Why You Should See Spencer Halpin's Moral Kombat (Part Two)

Yesterday, I ran the first of a two part commentary on the recently completed documentary, Spencer Halpin's Moral Kombat, which explores the debates about video game violence. The film has been controversial with both gamers and game critics before its release; I've argued here that it is an important work which deals fairly with all participants and which offers a more indepth and nuanced account of the issues than any I've seen elsewhere in the media. I pick up on that point in the second part of this series. Mainstream media coverage of the debate about video games keeps getting framed as if everyone who was concerned about media violence believed playing games would instantly turn a normal child into a psychokiller or as if everyone who argues against the censorship of this emerging medium was insisting that they had no potential influence on the people who consume them. That's not the case here. Each speaker is allowed to develop their ideas sufficiently that we start to see the nuances in their positions.

The film accurately captures my own struggle to articulate the ways in which games do and do not influence the people who play them:

Everything I know about media as a media scholar who studied media for 20 years says, media is most influential when it reaffirms our existing structure or belief, and least influential when it changes our behavior. Which suggests that if a kid is already aggressive, they already live in a culture of violence, that videogames could conceivably reinforce the level of aggression that they already experience in their environment. But nothing there suggests that a kid who is normal, who's emotionally healthy, who lives in a happy home environment, who has had no prior exposure to violence, is likely to become aggressive simply because they played a violent videogame.

Even those who defend the games industry against government regulation do not feel that it's products should be free from social scrutiny or cultural criticism. They simply are asking that games be treated like any other medium -- recognizing both what they have accomplished and where they fall short of the mark. Here, for example, is Doug Lowenstein, who recently stepped down as the primary spokesperson for the game companies in Washington:

Certainly there are games out there that I don't particularly care for based on my morality and my values, just as there are movies I don't care for based on my morality, and television shows that I don't care for. That is the nature of a pluralistic multicultural society.... I'm not defending specific creative choices that people make. No, that's very different. I am defending their right to make those creative choices.

The problem with the media effects argument, aside from the methodological issues which I have raised elsewhere, is that it seeks to trump any real conversation about values and meanings. For games to grow as a medium, we need to be able to express our distastes with certain products without these expressions being taken as evidence that the works should be banned. We need to be able to talk about what disturbs or discomforts us about some titles without reducing those arguments to "risk factors." Complex cultural questions can't be decided by turning to brain scans and this film makes an important first step towards a more thoughtful conversation of these issues by making sure that all of the key players get a chance to be heard.

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In many ways, San Jose Mercury reporter Dean Takahashi functions as the film's moral barometer: sharing a story of personal loss and real world violence and then describing the ways that he worked through his own conflicting feelings about violence in video games. The film mirrors his own intensely personal and yet deeply thoughtful reactions to the issue of media violence and through his eyes, offers us a way to -- if not resolve the conflict than at least -- respect more than one perspective on the core issues. Takehashi has also posted some interesting reflections on the experience of appearing in the documentary. Like others who have seen it, Takehashi sees Moral Kombat as an important work which could push the debate about media violence to another level.

So far, in focusing so closely what gets said in this film, I have not done justice to its own aesthetic accomplishment. The frame enlargements I have been reproducing throughout this series hint at but don't do justice to its complex visual style. In speaking with Halpin, he described his own experiences spending a lot of time in a sick bed watching certain films again and again on video. He shared his desire to create a film which can be watched many times and still give up new nuances. Using state of the art techniques, including an 80 track sound system, Halpin transforms the words of his interviewees into the starting point for a sometimes surreal audio-visual exploration of the mindscape of video games culture. As we speak, images swirl around us, sometimes giving form to our words, sometimes offering up conflicting images which challenge and complicate what we are saying. Sometimes, the filmmakers playfully transform the images of the speakers in ways that add new layers to the argument.

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Watching the film twice, I still struggle to make sense of the relationship between spoken words and images. I am certainly aware that the constant images of video game violence may spark a visceral response very different from what the explicit argument of the film seems to be. If one is concerned about the impact of images of game violence, then should one be concerned about the impact of seeing so many violent acts? Certainly the film doesn't represent the full range of video game images which are out there and in some cases, the film removes scenes from their larger narrative context.

Yet, the film also captures the extraordinary beauty and sensuousness of much contemporary game imagery and in that way, forces the skeptical to reconsider the argument about whether games can be regarded as an art form. The visual style of this film will be dissected by classes and classes of film students -- the effect is unlike any other documentary film I've seen before.

Adding even more texture to the work is a soundtrack which, like Peter and the Wolf, asigns a different musical motif to each speaker and uses music to work through the relationships between alternative perspectives. It turns out that I was assigned the clarinet -- someone who knows more about film scores should tell me what to make of that choice of instrument. The music never seems to condemn or vilify speakers, always creating some degree of sympathy for what they have to say.

I am proud to have been included in this important work. I hope my readers will be open-minded enough to check their assumptions at the door, give the film a chance, and think through the implications of what it has to say with fresh eyes.

Why You Should See Spencer Halpin's Moral Kombat (Part One)

moral%201.jpg Let me start with a simple and straight forward statement: Spencer Halpin's Moral Kombat is perhaps the most important film ever made about video games and you should see it if you get a chance. The film will force people on all sides of the debate about games and violence to re-examine their own positions and ask harder questions.

Spencer Halpin had no idea what he was getting himself into when he decided to produce a documentary about the debates surrounding video games violence. First, because his brother is Entertainment Consumers Association founder Hal Halpin, many reformers assumed that he was producing a blatant propaganda piece for the video games industry and he began to receive death threats from opponents of media violence (Kinda ironic, huh?). Then, he released a trailer for his film, Spencer Halpin's Moral Kombat, which was widely perceived as taking a strongly anti-video game stance and was on the receiving end of angry correspondence from game defenders, many of whom wanted to censor his work because of what they perceived as its pro-censorship bias (also kinda ironic when you think about it). Now, the film is beginning to be previewed around the country and we are at last given a chance to judge the work for ourselves. Halpin is understandably skittish, not sure whose going to come railing against him next.

I will admit to having had a crisis of faith when I first saw the trailer. It felt sensationalistic and one-sided. Indeed, the backlash against the trailer put me in a rather awkward situation since I was one of only two voices heard in the segment who adopts a stance remotely sympathetic to the games medium. And some gamers were demanding to know why I'd appear in "such a film." I've agreed to appear in a broad array of different documentaries through the years, most of them have come out fairly well, but sometimes I've been burnt rather badly. A number of self-declared "gamers" used Youtube and other media platforms to lash out against this film. The fact that longtime video game critic and trial lawyer Jack Thompson appeared to be a central focus poured kerosene on the flames.

When I spoke with Spencer Halpin a few weeks ago, he defended the preview but conceded it was not aimed at getting gamers into the theater. As he put it, he wanted to reach "42 year old women", who were concerned about the impact of violent video games on their children but who had only a limited understanding of the underlying issues. I told him that many more people would see the preview than would see the film and that presenting such an unbalanced perspective on the issues did a disservice to what he accomplishes in Mortal Kombat and runs the risks of perpetuating the moral panic his film will help to address.

So, don't judge a book by its cover and don't judge this film by its preview. Yes, Jack Thompson, David Grossman, Joseph Lieberman, David Walsh, and other longtime critics of the video game industry are featured prominently in this documentary -- as they should be if the film is going to accurately reflect the debate about video games violence. But the film also gives ample screen time to others -- myself among them -- who question the evidence connecting media violence to real world aggression and who have argued for the importance of protecting this emerging medium from threats to creative expression. Indeed, I literally get the last word here:

I think if you look at the games over the last 3 or 4 years, it's starting to catch on what its potential is. It's starting to realize that it can be more than it has been up to now. And people are starting to engage with it critically. Here at MIT, when I started teaching here 15 years ago, most of my students wanted to be filmmakers. Now they want to be Will Wright and Warren Spector. They want to be game designers. And I think the smartest brains in America are being drawn toward this industry and they're gonna do incredible stuff. And if it's allowed enough freedom to explore its potential...the sky's the limit.

Now I've gone and spoiled the ending. :-) But getting there is half the fun.

Frankly, I have been deeply troubled by those in the gaming community who would seek to silence this film, even if its perspective were fundamentally opposed to our own. Surely, we can't defend the free speech rights of game designers and players by seeking to silence those who disagree with us. It makes sense to critically engage with works which we feel distort the debate or misrepresent our positions, and I've been among the first to cry fowl when I think the media has taken cheap shots or has engaged in fear mongering. But we make ourselves look ridiculous when we rally prematurely against works we have not seen. How does that make us any better than what we are fighting against?

When I start to describe the film, most people want to know "which side" it takes. I see this as both a reflection of how polarized the debate often becomes and also how accustomed we have become in thinking about documentaries as a form of public advocacy. Danny Ledonne, filmmaker and creator of Super Columbine Massacre RPG!, has celebrated this film, saying that Spencer Halpin's Moral Kombat is "a summarily decisive blow to the anti-game critics of the world...Through it all, you may realize that perhaps the videogame violence debate has already been won; society is simply not aware of it yet. To my mind, this is certainly the case." Yet some noted games critics have also embraced the film's representation of their position.

From where I sit, Halpin has produced a fair minded film which takes seriously a range of different perspectives on the issues, allows key players to present their arguments in their own words in fairly lengthy segments, and provides the visual evidence all parties require to support their claims. In our conversation, Halpin made it clear that he learned things in every interview he conducted, that each speaker made him think about the issues in new ways. That curiosity and respect for his subjects comes through in the final film.

Halpin doesn't see video game violence as a simple black and white matter. Indeed, the film may be most powerful when speakers qualify more extreme claims or critique their own arguments. I've comment before that I can sit down and have dinner with a media effects researcher, if not with some of the moral crusaders, and end up agreeing on about 80-90 percent of what we discuss, yet the differences between us get stretched to the breaking point whenever we enter a hearing room or the cameras start turning. For once, everyone seems to have lowered their guard a little and shared some of the complexities of this topic with a thoughtful public.

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Halpin has been able to get a number of leading video games industry insiders, including some leading game designers, to speak on camera about the issue of media violence. What emerges is a diverse and complex picture of how the games industry sees itself, its medium, its consumers, and its critics. The legal and political climate around games means that these people often do not feel free to express disagreement or doubt (or for that matter, much else given the ways company lawyers gag many of these people from speaking to the press on this topic.) The absence of game designers in public discussions of game violence allows stereotypes about who they are and what they think to gain traction. Some of them come across well here, some don't. Some seem reasonable and responsible, some sound indifferent to critics' concerns, but we are all served by getting a taste of the complexity with which these matters get discussed behind closed doors within the gaming world.

Lorne Lanning: Violence is a mechanism that draws attention. And everyone who wants to draw attention, shows violence: The news, movies, novels, the newspaper. We're attracted to it. Look at what happens on a freeway accident. The accident happened on the right lane but traffic's backed up for 5 miles on the left lane. We just need to watch. We need to see what happened. It's in our human nature. But how can we use that so that we can send positive messages even if people are attracting to it initially for possibly just the violent aspects.

American McGee: You know, when we were working on Alice I actually fought to get a mature rating because I felt that I didn't want an Alice product to hit the shelves at Christmas and confuse parents into thinking it was for their kids. Looking back on that, I wish that I had not fought for the M rating because I think that the violence in the game never really warranted it. I think that, as long as an industry is self-regulating, and I think as long as individuals take responsibility, the government shouldn't have to step in to regulate entertainment.

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The film takes seriously the proposition that video games might be regarded as an emerging form of artistic and social expression, not simply a product like cigarettes, but for that reason, the film asks us to think more deeply about whether it has achieved its full potential:

Jason Della Rocca: We have creative vision, we have things we want to express, ideas we want to explore, and we keep hitting roadblocks. We keep hitting negativity. We keep hitting government that wants to censor us. We keep hitting parents that don't understand what games are and they're fearful so they're trying to boycott or ban. And as a community who understands the games and who creates them, sometimes it's baffling to us why we hit those barriers.

Doug Lowenstein: We will have our Citizen Kane's. We will have our great games. We already have great games. We already have- It's remarkable, if you look back at the creative history of this industry, how many extraordinarily great, entertaining games we've had. And we're gonna keep making 'em. And we're also gonna keep making games that are lousy. Because we're a creative industry and, inevitably, there's going to be plenty of product out there that sucks.

As an artform, games deserve constitutional protection, but as artists, game designers have a responsibility to take seriously what they are saying through their work and how that message is being received by their audience.

Greg Ballard: I don't think it's possible to allow publishers to completely escape their responsibility in this mix. I remember during Columbine that when the fingers got pointed at the videogame business we became very defensive and claimed that we had certain First Amendment rights as publishers to put anything on a console that we wanted to. And in fact I was one of those who adamantly defended the right of videogame makers to make whatever game they want to. But there's a difference between your right to make something, and your moral or ethical right to make something. The government may not be able to tell you not to do something, but as a publisher you still have editorial responsibilities. The New York Times can print whatever they want to print, but at the end of the day the editor has to make a decision about whether what he is writing, or she is writing, is correct or ethically correct. And the same thing is true of publishers of videogames.

Next Time: A focus on the innovative visual style of the film

Gender and Fan Culture (Wrapping Up, Part Four)

Cynthia Walker: This conversation series has been very enjoyable and interesting and even, at times, fascinating, and I would like to thank everyone who participated and Henry Jenkins for hosting it.

It felt very much like a virtual conference and, as with most academic conferences I attend, I came away feeling both exhilarated but also overwhelmed. Indeed, I've been spending the last few days reviewing each of the conversations and making notes so I can remember the participants and their areas of expertise for future reference.

Although the conversations were organized around the question of gender, they ranged across a wide variety of subjects including fan fiction, fan vidding, machinima, gaming, horror, graphic novels and more. Still, there were common themes running through the discussions, particularly the relationships between individual fans and fan communities, between and among academics, and between audiences and producers.

What has become clear to me is that what we're seeing in fan studies is an emerging interdisciplinary field and as such, we should be moving toward establishing our own conferences, our own forums (such as this one) and our own journals. Unlike the folks in other fields who sometimes seem to be talking just to each other, we have the opposite problem: we have to comb academic conferences just to find one another. I know I often search the programs of conferences I attend in Communication, popular culture, media literacy and media ecology, just to find panels on fan-related topics. Sometimes, there's just one. Sometimes, there are none at all. This needs to change.

Another point that struck me in reading these conversations was how much we depend upon impressions, anecdotes, and personal conversations and experiences in discussing fan identity and fan practice. Perhaps because, originally, I came into academia through Communication and media studies rather than cultural and literary studies, I think I would like to see more quantitative and qualitative research, more surveys and focus groups, exploring just how fans see themselves, what they do, how they do it, and why. In this, I have felt encouraged to pursue my own research in that direction because I would really like to get a sense of the lay of the land of fandom -- a map as it were. What exactly is this phenomenon called Fandom (with a capital F)? Does it have boundaries, and if so, what are they?

Since the relationship of media producers and fan audiences is also a subject that keeps cropping up, I would like to see more research in this area, research that is not conducted only by mainstream Communication and media studies scholars, but by those of us who also have some knowledge and acquaintance with fan communities. This is especially important because more and more of those working as media professionals either come from, or self-identify, as fans, and, particularly on the Internet, commercial and fan spaces are encroaching upon one another.

Finally, because gender apparently does influence, at least to some extent, fan identity, community, practices, interests, and interpretation, I hope these conversations will inform our work in this new field of fan studies so that certain topics, practices and approaches are not privileged over others. We have more in common than not, and as fan studies scholars, I believe it's in our collective interest to find those areas where our identities and interests overlap and pursue them.

Will Brooker:

If this was a superhero summer crossover event, I guess I was Animal Man, or the Blue Beetle, or Booster Gold& one of those third-string DC characters (barely even superheroes, more a normal guy with a bit of a gimmick) who appears for a few issues then vanishes between the frames, leaving only his most die-hard fans to wonder where he went.

My little narrative involved a team-up with Kristine Busse and Ksenia Prassolova, across a series of messy personal emails that we then group-edited down into a neater conversation. I enjoyed those emails; I felt we found some common ground, disagreed respectfully and had a few laughs. It was a positive experience for me, especially given that the last time I'd seen Kristine in real life, in the bizarre setting of the Dog and Duck English pub, Austin Texas, we had the kind of mildly-drunken debate about gender privilege that may have prompted this whole event.

My feelings about that mini-narrative entering the bigger debate of Henry's blog and the LiveJournal mirror are closely tied into my feelings about internet forums in general. I was deeply involved in maybe half a dozen discussion groups between 2001 and 2006, and while that's late in the day by some people's standards, about a third of my life seemed to be lived online during that period. So I'm familiar with the sniping, the cross-board politics, the elaborate insults, the wounded egos - the dynamics that occur when normal people meet online as larger-than-life textual persona, often with a few different codenames, a hardcore group of followers and an established reputation - maybe the closest we get in academia to a clash of superheroes. I know a handful of the participants in real life, and I often didn't recognise the way they were being constructed and responded to; sometimes it did seem as though the debate demanded a few villains to knock up against and tear down.

So I bowed out of participating in the spin-off discussions because I've had enough of internet arguments for the time being, and it looked to be going a way I've seen before. I think the anonymous, text-based nature of an online forum encourages people to see each other as cartoonish, stylised opponents, encourages the sense of a grand battle complete with allies and cheerleaders, and encourages individuals to carefully craft poisonous barbs and rhetorical missiles, and fling them at each other trying to cause maximum damage. When really, if they sat down face to face, they'd just be normal men and women with a bit of a gimmick. But I've probably been reading too many comics.

Francesca Coppa:

What's been striking to me over the course of this debate is the extent to which the gender issues reflect general problems of convergence culture--that is, the mainstreaming of fannish practice as well as the as growing respectability of "fandom studies". Fandom is a subculture well on its way to becoming culture, and while that has many benefits, it also raises the risk of re-marginalizing the groups that the subculture once represented. The Enterprising Women of 1992 are now only a small, not terribly profitable, subdivision of Fandom, Inc. The line between "fans" and "consumers," once fairly distinct, is blurring as we talk of Apple fans, Dr. Pepper fans, Hummer fans, etc.

I worry about women becoming, yet again, a minority voice in a mixed gender fannish culture in which the makers of Chad Vader get a movie deal and the makers of the K/S vid Closer flee the internet when their vids go viral. The media--especially the genre media which has been the center of so much fannish activity--has typically courted a male demographic, despite (or perhaps because of) their female-dominated audiences. And female fans have typically made lemonade from these lemons; it's no accident that so much "remix" culture happens in the context of minority communities: women, blacks, and the disabled. But in the end, my lovingly crafted fanwork is not your marketing team's "user-generated content."

I think this is why there was such a strong reaction to the gender composition of the panel audiences at MiT5: it reflected our larger cultural fears about the way media is marketed and which consumers matter. In a world where fanboys get development deals, many female fannish interests--and the scholarly works about them--can look comparatively non-mainstream; with their longstanding (and culturally determined) commitment to the local, the handmade, the non-profit, female fans can seem small time, of limited interest, insufficiently "universal." In fandom studies female-created artifacts were a priority because media fandom was so heavily female. Now, as this summer's debate proved, the field has expanded to include all sorts of new arts, practices, and communities.

This is a good thing; I think fandom studies is exciting right now because of its diversity of subject, and also because it has a lot more than its share of "public intellectuals": we're not simply nattering to ourselves, locked in our own esoteric disciplines. We're talking to media producers, legislators, teachers, public advocacy organizations, and we're making connections across fannish communities. But it's important that we keep talking to each other, too, because there's a danger that minority communities (and somehow women in a mixed-gender groups end up as "minority communities," no matter how many of us there are in the room) might be marginalized in the transition from subculture to culture.

Robin Anne Reid

Now I must admit up front that there are gaps. During the first rounds, I was in summer mode, with more time to read and comments. Later on, as we started a new term in a department with major new program and curriculum initiatives taking place, I fell back on skimming, without being able to take the time to read carefully enough to respond. I hope to spend some more time reading over the winter break (and of course I'll respond in the LJ community then!), but take what is below as based on a partial reading (and if you want to point me at great rounds I missed, feel free to do so).

I learned :

That while there are still some important issues regarding gender in the area of fan studies, one of the more serious gaps that needs to be addressed are disciplinary differences. I have a much stronger sense than before of all the current academic disciplines that fan studies is developing in, and a sense that we need to talk more. That being said, I was disappointed to

see so little representation by people trained in the social sciences [remember, point me to stuff I might have missed].

I was glad to see so much work being done along such a wide spectrum of fan productions and communities, and in fandoms such as sports, soap opera, etc. I learned a lot from reading postings by people active in those areas.

I was glad to see some sense of the international nature of fan studies, although I look forward to seeing more work in future by academics working with fan communities and cultures in other national languages.

However, I also learned:

My initial skepticism about the tendency of the majority of male academics to show little to no interest in any serious discussion about gender disparity in scholarship, status, texts, professional places, etc., was confirmed. Perhaps the existence of some women academics saying they had not faced discrimination indicates that in some academic environments things

are changing, or in some disciplines, but the lack of acknowledgment of other women's experiences was problematic.

I am concerned at the extent to which, even in discussions where feminism was identified as an important part of a field or discourse, many of the participants seemed to insist on locating sexism as individual intentional acts as opposed to acknowledging the systemic and institutionalized nature of organized and restrictive hierarchies. Being marginalized in one academic discipline because you study X subject being consistently equated with being

marginalized in the whole academic culture because of gender and field or study and perhaps sexual identity reduces the whole debate to accusations of some individuals lack of character

I learned that if it was this hard, after thirty some years of feminist discussions in mainstream culture and academia, to discuss gender disparity, that serious discussion of class and race are probably not going to happen any time soon among the aca-fen (despite happening more in fandom). I saw only one round where a participant seriously discussed race and class.

I learned that it is very rare for male academics even in this more informal forum to talk at all about how children might affect their careers in any way whatsoever. Whether there is little or no effect, or whether men are simply trained never to talk about their children in professional

spaces, or some combination of both, I am not sure. From research done about women's marginalization in the academy, I suspect that the gaps showing up between childfree women and women who choose to have children will consider to be a problem for some time.

I learned that identification of male privilege, a common concept for decades among feminists, is still perceived as an attack on individuals by some.

I learned that there are always male allies who are appreciated.

I have been glad to meet those men who I will consider from now on as part of the (numerically mostly) female networks where I prefer to spend most of my networking energies.

On the whole, however, I do not think that new and evolving disciplines are necessarily move egalitarian than existing/traditional ones, and that without careful and on-going self-evaluation, a new discipline can easily ossify into old patterns, even if there are a few more white, middle-class women active in it.

Jonathan Gray

One of my original responses to Kristina when she and I discussed fandom, fan studies, and academia's gender divides in Austin was that a lot of the divisions were "just" because of friendship groups. I've since come around to seeing many structuring divides that determine those friendship groups in the first place. And since knowing each other's work and ideas are the best "in" towards establishing better social networks, which will in turn determine more balanced panel constituency, audience constituency, collaborations, etc. in the future, I'm cautiously optimistic that the discussions that have taken place here have formed something of a community (The Fan Détente Summer Camp?) that wasn't there before, and that is now considerably more gender diverse. I know many more people's work, and I feel I know the field much better now.

That said, I don't want to make it sound like the work's done, since I think this Détente has pointed out how much work is required to try and fight the subtler forms of gendered privilege. In particular, clearly more effort is required of us guys to be feminist fan studies (or fan studies-ish) scholars than just smugly knowing we're not the overtly sexist bastards we see elsewhere, and than reading, teaching, and writing with feminist theory.

In moving forward, part of what interests me is how representative or not this group is. For instance, there've been numerous "fandom-lite" males at the Détente, but few fandom-lite females. I know they exist en masse, though, because I meet many of them at conferences, in dept corridors, etc. I'd like to hear how streamlined the experiences of the "fangirls" are with those of the "non-fangirls," as this might tell us what's unique and what's not to fan studies' gender divides. I worry somewhat that at times in this discussion the small group of scholars here, along with their fandoms and fan practices, have been asked to stand in for female or male fandom and female or male consumption more generally. So I'm keen to continue these discussions, both with the Summer Camp and with other fan and non-fan studies men and women.

All along, though, I wish we could've had this whole thing take place in a pub. With Henry buying. Nevertheless, thanks go out to Henry and Kristina for getting the ball rolling on this, and here's to some pub trips in the future.

Karen Helleckson:

Although these fan debates have been valuable, for me, they were less valuable as an explication of gender disparity than as an examination of current scholarship in a huge variety of arenas. I liked the biography parts the best: I found myself looking for others like me, like Deborah Kaplan (#16) and Kristina Busse (#7)--those of us who are unaffiliated. I read everybody's bio with interest. This situating of the self helped me construct their theoretical framework for reading their texts. These constructions of self credential, but they also illuminate. With "my published books include" laid next to "my primary fandom is," it's clear that the academic and the fan must coexist, else how to entwine the interests?

The explications of the entwining that followed ranged from practice (eg, #21, Lucas and Santo) to theory (eg, #18, Russo and Postigo). I found myself enjoying the latter just a little bit more: I have my own practice, my own ways of engagement, which seems unlikely to change anytime soon, but my mind grabs onto these theoretical elements and then begins free-associating. I read about affect and gender (#14, Coppa and Kozinets) and was seized with a desire to revisit the poetics of pleasure; or I read about Japanese cinema fandom (#19 Morimoto and Surman) and it struck me that I have not seen much Japanese cinema, and certainly that must be rectified immediately. The sheer range of interests makes me dizzy, and everywhere I look, I see potential for good, fruitful, interesting work--work that I would like to do, and in that regard, the fan debates have inspired me to begin writing again, after a long time away.

I wrote my dialogue with Jason Mittel using Google Documents, where each could go in and edit the work of the other--a collaboration I very much enjoyed and have used since then with others. I began writing down my own thoughts at my WordPress blog, a process I enjoy despite the lack of dialogue inherent in the fan debates. So the fan debates have certainly helped make me engage better, and they've drawn my attention to the work of many people I didn't know anything about--as well as taught me things about people I do know.

Instead of he said/she said, the fan debates have become we said. The dialogues, taken together, have created a kind of metadialogue. True, it doesn't come to any kind of grand conclusion. The gender-based feelings of exclusion that inspired the project are still in evidence (I witnessed much the same thing at the recent 21st annual SLSA meeting). The same notions of power and authority still apply, even as we discuss them. But the connections made, interlocutor to interlocutor, pairing to pairing, strike me as worthy things in and of themselves. I would consider e-mailing someone I don't really know to ask for advice or an opinion, rather than staying close to my own network. I spend too much time in a small group, and it's time to widen my circle of acquaintances.

Thanks for that opportunity.

Anne Kustritz:

In reviewing these past few months of blog posts, I find I'm left with tentative optimism and a few areas of future concern. I've appreciated the opportunity to speak publicly in this company, and particularly to raise the visibility of gender as an axis of oppression and a lens for analysis within fan studies. When time permitted, I greatly enjoyed reading the contributions posted here for the glimpse that they provide into such a wide range of approaches to fan studies. However, I must also recall moments of shock and dismay as the discussion repeatedly revealed the enormous amount of work yet to be done on gender issues within our field, and in the academy more generally.

Overall, I remain unconvinced that a discussion series between individual scholars adequately responds to the institutional problems which prompted this debate. The issues of sex/gender related disparities in graduate student admissions, hiring, tenure decisions, wage levels, publishing, and conference organization require broad, institutional interventions far beyond the scale of our conversations here, and I hope that the détente will inspire those larger acts of intervention.

In addition, this series of exchanges magnified some of the difficulties which always plague interdisciplinary work and communication within an interdisciplinary field. Crossing disciplinary boundaries is incredibly exciting and necessary to the study of fan activities. Yet, such hybrid methodologies also involve increased risk. As fan studies adopts the tools of many disciplines, I think that we must take a very serious look at how those tools developed, and what kind of theoretical, socio-cultural, and historical baggage they carry with them. Further, if we are committed to being able to talk with each other, the task of translation across disciplines also deserves attention as the language of fan studies moves to embrace the jargon of an ever expanding number of fields. This détente included scholars from a promising array of disciplines, theoretical backgrounds, and methodological hybridities, but that very richness demands that in the future fan studies scholars work together to understand each other's theoretical languages, and work to fully engage with the literatures associated with our interdisciplinary methodological choices.

Barbara Lucas:

While I cannot say that I have faced the same level of institutional sexism that has been discussed in (and was, in part, the impetus for) our debates, mostly because my full-time job is in management at a Fortune 100 company, I am a woman working in a male-dominated industry. My company has women managers in accounting and call center operations, human resources, and client relations, but I am the only female manager in field operations. I believe it is easier for me to compete in my corner of the corporate world than it would be in academia. In my corporate position, I can measure success in terms of goals met and results achieved. Those are the things I am judged on, and they are things that can be documented and verified. However, in academia, I am judged on my ideas, my interpretations and perceptions, and the judgments people make based on such things are definitely more subjective, more likely to be colored with their own biases.

In these debates, we have touched on what it means to be a part of an environment where judgments are made in such a fashion. We've also taken care to distance ourselves as individuals from the sort of behavior. I would have liked to have seen this issue discussed in greater detail. It seems critical when we consider that we are called on to specialize and hone a particular area of expertise, only to find that the texts or approaches that speak most strongly to us are the marginalized ones. This makes it all too easy to marginalize the scholars who work with them and the work those scholars produce.

One of the things that our shared field of study encourages and demands is a flexible, interdisciplinary approach to texts. While our critical approaches may reach across disciplines, at times, our focus and application of them can become decidedly myopic. These debates have afforded me the opportunity to see how other scholars approach their own work, and it is this unearthing of the rich veins of possibility that I might not have stumbled across on my own that I found this the most valuable part of our exchanges. I hope that we can continue the dialogues we stared in this forum.

Eden Lee Lackner:

While I think the discussion has been useful in allowing for some limited cross-discipline discussion and for bringing gender, racial and cultural issues to the fore, I do believe that it has also underlined the insidiousness of institutionalized sexism. This may be a function of individualized debates in which participants are far more focussed on person-to-person discourse than larger frameworks, as much of the gendered considerations seemed to whittle down to individual experiences that discard the context in which they take place. That is fairly disheartening as it is a block that requires work from all sides to dissolve, and I do not get the sense that that willingness is in place as of yet.

Additionally, in preparation for these debates I was once again reminded that sexism is not only intergender, but is also -- perhaps more insidiously -- intragender. Issues around providing childcare are largely ignored by many academics on either side of the gender divide, as are essential caregiver roles for those of us with elderly or ailing parents; while these may be major barriers to traditional notions of "proper" academic compliance, no quarter is given for those of us who have loved ones depending on our support. By and large, it is women who fill the caregiver role, and most often suffer the consequences of it: lack of opportunities to move up the academic ladder/participate in projects, lack of tenure, lack of recognition, lack of support. Although I saw this spectre of intragender sexism raise its head, I did not see it discussed in a frank manner within the scope of the series.

I think the reliance on binaries -- fan/academic, female/male, fangirl/fanboy, pink/blue -- is damaging, as it polarizes research and researchers, and frankly, most observations and interactions tend to fall somewhere in between regardless. By forcing our work and ourselves into neat categories, we fail to consider a multiplicity of viewpoints and the palimpsests that make up so much of active fanworks.

Regardless, I was pleased to see a number of different facets considered, from sexism to racism to ethnocentrism, and I do hope to see these discussions spin out in other arenas. And of course, while we touched on these things, we have by no means plumbed the depths of any of them. There is much work still to be done in these areas, which will prove fruitful for those who pursue them. I think we missed an all important complicator, however, in terms of class and who has access to the media we study.

In short, I think these debates were a good start. The interdisciplinary nature of them was eye-opening and fascinating, and the various approaches therein provide Fan/Media Studies with a scope that other disciplines lack. It'd be in all our best interests to continue discussing and interacting with one another, and I would hope in doing so we not only strengthen the discipline but also become more open to issues of privilege.

Robert Jones:

When I was first asked by Henry to participate in the Fangirl/Fanboy discussion, I was both honored and unsure of how I would fit in the conversation. Having published a chapter in Nina and Karen's book on fan cultures, I figured that was what had earned my invitation into the discussion. But as with that volume, I tend to find myself odd man (and I use that intentionally) out among the aca-fan crowd because my fandom extends strictly from gaming. I will always be a lover of the Star Wars sage, but would hardly count myself a fan of the ranks of so many of the other participants in this discussion. And I say this not to alienate gaming fandom from TV/Film fandom because there are certainly crossover elements that many have explored; Bob Rehak and Christian McCrea in particular have illustrated that during this process. However, so many of the aca-fans who primarily come from literary backgrounds and deal mostly with fan fiction seem to share a lack of interest in gaming as a narrative form. Add to that the fact that gaming already carries with it a huge amount of cultural baggage as an area that has so far to come in terms of gender divides, and the fit seems even more difficult. I certainly found the process rewarding and felt I have learned quite a bit about the many tensions at play within the fandom literature.

I would say that the defensive nature in which people were so quick to guard their sacred cows was somewhat surprising. Looking back at my own contribution, I even surprised myself in falling into that same trap. I hardly intended to fetishize gaming technology in regards to the fandom of machinima, but it certainly reads that way in retrospect. My intent was to instead introduce that gender divide that gaming brings with it as it pertains to the technology. Far from essentializing gender as a prescriptive way for understanding why we find so many more men participating in gaming fan culture (i.e. machinima, mods, tournaments), I wanted to suggest cultural discourses and expectations become the motivating factors that make gaming spaces more welcoming to young men. So access becomes the key issue to address here, which is why I really liked it when Robin Reid suggested we expand this to a larger discussion of race/class. Because when we talk about fanboys, we are most often talking about white males with access to these texts and free time to consume them. Unfortunately, the discussion I wound up having tried to situate gaming technology on a different plane than fan-fic and fan-vids. In retrospect, not my best move.

In regards to the split of the discussion that ultimately migrated to Live Journal, I wonder if that is just indicative of this tension/conflict (I hate even using such combative language) that this whole project aimed to overcome. As many had pointed out, the gender divide seemed to carryover into that forum as well, with the women commenting on LJ while the men commented here. Again as an outsider to traditional fan cultures, I found myself only lurking there without the courage to respond to what was certainly a more "spirited" debate than the tamer comments on Henry's site. So while this experience has been rewarding in many ways, particularly being directed to the work of Hector Postigo, I'm not sure that we get to say that "we did it." Not that there were ever any hard and fast goals set out to what this was to achieve, but I would be curious how this will ultimately impact practice. Perhaps a good question to ask everyone would be: What do you plan to do differently within your own work now that you have been a part of this ongoing dialog? To be honest, I'm not even sure how I would answer that question. I'd have to give it some more thought.

Gender and Fan Culture (Wrapping Up, Part Three)

Editor's Note: We continued to be struggling to repair the damage done by the hackers. I remain interested in your comments. I have posted those received so far at the end of this entry and will post anything I receive from readers via my e-mail account. In the meantime, if you want to participate in a discussion, check out http://community.livejournal.com/fandebate Abigail Derecho:

First of all, many many thanks to Kristina Busse for inspiring this wonderful series of

conversations, and to Henry Jenkins for organizing the exchanges and hosting them on his

blog.

Although I had read the existing literature on gender and fan studies, and had gotten to

know some of the emerging scholars in the field, this exchange made me understand just

how much more there is to be done, and also gave me hope that so many excellent scholars

are interested in this field and willing to do new and urgently important work.

Through these conversations, I have found a terrific intellectual partner in Sam Ford,

and we are now in the process of co- editing a new volume on soap operas. We hope to

bring "soap studies" into the digital age, and aim to address the role of gender, and

the role that fans play, in the production, circulation, and distribution of daytime

soaps and soap-related texts. Two great university presses have already expressed

interest in this project. We think our volume will be a strong contribution to the

fields of media (especially new media and television) studies and fan studies, and it

would never have come into being without the conversations that took place this summer

and fall on this blog. (And at least a couple of the authors whose essays we will

include also participated in the Gender and Fan Culture exchanges!)

Sam isn't the only great connection I've made through these conversations. I've been

fortunate enough to develop significant professional relationships with other

participants, and have become a fan of many other people's work just by reading about

their ideas in this forum. Now that this exchange has ended, I am a thousand percent

more committed to using my position as an emerging academic (as a scholar, teacher, and

member of a college community) to expand on some of the terrific thinking around gender

and fandom that was discussed here. In the short term, this means giving conference

papers and writing essays that turn the spotlight on these issues. In the longer term,

I envision myself organizing symposia and conferences, and essay collections, that bring

gender and fandom more and more into "mainstream" media studies, and even into

mainstream media production. The conversations on this blog have empowered me to

become a leader with regards to publicizing these matters, for which I'm incredibly

grateful.

Matt Hills:

I found participating in this discussion most useful, perhaps oddly, not directly in relation to issues of gender per se, but instead in relation to where theories of fandom are to be found, and

what can or should be counted as a 'proper' scholarly reference.

When I was thinking about interesting work on fandom that I'd read recently, the dialogue brought home to me the fact that I had very much been thinking of traditionally published academic work, and not online fan discussion, or 'meta', or even blog content for that matter! And this despite the fact that I've written on scholar-fans/fan-scholars, and the possibility that fandom theorises itself (as per arguments on 'vernacular theory').

This blindspot is certainly to do with my professional identity as a paid academic, but it may also be partly and unwittingly correlated with issues of gender, given the possibility that the fan

communities I'm not often reading or citing may be predominantly spaces occupied by female fan intellectuals and thinkers who are perhaps not paid academics.

And there is also a professional time pressure linked to this; I have to make time to seek to keep up with 'traditional' published academic work in my area, and so I quite possibly prioritise this over and above participating in online discussion groups/blogs and so on. I feel that my

professional identity requires that I keep up with certain forms of published work, and this leads

to a lack of time and attention for what may be perceived to be less securely 'consecrated' forms of fan debate and dialogue.

Right now, I don't even have the time that I'd like to give to discovering new fan objects, passions, and interests, for instance my recent engagement with the reimagined Battlestar Galactica -- I've now seen everything up to the end of series 3 -- was frequently deferred and delayed due to work projects, despite the fact that many, many people told me that I "had" to see it. They were right, of course. But by the time I managed to catch up with BSG, I was far behind committed fans' debates and speculations.

So, what the fandom and gender debate really brought home to me, time and again, was the painful extent to which I was up against the clock, very much having to dip in and out, and having to schedule periods of work on my own contributions with my partner in crime.

These may not seem to be quite 'proper' matters for discussion, but what my PhD supervisor Professor Roger Silverstone once called, after Bourdieu, "temporal capital" is, I think, the most significant delimitation and restriction on what I am currently able to consume (as a fan) and engage with (as a scholar-fan) and integrate into my cultural repertoires (as fan, scholar, and any hybridised version and multiplication of those identities).

What I need -- and what would enable me to participate adequately and properly in online discussion spaces as well as venues of academic publication -- is quite simply a TARDIS. (Failing that, extensive research leave, or a 'fan retreat').

But when I encountered a few discussions as to how male participants were less frequently to be found in specific online spaces (LJ), I thought to myself "but I want to be here, I want to have

time to do this, I want to speak to these people". And I wanted to participate in blog discussions.

But I was time-poor, lacking in temporal capital.

And that problem isn't, I think, necessarily a matter of gender (though it is certainly open to

gendered analysis: am I too intent on academia as a 'career', for instance, with that being

articulated to a reactionary masculinist focus on career-as-identity. Perhaps).

A lack of time is, however, very much a matter of the contemporary University-as-industry, and the duties that are expected of academics in the UK HE sector, and the pressures to publish (in 'approved' cultural spaces -- quite literally, no marks for blogging!) that, with the RAE, are as

forceful now in the UK as I suspect they are for those seeking tenure in the US. In short, I suspect that some of my own blindspots and pressures here (reading trad, published "academic" work more than blogs and LJs) can be partly traced back to forms of academic governmentality operating in my national context. Even publishing in online journals is devalued here; the whole system of governmental evaluation is geared towards valorized print culture (books/journals with consecrated sources such as University Presses and well-established publishers) rather than, say, blog interactions. Whilst the US system may be far more techno-embracing, I feel that my national work context strongly favours 'slow' cultures of academia

Melissa A. Click:

I was excited to participate in this discussion because it aspired to address two issues in which I've been interested: the meaning of the term "fan" and the gender divide in our field. The last few months have been eye-opening, mind-blowing, frustrating, and productive. The experience has exposed me to the positions and viewpoints of a range of thoughtful and talented scholars--for me, that is the best possible outcome of the project. I do still think we have work to do, though, and I'm looking forward to it.

Perhaps because I am not an avid blogger, I wonder if the web is the best place to continue this discussion--it feels like there are too many folks talking in too many different places to feel as though we're all on the same page in the conversation. I think we need to take advantage of occasions when we can continue these conversations face-to-face. More formal conversations in conference sessions are great for provocative discussion, but what about also making time after hours, where we can add to our theoretical work with social work--building on what we've begun here by developing our connections to each other. Drinks at ICA, anyone?

Derek R. Johnson:

Without a doubt, this conversation has been a valuable one. Scholars with diverse interests in and concerns about fandom as an intellectual enterprise have collaborated to provide a snapshot of the field. Evidenced over and over for me was the sense that to understand the multiplicity of fandom, we cannot rely on the methodologies or research questions of any one scholarly approach. We cannot understand fandom without thinking about gender, for example, but we cannot reduce fandom to gender issues either. We need an integrated approach. The future fruits of our labor here, I'd wager, will come from the way this conversation has brought our multiple approaches into direct dialogue.

Significantly, this conversation gave voice to the claim that some perspectives on fandom operate from the margins because of inequalities based in gender--both the gendered practices of fans and gendered researchers themselves. For enabling this expression of gender strife alone, this conversation succeeded. And yet, after months of discussion, I'm ultimately not sure how productive the boys vs. girls format was. Even though our goal was to find "commonalities and differences" in our approaches, and discussion quickly moved beyond these initial grievances, the presentation of each entry as a "round" still conveyed a sense of pugilistic combat to me. This is meant as no sleight to Henry--not only was this format a logical way to organize content for an exciting blog series, but it directly responded to the boys vs. girls antagonism felt by some and communicated to him earlier this year. Indeed, Henry's intervention should be credited with valuably bringing our multiple approaches to fandom together. But to me, the awkwardness of the gender-divided format calls into question what boys vs. girls issues were actually in play. More often than not, men and women seemed to dialectically find common ground, and when it came down to it, no one could really make a convincing argument (to me, at least) that men study fans and navigate the field in one specific way, and women in another, etc. I saw very little in our diverse approaches to fandom that could be even imperfectly mapped on to the binary of gender that organized the conversation. In that sense, while I certainly acknowledge institutionalized gender inequality in the academy, I remain skeptical about some of the perceptions of gender-based methodological and relational schisms that inspired our discussion. But I find it simultaneously reassuring that when positioned for gender opposition, we could thwart it, rising above trying to take down "the other side" and reaching mutual understanding, cooperation, and collaboration. If there's anywhere for us to go from here, it's there.

Julie Levin Russo:

I'd like to thank everyone who participated in our rich, extensive, and provocative

dialogue. This project, like all aca/fan activities, was contoured from the start by an

uneven topography of power (from Henry's position as the patriarch of our field to the

divergent interfaces of the personal blog and the LiveJournal community), and my hope

is that, at the very least, it brought this landscape into clearer focus. As a reader, I

became ever more convinced of the importance of modeling fandom in terms of multiple

axes of engagement rather than a monolithic binary. These axes are all gendered to

varying degrees, ideologically and/or empirically, and are also raced, classed,

nationalized, etc. Mobilizing the term "fanboy" or "fangirl" activates some

overdetermined soup of meanings, often mostly from the left or right column of such

oppositions as casual/ watercooler vs. avid, individual vs. community, "as is" vs.

"creative," closure vs. openness, knowledge vs. relationships, transformative vs.

derivative, public vs. private, straight vs. queer, mainstream vs. fringe, and consuming

vs. producing (or vice versa) -- but not with equal emphasis and certainly not with

precision. I trust that this set of conversations has pushed others as well as myself to

attend to the particulars and complexities of gender and other inequalities on whichever

of these planes we're working, and also in the institutional context of this work.

Overall, I found the series especially fruitful in materializing and cultivating a

network of scholars, and I look forward to continuing our discussion in the blogosphere

and IRL (at Console-ing Passions, for one).

Catherine Tosenberger:

I found the entire process extremely rewarding, and not simply the exposure to others' interesting work - though that was definitely my favorite part. I think the entire series reinforced that this discussion of gender and fandom studies needed to happen, and needs to keep happening. In several cases, including my own segment, we wound up reproducing the stereotypical gendered discourses that this series was intended to call out and examine. It was both frustrating and enlightening, and I hope that we can use this as fodder for further discussions of the issue, as an impetus to continue critical examination of our own field and its assumptions.

As for practical and structural issues, while I understand and appreciate the grounding in the blog community, I'm wondering if perhaps, if this were to take place again, a move to a more "message-board" format might be fun to try, just to mix it up a bit; it might be more conducive to free-flowing discussion, and not just because the much-maligned wait period for posting comments might be avoided. A message-board format might encourage more people to comment, since it's the very nature of a blog to function as someone's personal forum, and the sense of... "invading" isn't the right word, but it's the only one springing to mind, someone else's personal space. This is not a commentary on Henry as host, as he was completely gracious and hands-off; I was thinking more in terms of the perceptions of Jane Random Fan, who might feel more comfortable - especially if disagreeing with the OP -- posting on a message board that doesn't appear to "belong" to anyone than in a named someone's blog. (Not that this stops blog-conversant fans, but not all fannishness takes place in the blogosphere.) We got some overlap, with the cross-posting on LJ, but I'm wondering if an entire space set aside specifically for all comers to the debate would bring in a wider base; neutral ground and all that.

Sam Ford:

Thanks again to everyone for what has been 22 rounds of fascinating discussion that have

raised a wealth of issues. I am sure we all share the feeling of being overwhelmed by

the content that this discussion has generated and all have secret guilt about certain

weeks we weren't able to internalize all of the discussion we would have liked, but I

think what we should be most excited about is the textual archive of this discussion and

that it can continue providing richness for all our discussions as an ongoing discourse.

This discussion showed both the positives and negatives of discussing these issues in

the blogosphere and in a style of writing that can be quite different from traditional

academic prose. This led to a type of direct address that is only possible on the

blogosphere, which is why I am quite the proponent of using the blog as a tool of

discourse that throws off the power structure and closed walls of traditional academic

conversation. That raw honesty empowered this discussion, but the insertion of emotion

and personal address into this discourse also led to some occasionally heated exchanges

that weren't always productive and ultimately served to obfuscate some of the most

important issues. I know we all felt frustration at one point or another with how

certain rounds went, and with the direction conversations turned.

Ultimately, looking at this conversation through the construct of a continuous

trajectory doesn't serve us well. The fact that a different pair picked up the

discussion each week and that each conversation is somewhat disjointed from the last

means that we should not necessarily expect the last round of this series to

necessarily be more "enlightened" than the first. And of course we raised many more

problems than we solved, but I feel that was the purpose of this conversation to begin

with, to bring tensions more to the surface and to get us all thinking more overtly

about the issues both of gender in fan communities and gender in fan studies.

I am most indebted to this discussion for the awareness it has provided me for the

community that exists around fan studies and the wide variety of interesting voices who

surround these discussions. For me, I was aware of some of the C3-related folks who

have been involved in this project--Joshua Green, Geoffrey Long, Aswin Punathambekar,

Rob Kozinets, etc., some of the folks heavily involved in these discussions on

LiveJournal that I had the pleasure of meeting through the Media in Transition 5

conference here at MIT, and the soaps-related researchers whose work I was familiar with

and who greatly shaped my thesis writing, in particular Lee Harrington and Nancy Baym.

In the process, I've launched a preliminary project comparing daytime and primetime

dramas with Jason Mittell that I hope will further the discourse started here and that

spilled over into Jason's blog, Just TV. I have been invited to participate in a

workshop at Consol-ing Passions with all sorts of fascinating people who I got to know

over the past year, directly stemming from the conversation that began here--Bob Rehak,

Suzanne Scott, Louisa Stein, and Julie Levin Russo. And I met Abigail Derecho and,

through our realization of a common interest in contemporary soap opera fandom, we have

started the task of co-editing our first anthology together, on the current state of the

soap opera industry and its future.

Ultimately, I think this series was most valuable in this community- forming function.

Since my "other self" is a small-town journalist, I see this scholarly community as not

that unlike the small towns I covered. Everyone here is bound by common goals and

issues, but it doesn't mean we always agree. Nor, perhaps, should we. But I am

thankful for the time everyone put into making this conversation happen, and I hope we

all stay committed to pursuing the issues raised here further in our own work and

conversations.

A final thank you to all those who were not part of the debates but who joined the

conversation throughout the summer. Henry and others write often about "aca/fans," but

I am interested in doing what we can to include "criti/fans" in this debate as well. As

the people surrounding this conversation has shown, there are a lot of very intelligent

and articulate people outside academia who are interested in these conversations. How

can we adapt our practices to make them more a part of this conversation, while also

opening up our resources to help "criti/fans" who don't live within the haven of a

university system obtain the resources to become involved with the scholarly side of

these discussions?

Now for comments from readers:

Thank you, Henry! Thank you for listening to me and writing to me when anyone's first reaction would have been to be defensive and protective of those I summarily attacked; thank you for spending your--clearly overbooked and precious--time to organizing this and making it possible; thank you for worrying enough about younger scholars and our concerns to want to hear what we have to say; and thank you for trying ceaselessly to be a voice and spokesperson for fandom when you need to be and trying to pass over the reins when you can.

Like most of us, I've experienced moments of frustration at various points this summer, but more importantly, I've also felt that we've begun to build something. There's an intellectual excitement for me and many I talk to for which the summer gender debate is not solely responsible, but is in large parts.

As "partner in crime" I probably have seen more than most how much effort and energy and thought you've put into this, so: THANKS!

-- Kristina Busse

.

Thank you for hosting the discussion. I think it was really important.

BTW, most of the female scholars I'm familiar with have a blog as well as an LJ.... Why do the men of your acquaintance say they are not comfortable in LJ? This honestly puzzles me because it's not an exclusively female space.... there are plenty of men there, and a man invented it. Fanfic, yes -- tons more women than men. LJ, no.

Again -- thanks for the thinky.

Dana Sterling

I want to address just one issue which I think is important.

The internet in its current formation is for linking. Yet you say:

Female scholars are more likely to start a Live Journal page than to

start a blog. Live Journal seems a much more personal and private space so

sending large numbers of readers of this blog trampling through some one's

Live Journal seems inappropriate. Or for that matter, it doesn't always feel

right to take something which is being discussed in LJland and bring it into

the blogosphere.

I cannot speak for everyone, of course, but I can note a few of the

following points

One of the reasons this whole debate started (in terms of the people I know

talking about problems) was the on-going perception that the male scholars

in blogland in effect dismissed scholarship in LJ, dismissed women scholars

in LJ. If that attitude is reified, then there's a real problem. It's

sloppy stereotypical thinking. Nobody says that LJ is the only place for

acafen, but to dismiss it as unintellectual/girly space, or as a female

space that has to be protected from males is just too Victorian for words.

(LJ actually does allow a lot more protection than some of the other

internet spaces, but that is not only about gender, I assume.)

There are differences in communication practices between blogs and LJ, but

there are differences bewteen blogs and blogs (I read a lot of the feminist

blogs), and between different LJ users.

People ignoring everybody else won't solve the problem of lack of

communication between differentn disciplines or different genders. I, and

others I know, read some blogs (not always commenting because it's such a

pain over here), but the blog writers apparently often don't bother to read

LJ..

We now know the name and online personas and spaces of a bunch of new

acafan. I've seen several of the women set up blogs and participate in

discussion over here. I've seen several of the men set up LJs and

participate in discussion over there. That is to the good, I think.

But after reading this post, one aspiring academic has already asked me if

she should get a blog, fearing that the LJ will not be enough if she

continues her academic work. I find her response incredibly disturbing,

hinting at yet more ways in which "male" spaces (which aren't male because

many females are there, but somehow ignored) are privileged over "female"

spaces (which haved males in them, but they are somehow ignored).

Not all the female scholars in the aca-fan debates are in LJ (nor should

they be!).

There are men in LJ online fandoms.

I think LJ is the most exciting fandom space right now, but that's my

evaluation, my choice, and my focus for scholarship. There are other

areas--and fan studies will be stronger for being more inclusive and aware

of multiple spaces (to avoid that pesky "all fans are X" problem). I don't

assume that just because I'm not interested in a fan space or topic that it

is inherently uninteresting or unimportant. I try to read as widely as I can

about areas of fandom I'm not interestd in writing about, just as I try to

read scholarship in different areas. Nobody can read everything, but marking

off a whole space as if "there be dragons over there," is frustrating

(speaking as one of the dragons).

I am not going to get a blog--and given all the complaints I hear about spam

over here, I am wondering why anybody bothers. LJ doesn't have spam

problems (now, ads, well that's another issue, but that's all over the

internet as well). The comparison between the level of discussion on the

acafan posts here and the ones in fandebate shows, I think, that more

discussion is possible in the LJ format, and certainly more community

building.

The point (if I have one) is not that LJ is better or blogs are better--but

that good scholarship will come from being aware of what's out there so

one's own focus/argument can be stronger rather than assuming that one's

ignorance of large areas of fandom isn't a problem.

Deciding that it's just too rude or invasive to link to LJ (as if all LJ

users are the same) is, to my eyes, a retreat of sorts. As far as I'm

concerned, feel totally free to link to anything I post in either of my LJs:

robin_anne_reid or ithiliana (most of the public posts in my fan journal are

fanfiction, so not of interest in terms of academic discussions, but I do

meta once in a while).

I recently posted about the ethics of analyzing fandom, and human subjects

protection, in my fan journal (I find that there's a lot of overlap between

the two journals!). The post garnered over 130 responses (some of those were

my replies to people): it was a great discussion, and an incredible part of

my process/writing. I tend to post ideas in process, as I present on newer

ideas, to get feedback and try out my ideas. I learned a lot. The disussion

is here:

http://ithiliana.livejournal.com/789235.html

It was linked in metafandom, and probably in some friends' journals as well.

I have my comment settings set to screen anonymous comments (but that's no

different than this blog!), but I don't at all mind people trampling over to

read and comment. That's sort of the point as far as I'm concerned.

In my professional journal, I'm currently posting on online teaching, new

media literacies in terms of my own work and a new program starting up in my

department, and racism imbroglios in fandom. I'm posting about two

presentations that I'll be giving this spring, because the whole time the

acafan debate was going on, with very little mention of race, there were

conflicts in multiple fandoms over racism in source texts, racism in fan

fiction, use of racist language, and the responses of fandom as a whole to

concerns raised by fans of color.

You linked to some fan posts over the fanlib issue: I thought that was

excellent. Failing to link to them while writing about fanlib or allowing

Chris Williams the space to talk about his project would have been

incredibly problematic: that is, you would be denying fans their voice and

agency. You've never done that as a scholar--that's only one reason, I

think, why so many (fans and acafan) admire your work..

Why would you deny the same courtesy to acafen in LJ?

I can see a material problem: the sheer number of LJs. I can RSS feed blogs

and read without having to bookmark each one. I doubt any blog could "feed"

LJ in the same way (but I don't know--I know that people can track LJs

outside LJ--I just don't know if you could do it). When Kristina started her

blog, I went over the pointed out she could "link" in the blogroll section

to LJs, and why not do it. I know some people in LJ feel awkward or silly

about dropping links to their own posts in a blog response (but I don't

understand why--when one blogger links back and and comments on a blog post,

that's considered a good thing.

I'd suggest the best place to feed or bookmark is

which links to a range of interesting discussions in LJ (and if people don't

want to be linked, they're not).

http://community.livejournal.com/metafandom/profile

People who have to maintain a certain amount of anonymity will have their

journals locked, or some posts will be locked. Others, however, do not lock

and welcome discussion from others. Many in LJ do see/feel it as a private

protected space, but they learn pretty fast that if you want privacy, you

friends lock. Some in LJ do want it as a protected space for fandoms, but

it's not likely to be that way--anything in public on the internet can be

seen by anyone. If you're worried about linking, it only takes a few

moments to ask (it's considered polite to notify people if you're linking to

them, in a comment).

And if it comes to that: I've seen a lot of rhetoric on various blog

debates about how a blog is the owner's private space, and people commenting

have to be polite, and they all have anti-trolling policies, etc. Sounds to

me a lot like the discussions in LJ over commenting, IP logging, etc.

In LJ (and around fandoms), we link all over the place--there are

newsletters like meta-fandom devoted to linking. There are conventions

about communicating, just as there are everywhere, but given that a LJ post

is likely to get anywhere from 50-150 comments very quickly (if it interests

people--it can get 0 as well), when I've rarely seen that sort of response

here, I'm baffled by the idea that somehow we don't want comments.

Sure, most of those comments are from LJ users--but we don't all agree,

we're not all female, we're not all academics, and all of those

disagreements and debates go on all the time.

-- Robin Reid

Henry,

I didn't comment when you first asked for responses, but the other scholars's responses you posted are so interesting I feel like I want to add my $0.02, albeit late.

My experience in reading and writing during this debate has been so mixed. On the one hand, I think the most progress on the gender debate per se was made in those conversations which got most hairy and uncomfortable (either directly in your blog, or in the ensuing livejournal/blogosphere conversations). Real underlying thorny issues were revealed, real disagreements came for us, and people got a chance to learn from each other.

But on the other hand, those uncomfortable conversations were, well, uncomfortable. Women feeling like the contributions of female academics or fans are marginalized; men feeling like they were attacked as sexist -- these left some pretty raw wounds. Whereas my conversation with Alan was pleasurable throughout.

There were places I didn't poke in my exchange with Alan. Not that I thought it would have turned into an uncomfortable, hairy situation. No part of that conversation was anything other than pleasant, enjoyable, and educational. But I'm an independent scholar -- and a woman, socialized to avoid public disagreement -- and I was having a very public conversation with a male credentialed associate professor in my field. I was far too wary to prod at any statements I disagreed with. Not that I think Alan would have responded negatively. On the contrary, I think

further questioning on my part would have only enriched our conversation and added to our pleasure in the exchange. I went through drafts of e-mails I didn't send to Alan in which I did

raise questions about assertions he made. But I rejected those drafts out of nervous suspicions that I was out of line.

This isn't the fault of Alan or Henry or any of the participants in the conversation giving me this irrational sense of risk. I think it comes back to the professional/amateur divide which Kristina reiterated, and which is part of a larger question: why does the balance of faculty to independent scholar in our field (and academia in general) appear tied to gender, and what can we do about it? (Whether what we do about it is address that gender balance, or instead address the lack of support for independent scholarship is yet another question.)

That being said, I had so much fun in my conversations with Alan -- they were interesting, compelling, and entertaining. And I'm pretty sure I wouldn't accuse him of being a patriarchal

oppressor, no matter what he claims!

Thank you so much for setting this up. I had a fabulous time.

-Deborah Kaplan

Gender and Fan Culture (Wrapping Up, Part Two)

Editor's note: The blog has been under attack from hackers in recent weeks. We have had to disable the comments function in the short run but hope to have it working again soon. I am still very interested in your comments about the Gender and Fan Culture series so send comments to me at henry3@mit.edu and I will post them as soon as we get the comments section functioning. Sorry for encouraging comments just as the whole site went down. Really bad timing! Bob Rehak:

I enjoyed reading and taking part in the summer's conversations, in part because I don't consider myself an aca-fan so much as -- if you'll forgive the neo-neologism -- a fan-aca: that is, while fandom definitely informs my research and teaching (it's what led me to graduate school in the first place), my projects tend not to center on fandom "as such." So while I engaged with the dialogues most immediately for moments of fellow-fan-recognition ("Hey, she likes Battlestar Galactica too!"), I spent more time reflecting on the strange phenomenon of acafandom: this group of exceptionally smart and articulate people positioning ourselves -- with varying degrees of forthrightness, self-critique, pride, and disavowal -- around not just the texts and objects that we love/hate, but the potent essence of love/hate itself. In short, it was interesting to watch ourselves wrestling with our own jouissance, a collective (if variegated) upwelling passion that functioned both to disrupt and drive our interactions.

But to boil it down to a few blunt, highly subjective specifics:

1. The women ruled. Not that there aren't a lot of cool guys here. But I grew impatient with the defensive, almost willful missing-the-point that snaked through the dialogues like a malingering virus, usually expressed in some version of "Gendered power may exist, but it's not germane to what we study/how we study it" or, more perniciously, "Gendered power may exist, but I myself am free of it." Again, I don't mean to totalize. Standing back from the debates, though, it seemed that "we" (the men) were first and foremost being invited to consider the idea that gender has different but valid meanings to, and significant material impact upon "them" (the women), and that, too often, we chose to counterattack rather than to listen.

Of course, it *was* a debate, and assessing the validity of arguments is one aspect of what we do professionally. I just think that if we're going to cross the troubled waters, we should start by building bridges, not standing on opposite shores tossing rocks at each other.

2. Forum matters. It's utterly intriguing to me how the debate unfurled in two distinct realms, Henry's blog and LiveJournal (with of course a halo of side discussion throughout the blogosphere). While I tended to read Henry's blog for the initial posts, I would usually bounce over to LiveJournal for the comments, which seemed more lively and dynamic, more raw and honest. My sense is that we all tried to *behave* on Henry's blog; we were guests at the dinner party (and grateful, let me add, to be invited!). By contrast, LJ was like the afterparty, where people felt free to let their hair down. Was this good or bad? Inevitable or avoidable? I dunno. But the way in which these two spaces structurally reproduced certain essentialist notions of masculinity and femininity is troubling, and I will leave its exegesis to more experienced LJers (I was but a nomad, passing through the territory).

3. We're all really smart! Really. I was astounded at the depth, range, and sophistication of the exchanges, and glad to see that, freed from classrooms, conferences, peer-reviewed publications, and other restrictively overdetermined speech environments, we remain capable of

nuanced, compelling, adventurous intellectual engagement.

4. Where next? More dialogue. More debate. More connections. More friendships. More misunderstandings on the way to enlightenment.

Kristina Busse:

After I posted publicly about unexamined gendered assumptions in play across scholarship

of fandom as well as within the community of fan scholars, Henry approached me about

launching a conversation that would bring a variety of fan academics together to discuss

and debate gender. Within my corner of fandom and among my female acafan friends, we'd

been discussing these issues repeatedly, so I was very excited that Henry's forum would

bring these concerns to broader attention. In fact, I hoped it would offer all of us the

chance to engage more constructively with it among a group of academics that would

include those who had quite different approaches and investments. I thought the series

might result in more general awareness and maybe greater recognition of the academic

contributions of the women around me, but over these recent months I have seen that and

much more: I've seen conference panels organized, co-written articles planned, and more

awareness across the gender line, of both the importance of fan artifacts as subject

matter and of particular scholars. I think everyone has made connections and gotten to

know scholars they might otherwise not have interacted with. More women have started

blogs, more men have started LiveJournals, and more scholars are talking to one another,

whether in public or private. Personally, I hope to attend SCMS with a fanboy/fangirl

panel that effectively draws from our different perspectives, and will be co-writing an

essay on fandom, hopefully offering both perspectives. I have made personal friends and

started corresponding with more scholars--male and female.

So while there remain a lot of things that are frustrating to me coming out of this

conversation, while there are exchanges and comments that still exhibit unreflected

acceptance of patriarchal culture, I think it's been a great beginning. Beyond continuing

the discussion in other venues, however, there are two things that I think we need to

focus on as we complicate the issues. One is the question of different realms of contact

in which being a woman matters. Most of the debates tried to separate academic and

fannish and personal spheres, but in my experience they are all connected. The

disproportionately amateur status of women is interwoven on the one hand with the type of

fan productions we prefer and on the other with the conditions of our offline lives. I

don't think we should focus on one area alone, because gender issues run through all

areas and mutually affect one another. As we continue to address women and gender in

fandom studies, I'd like more of us to examine these often repressed issues of how and

why women create what they do (or not), analyze what they do (or not), choose the

academic careers they do (or not), and how these are interrelated.

Also, on a larger scale, I feel we're still not reaching out enough to bridge other,

related gaps. Race has been mentioned multiple times as a conspicuous exclusion, and I

hope that we can all become more aware of what trajectories we might be leaving out even

as we're becoming more aware of the axis of gender. But the one issue I'm most interested

in, and which I believe to be closely related to gender, is academic status. We haven't

succeeded in sufficiently addressing, let alone solving, the professional/amateur divide

in academia that is also so central to fandom itself. I think the fact that all of us

have gotten connected with at least one (and quite often many more than one) scholar we

may not have known before has increased the depth of the overall fan studies world. In

particular, as fan studies is so interdisciplinary, the debate allowed us to meet across

a variety of disciplines and methodologies. I hope that going forward we can strengthen

acquaintances and friendships and reach out to new scholars. I want this debate to be the

beginning of an ongoing increased awareness of gender and the way it inflects all other

areas we need to now focus on: race, class, ethnicity, nationality, sexual orientation,

and all the issues that have been raised as insufficiently addressed and, even more

importantly, those we haven't even begun to think about.

C. Lee Harrington:

I was very intrigued by this series of dialogues though my own area of fan studies (mainly soap opera) has not been fraught with the gender concerns/debates that launched the blog. I have been more a lurker than a participant these past 5 (6?) months, as is my nature, but I learned a lot -- about scholars whose work I was unfamiliar with, about fan studies in general (especially areas outside of my own), and most useful to me, about specific books/articles/chapters that I haven't read but should. I have compiled a large list of materials to slowly plow through. I've been intrigued by gender debates I didn't really know existed, and frustrated at times with attempts to work through complex notions of gender, feminism, privilege, and media through written (rather than spoken) dialogue. Gender is a hard topic to talk about, teach, and learn, regardless of the context or topic in question, and it was hard at times here. I was dismayed by several exchanges that seemed to devolve into personal attacks. I was impressed by most participants' seeming open-mindedness about hearing perspectives very different from their own. Participating did not change my own line of research in any way that I could articulate on the spot, but as I slowly digest both the exchanges and my to-read stack, I'm sure new ideas and ways of thinking will emerge that would not have happened otherwise.

The only real negative for me is that I'm not in the blogosphere much. It's not a preferred method of communication for me so at times participating seemed like homework rather than intrinsically motivated. I also became more and more guilty over time because I *have* been lurking rather than participating actively....I'm happy to have been invited to the table, though.

Alan McKee:

The reason I haven't sent anything in is because I'm slightly embarrassed about what I would say ...

There is nothing worse than members of a dominant group saying that they haven't noticed the importance of an identity category: 'Why do you have to go on about being gay all the time? Why do you have to talk about your sexuality? We [ie, straight folk] don't do that ...'

So I'm hesitant to say that for me the experience of taking part in this discussion was about the delight and excitement of finding a like mind (Deborah). I wasn't really aware before I started about the gendered debates in fan studies, and I didn't find that they impinged on my discussions with Deborah. But you see? Even by saying that I feel like a patriarchal oppressor.

So - I thought this was a wonderful project. Mostly I find academics tiresome - their interests and debates bore me. It is always delightful to find others who are interested in things that interest me, who value fun, and decency and delight and joy. Oh, and who are deeply informed about things that I don't know about, but care about (yes, there are a lot of them who know a lot more than I will ever know about the writings of Deleuze, but I really can't bring myself to care about that. There's something wrong with me, I suppose. I'm missing the 'caring about philosophy' gene).

Every time I read what Deborah had written, I laughed and got excited and thought about stuff, and had more that I wanted to say. In the end we were almost late with our contribution simply because it was so hard to let go - there was always just one more paragraph that I just *had* to squeeze in, inspired by something she had said.

And so - thank you so much for setting this up. I am awe of your energy, your passion, your ideas, your networks, your organisational ability. How do you find time to sleep?

Lori Morimoto:

Throughout the Gender and Fan Culture conversations, I've been continually interested in

the degree to which women comprise a much muddier field of fan commentators than do men.

It doesn't seem to be an exaggeration to say that, for the most part, participating men

have been firmly situated within mainstream academic culture - their fannish activities

notwithstanding - while many of us female participants have a more tangled relationship

to that culture. As a graduate student teetering on the edge of academic employment,

I've been encouraged by the extent to which women outside of academia have nonetheless

managed to publish and otherwise contribute to scholarly discussions about fandom; yet,

the ways in which our lack of affiliation with recognized institutions hampers our

ability to conduct and disseminate our research is dismaying. This situation seems, in

some ways, to mirror fans' relationships to the media they consume (and produce), and, in

this sense, something we might engage with more transparently as 'aca-fans'.

Gender and Fan Culture (Wrapping Up, Part One)

Last May, I announced my plan to host an ongoing conversation between male and female scholars around the topic of gender and fan culture. To be honest, I had no idea what to expect when I made that announcement. I felt like the moment was right to celebrate a generation of younger scholars -- male and female -- who were doing groundbreaking work in the areas of fan studies and cult media. I was hoping that the series would give me a chance to get to know these researchers and their work better. While I had read some of the recent scholarship, it had been hard to sort out the emerging players on the basis of one or two essays. I knew, however, that the field was now more methodologically and theoretically diverse than any one had yet acknowledged and I also knew that many of these people, working in different disciplines and operating with different social networks, did not know each other. I had been distressed by suggestions that there was a growing disconnect between the work male and female scholars were doing in this space and concerned that the roots of fan studies in feminist scholarship and female cultural practice might get lost. I was interested in the ways that the entertainment industry was embracing new models of audience participation but often with unequal and differential treatment of forms of participation that were historically coded as masculine or feminine (an issue I raised in Convergence Culture in relation to the Star Wars fan cinema competitions.) I felt then that the best way to break down some of the walls was to pair up male and female scholars, who shared similar interests but who might not have known each other, for the purpose of a public conversation. My hope had been that if we chose a sufficiently diverse set of scholars, we would complicate existing assumptions about how gender impacted fan culture, suggesting some overlap as well as some differences in cultural preferences, interpretive practices, cultural activities, and social communities.

I also wanted to explore how a blog might be used in a community building activity, creating a space of dialog rather than monolog, enabling a different kind of exchange among scholars than might occur in the more structured and familiar space of an academic convention, and at the same time, I wanted to push others to embrace a new mode of scholarly discourse which engaged with the general public rather than remaining within a purely academic space.

Those were my hopes for this series. Each participant brought their own hopes to this project and that accounts, in part, for some of the mixed signals which have always circulated around this project. Some saw the discussion as centrally about breaking down walls between individual scholars or perhaps of building a new social network around this topic which would include both male and female researchers. My hope was that if we got to know each other better, we'd be more likely to hang out together at conferences, more likely to construct anthologies or conference panels that were more inclusive and diverse. Some hoped that the project might offer new theoretical perspectives in the field -- helping to revise the language of feminist scholarship to reflect emerging media and cultural practices or more generally, raising new questions which we might address through our scholarship. Some hoped that the project might provide support for younger researchers who needed to demonstrate to their advisors or tenure committees that fan studies was a legitimate field of research, one which was generating scholarly interest around the world. Still others hoped that the project might call attention to structural factors and systemic discrimination which resulted in the unequal treatment of women in the academia.

Perhaps the project's biggest success was its most mundane. We've just had a project in which 44 academics from all over the world all met their deadlines. A few posts have been late by a day or so. But the vast majority got their work in on time -- an act which is almost without precedence in my experience.

Thanks to everyone involved for their hard work, their personal engagement, their intellectual honesty, and their willingness to stage these exchanges in public. I realize that all of you were playing without a net -- taking professional and emotional risks, trusting your partners and the others involved in these exchange, to respect your thinking as a work in progress.

There have certainly been times when I have been frustrated by one or another side of the exchange, fearing that our project would not be allowed to succeed, worrying that one or another of us would fall into gender traps, but I have to say that in the end, I have felt encouraged by the quality of your contributions and encouraged by the recognition of the overlap between these different intellectual projects.

There is still a lot of work to be done -- no doubt.Most if not all of the women included very clearly saw themselves as part of a shared intellectual field called fan studies and most of them saw themselves also as actively connected to the social network of fandom. For many of the men involved, neither was necessarily true. They would have described their work in some other category of research -- transmedia storytelling, consumer research, cult media, creative industries, audience studies, global studies -- within which the study of fandom mattered but might not be the central focus of their interests. The stakes for the two groups in this conversation were different, accordingly. Some have suggested the conversation would have looked different if I had reached out as broadly to bring in female scholars who were not working on fandom per se but were working on other related areas. But I had wanted to include everyone who asked to participate and there were just more women lined up at the start of this than men. I consider it a major victory under the circumstances that I was able to find a male counterpart for every female participant.

My hope is that these exchange has helped all of us to think more clearly about what fan studies contributes to and draws from these other fields of inquiry, but it may also indicate some of the challenges we face if we want to bridge between the genders in terms of our social and professional networks.

The other thing that we've struggled with in this discussion series has been the different modes of communication within the existing social networks of male and female scholars. I have been struck by the number of female participants who have expressed discomfort with blogs or the number of male participants who have said that they didn't feel at home on Live Journal. The result has often been parallel conversations along similar tracks, compounded by misunderstandings about the style and tone of the exchanges which emerge from discursive practices in the two spaces.

Again, this points to work which still remains to be done if we are going to learn to listen and respect each other's points of view. And more interestingly, I am finding myself pondering the correct way of interfacing between the two worlds. Male scholars, for example, often write to me to tell me that they are creating a blog and I have used this space to publicize their efforts. Female scholars are more likely to start a Live Journal page than to start a blog. Live Journal seems a much more personal and private space so sending large numbers of readers of this blog trampling through some one's Live Journal seems inappropriate. Or for that matter, it doesn't always feel right to take something which is being discussed in LJland and bring it into the blogosphere.

So, what's the solution? Do these two different modes of communication represent a kind of gender segregation? If more and more important conversations impacting our research take place within these online spaces, then how does this impact the scholarship which we produce?

The nature of this exchange, the challenges of writing as aca-fen, is that we have personal and professional stakes within this conversation and where misunderstandings occurred, it has often struck me that they emerged from a confusion between different orders of discourse.

And in some cases, I fear that structuring the discussion around male and female "teams" may have solidified gender borders even as the project here was to break down such rigid categories. I am reminded of the work of Barrie Thorne who has described the kind of "gender work" which occurs within schools where the easy classification of children into "girls and boys" plays itself out in the playground culture as well: even when many boys and girls play together in their own neighborhoods, they tend to gender stratify in the school space, because those categories are ever present in the way they think of themselves.

I know that I have found myself feeling protective at times when one or another male scholar has been "under attack" or uncomfortably implicated when they said something that was ill-considered or inappropriate, even though in my own work in fandom I have always felt comfortable interacting with female fans and often more at home working with female scholars. So, in some ways, the pairings served our various causes and in some ways, they provoked the very behaviors and attitudes they were meant to resolve. But, even this may be instructive if they forced us to confront some of the factors which divide us and if we learn from each other in the process.

This work isn't done. It has only begun. I hope to continue to find ways to use this blog to host important conversations within our emerging field. I hope to use my role as a conference organizer to create other contexts which bring together scholars of diverse backgrounds and interests to share work with each other. I have always found myself recommending participants here to other editors and conference organizers, including people who were not on my radar when the project began. I have already found myself making more extensive reference to participants in my own writing and speaking. My early work on fandom had centrally been about gender and sexuality issues, my more recent work less so, and so I am finding myself struggling to build stronger and more visible connections between the two bodies of work as I look towards the next phases of my research.

Let me close my comments by thanking everyone who participated and especially Kristina Busse who has been my partner in crime making this whole thing possible.

Starting on Friday I will run comments from others who participated in the exchange. I haven't heard back from everyone and I still welcome further comments on the process -- either posted here as comments on the blog or if necessary, I will devote another set of posts to wrapping up the series. I want to make sure that everyone who wants to be heard gets a chance to speak.

Vidder Luminosity Profiled in New York Magazine

A little over a month ago, an editor from New York Magazine wrote me to see if I might nominate what I saw as "the best online videos." I saw this request as an opportunity to promote the amazing work that goes on in the fan vidding community, work which is frequently not discussed when people are talking about the vernacular creativity of YouTube. After consulting with some friends in that creative community (including long time reader Laura Shapiro), and corresponding with the artist herself, we decided to nominate Luminosity, who ranks among the very best of contemporary vidders. Here's the letter I wrote nominating her:

The tradition of fan video making long predates the rise of YouTube and our current fascination with remix culture. For several decades, fans, mostly women, have re-edited footage from their favorite films and television shows, setting them to music, as a way of expressing their complex feelings towards their favorite media franchises. These women produced compelling videos when it was hard,editing on their home vrs, and now, they have achieved incredible sophistication and virtuosity now that they can use digital editing equipment. Luminosity is among the best of this current generation of fan video-makers: one need only look at a few of her works to see the range of different styles and interpretations she brings to her material. "Vogue" merges the music of Madonna and the images of the recent Hollywood blockbuster, 300, into a

compelling consideration of masculine spectacle, one which plays with our expectations about gender and sexuality. "Bite me, Frank Miller," Luminosity says, blurring the lines the original work constructs between the hypermasculine Spartans and the perverse Persians. "Women's Work" offers a feminist critique of the place of sexual violence in the CW television series,

Supernatural, while "Ecstatic Drum Trip" spins wrecklessly out of control, offering us a mad rush of images, drawn from the science fiction series, Farscape. These represent just three of the more than 30 videos which she has posted on the web so far, each transforming content from mass media into the raw materials for her own expressive activity. Much of contemporary remix culture falls back on parody but these fan videos seek to convey the emotional intensity which fan women feel towards these original

works, taking us into the heads and hearts of their favorite characters. These fan videos can be funny (as "Vogue" suggests) but they can also be deeply moving (exploring the pain and loss which surrounds some of our favorite characters.) These videos communicate more if you know the shows on which they are based but they represent on their own mood poems or character

sketches which pack a powerful punch.

(Those of you who have followed the Gender and Fan Culture conversation series this summer and fall will already know Luminosity's work which was referenced by Francesca Coppa in her discussion with Robert Kozinets.)

Well, the New York editors must have liked what they saw because Luminosity is profiled, alongside a range of other independent and amateur media artists, in a special issue which explores "the New Online Star System."

Here's how the story begins:

Luminosity is the best fan that shows like Friday Night Lights, Highlander, Farscape, and Buffy ever had--but she can't use her real name in this interview for fear that their producers will sue her. As a vidder--a director of passionate tributes and critiques of her favorite shows--Luminosity samples video in order to remix and reinterpret it, bending source material to her own purposes...We emailed with Luminosity about her meticulously crafted videos, including "Women's Work," her loving critique of violence in Supernatural, and Vogue/300, her hysterical riff on those hunky Spartans.

The interview which follows is respectful of her accomplishments and seeks to reclaim a place for women's creative work in the larger history of online video. Luminosity speaks, for example, about the politics behind "Women's Work," which remains one of her most controversial videos. Like many other fans of Supernatural, I have admired what she accomplishes here, showing how fan vids can be used for feminist critique of popular culture, but have wondered if the critique may be misplaced, given how much work the series does to make us care about its female characters, how complex the friendships which emerge between the men, especially, Sam and these women, as compared with the representations of sexual violence in many other works in the horror tradition. But Luminosity offers a thoughtful response to these concerns:

"Women's Work" is a critique of the eroticization of the violence done to women in all media, not just Supernatural. Women are sexually assaulted, murdered, and then laid out in artistic tableaux, chopped into pretty, bloody pieces. They usually further the plot, but they're hardly ever a part of the plot. We wanted to point out that in order for us to love a TV show--and we do--we have to set this horrible part of it aside. A lot. Often. Sisabet [the co-vidder of the project] and I believe that we could have made this vid using almost any show, from Heroes to CSI, but we are fans of Supernatural. We care so much about a show that we want share it, make an argument, highlight a character or situation, lampoon something, evoke a mood. I've also made four other Supernatural vids that celebrate the show, the arc, the relationship between the brothers and the genre itself.

I can appreciate the critique of the horror genre as a whole, which has historically relied heavily on the victimization of women, but I remain concerned that this video holds Supernatural accountable for what it takes from the genre but not what it adds to it. That said, I see it as a credit to the power of this particular work that people want to argue with it -- "Women's Work" makes a clear and unambiguous statement which forces us to think more deeply about the series in question and that's what I think vidding at its best can achieve.

Congrats to Luminosity for the visibility her work is starting to receive. Here's hoping that the coverage leads to greater recognition not just for her work but for other cutting edge fan media makers.

I haven't spent enough time yet working through the other articles in this special issue. There's a tremendous number of links here as a range of critics have curated what they think is the best work out there on the web. Even a quick browse through the articles New York has assembled will suggest the creative energy that has emerged as we have lowered barreers for creative artists of all kinds to get their work into circulation via the web.

This may be a good time to also alert my readers to a major event in the realm of Do-It-Yourself Media Production, which is coming up at the University of Southern California this February. I am excited to be able to participate in a plenary event along with Howard Rheingold, Yochai Benkler, John Seely Brown, Joi Ito, and Lawrence Lessig on the Future of DIY Media.

Here are the details of the event:

24/7: A DIY VIDEO SUMMIT

February 8-10, 2008 School of Cinematic Arts, University of Southern California

Conference web site: http://www.video24-7.org

Blog: http://diy.video24-7.org/

Spaces are limited for attendance at the academic panels and the workshops. The video

screenings are free and open to the public.

24/7: A DIY Video Summit will bring together the many communities that have evolved

around do-it-yourself (DIY) video:artists, audiences, technology providers, academics,

policy makers and industry executives. The aim is to discover common ground, and to

chart the path to a future in which grassroots and mainstream, amateur and professional,

artist and audience can all benefit as the medium continues to evolve.

This three-day summit features:

SCREENINGS OF DIY VIDEO

On February 8 and 9, there will be screenings of DIY video that are

open to the public. These will feature curated programs on design video, activist

documentary, youth media, machinima, music video, political remix and video blogging.

The video program will culminate in an evening program and reception on February 9 that

will draw from all of these video genres.

ACADEMIC PROGRAM

Registered attendees will have access to the academic program on February 8 and 9 that

features panels on The State of Research, The State of the Art, DIY Media: The

Intellectual Property Dilemma andDIY Tools and Platforms.

WORKSHOPS AND BIRDS-OF-A-FEATHER MEETINGS

On February 10, the day will be devoted to practical and hands- onworkshops for

registered attendees on topics such as intellectual property, media creation,

distribution and new-media design tools.

Attendees will also have the option of organizing their own birds-of- a-feather meetings

to connect with other attendees.

From Serious Games to Serious Gaming (Part Six): Common Threads

This is the final installment in our multi-part series showcasing the serious game projects of the MIT Comparative Media Studies Program. We haven't exhausted our projects but this sample gives you a taste of the range of different paradigms we have deployed. Here, I offer my own thoughts about what these projects have in common, suggesting that they collectively represent a distinctive contribution to the field of games and education. Over the past decade, researchers associated with MIT's Comparative Media Studies Program have been exploring the pedagogical potentials of computer and video games. Rather than adopt a one-size-fits-all solution, we have explored different models for what might constitute the ideal learning game. In the process, we have tested different genres and delivery platforms and mapped alternative models of collaboration between academic institutions and commercial partners.

Underlying these games have been some core principles:

1. Our games are designed to fit within specific learning contexts, addressing the real-world problems that educators confront. Each represents a different strategy for addressing such factors as the structure of the school day, limited access to technology, the teacher's unfamiliarity with games, and integration within existing curricular frameworks, all of which might prejudice teachers, parents, or principles against game-based learning. Our goal is to develop games that can be used widely across a range of schools and communities, not simply prototypes for laboratory research.

2. Our goals are never to displace the teacher but rather to provide teachers with new resources for doing what they do best. Our games are part of a sequence of learning activities, introducing new concepts or providing experiences that can become the basis for further discussions and writing exercises. Game play often occurs outside of the classroom, much as homework extends and supports schoolroom learning. For example, the Palmagotchi encourages kids to keep an eye on their evolving ecosystems at odd moments throughout the day, while teachers can work through problems from the games to explain basic principles. Increasingly, our games are designed to support customization and localization, so teachers can adopt the games to their own instructional goals.

3. We share a belief that play represents a meaningful strategy for making sense of the world around us: the best games inspire a process of exploration and experimentation. As students play games, they test hypotheses about how the world works, revising them based on their experiences; they develop new strategies for solving problems; and they make new connections between previously isolated bodies of knowledge. These games are designed to tap what students already know (as occurs when they get into character for a role-playing game like Revolution), and they help young people master complex problems that might otherwise seem insurmountable (as when they cite multimedia materials to draw connections between current and historic events in iCue or when they tap different kinds of expertise to solve the real world challenges posed by Charles River City).

4. We seek to make every element of the game design intellectually meaningful and personally rewarding: from the knowledge transfer system in Revolution to the puzzle design in Labyrinth, from the card-based interface of iCue to the exchange mechanisms in Backflow. We want to make sure that students and teachers spend more time acquiring valued skills and knowledge and less time mastering the game technology.

5. We see game play as a social rather than an individual learning opportunity. We build into these games opportunities for students to share insights with each other (through, for example, the exchange of theories within the AR simulations or of strategies in the in-game FAQ in Labyrinth), and in the process, to foster peer-to-peer learning. Students are most likely to master information when they use it to solve problems and share it with others, articulating what they have learned.

6. Last, but certainly not least, we design our games to be fun. These games were designed by gamers and we've learned what we can from existing entertainment titles. A game that fails to engage the student will fail to motivate learning, no matter how rich its intellectual content may be.

Taken as a whole, these principles shift our focus away from the design and deployment of serious games and onto the processes and resources that support serious gaming.

Sources

Jenkins, Henry with Ravi Purushotma, Katherine Clinton, Margaret Weigel, and Alice J. Robison, "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century," report prepared for the MacArthur Foundation, Fall 2006. http://www.projectnml.org/files/working/NMLWhitePaper.pdf

Squire, Kurt and Levi Giovanetto (Forthcoming), "The Higher Education of Gaming," Work in Progress, presented at Games, Learning and Society Conference, Madison, Wisconsin, 2005.

Francis, Russell. "Towards a Theory of a Games Based Pedagogy," Transforming Learning Experiences Online Conference, JISC Innovating e-Learning, March 2006.

http://www.online-conference.net/jisc/content/Francis%20-%20games%20based%20pedagogy.pdf

Wright, Talmadge. "Creative Player Actions in FPS Online Video Games: Playing Counter-Strike." Game Studies Dec. 2002. http://www.gamestudies.org/0202/wright/

From Serious Games to Serious Gaming (Part Five): iCue

In part five of our series on serious game projects involving the MIT Comparative Media Studies Program, we focus on iCue, a soon to be launched collaboration with NBC News. iCue emerged from conversations between the MIT Education Arcade and NBC News in early 2006. Product development is being managed by NBC News and the NBC Technology Growth Center in New York, with portions of the information architecture, technical implementation, and game engine being executed with iFactory in Boston. The MIT Education Arcade continues to work with NBC News to research user behavior and performance, supporting NBC's product and educational programming development. Project leaders include Alex Chisholm, Eric Klopfer, Scot Osterweil, and Jason Haas (MIT); Adam Jones, Nicola Soares, Laura Sammons, Michael Levin, Kathy Abbott, Soraya Gage, Mark Miano, and Beth Nissen (NBC); and Glenn Morgan, Sean Crowley, and Ruth Tannert (iFactory). iCue: Tapping Social Networks to Foster Civic Awareness

By Alex Chisholm

NBC News has been working with the MIT Education Arcade to develop iCue, a web-based educational media product that is at once a media archive, a portal for learning activities and games, and a social network connecting teachers and students around the country in shared learning activities designed to enhance their understanding of current events and American History. The project was designed to address the seismic shifts in the ways young people acquire news and information about the world around them, shifts which are having an adverse impact on the markets for network news. Gone are the early evenings when families gathered around the television to catch up on the day's events as narrated by genteel anchormen such as John Chancellor, David Brinkley, and Walter Cronkite. Today's audiences, especially young people, consume news and information through channels that are available 24/7 across the web, mobile phones, and other handheld digital media devices. One need only glance at year-to-year Nielsen ratings data to recognize the steep downward trend in viewers of the evening network news broadcasts. During the May 2007 television sweeps period, network news viewers across the "Big Three" - ABC, CBS, and NBC - totaled roughly 21 million per night or just less than 7% of the U.S. population. By contrast, Apple sold 21 million iPods during the 2006 holiday shopping season. NBC has embraced the iCue project in hopes of better understanding how this generation of news consumers will relate to their content, while providing a resource for teachers and students to enhance critical thinking and writing skills across the curricula of U.S. History, Government and Politics, and English Language and Composition.

Designed initially as a resource for students taking courses as part of the College Board's Advanced Placement (AP) Program, iCue includes video clips from the NBC News and Universal radio and film archives to support teaching and learning of core concepts, people, and places. In subsequent years, NBC plans to support additional subjects in World History, Literature, Language Learning, Science, and Mathematics across the K-12 curriculum. iCue deploys an innovative media player modeled upon a technology students have used for decades in the classroom, in the library, and at the kitchen table: the index card. NBC has designed its "CueCard," a two-side media player that plays video on its face and then "flips" onscreen to enable students to annotate, comment, share, and discuss multimedia materials as part of online discussion groups organized around their own social, or learning, networks. Students collect CueCards in their online digital portfolio for reference, cataloging them for use in their online writing exercises, activities, and games.

Games? What happens when the card "technology" is considered into the domain of gaming? First, there are the traditional card games such as Go Fish, a matching game, or Poker, a complex strategy game. Then, there are the collecting of baseball and other sports cards and the fantasy sports games that are fueled by players' performance statistics. Or, consider the global collecting, role-playing, and strategy card games such as Pokemon and Yu-Gi-Oh!, which have inspired a generation of kids to master and manipulate hundreds of fictional characters and their attendant powers and properties the way a NASA systems analyst might analyze complex data sets.

Each card represents a unique set of people, places, things, and ideas - embodying information students need to master for their coursework. The CueCards interface allows students not only to view and annotate media artifacts, but also to share and play with those cards to map connections among the represented concepts. In one challenge, students are asked to put into chronological order a series of CueCards that represent different events in the Civil Rights era, encouraging students to think about timelines in the U.S. History course. In another, students are challenged to match video clips and newspaper articles of Japanese internment camps of the 1940s with reports of suspected "terror" suspects at Guantanamo Bay after 2001. In yet another, students are asked to make connections between the suffrage campaign of Susan B. Anthony and the presidential campaign of Hillary Rodham Clinton.

Through our formative research, we have observed students drawing on pre-existing knowledge, new ideas presented via the CueCards, and peer-to-peer discussions to generate new conceptual maps; their "answers" draw on different kinds of evidence - video, newspaper, and primary documents - to demonstrate solutions. Students share the pathways they have found with teachers and peers, inspiring both online and classroom discussion around important events and concepts. The process shows history not as something fixed, which is often the impression after reading a traditional textbook or encyclopedia entry, but as a dynamic and evolving discipline as students draw many different links between events and agents and resolve conflicting perspectives.

We are mapping and analyzing the thinking processes that shape students use of iCue. Do they focus on one type of resource over another in solving the game's challenges? How do they integrate information from several media sources and how does this affect what they learn? How will teachers use iCue to supplement their classroom and homework assignments? How do different socio-economic levels, urban vs. rural geographies, and varied Pre-AP educational offerings affect students' iCue experience? To qualify this, we are evaluating student understanding in several ways: (1) concept mastery exercises (e.g., fill in the blanks, multiple choice questions, etc.) both within and outside of the game; (2) group discussions with students; (3) player performance, where awareness and mastery of important concepts can be measured by student advancement through game levels and scoring; and, finally, (4) natural language-based research tools that enable us to analyze forum discussions and blogs. Our aim is to tap students' interest in games, participatory culture, and collective intelligence to get them to engage more closely with history and current events.

Alex Chisholm is founder of [ICE]3 Studios, a media research and development consultancy that creates transmedia entertainment and educational properties, and is currently developing several projects with NBC Universal, including an educational media product for NBC News, fan research around NBC's Heroes (with IPG Media's The Consumer Experience Practice), educational games for NBC Weather+Plus, and online games for NBC Olympics-Beijing 2008. He is Co-Director of the Education Arcade at MIT, and over the past seven years has collaborated on research, product, and program development with Microsoft, Electronic Arts, Sony Pictures Imageworks, the American Theatre Wing, LeapFrog, NBC Universal, and the MacArthur Foundation.

From Serious Games to Serious Gaming (Part Four): Labyrinth

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This is part four of a multipart series documenting the thinking behind some of the key serious games initiatives which have come out of the Comparative Media Studies Program over the past few years. Learning Games to Go was a partnership between MIT's Education Arcade, Maryland Public Television, Macro International, and Johns Hopkins University, funded by a grant from the U.S. Department of Education. The ongoing project began in early 2006. Participants in the design process included Kristina Drzaic, Dan Roy, Alec Austin, Ravi Purushotma, Elliot Pinkus, Evan Wendel, and Lan Le, under the leadership of Scot Osterweil. The game was designed and storyboarded by students and staff of the Comparative Media Studies Program, with final development handled by Fablevision, a publisher and software developer. The completed game will be distributed by Maryland Public Television, which has also taken on responsibility for teacher training. For more information about the project, check out Dan Roy's CMS Masters Thesis, "Mastery and the Mobile Future of Massively Multiplayer Games." Images here show original artist sketches by CMS students Evan Wendel and Kristina Drzaic, coupled with their final execution by Fablevision.

Labyrinth: Playing with Math and Literacy

By Scot Osterweil

Conflicting expectations place a major burden on our educational system. We expect our schools to be inclusive of all types of learners, while demanding a unitary measure of student success and a one-size-fits-all curriculum. We expect teachers to be talented professionals while paying them low salaries and even lower levels of respect. We expect schools to overcome problems of poverty, class, and race while we have no solutions for these problems in the society at large. And we demand that all our schools be above average (displaying our own failure to grasp math and statistics).

Game-based learning is similarly burdened by conflicting expectations. Educational games must be open-ended and exploratory, but they must "cover" the curriculum. They should be content-rich, but they can't cost much to produce. They should be engrossing, but shouldn't take too much time from classroom instruction. Children should enjoy them as much as commercial games, even though they address topics that students don't appear to be interested in. All of these contradictions are enough to send a game designer screaming from the room. The good news is that educators are finally paying attention to the power of games for learning; the challenge of all good design is to find solutions for competing needs.

Our mandate with the Learning Games to Go (LG2G) project was to create a game that addressed middle school math and literacy.2 The game needed to be mobile and to employ cutting-edge technology, but it also had to address the needs of underserved populations who have little to no access to mobile technology, especially of the cutting-edge variety. To make our job harder, we were determined to create a game that would make a difference in the marketplace, not just a demonstration project that would never be seen beyond its test audience. We learned a good deal by talking with middle school teachers. Needing to prepare their students for high-stakes tests, teachers were leery of committing precious class time to new technology, but they identified ideas that weren't getting through to their students and hoped we could somehow take care of them. They didn't want to introduce technologies they couldn't manage themselves, but they lacked the time to master new technologies. Teachers recognized the attraction of games to their students, but they couldn't justify games - with all the social baggage the word carries - to administrators and parents.

Labyrinth (working title) sought to resolve these competing demands - it is a puzzle adventure game in which you, the player, wander the corridors of an underground factory populated by monsters. These monsters have been kidnapping people's pets, apparently for nefarious purposes. Your job is to uncover the monsters' secret plans, free the pets, and restore order to the world. Along the way you solve a host of confounding puzzles. And along the way we hope we've solved the challenges presented to us as designers.

The Class Time Dilemma

Teachers tell us that in a high-stakes testing environment, their days are full just covering the mandated curriculum. They can't imagine spending large blocks of time on a game. Labyrinth can largely be played as homework. It is web-served, so no matter where kids play the game, teachers can log on and assess how students are progressing through the challenges.

If kids play the game on their own, they are more likely to engage with it in a spirit of discovery and experimentation. Kids need the opportunity to approach mathematical problems with the same determined inventiveness they exhibit when mastering somersaults or shooting hoops. Labyrinth players will be exposed to a host of new skills to master at their own pace and in their own fashion. When the core concepts underlying the puzzles are eventually introduced in school, kids will be "ready to learn," having achieved mastery over the same concepts through game play.

Imagine a teacher coming into a classroom and saying, "Today I'd like to introduce variables. I know I've never used the word here before, but I also know you students are already experts on the subject, because you've all mastered this puzzle." She then projects a Labyrinth puzzle and discusses how it relates to the topic. She gets the students comparing notes about how they solved the puzzle, and she helps them connect their own experience to math concepts. She uses the puzzle as a visualization tool to make textbook ideas more concrete, and perhaps this process actually fortifies her own understanding of the concept, improving her teaching along the way. Far from asking her to devote hours to the game, we've given her a way to quickly incorporate the game into the lesson she was already preparing to teach.

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What About the Curriculum?

No single game can treat every subject in a given curriculum, but Labyrinth adheres to the standards developed by the National Council of Teachers of Mathematics. We know from our work with educators that many prescribed concepts are never fully mastered by struggling math students. All but the best curricula, even those that adhere to the NCTM standards, teach math procedures without promoting real understanding of the underlying concepts. So, we focused Labyrinth around the "big ideas" of mathematics, including proportionality, variables, graphing, geometry and measure, and rational numbers. For example, students encounter a vending machine, and have a set of coins of unmarked denominations. They must develop strategies for feeding the coins into the machine so that they can figure out which coins have which values (i.e. solving for variables). While playing, they develop mental models of variables and devise strategies for solving such problems. They are building a scaffolding of ideas, models, and habits of mind that they will be able to apply to their formal schoolwork and to their lives as thinking adults.

The Literacy Component

While Labyrinth is primarily a math game, it is also designed to promote literacy. Literacy in the 21st century will not just be about reading text, but about making sense of a whole range of communications media, learning to become a producer of new media content and a participant in online communities (Jenkins et al., 2006)

Two features of the game target these new literacy skills. Labyrinth replaces cut scenes with comics, using sequential storytelling to relay back story and other information needed to navigate through the game world. Comics employ a wide variety of powerful visual devices, while still giving children the freedom to read and reflect at their own pace. Comics are the perfect bridge between watching and reading. And we wanted young people to develop better skills at understanding the interplay between words and images.

Labyrinth also promotes writing. We know that kids who otherwise don't write may spend hours posting hints and solutions to game FAQ websites. Accordingly, we've built the FAQ right into the game, and given kids the incentive to write. Students playing the game are enrolled in teams with fellow students. To improve the team's overall performance, players will aid lagging members by writing messages that help them solve the game challenges. The puzzles have different solutions every time they are played. To give effective aid to their teammates, kids can't just share answers, but need to communicate problem-solving strategies. We contend that if students read and write about their thinking, there will be benefits to their reading, their writing, and their thinking.

Meeting the Needs of Underserved Students

Disadvantaged kids don't uniformly have access to the same technologies at home. They are most likely to have video consoles, but development licenses for the Xbox and Playstation are prohibitively expensive, and are not usually granted to educational game producers. The same licensing difficulties apply to popular handheld devices like the Nintendo DS or Sony PSP, though there are signs that "thinking games" are gaining acceptance on these platforms. Cell phones are mobile, but not ubiquitous with our target audience, and the proliferation of incompatible platforms makes cell phone development extremely expensive.

Thanks to after-school programs and libraries, as well as the rapid penetration of broadband, the Internet-enabled computer seems to be the device likely to reach the most kids through more hours of the day. A web-served game can be accessed anywhere, and thus affords all players, including the underserved, maximum mobility.

A game developed in Flash can be played on almost any connected computer and won't be blocked by school or library networks, as it won't need to be downloaded. There isn't a better platform if we are serious about bridging the technology gap. A Flash game will also be stable on the widest range of devices. We are researching the potentials of playing Labyrinth on handheld computers and hope, by the end of our funding cycle, to identify and develop specifications for the specific handheld technology that has the broadest reach. In the not-too-distant future it should be possible to port Flash games to devices like the Nintendo DS, which at this moment looks like the handheld with the greatest potential penetration of the market.

Overcoming the Classroom Technology Hurdle

Labyrinth makes few demands on teachers. Once the teacher has inputted a class list, students can log on directly without teacher assistance. As with any other good electronic game, built-in tutorials let players gradually master challenges without additional instruction. Teachers can turn their kids loose on the game, and then wait a week and ask students to teach them how to play. In doing so, students will display competencies teachers don't realize they possess.

Although we hope teachers will also play and master the game, we want to respect the constraints under which they work. If teachers don't have time to learn the game, there will still be a mode in which they can play single puzzles and introduce them into class discussion.

Overcoming Resistance to Games

Finally, we hope that Labyrinth will be a game that is both entertaining and thought provoking, capturing young people's imaginations while still earning the acceptance of teachers and the approval of parents. Our approach respects all that is inventive and exploratory in play while challenging students to grow intellectually. If we succeed in these goals, we hope to offer a model for what a good learning game should be, one that resolves the contradictory demands schools place on this emerging technology.

Scot Osterweil is the project manager for the Education Arcade and is currently running "Learning Games to Go," a federally funded project designed to develop mobile games that teach math and literacy to underserved youth. Formerly the Senior Designer at TERC, a nationally known research & development center devoted to math and science education, Osterweil designed Zoombinis Island Odyssey, winner of the 2003 Bologna New Media Prize. This is the latest game in the Zoombinis line of products (Riverdeep/TLC). Scot is the creator of the Zoombinis, and with Chris Hancock he co-designed the multi-award winning Logical Journey of the Zoombinis, and its first sequel, Zoombinis Mountain Rescue. Scot is the also the designer of the TERCworks games Switchback and Yoiks!, the latter also with Chris Hancock.

Scot's other software designs include work on the educational products Tabletop II, Tabletop and Tabletop Jr., and IBM's The Nature of Science. At TERC he participated in research projects on the role of computer games in learning, and on the use of video in data collection and representation. Previously, he worked in television, on the production of Public Television's Frontline, Evening at Pops, and American Playhouse, and as an animator on a wide range of programs. He is a graduate of Yale College with a degree in Theater Studies.

From Serious Games to Serious Gaming (Part Three): Backflow

This is part Three in a multipart series showcasing the serious games work being done by the MIT Comparative Media Studies Program. Today, we focus onBackflow, one of the games developed this summer as part of our newly launched Singapore-MIT GAMBIT Lab. Under the guidance of Eric Klopfer, Judy Perry, and Marleigh Norton, Backflow was developed by Zulfiki bin Mohamed Salleh, Neal Grigsby, Chen Renhao, Nguyen Hoai Anh, Wang Xun, Fabian Teo, Brendan Callahan, Guo Yuan, and Hoo "Fezz" Shuyi from the Singapore-MIT GAMBIT Game Lab. To download Backflow, visit the GAMBIT homepage. Backflow

By Neal Grigsby, Philip Tan, and Teo Chor Guan

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The GAMBIT Summer Program

The Singapore-MIT GAMBIT Game Lab was established in 2006 between MIT's program in Comparative Media Studies and Singapore's Media Development Authority as a five year project to sponsor new research about video games, to development new and innovative games, and to train students from Singapore's tertiary education institutions, its universities and polytechnics, in preparation for entering the games industry. The GAMBIT name refers to the many axes along which the project aims to generate research: Gamers, Aesthetics, Mechanics, Business, Innovation, and Technology.

The project adheres to the ethos of "applied humanism," which is the conceptual core of the Comparative Media Studies program. All CMS research projects share the goal of putting theoretical research into practical application, of testing theoretical precepts in contexts outside of the academy, for example in the realm of childhood education (the project for New Media Literacies), the media industry (the Convergence Culture Consortium), and journalism (the Center for Future Civic Media). For GAMBIT, this philosophy demands not only the generation of writing about games, but also the development of games themselves in support of research goals.

In 2007, GAMBIT research managers prepared for their first summer of game development. They selected over 30 students from Singapore based on the strength of their academic records, portfolios, and their demonstrated passion for video games. Successful applicants were flown to MIT to participate in the equivalent of a professional internship, the GAMBIT summer program. Over a short 9 week period, they worked closely with MIT students and faculty to develop 6 new games, each designed to answer a specific research question.

Most of the research questions and initial game concepts came out of a semester-long process of investigation, preliminary research, collaboration between academic departments, and, finally, the selection of brief written proposals. They were chosen based on mutual interest from faculty at MIT and Singaporean institutions, and the viability of projects for such a short development cycle. For each game, the faculty member in charge of the research would meet with the development teams at the beginning to outline the project requirements and help in brainstorming game ideas, and then reconnect systematically throughout the cycle to ensure ongoing compliance and provide help when needed.

In addition to the specific research goals of individual teams, there were also some shared goals. Games should be innovative but should not ignore the lessons of thirty years of gaming history, that is, they should retain what is interesting and successful about current games. The teams should strive to meet the academic research goals, but also aspire to a professional level of polish. Most importantly, the development of the games should contribute to the education of the team members, to expand their intellectual and professional horizons. To this effect, the first week of the 9 week program was spent in orientation, with faculty and staff lecturing students on game design, usability, animation, and related topics. In addition, local game industry professionals provided insider perspectives on design challenges and careers. This week-long orientation served as a tool-kit to help prepare the students for the intense 8 weeks of software development that followed.

With such a short development cycle, and a demanding variety of projects to complete, the organization and management of teams was considered of highest importance. Teams were kept small in the context of software development, with just 7 members each, but taken together exceeded the threshold for effective centralized control. Therefore, they needed to be relatively self-sufficient and able to respond to challenges with speed and independence. Each team consisted of students from a variety of backgrounds and specialties: two programmers, two artists, a test lead, a game designer, and a project manager. In addition, a wildcard 2-person team of musicians provided audio services to all of the game teams.

Programmers were, of course, responsible for writing the software itself, and artists for the generation of art assets such as character designs, backgrounds, menu screens, etc. The day-to-day tasks of the test lead would change often throughout the cycle, but always with the intention of placing him or her in a position to represent the interests of the end user. In the early design phase, the tester would assist in design tasks, but while the researcher and designer might come up with innovative, "blue sky" possibilities for their games, the tester was to help keep their feet on the ground, to remind them of their responsibilities to the player. Later, the tester would be responsible to systematically evaluate each new iteration of the game.

The designer was responsible for translating the educational goals of the project into a game concept and play mechanics. However, GAMBIT designers were encouraged to put their egos aside and serve more as facilitators of the design, as design leaders rather than authoritative authors. Each team member needed to feel a sense of ownership over the design if they were to successfully complete the project requirements. After all, the project would be their full time job over the next two months. The team could not afford to have even one of its members feeling disengaged, or believing that their ideas had not been taken seriously by the rest. In addition, while it was thought that the Singaporean students would be very technically adept, GAMBIT hoped to engage the students on a much more creative level than had previously been demanded of them. Therefore the concept for the game should come from the team itself and should be selected by consensus, with the designer stepping in as tie breaker when necessary.

Finally, the project manager would keep the team on track to finishing their project. A flavor of agile project management called "Scrum" offered a reasonable fit with the demands of the project. For the purposes of Scrum, those working on the project are divided into three categories: the product owner, the Scrummaster, and the team. The team consists of everyone who works closely on the project, those fully committed to doing the work that will turn ideas into reality. The product owner represents the long-term view of the project, often advocating for the software end-user or the requirements of the larger organization. The Scrummaster makes sure that participants adhere to the rules of Scrum, which calls for short daily check-in meetings (the daily scrum), the management of development cycles called "sprints," and other details of the process. The role of Scrummaster tracks fairly closely with the role of "project manager" in other paradigms, and indeed GAMBIT project managers became Scrummasters.

In the GAMBIT summer program, the researchers were assigned to the role of product owner. He or she would work with the team to set and prioritize the goals of the project, but would not need to dictate exactly how those priorities were met. The work would be divided into four two-week sprints. At the beginning of each sprint, the product owner would collaborate with the team to prioritize a list of product features called the "product backlog." The team would select the amount of product backlog they believed they could achieve, which would become the "sprint backlog," and define for themselves the best way to realize these features. At the end of each sprint, the team would be called upon to demonstrate new functionality to the product owner in a "sprint review" meeting. Each cycle also offered an opportunity to discuss and refine the rules of Scrum itself to better serve the personalities of the project and the team. Running the teams this way demands that team members have to produce not just work from individuals (code, concept art, music, design documents) but also an integrated, testable and ever-improving game every other week. By adhering to this program of "iterative development," teams would have a better chance of actually producing a finished product after eight weeks of development.

The use of Scrum project management was both an adaptation to the stringent requirements of the project and an experiment in its own right. As many of the professional visitors who lectured GAMBIT students would attest, most game companies operate with a development cycle that perpetually concludes with "crunch time," or a period of company-wide overtime. One of the goals of Scrum is to eliminate crunch time by making sure management decisions are not based on unrealistic expectations. The team estimates the development time for each feature and management is forced to accept the team's estimates or make an explicit decision to scale back the project. Even in companies that have adopted the Scrum management system, however, crunch time is often unavoidable due to the demands of the commercial marketplace. As a fully funded educational research project, GAMBIT enjoyed relative independence from these demands, even as it aspired to a professional product. The managers of the project discouraged overtime as much as possible to engender a more healthy workplace environment and create a model of "sustainable development."

Backflow: The Game

Existing mobile participatory simulations such as Palmagotchi use the peer-to-peer connective capabilities of Palm and Windows Mobile handheld computers to embed a group of players inside a simulation. While each individual device is inexpensive, purchasing enough devices for an entire classroom can be a prohibitive expense for many schools. To address this, researchers from MIT Teacher Education Program worked with the Singapore-MIT GAMBIT Game Lab to develop a game for a platform more popular among teachers and students: the mobile phone. Mobile phones are a challenging game development platform in comparison to dedicated gaming consoles or the PC, with relatively tiny screens, low system memory, and low-powered microprocessors. However, every mobile phone is a communications device, incorporating networking technologies that are well suited for participatory simulations.

To that end, a team of students from the Singapore-MIT GAMBIT Game Lab were given a number of new mobile phones from a variety of manufacturers, and set to the task of developing a game that would run reliably across at least two of the devices. The Singapore-MIT GAMBIT Game Lab was established in 2006 between the Program in Comparative Media Studies at MIT and the Media Development Authority of Singapore as a five-year project to sponsor new research about video games, to develop new and innovative games, and to train students from Singapore's tertiary education institutions in preparation for entering the game industry. In 2007, over 30 Singaporean students were flown to Cambridge, Massachusetts, to participate in the equivalent of a professional internship. Over a short 9-week period, they worked closely with MIT students and faculty to develop 6 new games, each designed to tackle a specific research challenge head-on.

Working with the MIT Teacher Education Program, the team chose to address environmental issues in their simulation. The original concept had the player directing the flow of sewage through a series of pipes using switches, with the option of shunting the waste to his or her neighbor, helping to clear the game screen but potentially inviting retaliation. The game would simulate a system of environmental exchange and the interdependencies of environmental actors. The basic mechanic also offered the possibility to support a fun, casual-style single-player game themed around recycling, in which the player's frantic button mashing would direct recyclables in the waste stream to the correct recycling bins.

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Other than the title of the game, Backflow, everything else in the original design had to change in order to accommodate testing feedback and hardware realities. A game in which players flushed waste to each other in real time required the mobile phones to be constantly connected to the Internet and maintain synchronization between all players. Network latency limitations and subscription costs made such a system very difficult to realize. Furthermore, game testing suggested that a multiplayer game based on "tragedy of the commons" would not be very fun to play.

The basic single-player mechanic of sorting garbage by flipping switches on pipes remained, but the multiplayer aspect was scaled back to work asynchronously, with interactions between players recast as an exchange of resources in a stock market-like system. Instead of dumping garbage on each other willy-nilly, players would negotiate to share waste capacity. The game designer hoped to use this waste market to simulate the process of "cap and trade" emissions credit trading, a strategy that has been used successfully in the real world to limit greenhouse gas emissions in a free market.

The final game is best described as a hybrid of several genres: a casual puzzle game, a city simulation, and a resource trading and management game. The player begins by registering a new account and creating a new city. New cities start at 45,000 residents, a value that will change with the success or failure of the player's ability to properly recycle. A maze of pipes extends from the city at the top of the screen to several recycling bins and a sewer near the bottom. The player uses the keys on the mobile phone number pad to direct items to the right place: glass to the glass recycling, organic waste to the sewer, and so on. If the player sends a recyclable item to the correct bin, the game rewards some raw materials of that type. These materials can be used to build efficiency upgrades for the player's system. But if the player makes a mistake and sends waste to the wrong bin, the pollution level for the city rises.

At the end of a round, the game calculates the city's pollution level, and adds or subtracts residents accordingly (based on the assumption that clean cities are more attractive living spaces than polluted ones). Also between rounds, the player may decide to buy system upgrades or trade resources. Players soon realize that they can easily build up a scarcity of one type of material and a surplus of another, making trading necessary for advancement. Urban growth increases the complexity of the pipe system and the speed of the waste stream. "Winning" the game means finding a balance of population and waste processing ability that a player can manage.

Despite the challenges of a new and constrained platform, the students successfully created an online mobile phone game in 9 weeks. Much of the success of Backflow is a testament to the team's adaptability: they faced the limitations of the technology and the feedback from real players and adjusted the game design and development plan to make a functional, playable, and engaging game faithful to the spirit of the MIT Teacher Education Program.

Philip Tan is the executive director for the Cambridge operations of the Singapore-MIT GAMBIT Game Lab, a multi-year game innovation initiative hosted at the Massachusetts Institute of Technology. He is concurrently a project manager for the Media Development Authority (MDA) of Singapore and a member of the steering committee of the Singapore chapter of the International Game Developers Association (IGDA).

Prior to his current position, he worked closely with Singapore game developers to launch industry-wide initiatives and administer content development grants as an assistant manager in the Animation & Games Industry Development section of MDA. He has produced and designed PC online games at The Education Arcade, a research group at the Massachusetts Institute of Technology that studied and created educational games. He complements a Master's degree in Comparative Media Studies with work in Boston's School of Museum of Fine Arts, the MIT Media Lab, WMBR 88.1FM and the MIT Assassins' Guild, the latter awarding him the title of "Master Assassin" for his live-action roleplaying game designs. He also founded a live DJ crew at MIT.

Teo Chor Guan has more than 14 years of experience in systems engineering for computer graphics and games. Her wide range of experience spans from 3-D graphics research at the Institute of Systems Science in Singapore to building air traffic control systems for MacDonald Dettwiler & Associates in Canada. She has also worked as a software developer at Electronic Arts (EA) Canada for over six years. She holds a Bachelor of Engineering (Electrical and

Electronics) from the National University of Singapore and a Masters in Computer Science from Simon Fraser University, Vancouver, Canada. In Singapore, she had worked in the Games Development Group at the School of Design at Nanyang Polytechnic. She was also the Software Engineering Manager in Lucasfilm Animation Singapore before joining Media Development Authority (MDA) as the Program Director for GAMBIT.

Before coming to MIT, Neal Grigsby worked at LookSmart.com in San Francisco for seven years, wearing a variety of hats including editor, ontologist, and content producer. He joined the Comparative Media Studies program in 2005, where he wrote his master's thesis on narratives of adolescence, including a look at representation of youth in video games. He got his feet wet in game design at the annual Storytelling and Games in the Digital Age Workshop, where he led the winning team in 2007. While a student at CMS he worked on the Project for New Media Literacies, producing educational video and curricula about media production for an audience of teens and young adults. Neal earned his bachelor's degree in film studies from UC Berkeley, which was also where he met his wife, artist Rebecca Bird Grigsby.

From Serious Games to Serious Gaming (Part Two): Handheld Projects

This is part two of a multipart series showcasing the serious games projects associated with the MIT Comparative Media Studies Program. Today, we focus on the work which Eric Klopfer and colleagues have done through the MIT Teachers Education Program using handheld games. Palmagotchi was built by the Teacher Education Program with the help of lead developers, including Victor Costan and Kyle Fritz. Development of the Handheld Augmented Reality Games is largely supported by a grant from the U.S. Department of Education StarSchools initiative, in collaboration with the University of Wisconsin and Harvard University. Lead Developers on the Augmented Reality project include Ben Schmeckpeper, Tiffany Wang, Kirupa Chinnathambi, RJ Silk, and Lisa Stump. klop5.jpg

Thinking Outside the Classroom: Two Mobile Simulation Approaches to Enhance Student Learning

By Eric Klopfer and Judy Perry

As mobile devices become more accessible and affordable, more and more students are carrying mobile technologies such as personal digital assistants, cell phones, portable gaming systems, iPods, and iPhones in their backpacks. What will learning look like when these powerful handheld computers are as ubiquitous as calculators? Here we describe two software applications designed by the MIT Teacher Education Program for handheld computers: Palmagotchi, a networked evolutionary biology simulation, and Handheld Augmented Reality Games, a toolkit for creating location-based role-playing simulations.

Simulation games, in particular, can leverage the anywhere/anytime nature of mobile computing, extending student engagement with content beyond face-to-face classroom time and asking learners to synthesize digital information with real-world observations.

Our synthesis of the constructivist and situated learning paradigms leads us to design activities that are social, authentic and meaningful, connected to the real world, open-ended and containing multiple pathways, intrinsically motivating, and filled with feedback. While many technologies can foster some of these design elements, mobile learning games are particularly well suited to supporting them all.

Guiding principles that informed our designs include:

Fostering deep personal engagement through role-playing immersion: Each student plays an integral part in a larger system (a fruit fly in a population, a potential carrier in a viral disease model). Many commercial off-the-shelf games are designed around extrinsic rewards - points or award structures that are easy to measure. In role-playing games this could be wealth, as well as the level of your character. In our games, personal investment provides an intrinsic motivator to explore and master game strategies, and therefore better understand scientific models and curricular content.

Engaging students in highly social settings that encourage multi-player collaborative problem solving: Students using our games interact with their classmates in real time, discussing observations and negotiating interactions through both open and moderated discussion. Students typically spend only a fraction of their time actually looking at the screen of the PDA. In one study, which analyzed student behaviors using our handheld simulation games, "looking at the screen" was not one of the top five most common behaviors. Instead, students were talking, writing notes, interacting with other students, analyzing data, and walking around. This approach engages a wider range of students, including those who are not typically engaged by the individualistic structure of traditional coursework and homework.

Encouraging active participation and knowledge-building: During game play, students are active, often walking around and/or moving from player to player to observe and compare data. Game actions require both digital and face-to-face interaction.

Providing teachers with a flexible model of implementation: The overly structured materials of science kits or packaged software do not typically allow teachers to express their creativity and use the skills that led many into the profession. On the other hand, giving teachers a tabula rasa is unworkable. The majority of teachers do not have the time or expertise to design entire lessons. Our game designs provide teachers without software programming backgrounds with well-formed and easily customizable activities. Teachers can feel a sense of ownership over materials that match their specific instructional needs.

Enabling cognitive "Flow": In these games, the reward is Flow (Csikszentmihalyi 1990), "being completely involved in an activity for its own sake." Flow is marked by extreme concentration, pleasure, focus, reward, and even exhaustion. Activities that lead to Flow display clear goals, high concentration, feedback, appropriate challenge, personal control, and intrinsic reward.

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Palmagotchi

"Casual games" are the fastest growing and perhaps largest genre of video games. Casual games can be played a few minutes at a time, typically during down time (waiting for the bus, for a few minutes over lunch, etc.). Casual games are often played on PDAs (handheld computers like the Palm or Pocket PC), the Nintendo DS, Sony PSP, and increasingly on Smartphones (e.g. Windows Mobile phones and iPhones) and cell phones. The Tamagotchi, a game involving virtual pets, offers one powerful model for the educational use of these platforms. Tamagotchi's simple design, along with the emotional bond between player and pet, results in a game that is simple to learn, allows for increased mastery, can be played casually a few minutes at a time, and yet sustains interest and interaction. Such an approach doesn't interrupt or impede the "business" of the school day.

Palmagotchi, a ubiquitous multiplayer handheld game, is based on a flexible networked platform called myWorld, and builds off of past work developing mobile peer-to-peer participatory simulations, such as The Virus Game. Palmagotchi allows students to become part of a dynamic biological process referred to as co-evolution. Palmagotchi's underlying model is loosely derived from Darwin's observations of finches in the Galapagos Islands. The "virtual pets" in Palmagotchi are birds and flowers that live within a larger simulated ecology that also includes predators and changing climate patterns. Students gain a deeper understanding of fundamental ecological, genetic, and co-evolutionary processes as they nurture their creatures.

The player's goal is to keep the lineage of his or her birds alive within the larger ecosystem, mating with other birds to produce and raise independent offspring before the parent bird dies. Each participant's handheld computer (a Windows Mobile device) starts with a small number of birds and flowers. Each bird has its own unique set of genetically determined traits (e.g., beak length, metabolism, ability to flee from predators, survival during cold weather, etc.). Ultimately, individual flowers' and birds' survival demonstrate their interdependence within the ecosystem. An accelerated "game time" allows students to observe and analyze general trends across multiple generations.

The game doesn't just convey specific information; playing the game allows students to conduct thoughtful, collaborative scientific inquiry. Initial implementations show that students (and teachers) are highly engaged in the process of maintaining their virtual pets over days or even weeks of play, learning the underlying science to improve their performance. They regularly find time outside of class to engage deeply in the game. Class time has been used effectively to discuss data and related biological processes, meeting the content standards required of students and teachers while maintaining high engagement and interest by all. The platform upon which Palmagotchi is based is being used to develop other new games for the science curriculum.

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Augmented Reality

Augmented Reality (AR) devices superimpose a virtual overlay of data and experiences onto a real-world context. Augmented Reality can employ a variety of technologies, ranging from head-mounted displays to simple mobile devices. We have focused our research and development on "lightly" augmented realities, which require a small amount of virtual information and can be performed on handheld computers, and more recently on cell phones. These technologies support explorations and learning in the students' natural context, their own community and surroundings.

For example, Charles River City, loosely based on Chris Dede's MUVE "River City," was one of our early Augmented Reality games. In this game, students follow an outbreak of illness coinciding with a topically relevant event in the Boston Metro Area. One of the first runs started out like this:

The July 1st, 2004 headline of the Boston Globe reads "26 More Fall to Mysterious Illness as DNC Looms". A rash of disease has swept through Boston; and - with the Democratic National Convention coming to the city in a few weeks - citizens, politicians and health officials are all concerned. What is the source of the illness? Is this an act of bioterrorism or a naturally occurring event?

Players are told that a team of 20 experts is brought in to investigate the problem, including epidemiologists, physicians, public health experts, laboratory scientists, biologists, computer scientists, and environmental specialists. This group must work together to evaluate case reports and available surveillance data, investigate the cause and source of the outbreak, assess risk, communicate with the professional and public communities and identify and implement effective remedies. The teams collect and analyze environmental samples, hospital records, patient histories, clinical samples, and testimony from community members. The team must determine its findings and propose actions very quickly in order to assess the risk, diminish societal fears, and solve the problem. Our initial research on AR simulations (Klopfer, Squire, and Jenkins 2003; Klopfer and Squire 2004) demonstrates that this technology can effectively engage students (notably, female students have responded very well) in critical thinking about authentic scientifically based scenarios and enhance their interest in IT.

In order to scale our research and enable AR games to reach a wider audience, we have developed an AR Toolkit that allows designers, teachers, and even students to develop their own games. Using this toolkit, we have already built AR simulations in many content areas over the last few years. Games have been implemented in such diverse areas as environmental science, colonial American history, epidemiology, math, and English. These activities also support students' development of critical 21st-century IT skills including computer-mediated collaboration and information sharing, managing uncertainty, and analyzing complex systems.

The power in AR lies in truly augmenting the physical landscape, creating digital content closely tied to real-world locations, and thus supporting direct observation as well as data analysis. To extend these learning opportunities, we are enhancing our software and experimenting with new classroom practices to make it easier for teachers to localize and customize their games. This will enable educators to focus their efforts on meaty "curricular" tasks of narrative, data analysis, and even game design, with minimal effort spent on the technological aspects. This nearly invisible technology embodies the principle of technology adapting to the classroom, though in this case, the classroom is the entire world.

The Future of Educational Handheld Games

A user-centered - and thus "teacher-centered" - design approach greatly enhances the likelihood that teachers (on whom the success of these experiences ultimately lies) will be able to successfully integrate these technologies into the classroom. Educational software designs, like Palmagotchi, leverage the portability of mobile devices to integrate learning across students' everyday lives, allowing teachers to tap game-based learning without losing valuable classroom time. Similarly, our AR toolkits allow teachers to customize games to local conditions, setting their own pedagogical goals and moving learning beyond the school walls. Such games engage students in multi-sensory, kinesthetic, collaborative experiences. Such games offer students engaging and motivating experiences, while enabling students and teachers to investigate important ideas.

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Eric Klopfer is Associate Professor and Director of the Scheller MIT Teacher Education Program. The Teacher Education Program prepares MIT undergraduates to become math and science teachers. Klopfer's research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. His research explores simulations and games on desktop computers as well as handhelds. He is the creator of StarLogo TNG, a new platform for helping kids create 3D simulations and games using a graphical programming language. On handhelds, Klopfer's work includes Participatory Simulations, which embed users inside of complex systems, and Augmented Reality simulations, which create a hybrid virtual/real space for exploring intricate scenarios in real time. He is the co-director of The Education Arcade, which is advancing the development and use of games in K-12 education. Klopfer's work combines the construction of new software tools with research and development of new pedagogical supports that support the use of these tools in the classroom. He is the co-author of the book, Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo, and author of a forthcoming book on mobile games and learning from MIT Press.

Judy Perry is Research Manager of the MIT Teacher Education Program. She currently oversees design, development and research for several projects involving games and simulations for handheld devices, including location-based Augmented Reality projects, and Participatory

Simulations including Palmagotchi. Prior to becoming a researcher at MIT, her work included television and web production, and content development for educational toys. She holds a B.A. in American Studies from Yale University, and an Ed. M. in Technology in Education from the Harvard Graduate School of Education.

From Serious Games to Serious Gaming (Part One): Revolution

This is the first installment of a five part series showcasing the evolution of The Comparative Media Studies Program's thinking about Serious Games. Each installment will focus on a different games-related project, while a conclusion will describe the commonalities in how we think about games and learning. I am starting this series this week to reflect the fact that we are hosting a Communications Forum event today focused on Games and Civic Engagement. The idea for Revolution emerged as part of the Games to Teach Project, funded by a Microsoft iCampus grant, and later became the flagship project for the Education Arcade. It was a complicated project spanning five semesters, starting in Fall 2002 and extending through Fall 2004. It was designed by a team of graduate and undergraduate students, working part time while taking classes. Participants included Philip Tan (Producer), Matthew Weise (Game Designer), Brett Camper (Lead Programmer), David Lee (3D modeling), Giovanni Mendoza (Art), Cassie Huang (Character Design), James Tolbert (Animation), Nicholas Hunter (Programmer), and Bertha Tang (Art).

In a spelling bee, a kid is challenged to memorize a lot of words, there's a fair amount of pressure, and it's kind of grim. If they get a word wrong, the buzzer goes off, they're told they got it wrong, and they are out. There's never a discussion about why they got it wrong, how they could have reasoned about the word to get it right. There's never really much of a discussion about how that word could be used in speech. In fact, the goal for a spelling bee is to learn all sorts of words that you will never use in common speech.

Compare that with a game of Scrabble where kids sit with the letters in front of them and are moving them around, thinking endlessly about all of the different combinations of words and which ones are real. They try to play one and there's a discussion about whether that's a real word or whether that's a real form of the word. Through that process, kids are engaging deeply not just in spelling but in word usage and they're having fun while they are doing it.

-Scot Osterweil

Popular accounts of the Serious Games movement have often fallen back on the image of the computer as a "teaching machine" that "programs" its users - for better or for worse. The fantasy is that one can just plant kids in front of a black box and have them "learn" as if learning involved nothing more than absorbing content. Those who fear that games may turn normal youth into psycho killers similarly hope that games might transform them into historians, scientists, engineers, and tycoons. At the same time, teachers express anxiety that their pedagogical labor will be displaced by the game console.

Putting the emphasis on the program to deliver content has often led to highly rigid and pre-structured play experiences, carefully regulated to conform to various state and national curricular blueprints, with little chance for emergent play or creative expression by the players. In other words, most commercial edutainment titles look much more like spelling bees than Scrabble.

For the better part of a decade, researchers associated with the MIT Comparative Media Studies Program (through Games to Teach, The Education Arcade, and The Singapore-MIT GAMBIT Game Lab) have been researching the pedagogical potentials of computer and video games. We have adopted a range of different models for what an educational game might look like - from mods of existing entertainment titles to augmented reality games, from role-playing games to collectible cards - and how they might be produced - including several recent collaborations with commercial media producers and professional game designers. Our games straddle academic fields, including History (Revolution) and Current Events (iCue), Math and Literacy Skills (Labyrinth), Science (Palmagotchi), even Waste Management (Backflow). What links these various projects together has been a design philosophy that focuses less on serious games and more on serious gaming. We see games not so much as vehicles for delivering curricular content as we do spaces for exploration, experimentation, and problem solving.

We do not simply want to tap games as a substitute for the textbook; we want to harness the metagaming, the active discussion and speculation that take place around the game, to inform other learning activities. Researchers have documented not only the ways that conversations around recreational game play reshape the player's perceptions of violence and the social bonds being expressed through play (Wright, 2002), but also the informal learning communities that have grown up around game, such as Civilization 3 (Squire and Giovanetto, Forthcoming), enabling participants to learn world history even as they improve their game performance. Many of our games rely on the mechanics of meta-gaming to get students to articulate what they have learned from the play experience.

This is hardly a new idea: consider the Model United Nations as a well-established pedagogical practice in American social sciences. Essentially, the Model United Nations is a role-play activity where students are assigned to represent delegates from different countries and work through current policy debates. Students don't show up and start playing: the role-play motivates library and classroom activities leading up to the formal event. They don't just stop playing: a good teacher builds on the role play by having students report back on what they learned through presentations, classroom discussions, or written assignments. A hallmark of our serious games projects is that we factor the context and process of play into our game design, insisting that much of the learning takes place outside the box as the experience of gaming gets reflected upon by teachers and learners in the context of their everyday lives.

In this series of posts, we look back on some key milestones in our program's exploration of serious gaming. In each case, we will explore how our understanding of instructional activities rather than curricular content shaped our design choices. Each project represents a different model for how a pedagogical game might work in relation to current educational practices; each also reflects a shared vision that sees play as a key component of learning.

Revolution: A Historical Simulation of Colonial America

By Brett Camper and Matt Weise

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Revolution was a total conversion mod of the popular PC game Neverwinter Nights modeled on Colonial Williamsburg. In this classroom-based multiplayer experience, each student would take on the role of a different resident on a single day in the spring of 1775. Students would adopt a variety of classes, races, genders, and political perspectives as they relived the debates surrounding the American Revolution.

The starting idea was broad: to create an online historical simulation for classroom use. We knew we wanted the game to be online, allowing students to learn together socially. And we knew we wanted to base the game on Colonial Williamsburg, which has a long tradition of historical learning through role-play. We felt such a game would be great opportunity to apply our values of learning as exploration and expression rather than rote memorization.

From the outset, Revolution was meant to be an educational game designed by people who were gamers first and educators second: if your game isn't fun, its educational goals don't matter. We wanted to leverage design principles that we knew worked, or at least could work, from successful commercial games. If we could create a game that looked and sounded on par with store-bought games, and that used familiar interface and game-play concepts, we could create an experience that escaped the negative image of "edutainment" while leveraging new media literacies for pedagogical ends.

Initially, one of our biggest challenges was to design for the time constraints of the typical classroom period. Public school teachers typically have an hour or less to get the students settled down, introduce the game, teach the students how to play, have the students play the game, get the students to stop playing, and have a coherent discussion afterward. So how might we design a complete and compelling game play experience under these constraints? We were intrigued by commercial games that use fixed time limits to shape player experience, compressing complex processes into finite units of game time. The Legend of Zelda: Majora's Mask, for example, is about helping people as they go about their daily lives in a single town over the course of a fixed time period. The time limit focuses the player on the social space of the game, since Link only has a short time to affect events that will happen with or without him. Inspired, we focused Revolution's time frame into a single day. This day in our virtual Williamsburg would equal 40 minutes of class time, and would represent a key turning point in the Revolution. We wanted players to log into the game and find themselves in a living, functioning simulation of colonial America. The simulation would function with or without player intervention. Players could explore the era's social and political norms by trying to shape events, or they could simply sit back and observe.

Students would learn about history just by mastering the rules of the game, because the rules were abstracted from historical research. We wanted to get away from the drill-and-test model of public education and to challenge the master narrative of history. Instead, we wanted to focus on the choices historical agents made and the conditions under which they made them.

Realities of Development

Our aspirations for Revolution were quite high. Not all of them could have been achieved even with a full-time development staff with years of experience. As with any game project, we had to cut many features and completely redesign others. As we realized we could only implement a fraction of our original design, we tried to preserve our core design goal - to create a genuinely emergent historical simulation.

Our first decision was to forego coding Revolution from scratch and make it as a mod of an existing game. Using an existing engine enabled rapid prototyping and design. Using an existing engine also improved production quality - graphics and sound would already be at a level students would associate with professional games. Since many game companies offer modification tools to consumers for sharing new content, we wanted to explore the advantages of modding for developing serious games.

After much consideration, we settled on the Neverwinter Nights toolset. Neverwinter Nights is an RPG series for the PC that was specifically designed by its makers, Bioware Corp., to support modding projects. There was already a very robust culture of player-made NWN mods, which we could tap for inspiration and experience. We wanted to create a socially dynamic world where students would interact with both player-controlled and non-player-controlled characters, and NWN was built for character conversation, a feature we felt was crucial to the social world we wanted to model.

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Technology Wrangling

Game scholar Ian Bogost identifies what he calls "procedural rhetoric" - the notion that a game system's design imparts an ideology. We wanted students to learn how a colonial society worked by interacting with a system, a system designed to embody the ideas we intended. Yet we didn't want the conventions of the NWN toolset (shaped by the commercial role-playing game genre) to transform our historical content in undesired ways. It was not always easy to leverage NWN's existing design limitations in ways that helped, not hurt, our pedagogical goals.

Accurate historical dress, for example, was challenging. In Colonial Williamsburg, men would remove their hats when entering a house. However, in the NWN toolset, hat models are not separate from head models. We could not effectively remove a hat without removing the character's entire head. So we were stuck with characters that either wore hats or were perpetually hatless. We decided to have hats on at all times. This was not 100% historically accurate, but it was less inaccurate than the alternative.

We also had a great deal of difficulty managing violence in NWN. Leaving violence out of a revolutionary setting would not convey the proper historical content. On the other hand, we'd have a disaster if we let students fight whomever they wanted at any time. Our solution was to allow students to be violent, but to have consequences. If one character punches another, they will be briefly arrested and released. While the law in 1775 was not nearly this forgiving or swift, this solution at least kept the students in the simulation and engaged with the historical setting.

Given that there was so much of NWN we could not change, we wanted to at least ensure that the conversation system would enhance the fidelity of our historical simulation. Luckily, it turned out to work better than we ever imagined.

Modeling the Social Dynamics of 1775

Revolution's conversation system evolved from a critique of how knowledge transfer typically occurs within the RPG genre. In many RPGs, information passes between characters as if by magic with no focus on the mechanisms of human communications. One of our development team members described a situation in The Elder Scrolls: Morrowind in which he killed a man, who claimed with his dying breath that his son would avenge him. When the player walked immediately to the son's house, he was promptly attacked. We understood what the designers of Morrowind were getting at: actions have social consequences. But these consequences simply flipped on and off like a light switch. We wanted students to focus on how information flowed through a colonial society and what factors blocked information from passing between different social circles.

NWN's conversation system was well equipped to produce this desired effect. We started by making computer-controlled characters remember what they were told. Then, when they were within a specific range of another character, they would go over to them and share the knowledge they had previously received. A player could pass one piece of information to a non-player character and then watch the news spread virally across town. Once we realized that we could make such a "gossip" system work, we saw all sorts of new pedagogical possibilities. While we originally envisioned a game focused around trades and jobs, much like a visit to Colonial Williamsburg, we began to re-center Revolution around the social and informational mechanisms of the era. In effect, we made Revolution a game about the oral culture of late 18th-century America. Students would need to understand how this oral culture was shaped by the social, political, racial, and gender strata of the time in order to play Revolution effectively.

A player's reputation, for example, could be adversely impacted by gossip surrounding her beliefs or actions, increasing the stakes of political choices. Revolutionaries could pass word to their supporters without information falling into the hands of the Redcoats or their Loyalist supporters. Because information would not pass certain social barriers easily, players had to figure out how to inform everybody about a local rally. If the player's avatar had an upper-class status, the information would spread more easily among the upper class. Gender and race would have similar effects. In this way, different players could work together or against each other in trying to manipulate the flow of information.

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Other affordances of NWN allowed us to build in opportunities for students to reflect back on their experiences. Russell Francis, a researcher from Oxford University, asked Revolution players to write diaries or construct machinima movies recounting the events from the perspective of their fictional characters. This process allowed them to share their very different experiences in the game with classmates and gave researchers insights into what they learned and how they learned through their role-play. Francis found that players often combined things they learned in the game with insights from their own lives or things they had read in other accounts of the period. For example, one student, who played the part of a house slave, described feelings of isolation or tension with field slaves as a result of her privileged access to the master. This sense of alienation emerged as much from what she brought to the game as from anything we had programmed into the simulation. Such accounts helped us to better appreciate the ways that the mechanics of role-play enabled students to consolidate what they had learned about the period and communicate it with others.

Matthew Weise is equal parts gamer and cinephile, having attended film school before segueing into game studies and then game development. Matt is a producer for GAMBIT and a full-time gamer, which means he not only plays games on a variety of systems but he also completes (most of) them. Matthew did his undergrad at the University of Wisconsin in Milwaukee, where he studied film production before going rogue to design his own degree. He graduated in 2001 with a degree in Digital Arts, which included videogames (this was before Game Studies was a field). He continued his research at MIT's Comparative Media Studies program, where he worked on Revolution with The Education Arcade. After leaving MIT in 2004 Matt worked in mobile game development for a few years, occassionally doing some consultancy work, before returning to work at GAMBIT.

Brett Camper is an independent game developer and writer. He received a master's

degree from MIT's Comparative Media Studies program, where he was a designer and

technical lead on The Education Arcade's Colonial Williamsburg: Revolution

project. He subsequently acted as The Education Arcade's research manager, and

has also worked in digital media as a program manager at RealNetworks. He is

currently a senior product manager at eMusic, the leading digital subscription

service for independent music.

Gender and Fan Culture (Round Twenty Two, Part Two): Eden Lee Lackner and Jes Battis

NEGOTIATING SUBCULTURAL VALUES ELL: And now I find myself thinking of the fact that many people approach fandom as if it is a monolithic counterculture, very much invested in subverting mainstream notions -- which certain parts are, of course -- but each part operates very much as a series of small subcultural groups, thus not rejecting the larger cultural norms, but rather creating rules and modes of behaviour that fit within the larger culture. Right now, a number of fiction/art exchanges, patterned on the "Secret Santa" model, are gearing up or in progress, and it reminds me of the discussions around whether fanfic/art itself is the gift and feedback a thank-you, or the flipside of that, where feedback is the gift. Obviously within the fic exchange, there are hard and fast rules not only around participation but also in terms of how a recipient must respond (positively, since the fic/art is a gift), but in the larger community, outside of the exchange, the relation between constructive criticism and positive-only feedback is one fraught with tension and a reoccurring discussion. Despite the fact that a more formalized type of fen mentoring appears to have fallen away, the amount of time spent by active fans in discussing etiquette, values and "correct" behaviour certainly argues for a subculture that is continually negotiating its own set of norms to allow it to more easily fit in with the reigning culture.

Actually, I'm not sure if you're familiar with Fandom_Wank, a long-standing community of close to five thousand fans who exist, by their own mandate, to mock the absurdities and less-than-rational behaviour in fandom. They're widely known past their own membership, and while they discourage trolling, as a member of fandom I know I'm potentially inviting "wank" by bringing them up in any sort of critical way, much as one expects a throat-slashing after calling for Bloody Mary. And yet despite situating themselves as extra-fandom -- i.e. only there to mock, not participate -- their very existence acts as a type of watchdog to enforce specific behaviours. There's much debate over whether or not they're a "good" or "bad" influence, whether they're the "mean girls" (and yet I can't help but note a top-heavy masculine moderation team) or if those that dislike them are the "nice girls," but all issues of quality aside, there's a clear sense within related fandom circles that one must avoid "wank" or wanking publically, lest one ends up reported on Fandom_Wank.

TEXTUAL BODIES

ELL: You mentioned your interest in CSI fic, which I think is fascinating. Given that it's a more episodic show than many fan-favourites, do you find that there are certain issues that exist within the community that differ from those in closed-text fandoms? Or do you note any issues around writing both het and slash within one story, given that het, gen and slash communities often have rather clear boundaries between each? What are the challenges in straddling the divide between fan writer and author, especially in light of how fanfic is often charged as good for practise, but not "real" writing?

JB: My response from different fan communities has been mixed. When I was writing the OC paper, I contacted a few fic writers for permission to include their work, and often they didn't want it published at all. They drew very clear boundaries between their professional lives and their fanfic writing. I tend to be really non-discriminating about the different genres that I write in, and I don't mind if people come to my writing through a novel, an academic essay, or a slash-fic CSI story, just as long as they're reading! But part of that comes from the privilege of being a middle-class white fag working in progressive cultural-studies institutions.

I like writing CSI fic because the show is so patently unsexy, at least from the standpoint of bodies colliding in bed. All of the sexuality is traced through the forensic analyses, and cadavers themselves become erotic objects (think of all the scenes where Doc Robins is gently washing and debriding a body on his autopsy table). All of the erotic subtext between Gil and Sarah (well, until a few weeks ago) was/is communicated through glances, gestures, and science. So it's perfect for slash, since you literally have to use chemistry and science to make queer sexuality happen. Most of the CSI fic circulating is hetfic, but several authors have explored the Greg/Nick relationship, which just fascinates me.

ELL: There's a perennial argument that goes on in the LiveJournal circles about the preponderance of slash vs. het and gen, and an odd sense that there's far more slash in any one fandom than het and/or gen, so it's interesting to see the flipside of it. Strangely enough, most of my interaction with CSI fanfic has been with Greg/Nick writers (apart from the one time I tried my hand at Grissom/Nick for a friend, that is), so I'd always had the skewed sense of it as a large area of CSI fanfic.

I love the idea of CSI as furthering the work of body as text, as after all, the fan writer is already inscribing on the canon body, or dissecting and reassembling it in a more pleasing manner. It's curious that the body through which one explores the erotic/queer in CSI is so often deceased; a closed text, if you will, in a still-open canon.

MARGINALIZATION

JB: As some who's always used academia to explore marginalized genres--queer writing, fantasy/sf, disability studies, children's and adolescent lit--I feel drawn to fanfiction because it straddles so many cultural and professional divides. The thought of a tenured-prof writing mpreg or really hot slash is just so kickass to me, I love it. I want my students to read the slash that I write. I'm teaching a class on Cult TV in the spring, and one of the assignments is to write an essay on fanfiction, to see fanfic as critical theory, and hopefully I can encourage them to write their own fanfic as well.

I'm just reading Judith Butler's new book with Gayatri Spivak, Who Sings the Nation State? wherein they exchange ideas about what makes the nation. It's produced as a dialogue between the two, and it makes me wonder what a dialogue between two expert fanfic critics--like Constance Penley and Camille Bacon-Smith--might look like. The book itself is quite small and artfully made by Seagull Press, in contradistinction to the edited volumes on fanfic currently available. But its size also reminds me of Penley's Nasa/Trek, which was also a slim and very pretty volume, as if its aesthetic was meant to disguise that it would seriously be talking about fan communities. It makes me think of how a lot of fanfic critics tend to do more mainstream work that's published with university presses, and their essays on fan culture pop up in unexpected collections and online journals.

ELL: As someone who continues to struggle to find a place to do "serious" work on fan culture, I'd absolutely concur. It's such a marginalized area that a lot of institutions simply don't know what to do with it just yet. Hopefully with the rise in cross-discipline research in Fan and Media Studies and discussions such as these, this will stop being a hurdle, or something that almost has to be published on the sly.

JB: I was originally going to write my dissertation on Buffy. I knew that Michele Byers had done it at the University of Toronto, so there was a precedent. But I was still nervous about devoting 4-5 years on a Buffyology treatise. The only person who didn't worry about it was my supervisor. He basically said, "I think it's hot, you should do it if that's what you're drawn to, and I'll support you." That was so valuable. I ended up writing Blood Relations a lot earlier instead as a monograph, and then did something much broader for my dissertation, but to know that I could have done it was great. Not every supervisor is willing to give that kind of unconditional support. I was very lucky, because I developed relationships with several amazing people at SFU, and they all supported my engagements with pop culture and queer studies rather than telling me to become a Victorianist. I was originally doing an MA thesis on, of all things, Sir Gawain and the Green Knight. I loved the text, but hated the criticism. My then-supervisor, a medievalist, answered a frantic email from me one evening--holy fuck, I don't think I can do this project, I'm freaking out--by telling me gently that if I wasn't in love with the work, I needed to do something else. He even recommended someone else to work with. That's real pedagogy. So I started getting more and more involved with pop culture scholarship, until I suddenly realized one day that I was "doing" pop culture and television studies. How had that happened?

Things are getting better for interdisciplinary studies, but there's still a frustrating emphasis on literary canon and film studies in the humanities that makes it nearly impossible for pop culture scholars to get jobs teaching what they actually want to. Camille Paglia is up in arms because Buffy is being taught in undergraduate film seminars, and Jamieson's new book on SF Utopias contains almost no discussion of popular SF television, comics, manga, or fan cultures. Then again, Paglia is still getting over the shock that Judith Butler is popular among grad students. We need to do away with all this bullshit about gender performativity and just do close readings again. Like that's a viable answer. Conservative scholars see work on popular culture--work not based wholly on participatory analysis and endorsed by the stamp of Cultural Studies--as a violent movement in the wrong direction, but it's really a lateral movement. And those are the same arguments used to enforce ironclad class boundaries. Television isn't culture. Television promises too much access, both at the transnational and the inter-city level, and if we call it culture then we have to give it more grants, and if we do that we risk not giving money to the canonical research that actually keeps English and Film departments afloat. It's a bad situation. So fan-culture and TV specialists end up taking jobs explaining film aesthetics, because film aesthetics is Cultural Studies and television is really just poor culture.

I've always been pretty open about doing pop culture scholarship. I've got two books out that focus on television shows, but they were hard to publish, especially when I was still a graduate student. I enjoyed sending proposals to big journals and university presses just to see what they'd say. Everyone should email Duke UP with a crazy proposal just to see if they answer. I managed to write an essay on queer hobbits having sex for Modern Fiction Studies, which still probably counts as my name-brand publication, along with small pieces I did for Canadian Literature. But a lot of my work on science fiction and fan cultures has come out in online journals like Refractory, Slayage, Jump Cut, The Looking Glass. These are great journals who publish new and exciting scholarship, but they aren't getting indexed by MLA or HSSI because they're not Postmodern Culture. The hierarchy of these databases just infuriates me, especially because a lot of hiring committees embrace an ethic of: "If it's not indexed, it's not a real publication." Fuck that. Cynthia Fuchs has been publishing online for years. Which reminds me, I find it a little odd that Duke has suddenly decided to publish a volume of essays on Buffy, something like 8 years after scholarship on the show was being pioneered by critics like David Lavery and Rhonda Wilcox. I'm happy that Fuchs got them agree to the project, but confused by its pertinence. And why doesn't it feature the work of critics who wrote about Buffy in Slayage and Refractory? What about grad student essays? You can't tell me that presses like Duke, Minnesota, and Routledge haven't gotten endless proposals for books on Buffy and Angel over the years. Why did this particular book get produced?

There's still a resistance to work on fan cultures because academics can't figure out if it's sociological, psychoanalytic, literary, or what. Every university press is back-logged with proposals, and most of the time they have to choose clearly definable work that's guaranteed to sell and get good press. That's not shitty of them, it's just survival. But as a result they end up passing on interdisciplinary work that blurs academic categories. If I write a book about television, for instance, is it a fan study, a literary analysis, a film analysis, or a piece of critical theory? If I include the work of online fan writers without going through the standard ethical reviews necessary for sociological analyses--since they aren't being interviewed, but their feelings, their affective orientations, their passions are being marshaled and invoked--what kind of "study" is that? If I use Of Grammatology to talk about CSI fanfic, what "novel" am I deconstructing? It gets confusing. And, given that a lot of acafans like us produce fanfic as well, there's a potential for scholarly incest--writing positively and uncritically about the same literature that we produce. When, in fact, most scholars are able to write critically (but not dispassionately) about texts that they love, and texts that they themselves might silently or publicly emulate. So it's really the same thing, but acafans are more open about it, so they get targeted.

I think that fanfiction provides a crucial and even redemptive inventory of terms, energies, and affects for writers and viewers. The ability to embroider a text and make it your own, to develop a charged relationship with the characters while simultaneously producing new possibilities, new pairings--to offer up those pairings to other fans and writers, who might adhere to them, possibilities that they never foresaw or never even knew they wanted--that's critical theory.

ELL: You make some excellent points. The interdisciplinary nature of Fan Studies and Popular Culture is a real barrier to "fitting in" with the more conservative aspects of academia, yet it provides a whole new frontier to explore in a myriad of really creative ways. I would hate to see pop culture relegated to one discipline, as I'm certain it would hobble it in ways that research more fixed in historical, social or political spheres is not. That's why I think that debates like the one hosted here are so important. The more conservatively-oriented realms certainly aren't going to go out of their way to make space for people interested in these areas, not even when they intersect with their own interests -- and here I note that I straddle traditional and non-traditional English Literature Studies in the fact that I chose to become a Victorianist and continue to nurture those interests in tandem with Fan Studies, especially as the Nineteenth Century paves the way for modern notions of popular culture and fan behaviour -- so it's fairly important that we make an effort to take note of what we're all up to, as well as sharing knowledge and working together to clear spaces for ourselves. Interdisciplinary projects, journals, conferences, collections, etc. are of paramount importance not just to get our names out there, but to create a solid base on which Fan/Media/Popular Culture Studies can rest and from which it can grow.

Furthermore, just as I think a lot of us are feeling our imperfect way to how to properly interact with the texts and people we study (who, after all, are often people we know personally and/or on a fannish level), it's important that non-acafen work with us as well. It's impossible for fandom to exist as a hidden subculture anymore, not with the globalization of the internet, and not even if all acafen stopped writing about fandom tomorrow. We're our own best friends; anti-academic sentiment gets us about as far as anti-fan opinion does, as it just sets up more barriers to understanding and allows for more othering by the dominant culture. One of the best things, I think, about the second wave of fan culture studies is that it has become more acceptable, at least within the field, to openly declare one's positioning as both fan and academic. Participatory studies can often bring more insight than the outsider looking in, as long as the critical eye is still in play, and as you said, most scholars are more than capable of remaining critical, even when dealing with something we love. It's a shame that in order to remain "legitimate" in the eyes of more traditional disciplinary work, one must remain somewhat closeted. (It's especially a shame in that I used to play a game with my officemates in which I'd make them name a text they enjoyed, and I'd find slash written in that particular universe in five minutes or less. Lots of fun, but harder to do when you're supposed to present yourself as a serious scholar.)

I think your assessment of fanfic as a type of critical theory is an important one, and something that would benefit from more explication in surrounding research. The fact that so much of fanfic exists in a legal grey area that does not recognize it as a critical engagement with a preexisting text is perhaps one of the sources of anxiety around the threat of Cease & Desist letters and DMCA notices. If fanfic is critique, it takes on a whole new legal standing, as I understand it.

There's a movement afoot to set up an umbrella organization under which fan fiction is recognized and defended as both transformative and creatively legitimate that I have been watching with great interest (The Organization for Transformative Works; news and updates on project process available at otw_news). I wish the organization all the success in the world. I hope it also heralds more acceptance by fans of the acafen in fandom's ranks; one day any one of us could find ourselves in a position to help bolster up fan fiction's claim to legitimacy, and working together, fan and acafan, can only help pave the way to wider acceptance.

Thank you, Jes, for an interesting and thought-provoking discussion.

Editor's Note: This is the last entry in the Gender and Fan Culture discussion series. Next week, I will run closing reflections from many of the participants in this conversation and will invite you to share your own reflections about what you have learned about Fan Studies through this series and how and where this conversation should be continued.

Gender and Fan Culture (Round Twenty Two, Part One): Eden Lee Lackner and Jes Battis

INTRODUCTIONS ELL: My name is Eden Lee Lackner. I'm currently an Independent Scholar, and I have a Master of Arts in English Literature with a focus in Victorian Literature from The University of Calgary (Calgary, Alberta, Canada). While my Masters was particularly concerned with the sanctification of execution in Nineteenth Century novels (an interesting, if ghoulish topic), a lot of the narratives and theories I encountered helped elucidate some of my thoughts on the body as text, and further into the erotics of that written-upon body, which then links up quite beautifully with the erotics of fans writing upon a textual body with and for other fans.

To that end, I recently collaborated on an article titled "Cunning Linguists: The Bisexual Erotics of Words/Silence/Flesh" with Barbara Lucas and Robin Reid, which is currently available in Busse and Hellekson's Fan Fiction and Fan Communities in the Age of the Internet. We discuss, in detail, this erotic exchange between writer, co-writer and reader, with an eye to complicating earlier, more homogeneous notions of "fan" as well as the straight/gay binary of the slash writer/reader. I'm particularly interested in the oversimplification of such binaries, especially as present in Fan/Media Studies and related areas. One of the assumptions that seems to remain largely unchallenged to date is the representation of internet-based fans as almost exclusively culturally American (a label which carries more problematic homogeneity, of course), when in fact the internet allows for cross- and multi-cultural contact, often without explicitly drawn/acknowledged boundaries. In line with these notions of boundaries, more recently I've been considering how gatekeeping works within both academia and fandom, and how in many cases the behaviours performed in the process of blocking/restricting access in either realm mirror each another.

For going on six years now, I've presented papers, as well as moderated and participated in panels and theory roundtables dealing with Fan Studies at the International Conference on the Fantastic in the Arts, held annually in Florida (and still accepting proposals in a variety of disciplines for the upcoming year). I was actually (one of) the first to present on fan texts at the conference, which was a pleasure and a privilege, as the conference has begun to attract quite a number of academics interested in the area in the years following.

On a more personal level, I come from a family of fans. My mother, a hard-core science fiction fan (and an academic), introduced me to the world of speculative fiction at a very early age; in fact, Star Wars: A New Hope was the very first movie I ever saw in theatres. Granted, I was not quite two and it was a Drive-In, but nevertheless... She and I have a long history of shared fantasy worlds, and she encouraged me to devour those universes without apology. My father, on the other hand, is a dedicated golfer, and can very easily discuss and debate professional stats, amateur up-and-comers, and potential career-impacting issues for hours on end, preferably while on the greens himself. Thus fannishness has always been normative behaviour for me, and it's often a bit unsettling to interact with people who claim no fan status of any kind.

When I was eleven I read The Lord of the Rings for the first time (after a few years of repeated annual readings of The Hobbit), and was hopelessly and forever lost as, for lack of a better term, I found my "home fandom." I continued on for years as a feral fan, consuming all sorts of fantasy, science fiction, horror and mystery texts on my own, until I encountered an anime club that was just starting up at my university during the first years of my Masters. From there I became much more involved in communal fannish activities, including taking part in a number of shared creative endeavours and organization of Province-wide events. Although I was already peripherally aware of the existence of fan fiction, it was around this time that I was introduced to shounen-ai/yaoi/shoujo-ai/yuri, and very shortly after, in 1999 (once I had seen Qui-Gon's death scene in The Phantom Menace and teased out the homoerotic subtext underneath), I became interested in slash fiction as a reader and writer. In 2001, with the release of The Fellowship of the Ring, I returned to my home fandom as a more active participant, where I continue to participate in the surrounding fiction-writing community today.

JB: I did my PhD at Simon Fraser University in Vancouver, focusing on melancholy within LGBT fantasy texts. I covered a lot of writers who had never been given academic attention before, including Mercedes Lackey, Tanya Huff, Fiona Patton, Lynn Flewelling, and Chaz Brenchley. While I was writing the diss, I actually got in touch with Lynn and Chaz, and they offered me lots of great advice and encouraged me with fiction writing. Earlier this year, I got a contract from Ace for my first novel, Night Child , as well as a sequel. The first will be out in Spring/08, and the second will be released the following year.

So, I'm one of those weird hybrids: an academic-fan who also writes fantasy fiction. I got to meet Samuel Delany for the first time a few weeks ago! He was giving a talk at CUNY, and I (terrified) introduced myself in a mousey little voice and told (stuttered) him about my first novel. He said it sounded great, and offered to take a look at it. Now I fantasize about him smoking a pipe, surrounded by books in his massive office in Philadelphia, turning the pages of my manuscript. To me, that's hot.

I started reading fantasy early, although it took me till I was 20 to get through LoTR. I couldn't really appreciate it when I was younger, since I had such a short attention span. I'm still not good with Victorian novels, although I love Charlotte Bronte (especially Villette), and have a sort of affection for Dickens because he just describes things so fucking well. His desks and drawers seem more real than my characters sometimes. I decided to write the great (Canadian) fantasy novel when I was 11, and I would force all of my friends to read these bad, bad pages printed off on our old dot matrix printer. I still remember the screee--whrrrrr--screee sound of the printer as somehow being the most exciting sound in the world for me, at 11.

I came late to the fanfiction scene. A friend got me hooked on CSI, and convinced me to read some GSR fanfiction. It took me a while to get into it, but then I discovered a lot of slash devoted to Seth/Ryan in The OC, and I was a goner. I was watching The OC at the time, and reading the slash gave me so many ideas (some academic, some dirty, dirty), so I wrote an essay on incest and slash fiction with The OC as the focal point. The essay got rejected by some major journals, which is nothing new for me. It might get picked up by an edited volume, but the writing was so fun that I almost don't care if it ever gets published. Almost.

After writing the essay, I started experimenting with writing CSI slash, but containing elements of GSR as well. Basically, I enjoyed writing about Grissom and Sarah observing a fledgling relationship developing between Greg and Nick, kind of an older foster-couple giving advice to young foundlings. I want to keep at it, but once I moved to New York, things got really busy really fast. So hopefully I'll get the chance to return to it soon.

I started blogging as a way to talk about my anxiety around moving away from Canada, and that kind of morphed into a forum for talking about everything else. Recently, my little blog received some unexpected international attention when a reported from the National Post in Canada targeted my research on pop culture as "pointless" and "a drain on tax dollars." He tried to use my blog to discredit me, but just ended up giving my research more publicity and actually making me sound pretty cool.

CULTURAL HOMOGENIZATION

ELL: I must admit to being rather pleased to be paired up with another Canuck, especially since I've been itching to discuss how the globalization the internet affords affects fan exchange and assumptions. Perhaps your experiences have been different than mine, but I've found that when operating in multicultural spaces, whether as an academic, a fan, or an acafan (or, really, all three, because who can separate out the distinct strands completely?), there's a very strange positioning that goes on as a Canadian, living so close to the US (or in your case, in the US itself) and having such easy access to the same (or similar) streams of entertainment and popular culture. Since we often speak the same language, and have shared knowledge of trends, I've often run into the assumption on the part of other scholars or fen that "Canadian" is indistinguishable from "American," which has made me hyperaware of some of the (cultural/gendered/ethnic/linguistic/etc.) homogenization that goes on in fan spaces and the corresponding research. Of course, it's impossible to not make some generalizations when discussing any topic, but I think cultural assumptions are largely overlooked in Fan Studies at the present time. I note that there are some studies emerging that discuss non-English speaking fan groups, such as Finnish or Russian fans -- Irma Hirsjärvi's work springs to mind most immediately with regard to the former -- and their activities within spaces bound by language, but less consideration given to fans participating in fandom via a shared language yet coming from varied cultural backgrounds.

In fact, speaking from an experiential point of view, I've met more than one fan who has used fandom as a (fairly successful) way to learn English -- a close Italian friend of mine is fond of joking that when people ask her how she's acquired such impressive English skills she barely manages to suppress the urge to say, "from reading gay porn on the internet" -- or who has made a conscious decision to participate in fandom using a second or third language instead of her first.

In this debate series we've touched on many complicating spheres, including gender, race, and sexuality, and I think it's a worthwhile proposition to push for one more factor that perhaps requires a little more attention. Since you mention experiencing anxiety at moving into another culture, I wonder if you have some insight into how cultural assumptions work within academic and fan communities, or if you've seen any of this at work.

JB: As a "legal alien" living in New York, I definitely feel a cultural divide. My American colleagues tend to stress Canadian difference, however, rather than emphasizing sameness. This usually takes the form of: "Do you have this in Canada? Is this book distributed? Can you watch this show?" Suggestions that Canada has its own national programming are usually met with blank stares or polite astonishment. Also, I never get to talk about Degrassi Jr High to my students, which is traumatic.

ELL: I can imagine that's traumatic! (And, oh no, now I've got the theme song stuck in my head.)

It's interesting that you've found the cultural differences are emphasized. I wonder if that has to do with the difference between the anonymity the internet affords, and in person and/or communication that comes with background information already provided. I imagine one of the more difficult aspects of considering the diversity of the internet is that just like a myriad of other dimensions, nationality needs to be self-reported, and is often an aspect that is dropped from or left out of research into fanworks, or is simply not reported.

Oddly enough, in my encounters with scholars at international conferences, I've found that I need to state my nationality or display it prominently in my own discourse in order to achieve that same level of recognition or risk being folded in with other North Americans. It's a strange balance, though, isn't it, finding comfortable ground between being singled out as a stand in for a larger culture or being erroneously decoded?

I think that perhaps this is an issue that extends to cultures that mirror each other in Seymour Martin Lipset's sense of the concept. I've run across some of these same identity issues in conversation with New Zealanders, for instance, who are often folded in with Australians by outsiders despite having a distinctly different sense of themselves. I really do think that just like gender and sexuality, national identity, especially in concert with the global nature of internet fandom, adds an interesting complication to concepts of what "fandom" is.

GATEKEEPING AND GENDER

ELL: I'm absolutely fascinated by the encounter you had with the National Post! Not knowing the whole story, I can't help but wonder how much that particular reporter's story was an attempt to gatekeep; one of the perennial issues facing academia in North America seems to be a push towards "practical, hands-on" training over more esoteric pursuits, and of course Fan Studies itself seems to exist in a marginalized area of a larger marginalized specialization. (I'm thinking of Fan Studies as part of Popular Culture or even Speculative Fiction research, here, but of course there are a number of other flagships it often sails under.) It's interesting how throughout this debate we've been discussing potential othering and privileging of one gender over another while at the same time many of us are part of a larger othered discipline.

And here I must note that while I certainly believe that gender often plays a role in status and whose voices are heard -- the lack of interest by Chris Williams of FanLib in engaging with the largely female audience that opposed him and his decision to speak to a male academic being a relatively recent and high-profile example -- I do believe it's much more complicated than a simple binary of male vs. female, blue vs. pink would have us believe. Gatekeeping is certainly prevalent in fandom, academia and acafandom, and oftentimes it doesn't cross gender lines. There are a variety of fannish communities on LiveJournal, for instance, that require certain conditions be met before a fan is allowed to become part of the collective (Resistance is Futile!); often these conditions are some subjectively perceived level of quality or trustworthiness. Some, such as the "stamping" communities, which sort you into Hogwarts' houses or assign you a specific Star Wars character, go so far as to require others to vouch for you, and/or fill out complicated applications which are reviewed by part or all of the membership before the fan is granted access. And of course some of the most strident gatekeepers I've encountered in my own academic pursuits have had no regard for gender, but have, much like your National Post reporter, applied arbitrary standards that have little or nothing to do with "quality" or "worth" and have far more to do with perpetuating a system of (sometimes fairly petty) personal beliefs. I certainly can't discount the possibility that the intragender gatekeeping has extragender roots; very much a "don't embarrass me in front of the boys" impulse, of course, which I imagine loops right back around to issues of gender marginalization.

Now, granted, while to a certain extent gatekeeping is required in any group lest chaos reign, the more that control rests in the hands of a single person or small like-minded group, the more it seems to shuffle towards the absurd. I do wonder how much gatekeepers have replaced mentors as the first introduction to fan-writing communities with the increased access the internet allows.

Comics as Civic Media and Other Matters...

The blog which we launched for the new Center for Future Civic Media has started to generate some real momentum. The site was created not simply to announce or report events hosted by the center but also as a space where the students and faculty of the two affiliated programs -- the MIT Media Lab and the Comparative Media Studies program -- can share their thoughts about the nature of civic media. I am blessed this year with a team of four veteran journalists working in the Comparative Media Studies Program, each of whom is bringing their reporting skills to the task of identifying compelling examples of civic media practices around the world. For example, incoming CMS Masters student Abhimanyu Das, a veteran culture reporter from India, wrote a compelling account of the work being done by the Comics Defense Fund, an organization fighting to defend the First Amendment rights of comic book creators and consumers:

What is significant about the organization is the way in which it connects comic book writers, publishers, retailers and readers and taps their common admiration for the art form in order to defend its stake in the cultural landscape. The key factor here is their shared enthusiasm for comics, the sort of collective energy cited by Beth Noveck at the first forum for the Center as being an essential component of civic engagement. While it might not be immediately obvious to the outsider what this enthusiasm is directed against, the fact remains that there exists a serious ongoing problem with attacks directed at the comic book industry, their targets ranging from the products of large publishers like DC Comics to the work of small independent artists. Libraries are being forced to take legitimate artistic works off their shelves, artists are being sued for parodying corporate entities and retailers selling comics with mature content are being charged with distributing obscene materials. A prevailing myth is that comics are meant exclusively for children and that any depictions of adult content or themes (however artistically relevant) are inappropriate or illegal. It is a major threat to a vibrant artistic tradition and one that the CBLDF is currently attempting to combat...

he CBLDF has spearheaded defenses or otherwise assisted individuals and organizations in myriad First Amendment cases on local levels across the United States. A particularly good example of how the CBLDF works on a local level is its influence upon a recent case in Marshall, MO. In October 2006, a local resident formally requested that two graphic novels-Fun Home by Alison Bechdel and Blankets by Craig Thompson-be removed from the shelves of the town's public library because of their allegedly obscene content. Both works have considerable artistic merit (Fun Home was one of Time magazine's "10 Best Books of 2006″) and earned widespread critical acclaim for their frank portrayal of troubled adolescence. Once the CBLDF was brought in, its involvement was not so much in the realm of legal aid or fundraising but, rather, geared more towards community engagement. The CBLDF, in conjunction with the National Coalition against Censorship, drafted a much publicized letter to the library's board of trustees. This letter served as a useful document in terms of articulating why the graphic novels could hardly be termed obscene and the pitfalls of a censorship policy.

However, it played a more important role in the way it served as a rallying point for those in the Marshall community that opposed the removal of the books. The document raised awareness of the issue and allowed local comic book fans and First Amendment advocates to find each other and build an opposition to the group calling for the ban. In addition, the national scrutiny that the letter brought with it forced the Marshall library to open up the process by which the ban request was being considered and facilitated the efforts of the opposition group. This led to every subsequent open hearing on the case being well attended by those community members that put forward an organized defense of the graphic novels. The CBLDF's campaigning also led to an elevation of the level of local discourse surrounding the case as it formed a public counter-point to the 'pornography' claims and led to the books being read by considerably more people in the area than they otherwise would have been. Therefore, as a result of local efforts that built up much of its steam around the CBLDF's support, the library drafted a new materials selection policy in March 2007 and decided to return the two books to their shelves without any segregation of the books by a 'prejudicial system.'

For more information on the Comic Book Legal Defense Fund, check out their website

Other groups spotlighted so far on the blog include:

The BBC Action Network.

Advancement Through Interactive Radio

The Online News Association

Shareideas.org

Healthline

Wikinews

NEWz

If you haven't check out the site yet, give it a look.

Now for Your Moment of Zen...

While we are on the subject of civic media, I have to pass along a story which was shared with me by Axel Bruns from the Queensland University of Technology's Creative Industries crew. It concerns The Chaser's War on Everything, a popular satire program produced by the Australian Broadcasting Company, and the Asia-Pacific Economic Cooperation Conference, which Wikipedia describes as "a forum for a group of 21 Pacific Rim countries that represent about 60% of the world's economy to discuss the regional economy, cooperation, trade and investment." In September, the group held a meeting in Sydney which George W. Bush attended. Much publicity surrounded the security for this event -- this being a "post-9/11" world and all that. So, The Chasers got the bright idea to see if they could test the security structures, which they did with extraordinary effectiveness, by pretending to be the Canadian delegation. They pulled up at the gate in a black limo with a Maple Leaf flag and a "security detail" of guys in suits running alongside it and got flagged through. They managed to get extraordinarily close to Bush's quarters before they started to get really anxious and turned the car around. As one final prank, though, they had a guy who was dress as Bin Laden pop out of the car. Then and only then did the security detail click into action. Now, the comedy show stars and producers are facing legal sanctions for their actions, so the least we can do is watch the farce unfold at YouTube. The story was widely reported in Australia and Canada where there were predictable mixtures of hysterical laughter and wounded dignity. But perhaps adding insult to injury, I haven't meet anyone in the United States who has heard the story through our national media.

Calling All Aca-Fen!

Mark Deuze (Indiana University) asked me to pass along to readers this call for submissions to a special issue of the International Journal of Cultural Studies which he is co-editing with John Banks (Queensland University of Technology) focused on co-creation and cultural labor issues.

Here's what you need to know:

Scholarship on the production side of new or converging media industries is scarce, but growing as the prominence of cultural production in a worldwide 'experience economy' increases, next to global concerns about the changing nature of work and labour in the media and creative industries specifically, and creative labor in general. Media professions as varied as public relations, marketing communications, advertising, digital game development, fashion, movie and television production have only rarely been studied at the level of work and labor relations. Post-disciplinary research and debates are now emerging about the nature, characteristics and practices of work and labor relations in the context of networked and global media industries.

Consumers increasingly participate in media production as co-creators of content and experiences. Transformations in the relations among media producers and consumers, as well as between professionals and amateurs may indicate a profound shift in which our frameworks and categories of analysis (such as the traditional labor theory of value) that worked well in the context of an industrial media economy are less helpful than before. Does recent work grounded in neo-Marxian theories of immaterial labor, affective labor, free labor, and precarious labor for example help us to analyze and unpack the changing conditions and definitions of work? What are the implications of a potentially radical unsettling of the assumed division of labour between professional, expert media producers and amateurs, volunteers, or citizen-consumer collectives?

These transformations may be understood as part of a shift from a closed expert system towards more collective innovation networks, across which expertise becomes distributed. How are these labor relations between professionals and amateurs negotiated? Are emerging consumer co-creation relations a threat to the livelihoods, professional identity, and working conditions of professional creative workers? Can this phenomenon be explained as the exploitative extraction of surplus value from the work of media consumers, or is something else potentially more profound and challenging playing out here? Indeed, are these emerging phenomena best understood as a form of labor?

For this special issue we hope to bring together research from a variety of disciplines and perspectives that ambitiously aims to come to grips with the conditions and opportunities of consumer co-creative practices. Co-creative media production practice is perhaps a disruptive agent of change that sits uncomfortably with our current understandings and theories of work and labor.

We thus invite papers that describe, explain, interrogate, contextualize and thus further our understanding of the changing nature of media work in the context of co-creative media production practice.

Call for Papers

This special issue on Co-Creative Labor strives to bring together scholars from a wide variety of disciplines, addressing general or particular concerns about the conditions and changing nature of (new) media work and co-creative labor in different areas of the creative industries. The issue calls for papers that focus on rich empirical and/or theoretical work in or across three key domains of research on co-creative labor and cultural production:

# New Media, Cultural Production, and Work

A first domain of research would focus on historical contexts and critical discussions of the role of media work in contemporary society. Key concepts used in the field-new media, digital culture, work, culture and creative industries, media professions-should be highlighted and clearly articulated with co-creative practices old and new.

# Media Professions

In a second domain we are looking for investigations of key media professions - journalism, game development, television and motion picture production, advertising, public relations and marketing communications, popular music, fashion -in terms of the changing nature of work in these professions, focusing on the convergence of the roles of professionals and amateurs and the implications for professional and/or organizational identity, and the management of creativity in a context of the signaled shift towards co-creative labor.

# Convergence Culture and Free Labor

A third area of research would focuses more explicitly on what industry observers coin as "user-generated content", "consumer co-creation" or "citizen media", and by the academy as "commons-based peer production" (Benkler), "free labor" (Terranova) and "convergence culture" (Jenkins).

We are specifically looking for submissions of original research including, but not limited to:

- Case studies of media companies adopting co-creative labor practices;

- Case studies of specific co-creative communities and their relationships with media producers;

- Content analyses of co-creative labor in the production of culture;

- Mapping of ethical, political, economical and cultural changes and challenges of co-creative labor;

- Quantitative and/or qualitative empirical work on the production, content, and/or consumption of co-created media messages;

- Research focusing on co-creative labor in the context of specific media industries;

- International comparative work on co-creative labor in media production.

Of course, this call is not exclusive, and we very much look forward to working with any authors on paper proposals or extended abstracts on related issues. We particularly want to encourage graduate students to submit work in progress.

Timetable

The special issue will appear as 12(2) of 2009. The deadline for all full paper submissions is: 30 August 2008. All submissions will be anonymously reviewed by at least two referees. Deadline for revised manuscripts is 7 November 2008. Final editorial decisions will be made by late November 2008. Submitted manuscripts should not exceed 7,500 words (including main text, abstract and keywords, plus references and endnotes).

Contact

Please submit papers, extended abstracts, or expressions of interest to Mark Deuze (mdeuze at indiana.edu).

A Plethora of Podcasts...

Whew! I have been totally pulled into administrivia for the past few weeks and have had very little time to focus on the blog, but I am starting to dig my way back out and have lots of cool stuff planned for the next few weeks. While I have been focused elsewhere, there have been a surge of new podcasts of CMS colloquium events or of my talks around the country which might be of interest to my regular readers. I figured I would take a day out just to catch up with these and make sure they got to the attention of anyone who might be interested. For those of you interested in our work on creative industries, Forrester Research has posted highlights of their Consumer Forum 2007, including some short segments from my conversation with Josh Bernoff, but also some very interesting segments involving Playboy's Christie Heffner, MTV's Christina Norman, Microsoft's Robert J. Bach, Brightcove's Jeremy Allaire, and Ze Frank, among others. It's a good place to go if you want to get in the mood for our Futures of Entertainment 2 conference which is coming up in just a few weeks.

I participated several weeks ago in a really outstanding conference at the University of Utah. It's theme was "Frontiers of New Media: Historical and Cultural Explorations of Region, Identity, and Power in the Development of New Communications Technologies" and it featured some outstanding papers by a range of folks from Media Studies, Technology Studies, and history, dealing with everything from the introduction of the telegraph and the telephone to contemporary digital practices. I was honored to be asked to give the keynote address at this event and spoke about some of the contradictions in the "moral economy of 'web 2.0'." This talk was based on an essay which Joshua Green and I authored for a forthcoming collection on creative industries and is essentially the same presentation as I made a week or so ago at the Association of Internet Researchers in Vancouver. You can listen to the podcast of the Utah version here. While you are visiting the site, check out some of the other sessions. This was a consistently strong conference and offers you some glimpses into some of the best contemporary work in media history.

Bill Densmore was nice enough to record and post the audio from my recent keynote address at the recent conference, "Creating and Learning in a Media Saturated Culture," which was organized by Home Inc. and hosted at MIT by our program. Here, I was trying to explain some of the governing ideas behind our New Media Literacies initiative, having things to say about Soulja Boy, Herman Melville, Digital Natives, and Cosplay, among other topics.

Meanwhile, the Program has played host to a range of interesting guests and as always, we are posting podcasts of these events as soon as possible. Here's some you might have missed:

Andrew Slack of the Harry Potter Alliance talked to our students about the ways his organization fuses fandom and activism. We are hoping to feature an interview here on the blog with Slack about his work before much longer.

Industry and cultural analyst B. Joseph Pine II shared some of his most recent thinking about "Technology and Media in the Experience Economy."

The Communication Forum and the Center for Future Civic Media hosted an event around the key question, "What is Civic Media?"

Media Strategist Lee Hunt shared with us his perspectives on the "best practices" in contemporary branded entertainment.

The MIT Communications Forum hosted a discussion on the nature of "Collective Intelligence" with Thomas Malone (The Future of Work) and others associated with his new Center on Collective Intelligence.

Coming Soon: Katie Salens on games and education.