a book that would be a “scholarly polemic,” and then I found in writing it that my engagement with this subject matter – as an instructor myself – is much less abstract and more personal and more complicated than the binaries of an antagonistic argument, so there are also a lot of my own stories about negotiating conflict in the classroom or the lecture hall or the residence hall.  I claim that far too often people assume that a radical generational division between the “digital generation” and everyone else makes communication between students and faculty impossible when technology is involved.  Certainly the traditional system of disciplining students isn’t well suited for some of these emergent phenomena.  And then there is the weird fact that some of this conflict may even be manufactured by interested parties with an agenda for sowing discord.  Some of the most dramatic scenes of conflict – such as viral videos of professors destroying laptops or cell phones – are actually staged.

 

You begin the book by identifying some common mistakes or misunderstandings that often shape digital learning initiatives. What do you think we most often get wrong when universities seek to bring new media technologies and practices into higher education?

 

As I say in the opening, the material features – as well as the human aspects of technology that involve standards or values or design choices – are frequently underestimated, so that people have very idealized conceptions about technology in which technology exists without the mess that seems to compromise and contaminate everything else in the world.  Technology is presented as something that manifests itself as a liberating force that is characterized by its youth and radical novelty, and it isn’t supposed to be constrained by physical barriers or historical baggage.

Most famously Nicholas Negroponte, of One-Laptop-Per-Child fame, spent significant time in Being Digital differentiating between “bits” and “atoms.”  Of course Matt Kirschenbaum loves to point out that computational media depend on material components and that you can actually see bits on a surface of a hard drive.  (I also like how Paul Dourish points out that digital signals have signatures that are actually a lot less mathematically perfect, because they always depend on technology that is analog at some level.)

So universities tend to assume that digital technologies only involve shiny new gadgets combined with intellectual property – pure code to be licensed from vendors – and not physical property that institutions have to continue to maintain with labor.  Because technologies are always new we also don’t have to think about them aging or dying or about things like the infrastructure needed for support.

I particularly love the assertion that technologies are inevitably labor-saving devices and that teaching online or with a course management system will always reduce labor so that teachers can teach more efficiently.  Part of this is a mistake about misunderstanding the nature of pedagogical labor and the assumption that the affective labor of managing students’ feelings doesn’t matter because teaching is simply a logical process of transferring content from one party to another that process can be divorced from emotions or conceptions about one’s identity.

I say all this as a technophile, as someone who loves experimenting with new technologies in my teaching, as a person actively involved with initiatives like Digital Media and Learning Central, Reclaim Open Learning and FemTechNet.

 

You direct many of the book’s strongest criticisms against the “acceptance of shortsighted commodity solutions from corporate vendors.” Why do you think such “solutions” have gained such a toe-hold in the modern university and what are the consequences of thinking about digital media and learning in terms of products and services? Do such practices further a tendency to think of education in terms of consumption rather than participation?

Well, we live in a commodity culture, and I tend to be a pragmatist about how much the university can really transform our society by reshaping the individuals who participate in higher education.  In education-speak we talk about the “zone of proximal development” that describes the area of activity where intervention is most effective and the process of trying to meet people near to where they are as learners.  I might argue that the same principle holds true when we talk about a politics of public resources and common values.

The tendency to think about students as consumers that we want to keep happy with dazzling media or brand-named stuff is certainly understandable, because unhappy students might become unhappy alumni who won’t be very likely to become generous donors.  Gadget-distribution programs, such as handing out an iPad to every registered student, make for good headlines . . . until things begin to go wrong, as they did rather spectacularly for the Los Angeles Unified School District that will probably never recoup its investment.

I am often astonished at how naïve administrators can be and how susceptible to pseudo-scientific pitches from instructional technology companies with as much research to support them as a typical soda commercial.  I actually think the best strategy is to play the capitalist and to appeal to the logic of consumption by at least arguing for lower cost solutions. The thing that I find most exasperating is that treating the educational enterprise as a marketplace for experiencing high-tech goods and services is that it is really prohibitively expensive.

Elizabeth Losh directs the Culture, Art, and Technology program at the University of California, San Diego.  She is the author of Virtualpolitik: An Electronic History of Government Media-Making in a Time of War, Scandal, Disaster, Miscommunication, and Mistakes (MIT Press, 2009) and The War on Learning: Gaining Ground in the Digital University (MIT Press, 2014). She is also the co-author of the comic book textbook Understanding Rhetoric: A Graphic Guide to Writing (Bedford/St. Martin's, 2013) with Jonathan Alexander.  She writes about the digital humanities, institutions as digital content-creators, the media literacy of policy makers and authority figures, and the rhetoric surrounding regulatory attempts to limit everyday user practices.

Kids on YouTube: An Interview with Patricia Lange (Part Four)

You describe in the book some of the kinds of “media skirmishes” that take place in the family around conflicting representational ideologies about what should be recorded and what should be shared. How do these conflicts differ from, say, earlier moments when children and youth objected to having their pictures taken? Does the presence of an online audience change these dynamics in a significant way?

It has often been assumed that kids do not think through the publication of their media while responsible parents do. I did not find such neat age-based divisions in my research. Some kids were quite savvy about what it meant to be posting things of themselves online and they did not always wish to do so. Kids did not always agree with their parents’ more public video blogging philosophies.

In addition, I have observed many instances in which parents posted images of their children in unflattering terms, and they often did so when kids were so young they did not have any sense of “choice” or understanding of what was going on. There is a point over time at which kids do become more knowledgeable and it is possible to talk about having a meaningful choice about what goes online.

However, rather than see media responsibility as solely age-driven, my book talks about mediated dispositions, and how different individuals have varying levels of interest in being in videos, for tolerating risk, and for circulating their image widely. Because mediating human images is potentially damaging and permanent, I hope that people will take away a sense of the importance of talking about choices within families.

Hopefully, people will take media skirmishes seriously, not only as a rite of passage as children grow up, but more generally as a form of collaborative media in which people negotiate different representational ideologies over the recording and circulation of human images.

 

You note that being “self taught” is a value strongly embraced by many youth included in your study and link this value back to hacker culture more generally. You write in the book’s conclusion, “scholars in informal learning should investigate why being self-taught is an important value, what is meant by this term, and under which circumstances being self-taught is productive.” What kinds of provisional answers does your book provide for these questions?

 Performing a technical identity in many facets of U.S. culture often includes a fierce allegiance to being self-taught. Reading historical accounts of hackers and talking to today’s engineers reveals a logic behind wanting to have hands-on experience with a technology. Experts want to be able to understand a technology in a fundamental way, to manipulate and achieve mastery over it.

However, interviews that I conducted revealed that being “self-taught” carries with it many connotations, not all of which are helpful for encouraging informal learning or peer-to-peer mentoring. The term tends to vary widely and should be unpacked in particular contexts. For example, for some technologists, being self-taught means it is okay to examine online tutorials and manuals, while for others, such activity is anathema.

The term self-taught cannot be taken for granted, but should be explored more fully whenever it is used, especially in research projects on informal or self-directed learning. Kids who try and maintain what they think are appropriate technical identities by eschewing tutorials may actually complicate their learning. Should their self-actualization be sacrificed on the alter of an assumed tech-savvy identity based on being “self-taught”? In an effort to appear technical, kids may risk self-sabotaging their efforts to improve by rejecting valuable resources.

Moving forward, a key challenge will be to find ways to encourage kids to take advantage of available resources. Otherwise, we might see deepening technical divides that are based not only on traditional identity variables, such as class, but also on nuanced interactions and cultural values, such as technical identity performances. Eschewing resources, perhaps unnecessarily, would be tragic given the digital resources that are available to boost digital literacies and technological skills. Being “self-taught” has many connotations, and not all approaches to being self-taught are equally effective for everyone.

Patricia G. Lange is an Anthropologist and Assistant Professor of Critical Studies at California College of the Arts (CCA) in San Francisco. Recognized as an expert in studies of new media and YouTube, her work focuses on technical identity performance and use of video to creatively express the self. Her new book (Left Coast Press, Forthcoming, 2014) is called Kids on YouTube: Technical Identities and Digital Literacies, which draws on a two-year, deeply engaged ethnographic project on YouTube and video bloggers to explore how video is used in informal learning environments. She also released her ethnographic film, Hey Watch This! Sharing the Self Through Media (2013), which was recently accepted for screening in Paris at Ethnografilm, an international film festival showcasing films that visually depict social worlds.Hey Watch This! provides a unique diachronic look at the rise and fall of YouTube as a social media site, and offers a poignant look at how YouTubers envision their digital legacies after their deaths. At CCA, she teaches courses in anthropology of technology; digital cultures; new media and civic engagement; space, place and time; and ethnography for design. Prior to joining CCA, she was a Postdoctoral Fellow at the School of Cinematic Arts at the University of Southern California. More information may be found on her websites:https://www.cca.edu/academics/faculty/plange and patriciaglange.org.

Kids on YouTube: An Interview with Patricia Lange (Part Three)

Many adults discourage youth from creating and sharing media online because of what they see of the “risks” involved. How realistic are these risk framings? How have the youth and their parents included in your study thought about these issues?

Concerns about posting materials online are logical, because posting personal material may lead to unfortunate consequences. People have gotten fired or been denied diplomas because of things they themselves posted online. We know that government organizations and businesses such as operators of social network sites are using our data for their own ends, such as for profit or to maintain forms of power. Many families continue to post images of themselves and their loved ones online without necessarily stopping to reflect on the consequences of their acts.

As I argue in my book, people often hold varying or even conflicting representational ideologies, or ideas about what is ethical to post. In some cases, people may be unaware of how their data is being used. I asked one mother how she felt about advertisements being posted to her videos, and she said she really had not yet formed an opinion. In other cases, people are more than happy to post human images, arguing that the tremendous benefits, social connections, and self-actualization that they have achieved ultimately outweigh the risks involved in being so public with their personally-expressive media.

I would expect to see many more of the type of media skirmishes that I describe in my book as people argue over who has control or ownership of their own images or images that others have taken of them. As some scholars have suggested, we may need new terms that include more collectively-oriented versus personally-generated media making, so that we can understand in a more fundamental way what collective image production entails.

Mechanisms might be developed to reduce risks such as current experiments with short-term media that is automatically deleted after a certain time. Yet, the problem with those mechanisms is that once something is mediated, it always has the potential to continue to be copied, circulated, downloaded, remembered, and viewed in perpetuity. Long ago, Kitzmann (2004) used the example of a diary left on a city bus to show how even the most quiet and personal mediation always holds the potential to become public. Think of how diaries may be used after someone’s death to understand their personality, when in reality it is only one piece of the identity puzzle.

I can envision this explosion in media potentially leading to two trends. On the one hand, the proliferation of private images online may be a kind of equalizer, in that most everyone will have pictures of them posted by their families and friends. The potential for everyone to have at least one embarrassing picture may be too common to cause serious harm to a particular individual.

On the other hand, though, we could see the emergence of a two-tiered image-based society in which those families and people who have been more cautious about circulating public media will have a status-advantage over those who have “gone Kardashian” and posted every moment, even unflattering or unethical ones, of their lives online. Unlike the Karashians however, people without financial resources who post too much of their lives online may find themselves in a digital-image-based lower class, and they may struggle to obtain access to jobs and education because of what they have publicly shared. Knowing what to post is beyond a doubt a crucial digital literacy in today’s self-image-laden media environment.

 Home movies were historically an archival medium, much like amateur photography -- a way of recording the stages of the child’s growth into adulthood or the ongoing life of the family. What has changed about the kinds of media being produced in families today? What new genres of production are emerging and why?

In prior eras in the United States, home movies were, as Chalfen (1987) observed, about preserving memories and charting personal progress. The things that were recorded were often important events or milestones in a person’s life such as weddings, graduations, and the arrival of a new car.

Although those functions have not gone away, we’re seeing more experiential-type videos where people record an experience of even small moments such as going to a coffee shop or going on a walk. Part of the fun of the experience is the recording and posting of the video. The phenomenology of the mediated moment, or how we experience recording and circulating media, includes more instances in which people experience something in a way that is deeply intertwined with the delight and anticipation of sharing the media to potentially wider audiences. In some cases, people post videos for people who cannot attend the event or experience, and so the video helps friends and family go along for the ride. Posting the videos helps self-select an audience (in Warner’s [2002]) sense for those viewers who interpellate themselves as interested parties.

People often wonder why such small moments get recorded and circulated so publicly, and critics tend to see these activities as narcissism on the part of the video makers. But as some pundits have observed, it is often rather the reverse; it is narcissistic of audiences to assume that they are the central viewing target of a video that is quite clearly not at all intended for them. YouTubers and video bloggers have told me that their sense of humor or personality tends to shine through in their videos—both the planned and experiential varieties—and they often attract like minded viewers who may eventually even become friends in the traditional sense (as opposed to the casual social media sense).

Experiential videos are about cementing friendships when people cannot be physically present and attracting new friends who happen to share similar interests or worldviews but who are not physically co-located. As my ethnographic film, Hey Watch This! Sharing the Self Through Media shows, YouTubers have continued a long Internet tradition of making an effort to meet the people with whom one has established interesting or meaningful connections online.

 There’s a tendency to talk about the public circulation of these videos in terms of self-branding or self-promotion. Is this an adequate explanation for what motivates these young people to post their works online?

Although it is certainly part of many people’s online experiences, self-branding is not the only game in town in online spaces. Social media and YouTube offer plenty of fuel for critics to express concern about how rampant self-promotion complicates authentic dialogue.

But at the same time, people share media for many reasons, often related to aspects of friendship and sociality. Sometimes, the point of making a video is to share an experience with people who are there, and with people who cannot be there. The moments may be small and unimportant to most viewers, but they hold meaning to the people who make and post these videos.

Flashy self-promotional videos may attract attention and receive more criticism in mainstream professional media because focusing on this aspect of media making, rather than the myriad other forms of socially-driven media, becomes another way of creating delineations between vernacular video and professionals. However, many kids are quite capable of shining a light on important problems that are difficult to tackle.

It is also important to keep in mind that self-promotion has long been seen as important for cultivating future job opportunities. “Networking” for jobs and opportunities is considered an essential skill, and has long been a necessary part of successful professional life. Judging young people negatively for self-promotion sometimes smuggles in a moral judgment about who should have the permission to break beyond the sometimes closed doors of professional media making, when in fact these skills are broadening across the population.

Patricia G. Lange is an Anthropologist and Assistant Professor of Critical Studies at California College of the Arts (CCA) in San Francisco. Recognized as an expert in studies of new media and YouTube, her work focuses on technical identity performance and use of video to creatively express the self. Her new book (Left Coast Press, Forthcoming, 2014) is called Kids on YouTube: Technical Identities and Digital Literacies, which draws on a two-year, deeply engaged ethnographic project on YouTube and video bloggers to explore how video is used in informal learning environments. She also released her ethnographic film, Hey Watch This! Sharing the Self Through Media (2013), which was recently accepted for screening in Paris at Ethnografilm, an international film festival showcasing films that visually depict social worlds.Hey Watch This! provides a unique diachronic look at the rise and fall of YouTube as a social media site, and offers a poignant look at how YouTubers envision their digital legacies after their deaths. At CCA, she teaches courses in anthropology of technology; digital cultures; new media and civic engagement; space, place and time; and ethnography for design. Prior to joining CCA, she was a Postdoctoral Fellow at the School of Cinematic Arts at the University of Southern California. More information may be found on her websites:https://www.cca.edu/academics/faculty/plange and patriciaglange.org.

Kids on YouTube: An Interview with Patricia Lange (Part One)

Not long after I launched this blog, I featured an interview with Mimi Ito and the graduate students from USC and Berkeley who worked with her on the Digital Youth Project. One of the first projects funded by the MacArthur Digital Media and Learning Initiative, this project did a large scale,multi-site ethnography to try to understand mechanisms of informal learning and the contexts where young people were encountering digital media. From this research came the now classic typography of "Hanging Out, Messing Around, and Geeking Out" to describe different modes of engagement in and through networked technologies, a framework which has now informed everything from the design of public libraries to the development of curriculum. Looking retrospectively, Ito and her co-P.I., the late Peter Lyman, had assembled and shaped a team of some of the top digital scholars of their generation, as becomes clearer as they have begun to publish their solo works. I was lucky enough to have gotten to know many of them through their work on this project and to have maintain contact with them through the years, watching them develop their own distinctive strands of research.

Later this month, Patricia Lange, one member of the Digital Youth team, publishes her first solo book,  Kids on YouTube: Technical Identities and Digital Literacies. I recall having her interview me for her video blog after one of my very first meetings with this group; she later shared with me a rough cut of a documentary she produced about the culture of video-blogging, and more recently, she's shared drafts of the chapters for what has become an outstanding book about how childhood and parenting is playing out differently in an era of video sharing and other forms of participatory culture.

Patricia Lange’s Kids on YouTube raises important issues about the ways that our current participatory media practices intersect contemporary family life and help to shape the ways that young people form their sense of themselves and the world around them. Through vividly drawn accounts of the roles which media-making and sharing plays in the lives of particular families, Lange convincingly demonstrates why these activities matter in terms of fostering new literacies, enabling new social relationships, and sustaining new forms of civic engagement.

Lange has immersed herself into this culture of video production and sharing, asking core questions, and making contributions to central critical debates around participatory culture, connected learning, the risks and rewards of online publishing, the hacker ethos, gender and technology, and the development of young citizens, all of which she speaks to in the course of this extended interview.

 

We first met through your work on the Digital Youth Project. Looking backwards, this project’s report, Hanging Out, Messing Around, and Geeking Out, has proven to be a landmark in the emergence of the Digital Media and Learning movement. Reflecting backwards, what do you see as the legacy of this project and what impact did it have on your own intellectual development?

The Digital Youth Project was a joint effort between teams of researchers at the University of Southern California and the University of California, Berkeley who were interested in studying informal learning in digital environments. Participating in the Digital Youth project was truly an honor. I am deeply grateful to the MacArthur Foundation, and to Mimi Ito and Peter Lyman, whose vision about reformulating education through informal learning inspired the research. I think the Digital Youth Project reinforced the benefits of teamwork in conducting contemporary research in digital environments. The researchers came from many different backgrounds, and that brought advantages and challenges. But it was interesting to compare the findings of numerous projects operating under one research umbrella.

Media ecologies are complex and shifting, and it is instructive to know, are the findings gleaned by studying any particular set of technologies or websites limited to those sites, or are there patterns that reach across different theoretical lenses, methodological approaches, technological platforms, and research populations? This amazing project gave us the opportunity to explore those questions in a way that is more difficult when researchers are conducting separate projects on their own.

It was also quite exciting to see our research applied to the design of educational efforts such as the YOUmedia after school space in the Harold Washington Library Center in downtown Chicago. Drawing on the findings of the Digital Youth report, the YOUmedia space acknowledges the way that youth engage in varied ways with media and technology.

Our report found that kids’ engagements range from casual, socially-motivated encounters to highly-geeked out ways of making media. Recent reports in the media seem unaware of how academics contribute to the design and improvement of everyday spaces and processes. I am proud of this implementation of our research and I am hopeful that these and other spaces that draw on our research may facilitate the kinds of educational change that many of us in the field of informal learning are trying to re-imagine.

The project began by focusing on the rubric of “digital youth.” At that time, it was obvious that kids and youth were growing up with a range of technologies that even the younger members of the team did not have access to in their own childhoods. However, as the project progressed and was completed, it became quite clear that “digital youth” were quite a varied bunch. Not all digital youth were created equally. While operating under this rubric, the research also simultaneously challenged it, which I think is also an important legacy of the project.

My project on YouTube pushed back on conceptions of “digital natives.” It became apparent that kids exhibited vastly different media dispositions with regard to how comfortable they felt sharing videos of themselves to the world. Further, my analysis of how people perform affiliation to technologies showed dramatic variation in terms of family background in technical expertise, kids’ interest in technology, and professional aspirations.

Terms such as “digital natives” imply that all kids are equally well versed in all technologies, and such was not the case in my study. In the same household, an older brother may be far more technically-oriented than a younger brother, and in some cases, it was technically savvy parents who encouraged kids to develop video blogging skills. Yet, not all kids adopted their parents’ enthusiasm for messing around with computers and creating videos. Some kids' outright rejection of their parents’ video interests severely challenge the concept of kids’ digital autochthony. Not all kids emerge into the world ready to make videos in a seriously geeky way, and making that assumption is problematic for creating strategies to nurture diverse youth’s digital skills and interests.

I also observed bifurcated technological skills. Some kids even saw themselves as being so much more expert than some of their peers that it was difficult to mentor their less tech-savvy friends. They did not even share basic technical vocabulary, which led to a break down in informal learning opportunities. Wide gaps in technical abilities in kids urge us to question and challenge how ageist rubrics obscure the investigation of important nuances that could be instrumental in improving informal learning dynamics, which are not guaranteed to work simply because they occur among peers.

For me, one of legacies of the Digital Youth Project was to show the advantages of challenging and even pushing back on initial research rubrics, and questioning their assumptions. The project reinforced the idea that it is advantageous to ask critical questions about any research paradigm one is operating under at a given time. Rather than wait till the project is over, it is reasonable to keep an open-mind as research is being conducted. I believe the project models how it is possible and desirable to step back, even during the research process, and question a rubric while simultaneously contributing to it in a fundamental way. These kinds of self-reflective questions are challenging but ultimately healthy.

 

In your introduction, you challenge some of the established categories we use to talk about these forms of productions -- including the notion of “amateur”, “grassroots,” and “Home Mode Media.” Instead, you propose a category of “personally expressive media.” What do you see as some of the limits of these more familiar categories? Why do you put such an emphasis on “personal expression”?

Years ago, Robert Stebbins (1980) wrote extensively about how “amateur” and “professional” categories are not as neatly divided as they are often assumed to be. Although he was writing generally about amateurism and professionalism and not media creation, his lessons apply in the video realm as well. We need to dust off our Stebbins and reacquaint ourselves with his ideas! Failure to do so risks aligning researchers with media discourses that seek to minimalize so-called “vernacular” accomplishments.

During my investigation, I saw a kaleidoscopic of media ontologies. In other words, videos came from many different people with a variety of backgrounds and skills. For example, I interviewed a former television producer, Ryanne Hodson, who was a champion of video blogging. She believed that making videos was another type of literacy that people should cultivate in order to spread their message. What status should her video blogs have?

She was quite literate in professional media production, but her personal blog was not operating in a professional context. She had control over her own video blog which was not produced under the auspices of traditional media institutions.

How should we categorize the work of teenagers whose family members had attended film school, or had family members who had a television show on a local cable access station? Are these creators operating in some kind of vernacular innocence? No they are not. I found that the amateur/professional divide became slippery and not particularly helpful for understanding people’s phenomenological experiences of their mediated moments of video creation.

“Home mode” is another category that is often misunderstood in research. When anthropologist Richard Chalfen (1987) initially introduced it, he was attempting to address a gap in the anthropological record on everyday media. Many people tend to wildly over-generalize anything they see on YouTube as “home mode,” because it was made at home or with friends. But home mode referred to a specific type of intimate media that was made for a relatively small group. People who made the media knew who were in the pictures and vice versa, generally speaking.

But examining his work more carefully shows that Chalfen bracketed out anyone who was trying to distribute his or her media to widespread audiences. He specifically stated that he was not interested in media created in camera clubs, or in academic settings, or by anyone else with aspirations to become more knowledgeable about making media. His research had an important theoretical purpose; it made sense to study everyday media makers at home who did not have professional or even advanced amateur aspirations.

But the people studied under the Digital Youth project, and in my study of Kids on YouTube varied tremendously with regard to their goals, skills, and what I refer to as their media dispositions. Some of them loved making videos with a passion, while others found it simply odd to make videos to show to the world. Some people may have captured home gaffes and put them online with the intention of becoming a YouTube partner and trying to make money with their “innocent” videos.

Rather than attempt to adjudicate complex questions of amateur/professional media ontologies using arbitrary criteria, I found it more useful to see this media as a form of personal expression that might shift status within and across attention and money-making economies. A video maker’s status might also depend upon their dispositions and future desires with what they hoped to gain by making media.

My research goal was to find some way of talking about media with complex or ever-shifting ontological statuses in ways that did not pre-judge videos. Such divisions are often used to minimize so-called vernacular abilities and elevate professional statuses, a binary discourse which simply does not theoretically hold when analyzing media made by so many different people, who often have direct experience of or are influenced by knowledgeable mentors in professional media-making contexts. Exploring how and to what degree people were able to develop skills to convey their personal message seemed to be a far more fruitful project.

 

 

Patricia G. Lange is an Anthropologist and Assistant Professor of Critical Studies at California College of the Arts (CCA) in San Francisco. Recognized as an expert in studies of new media and YouTube, her work focuses on technical identity performance and use of video to creatively express the self. Her new book (Left Coast Press, Forthcoming, 2014) is called Kids on YouTube: Technical Identities and Digital Literacies, which draws on a two-year, deeply engaged ethnographic project on YouTube and video bloggers to explore how video is used in informal learning environments. She also released her ethnographic film, Hey Watch This! Sharing the Self Through Media (2013), which was recently accepted for screening in Paris at Ethnografilm, an international film festival showcasing films that visually depict social worlds.Hey Watch This! provides a unique diachronic look at the rise and fall of YouTube as a social media site, and offers a poignant look at how YouTubers envision their digital legacies after their deaths. At CCA, she teaches courses in anthropology of technology; digital cultures; new media and civic engagement; space, place and time; and ethnography for design. Prior to joining CCA, she was a Postdoctoral Fellow at the School of Cinematic Arts at the University of Southern California. More information may be found on her websites:https://www.cca.edu/academics/faculty/plange and patriciaglange.org.

Why Do We Need to "Understand" Fans?: A Conversation with Mark Duffett (Part Four)

There remains a strong emphasis within fan studies on issues of gender and sexuality, not to mention generation, yet there is still relatively limited focus on issues of race. One consequence is that the “whiteness” of fandom is often taken for granted, with very few examples here of the practices associated with fans of color. How might we expand current paradigms of fan studies to deal more fully with race or be more inclusive of diverse kinds of fan tastes and interests?

In the book's conclusion I mention that there is much more work on fandom and race. There is a danger here, though, that we might essentialize “fans of color” and their practices, creating a kind of academic segregation by default. Instead, there are ways to explore fandom and race that might lead the discussion in fruitful directions.

The first is to explore fandom’s multiple implications within what we might reductively call “the colonial project.” After all, it is a type of blindness not to deal with race within its historical context of colonialism, production and labour. It would be a mistake here to see wider issues of identity and consumption as fully falling outside those concerns. Collecting has always been a means of defining identity. What therefore happened in the late nineteenth and early twentieth century, when electronic media became the context within which such practices were defined? Fans operated from within the orientalist ideologies that defined the colonial and postcolonial era. I have not seen very much work like this, but I think it would be interesting to explore the orientalism at play within fans’ collections of ‘exotic’ artefacts or ‘exoticized’ media genres.

A second approach might involve examining the implication of fandom within specific racial or ethnic cultures. Blackface, in its later incarnations, is an obvious example here. Researchers like Eric Lott have made clear that it was a mode of performance primarily organized to define whiteness. It continued in its vestigial forms into many of our own lifetimes. To identify as a fan of blackface was necessarily to implicate oneself in racial terms. Equally, we might explore dimensions of racial ownership around things like the chitlin’ circuit. How did fandom function within on-going histories of race relations, as a way to express ethic or racial identities at particular junctures?

A third way of examining race in the context of fandom is to examine moments when race made a difference within particular fan cultures. How are fans of a particular background treated when they constitute a minority with a particular fan culture? What does that say about perceptions of the object or the ethics of the fan community? Should, for example, one’s status as a ‘black Doctor Who fan’ always be a point of discussion? To what extent are people actively using fan cultures for particular objects as ways to build or deny inter-racial alliances? The recent discussion in the journal Transformative Works about racism in cosplay was instructive there.

Also, to what extent it unproductively generalizing and essentialist to explore why particular ethnic groups claim ownership over certain fan objects, some of which at first appear unconnected with their specific cultures? We can generate hypotheses at least, for example that Morrissey’s Chicano fans connect with his Anglo-Irish status as a white ‘outsider,’ but such theories hold absolutely no weight until they are subjected to thorough empirical assessment.

 

A final direction for the study of race and fandom might be to consider the racial implications of fandoms based around racially controversial objects. For example, how do the fans of the vulgar contemporary blackface performer Shirley Q. Liquor see the racial connotations of their object? This kind of research is a rather thorny area; using unsolicited material might give us some traction.

You suggest that academics writing about fandom often have a very static conception, not doing research on how people become fans or for that matter, how specific fandoms emerge. What do you see as some possible steps towards addressing these questions?

The answer to your query has two possible directions: one for collective communities and the other for personal fan passions.

The emergence of specific communities and fandoms is amenable to historical study. A substantial number of younger researchers still see the online world of the present as the main place to research fandom, but I expect to see more of this historicizing work as fan studies further expands as a field. In consequence, we might then be able to start developing a more elaborate understanding of the history of media fandom itself. To set the ball rolling we need a greater historicization of fandoms specifically as living cultures, communities that go through periods of expansion and decline. There has been some interesting recent work on this, including your piece for Boom about the San Diego Comic-Con.

The question of how people become fans is still something of an elephant in the room for fan studies. There may be some scope there for a project comparing ‘becoming a fan’ stories. As I explain my book, however, serious methodological obstacles await anyone who uses such material to explain the emergence of personal fandom. Longitudinal studies of individual fans - even autobiographic or auto-ethnographic ones - always have a reflexive, ex post facto element. People can keep diaries, but fandom is hard to anticipate. Serial or genre fans who predictably move from one object to the next are already fans in a sense, so their personal stories are not the same as those of new fans.

As new fans progress through the process of initiation, they change their perspective and commitment. Self-reporting afterward is not going to create the same data as might be collected ‘live’ at each stage. Asking individuals who already keep diaries to reveal their contents during phases of first initiation would move the question forward, but such individuals were not primed to talk about things that might help to address theoretical concerns. It is quite a thorny issue, but we need to start addressing it to fully understand fandom.

You write at the end of the book, “a master theory of fandom may never be found, but it remains a worthy goal to understand the phenomenon as a special bundle of processes that interact in contingent ways.” How does this push for a more general theory of fandom relate to the push, elsewhere in the book, for ever more particular accounts of specific kinds of fans and fan practices?

The concern that you raise here is in some ways like squaring a circle, because fan studies has expanded so rapidly as a field. Media technology has continually changed. More researchers have become interested. New fandoms and new ways of pursuing fandom have sprung up. Empirical work on fandom has now rather exploded. Beyond this, Understanding Fandom was deliberately rich in detail because I was disappointed by some other media textbooks: volumes that were well organized but rather low on information.

Because the value of some recent work is yet to be decided by history, the world of textbooks moves a bit slower that the field that they discuss. Although articles are referenced in Understanding Fandom and sometimes discussed quite extensively, I focused quite deliberately on the ‘classic’ texts of fan studies. My hope was to get a balance between theory and empirical detail, especially when particular examples could further illuminate theoretical concerns and point a way forward.

The challenge of creating a textbook is to be able to frame the work that has been done, and - ideally - explain a bit about what is missing or offer some fresh perspectives. One of the things that seemed missing to me from fan studies was much discussion about celebrity-following. I hope that the book begins a dialogue that will encourage us to widen our scope a little further, beyond a focus on fan practices and communities to think more carefully about on fan motivations. Of course, ‘textual’ fans follow auteurs and celebrity actors, so celebrity-following is a practice or set of practices, not a separate set of fandoms, but it is a practice that forces us to think about the “why” of fandom, not just the “how.”

The fascinating thing about media fandom, for me, remains that it affectively unites commercial culture, individual subjectivity and collective empowerment. My aim with Understanding Fandom was to explain it in an ethical way that might connect research on practices with a wider spectrum, if you like, of work on representations, identities and processes.

Mark Duffett is a Senior Lecturer in media and cultural studies at the University of Chester with research interests spanning fandom and popular music culture. As well as publishing Understanding Fandom (Bloomsbury, 2013), he guest edited a recent special edition of the journal Popular Music and Society, and also edited a Routledge book called Popular Music Fandom(2013) which featured chapters by Cornel Sandvoss, Joli Jensen and Matt Hills. In 2010 he organized an International Symposium on music fandom at Chester and was keynote speaker in 2012 at the MARS music conference in Finland. He is currently writing a book on Elvis Presley for the Equinox Press series, Icons of Popular Music, and co-organizing an April 2014 international conference on rock music and love in Montpellier.

 

Why Do We Need to "Understand" Fans?: A Conversation with Mark Duffett (Part Two)

You argue here that anti-fandom is not necessarily always a totally outsider or oppositional perspective, that under some circumstances, the industry or individual performers actively “invite” the anti-fan response. At first glance, this may seem counter-intuitive since the industry clearly hopes to attract the largest number of consumers. So, what are some of the reasons why producers might court or encourage anti-fan responses?

The idea that the industry hopes to attract the largest number of consumers assumes a monolithic entity (the media industry) with one market place and one audience, ignoring notions of consumer targeting or niche marketing.

This is one of the areas where popular music studies might productively contribute. I cite Bob Dylan as a clear example of invited anti-fandom in the book. Courting controversy has been both a catalyst for publicity and a form of audience segmentation, particularly in rock. Controversies have expressed social change at certain points in time and have also been a familiar part of the production process. From around 1956 to 1976, some of the most commercially successful music was based on the idea of a generation gap that articulated, at its mildest, a kind of autonomy and permissiveness, and at its extreme represented a push towards obscenity. Allusions to sexual debauchery became a genre convention in rock and the knowing evocation of moral opposition was characteristic of whole subgenres – notably punk. Individual artists, from Jim Morrison and GG Allin to the Dayglo Abortions, continually at pushed the boundaries, sometimes without any other recognizable cultural project.

In his foreword to Understanding Fandom, Matt Hills seems to suggest that the process might be unique to popular music, but I am not so sure. Certain forms of exploitation or art cinema purposely push at boundaries and violate concerns, like Christianity, that groups in society hold dear. It’s clear that Srdjan Spasojevic’s movie A Serbian Film (2010), for instance, was designed to shock and provoke offence.

Perhaps what we need to think about the relationship between invited anti-fandom and different industrial regimes. One point here is that products that seem to deliberately evoke anti-fandom regularly go on to become ‘cult’ phenomena. Another is that parent corporations can treat them at arm’s length, signing independent producers to distribution-only deals so that they can skim profit but avoid the risk.

I don’t, therefore, fully see anti-fans as a kind of free-floating audience; perhaps they too can be ‘courted’ by the industry as a marketing strategy. Perhaps we can even talk about ‘anti-fanagement.’

You argue, at places here, that academics miss some of the picture when they define fans in relation to political ideologies or corporate interests, suggesting that fans are never simply compliant or oppositional, but rather fans are "relatively indifferent" to the industry. Explain.

Fans use economic mechanisms for cultural purposes, while media industries use culture for economic ends. Both parties interact and are, to some extent, merged. They each, however, have distinct priorities. Fans are inspired by media products, but their concerns and practices cannot - as the Fiskean tradition demonstrated - be reduced to industrial planning.

The words I use quite a lot to talk about fans and their concerns in relation to the media industries are “tangential” and “collusive.” By this I mean that fans can be relatively indifferent, co-operative or oppositional, depending on which fan culture we decide to examine and when we decide to examine it.

While I have no doubt that fans can act collectively as ethical communities, I also think that is a danger that we tend to forget the “business as usual” aspect of fandom - that television fans were, for instance, generally more interested in watching the final episode of Breaking Bad than contesting High Bridge / Sony Pictures. This does not mean that they were pawns in someone else’s game who bought into hype. It means they felt that the show spoke to them, they enjoyed it, and they were engaged by its narrative. They became fascinated and dedicated.

As I think you noted in Textual Poachers, such fans may well “rescue” a series after the network stops broadcasting it – although, of course, networks themselves now often help to facilitate that. So maybe there is a kind of goal towards which fans are heading that can be further facilitated, either by agents in the industry or those outside it.

I think, though, that because our academic traditions work to ignore or reject a focus on the enjoyment of commercial culture, we are in danger of forgetting that win-win situations are part of this spectrum of relationships. Rather than searching for the dramatic moments where fans contest media producers, to understand fandom it seemed a greater challenge to me to start providing non-generalizing, non-reductionist frameworks within which we might explain why fans are sometimes complicit in doing what they do.

I should add, however, that “business as usual” is not static and also includes fans organizing into communities, creating different factions, and acting collectively. I do not necessarily see it as a term that excludes group ethics or politics, but rather one that encompasses ordinary activities and motivations.

Mark Duffett is a Senior Lecturer in media and cultural studies at the University of Chester with research interests spanning fandom and popular music culture. As well as publishing Understanding Fandom (Bloomsbury, 2013), he guest edited a recent special edition of the journal Popular Music and Society, and also edited a Routledge book called Popular Music Fandom(2013) which featured chapters by Cornel Sandvoss, Joli Jensen and Matt Hills. In 2010 he organized an International Symposium on music fandom at Chester and was keynote speaker in 2012 at the MARS music conference in Finland. He is currently writing a book on Elvis Presley for the Equinox Press series, Icons of Popular Music, and co-organizing an April 2014 international conference on rock music and love in Montpellier.

A Meme Is a Terrible Thing to Waste: An Interview with Limor Shifman (Part Three)

Discussion of the internet is often polarized between those who stress the personalized or individualistic nature of net culture and those who see the network as a form of collective behavior. How might the idea of the meme clarify this discussion?

 

I think that the idea of internet memes is so powerful precisely because it bridges these two perceptions. While internet memes are all about individuals creating content, they are also all about individuals creating content with awareness of each other. Memes not only involve pervasive mimicry, they are also based on intense collaborative work and complex multi-participant choreographies. Moreover, studies conducted by Ryan Milner, Assaf Nissenbaum and Kate Miltner show that memes function as a type of cultural capital: knowledge about memes and the "right" ways to use them have become a marker of membership in some communities. In these contexts the duality of being both an individual and a part of a community is flagged on a daily basis: community members are expected to be original, but not too original, when creating memes.

 

Throughout, you place a strong emphasis on the visual nature of the meme as a mode of communication. What do you see as the implications of this shift towards the visual in contemporary net culture?

The implications of the visual turn are pervasive, going way beyond my somewhat narrow emphasis on memes. Within the scope of the book I discuss this issue mainly in the political context. I claim that visual display allows greater integration between politics and pop culture, as it becomes extremely easy to Photoshop the US president’s head on the body of a Jedi knight, for instance. A second implication of the visual nature of internet memes relates to their polysemic potential, that is, their tendency to be open to multiple readings. Whereas in verbal jokes the target of mockery and the scorn expressed towards it are often clear, the openness of visual images and the lack of a clear narrative may invoke contrasting interpretations.  A third implication relates to memes' global spread: Images may potentially cross international borders much more easily than words. However, such international flows still depend on local norms and conversions:  In some cases, images need to be replaced or localized to make sense in new territories. For example, in the book I describe the migration of the American "Successful Black Guy" meme to Israel, which resulted in a local take titled  "Akivathe Humanist Ultra-Orthodox".  I am currently exploring some other implications of this, focusing on photo-based memes. It seems that meme creators subvert some of the fundamental roles traditionally associated with photography, such as the notion of photographs as "windows to reality". But I've just started thinking about these issues so I hope to have more to say in a couple of months…

 

 

Let’s talk a bit about what gets excluded in a meme culture. Are there some groups or individuals who are excluded -- either implicitly or explicitly -- from meme culture? Is it easier to use memes to support dominant frames of reference rather than to challenge existing structures of belief?

This is a crucial issue which I address only briefly in the book. It would certainly appear that many groups and individuals are excluded from meme culture.  Ryan Milner's current work on memes traces some of the racist and misogynist modes of discourse emerging in 4chan and reddit—prominent meme hubs that seem to be governed by white, privileged men.  He shows that both gender and race representations in these websites are dominated by familiar hegemonic stereotypes. The framing of these stereotypes as ironic lulz is used in many cases to whitewash exclusion. At the very same time, Milner notes that at least in relation to gender, misogynistic framings are often resisted and attacked by many participants.  It is extremely important to continue thinking about these issues and broaden our scope of investigation beyond the major meme hubs. Phenomena such as "Shit X says", which generated heated debates about sensitive issues, may constitute interesting cases for further research.

My main assertion in the book is that we should take memes seriously. And doing that also means – to a large extent – critically examining the power dynamics that constitute memes and that are constituted by them.

 Limor Shifman is a Senior Lectureer at the Department of Communication and Journalism, the Hebrew University of Jerusalem.  She is the author of Memes in Digital Culture (MIT Press, 2013) and Televised Humor and Social Cleavages in Israel (Magness Press, 2008 [in Hebrew]). Her work focuses on the intertwining of three fields: communication technologies, popular culture and the social construction of humor. Shifman's journal articles explore phenomena such as internet-based humor about gender, politics and ethnicity; jokes and user-generated globalization; and memetic YouTube videos.

 

Digital Cosmpolitans: An Interview with Ethan Zuckerman (Part One)

Ethan Zuckerman is one of the big thinkers, and doers who consistently inspires me. His Wikipedia entry identifies him as "an American media scholar, blogger, and internet activist." All of this is true, but that's just part of the picture. He's also someone who consults regularly with major foundations, think tanks, NGOs, and policy-makers, as they try to understand the potentials, and risks, of networked computing. As the founder of GeekCorps and Global Voices, he's put his geeky skills to work to try to change the problems which worry him the most about our contemporary culture. He's someone who has a formed a network of other bloggers and digital activists around the world, and someone who travels often to parts of the planet that most of us could not point out on a map, in order to better understand the political, cultural, and technological conditions on the ground there. He's become one of our best thinkers about "digital age civics" and through his work as the Director of the MIT Center for Civic Media, he's leading a team of graduate students as they seek to design tools which might empower activists and community leaders to be more effective at fostering social change. He does this while remaining mild-mannered, easy-going, modest, and open-minded, a model for what an engaged public intellectual might look like in the 21st century. I am lucky to be able to call him a friend.
Last year, he published an important and timely book, Rewired: Digital Cosmopolitanism in the Age of Connection, which should be required reading for all Americans. Zuckerman is asking us to think more deeply about how we learn about the world and whether our access to the WORLD Wide Web has done much to change the parochialism within our culture. Here, he draws on the full range of his experiences to bring us face to face with the blind spots in our information consumption, with the challenges in overcoming isolationist and xenophobic tendencies in our society, but also to propose alternative strategies by which some people are becoming "bridge builders" who embrace diversity and insure that we have greater access to alternative  perspectives. Zuckerman understands the complexities and contradictions of our current moment, adopting a position that is sometimes optimistic, somethings skeptical, but always feels  is in the service of building a better society.
In the interview that follows, Zuckerman spells out some of the core concepts from Rewired, including some consideration of what the book might have to say to fans, journalists, educators, and other citizens.
Much of the media discussion around the Arab Spring movements has centered on the fantasy of more person-to-person communications across borders via social media rather than through the more formal relations between nations or the mediated communications of traditional journalism. Why has this fantasy of a “Twitter Revolution” proven so compelling to people when their everyday practices often involve relatively limited communications outside of their immediate circles of friends and families?
 
Like many compelling fantasies, the Twitter Revolution myth has some roots in fact. Tunisia's revolution had a strong media component. Protests in Sidi Bouzid would likely have been invisible to the rest of Tunisia and the rest of the world had they not been documented on Facebook, edited and contextualized by Nawaat.org and amplified by Al Jazeera. And there are deep ties between activists in Tunisia and in Egypt that helped spread ideology and tactics of those revolutions via social media. But any account of the Arab Spring that doesn't focus on existing labor movements, soccer fanclubs, neighborhood organizations and other forms of offline social organizing misses the point.
 
I think Twitter revolutions are such a compelling idea because they allow us to inscribe ourselves on global events. If digital media is the key actor in a political event, and we're participating by amplifying tweets online, we are part of the revolution, an exciting and compelling prospect. And there are times when this, too, is true - if an event is visible locally and invisible globally, and we take responsibility for translating and amplifying it, leading to global coverage, we might, in fact, share some credit for changing circumstances on the ground.
 
But this ability to be a participant in a minor way in a global event tends to blind us to our more ordinary use of these media. Very few of us are Andy Carvin, using our online presence to curate digital media and connect our readers to global events. Our use of these tools tends to be about connecting with friends and interests that are far closer to home. There's nothing inherently wrong with that - it's fine for social media to be a tool that connects us locally if we have other media that informs and connects us globally. What strikes me as dangerous is the illusion of connection, the compelling idea that we are encountering global perspectives via digital media when we're mostly reinforcing local ones.
 
You write, “[New Media] tools help us to discover what we want to know, but they’re not very powerful in helping us discover what we might need to know.” This seems to be a central theme of the book, that we have opened up new channels of communication which might allow us to connect with others around the world, but that our use of those tools has been limited by a lack of motivation or understanding. We seek out information only about those topics we already care about, and a large part of the world falls outside of that zone of interests. What are some of the signs that our interest in the world is more limited than our technological reach at the present time?
 
 I think the main reminder is sense of surprise that pervades much of modern life. The Arab Spring was a surprise, but only up to a point. For those few watching Tunisian social media, it became clear pretty quickly that something deeply unusual and transformative was taking place. At Global Voices, we were able to see the protests unfolding weeks before they received attention in mainstream American media. There's a strong tendency in our contemporary media environment to pay attention to stories only when they've reached a crisis point - we're always arriving in the fourth act, and we never stay through the denoument. It's possible to imagine a form of media that's scanning the horizons and giving us a better sense of what's coming, not what's already arrived.
 
I think a second reminder is our ability to turn on global networks at moments of crisis. The global response to SARS was quite amazing - within a week of identifying a new syndrome, the WHO had global videoconferences that allowed frontline medical personnel to identify symptoms and jointly diagnose new cases. Once those networks were set up, the spread of the disease slowed dramatically. When we need international connection, we're capable of bringing it about very quickly.
 
One of the reasons the book has been challenging to describe is that this question you're asking -what are we missing when we're so tightly attached to local media - is a really hard one to answer. I tend to understand it in personal terms. I follow African media, particularly west African media, quite closely, due to my long personal ties to the region, and as a result, I see stories well in advance of their visibility in broader media. And while that sounds self-congratulatory, patting myself on the back for my global vision, the actual experience is more anxiety-producing, because it's a perpetual reminder of how much there is to know and discover. The little I know about Nigerian politics that most Americans don't is a perpetual reminder of how much else is going on in the world, and how little we encounter until it manifests as a crisis or emergency.
 
What roles does the news media play in shaping what we care about and conversely, to what degree does our lack of concern or interest impact what the news media is prepared to cover?
 

I think this relationship between caring and coverage matters much more than it did a generation ago. Newspapers include stories on a wide range of topics, local, national and international. Until recently, our sense for what readers wanted to hear about came from newsstand sales and letters to the editor, very inexact tools for understanding which stories were being read and which were being ignored. Now we have incredibly granular information, that shows interest on a story by story level, including readership and time spent per reader per article. Publishers are acutely aware of these statistics, and more editors and writers are becoming aware of these figures. It becomes harder and harder for authors to report on stories that don't already have an audience, as there's a very strong temptation to write what people want to hear, as they will reward you with their attention.

 
This becomes a circular equation, because people need help developing an interest in new topics. A fascinating story isn't immediately apparent or comprehensible to an audience. Take the mortgage crisis a few years back - most coverage focused on the moment to moment details, featuring stories that were comprehensible to financial professionals and few others. This American Life made a major investment - an hour-long story called The Giant Pool of Money - that helped audiences understand the crisis and become better consumers of future stories on the crisis. If we wanted people to pay attention to protests in Sudan (people beyond those of us who are already watching those protests), we'd need to invest time, energy and reader attention in explaining the context and importance... and we'd be gambling that we were able to create an audience for that story in the future. 
 
The net result of this cycle, I fear, is that we get an enormous amount of information on stories we "know" are important - the minutia of US federal elections and the machinations of Congress  - and very little information on parts of the world we know little about, care little about, and care little about because we hear little about.
 
I’ve often thought that there might be a need to shift from a focus on international news (news about things happening elsewhere on the planet) to global news (news that shows the connections between distant events and people in our own communities.) Would such an approach help resolve the gaps you are describing here? Why or why not?
 
I think we'd gain a great deal from journalism that helped contextualize global events in local terms. The best newspapers and broadcasters have historically tried to do this - one of the losses we experience  when local newspapers cut international bureaus is the connection between global stories and local communities. 
We need something broader, I suspect, as not every event in Myanmar has an immediate local connection. Sometimes we need heroes and heroines - think of Malala in Pakistan and the ways in which her story has been a window into gender and educational issues in that part of the world. While we can go too far and turn a story about issues into a story about a single person, we often benefit from stories that let us feel like we know and care about an individual in another country or culture.
 
I think we also need to learn how to tell stories that look at local facets of global issues. A story like climate change is critically important, but extremely difficult to report. We might benefit from an approach to reporting that showed us the implications for different people in different communities, interweaving personal stories with the science and politics of the issues.
 
Ethan Zuckerman is director of the Center for Civic Media at MIT, and a principal research scientist at MIT's Media Lab.  He is the author of "Rewire: Digital Cosmopolitans in the Age of Connection", published by W.W. Norton in June 2013. With Rebecca MacKinnon, Ethan co-founded international blogging community Global Voices. Global Voices showcases news and opinions from citizen media in over 150 nations and thirty languages. Ethan's research focuses on issues of internet freedom, civic engagement through digital tools and international connections through media. He blogs athttp://ethanzuckerman.com/blog and lives in the Berkshire Mountains of western Massachusetts.