Superheroes and the Civic Imagination

 

In early December, I delivered -- via Skype -- some opening remarks for the Superhero Identities Symposium at Melbourne's Australian Center for the Moving Image. Angela Ndlianis, one of the event organizers, has let me know that an audio podcast version of my remarks and those of some of the other sessions are now available online. You can access my remarks here.

 

My remarks built upon Henry Jenkins, Sangita Shresthova, Neta Kligler-Vilenchik, and Liana Gamber-Thompson, “Super-Powers to the People!: How Young Activists are Tapping the Civic Imagination,” in Eric Gordon and Paul Mihalias (eds.) Civic Media: Technology, Design, Practice (Cambridge: MIT Press, 2016), 295-320.

Here's the abstract for the talk:

“What Else Can You Do With Them?”: Superheroes and the Civic Imagination

By Henry Jenkins

“If a superhero can be such a powerful and effective metaphor for male adolescence, then what else can you do with them?” -- Kurt Busiek, AstroCity

In his 2015 book, On the Origin of the Superheroes, Chris Cavalier traces one origin story of the superhero back to the figure of popular rebels, such as Robin Hood and Guy Fawkes, suggesting the ongoing struggles to contain these larger-than-life protagonists operating outside the system into the constraints of corporate ideologies and political institutions.  From the start, the superhero had a politics and from time to time -- when Superman was “Champion of the Oppressed” rather than the defender of “Truth, Justice, and the American way,” when Green Lantern and Green Arrow set out to discover a troubled 1960s America, when Captain America questions the military-industrial complex, and when Wonder Woman inspires the birth of Second Wave Feminism -- that politics threatens to get out of hand. It is one thing to kick Hitler’s butt and another to stand up for GLBT rights, challenge Islamiphobia, or support African self-determination.

My interest here, though, is not first and foremost in the way politics is depicted in superhero comics, but rather the ways superheroes are stepping off the page and the screen and becoming resources for the Civic Imagination. Around the world, activists are struggling for immigrant rights, battling rape culture, questioning the police state, asking for homes for Syrian refuges,  or condemning wealth inequality while deploying iconography and mythology borrowed from the American superhero tradition.  Before we can change the world, we need to be able to imagine what a better world might look like, we need to believe that change is possible, we need to see ourselves as agents of change, and we need to develop empathy for the plight of others whose experiences are different from our own. The Civic Imagination refers to the often shared mental constructs and rhetorical devices through which we inspire these potentials for social and political change.

Recent research on participatory politics in the United States suggests that more and more the Civic Imagination is being fueled by popular culture, especially among youth, and we have begun to see such patterns elsewhere around the world.  There is a blurring of the lines between fans and activists as characters from popular culture are being reimagined, redrawn, and re-performed to speak for non-dominant peoples who often want contemporary heroic narratives they can pass along to their own children and help them imagine a different role for themselves as political and civic agents.

And this process has gone global as the success of the Marvel franchises has introduced the superhero genre to countries, especially in the global south, which have had limited exposure to it before. As countries seek to create mythologies that place them on the map of an increasingly transnational culture, as they seek narratives of personal and collective empowerment, they are seeking to insert their concerns into the framework the superhero genre provides us.

In this talk, I will provide an overview of this phenomenon, situating it within the larger contexts of participatory politics and the Civic Imagination. I will consider what about the superhero has made this popular culture trope such a flexible and generative tool for sparking the Civic Imagination. And I will close with some reflections on the strengths and limits of conceptualizing struggles for social justice within the terms the superhero genre offers.

 

You can go here for information about the conference and links to other presentations, including featured interviews with Hope Larsen, Paul Dini, Nicola Scott, and Tom Taylor,  among others.

 

Angela also shared with me some great videos produced for the event interviewing Australian fans and artists from local comics conventions. Enjoy!

Do Fans Generate Transtexts?: An Interview with Melanie Bourdaa and Benjamin W.L. Derhy Kurtz (Part Three)

An important contribution of this book is expanding the range of exemplars of transmedia practice to consider the role that transtexts play in relation to the contemporary sitcom and professional wrestling, among others. What are sitcom producers doing differently from those working with speculative fictions and how might expanding what we look at further sharpen our conceptual vocabulary for thinking about transmedia?  

Derhy Kurtz: Thank you. Sam Ford’s chapter on wrestling and the chapter on sitcoms do offer perspectives which are... under-represented, we could say, in academic literature on transmedia; as does yours, on a totally different level, with regards to geographically and conceptually different types of transmedia. This was precisely the point of this book: not only to develop the analysis of key and often-discussed topics through new case studies, as Matt Hills and Paul Booth skilfully have, but also to bring new elements and perspectives to the table.

And some sitcom producers using transmedia strategies, indeed, do things differently, on a number of levels. In our chapter, Simone Knox and I explain that in this TV III era, TV channels, and US networks in particular, are struggling for audience share, and sitcoms are thus turning to smaller but more engaged audiences; with the producers encouraging invested viewership by using transtexts. This is where we came up with two new notions (albeit not specific/limited to comedy). Transtexts give their audiences the opportunity to willingly (continue to) suspend their disbelief, play along and ‘believe’ that the transtexts are ‘real’ (for example, that books and or tweets were in fact written by the characters); this is what we have called Accepted Imaginative Realism. It is, therefore, an imaginative game between the producers, who invest in creative labour to provide a more compelling and life-like storyworld, and the audience, who becomes further engaged and chooses to ‘believe’ in the transtexts (in a manner reminiscent of Umberto Eco’s ‘we-know-they-know’ double-codedness of the postmodern). But of course, one can also express the situation from the production perspective, rather than the reception one, through the concept of the Reality Envelope, where the producers have a specific agenda: attempting to push this (reality) envelope so as to penetrate beyond the TV set’s screen and thus bring this sense of reality to the audience. We chose that expression because, in addition to the ‘pushing the envelope’ idiom, an envelope is a spatial object, alike transtexts ‘hovering’ around their storyworlds, and also because envelopes are fragile, a notion which we must be kept in mind in relation to these concepts of ‘realism’. But I wish we had more time / space, because there are many more elements to talk about, which are used within transtexts by sitcoms producers, such as issues relating to texture, performance and the actors’ input. To sum up, individually and collectively, such concepts can enrich debates on transtexts, and in our conclusion, we invite others to engage with them and test them out through other case studies, whether from or beyond the sitcom genre.

While most accounts acknowledge that many transmedia texts function as both storytelling and branding, the emphasis has largely been on identifying their contributions to the story. Yet there are several places in the book where this emphasis is reversed. What might readers learn about branding by looking more closely at transmedia franchises?

 

Derhy Kurtz: Yes, I think this is another important element as well, and it is interesting to finish on that note. Besides studying what transtexts and branding can bring to a story, one could and should also look at what transmedia stories can bring to branding, and marketing, and communication. As it happens, the answer is: a lot! I have long been interested in that aspect, in fact, and aside from guest-editing a special issue entitled ‘Branding TV: Transmedia to the Rescue’ a few years ago, I actually teach transmedia as a communication and a branding strategy to communication postgraduate students (it was only natural, therefore, that this emphasis would be reversed at times in the book, as you note).

Regarding transtexts and branding, and the text-brand, Hélène Laurichesse, by applying concepts such as the galaxy system and the brand universe to transtexts, and by clarifying the place of fans in this brand-centred analysis, brings a rare insight into how the two can work with one another. But aside from branding, transmedia franchises (for which a whole new legal framework must be considered, as explained by Jennifer Henderson, due to the presence of extensions under many forms) can be used as an example to create an engaging marketing or communication strategy around a product, which will be more immersive and more compelling than a traditional advertising campaign could ever be; as was done, for instance, by Chipotle and its scarecrow campaign a few years back. But it can also be used in order to create a new storyworld, the transtexts of which would be the ones to be sold to the public, like LEGO (through the help of various right-leasing devices, in order to use a number of comic books or other fictional characters), which have created a universe where people are... ‘legos’, and directed the audience to the transtexts themselves: videogames, films, etc., which are sold to the consumers, rather than to the original product itself: the toys (as opposed to using transtexts as a decoy to hide the advertising purpose, while bringing people back to the original product; in the case of Chipotle: sandwiches).

Transtexts are, therefore, not ‘simply’ a persistent – and rising – narrative form for a variety of cultural products anymore; they are also part of the future of communication, marketing, branding and advertising.

Melanie Bourdaa is an associate professor at the University of Bordeaux Montaigne in Communication and Information Sciences, and a researcher in Transmedia Storytelling and fan studies. She ran a MOOC entitled « Understanding Transmedia Storytelling » in France. She created the GREF, a research group gathering scholars working in the field of Fan Studies.  She co-created the CATS, a consortium on Transmedia Storytelling, gathering researchers and professionals in this field of expertise. She runs the research program “MediaNum”, dealing with the valorization of Cultural Heritage via Transmedia Storytelling, funded by the Region d’Aquitaine.

Benjamin W.L. Derhy Kurtz teaches at Sorbonne Nouvelle (Paris 3), Sciences Po (IEP) and Ecole Polytechnique (X), as well as at various communication and business schools. He created undergraduates/postgraduates courses, including on Transmedia, and holds experience in marketing and in institutional/promotional/political communication and consulting. His PhD, at the University of East Anglia, explores ‘success’ in the TV industry.

Do Fans Generate Transtexts: An Interview with Melanie Bourdaa and Benjamin W.L. Derhy Kurtz (Part Two)

  There has been an international conversation amongst fans, producers, and academics about the nature of transmedia entertainment over more than a decade now. What do we know now that we did not know a decade ago? Why is now the right time to publish a new book on this topic?

Bourdaa: We are in a more mature time to analyze transmedia productions and strategies. A decade ago, production teams were experimenting, trying to find the good balance between expanding stories, the use of the right platform to tell their stories and engaging the audience. When projects blossomed a decade ago, there was this sense that transmedia was all about marketing and digital production. I am thinking of the interactive platform NBC launched, called NBC 360, to enhance the stories of their TV shows. Now producers realize that transmedia content could be deployed on different media platforms and non-digital ones, such as comic books, novels, billboards, radio podcasts for example. Moroever, Jeff Gomez introduced the term Transmedia Producer in the Producer Guild of America, creating a job with rules to develop extended universes.

This book is published at a perfect time for scholars to look back and take a step back on transmedia projects. They have the background to know what worked, what didn’t work, they had time to delve into the strategies, play with them, engage in the stories, go from one platform to the other to unravel new contents. They played the role of the fans, and that gives them the legitimacy to analyze the strategies from within, giving new insights on practices both from a production point-of-view and an audience one.

 

Early definitions of transmedia placed a strong emphasis on the “coordinated” and “systematic” unfolding of content across media platforms and thus on the central role of the author, not necessarily an individual but a creative team or design network, in insuring consistency and continuity across the story world. Reading fan works as transtexts, alongside the commercially produced paratexts and intertexts, requires us to adopt a different model of transmedia authorship. What do you see as the implications of this shift towards a more participatory account of how transmedia takes shape around a fictional property?

 

Bourdaa: When you coined your definition Henry, it was around a Hollywood IP, The Matrix Trilogy, and the case study has some specificities, besides an obvious marketing one: the use of multiple platforms to tell chunk of an overall story, bridges between those platforms to form a coherent whole and the creation of a coordinated narrative universe. The goals were to extend the stories and to engage and immerse hard-core fans in the storyworld, hunting for clues and moving from one platform to the next. This is what Brian Clark called the West Coast model, based on a franchise property, where ancillary contents are created around a mothership. Your definition was a bit restrictive in terms of effectiveness and feasibility for production teams and you developed 7 principles to soften it.

With the integration of fans’ works, of paratexts and intertexts, we are in a more flexible definition of transmedia strategies. The term Transtexts as we explained earlier and in the book considers both production strategies and fans’ tactics in the creation of a common, bigger, more shifting narrative universe. Of course, this requires from the production to include spaces to welcome fans’ creativity and opportunities to participate and collaborate in the narration. Transmedia strategies are very effective around entertainment strategies with a solid fanbase, as fans will create and produce their own content and own meaning, and they will engage in the collaborative spaces required by the production design. I am thinking of ARG (alternate Reality Games), which are participatory storytelling, asking for a huge collaboration between players to advance in the storyworld and discover clues and Easter eggs, on media platforms and in the real world.

One of the basic principles of Transmedia Storytelling or Transtexts is the creation of a narrative universe, a process called world-building. The stronger the world-building, with reliable characters and imaginative places, the more audiences and fans will play with it, will create around it, will discuss it. This is the key to a successful transmedia strategy.

 

Derhy Kurtz: Of course, industrial transtexts (or transmedia storytelling) need to be coordinated by someone, or an intellectual entity in relation to the copyright owner; this is why, for instance, the Marvel strategy is a coordinated one, with the various transtexts forming one storyworld, while one could not have a transmedia strategy with elements from BBC’s Sherlock and CBS’s Elementary, even though both programmes revolve around the character of Sherlock Holmes; indeed, most of Conan Doyle’s stories being part of the public domain now, there is no way to coordinate or oversee one version, one universe of Sherlock Holmes (a strategy could be made around the Elementary version, specifically, however, as one could exist around the Sherlock one).

When it comes to fan-made extensions, such transtexts can – and, from the fans’ perspective, are meant to – be seen as paratexts, surrounding the main text(s), the source text(s) as I call it/them, and completing them in the way desired. Similarly, other fan-made transtexts can take the role of intertexts, shaping the meaning of industrial transtexts, often (with so many fanfictions, fanvids, etc.) to give a slightly different interpretation than originally intended by the producers (for example, imagining a romance between two characters, or saving a character implied (or shown) dead, etc.).

In that sense, the model of media authorship that we can adopt should be a collaborative model, where industry and fans collaborate together, although not one along the other, and thus create a number of transtexts around one central piece, the canonicity of some being often up for discussion (or not, as most fantexts are often considered as non-canonical by fans, which gives the latter no less pleasure in producing and ‘consuming’ them). As a result, this model is quite complicated and paradoxical, as the relationship is not reciprocal in the majority of cases: while fans make transtexts around the institutional ones, the industry typically does not make transtexts revolving or acknowledging fan-made ones (although some exceptions exist). While this overall, mutually-constructed universe (by industry practitioners and engaged audiences alike) should be considered and acknowledged, and while fan-produced extensions developed across different media must be recognised as transtexts as such, this non-reciprocity in terms of interaction between the two types of transtexts incites one to make that very distinction: consider them as two types of transtexts, revolving around, and within, one common (initially industry-built) universe.

Part of what had initially interested me about transmedia storytelling was that we were seeing the kinds of textual expansion, backstory elaboration, and development of secondary characters that I had long associated with fan fiction but being incorporated officially into the franchise and thus becoming part of the canon. Although I appreciate the intellectual rationale for doing so, I also worry that our ability to make meaningful distinctions about the status of different textual extensions may get lost in your more expansive concept. What do you see as the continued value of canon and fanon in this transtexts paradigm?

Bourdaa: This book offers a new perspective in Transmedia, as it was so often analyzed from a production point of view, i.e. studying the canon and authentic texts produced by the industrial and executive team at work.

Canon productions and fanon ones have to be both distinct and yet, if we think in terms of transtexts, they have also to be linked together in a shared storyworld. When I quoted Geoffrey Long earlier on negative spaces, I think we have here the core aspect of transtexts: those space left by the production teams are inevitable going to be filled by the creativity of fans. A dialogue, a co-creative process have to be envisioned by both parties. The extended universes have to be built by both the production teams and the fans.

Of course, that can create monsters and controversies like for example Star Wars, the paragon of extended universe. The Star Wars stories are augmented by hundreds of novels and comic books, video games and TV series (animated or not). And fans complete this huge narrative universe with their own productions, sometimes creating alternate universes within the canon. When Disney bought the franchise, before launching Star Wars 7, they created a clean slate for the canon, keeping only a few ancillary content such as The Clone Wars and Star Wars Rebels for example. But the fans’ texts are still out there, still part of the storyworld. To control fans’ productivity and play with the canon, J.K. Rowling created the interactive website Pottermore, which contains original content from the Harry Potter universe, thus extending the stories. But the author, wishing to regain control on the fanon productions and especially on the proliferation of slash fictions, created a creative space where fans could write their own stories but would have to follow some rules if they wanted to be published on the website.

 

Examples here from Hunger Games and Doctor Who suggest ways that fans and other audiences actively accept and reject bids for authenticity and canonicity rather than taking all commercially produced texts at face value and we’ve seen with Star Wars that the producers, themselves, may actively retract the canonical status of particular transtexts if they block potential future developments in the franchise. On what basis do fans arbitrate and resolve these conflicting bids on what constitutes the canon? Why does it matter if we have an agreed-upon sense of what constitutes the canon?

 

Derhy Kurtz: To go back to the origin of the term, canon, of course, initially refers to what is considered as ‘officially part of the “story”’ by a legitimate figure of authority, with the Rabbis deciding on which texts to include in (and reject from) the Old Testament (Tanakh), twenty four books / texts in total, and later on the Church, making slight adjustments to the list of texts from the Old Testament and making a new selection for the New one (with, interestingly, a number of variations: the Samaritan canon only retaining the Pentateuch and the various Christian denominations having certain dissensions on the final version of the canonical Bible). From this, we see that decision on what is considered canonical or not comes from the authoritative figure, rather than from the ‘audience’.

As developed in the chapter that I wrote about canonicity and transtexts, institutional figures still have a major role in whether a text is recognised as canonical or not when it comes to, as you say, the commercially produced texts. In many cases, once they weigh in, fans would not typically challenge the ‘official version’ (I’m still talking about transtexts from the same ‘universe’ here; not, say, adaptations). When things are left unsaid, however, without the show-runner, the channel, the writer or whichever authoritative person, everything is left to discussion, and fans can engage in heated debate over the status of a given transtext. In such cases, issues of credibility and consistency with the rest of the canonical texts arise, and, when such elements are debatable, long debates are sure to ensue.

As for why it matters to have an agreed upon sense of what constitutes the canon, I guess this comes back to the historical original sense of the term and purpose thereof: for the community to have a collective understanding of the ‘story’ in question so as to bring consistency and togetherness to its members with regards to a shared culture and ‘myth’, to know what did ‘happen’ and what did not; what is, what was, and what could be.

Bourdaa: When it comes to fans’ creations and works, there is often, if not always, a tension between what is considered by the authoritative production as canon and what is considered by fans as fanon. Fans play with the universe in the sense that when they produce their videos, write their fanfictions, draw their artworks, they poach what they think is interesting and re-work it into something new. They produce a new meaning, new contexts, new relationships.

In the Hunger Games case study, fans went against the authoritative canon of the movies because they thought it was not faithful enough to the books. The marketing campaign and the movies were glamorizing the stories and characters, thus weakening the purpose the books. So, they “took back the narrative” and organized themselves to build a transmedia activism, on multiple media platforms and social networks, and make something positive out of a negative narrative. This form of “resistance” from engaged audiences and this activism can be cultural, social or even political. A more recent example: the science-fiction show The 100 (broadcast on the CW) killed off Lexa, a lesbian character in episode 3x07 and a fans’ favourite, by a stray bullet, continuing the Bury Your Gay trope, that is infamous among LGBTQ fans. This trope shows how gay characters can be killed off to make a straight character’s arc move forward (see Buffy The Vampire Slayer, The Walking Dead, The Vampire Diaries for example). In this case, LGBTQ fans felt betrayed and enraged but they chose to re-direct their energy towards a good cause: raising money for the Trevor Project and bringing awareness on lesbian and more largely on LGBTQ representation on TV and media. Moreover, fans created their own alternate universe with fanfictions and tumblrs in which Lexa is still alive and still in her relationship with Clarke, her lover. These fanon productions and creations do not match with the canon since Lexa is dead but give fans an opportunity to make Lexa live again and build their own imaginative storyworld, emphasising on a positive representation that is lacking now in the canon.

 

Melanie Bourdaa is an associate professor at the University of Bordeaux Montaigne in Communication and Information Sciences, and a researcher in Transmedia Storytelling and fan studies. She ran a MOOC entitled « Understanding Transmedia Storytelling » in France. She created the GREF, a research group gathering scholars working in the field of Fan Studies.  She co-created the CATS, a consortium on Transmedia Storytelling, gathering researchers and professionals in this field of expertise. She runs the research program “MediaNum”, dealing with the valorization of Cultural Heritage via Transmedia Storytelling, funded by the Region d’Aquitaine.

Benjamin W.L. Derhy Kurtz teaches at Sorbonne Nouvelle (Paris 3), Sciences Po (IEP) and Ecole Polytechnique (X), as well as at various communication and business schools. He created undergraduates/postgraduates courses, including on Transmedia, and holds experience in marketing and in institutional/promotional/political communication and consulting. His PhD, at the University of East Anglia, explores ‘success’ in the TV industry.

Imagine Us, 2040

Recently, my research group, Civic Paths, released a special project, "Imagine Us, 2040," which we developed using the Medium Platform. We've been spending more and more time as a group theorizing what we describe as the "civic imagination" and running world-building workshops with various groups as a means to inspire more progressive visions of political change. This process has seemed especially urgent to us in the aftermath of the November election and at the start of the Trump administration, given how many people have lost hope in the direction our country is going. We decided to apply this process to our own community and "Imagine Us, 2040" is what emerged. In an introduction below, Gabriel Peters Lazaro describes the process which generated the project. You can visit the issue here. There you will find short essays on, for example, the future of technology and labor, alternative models of journalism, native rights, social justice, and my own reflections on what an ideal health care system might look like, to cite just a few examples.

The goal is to describe the kind of world we want to live in -- an act of advocacy rather than simply critique. We'd love to see others experiment with this mode of analysis and critical writing.

If you'd like to know more about our workshops, check out this documentation of what we did last summer at the Salzberg Academy for Global and Media Change. I am just back from running a similar workshop with the good folks at the Interdisciplinary Humanities Center at the University of California-Santa Barbara.

Introduction to Imagine Us, 2040 written with Gabriel Peters Lazaro

“Imagine it’s 2040 and everything turned out OK; in fact, things have have turned out fantastically. What does the world around us look like?” This was the opening question of the worldbuilding and civic imagination workshop that we, the members of the Civic Paths research group based at the University of Southern California, asked ourselves on November 28th, 2016, only three weeks after the presidential election. After brainstorming our collective answers to that question we each wrote a personal projection or story envisioning that future world and we share those stories here.

Imagining the United States as we would like it to be in 2040 may seem like an unusual way to respond to what may well be one of the most divisive moments in America’s history. It might seem that it is a reaction that rests on escapism and distraction from vital issues. But for us at Civic Paths it seemed like the best way to respond to a difficult moment. It felt like exactly what we needed to do to begin to collect our thoughts, mobilize as a community, and figure out how to guide our own responses to issues of politics and justice as they continue to evolve and arise. Giving ourselves a little space to take a deep breath and reflect on what we really care about and channel just a little bit of energy into visualizing a future world that we really want to live in seemed like a good way to face that moment and all the moments ahead. Now, having seen what the transition and inauguration have brought, we feel all the more affirmed in the necessity of this approach and invite you to read the stories we came up with about the world in 2040 and maybe even share your own.

Our decision to run this internal workshop was not simply an intuitive reaction to the election but in fact an application of insights gleaned from our previous research. Founded in 2009 by Henry Jenkins, Civic Paths uses public conversations, workshops, research, and the popular arts to bridge between participatory culture and civic engagement. Civic Paths’s previous efforts resulted in the NYU Press book, By Any Media Necessary: The New Youth Activism and the byanymedia.org online resource for educators. For that project, the team interviewed several hundred young artists and activists to identify tactics and strategies by which networks of youth are able to expand civic participation via the practices and infrastructure of participatory culture. As Civic Paths learned, these networks also place an emphasis on personal and collective storytelling to effectively harness what we call the civic imagination.

We define civic imagination as the capacity to imagine alternatives to current social, political, or economic conditions; one cannot change the world unless one can imagine what a better world might look like. Beyond that, the civic imagination also requires the capacity to see one’s self as a civic agent capable of making change, as part of a larger collective which has shared interests, as an equal participant within a democratic culture, and as empathetic to the plight of others different than one’s self. Working with community partners, Civic Paths developed several workshops around the civic imagination with the hope that they would help communities tap into and expand their inspirational and organizational potentials. The workshop we ran internally with our group in November is a variation on our “Think Critically, Act Creatively” workshop, which is a future-focused experience highlighting the power of stories as tools for fostering civic imagination and inspiring real world change.

Although our interests and perspectives are generally transnational in scope, we felt that the current moment called for a focus on the United States. Our brainstorm on November 28th was divided into two parts. The first part was a free-wheeling, anything goes brainstorm where we defined some key characteristics of the world we envision for 2040. The second part invited Civic Paths members to contribute their own autobiographical or fictional response to the world. It gave each of us an opportunity to really delve into that positive future vision that we had generated collectively, but in very personal terms.

The outcome is a collection of short stories and reflections that we share with you in this publication. We feel they capture our thoughts and visions at this particular moment, a moment that we feel will one day be historically significant. We also feel that by taking this time both collectively and individually to articulate some of our values and hopes for the future, we will be better equipped to make tough choices and take action in the world today. Each story includes links to other writings or organizations that are working in the areas addressed in each of the pieces and include topics such as healthcare, immigration, education, social justice and financial security. We also want to extend an invitation to others who may want to respond with their own aspirational vision for the world of 2040 and have included the full prompt here. Anyone can author their own piece and submit it to us for inclusion in this publication.