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Archives: c3
April 30, 2012
Announcing Rio's Henry Jenkins Transmedia LabI have written from time to time here about my travels to Brazil and my wonderful engagement with the people who are shaping the creative industries down there. It is a country which has embraced my ideas with a passion that I have seen few other places, and in return, I have fallen in love with their culture, their people, their landscape, and their media. I was deeply honored recently with the Rio Content Market launched the Henry Jenkins Transmedia Lab (*Blush*) and I wanted to share some information about this initiative here with my readers.
A partnership between the Brazilian Independent Producers Association and The Alchemists. The Transmedia Lab selected 12 transmedia projects (among 170) from We were able to showcase Contacts at this year's Transmedia Hollywood event and introduce its producers to our audience. (I was unfortunately unable to attend the event due to some medical issues). So, now is my first chance to publicly share my enthusiasm and respect for what Segunda Feira Films has been able to produce -- a project which makes imaginative use of social media not as an added on feature but as a central focus of its story, which deals with the possibility that we might receive communications from the dead. At the heart of Contacts is a rich genre-mixing story, which is bold in its experimentation with alternative modes of audience engagement. I hope you will agree. Mauricio Mota, the key force behind the launch of the Lab and the person who has done the most to introduce me and my work to Brazil, wrote an important statement about the state of transmedia in his country as part of the launch of the lab. I am happy to share it with you here.
LETTER TO THE CONSULTANTS AND PRODUCERS OF THE SELLECTED PROJECTS April 9, 2012
Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part Two)
I don't believe the Long Tail exists, neither socially nor economically. The Net has permitted the emergence of a certain unsatisfied demand, but it is very small. The physical barriers to analogue distribution are greater on the Net. Added to that, the most difficult barriers to break down are the social, cultural and psychological ones. For example, World Cinema in the United States: before it was not possible to see these films because they weren't distributed, but even with the Net, the viewing of them has not increased. This is spite of them being free in many cases (P2P or Megaloud). Some have imagined that user-generated content will eventually displace commercial media content (seeing this either in terms of a liberation or a decline). Yet, you seem to be suggesting that different kinds of content will co-exist on the web for the foreseeable future. In such a world, what mechanisms will need to exist to help viewers find content which is meaningful and pleasurable to them? It is a Utopia. I think that the UGC will grow considerably in the next few years, but will coexist with professional content. The new viewer will be omnivorous but we can't generalize, it is necessary to distinguish. A film is not the same as an application for an iPhone or a poem. There is content which will greatly develop but it is difficult to imagine that USG will substitute professional content. This needs a large investment of capital which needs to be translated into income or corporate earnings.
Small subscription payments and advertising cannot sustain the current investment in content. It's impossible. The content should be more attractive to people to the point where they are willing to pay. I think we should maintain the neutrality of the Net and wait for innovations from the users and the logical evolution of the social networks. Facebook and Google set the standard. New business models will also appear with low profits and prices which are more attractive to users. But, advertising investment in the internet is still small and, added to that, all advertising which exists on the Net is not going to finance content (yellow pages).Much of the book is spent describing some of the risks that television content producers face in the digital era, yet you also identify some advantages of operating across these media platforms. What are some of them? The risk for the content producers is the difficulty they have in making money from the internet. The use of the internet is on the rise and the income from it is not increasing at the same rate. The advantages come from the fact that the net is a cheap and efficient system of distribution. It can unite producers and consumers and thereby exclude the intermediaries from the supply chain. I sometimes dream about millions of consumers in the world who can pay a little to watch a hit film, an episode of a series or to read a newspaper at a price which is much lower that what they are paying today. For the rest it could be free. This would be a good business for the producers. It is economy of scale.Throughout, you seem skeptical of some of the claims made for collective intelligence emerging via networked communications. Where do your reservations come from? For me it is very difficult to understand the concept of collective intelligence. The example of Wikipedia is usually given, but the management of the information demands time for it's organization and structuring. A company can do this much more efficiently than an army of net surfers. I am also not convinced by the idea of giving our individual know-how for free for the benefit of the collective. At the root of it is work. Although I also believe in the free-time productivity of the net users. We will see over the next few years how this matter develops.What do you see as the biggest threats to the hopes for the web remaining a more participatory medium than previous forms of broadcasting? The interests of traditional companies: media, Hollywood etc. This is a medium that they do not control and from which they do not obtain sufficient profit. They lose more than they earn (those who read the press on paper Vs those who read it digitally, a cinema goer Vs a net viewer). The most successful companies on the net are those which do not have content: Google, Facebook, iTunes, Amazon etc. Companies will try to question the neutrality of and to limit the freedom which exists on the net. The signing of the ACTA agreement by different countries is a clear signal of the danger. They are also going to defend the current system of control of content, that's to say, conventional distribution via different methods (cinema, video, cable, etc.). They are reluctant to release content using the new global distributors such as iTunes, Netflix, Facebook or Microsoft with the XBOX etc. Another big threat for the internet as a participatory medium is the privacy control of personal information on social networks. Also, the collection of data regarding people's surfing habits which other companies are interested in, in order to target their marketing campaigns, as the press highlighted days ago.
March 28, 2012
How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part Three)2011 C3 Research Memos and White Paper Series How to Ride a Lion: by Geoffrey Long
PART 3 of 3
By now, the value proposition for transmedia criticism should be clear, even if the challenges involved in developing it are daunting. Even if one believes (as I do) that the rewards do justify the labor involved, the question remains of where such criticism will be found. Who will these transmedia critics be, and where will they publish their work? It's easier to imagine a home for transmedia criticism than one for transmedia reviews. Academically speaking, an easy place to begin would be a Journal of Transmedia Studies, but so far that has yet to come into existence. As more conferences and academic programs begin to appear with transmedia as their focus, more critical thinking about transmedia projects will continue to be produced as a result, and will likely be released either as conference proceedings or on blogs dedicated to particular courses or research projects (not unlike the C3 blog in its heyday)[18]. Programs to keep an eye on for such resources include the MIT Comparative Media Studies program, the IMAP program at USC, the Center for Future Storytelling at the MIT Media Lab, and the nascent Center for Serious Play at the University of Washington. To date, many discussions of transmedia projects at levels that begin to approach true transmedia criticism can be found around the burgeoning alternate reality game sub-industry, such as ARGNet, the mailing list for the IGDA ARG SIG (or the International Game Developers' Association Alternate Reality Game Special Interest Group, for the uninitiated) or the blogs of ARG authors like Andrea Phillips, whose April 6, 2010 post analyzing the Why So Serious ARG campaign for The Dark Knight explained what that campaign did exceptionally well and, in so doing, showed why the first Twilight book is so poorly designed for transmedia extension. Phillips: One: Experiences like Why So Serious have come under criticism because they arguably don't create audiences where none were before. At the end of the day, the people who were really involved in Why So Serious were all people who were going to see the movie anyway, right? It's uncomfortable to admit it in public like this, but... yeah, it's probably true. I read that post and heaved a sigh of contented relief, as if I'd just been given a tubful of water after marching across the Sahara. It's not long, but it's insightful, and is an excellent example of how some sample transmedia criticism might work: pick a transmedia project to criticize, break it apart to determine what worked and what didn't, bubble up the learnable observations, and draw connections from that observation to other examples to give it context (and your argument more weight). To my mind, this was a brilliant example of nascent transmedia criticism, and I constantly go back to Phillips' site in hopes of finding more. Another up-and-coming source for transmedia criticism is Christy Dena's cheekily-named You Suck at Transmedia (www.yousuckattransmedia.com), which includes comments from Comparative Media Studies and C3 alumnus Ilya Vedrashko and friend of C3 Jeff Watson. Although the site is relatively sparse (24 posts over six months), many of the articles to be found there are really interesting. Here's an excerpt from Dena's opening post: You Suck at Transmedia!! As of this writing, Dena's posts have titles like "YSA Directing Meaning Across Media," "YSA Being an Artist", "YSA Being Human," and "YSA Sucking".[21] As of this writing, most of Dena's posts haven't been critical evaluations of particular transmedia experiences so much as reflections on the trials and tribulations of life as a transmedia experience designer, including videos of Quentin Tarantino talking about being an artist and a critique of the National Theatre's recent mishandling of a Twitter snafu, but the site has a great deal of promise. A third newly-released resource for transmedia criticism is The Pixel Report, from Power to the Pixel's Liz Rosenthal and Tishna Molla. TPR declares itself to be "devoted to showcasing new forms of storytelling, film-making and cross-media business development that is in tune with an audience-centered digital era. It is an essential tool for content creators, a vital resource for policy-makers & funding bodies and a unique guide for anyone interested in the future of film and the media."[22] Unfortunately, the site seems to be a thinly-veiled set of hooks to draw people to the Power to the Pixel conference or order the proceeds from the conference. Although the site ostensibly includes case studies of such projects as beActive Entertainment's Final Punishment, Tommy Palotta's Collapsus, and the National Film Board of Canada's Waterlife, the site's pages for these case studies amount to little more than an overview of each project, video clips of people discussing these projects from the previous conference, and a big button encouraging people to order the case studies. This feels less like transmedia criticism and more like advertising for Power to the Pixel and their consulting services.
It's possible that the very structure of transmedia experiences, where ideally each extension in each medium is of sufficient quality and modularity to serve as an ambassador for the rest of the franchise to the 'native' fans of that medium, also extends to critics. If Escape from Butcher Bay is good enough to garner a high score on Metacritic, perhaps it's good enough to be reviewed by video game critics who will serve as multipliers (to steal a term from Grant McCracken) and advocates for the rest of the franchise to their audience. However, this still leaves us wanting for critics who will advocate for transmedia experiences that do transmedia well, evaluating and recommending the "greater than the sum of its parts" super-experience of the franchise as a whole. It's possible that such reviews will be relegated to the review sections for the medium in which each franchise has its mothership - so reviews of the transmedia franchise surrounding The Matrix will be found in the film section, reviews of the transmedia franchise for Assassin's Creed will be in the video game section, and so on - but as transmedia experiences continue to evolve into massive things that touch on every part of our lives, will the notion of "mothership" continue to exist? Only time will tell - but it seems likely that, if such a scenario comes to pass, by that time our reviews systems will have evolved to accommodate such vast experiences as well. Finally, returning to the notion that newspapers, magazines and other print-centric media structures might be dead anyway, it's possible that the very notion of curated collections of reviews will dissipate as well. We already have big blogs dedicated to particular audience demographics, like Engadget or io9 or Blastr, that, like special-interest basic cable channels, cover everything that might be of interest to that particular demographic.[23] This suggests that students interested in becoming transmedia critics might first attempt to become staff writers for such blogs - and supplement their writings there with a constant stream of insights posted to their own blogs (a tactic similar to that of both Phillips and Dena). As transmedia continues to trend towards mainstream acceptance and continues to gather mass as a key area of development in the entertainment industry, all of these options are likely to flourish. It's only a matter of time before a Journal of Transmedia Studies appears to support the research coming out of these new academic programs, only a matter of time before sites like io9 have to figure out how to review projects from transmedia shops like Fourth Wall Studios, Quixotic Transmedia, Campfire, or Blacklight Transmedia, and only a matter of time before more rich resources begin to appear online that cater specifically to producers and fans of transmedia experiences. Our next steps now are for more of us to start engaging in close analyses of transmedia experiences, to start breaking them down and figuring out why they work or why they fail. More of this exploration must be done in order to help us understand how to really leverage the unique affordances of transmedia experience design as its own particular art, both individually and as a whole. Tearing into these new transmedia experiences to figure out what makes them tick, sharing those insights with one another and then using those lessons to create more astonishingly fantastic transmedia experiences, teaching each other how to ride these lions, is how we will push the medium forward. Writing more transmedia reviews to spread the word about those experiences to a broader audience is how we will ensure that we will all keep riding lions for a long time to come.
[18] The Convergence Culture Blog ran from 2005 through 2011. [19] http://www.deusexmachinatio.com/2010/04/why-so-serious-lessons-in-transmedia-worldbuilding.html [20] http://www.yousuckattransmedia.com/2010/06/hello-world/ [22] http://thepixelreport.org/ [23] Unsurprisingly, Blastr.com is operated by genre cable channel Syfy. Bloom, David. "A Critical Shortfall: Who Rates the Transmedia?" TheWrap.com, March 21, 2010. http://www.thewrap.com/television/blog-post/critical-shortfall-who-rates-transmedia-15492
Bordwell, David, Janet Staiger and Kristin Thompson. The Classical Hollywood Cinema: Film Style and Mode of Production to 1960. New York: Columbia University Press, 1985.
Corrigan, Timothy. A Short Guide to Writing About Film, 7th Ed. Longman, 2010.
Delaney, Samuel. Shorter Views.Wesleyan, 2000. [GL10]
Dena, Christy. "Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments." PhD Dissertation. University of Sydney, 2009. Heer, Jeet and Kent Worcester. Arguing Comics: Literary Masters on a Popular Medium. University Press of Mississippi, 2004.
MIT Comparative Media Studies, Converegence Culture Consortium White Paper, http://www.convergenceculture.org/research/c3-learningshare-full.pdf
Rosenbaum, Jonathan. Essential Cinema: On the Necessity of Film Canons. Baltimore: Johns Hopkins University Press, 2004.
Thompson, Brooke. "A Criticism on the Lack of Criticism." GiantMice.com, June 1, 2010. http://www.giantmice.com/archives/2010/06/a-criticism-on-the-lack-of-criticism/ Wolk, Douglas. Reading Comics: How Graphic Novels Work and What They Mean. Cambridge: Da Capo Press, 2007.
March 26, 2012
How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part Two)Register now for Transmedia Hollywood, April 6, USC.
How to Ride a Lion: by Geoffrey Long Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)
PART 2 of 3
If, as suggested in the last section, what is needed is an ecosystem that includes both transmedia criticism and transmedia reviews, then we need to explore both halves. First, what value can transmedia criticism and transmedia critics provide to the industry? Second, what value can transmedia reviews and reviewers provide to the public?
As David Bloom suggested in his 2010 Transmedia /Hollywood recap, transmedia criticism could provide some answers to the very real concerns of the entertainment industry - not just "What is transmedia?" or "Why should I invest in a transmedia project?", but "What does real, measurable success for a transmedia project look like?" Transmedia criticism may not have all the answers - as noted, we desperately need better systems for transmedia 'ratings' and other metrics - but it may provide a jumping-off point for some qualitative analyses while we're waiting for the quantitative ones to catch up. Most beneficial, perhaps, is the role that such criticism can play in the shaping of a language of transmedia experiences, through the discovery of a set of standard best practices. By understanding these best practices - by speaking the language - creators and their sponsors can improve their chances of creating successful transmedia experiences. Once such an 'open' language is developed, individual implementations of, and strategic differentiations from, those best practices can result in highly profitable products and even new competitive advantages. In their seminal text The Classical Hollywood Cinema: Film Style and Mode of Production to 1960, David Bordwell, Janet Staiger and Kristin Thompson describe the importance of standardization in the very early years of the cinema. Rather than reinventing the wheel with every film, Hollywood began to adopt standard techniques, formats, and practices that could be reused effectively in each production - which in turn led to a set of norms against which excellence could be judged:
Bordwell points out that trade papers in the entertainment field (such as the New York Dramatic Mirror, Show World, the New York Clipper, Moving Picture World, Motion Picture News, The Nickelodeon and, of course, Variety) served as an important channel for these theorists and critics to influence their audiences. One such important influential was Epes Winthrop Sargent, a columnist for Moving Picture World:
Bordwell goes on to quote an article of Sargent's from December of 1909 as a sample of such prescriptive writing, generated from Sargent's observation of emerging best practices in the form and, amusingly, what sounds an awful lot like comparative media studies:
Theorists and critics do the same, but they then write up their analyses and share it with others. In doing so, they begin to create a shared language with which to discuss these emerging best practices, which then becomes a linguistic shorthand for particular approaches and tactics, which then in turn becomes a shared lens for understanding how these things work. This is where terms like first person point of view, suspension of disbelief, unreliable narrator and so on come from - and, once those observations and tactics are internalized, they become accepted as tools by a wider creative audience. Once these concepts become tools, they become more commonly used in the creation of future experiences, thus reinforcing the acceptance of the concepts. Criticism becomes influential through dispersion, acceptance and implementation. Jenkins' ideas are already becoming widely accepted in the industry and his terms are becoming the terminology for this emerging space. The problem is we need much more of this type of work, and we need it quickly. Increase the number of really insightful, clearly-spoken and practically-minded theorist-critics and we accelerate the rate at which we come to understand what transmedia is really capable of. Again, to paraphrase Kochalka, "Transmedia criticism is a means we have of making sense of this new medium, focusing to make it clearer." The value in adopting the best practices that emerge through such transmedia criticism in order to increase a transmedia experience's chances for success is apparent. However, there's another key reason why an ecosystem of transmedia criticism would be incredibly useful to practitioners: the creation of strategic differentiation. In other words, to see where to zig when everyone else has chosen to zag. As Bordwell writes:
Between a shared language for transmedia experience design, a collection of best practices that will increase a transmedia experience's chances of success, and a seedbed for accelerated strategic differentiation, the value of transmedia criticism to practitioners seems clear. However, transmedia experiences without audiences remain difficult to justify. This is where transmedia reviews come into play.
As of this writing, buying the canonical Buffyverse on Amazon will set you back over $400, and take weeks to consume. One can only imagine what it would cost in both time and money to experience every film, book, comic, video game, TV show and piece of ancillary merchandise that makes up Star Wars. This is where a transmedia critic can play sherpa: a really good (there's that word again) transmedia critic can give an interested fan-in-the-making maps to these daunting territories, even suggesting which paths they should take depending on their personal interests. Are they fans of Luke Skywalker? Watch the original movies, read these books, play those games. Fans of space battles? Watch these TV episodes, read these different books, play these other games. A single transmedia critic can't create personalized recommendations for everybody, but that's why we need an entire thriving community of transmedia critics sharing their opinions and providing maps like these. The people who currently play these roles are the die-hard fans on fan websites, the people who live and breathe these franchises. Unfortunately, they're frequently not the best ambassadors to the series. We need the John Clutes, the Pauline Kaels, the Gene Siskels and Roger Eberts, the people who can analyze and report back on multiple franchises to convince hesitant audiences that these heights really are navigable, that the best experiences really are worth the labor, and that, alas, some of the peaks are actually best avoided. Having multiple transmedia critics, and having those critics establish themselves as experts with distinct tastes across franchises instead of fanboys for particular franchises, will help make such massive, complex entertainments less intimidating - and thus more enticing to mass audiences. And if we're serious about moving transmedia entertainment more and more towards the mainstream, this has got to happen. Unfortunately, the viability of transmedia reviews - and, for that matter, transmedia criticism - suffers from the same Everest-level challenge. In a June 1, 2010 post to her blog called "A Criticism on the Lack of Criticism", transmedia designer Brooke Thompson puts her finger on one of the biggest problems facing transmedia criticism - scale:
In the Comics Journal article "A Call for Higher Criticism" I cited earlier, Paul Levitz suggests that comics critics consider each issue in the context of the larger body of work, that "the time and effort we now devote to carving up a story should be devoted to carving up the universe in which the story exists" (44). This resonates with transmedia reviews, because, as Thompson points out, current reviews of transmedia franchises are usually limited to individual components - so a review of the latest Star Wars video game, instead of a review of Star Wars as an entire franchise. Thompson hits the nail on the head when she writes, "the commitment required to fully experience a transmedia project... makes it a pursuit of passion or, perhaps, an academic exercise." Being able to review Star Wars, Star Trek, Halo, or any of these other transmedia super-franchises at the franchise level requires thousands of hours to consume it, let alone analyze it and write intelligently about one's findings. In a way, each of these super-franchises is in effect a lifestyle brand - and therein lies both a primary trouble with transmedia reviews, and why they're so important. Imagine you're trying to decide whether to engage with the Star Wars franchise for the first time. The sheer size of the franchise at this point is epic and must loom large in the eye of the potential audience member - again, an Everest on the horizon. This is why Marvel keeps launching new X-Men titles, reboots and alternate versions, attempting to give people an "accessible" version of the X-Men franchise. As Sam Ford writes frequently on the challenges facing new audiences to soap operas, longevity and drillability can be simultaneously a franchise's greatest strength and greatest liability. Further, there's a chicken-and-egg issue at hand with massive franchises and geekiness: are geeky people attracted to excessively drillable subjects, or does excessive drilling make one geeky? It's just as easy to become a sports geek as it is to become a comic book geek. The catch is that sometimes those people who are the most familiar with the topic, the ones who have done the most drilling, are also those who are the least valuable as the topic's advocates. From the outside looking in, there must clearly something interesting about Star Wars, soap operas, the Chicago Cubs, quantum physics, the Civil War, and so on, because so many people are so passionately interested in these topics. An outsider may want to engage with the complex topic enough to enjoy it without becoming "that guy", at least until their interest reaches a sufficient level that they crest the tipping point and mastery of the topic becomes acutely desirable. In a way, transmedia reviews, or transmedia criticism for the masses,[15] should be the equivalent of a 101-level course - sufficient to introduce a lay audience to the highlights of a topic, loaded with directions on where to go next for further drilling, and so on. The trouble is that we need, as Thompson points out, a Roger Ebert of transmedia reviews providing a reliable viewpoint to bear on a new franchise every week, which is the equivalent of a rockstar professor teaching an entire Philosophy 101 course one week, a Political Science 101 course the next week, and a History 101 course the week after that. As Jenkins has pondered for years, there's a strange line to consider between fandom and scholarship - one needs a certain amount of fandom to motivate the epic amount of drilling required to become an expert in a subject, yet one must also remain sufficiently detached to retain an objective perspective. An Ebert who gave a huge thumbs-up to everything he reviewed wouldn't be a very good critic, he'd just be a guy who never shut up about all the things of which he was a fan. A truly valuable transmedia reviewer/critic must be able to engage with multiple massive transmedia franchises and have enough dedication to consume, analyze and report on each of them on a regular basis, even those he or she doesn't like. Of all the responses to Paul Levitz' call for higher criticism published by The Comics Journal, my favorite is one by Richard Howell and Carol Kalish. Their response contains a brilliant concise definition of what comics criticism should be, which can easily be applied to transmedia criticism as well: We feel, however, that comic books share their major objectives with other mass media, [and] can and should be judged by similar standards. To wit: Capability - a familiarity with, and craftsmanship-like utilization of, the medium's techniques, be they visual or verbal elements; Communication - a conscious and responsible manipulation of these technical elements in such a way as to transmit at least the bare storytelling elements (plot, characterization, and theme) to a responsive reader; and Commitment - the perception required to invest the product with a moral focus which can both enlighten and entertain and the dedication needed to broaden the craft repertoire of the medium.
Any time you have a combination of disciplines brought together into an art form, every element has to succeed for the work as a whole to function properly. A comic book that has beautiful art but is shoddily written will be tossed aside; a TV show that is brilliantly written but horribly acted will get zapped away. Clearly some particularly excellent elements can make up for some weaker ones - the cinematography in The Last Samurai helps make up for Tom Cruise being, well, Tom Cruise - but overall it's how the entire thing hangs together that determines the overall valuation of the whole. Under this logic, an ideal transmedia critic must be able to criticize the six films of Star Wars as a film critic, The Clone Wars as a TV critic, the Timothy Zahn Heir to the Empire novels as a book critic, the Force Unleashed games as a game critic, Dark Horse's Star Wars: Legacy comics as a comic critic, and so on. This may seem harsh, but it's important to remember that just as each component of a transmedia franchise serves as an entry point into the franchise as a whole, it must also serve as an ambassador to the "native" audiences of each medium. Think of it as the Transitive Quality of Crap: if a Star Wars comic is a crappy comic, comic readers for whom that comic is their first point of contact with the franchise will likely assume that a similar low quality permeates the entire franchise, and thus assume that the games are crappy, the TV shows are crappy, the film is crappy, and the franchise overall is just one big steaming pile.[16] I have seen some astonishingly lousy transmedia extensions that were clearly approved by people unfamiliar with that extension's medium - countless tie-in games, comics and novels spring to mind - and/or by people who assume that the value of the franchise's license is sufficient to overcome a lousy experience. This isn't the case, and this is why video games based on film licenses are widely derided in the games industry: a video game based on a film is assumed to have blown most of its budget obtaining the license, was rushed to market to make a "day and date" simultaneous release with the film (and had its production started much, much later than that of the film, despite the fact that video games can sometimes take even longer than films to produce), was creatively crippled by strict oversight by the licensor, and so on. So here's the problem: a transmedia author needs to be well-versed in each medium being deployed in their franchise, so they know when something is sub-par and can fix that weakest link. A transmedia critic needs to be able to evaluate each component of the franchise so if there is a weakest link, they can point it out as something to be avoided - but still point out that the rest of the franchise shouldn't be missed. For example, one of the best exceptions to the "lousy film tie-in" rule is The Chronicles of Riddick. Both Pitch Black and The Chronicles of Riddick are Vin Diesel sci-fi movies with abysmal scores on Metacritic, but the tie-in game Escape from Butcher Bay has fantastic scores on Metacritic. A transmedia critic looking at the franchise as a whole must be well-versed enough to be able to say what the films did poorly, what the game did well, what the connections are between the films and the game and how well those connections are crafted, and whether or not an audience must sit through the films in order to enjoy the game. There's enough of a Venn diagram overlap between gamers and sci-fi nerds for game critics to be able to report that the game is better than the movies because they probably saw the movies, but it'd be almost unthinkable for film critics to say, "The films are awful, but the game is excellent - skip the films and play the game." And yet that's precisely what an ideal transmedia critic would be expected to do. Being well-versed in just one medium does not qualify you to criticize another, for the same reason that gamers find Roger Ebert writing criticisms of video games dubious. A transmedia critic must have a rich, nuanced understanding of multiple media in order to speak authoritatively to audiences across media - to be respected by film buffs when reporting on film components, by comic fans when reporting on comic books, by the literati when reporting on films and by foodies when reporting on food. In a way, the ideal transmedia critic is a return to the Renaissance Man style of critic that drove the first waves of literary criticism in 18th-century England. The question is whether or not such breadth is even remotely feasible on the 21st-century Internet.
WORKS CITED: [9] Bordwell et al. 96. [10] http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html [11] Bordwell et al, 106. [12] Bordwell et al 106. [13] Quoted in Bordwell et al, 107. [14] Bordwell et al 97. [15] I'm resisting 'transmedia advocacy' because I believe that term should be reserved for advocacy done across media; see Lina Srivastava's excellent work on transmedia activism for more on this. [16] Again, Rule One.
March 24, 2012
How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part One)As people here on the west coast are getting ready for the April 6 Transmedia Hollywood conference to be held at the USC Cinema School (hint, hint - tickets still available), my old colleagues on the East Coast -- the fine folks in the Futures of Entertainment Consortium (formerly the Convergence Culture Consortium) which I helped to establish back at MIT -- released a significant new white paper which calls for more critical engagement with what does and does not work in the current generation of transmedia entertainment. Geoffrey Long, an alumni of the MIT Comparative Media Studies Program, was part of a remarkable cohort of students who helped me work through some of the core ideas in Convergence Culture and who have continued to engage with issues of transmedia in their professional lives. Long, from the start, has asked some of the most thoughtful questions about the aesthetics and poetics of transmedia as a mode of storytelling, and some of that core thinking comes together here in an especially powerful way. I hope to see many of you at the Transmedia Hollywood conference in just a few weeks but in the meantime, Long's white paper gives us all something to chew on. Talk amongst yourselves.
How to Ride a Lion: by Geoffrey Long (Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)
PART 1 of 3
As we move past the "Transmedia 101" stage of definitions and early experiments, the next stage of development for transmedia experiences may require transmedia criticism. Such a move is not without its challenges. Transmedia criticism is inherently difficult (Should transmedia criticism only focus on transmedia's unique characteristics? Should it evaluate how well each individual component performs as an example of its medium? Must a transmedia critic be 'fluent' in every medium in a franchise?), and unleashing a horde of vicious critics on a medium still in its infancy could be horrifically damaging. There's also the question of where such criticism might ideally begin, as it is likely to evolve in three distinct directions - first in an industry-educating role like that of E.W. Sargent in the early days of cinema, second in an "educate the public sphere" role like that of early literary criticism in 18th-century England, and third in the lonelier role of isolated education to which literary criticism eventually found itself exiled. Despite these issues, a robust system of transmedia criticism will be well worth the difficulty. As the future of entertainment becomes increasingly dominated by transmedia experiences, the entertainment industry will require both more informed practitioners (who will need both insights into leading transmedia experiences and a shared language of transmedia akin to the language of cinema) and a broader audience for transmedia as a medium (who will need ways to find new transmedia experiences and recommendations of which are worth their time). All of these breakthroughs can be attained through a robust transmedia criticism.
Good. I've been thinking a lot lately about this one weird word. 'Good' is a horrible word, really, because it's not only wholly subjective, it's also inherently subjective, fleeting, and hyperlocalized. What I think is good might be garbage to you, what was good yesterday isn't good today or what's good today may be passé tomorrow, and what's good in Los Angeles may be worthless in Tokyo or even in the next building over. Yet 'good' is also an intensely powerful word. In 2006 I wrote a white paper for the Convergence Culture Consortium (C3) in which I half-jokingly declared that Rule One for creating anything is "Don't Suck." The awkward truth at the heart of that joke is that in order for a work to succeed it must first be good. This brings us back to the subjective, fleeting, hyperlocalized nature of 'good', and round and round we go. And yet, as maddening as the pursuit of 'good' can inherently be, this is where both transmedia production and transmedia studies must go next. The majority of the papers written and talks given about transmedia to date have focused on defining the terminology or recounting early experiments: "this is what we think transmedia is, and this is how we're tinkering with it". A lot of this is Transmedia 101, or, when we're lucky, Transmedia 201. What we need now is Transmedia 701, 801 and 901, to tell us how to create good transmedia experiences, how to succeed at transmedia as a medium in and of itself. Measuring transmedia success objectively will require some form of transmedia metrics, to tell us which transmedia experiences are gathering audiences, retaining audience attention, converting new audiences in one medium into fans that pursue the experience into additional media, and so on. Alas, we're not there yet. For now, we must satisfy ourselves with subjective forms of success, observing tactics adopted by various transmedia experiences and evaluating how well they appear to function in the service of the whole. We can also attempt to evaluate how well a particular transmedia experience succeeds as a transmedia experience by setting a number of tightly-defined criteria for evaluation, and then determining how closely the subject under examination adheres to those criteria - but attempting to do so for any medium, much less one as early in its infancy as transmedia, may be a fool's errand. The edges of any medium (and, arguably, any definition) will always remain what Samuel R. Delaney calls a 'fuzzy set', and so a fixed definition of 'transmedia' will always be as elusive as a fixed definition of 'film' or 'comics'.[1] This isn't to say that pushing and pulling at the boundaries of a definition isn't a worthwhile pursuit - such experimentation is what leads to the expansion of any enterprise, and often leads to the creation of wholly new types of things. Some folks will happily bicker for years over whether a truly transmedia experience has to have community involvement, whether all Alternative Reality Games (ARGs) are transmedia experiences, if it's really transmedia if it's just a jump from a digital version of a comic to a print version of a comic, ad infinitum and ad nauseum.[2] Yet there are now a sufficient number of us playing in this particular sandbox that we can move on to more advanced debates. We can stop pointing to examples of what transmedia storytelling is or is not, and start creating some in-depth, insightful criticism of what we consider to be good or bad examples of what we call transmedia, why we consider them to be so, and what they did that appears to have worked. In his Cute Manifesto, comics artist and theorist James Kochalka states:
Simply put, we don't yet know enough about transmedia to communicate firm, definitive truths about it that we already hold. However, this demonstrates the value of engaging in such analysis now, while general understanding of - and the creative practices in - transmedia is still relatively malleable. We should engage in earnest transmedia criticism now to gain a clearer focus, a better understanding, and ideally both a broader audience for transmedia and deeper, richer, more engaging, more profitable, and generally better transmedia experiences overall. This explorative tactic is my chosen approach for this extended essay. The pages that follow include a few examples of what transmedia criticism already exists and draw on a history of criticism and examinations of criticism in other media (particularly comics and film) to lend them some context. By the end, this essay will have sketched out who's calling for such transmedia criticism, what role transmedia criticism might play and why it's important, where such criticism might be found, who might do it, and where might be a good place to start. Some of us - especially those of us familiar with the work of the Convergence Culture Consortium (C3)[3] - are starting already, groping around in this dark direction. While I wouldn't call the recently-published doctoral theses of either Derek Johnson[4] or Christy Dena[5] transmedia criticism per se, both documents make me long to read what criticism Johnson and Dena would write given the chance. Therein lies the problem - some of this work exists, but we need more of it - a lot more - and we need it quickly and broadly disseminated. This essay is designed as a resource for those of us already thinking about transmedia criticism, to help us step up and write that criticism and get it out there where it can start to do some real good. At the end of the day, all of this Transmedia 101-level "This is what transmedia is, and this is how we're experimenting with it" panels and papers feel a bit like "There's this thing called a lion, and this is how we poked it with a stick." The challenge is to go further: not just "this is how to tame a lion" further, not just "this is how to ride a lion" further, but "this is how to ride a lion well". We have proven the existence of lions. There are plenty of people out there who are not only starting to ride lions, but are getting really good at riding lions. It's time we point out who's riding their lions through fire - and to tell the world why that's so amazing. 2. Who's Calling for Transmedia Criticism? I once had a conversation with a high-ranking executive who was a transmedia skeptic. I was describing how important this notion of transmedia was becoming to the future of experiences, until he cut me off. "If it's so important," he said, "why aren't I hearing people calling for it?" The first response that sprang to mind was Henry Ford's famous quote about how if he had only listened to what people were asking for, he would have built a faster horse. My second dismissed candidate was that people are calling for it - but then I realized that these people calling for transmedia experiences are themselves already converts, and are in fact calling for more advanced transmedia experiences. The response I chose? Those familiar with transmedia experiences are calling for more, and those who aren't just haven't been properly introduced to good transmedia experiences yet. Not unsurprisingly, the same thing can be said of transmedia criticism. In a recap of the March 2010 Transmedia Hollywood event, journalist David Bloom wrote:
Transmedia designer Brooke Thompson voiced similar concerns in a June 1, 2010 blog post called "A Criticism on the Lack of Criticism":
Thompson is referring to the nascent form of transmedia criticism on the message boards of sites like Unfiction or ARGNet (both of which specialize in alternate reality games) and in the blog posts of individuals like Andrea Phillips (another transmedia artist) and Christy Dena (a prominent transmedia scholar). More on their attempts to address this need appear in sections V and VI of this paper, but the main point is that calls for criticism are being issued by fans, practitioners and scholars. Such calls for criticism have been issued in other media before. In fact, the subtitle of this extended essay pays homage to an article called "A Call for Higher Criticism" published in October of 1979 in The Comics Journal #50. In it, the author pleads:
The author was a young comics writer and DC editorial staff member named Paul Levitz, who happened to go on to serve as the President of DC Comics from 2002 until 2009. Levitz was calling for a comics criticism that transcended mere reviews of individual stories and included more insightful examinations into the context in which those stories existed. As Levitz concluded:
Many professional comics writers and artists, for whatever reasons, think no further about their work than the job they're currently finishing. Many others, of course, give deep and intense thought to the medium they use. Many critics of comics criticize issues or stories as the be-all and end-all. Few take the time to consider the bigger picture, and to make criticisms that can give both readers and professionals lasting insight into what they do. It's this lasting insight that is a critic's opportunity to make changes in a field - changes great enough to last beyond his lifetime. A number of established critics stepped up to answer that question, and The Comics Journal published their responses to Levitz' article in the very next issue. The tone of these replies was predictably mixed. Pierce Askegren, for example, noted that "Levitz should bear in mind the comparative youth of comics, comics fandom and comics fans; maturity comes to institutions more slowly than it does to individuals." It's Bill Sherman's response, though, that bears the most relevance to our current purposes:
We should make a distinction here between reviewing and criticizing. Reviews ask - and, one hopes, answers - the simple question: "Is this piece of art worth my time?" In a review the writer acts as an educated consumer, giving a context for his opinion (which may involve history as well as some critical comments) and then telling readers his answer to that question. Most reviewing is by nature ephemeral, though if a writer is consistent and works long enough without taking the easy way out (overusing the cursory cop-outs Levitz mentions, for example), he will produce criticism of a general sort. An example of this happening might be James Agee's series of movie reviews in the '40s: collected, they provide an excellent critical overview of the period.
This suggests that instead of merely 'transmedia criticism', what we need is actually both a type of 'transmedia criticism' and a form of 'transmedia reviews'. A richer, deeper understanding of transmedia among academics and professionals may require an equally rich, deep form of transmedia criticism, which develops its own language of transmedia akin to the language of cinema (more on that later), wrestles with the lasting import of any particular example of transmedia (in other words, debates the existence of and admission into some form of transmedia canon) and enjoys all the delightful tensions between industry and academia inherent therein. At the same time, broadening the audience for transmedia experiences may require transmedia reviews, which concern themselves more directly with communicating to the general public (and the generally curious) which transmedia experiences are worth their time and money - and, ideally, which components of those franchises will be the most interesting to a given sub-section of the audience, which component would be the best place to start, and so on. There's clearly a place for both such criticism and such reviews, but it is the combination of the two which will most likely result in both better transmedia and a broader audience for it.[8] The task at hand, then, is to sketch out not just a form of transmedia criticism, but an ecosystem of transmedia criticism, one that's broad enough to include both criticism targeted at educating the industry and reviews broadening the public. Such a combination might finally provide the ideal answer to the question posed by the executive at the beginning of this section: to hear more people calling for transmedia, first you have to produce something worth wanting, and then show them why they want it.
(Next: What Role Might Transmedia Reviews Play?)
[1] For an example of what a nightmare this is, see the ongoing debate over Scott McCloud's famous definition of 'comics'. [2] We should let them do so. For many of them, tenure depends on it. [3] http://www.convergenceculture.org/aboutc3/ [4] A version of the ideas in Johnson's thesis can be found in his C3 White Paper: "Learning to Share: The Relational Logistics of Media Franchising" - [6] http://www.thewrap.com/television/blog-post/critical-shortfall-who-rates-transmedia-15492 [7] More on this in section V. [8] Over a quarter-century later, a new generation of comics scholar-critics have emerged to answer Levitz' call. One such critic is Douglas Wolk, who has written comics criticism for The New York Times, The Washington Post, Salon and Rolling Stone. In his 2007 book Reading Comics: How Graphic Novels Work and What They Mean, Wolk writes, "...It's my responsibility as a critic to be harsh and demanding and to subject unambitious or botched work to public scorn, because I want more good comics: more cartoonists who challenge themselves to do better, and more readers who insist on the same" (Wolk 22). One hopes it won't take nearly as long to generate the ecosystem of transmedia criticism I'm lobbying for here.
December 2, 2011
Global Cities and the Future of EntertainmentThis year's Futures of Entertainment 5 conference launched with a special event, hosted by the MIT Communications Forum, which specifically highlighted the international dimensions of our work, and it closed with a Technobrega performance at one of Cambridge's hotter night clubs. Both reflect our ongoing engagement with the cultures of Brazil and specifically with the City of Rio. Early in the Creative Cities event, my good friend, Mauricio Mota, Chief Storytelling Officer for The Alchemists, a transmedia company based in Rio and Los Angeles, took to the stage to share a personal message to the attendees from the Mayor of Rio. During my trip to Brazil last summer, Mauricio and I sat down with the Mayor to discuss his vision for the future of the city, which will be playing host to the Olympics and the World Cup over the next few years, and which has been undergoing dramatic changes in terms of the development of its economic and media infrastructure. Over the course of this trip, we hatched a plan together to develop a Center for the Futures of Entertainment in Rio, which would bring the best of what we've been doing at MIT and USC to Latin America. The Mayor quickly got the vision of what we wanted to accomplish and jumped at the chance to provide seed funds to get this venture underway. The Center will be a collaboration between the Futures of Entertainment Consortium (which evolved from the Convergence Culture Consortium and is now under the leadership of Sam Ford), the Annenberg Innovation Lab (which is under the leadership of Jonathan Taplin), The Alchemists, The City of Rio, and a range of corporate and academic partners, which include Petrobras, RioCriativo (State Government Culture Department) ESPM (Academic Partner), Western Kentucky University, and RioFilme (City of Rio film distribution company). Brazillian partners have long contributed support to the Consortium and they have been early backers of the Innovation Lab, so we welcome the opportunity to work more closely with them in the years ahead. (On a personal level, this country has been incredibly welcoming to me and my work. After the United States, the highest percentage of the readers of my blog and my Twitter flows come from Brazil, and the Portuguese edition of Convergence Culture has been the international version which has had the widest readership.) Apart from the connection to our new Brazil project, I also want to speak with enormous pride about the contribution here from Parmesh Shahani, a graduate of the Comparative Media Studies Program, and someone who has emerged as a major cultural thought leader in India, and with deep appreciation for my Dean, Ernest Wilson, who was willing to come to MIT and share his rich vision. Global Creative Cities and the Future of Entertainment. Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment? Moderator: Maurício Mota (The Alchemists) Panelists: Parmesh Shahani (Godrej Industries, India), Ernie Wilson (University of Southern California) and Sérgio Sá Leitão (Rio Filmes) November 30, 2011
The Futures of Entertainment 5: The Videos (Day Two) Grant McCracken (author of Chief Culture Officer; Culturematic)
New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike? Moderator: Laurie Baird (Georgia Tech) Panelists: Matt Locke (Storythings, UK), Steve Coulson (Campfire), Lynn Liccardo (soap opera critic), and Denise Mann (University of California-Los Angeles)
Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment? Moderator: Sarah Banet-Weiser (University of Southern California) Panelists: Melissa Anelli (The Leaky Cauldron), Gary Goldberger (FableVision) and John Bartlett (Houghton Mifflin Harcourt)
Moderator: Johnathan Taplin (University of Southern California) Panelists: Molly Bingham (photojournalist; founder of ORB); Chris O'Brien (San Jose Mercury News), Patricia Zimmermann (Ithaca College) and Lenny Altschuler (Televisa)
The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation? Moderator: Nancy Baym (Kansas University) Panelists: Mike King (Berklee College of Music), João Brasil (Brazilian artist), Chuck Fromm (Worship Leader Media), Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard University) and Brian Whitman (The Echo Nest) November 28, 2011
Futures of Entertainment 5: The Videos (Day One)A few weeks ago, I made the trip back to Cambridge, MA to participate in the fifth iteration of the Futures of Entertainment conference. This conference emerged from the work we did at MIT through the Convergence Culture Consortium. The goal of the conference is to provide a meeting ground for forward thinking people in the creative industries and academia to talk with each other about the trends that are impacting how entertainment is produced, circulated, and engaged with. Through the years, the conference has developed its own community, which includes alums of the Comparative Media Studies Program who see the conference as a kind of homecoming, other academics who have found it a unique space to engage with contemporary practices and issues, and industry leaders, many of them former speakers, who return because it offers them a chance to think beyond the established wisdom within their own companies. Our goal is to create a space where academics do not read papers and industry folks don't present prospectus-laden powerpoints or talk about "take-aways" and "deliverables," but people engage honestly, critically, openly about topics of shared interest. Read by these criteria, this year's event was arguably our most successful venture ever, ripe with sometimes heated debates about the nature of the "crowd" (and of the relations between artists and consumers within crowd sourcing models), about the struggles over privacy, piracy, and self identity which shape everything from our relations with location-based entertainment to children's media, about the ways that global perspectives complicate some of the assumptions shaping American media practices, and about the ways that grassroots control over circulation complicate established business models. On a personal level, I was deeply proud to see so many of the CMS alums in their new professional identities, showing that they have continued to grow in intellectual stature and cultural authority after leaving MIT, including Sam Ford who has taking over as the primary person in charge of the event and of our newly renamed Futures of Entertainment Consortium. I was delighted to see so many of my new friends from the west coast fly to Cambridge to join us for this year's event, including Ernest Wilson, the Dean of the Annenberg School of Communications and Journalism. Formally, Futures of Entertainment is the sister conference to Transmedia Hollywood, which we host here in Los Angeles, swapping years between USC and UCLA. But this was the year where the two families mingled with each other and the bridges between the two conferences were strengthened. By the way, I've gotten lots of questions about the next Transmedia Hollywood conference: there's not a lot of information to share yet, but it will be held on April 6 2012 at the USC Cinema School, if you want to save the date. Watch this blog for further announcements. Finally, I was deeply proud of the diversity we achieved in our programing this year, making further progress in a long struggle to get greater gender balance on our panels, and making a huge step forward in terms of bringing transnational perspectives into the mix. We welcome recommendations for speakers at our future events in general, but we especially welcome recommendations for female, minority, and international speakers. I am also proud that we continue to maintain a tradition of making webcasts of the conference available free to all. I am posting the videos of the Friday events today and next time, of the Saturday events. We will end the week with a focus on a special event on Global Creative Cities, and with some further reflections of our announcement of a new partnership with the City of Rio. Check out this very thoughtful response by Jonathan Gray to the conference's focus on "crowdsourcing" and collaborative production. While I was at MIT, I dropped by my old stomping grounds at the Comparative Media Studies Program and had brunch on Sunday with the newly arrived crop of Masters Students and some of the Program's Alums. What a smart group! After several years of regrouping, CMS has come back strong as ever, has maintained strong standards in terms of the quality and diversity of the community. I wish them all the best. Introduction (8:30-9:00 a.m.) William Uricchio (Massachusetts Institute of Technology) and Ilya Vedrashko (Hill Holliday)
How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green-co-authors of the forthcoming book Spreadable Media-share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference. Speakers: Henry Jenkins (University of Southern California), Sam Ford (Peppercom Strategic Communications) and Joshua Green (Undercurrent)
In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike? Moderator: Sheila Seles (Advertising Research Foundation) Panelists: C. Lee Harrington (Miami University), Seung Bak (Dramafever) and Jamin Warren (Kill Screen)
Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent? Moderator: Ana Domb (Almabrands, Chile) Panelists: Mirko Schäfer (Utrecht University, The Netherlands), Bruno Natal (Queremos, Brazil), Timo Vuorensola (Wreckamovie, Finland) and Caitlin Boyle (Film Sprout)
Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories (3:15-4:45 p.m.) Moderator: Xiaochang Li (New York University) Panelists: Germaine Halegoua (University of Kansas), Dan Street (Loku) and Andy Ellwood (Gowalla)
The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy? Participants: Jonathan Zittrain (Harvard University) and Helen Nissenbaum (New York University) November 10, 2011
Brian Clark on Transmedia Business Models (Part Four)This is part four of a five part series on transmedia business models by Brian Clark: Founder/CEO, GMD Studios. The segments are based on a talk Clark gave earlier this semester as a guest speaker to my USC class on Transmedia Entertainment. A HANDFUL OF VENTURE MODELS In the prior installment, we looked at handful of business models that try to work for even small budget projects. This time, we're going to look at models that rely (almost) intrinsically on raising capital. These models all share at least two common features, and the key one is that the source of funding is some kind of venture capital (which means the return that investors expect is their money back and hopefully some profit for taking the risk.) If that ís a little bit of capital, these might be angel investors that resemble patrons, but if that ís a lot of capital you'íll be dealing with professional investors. The change that comes with that is the mechanism of promotion. If you've only got a little bit of capital, you'll be relying upon media you create (owned) and earn (press and social sharing), but if you've got more capital you might start buying advertising from other places. Ticketed Events An entire set of business models that come from performance instead of media are frequently neglected by transmedia creators: an audience paying for a ticket to attend a live communal experience, whether that ís a theater performance, a concert, a conference or a stranger experience like "Red Cloud Rising" or "Sleep No More". This is the core business model of theatrical distribution (in film), pay-per-view (in broadcast), and touring theater and bands (in music).
Independent music and theater artists will tell you about the entrepreneurial challenges of squeaking a margin from festivals and tours (and then remind you to buy a t-shirt on your way out), but sustainable careers can be built on these models (and the way they can work with fan incubation as a business goal between ticketed events.) Having funding is usually essential, as the expenses to put on the event get incurred before you collect the revenue back from the sales and you have to buy gas for the tour bus to the next town. Marginable Arbitrage In market dynamics, arbitrage is nothing more than buying low in one market to sell high in another, often by creating new value from it that others arenít optimizing. Informercial space on television networks is a good example of this (the broadcast time is cheaper for an hour than for a thirty-second ad during primetime, which is why you see hour long commercials for $19.95 products), but most of the Internet is driven by arbitrage thinking. Many online publishers, for example, get a huge chunk of their traffic from Google because of their knowledge of search engine optimization of content, but then make money off of ads served up by Google that were actually the same as the ads on the search engine page they came from: the publisher made the ads more relevant to the audience, and got paid more because of it. Will some transmedia innovator find a similar system that uses infomercial broadcast space the way online publishers use Google? An arbitrage business model might look something like:
It isnít as easy as it sounds to find value in the cheap: you get two Snuggies for $24.95 plus shipping and handling because they've tested that more sales happen if they price it like that. The more neglected value you find and extract, the more you attract others to do the same (making that cheap resource less cheap) and, like the ticket sales model, as soon as you stop creating arbitrage you stop creating revenue. Conversely, I know people who do nothing but write for the Web from home and get six-digit checks every month because of their understanding of content arbitrage. Audience Developed Products In the same way that "fan funded" treats the renewable fan base as a replacement for investors, you could instead treat them as co-creators (and thus invested in the sustainability and promotion of the work.) Online interactive art, especially community games, are an obvious example of this (such as Top Secret Dance Off, Socks Inc. or Ze Frankís Star.me), but there are also filmmakers experimenting with crowdsourcing the shooting of features and online documentarians working to preserve history through cellphone photos or family pictures. These kinds of projects often produce business models such as:
The strength of this model (crowdsourcing of development) is also its Achilles' heel -- you need a vibrant enough community for that crowdsourcing magic to kick in, and that takes feeding and care. Where it seems to have the most predictable value is in creating longer tails of value, for example in videogames where making level editors available for Halo produced totally new fan-developed games like Portal that became products in their own right. Infrastructure Play If research & development models focus on creating new skillsets and proofs of concept, sometimes they are far more than that -- they become infrastructure plays. The impact of THX on audio standards in movie theaters was an infrastructure play contained inside the Star Wars business model, just as Condition One are documentarians creating licensable interactive technology to increase audience immersion. These types of business models typically look more like:
Infrastructure plays often require even deeper capital reserves than other types of models, because the core value of the sustainability argument requires scale (so, for the Facebooks and Twitters of the world, growth is more important in the short term than revenue generation.) These business models often also require "a business within the business" that focuses just on the licensing or enablement revenue streams (since those needs are often different than the actual creative implementation that generates that infrastructure). Venture Capital Every vibrant art form also has some kind of venture capital model, from financers of films and Broadway shows to venture capitalists in publishing and technology. Some of those communities are sophisticated enough to have created formal marketplaces for capital raising (for example, documentary film) while others have adopted venture capital models into new forms (for example, the artist granting organization Creative Capital). Venture capitalized business models often look something like:
The challenge with venture capital models are primarily in the courting of capital: people can spend years trying to put together a full slate of investors to trigger the actual creative work. Many give up before succeeding, and if they do succeed, then the pressure is on to deliver not just a completed creative work but a successful creative revenue stream. This is an even harder sell with innovation (unless you can show how youíll drink someone else's milkshake) because it makes everything seem more risky and risk raises the cost of capital. Three paragraphs per business plan is obviously skimming the surface of complex media business issues, but I'd like to extend that even further in the next installment and look at how multiple business models come together among the companies in the space (and thus potentially illuminate the kinds of innovations that will drive the next revolutions in transmedia.)
November 9, 2011
Brian Clark on Transmedia Business Models (Part Three)This is part three of a five part series by transmedia designer and theorist Brian Clark.
In the prior two installments, we looked at what might drive the next wave of innovation in storytelling and dissected the patronage business model that dominates the transmedia space today. In this installment and the next, I want to dive deeper into ten different alternative business models that we know work from other media movements in the hopes that they provide some inspiration to other entrepreneurial storytellers. The first handful treats funding and sustainability as the primary challenges: if you don't have access to millions of dollars, just how much capital do you really need? Do you need any at all? No Budget Some artists and art movements solve the business model problem by assaulting the very need for capital funding. They might treat funding as unnecessary (such as Theater of the Oppressed in the 1950s, the Dogma 95 film movement of the late 1990s or the subsequent Mumblecore movement of the early 2000s that embrace no budget as a choice) or might literally treat capital as the enemy (such as the dÈtournement of the Situationist International movement of the 1950s or modern Anonymousí physical and digital hacktivism). In the context of business models, their solutions look something like:
No budget movements are a healthy part of any artistic form: things get made all the time without having business plan justifications. The Internet and digital creative trends amplifies these kinds of models disproportionately because of the constant increase in tools that decrease the costs of production towards free. Sadly, it isn't decreasing the cost of your food, rent and healthcare towards free and no budget artists typically have more traditional jobs that pay those bills -- which might be, in part, why Lars von Trier doesn't still make films under the Dogma 95 model. Grassroots Sometimes, not having funding isn't an active choice but is definitely a current reality. This is familiar territory to independent artists and publishers, from pulp fiction zines of the 1930s through the punk D.I.Y. ethic of the 1970s to the Internet tradition of "grassroots alternate reality games" of this century -- you embrace your limitation as a virtue and make the most of it. For this "D.I.Y. ethic" style of grassroots, the business model solve might look like:
Rather than being entrepreneurial, the funding in grassroots efforts is ad hoc, doesn't really set revenue goals for sustainability and leaves little funding for promotion. Sometimes, for the artists, the connection and affirmation of an audience is still enough reward to make them want to do it again. Research & Development Hopefully, creating always involves learning new things, but sometimes the point of making it in the first place is to learn. The R&D arms of giant companies share this business model with entrepreneurial garage tinkers and both work in prototypes and proofs-of-concept. Some creators, most notably Lance Weiler, have started talking about "story R&D" as the explicit value to their experiments -- learning how to tell stories across all these new platforms and opportunities in relatively low capital risk environments. An R&D business model solve might look like:
The most inherent challenge in R&D models is that you're entrepreneurially deciding to push the return on your investment and sustainability to some future date. It requires some confidence (at least on the artist's part) that those kinds of R&D results are a predictable yield and tends (by necessity) to push the work into more experimental territory (because there is very little R&D yield in doing things you already know how to do).
This is essentially the same model I critiqued in the prior installment, but with a key difference: you've become your own patron, you've become your own client, and you're leveraging the tactical usefulness to your own potential benefit. Like the research and development model, that means you've pushed off revenue and sustainability to some future product those fans want that has its own business model as an investment in a renewable resource. Fan Funding Speaking of the power of fan bases, if you already have even a residual fan base, there are ways to replace funding with those fans. In the classic models, you'd call this pre-sales -- collecting money for a product you haven't made yet to fund the creation itself (often incentivized by some exclusive value add), a model quite common now in the videogame industry but also the classic underpinning of why magazines and newspapers offer annual subscriptions. The Internet's capabilities for crowdsourcing have made this an even more attractive model for independents, whether you're harnessing fans as angel capitalizers with a system like Kickstarter or selling a product that was manufactured "just in time" via a platform like Lulu. The business model might look something like:
The scale of this model is directed tied to the size of the fan base: George Lucas will always pre-sell more than you do, but a smaller group of fans could dramatically change the way a grassroots project might operate. Many creative properties (large and small) leverage this business model in serial with fan incubation -- when you're not pre-selling something, grow the overall size of the fan base as an investment in your next cycle of fan funding. In the next installment, we'll look at another handful of models that solve from the opposite direction: maximizing revenue instead of minimizing investment.
November 8, 2011
Brian Clark on Transmedia Business Models (Part Two)This is the second in a five part series on transmedia business models written by veteran crossplatform and indie media producer Brian Clark. DISSECTING THE "TRADITIONAL" TRANSMEDIA MODELS Most of the money fueling innovation in transmedia storytelling falls into one of three major buckets: entertainment properties created as extended experiences around a core media product; advertising properties created to advance the marketing of a brand; and issues advancing properties created to promote a topic or perspective. In the last installment, I proposed a "business model lens" for looking at some of issues hampering innovation in the new forms of storytelling. There's no better place to start than where the money is. The Danger of Tactical Functionality In truth, all three of these "traditional" transmedia models actually share the same business plan solution, one that focuses on the proven usefulness of transmedia as a tactical function. Let's take a look at the five business plan statements from the point of view of an entertainment, brand or issue property:
So if a big brand hires you to create a transmedia marketing campaign, they are actually hiring you to use transmedia tactics to accomplish some particular goal -- perhaps to sell cars or videogames, perhaps to increase brand awareness or enhance brand perception, perhaps to generate leads or social sharing. From the funder's point of view, the cost of doing it must be justified by the results they hope will be delivered. Big media brands work the same way as non-media brands in the current marketplace, because the budgets for those efforts are most typically from the marketing and promotions expenditures from the studio's point of view. The tactical goal might be different -- for example, film studios are often interested in "butts in seats" in the opening weekend as a marketing goal that they spend against -- but the focus on "transmedia as tactic" is identical. Issues projects are slightly different, but share most of the same attributes. From a grantor's point of view, the results your effort could create per dollar granted is being evaluated not just against the funder's mission but also against the submissions you're competing against for that same funding. Typically, the fees tacked on are much less than with brands and entertainment projects, and grantors typically are less willing to provide fuel for paid media promotion than financers who are in the business of paid media. The most noticeable difference between these three models is how they deal with the ownership of intellectual property. Brand marketing campaigns are nearly always a work for hire, which means you don't own the intellectual property you created because you were compensated to create it (although there are "branded entertainment" trends in those industries that are changing that). Entertainment properties tend to be similar, but as an industry they are more used to discussions regarding back-end percentages on direct revenue your work might create (and that trend towards "branded entertainment" is similarly impactful.) Issues funders are less likely to be focused on the ownership of the underlying IP, although some might put a re-compensation clause on funding that returns some small percentage of revenue back to the granting organization. Their greatest similarity is the focus on transmedia tactical usefulness to accomplishing particular goals. Being useful brings with it baggage. There is a tendency to treat the work as disposable, like an advertisement or a poster promoting a band's gig or a banner painted for a traveling sideshow. It can be beautiful, it can be moving, it can be groundbreaking, but these aren't the way the work will be ultimately evaluated. The goal will be accomplished or it won't, but continued activities require continued funding. Patronage as Lichen, Studio as Old Growth Forest Since ancient times, there has always been a deep connection between the arts and systems of patronage. In the modern media age (from say 1920s onward), those patrons and sponsors have become brands and studios and corporations instead of kings and churches. Even the meaning of the phrase "sponsor" has grown in modern parlance to have both the implication of commercial ("and now a word from our sponsor") and of patronage ("a proud sponsor of the Olympics") intertwined. The advantage for the sponsors has always been the platform to advance their own ambitions. Frequently, patronage is one of the first business models to develop in each periodic revolution in how media get delivered -- for example, the soap opera format first developed for radio that came about as branded entertainment for, you guessed it, soap manufacturers. Like lichen, it is the first part of the ecosystem that can thrive and that, in the process, lays the foundations for more complex ecosystems to develop (especially for those that are entrepreneurial in nature). Eventually, the media becomes so successful (and mass producible as technique, like "the movie ticket") that an industry will emerge -- like in publishing, radio, film, television, etc. You could think of some of those industries as old growth forest, one of the last ecosystems to develop that requires a level of stability in the environment. Much of the revolution you see in every other media is tied to disruptions and inefficiencies in those stable business models that allow for those old growth forests, and most of that is both created and solved by entrepreneurial independents working against/with the old growth forests. If we think that lichen is really cool and totally enough, patronage models are tremendous -- even those of us who aspire to more than that appreciate the fun of a nice big commercial innovation project. Many of my peers and I, though, hail from the more decidedly independent communities around music, film and new media. There, you work from the assumption that you'll probably never have access to the traditional system (but maybe you might) but still want to find a way to create a sustainable career making this kind of work. The transmedia movement has no traditional system to be excluded from, and the traditional system is the patronage model. What would it look like if the last hundred years of independent media business models were all research and development learning for this moment in time, before there was a real industry? In the next three installments, we'll go through ten business models that should provide inspiration for innovation. November 7, 2011
Brian Clark on Transmedia Business Models (Part One)This week, I am going to be sharing a series of five guest blog posts by Brian Clark which are based on a lecture which he gave to the students in the Transmedia Entertainment class I have been teaching in the USC Cinema School. If you follow transmedia closely, you probably already know who Clark is. If you don't, check out some of his astute contributions to this panel from the 2009 Futures of Entertainment conference at MIT. (There are still a few seats left at this year's event which is bring held Friday and Saturday in Cambridge). What I admire about Clark is that he cuts through the crap. He's got a track record as someone who has worked across the entertainment industry and knows what's involved in creating and sustaining transmedia production. He brings street cred as someone who emerged from the worlds of indie music and filmmaking and who helped to create IndieWIRE. He has the pragmatic streak of someone who runs his own business and has to pay the bills, even as he enjoys the visionary speculations that excite many of us about the new forms of creativity that are emerging at the intersections between old and new media. And he's wickedly smart. When he spoke to my class, he brought all of that and more: this was a provocative presentation which described an array of different business models that might support the production of transmedia content as a challenge to the current economic and creative constraints which stem from the industry's reliance on promotional and advertising budgets as the primary driver of creative innovation in this space. I encouraged him to put the core ideas behind this lecture into writing and am happy to share this provocation with my readers in hopes that it will push all of us to think about what needs to be in place before our exploration of transmedia experiences can be sustainable.
In September 2011, media scholar Henry Jenkins invited me to deliver a guest lecture to his transmedia class at the University of Southern California to explore with his students some of the issues raised in an epic Facebook thread my friends and I engaged in back in May called "Reclaiming Transmedia Storyteller". Henry asked me to focus on exposing his students to some of the transmedia business models "beyond the mothership franchise model" -- a dichotomy I jokingly referred to in that Facebook discussion as the "East Coast / West Coast" contrast in the transmedia community. Coming Tomorrow: DISSECTING THE "TRADITIONAL" TRANSMEDIA MODELS September 16, 2011
Announcing Futures of Entertainment 5 ConferenceRegistration Open for Futures of Entertainment 5 We're excited to announce that registration has officially opened for our fifth Futures of Entertainment conference, which will begin on 11/11/11. The conference--which will run Nov. 11-12--will be held at the Kirsch Auditorium on the first floor of the Frank Gehry-designed Ray and Maria Stata Center on the campus of MIT in Cambridge, MA. Full details on the line-up as it stands is below. Registration is available here. Please keep in mind that seats are limited, so--if you plan to attend--register soon. The Futures of Entertainment conference brings together professionals from academia and the marketing and media industries to discuss how communication between media producers/brands and audiences are changing, and how the nature of storytelling is shifting in a digital era. On Friday, we will tackle some of the pressing questions and new innovations on the media horizon: new models of media creation and distribution--and challenges/questions related to participation--in a "spreadable media" landscape; new models aimed at representing fan interests in media production; innovations in crowdsourcing for content creation, funding, and distribution; the impact of location-based technologies and services; and privacy concerns raised by these developments. On Saturday, we will look at particular media industries to how these innovations are evolving: serialized storytelling; children's media; nonfiction storytelling; and music. The conference will run from 8:30 a.m. until 6:45 p.m. on Friday and Saturday, with a reception scheduled for Friday evening. On Thursday evening, Nov. 10th, from 5-7, MIT will be hosting an "eve of FoE" Communications Forum event on "Cities and the Future of Entertainment" in the Bartos Theater in MIT's Wiesner Building. Cities and the Future of Entertainment. Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment?
Introduction:
Spreadable Media: Creating Value and Meaning in a Networked Society. How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green--co-authors of the forthcoming book Spreadable Media--share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.
Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?
Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories. Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?
At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?
Saturday: Introduction:
The Futures of Serialized Storytelling. New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?
The Futures of Children's Media. Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?
The Futures of Nonfiction Storytelling. Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have--and might--nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?
August 1, 2011
Transmedia 202: Further ReflectionsThe above video was shot by Scott Walker during one of my presentations at San Diego Comic-Con, during which I spoke about some of the controversy which has surrounded the definition of transmedia over the past six months or so. I've largely stayed out of these conversations, though you can find a very good summary of the debates here. I've been focusing on other projects and also I've been more interested in the shapes these discussions take than seeking to intervene in them directly, but over the summer, in a range of venues, I've been pushing and proding at my own definitions to see if I can capture some of my own shifting understandings of transmedia, especially as I am preparing to teach a revamped transmedia entertainment class at USC. Today, I am going to try to put some of this still evolving thinking into writing in hopes that it helps others sort through these issues. Much of this is covered in the above video so if you process things better in audio-visual than in print, you have your options. I've heard some gossip that Jenkins was going to issue a "new definition" of "transmedia": this is no where near as dramatic an overhaul as that, just some clarifications and reflections about definitions. This definition still covers, more or less, what I mean by transmedia storytelling: Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story. So, consider what follows Transmedia 202, to compliment my earlier Transmedia 101 post. Given the sheer range of people who have embraced (latched onto?) transmedia, we should not be surprised that:
So, let's start at the top with convergence, which in Convergence Culture, I describe as a paradigm for thinking about the current moment of media change, one which is defined through the layering, diversification, and interconnectivity of media. Convergence contrasts with the Digital Revolution model which assumed old media would be displaced by new media. Aspects of this convergence model are shaping decisions of media producers, advertisers, technologists, consumers, and policy-makers, and thus convergence has many different aspects and consequences. Transmedia, used by itself, simply means "across media." Transmedia, at this level, is one way of talking about convergence as a set of cultural practices. Keep in mind that Marsha Kinder in Playing with Power wrote about "transmedia intertextuality", while I was one of the first to popularize the term, transmedia storytelling. Transmedia storytelling describes one logic for thinking about the flow of content across media. We might also think about transmedia branding, transmedia performance, transmedia ritual, transmedia play, transmedia activism, and transmedia spectacle, as other logics. The same text might fit within multiple logics. So, for example, we could imagine Glee as a transmedia narrative in which we follow the characters and situations across media, but more often, Glee's transmedia strategies emphasize transmedia performance, with the songs moving through YouTube, iTunes, live performances, etc., which we read against each other to make sense of the larger Glee phenomenon. So, there are some people who think that transmedia is simply a form of branding: I would rather argue that branding is one thing you can do with transmedia, but when I speak about transmedia storytelling, that is not the central focus of my interest. I am focusing on emergent forms of storytelling which tap into the flow of content across media and the networking of fan response. Some people have argued that transmedia is simply another name for franchising. Franchising is a corporate structure for media production which has a long history and throughout much of that history, there has been an attempt to move icons and brands across media channels, but not necessarily an attempt to extend the story in ways which expanded its scope and meaning. Most previous media franchises were based on reproduction and redundancy, but transmedia represents a structure based on the further development of the storyworld through each new medium. For a good guide to the history and practices of franchising, watch for the forthcoming book by Derek Johnson, who has been doing extensive thinking on this topic. Much of franchising has been based on licensing arrangements which make it hard for media producers to add or change anything beyond what is already in the primary text or the mother ship. True transmedia storytelling is apt to emerge through structures which encourage co-creation and collaboration, but as Johnson notes, the more a media producer moves in this direction, the greater the challenges of coordination and consistency become. I have sometimes talked about a distinction between adaptation and extension as fundamental to understanding these shifts. Basically, an adaptation takes the same story from one medium and retells it in another. An extension seeks to add something to the existing story as it moves from one medium to another. Christy Dena has challenged making such a cut-and-dried distinction. Adaptations may be highly literal or deeply transformative. Any adaptation represents an interpretation of the work in question and not simply a reproduction, so all adaptions to some degree add to the range of meanings attached to a story. And as Dena notes, the shifts between media mean that we have new experiences and learn new things. To translate Harry Potter from a book to a movie series means thinking through much more deeply what Hogwarts looks like and thus the art director/production designer has significantly expanded and extended the story in the process. It might be better to think of adaptation and extension as part of a continuum in which both poles are only theoretical possibilities and most of the action takes place somewhere in the middle. What the adaptation-extension distinction was intended to address was additive comprehension, a term borrowed from game designer Neil Young, to refer to the degree that each new text adds to our understanding of the story as a whole. So, the Falling Skies graphic novel is a prequel which tells us about the disappearance of the middle brother and thus helps to provide insights into the motives of the characters on the Turner television series. In this case, additive comprehension takes the form of back story, but the same graphic novel also helps us to better understand the organization of the resistance movement, which we can see as part of a world-building process. Most transmedia content serves one or more of the following functions:
I have been troubled by writers who want to reduce transmedia to the idea of multiple media platforms without digging more deeply into the logical relations between those media extensions. So, if you are a guild, it matters deeply that you have a definition which determines how many media are deployed, but for me, as a scholar, that is not the key issue that concerns me. As we think about defining transmedia, then, we need to come back to the relations between media and not simply count the number of the media platforms. So, again, let's imagine a continuum of possibilities. We might start with the notion of seriality. Seriality would imply the unfolding of a story over time, typically through a process of chunking (creating meaningful bits of the story) and dispersal (breaking the story into interconnected installments). Central to this process is the creation of a story hook or cliffhanger which motivates the consumer to come back for more of the same story. Historically, seriality occurs within the same text. So, we've seen American television evolve over time between highly episodic structures (more or less self-contained) to much more heavily serialized structures. Most shows, though, combine elements of the episodic (a procedural plot which can be wrapped up in a single episode) and the serial (an evolving character relationship, an unfolding mythology, a larger plot within which the individual episodes work as chapters.) The shift towards seriality on American television plays a large role in preparing audiences for transmedia storytelling. Most transmedia stories are highly serial in structure, but not all serials are transmedia. So, Bones, say, is a partially serialized drama which, for the most part, remains within a single medium. But we can think of examples where there is a movement across texts or across textual structures within the same medium. I describe this in terms of "radical intertextuality." So, for example, the DC and Marvel universes create dozens of titles which are seen as inter-related. Characters move between them. Plots unfold across them. Periodically, they may have events which straddle multiple book titles, and part of the pleasure of something like Marvel Civil Wars is that we see the same event from the point of view of multiple characters, who may have conflicting perspectives on what is happening. Similarly, Battlestar Galactica unfolds across multiple television series, mini-series, and stand-alone movies. If Battlestar remained in a single medium, television, then it would be another example of radical intertextuality. But, because Battlestar extends this process to include webisodes and comics, which are understood as part of the same continuity, then we call it a transmedia story. So, let's call this next level Multimodality -- a term coined by Gunther Kress to talk about how educational design taps the affordances of different instructional media, but applied by Christy Dena to talk about transmedia narrative. The key point here is that different media involve different kinds of representation -- so what Green Lantern looks like differs from a comic book, a live action movie, a game, or an animated television series. Each medium has different kinds of affordances -- the game facilitates different ways of interacting with the content than a book or a feature film. A story that plays out across different media adopts different modalities. A franchise can be multimodal without being transmedia -- most of those which repeat the same basic story elements in every media fall into this category. For me, a work needs to combine radical intertextuality and multimodality for the purposes of additive comprehension to be a transmedia story. That's why shortening transmedia to "a story across multiple media" distorts the discussion. So far, nothing here implies that particular media need to be involved for something to become transmedia. One can construct a high end transmedia system (a major blockbuster movie or network television show and its extensions) and one can construct a low end transmedia system (a low budget and/or independent film, a comic book or web series as the spring board for something which might include live performance or oral storytelling...) Some have tried to argue that games are a key component of transmedia, but I do not want to prioritize digital media extensions over other kinds of media practices. For this reason, it is possible to find historical antecedents for transmedia which predate the rise of networked computing and interactive entertainment. I am not preoccupied with the "newness" of transmedia. The current push for transmedia has emerged from shifts in production practices (shaped by media concentration, in some cases) or reception practices (the emergence of Web 2.0 and social media), but it has also come from the emergence of new aesthetic understandings of how popular texts work (shaped in part by the rise of geeks and fans to positions of power within the entertainment industries). The options available to a transmedia producer today are different from those available some decades ago, but we can still point to historical antecedents which were experimenting with notions of world building and mythology-modeled story structures in ways that include both radical intertextuality and multimodality. In that way, you can say that L. Frank Baum (in his focus on world building across media), Walt Disney (in his focus on transmedia branding) and J.R.R. Tolkien (with his experiments in radical intertextuality) each prefigure transmedia practices. Similarly, I've argued that Obama is as much a transmedia character as Obi Wan is. I do not mean by this simply that our everyday lives are conducted across multiple media platforms, though this is true. I also mean that we tend to connect those dispersed pieces of information together to form a story, that the story we construct depends on which media extensions we draw upon (Fox News vs. The Huffingston Post), and that there are architects who seek to coordinate and construct the range of meanings which get attached to that story. In that sense, the Obama story, as constructed by his campaign, includes both radical intertextuality and multimodality. When I wrote Convergence Culture, I focused the transmedia discussion around The Matrix, while including a side bar which discussed The Beast as an Alternate Reality Game. I understood that ARGs had something to do with transmedia, but my use of the sidebar structure allowed me to dodge the tougher question of whether ARGs are transmedia, and that's where some of the most heated debates in recent years has occurred. The Hollywood based model of transmedia assumes a story told or a world explored across not simply multiple media but multiple texts, which can be sold to audiences separately and which represent multiple touch points with the brand. (Note, for my definition, it really doesn't matter if the texts form a single narrative or multiple stories set in the same world, since in practice, most transmedia includes multiple plot lines which can be dispersed in different ways across the installments.) The ARG model, however, assumes that multiple media can contribute to a single entertainment experience. So, we are more likely to talk about The Beast, I Love Bees, or The Lost Experience as completed texts in their own right (as well as in all three cases as part of larger entertainment franchises). Different groups have different stakes in drawing lines distinguishing or integrating these two models. It is important to understand what they are each trying to accomplish, but I am less invested in defining in or out one model or the other. I just think this is a space which deserves closer conceptual work than it has received so far. Both could meet my emphasis on radical intertextuality and multimodality and both can deliver on the promises of additive comprehension. Another debate worth monitoring here has to do with issues of audience participation in the development of a transmedia property. These debates break down into two sets of issues. The first has to do with the differences I draw in Convergence Culture between interactivity and participation. For me, interactivity has to do with the properties of the technology and participation has to do with the properties of the culture. Obviously, in practice, both may come into play in the same text. So, for example, a computer game stresses interactivity and thus preprogramed entertainment experiences. Fan culture is high on participation, where fans take the resources offered by a text and push it in a range of directions which are neither preprogrammed nor authorized by the producers. When people claim that interactivity is a core element of a transmedia experience, I want to make sure we are using the term in the same way. We can imagine a range of different relations which fans might have to a transmedia property. On one end would be the hunting and gathering practices of finding the dispersed pieces of information and figuring out how they all fit together to form a meaningful whole. On the other end, we might have playing through a level of a game, working past obstacles, killing bosses, and gathering objects. But we might also think about various forms of fan performance -- from fan fiction to cosplay -- which are more participatory and open ended and less dependent on the design choices of the transmedia producers. A second set of issues has to do with continuity vs. multiplicity. Most discussions of transmedia place a high emphasis on continuity -- assuming that transmedia requires a high level of coordination and creative control and that all of the pieces have to cohere into a consistent narrative or world. This is a practice which is hard enough to achieve across the multiple divisions of the same production team and it becomes hard for fans to contribute directly to the development of a narrative which places high emphasis on continuity. Indeed, many projects which claim to tap "user-generated content" do so in ways which protect the "integrity" of the continuity at the expense of enabling multiple perspectives and more open-ended participation. They make the author or some designated agent an arbiter of what counts within the canon. On the other hand, there are forms of commercially produced transmedia which really celebrate the multiplicity which emerges from seeing the same characters and stories told in radically different ways. This focus on multiplicity leaves open a space for us to see fan-produced media as part of a larger transmedia process, even if we then want to try to sort through how different elements get marked as official canon or fan alternatives. Sorry this has gotten so complicated, but I think part of the problem is that many people are looking for simple formulas and a one-size-fits-all definition, trying to delimit what transmedia is. But, we are still in a period of experimentation and innovation. New models are emerging through production practices and critical debates, and we need to be open to a broad array of variations of what transmedia means in relation to different projects. I wrote in Convergence Culture that convergence practices, for the foreseeable future, will amount to "kludges," jerry-rigged attempts to connect different media together, as we all figure out what's going on and what works well. There is no transmedia formula. Transmedia refers to a set of choices made about the best approach to tell a particular story to a particular audience in a particular context depending on the particular resources available to particular producers. The more we expand the definition, the richer the range of options available to us can be. It doesn't mean we expand transmedia to the point that anything and everything counts, but it means we need a definition sophisticated enough to deal with a range of very different examples. What I want to exclude from this definition is "business as usual" projects which are not exploring the expanded potential of transmedia, but are simply slapping a transmedia label on the same old franchising practices we've seen for decades. As a way to promote more conversation, please send me your questions, critiques, and other responses to hjenkins@usc.edu, and I will try to respond in a future post. July 25, 2011
Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part Three)This is the final installment of my interiew with Brian David Johnson. Sorry for the delay in posting. I had some difficulty with email access during Comic-Con.
You talk in the book about "ubiquitous television." Many readers will not know this concept, so can you explain what it means and how it represents a significant shift from our current relationship to content? Ubiquitous TV is built off the idea of ubiquitous computing. This was a concept pioneered by Mark Weiser while he was at Xerox PARC. Weiser saw computing existing in three stages: Stage one was the old mainframe computer. These were the computer the size of an entire room. The second stage of computing was the personal computer. This is the Mac or PC that we all know and love. One could argue that there is a core tension between the idea of media as "personalized" and the idea of media as "socialized," something we consume through networks (whether old school broadcast or new school digital/social). This is not a new tension, but it seems hard for advocates for new models of television to keep both aspects in their heads at the same time. How do these two pulls impact the design of the next generation of television-related technologies? You couldn't be more right. It has been hard for people to keep both of these concepts in their heads at the same time. But for me I approach it differently. For me I think about what consumers and people are telling us. Because ultimately it's about what they want and people have no problem managing these two ideas at the same time. The reason why it's easy for them is because they want it both ways. As we start to think about how to design for both the personalized state as well as the socialized state, I think we need to remember that for consumers both of these states are still TV. In the business of entertainment and even in the business of thinking and writing about entertainment, we like to create categories and systems for understanding what's happening in the modern media landscape. This certainly is important as we need to have these discussions but even as we discuss and debate we have to remember that for consumers they don't think this way. They are not thinking about the business or cultural implications of media. People are simply enjoying it as a part of their lives. Much early writing on digital media implied that the era of mass media would be displaced by an era of niche media, yet there remains an ongoing engagement with our shared experience of broadcast media which has allowed television to weather the storm. What factors have allowed television to withstand competition from the net and the web? I love the old ideas of where TV was going to go. People always said that it would all be personal; that mainstream broadcast media would shrivel and die. No longer would large corporation dictate to the people what they should watch. It would be a wild and wooly collection of intensely personal niche channels that would change and adapt to the needs and desires of people. Well yeah that's cool but it didn't happen exactly like that. It turns out people love mainstream broadcast TV. People all over the world love watching American Idol or Pop Idol or Indian Idol... And there's nothing wrong with this. Consumers love personalization and they also love watching Idol live. This is not hard for them to understand. Part of the frustration of print publishing about emerging media practices is that the book is always out of date before it reaches the reader. What recent developments do you wish you had been able to discuss in the book? Ah yes! At the end of Screen Future I wrote that I figured that by the time people read the book there would be a whole host of issues and technologies that were outdated. July 20, 2011
Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part Two)
That's a tough one because TV, like any good system or organism, has survived for so long because it adapts. This is one of the reasons I'm so fascinated by the history of TV. TV as a collection of technical innovations, business models, story structures, cultural indicators and motivators is in a constant state of change. I could give you the long list most of us take for granted: Black and white to color. Sponsored shows to the 30 sec spot. The big three broadcasters to cable and satellite. TiVo! The complex web of broadcasters and affiliates. The birth and refining and reimaging of the half hour sit com. The sit com or more pointedly the American sit com is really strange and deeply interesting...but I'm gushing You argue that a fundamental change occurred when the computer changed television into data. How so? How is this shift experienced by the everyday television consumer? I should start off by saying that this fundamental shift to TV from digital to data has not happened yet on a broad scale. It's certainly coming. Some folks I've talked to peg 2015 as a possible date from this but I'm thinking now for mass consumption it might be a bit longer. At the moment the average consumer isn't experiencing the world that I described...yet. But behind the scenes it's certainly happening and happening right now. At Intel I've seen some really smart work in this area three years ago. I write about it in my book that we have been doing work in the fields of video analytics and computer vision. In a way you can think of it as computers warning TV. How do computers watch TV? What computers what TV what do they see and how do they see it? Some are arguing that television is moving from an appointment-based medium to an engagement-based one. What roles will new technologies play in supporting and sustaining our engagement with television? Oh this is an easy one. You are throwing me a softball here Henry. Technology, the very technology we have been discussing has brought about the transformation of entertainment from a broadcast model or an appointment based TV experience to a more personated and engaged TV experience. Technology did this. No question. In the early days of the DVR is way ReplayTV and Tivo. Heck even to a very limited extent the VCR.
The future is Brian David Johnson's business. As a futurist at Intel Corporation, his charter is to develop an actionable vision for computing in 2020. His work is called "future casting"--using ethnographic field studies, technology research, trend data, and even science fiction to provide Intel with a pragmatic vision of consumers and computing. Along with reinventing TV, Johnson has been pioneering development in artificial intelligence, robotics, and using science fiction as a design tool. He speaks and writes extensively about future technologies in articles and scientific papers as well as science fiction short stories and novels (Science Fiction Prototyping: Designing the Future with Science Fiction, Screen Future: The Future of Entertainment Computing and the Devices we Love, Fake Plastic Love, and Nebulous Mechanisms: The Dr. Simon Egerton Stories). He has directed two feature films and is an illustrator and commissioned painter. July 1, 2011
Now Available: Transmedia Hollywood 2 VideosDue to technical difficulties, we've been delayed in sharing with you the videos from our April Transmedia Hollywood 2 conference, jointly sponsored by the cinema schools at USC and UCLA, and hosted this year at UCLA. We hope to be back next April at USC with a whole new line up of speakers and topics, which we are just now starting to plan. In the meantime, check out some of these sessions, which should give the ever expanding Transmedia community plenty to chew on this summer. As for myself, I'm flying down to Rio, even as we speak. Transmedia Hollywood 2, Visual Culture & Design: Denise Mann Opening Comments from UCLA Film & TV on Vimeo. Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC. (Some of my comments here got me into trouble at the time and I hope to post something here soon which explores the issue I raise here about the role of radical intertextuality within the same medium.) Transmedia Hollywood 2, Visual Culture & Design: Henry Jenkins Opening Comments from UCLA Film & TV on Vimeo. Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox -- Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially. Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers -- aka "transmedia producers" -- charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities. The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida. Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes. Moderator: Denise Mann Panelists:
TH2 Panel 1: "Come Out 2 Play" from UCLA Film & TV on Vimeo. Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms? Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures? How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination? Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?
TH2 Panel 2: "We're Looking for Characters" from UCLA Film & TV on Vimeo. Game On!: Intelligent Designs or Fan Aggregators? A similar revolution is taking place in the post-network television industry as creators form alliances with network marketers in an effort to reach out to engaged fans. Many of the cutting-edge creative team at Smallville forged this path in the wilderness, creating innovative on-line campaigns that they later took to Heroes. Fans avidly pursue TV creators who incorporate an arsenal of visual design elements derived from films, comic books, games, web-series, and theme park rides in the series proper and in the online worlds. Experimenting with ways to reinvent an aging medium and buoyed by a WGA strike that assigned derivative content to showrunners, the question remains whether these creators won the battle but lost the war as more and more network dot.coms have asserted control over the online interactive entertainment space. Do web-series like Dr. Horrible and The Guild represent the next frontier for enterprising creators or can creative personnel learn to play within the confines of the corporate playground? We will ask creators from both industries -- gaming and television--to explain their philosophy about the intended and unintended outcomes of their interactive properties and immersive entertainment experiences. Marketers clearly love it when fans become willing billboards for the brand by wearing logo T-shirts, deciphering glyphs, or joining mysterious organizations such as Humans for the Ethical Treatment of Fairies, Elves, and Trolls, and then sharing clues, codes, and supporting content across a virtual community. These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging transmedia worlds. Moderator: Denise Mann
TH2 Panel 3: "Game On!" from UCLA Film & TV on Vimeo.
The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions. We might think of such stories as hyper-serials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms. So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristotelian unities of time and space? Moderator: Henry Jenkins Panelists:
TH2 Panel 4: "It's About Time!" from UCLA Film & TV on Vimeo. June 29, 2011
Acafandom and Beyond: Week Three, Part Two (Kristina Busse, Flourish Klink, and Nancy Baym)Kristina: I think it's interesting to look at three of us and how our different background quite strongly affects not just the way we do research but also the things we worry about. Coming from a straight up literature department (in the middle of High Theory no less) and teaching in a philosophy department, I worry a lot about what represents, both in research and in teaching. Meanwhile, my fan life feeds directly into my academic research, so that I feel a strong responsibility toward my fan friends to neither exploit nor to misrepresent them. Unlike Nancy, I was trained to analyze texts, and it actually took me a long time to negotiate my solely text-based background with, for example, ethical concerns for my research subjects/fan friends. In other words, it was my fannish background that made me create a research ethics that to most social scientists is probably totally obvious. At the same time, though, moving back and forth between studying texts and studying people, looking at blog posts as textual artifacts and looking at them as revealing material about a person, has forced me to address these issues in ways I feel many literary scholars don't (they often subscribe to the notion that everything that's accessible online is citable and in an almost New Critical way follow an author-less text model) and many social scientists don't (insofar as they erase the identity of individual fans when they don't name names). As for Flourish, I can't really speak to her experiences except that for me fandom is something that isn't connected to production and industry. As a fan I don't want to engage directly with actors/writers/directors, and as an academic, I don't care about that side either. I know it's an important area, and I'm very happy that we have good and smart people explaining and representing fandom, but to me fandom is mostly about what we as fans do. I'm passionately and hopelessly in transformational fandom, and I am interested in tracking and analyzing what fans do on their own rather than how fans interact with the industry. [And I am well aware of the gendered aspects of that attitude and its drawbacks!] The other thing that I notice a I'm looking at the three of us is generational. I don't know Nancyís age but I know she published already when I was just entering English grad school, so I think of the three of us possibly representing not only different disciplinary backgrounds but different fan studies generations. And maybe that means that Flourish's industry collaboration indeed is the future?
Nancy: Uh oh, I think I've just become a grandmother! Give me a few more years! I published my first piece about fandom in 1993. Like most of that work, until it took book form in Tune In, Log On: Soaps, Fandom and Online Community (Sage, 2000) it was being positioned primarily as work about online interaction, not as work about fandom (even in the book, it is at least half and half). Again this colors why the term "acafan" has never seemed relevant to me. I wasn't positioning myself as a fandom scholar, I was a qualitative internet researcher who studied what fans do. I like Flourish's points about industry and I appreciate her bringing them in as a third party to the personae we balance as people who study and participate in fandom. I love that people like Flourish are working with industry. In the last several years I have begun to speak at industry events and talk more with people in industry, particularly the music business, and the more I see, the more convinced I am that we really need fans represented in those rooms where Flourish sits with her teal hair (and I sit with my asymetrical hair with streaks of color that don't belong there). As fans we are constantly being viewed as ATM machines - "let's connect so we can monetize you!" - and I believe that the sustainability and long term future of the entertainment industries relies on a new kind of engagement with fans that must be informed both by those within fandom and by academic research. I keep going back again though to the notion that these concerns are not unique to fandom in any way. It's always incumbent on researchers to recognize the different audiences who have a stake in our work and to figure out the ethics of treating them all appropriately. These are rarely problems with obvious answers that fit everyone. They are ongoing processes we all work through on moment by moment and project by project bases. I don't think we all have a responsibility to speak to industry, and I totally get where Kristina is coming from in saying she wants to keep fandom for the fans. I do think, though that we have some responsibility within fandom to listen to the voices of the industry. Actors, musicians and writers are also real people with real feelings. I interviewed a woman in a band who had stumbled across fan fiction about her having an explicit erotic encounter with another female musician whom she knew in real life. She read it and the fan responses (which were along the lines of "wow, what a cool pairing") and felt both violated and kind of mortified about ever having to see her friend again without thinking about that. I believe in transformative works, but to me, this is a problem. As I've interviewed musicians about their interactions with fans, it's become clearer to me that some of the things fans do to gain status within fandom hurt the musicians. I'm not saying they shouldnít do them, and I do advise musicians to toughen up and let things go, but I do think it's worth thinking about how we might raise fans' awareness of how they affect the people they are discussing as well as the industry's awareness of how they affect fan discussions and academics discussions about both.
Flourish: Nancy, your story about the band member makes me think about fans' reactions to the academic articles they themselves are in. That's a productive comparison, I think - "fans are to acafen the way that band members are to RPF writers" - because I think it opens the door to discussing the competing ethical responsibilities we have. Part of defining oneself as an 'acafan,' I think, is about making an ethical commitment to the fan community, yes? So that when they read your academic work, they don't feel like that band member - misrepresented and kind of miserable. On the other hand, as a fan, Kristina is eager to reject any responsibility towards the creators of source texts for transformative works (or the actors and musicians whose lives provide source texts). Obviously, there''s some important differences - an academic is making truth claims, whereas a fan is not; academics have cultural power, whereas fans rarely do; fans do not (usually) put themselves forward as public figures, whereas musicians and actors must by the nature of their work. But ultimately, academics and fan fiction writers both mine preexisting texts and come up with narratives that make arguments about our world, right? They aren't the same, but they are similar. While I'm sensible to the argument Kristina is making about industry's interests not intersecting with hers (and the implicit argument I think she's making about industry's power and desire to control fannish behavior), I think it's interesting to think about the question of whether academics' interests actually match up with fans'. For many years, I pooh-poohed the idea that academics publishing about fandom would have any impact at all on what industry understood or thought - but now I see people in industry independently bringing up articles that have appeared in the journal Transformative Works and Cultures. (One result of having an open-access journal is that, yes, fans can read the articles published therein, but so can folks in industry.)* If there are fans who truly want to be left alone, they haven't been helped by academics, not one bit. Besides, that horse has already bolted. Whether fans like it or not, there are more academics studying fandom than ever, and there are more people in industry sniffing around than ever. At this point, there's no reversing it. As Nancy suggests, the only thing that's left to do is to think about how to create some kind of balance - how to make sure that everybody can co-exist. Academics do play a role in that, whether we want to or not - which is one aspect of being an acafan that's not usually highlighted. *Yes, I realize that this somewhat contradicts what I was saying above about industry having more of an impact on daily life than academia. I am large, I contain multitudes. Nancy: I'm not sure how major a point it is for this discussion, but I am troubled by the idea that a performer who presents herself as willing to engage fans is thus obliged to be written about in public spaces in explicit sexual terms and, should she encounter that work, obliged to ignore it. I have no issues with people imagining and writing sexual encounters between fictional characters, but I do think that for fans to treat real people as fictions for their own and one anothers' imaginations can be selfish and even cruel, and that is not the fault of a musician for daring to be nice while looking good. I stand by my sense that one thing academics ought to be doing is giving fans frameworks for at least thinking critically about the ethics of what they do, just as we are well positioned to argue to the industries about the ethics of the choices they make towards fans. Our conversation seems to have revolved largely around ethics and accountability. When I first started studying fandom and read much of the textual analytic work on soap opera fans I was mortified by the willingness to make claims about what fans got out of the genre without ever actually looking at what fans did or talking with them about it. Not surprisingly, these textual analyses often led to analyses of fans as deeply screwed up people living vicariously through texts. I was also struck by the fact that so much of that work was written in language that was borderline incomprehensible without a Ph.D. in the area. In response, from the start, my core obligation has been to write about fans in a way that honors their perspectives and in a way which they can read easily [as a sidebar, open access publishing is an increasingly important part of this]. But 'honoring' does not mean 'fawning.' When fandom misbehaves, when there are fan works that are problematic or poorly done, when there are fans within communities who pull weird power plays or whatnot, we mustn't paper over that in order to make sure fandom looks good. We are often eager to criticize previous research in order to situate the value of our own, we need to be willing to criticize the fandoms we study too. Similarly, there are temptations to paint fans as good guys and industry professionals as bad guys, which is just as intellectually sloppy. What academics contribute isn't necessarily "truth" as Flourish said - I'd argue truths are multiple and contestable when youíre talking social behaviors and meanings - but insight. I see my role as an academic as doing systematic and rich analysis that provides a basis for understanding social phenomena. All of the relevant identities we experience as researchers can be mined for their contribution to understanding if we are reflexive throughout the research process. We invite your comments and contributions over on our mirror site here or send comments to me at hjenkins@usc.edu and be sure to indicate if they are for publication. BIOS Kristina Busse (http://kristinabusse.com) is an English Ph.D. who teaches in the Department of Philosophy at the University of South Alabama. Kristina is co-editor of†Fan Fiction and Fan Communities in the Age of the Internet (2006), and of the forthcoming collection†Transmedia Sherlock.† She is founding coeditor of the fan studies journal Transformative Works and Cultures. Nancy Baym (http://www.nancybaym.com) is a Professor of Communication Studies at the University of Kansas. Her recent work on independent Swedish musicians, labels and fans has been published in Popular Communication, The International Journal of Cultural Studies, and First Monday. She blogs (now and then) at http://onlinefandom.com and collects links about artist-audience relationships at blog.beautifulandstrange.com.
June 24, 2011
Three Reasons Why Pottermore Matters...Yesterday, J. K. Rowling of Harry Potter fame announced a bold new online venture called Pottermore which has sent shock waves through multiple communities which I follow closely and I've had more than a few people already ask me to weigh in on my initial thoughts about what's taking place. Keep in mind that, as Will Rogers used to say, all I know is what I read in the newspaper. I have no knowledge of what's taking place here other than what's already in the press and what I can speculate about from my knowledge of the announcement's fit within a range of trends impacting social media, transmedia entertainment, Web 2.0, and fan culture. Here's the video of Rowling's announcement, which you should watch, if you haven't already, so the rest of this makes sense. Now, let's consider what this announcement means from several perspectives. Pottermore as Transmedia Storytelling: This may be the most highly visible transmedia project to date -- after all, Harry Potter is as big a media franchise as we are likely to see anytime soon. I've blogged before about the paradoxical nature of Harry Potter fandom:
Relatively little of the official Harry Potter media produced to date has been transmedia in the sense that I use the term -- as an extension of the information we have available about the world rather than as a replication of the story from one medium to another. I've been suggesting lately that we might identify transmedia projects through the combination of two factors - radical intertextuality (that is, the complex interweaving of texts through the exchange of story-related information) and multimodality (that is, the mixing of different media and their affordances in the unfolding of the story). Pottermore works at both levels.
By far, this is the aspect of the announcement which has caught fire with fans, especially those who have been worried that the intensity of the fandom will fade once the last film is released into the theaters. Trust me, there's been lots of mashing of teeth about this. No one thinks that Harry Potter fandom will go away completely -- we've seen many fandoms long outlast the production of new material -- but there is apt to be less intensity and visibility once the final film hits the theater. For these fans, Pottermore is a game changer. Here, for example, is some of how HPANA, one online Harry Potter fansite, responded to the news:
Those are high hopes for the author to meet. On the other, there is the promise of multimodality represented by what's been described as interactive "moments" introduced around the books -- including a sorting hat process and a wand shop -- which allow fans new ways of interacting with the story. For literary critic Lev Grossman, who has been a key enthusiast for the books, this aspect of transmedia causes him to pause: When publishers mix reading with other media, the way Pottermore does (or the way that The 39 Clues, another Scholastic creation, does), I find it confusing. Every time I see more of the Potterverse realized in other media, as video or audio or even still images, it undoes the work I did by reading about it. It takes away from the marvelous, handmade Potterverse I've got going on in my head and replaces it with something prefabricated. Those of us who are more enthusiastic about transmedia see it differently: we see these materials as expanding our knowledge and deepening our experience of the story (at least in so far as they are done well and everything about Potter has been done well) by allowing each medium to do what it can do best. There's been lots of talk about whether there has been a killer demonstration of the potential of transmedia -- this may well become that killer demo, for better or for worse, and I for one am going to be watching closely to see what happens next. Pottermore as eBook: The Wall Street Journal has read the Pottermore story through the lens of ebook publishing and the future of authorship, and it's a pretty significant story from that perspective also. Here's part of what they speculate: While her publishers and major online book retailers will continue to sell her physical books, Ms. Rowling has reserved for herself the digital editions, the fastest-growing segment in the book world. The move could inspire other authors, large and small, to pronounce themselves independent agents in hopes of tapping more lucrative paydays. Ms. Rowling refused for years to release her books in electronic format, retaining the digital rights for herself. While most other authors have already handed over their digital rights to their publishers--most recently, John Grisham--Ms. Rowling's deal could prompt them to self-publish when their deals come up for renewal or demand higher royalty rates than the 25% of net sales that most publishers offer today on digital editions. Some may even choose to forgo all traditional means of book publishing and set up their own bookstores, reaping 100% of everything they sell.I am following the world of epublishing closely these days, thanks to my affiliation with the Annenberg Innovation Lab which is launching its own epublishing division. Few authors at this point can exert such power over their own publications and few have the ability to set new terms of professional compensation. Read through this lens, it may be a comparable to when George Lucas took a smaller salary on Star Wars in return to a percentage of the revenue from ancillary products, a decision which helped paved the way for Star Wars as a ur-text for transmedia storytellers and entertainers. Rowling recognizes that it is not enough to offer a digital offset of the books via Kindle but that ebook publishing represents its own kind of event, which enables her to further expand the reader's experience through new content and new ways of interacting with the material. Her continued involvement with the social network of her fans moves the ebook from a product to a process - not a one time thing, but something which can draw back people who have already read the seven books and watched the eight films to have a new set of relationships with the story. So, again, the announcement is big news. This has become increasingly true for Rowling, who has shown many signs that she wants to continue to shape and control how fans respond to her work well after she finished writing it. We can see this in the epilogue to the last novel, which seems to pointlessly map out futures for all of her characters, including shaping the "ships" (relationships) between them, in what amounts to spraying her territory. Many fans would have preferred a text which was more open ended on that level and allows them more freedom to speculate beyond the ending. She decided to "out" Dumbledore not through the books but via her own discourse around the books. She tried to shut down the Harry Potter Lexicon. So, it is abundantly clear that she likes some of her fans more than others and that any effort to facilitate fan interactions also represents an attempt to bring fandom more under her control. Two key phrases stood out for me in the announcement: "digital generation" and "safe," both of which require some glossing here. Harry Potter has attracted a very strong adult readership, many of whom would not conventionally fall into the digital generation. Even among those who come from the digital generation, many of those who grew up reading the books, are now young adults, even in some cases, parents on their own. And then, there are the children readers who were the targeted audience for the books. The most active fans, as noted above, are often a "surplus audience," and may well not be children. This doesn't matter when the book can be purchased at a range of different locations, read in a variety of contexts, but if you try to bring that readership together online, then the tensions are apt to become more of an issue. That's where the term, "safe," is a red flag. In this case, it can mean two things -- first, a space where you can read the stories without encountering any of that dratted "pornography" that some (many actually) of the adult fans have been producing. I remember talking to Warner executives when I was working on Convergence Culture who kept saying they wanted to distinguish between the "fans" and the "pornographers," and I couldn't bear to tell them that most of the erotica is produced by the fans and is part of what it means to them to be a fan. So, "safe" in those terms means censored, regulated, or policed. So, the promise is that "You," "Us," will help shape the future of the franchise but only in terms specified by Rowling and by the companies involved in overseeing this site. Here enters a second potential meaning of the word, "safe," which is that the site will comply with the Children Online Privacy Protection Act (or its British equivalent) which sets restrictions on the exchange of personal information, especially by minors. (For a useful discussion of how the desire to protect children may also restrict their ability to meaingfully participate, check out this recent post by Anne Collier.) So, does this mean that Pottermore will become the literary equivalent of Club Penguin, social media without the potential for off-line social interactions, and how does this fit within the larger framework of social relations upon which Harry Potter fandom, like all other fandoms, depends. Moving beyond the word, "safe," there's the potential that this follows the logic of Web 2.0 more generally which seeks to capture and commodify participatory culture. There are multiple concerns here, which I need to know more to be able to address. While the language of the video hints at a more open-ended structure of participation, wherein fans share their thoughts, speculations, and creative works with each other, the only features specifically described constitute preprogramed interactivity -- such as the Sorting Hat -- which sets the terms of our engagement with the storyworld. I might note that Harry Potter fandom has been among the most innovative in helping fans make the transition to the era of social networks -- having developed their own platforms and practices since the book was first published -- including several very sophisticated versions of the Sorting Hat. Which house you identify is deeply personal to Harry Potter fans. I strongly identify with my affiliation with Ravenclaw, so why should I cede to Rowling and Sony the right to decide which house is mine! So, in this case, Rowling is offering fans what they already have on their own terms and using the release of information as a bribe to pull them into her walled garden. (Keep in mind that the information is going to get spoiled and leaked the moment it is posted.) If, on the other hand, she does allow for more creative and participatory engagement of the material on the site, that opens other questions already hotly debated along the borders between Web 2.0 and Participatory Culture. Abigail DeKosnik, for example, has described the bargain fans often are forced to make -- ceding all rights to their own intellectual property in return for the promise, easily revoked, of corporations not suing them for their efforts. Others have described this in terms of issues of fan or free labor -- people are doing creative work for free which benefits corporations without getting any revenue in return. Lawrence Lessig has gone so far as to describe this as a modern form of "sharecropping." This is a complicated issue and we have a lot to say about it in my forthcoming Spreadable Media book. I am not prejudging the terms that Rowling and Sony are offering here. I am just saying that the platform as described raises these questions and we need more information before we can really weigh whether Rowling is treating her fans fairly here. She's been surprisingly supportive of fan culture in the past, but on a selective basis, which does not give us much guarantee on how this one is going to shape out. The devil is going to be in the details here and those are going to be rolled out over the next few months. Could Rowling's "gift" to her fans turn out to be a Trojan Horse? Hell yes, but it may also open the door for some other creative opportunities along the lines discussed in the earlier sections of this post. June 16, 2011
How Do You End a Cult Series?: Fans RespondI asked for your thoughts about how cult series should end and in particular your expectations and responses about the resolution of Smallville. Here are your responses: Hello: I watched Smallville at the beginning and kind of faded out when Jonathan died. I left it alone for a couple of years and picked it back up again in season 8. I've since watched all the episodes in order and truly love the series for so many reasons. The messages were so positive, family was important, good, truth, justice and all the things that we seem to be lacking or maybe I should say we're trying to uncover again. I thought the end of the series was excellent. I truly was not disappointed other than learning it took another seven years for Clark to marry Lois. I'm not a comic book fan so I don't know what's happening in that reality. As far as Chloe goes, my impression was she was happily married to Oliver, she's a mother and she's still involved in the Justice League albeit in a role that keeps her anonymous for her protection and the team's. Given her propensity to stick by Clark no matter what, I can't imagine Chloe doing anything else with her life. It would have been nice for them to work Lana in there somehow. I wanted to know what happened to her but I wasn't disappointed per se. Hope this is what you were looking for. I'm just so grateful not to have a St. Elsewhere or Dallas kind of ending. As it was done, Smallville and Superman live on. Happy writing! Kim Kloes
Hi Allison I have been watching Smallville since my dad had me watch it with him which was "Justice" in season 6 as my starting episode. It was awsome and I have loved your character ever since. And just between u and me I think chloe was more fun with Oliver then Jimmy. Besides the Finale what episode do u think u liked the most of the ones u were in for season 10? For ur role I think the best was probably "Masquerade with Desaad" but u looked like u had a lot of fun with "Fortune." What kinda props did u take home when the season ended? Did kristen and erica not like each other that much because after season 5 they actually (and i looked back) had only 6 scenes together in 2 whole seasons. Or was it the writers who did that? Im sorry if this is a little akward and u dont have to answer but i always wanted to know was it akward that u and tom knew each other for 9 years and u guys did a naked scene together in season 9 in "Escape"? With Silver Banshee? I think thats enough questions and I loved Smallville and I will always love it. I also was happy with Chloes ending being a recruiter of heros, a mom, and still a reporter. Your character always developed in fun ways and whats good is that it never changed it just kept adding on. Thanks, Justin your Smallville fan
My 1st response is about the show: The most awesome part about it is that, because of it's origins of Comic books, it already had it's core fan base; Those that weren't comic book geeks are more abstract/contemporary viewers.
Wow, you are a brave person, opening up your inbox to comments from a horde of Sci-Fi fans :) I appreciate the opportunity to weigh in, so I'll keep my comments brief. I'll lead off my comments by pointing out that there's obviously no way they could have satisfied everyone with the finale, especially with a Canadian TV show budget. If you did everything all of the fans wanted, you'd spend a hundred million dollars, which was clearly not in the cards. I also note that many folks appear to be quite satisfied with the finale. For my part, though, I found the finale to be monumentally unsatisfying, but not for the reasons that are being cited by many. My only expectation was that I expected the producers handling the finale to deliver a cohesive, meaningful story that wrapped up the TV series, its characters, and its plotlines during their last outing, and it is in this basic storytelling respect that it really came up short. The best example of this fact is the way in which the Lois and Clark wedding was handled. The fact that Lois and her relationship with Clark was so important to his destiny was one of the truly innovative and memorable things about this season and a really novel, welcome addition of the Superman mythos; the storyline and accompanying great performances by the two actors really enhanced the show. They ultimately built up the wedding into one of the prime narrative drivers of the season, to the point where it took up half of the time in the series's final episode. The Lois and Clark wedding was, of course, also heavily hyped by the network. If you spend that much time building up to something, you have raised audience expectations to the point where you really, really, need to cohesively deliver a satisfying resolution onscreen. Instead, the wedding gets interrupted at the halfway point to the show, we get to the end of the final episode, there's a brief 7-year flash forward sequence, and the two main characters still aren't married. As a viewer, my response to that moment was roughly: "WHAT?!!! Are you kidding me? All that buildup and this is what we get?" The fact that the ending of the show establishes that they are still trying to get married is really just a bad storytelling decision. It rudely snaps the viewer out of the story. This ending raises a host of uncomfortable questions that the viewer really shouldn't have been induced to ask, since they completely ruin the "suspension of disbelief" that is absolutely required for a show with an (admittedly zany) premise like this one. Questions like: Why didn't they just finish the wedding in the parking lot with the minister 7 years before? Why did it take so long for them to try to get married again? More importantly, why haven't Superman and Lois Lane, of all people, not been able to find a day--or heck, even an hour--in seven years to finish their 90% done wedding, which had been portrayed as immensely important to them both for an entire season? You make time for what's important, and waiting seven years is very much out of character for them. The Lois character in particular goes from "never accepting defeat" just two episodes prior to apparently blithely accepting defeat in the case where her own wedding doesn't get finished. Bottom line: the whole thing just defies belief, and having a prime narrative focus of the series be handled in this fashion really makes no sense. What makes it even more frustrating is that there are any number of ways this plotline could have been handled more satisfyingly; I for one would have been A-OK if that last scene had just established that they were were married offscreen at some nebulous point beforehand, which would have been shockingly easy to do (a simple "Hello, Mrs. Kent" would have worked just fine...). Instead, although we did get lots of wedding-related character moments and the ending clearly shows that the two characters are still together, the viewers categorically did not get a satisfying onscreen narrative conclusion to the season-long wedding plotline. You spend that much time building up to something, you have to deliver, and they did not. It would be interesting to hear about the thinking that went into this decision; to a completely average TV viewer such as myself, it is absolutely befuddling, and I just felt insulted by the way that the wedding plotline was handled. It felt like my time had been wasted for an entire season. Now, I don't know if the non-wedding was mandated by the studio or was a misguided effort to leave the viewer "wanting more", but no matter whose responsibility it is, it was a huge mistake to end that plotline (and the show) in such a nonsensical and unsatisfying manner, especially when handling it in a more straightforward and crowd-pleasing way would have been just as easy and let them tell the same story. The completely illogical conclusion to the wedding plotline is emblematic of other, similar problems in the finale, like (for example) the bizarre Chloe-and-the-comic book framing story that gives away Clark's identity already noted by many, as well as the fact that (despite two seasons of some pretty thick foreshadowing) we never get to see Lois name Superman and reveal him to the world, a fairly important and defining moment for both characters. In the cosmic scheme of things, of course, it doesn't really matter. Griping about the final episode is of course a symbolic gesture at this point since the show is over, we'll never see the actors in these roles ever again, and everyone (myself included) is moving on. But, that's just why I think some people remain frustrated. The producers apparently took the position "We don't need to show [insert really important Smallville character milestone here] on our TV show, since we all know from [insert comic book or movie here] that it will eventually happen!". Well, that's just lazy. As a fan of the TV show, I wanted to see these iconic story moments with "our" versions of these characters, and that's what the viewers really didn't get. I had always held off buying the Smallville DVDs, because I knew there would inevitably be a big box set at the end of the series, and I knew that for me the payoff from the destination (the finale) had to be worth making the journey. Let's face it, this show had some real clunkers along the way. Unfortunately, the final episode (and in particular, that final scene, where the two main characters are inexplicably not married after a whole season of buildup) was such a let down that I'm not going to waste my time and hard-earned money on the DVDs in order to relive a journey that has such an unsatisfying destination. Which is kind of a shame. Thanks again for the opportunity to offer an opinion! I don't mind if you utilize the preceding paragraphs for public consumption, but I would request that my identity remain anonymous. Cheers, I am a huge Smallville, Superman fan and have been from day one. I am also involved heavily in the online fandom on various sites including Twitter and Kryptonsite forums so I have a very good idea of how the Finale of Smallville was perceived. Generally, I've only come across a small minority who didn't enjoy the finale for various reasons and unfortunately these people are also the most vocal. I wish I could write a logic piece analyzing bit by bit how the writers broke the contract with the audience they established in the pilot. I'm a writer myself (in Spanish, English is not my first language as you probably can tell in my bad grammar) and I studied for years creative writing, plot points, chekhov guns, the journey of the hero and the heroine....so many other treaties about the art of writing and if the writers really think they did their job I pity any new fans that engage into their projects because they lack basic storytelling skills. But I can't. I'm still mourning. The connection the first five years created with this characters and me was strong and powerful, and it was downhill from them on and in the end they just destroyed it, to a point that all I can feel is rage thinking about it. I wish I could be more rational about it, is just a TV show that no one will remember in 10 years (maybe because of the horrible ending), but I can't. I was in love with Smallville. I usually call it my only abusive relationship, always believing the promise that the good times will come back and kept coming back for more mistreatment almost every week, like a beating husband that brings you flowers and promises not to hurt you again and you forgive because you are in love, but then the beatings continue coming and in the end you end up dead. This is what Smallville did to me. It killed my faith on TV series. I will say I haven't seen any other series and I don't plan to, I can't have faith again. Heroes started great and also ended in a mess, and the perfect TV series Pushing Daisies was canceled. There are many other great series that also suffered the same faith so is obvious that TV shows are stale like Hollywood movies are becoming now with nothing new or original just rehash, unlikeable characters and bad writing that they cannot see it for the life of themselves. I really hope the producers of Smallville are really happy about being part of the many problems I have with TV that lead me to quit it altogether. For as much as they say this is the planned ending for the last 10 years I would love to see the original planned ended script or layout, I'm pretty sure it was totally different. As for my kids I will be buying DVD of good TV shows of the past for them to actually enjoy watching good stories. Star Trek TNG for example, also finished in its own terms and their ending was perfect, IMO. It got closure for all the characters, gave us a glimpse of the future that was logical for them in most ways and opened new possibilities, organically integrating even the special guests....just perfection in writing. But new TV shows and cable networks can keep airing bad written shows and Reality TV 24/7 if they want to. This viewer, that was willing to purchase the special 10 seasons package of Smallville if only the ending would had been...decent, Is going to take her disposable income and investing on good stories and people that are willing to actually do their homework and keep their promises, YMMV as usual. Thanks again for the chance and who knows I might be able to write something proper in the future, at this point I just can't. Ana Bastow
Editor's Note: Thanks to everyone (whether fan or professional) who took the time to share with me your thoughts on Smallville's ending or on the ending of cult series more generally. There were many different and sometimes conflicting perspectives expressed here, and it's worth remembering the range of production contingencies and restrictions which also figure into this process. June 15, 2011
Acafandom and Beyond: Week One, Part Two (Anne Kustritz, Louisa Stein, and Sam Ford)In this second installment, the participants engage in back and forth conversation intended to extend upon the ideas contained in their opening statements. Louisa Stein: Anne and Sam, I'm struck by the harmony in our three separately written pieces. We all seem to recognize the perceived dangers or negative connotations of the term acafan, and yet feel a value in holding on to the term because of its potential as a self-reflexive signpost, a bridge between interconnected disciplines or subject positions, and even perhaps a politicized position. One question I have is from where this perception emerges that acafan is an essentialized standpoint or identity connected to identity politics? All of our three responses here indicate that that none of us relate to the term acafan in this way, though we are all wary of these associations. Why and where does this negative perception of acafan as a divisive concept take root and how can we counter this narrative? Or is this perception an unavoidable part of the project of acafan work?
Sam Ford: In Soap Fans in 1995, Lee Harrington and Denise Bielby made compelling points about the necessary balance between private and social fandom. I agree with Anne that, just as fan studies has often privileged the fan community over private consumption practices, the term "acafan" has come to hold particular meaning to participants in a community. The implications that being an acafan might have for those doing textual analysis, for instance, is strong. I primarily study (and am a fan of) areas of entertainment whose cultural value is often missed by anyone who would not consider themselves a fairly ardent "fan" of the genre in question: soap operas and pro wrestling. From the "outside," both are often considered of no artistic merit, and the trouble that fans of either genre find is that even explaining the artistry of the genre or what makes for "good" vs. "bad" wrestling or "quality soap opera storytelling" is lost on someone outside the genre. I remember in particular, after the cancellation of As the World Turns, being interviewed by a television critic for a prominent publication about the death of long-running soap operas. I was explaining what was unique about the soap opera storytelling model and what might be lost as daytime soaps go off the air. In the interview, she could detect from my passion and the depth of my knowledge that I did more than "study" soap fans or write "about" the genre: the "fan" side of my "acafan" was showing through. I could instantly tell that her radar went up. As she detected that I liked what she saw as lowbrow and lower-grade programming, she began to completely dismiss all that I had to say. After I finished, she said, "I've watched soap operas before, and I didn't see any of what you saw." My point was exactly that: that the language of soap opera and the ability to see what DEFINES "good storytelling" and high quality texts within the soap opera genre can only be seen by someone who understands the genre deeply enough to know its lexicon. And, similarly, for soaps, I've written before about the fact that doing textual analysis for that genre (with 260 new episodes a year, for decades) is so complex that it's hard for those who aren't intimately familiar for the genre to follow and not see it as totally ridiculous. All this is to say that, for textual analysis in genres like these, being an acafan provides a great wealth of experience and understanding of a genre that those who aren't dedicated viewers just wouldn't have. So I certainly believe that we too often, in using the term "acafan," privilege the social side of "fan" without thinking about the "aca" part. And part of what we are questioning here, I suppose, is whether "acafan" becomes a label for a scholar's relative position to an object of study; a mode of engagement with particular methodologies and approaches; or a label for a distinct kind of scholar or a sub-field of work under "fan studies." Sometimes, there seems to be slippage across these uses. Louisa Stein: Anne, I want to focus in on a very valuable point in your response that I'd like us to unpack further. You wrote: "Even the suggestion that the term 'aca-fan' always offers a relevant and contradictory identification to some extent implies a false universal." Anne Kustritz: I agree that allowing for a variety of life experiences and disciplinary approaches to populate the aca-fan concept is the primary challenge. Partly, this may require that a case be made for what self-reflexivity has to offer, in tandem with the importation or creation of methods for critically evaluating aca-fan self-reflexivity, because as with any mode of writing, some authors will offer more nuanced, sophisticated, and productive analyses than others. In the first case, this blog conversation will hopefully amplify the diversity of experiences and approaches taken by aca-fen, which will hopefully allow for all of us to be in broader conversation with the field as a whole. In the second instance, the aca-fan concept will be defined by perhaps the most simplistically "confessional" works unless we create a theoretical frame for understanding and evaluating how scholars employ self-reflexivity to separate justifications of the aca-fan concept from the success with which it is employed in various pieces. Perhaps this addresses Sam's concern about the relatively unexamined "aca" end of things. As I've mentioned, because of my background in cultural anthropology, I tend to draw upon that literature for its specialization in analyzing the researcher-participant relationship, but it would likely behoove us to collectively build a literature of our own specifically on the process of scholarly analysis for aca-fan works. Thus, perhaps instead of questioning whether one ought to be an aca-fan, which as a question of identity and identification seems problematic to police, and instead move toward creating principles for thinking through aca-fan works. Which aspects of an aca-fan text make it more or less successful or useful? Sam Ford:I think both of your suggestions are key here and get back to one of my concerns of what would be lost if the ideas surrounding "aca-fan" were to be lost: a space for academics from a wide range of traditional disciplines to come together to share work that both study fans/fan communities in a way that shows respect, nuance, and an acknowledgment of autonomy for those fans--and a space that allows for the intersection of academics and fans to converse with one another on high-level concepts surrounding the reception and socialization of texts that draw high levels of engagements from their viewers/listeners/readers/players. We invite your comments and contributions over on our mirror site here or send comments to me at hjenkins@usc.edu and be sure to indicate if they are for publication.
Sam Ford is Director of Digital Strategy with Peppercom Strategic Communications, an affiliate with both the MIT Program in Comparative Media Studies and the Popular Culture Studies Program at Western Kentucky University, and a fellow with the Futures of Entertainment group. He is also a regular contributor to Fast Company. Sam is co-author of Spreadable Media: Creating Value and Meaning in a Networked Society (NYU Press, forthcoming) and is co-editor of The Survival of Soap Opera: Transformations for a New Media Era (University Press of Mississippi, 2011). He lives in Bowling Green, Kentucky, with wife Amanda and daughter Emma. Louisa Stein is Assistant Professor of Film and Media Culture at Middlebury College. Her work explores audience engagement in transmedia culture, with emphasis on questions of gender and generation. She has published on audiences and transmedia engagement in a range of journals and edited collections including Cinema Journal and the Flow TV anthology (Routledge, 2011). Louisa is co-editor of Teen Television: Essays on Programming and Fandom (McFarland, 2008), and of the forthcoming collection Transmedia Sherlock. Louisa is also Book Review editor of Transformative Works and Cultures. You can find Louisa on twitter here and on wordpress here.. June 13, 2011
Acafandom and Beyond: Week One, Part One (Anne Kustritz, Louisa Stein, and Sam Ford)This is the first installment of our summer-long discussion of "Acafandom and Beyond." Many readers ask me what "Acafan" means in the title of this blog. This conversation will be a chance to dig deeper into this concept and explore its relationship to more general concerns of the place of subjectivity and self-reflexivity in cultural critique. In the first segment of each week, we will be reading opening statements from the three invited participants. Anne Kustritz: My interest in aca-fan identity derives from two main concerns. First, I envision the aca-fan construct as the demarcation of a site of cultural and political struggle and an opportunity for solidarity; yet it often seems to be represented as a coherent or even essentialized standpoint or identity (and identity politics). Secondly, the issues I imagine as most central to theorization of aca-fan identity have also been elucidated significantly in the works of post-structuralist, post-modern, feminist, queer, post-colonial, and native ethnography/ethnology, and those conversations would significantly enrich our dialogue. It seems to me that arguments about or discussions of aca-fan identity often work at cross-purposes because they reveal the lack of a shared object and method: that is, the material incoherency/heterogeneity of both the "fan" and the "studies" of fan studies; basic disagreement about the organization and definition of these terms means that scholars (and fans) discussing aca-fan identity lack a shared vocabulary. The stakes involved in embracing, repudiating, or entirely avoiding the aca-fan construct remain localized within particular geographical and institutional spaces. Thus, the conversation looks almost entirely different depending upon which fans one studies, using which methods. For example, in my own work I've tried to make a distinction between "creative" and "as is" fans who either treat the canon as open to fan transformation, or a closed system to be interpreted and commented upon but not altered. In past aca-fan discussions I've also come to see the critical importance of studying enculturated versus unincorporated fans as a locus of disagreement, i.e. those fans who participate in communities and define themselves through that participation, and those who act within a less fixed network, or none at all. Both of these distinctions as well as numerous others repeatedly unseat our attempts to determine who is a fan, and thus what may be gained or lost by identifying as such. Subsequently, the methods one uses to study "their" type of fans also structures beliefs about the aca-fan concept, particularly between those who see fans as primarily a textual phenomena and those who see fans as a primarily socio-cultural phenomena, as well as those who balance the two perspectives. Even then, significant disagreement still persists over whether fans primarily pose artistic, psychological, cultural, legal, or political questions. Our investments in who defines a fan, how they should be studied, and why we study fans all become ventriloquized in discussions about the value and nature of aca-fan identification. In other words, a little self-reflexivity about our thoughts on self-reflexivity might be in order. Secondly, our discussion of aca-fan identity occurs in the wake of two decades of debate in cultural anthropology about the trials and tribulations of studying a group to which one belongs, as well as over a century of thought on the unique political, ethical, and psychological implications of studying people. While it may seem strange to turn to anthropology, especially to those who study unincorporated, "as is" fans, it would behoove us to take these conversations into account and allow them to enrich our dialogue. We need not invent this wheel. Just as a sample, post-structuralist anthropology, particularly the works of James Clifford, warn against allowing our observations of some behavior of one group of people to construct a coherent, ahistorical, or essencialized notion of "culture" - or "fans." Rather, it is through the act of naming and narrating both our participants and ourselves as fans that these scattered activities seem homogenous and inherently meaningful. Ruth Behar's work, thought by many to mark the beginning of cultural anthropology's self-reflexive turn, deeply probes the layers of hierarchy and difference at play when the life story of a researcher comes into contact with the on-going life stories of her group of interest. She notes that while self-narratives of the heroic, self-determined researcher feel reassuring, it is more honest and affords deeper human connections with participants and readers to acknowledge our fallibility and partiality while engaging in what she terms "vulnerable observation." Similarly, many critical ethnographers, including Gelya Frank, Gayle Rubin, and Kamala Visweswaran, argue that doing work within our own communities does not resolve the inherited colonial and class based baggage inherent in "studying down," but rather often intensifies them because one begins to study the very system of hierarchy within which one's own life remains entangled. Scholars like Julie Taylor who use ethnographic methods at the disciplinary margins challenge us to reconceptualize the value of academic work by refusing to mystify its necessary partiality, limitations, and personal/somatic origins, instead celebrating the inescapable fact that academic work comes from unique subjectivities. Thus Taylor describes her work as "her tango," and makes the specific enunciation (rather than inherent nature) of Argentine tango danced by herself and her participants as inflected by the widespread terror of the dirty war and the gendered terror of sexual abuse the very focus and strengths of her study. In general, critical cultural anthropologists, ethnographers, and ethnologists offer a long literature problematizing the culture concept, probing the construction of researchers' identities both "in the field," and at home, as well as while doing "homework," and imagining a type of scholarship not based on the false empiricisms of absolute, essential, or ahistorical knowledge. Therefore, I find it important to start by stating that I study enculturated, creative fans using an interdisciplinary array of mixed methods including critical theory and ethnography. My feelings about the aca-fan concept are thereby conditioned by my training in both cultural studies and critical cultural anthropology. I am wary of allowing the aca-fan construction to imply any homogeneity of culture or identity construction among either fans or academics, and instead find it most useful as the description of a site of struggle between the dominant constructions of each, pointing toward many disciplines' remaining investments in "objectivity," and the social stereotype of "the fan" as masculine yet emasculated, overly emotional yet analytic and socially inept, educated yet enraptured with the detritus of the popular. Although I emphasize the heterogeneity of experience and investment among the group and my own idiosyncratic place therein, I identify as a slash fan and an aca-fan because these are labels of solidarity for me. Like queer, these offer an opportunity to claim and stand with a set of socially marked investments in sex, sociality, research practice, and classed cultural tastes.
Sam Ford: Over the past few years, the term "acafan" has been picked up for a variety of uses. For academics, it's been a way to discuss a particular type of fan studies. By that, I mean pieces more qualitative in nature, more informed by in-depth knowledge of a particular fan culture because it's been written by someone who is a member of that community, and which often use an inductive sort of logic, focusing on the rich details of a particular fan community and then looking at what that case might tell us about fan practices at large. It's also become a way to be more up-front about one's own complicity in what he is writing about (as Anne discusses), encouraging academics to both admit the limitations their "embeddedness" causes but also to be able to draw from the knowledge they have as a participant of some sort in a particular fandom or as a self-professed "fan" of a media property. But, of course, both "academic" and "fan" are loaded terms. There's plenty of anti-fandom in academic culture (as Louisa alludes to), which the "acafan" has been a construct to rail against. And there's plenty of anti-egghead feelings in fan culture, both conceptual (not seeing the value in "overanalyzing" or questioning the "privileged"/heightened position an academic is perceived to be taking on) and based on real experience (for any of us who have ever ran into an "acafan" who believes their fannish opinion "superior" because they are "not just a fan but also an academic.") As fan communities face members who see their positions as enlightened because of their "superior" knowledge--and as academic conferences, programs, and journals are flooded with people who see fan studies as a justification to make a living writing about their hobby without worrying so much about any critical intervention or generating compelling insights--it's perhaps no surprise that the term has "grown" to the point that people are now questioning whether its use has been stretched past usefulness. Hence, we have this series over the summer here on Henry's blog: what I hope will be a helpful intervention to figure out what can't be lost about the position, methodology, and type of writing/discussion implied by the "acafan" construct while hopefully helping weed out ways that the term has come to be used in counterproductive ways. While I don't have deep investment in whether the actual term "acafan" is retained, I do have reservations about what could be lost in abandoning the term. As Anne points out, there is a lack of boundaries in fan studies that is both freeing (being able to draw from multiple disciplines/methodologies and encouraging interdisciplinary collaboration) and constraining (a lack of shared vocabulary, etc.) But, even as we celebrate the interdisciplinary nature of fan studies, I think it's crucial to think about all the areas of what might be considered "fan studies" which our field has not intersected with: sports studies and music/folklore studies, for instance, both of which are areas where many of the academics writing in these areas likely have deep personal/social investments in their objects of study. The "acafan" construct still might act as a means through which we can connect many academics who "fan studies" as a "field" has not yet intersected with. Even more fundamentally, I fear a dismissal of "acafandom" outright might miss opportunities for collaboration, conversation and debate between fan studies academics and fan communities members who deeply invested in larger discussions about fandom, the politics of affinity communities, etc. I feel that the idea of "acafandom" have come to represent spaces of collaboration where academics studying fandom can learn from fans and vice versa, and I've participated in a variety of conversations, online and in-person, that have been strengthened by collaborative discussion between those who study fandom professionally and those who primarily approach fandom through "vernacular theory" (to borrow Thomas McLaughlin's term). As someone with a deep investment in "applied humanities" (to use a popular term from my alma mater, MIT), I long to see an academia more inclusive of a diverse range of "non-academic" opinions, just as I long to see the insights of media studies academics reach audiences outside journal readership and media studies conference attendees. For me, acafandom has represented sites for such collaboration, and I feel that fan studies loses significant ground if we accidentally raze spaces for interdisciplinary and academic/fan dialogue in reconsidering our use of the term. We invite your comments and contributions over on our mirror site here or send comments to me at hjenkins@usc.edu and be sure to indicate if they are for publication.
Sam Ford is Director of Digital Strategy with Peppercom Strategic Communications, an affiliate with both the MIT Program in Comparative Media Studies and the Popular Culture Studies Program at Western Kentucky University, and a fellow with the Futures of Entertainment group. He is also a regular contributor to Fast Company. Sam is co-author of Spreadable Media: Creating Value and Meaning in a Networked Society (NYU Press, forthcoming) and is co-editor of The Survival of Soap Opera: Transformations for a New Media Era (University Press of Mississippi, 2011). He lives in Bowling Green, Kentucky, with wife Amanda and daughter Emma. Louisa Stein is Assistant Professor of Film and Media Culture at Middlebury College. Her work explores audience engagement in transmedia culture, with emphasis on questions of gender and generation. She has published on audiences and transmedia engagement in a range of journals and edited collections including Cinema Journal and the Flow TV anthology (Routledge, 2011). Louisa is co-editor of Teen Television: Essays on Programming and Fandom (McFarland, 2008), and of the forthcoming collection Transmedia Sherlock. Louisa is also Book Review editor of Transformative Works and Cultures. You can find Louisa on twitter here and on wordpress here.. June 11, 2011
Going Beyond the Ending: A Wrap UpThis week, this blog has been using the debate about Smallville's ending to raise some larger questions about how cult series ends and how producers might deal with fans who are disappointed or frustrated or enraged or betrayed or... with the outcomes. Seeking to place this debate in a larger context, I reached out to Flourish Klink,who graduated with a Masters from the MIT Comparative Media Studies Program (where I was her proud mentor) and now, alongside teaching at MIT, works as the Chief Participation Officer for the Alchemists, advising this transmedia company about fan relations and participatory culture. She always has interesting things to say about the interplay between producers and fans, so I wanted to give her a chance to weigh in on this discussion. Cult series always seem more satisfying to fans in the middle than at the end. How do you think producers should deal with the expectations which have built up over the run of the series? Are there classic mistakes which producers make in trying to respond to fan frustration with the ending of a program? One of the most important aspects of dealing with expectations is to be honest about the situation, the possibilities, and the fact that not everybody is happy. One of the most classic mistakes that producers make is to become very defensive about their own work, suggesting that the way the show (or book, or...) ended is the only way it could have ended. Obviously, producers and writers and actors get just as wrapped up in their own long-running projects as fans do, so sometimes they become very certain that they're doing the right thing!
What franchises do you think have done the best job in resolving the competing expectations that surround the final episode of a favorite series? Even though lots of fans disliked the final season, I think that Buffy the Vampire Slayer did a very good job - and it did a good job of using multiple shows and multiple media to let fans choose what view of the universe they wanted to take. Fans can choose to only watch Buffy - or also watch Angel - or also read the Season 8 comic books. Depending on what they chose to do, what they choose to consider their own personal "head canon," they can enjoy their own ideas about the series. What's more, whether you liked or disliked the final episode of BTVS, nobody was able to say that it wasn't climactic. BTVS somehow managed to have an apocalypse every season and still raise the stakes every season. If that's possible, no other show has an excuse for not having a climactic final episode! For those who want to have a better understanding of how one can be a fan, even a very loyal fan, and actively seek to write around or think around disappointing elements in the original series, I'd recommend checking out my chapter on Beauty and the Beast in Textual Poachers: Television Fans and Participatory Culture. Here was a series that many, though not all, fans thought took a wrong turn which violated the genre contract the producers had made with their viewers and many chose to disavow an entire series and proceed with the fandom as though it had never existed as part of the canon. Now, I want to share two letters I received from other fans who wanted to share their thoughts on the ending of cult series. I would be happy to see more such letters at hjenkins@usc.edu and will publish more if they come. Do let me know if you intend your letter for publication.
From Eugenia:
Sometime during Season 3, I had decided that there were three types of resolutions to this series. These were:
1. Everyone dies According to the laws of narrativium and story logic [1], this was the most likely resolution. Hints, or what other writers call "foreshadowing", in this direction were themes such as humanity wasn't fit to survive and children didn't come into their own until their parents were eliminated. Minor plots centered on schisms in the population leading to violence, characters suffering fatigue both mentally and physically, and characters becoming addicted to mind-altering substances. Logically these actions would have led to depleting resources to the point the fleet would be unable to defend or sustain itself. 2. Most of the main characters survive Given Moore and Eick's manifesto [2] which described their "re-imagining" as "Naturalistic Science Fiction" and which stated, "Our goal is nothing less than the reinvention of the science fiction television series", something resembling an optimistic ending was the least likely resolution. After several seasons of "gritty realism", bleakness, and despair, the reversion to something resembling a traditional ending where the "good" guys win would be tantamount to an admission of failure of their "re-imagined" series. Rationalizations of following the original series are mere excuses. Moore and Eick never felt obligated to follow anything in the original series beyond the title, the character names (even then demoted to "call signs" or last names), and the general design of the eponymous spaceship. It's absurd to even bring up Galactica: 1980 to justify the ending; that series wasn't titled Galactica: 148,000 BC. In light of the "critical acclaim" of the series in the first two seasons, this conclusion to the series was possible if Moore and Eick sought to reinstate their favoured position with the critical intelligentsia. The typical ingredients of postmodern works are evident in the series: style over substance, juxtaposition of different elements, references to past works, combination of the "lowbrow" and "highbrow", ambiguity, nihilism, and self-awareness of the artificial contrivance involved in creating the "work". Frequently accompanying postmodern literature or art is the author's stated intention to make it "difficult" for the reader or viewer. Not only difficult in interpreting it, but also even reading or looking at it due to the revolting subject matter. These traits were evident in the series with its use of documentary (cinema-verite) camera work, the "re-imaging" of a "cheesy, 1970's TV show" into something "complex" with "layers of meaning", the disjointed narrative which frequently shifted time frames leaving gaps in the storyline, the monotone colour scheme of the costumes and sets making it difficult to distinguish characters, and viewers constantly being referred to deleted scenes and podcasts to fill in the gaps. Adding to the difficulty in understanding the storyline was demanding the viewer to shift frames of reference in quick succession. At times it was space opera, at others it was contemporary drama, and at still other times abstract symbolism. A frequent trait in postmodern literature is the author making an appearance in the story itself, so Moore's cameo in the final scenes was not unexpected. What is claimed as sophisticated and erudite is merely confusing as the postmodern approach repeatedly disrupts the "suspension of disbelief" which narrative fiction relies on. The conclusions of such works are often self-referential or circular in that they return to the beginning.
Basically the conclusion was a traditional "happy" ending in which most of the main characters survive and a quick addendum of the postmodern self-referential with a few final swipes at the original series. Moore and Eick just couldn't resist making the "Guardians" (old-school Cylon centurions) all on the "evil" side and obliterated. They just couldn't resist pitching the whole fleet into the sun accompanied by the original 1978 series title music played at the tempo of a dirge [3]. They just couldn't resist one last potshot regarding the original Baltar's beheading/non-beheading [4]. WHY IT DIDN'T WORK FOR ME It contradicted the underlying assumption of the science fiction genre. Underneath the spaceships, lasers, funny-looking makeup, etc. is the ideal that the scientific method enables progress through a greater understanding of the physical world. As such, it allows humanity to determine its own destiny by surviving threats of extermination from disease, natural disasters, and predators. The finale succumbed to the romantic notion of the "noble savage" living in harmony with nature by giving up material possessions, advanced technology, and accumulated knowledge. In essence, these Colonials sentenced their direct descendants to ignorance and a minimal existence. This is the antithesis of the science fiction genre's foundation. The series conclusion reveals that the "optimism" that Moore and Eick criticized as unrealistic in Star Trek was actually a lack of understanding on their part of the values inherent in the scientific method and Western civilization. The cyclical "what has happened before, will happen again" typifies Eastern traditions. Destiny is preordained meaning when it come right down to it, an individual or civilization having no "free will". References to the "Head" people as angels who are acting in accordance with God's instructions is actually in direct opposition to the original series "Beings of Light". The "Beings of Light" represented the possibility of humanity's evolution to a higher state yet they could not "interfere with freedom of choice [5]", unlike the "re-imagined" series "Head" people who directly interfered and acted in the capacity of fate or destiny. Various comments regarding comparisons of the original series to the "re-imagined" series indicate that some viewers weren't paying attention or were not able to recognize recurring themes without a character pontificating at length. When the original series mentioned that Kobol's [6] civilization migrated and abandoned technology, it stated: "And when they settled the Colonies, they turned on the very technology that could have saved them had they used it properly [7]". This theme is later alluded to in dialogue referring to the Cylons as "a race of beings who allowed themselves to be overcome by their own technology [8]". Technology wasn't considered evil in and of itself, but that it could be misused either intentionally or through over-reliance. The original series connected the themes of "free will" and the use of technology. These themes are intertwined in the episode "War of the Gods" and complement the surface mythic storyline. In being seduced by technology, there is the danger of losing one's humanity or soul. To retain "free will", and thus humanity, it was deemed necessary to maintain family, community, and knowledge through religious, educational, political, and military structures. To submit blindly to another power is to lose "free will" and the ability to determine one's future. This point was again visited in the episode "Experiment in Terra" with the words: "I came from a world where the people believed the opposite of war was peace. We found out the hard way that the opposite of war is more often slavery. And that strength -- strength alone -- can support freedom [9]". [1] The force that holds the story together as defined by Terry Pratchett. June 10, 2011
How Should Cult Series End?: A ReponseLast time, I posed the question of how to end a series which has attracted a passionate and committed fan following -- using Smallville as our central example. Today, I wanted to give some of the people associated with the series a chance to respond and share some of their perspectives on trying to close out Smallville's tenth and final year as a television series. Specifically, I asked them to reflect on how they closed off the Chloe Sullivan storyline which some fans had come to see as emblematic of what it means to be a professional women in the early 21st century. As I mentioned last time, I am grateful to Mark Warshaw of the Alchemists for his help in arranging for these responses. The first comes from Kelly Souders, an alum of USC's Graduate Screenwriting Program, who joined the Smallville team, with her creative partner Brian Peterson as staff writers and finished their ninth and final season on the show as Executive Producers and showrunners. Kelly's frank and intelligent discussion of the challenges of constructing and managing transmedia characters was a highlight of this year's Transmedia Hollywood 2 conference, as you will see when we release the videos of that event through this blog late next week. What are some of the challenges you face in trying to bring about closure to something as long-form as a cult television series like Smallville? Honestly, "challenges" is a polite way to put it. Trying to sum up a decade of stories and characters, trying to sum up that season's arc, trying to give people as much as they can (knowing even a major feature film couldn't do it and they aren't following a nine day shoot and many other tv constraints) is pretty much... impossible. But, the benefit of a ten year show is that the people that are there after so long are there because they are passionate. And everyone gave 150%. Given the diverse investment fans make in such series, what steps can producers take to live up to their expectations?
Some fans have expressed concern that the ending of Smallville effectively has "undone" some of the character development from the rest of the series, for example closing off Chloe's career ambitions. How would you respond to these concerns?
This second response comes from Allison Mack, the actress who played the part of Chloe Sullivan, and has now moved on to do stage work: I want to begin this response by stating how moved and honored I am to know that a piece of work I was involved in creating over the last decade has inspired such passion, commitment and support. I believe our ability to have deep emotional experiences is what makes life worth living. Knowing that I was and am a small part of inspiring this type of experience is more gratifying than I can express. Thank you. I would love to hear what you are thinking. As I did with the discussion of committed relationships and Castle, I am going to suggest you send your responses to me directly via e-mail at hjenkins@usc.edu so you don't have to face the headache of my spam catcher. I will post as many responses as I can through the blog proper. Please be clear if you are sending this personally to me or want to see it published. So, if you are a Smallville fan, what did you think about how the series ended and how might you like to see the series extended in new directions, as Mack suggests here? And if you are not a fan of Smallville, share your thoughts about the endings of other cult series. Which ones were handled the best? Which were handled the worst? What steps can producers take in responding to fan disappointments around the series? What would you like to tell "The Powers That Be" about how cult series should end? Next time, I will share some closing thoughts and we will hear from Flourish Klink, a former student of mine who is now Chief Participation Officer for the Alchemists, and perhaps from some of you. June 8, 2011
When Bad Things Happen to Good Series, or How Should Cult Series End?The May 20th issue of Entertainment Weekly included a list of what they saw as the most controversial television series finales; they included Lost, The Sopranos, Seinfeld, Saint Elsewhere, and Newhart. The piece was timely since as I was reading it, I was hearing of some of the controversies surrounding several of the cult television series which concluded this season. Reader Polly Robinson shared with me an interesting set of developments around Stargate:Universe getting canceled. I wrote some time ago about the ways Stargate fans worldwide had lobbied to keep this franchise in production. In this case, the much publicized Universe extension had been canceled by the SyFy Network after only two seasons and dedicated fans wanted an explanation. Craig Engler, Senior Vice President and General Manager of Syfy Digital, went on the GateWorld blog to offer an explanation, offering some interesting behind the scenes insights into how cable networks make decisions about how long and in what ways to prolong struggling series. Not every fan was satisfied by Engler's answers, but most appreciated his efforts to help them understand what had happened. About the same time, I received an email from Margaret J. Bates, a longtime Smallville fan, who was disappointed with some of the narrative choices made in that series final episodes. Bates had been part of an effort featured on this blog to produce a television commercial paying tribute to the character of Chloe Sullivan, though she wanted me to be clear that the opinions she expressed were her own and not necessarily a reflection of that movement as a whole. I asked her to frame her concerns in a way that I could share them with you via this blog and this is what she had to say:
Craig Byrne, webmaster of KryptonSite and author of five Smallville licensed companion books, offered this account of fan response to the final episode: I think the general response to the finale of Smallville is dependent on what the viewer signed up to see. There are people who were elated that their favorite characters ended the series together, and there were people who celebrated the fact that after ten years, Clark Kent has become Superman. There is some negative reaction - some have complained about the computer-generated Superman and lack of full-on Superman from Tom Welling, and others didn't care for having Lex Luthor forget everything - but there is a strong feeling that the show at the very least was able to go into a series finale and conclude itself rather than having the network make the decision for them. Inspired by what GateWorld had done to help fans get some closure on the ending of their series, I reached out to contacts I had with the Smallville production team via Mark Warshaw of The Alchemists, who had developed some of the original transmedia content around the series. Through his help, we've been able to talk with several folks associated with the program, and their responses will run next time. I should be clear that I have only seen a limited number of episodes of Smallville and so am not taking my own position on this, but since I was in a situation to help clarify things between the producers and the fans, I am offering this website as a channel of communication. I welcome your feedback on the conclusion of Smallville or of other cult series, and will run a special reader's response post, if I hear back from enough people. Send your comments directly to me at hjenkins@usc.edu and signal if they are intended for publication. April 14, 2011
From the VCR to YouTube: An Interview with Lucas Hilderbrand (Part One)What happened before YouTube? It's a question we've addressed here many times before. Many different histories lead to our current moment of video sharing and DIY media-making -- some subcultural (the history of fandom and a range of other communities of practice which are generating new content), some economic, some technological. Lucas Hilderbrand, author of Inherent Vice: Bootleg Histories of Videotape and Copyright, holds some critical pieces of the puzzle, writing with historiographical sophistication about the emergence of video as a technology and as set of cultural practices, about the debates it sparked especially around shifts in control over production and distribution, about the communities which formed around the sharing of tapes, and about how all of this looks forward to contemporary digital practices. It is a book which raises vital questions and provides a rich historical context for our current debates. As someone who lived through the era when the VCR was launched, the book brought back many memories of things I had almost forgotten about the dramatic adjustments which the culture made to this transformative and transgressive technology. Working through the book for an interview, I was struck by the fact that I, like many other instructors, have had very little to say about videotape in my current course on new media and culture, something I will work on the next time I teach it. Given my enthusiasm for this book, I was delighted to be able to interview Hilderbrand and share with you his own reflections on the ways the history of video can help us to understand some contemporary media developments. As you note, the debates about videotape form an important precursor to current debates about digital technologies -- especially those concerning the implications of expanding grassroots control over media production and circulation and debates around copying and intellectual property. From the start, video was understood as "out of control," as shifting the balance of power between established media producers and distributors, new entrepreneurs, and consumers. What can we learn from tracing the history of video, which might better inform current discussions around file-sharing, piracy, and YouTube? For me, the stakes of the project were always largely historical and in response to a threat of cultural amnesia. On the one hand, I was interested in intervening in new media studies, which has historically focused on the newness and nowness of technologies. I was intrigued by work that rethought newness in a historical sense, by returning to the 19th century and examining old media in their own moments of newness. But even this more historical work seemed to erase recent and increasingly obsolete technologies from memory and from the histories of new media. It seemed to me that many of the functions and political struggles surrounding new digital technologies had already pre-existed with tape technologies. I thought that it was important not only to complicate the hype surround new media but also to look back at the lessons we could learn from these prior moments that shaped the present. You describe video as the beginning of "on demand" culture, but also note that this culture has always been constrained on a practical level by issues of availability. How might we carry forward these tensions between the promises and reality of access to think about recent offerings by Amazon, Netflix, and others, that would make more movies and television shows available on demand? The innovations are largely changes in convenience: as you have suggested in Convergence Culture, convergence often means the availability of the same content across multiple platforms. Even before streaming video, Netflix was functionally the best video store in the world, insofar as it has more selection than any single brick-and-mortar store could, yet even Netflix's inventory was limited to content that had been released on DVD. There remain treasures and obscurities that have never been made available on DVD. And, of course, every tangible technology wears out eventually, so if Netflix's discs of a film got scratched, broken, or lost and that title had gone out of print, it could not be rented. So there is always the limitation of what is made materially available. Your book argues that issues of access and copying give rise to an aesthetic that recognizes if not respects the reality of "degeneration" which characterizes all analog video. Yet the digital introduces the potential for a "pristine" copy, an image that does not wear down through use. In my own research, I've watched aesthetic shifts in the fan vidding world between early vids which showed rainbow lines and other technical imperfections which emerged from the process of copying and more recent work that uses digital editing techniques and uses DVDs for the source material. What changes do you think have occurred in "video" aesthetics as a consequence of the shift from analog to digital? First, I'd like to challenge the concept that digital technologies are perfect. Although in principle reproduction should not involve degeneration, most digital reproduction does involve compression, which is a different kind of loss. Perhaps I didn't think this through as clearly as I could have at the time when I was writing: analog reproduction operates through degeneration, digital reproduction through compression. In addition, so many of our interactions with new technologies involve frustration and troubleshooting, whether it's an unreadable DVD or a problem toggling a laptop to a projector or an email missing an attachment. Some of these problems are about mechanical failure, others about human error.
March 9, 2011
A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part Two)
For me, the video's remediation of the look and style of pin-up magazine covers as live videos is a clear example of an instance of remediation that I would see as distinct from transmedia. On the other hand the now longstanding practice of refashioning songs as music videos might be able to be seen as an example of both remediation and transmedia. Would you agree with this? HJ: We could, however, imagine a version of this music video that with very little changes would be pulled towards transmedia narrative (or transmedia play). Right now, the magazine covers function to comment on the situations being described in the song lyrics, but they also seem to construct a kind of world where the song takes place. Let's suppose we built more of a plot into that world -- not simply the story the song offers of failed relationships, violated trusts, and sexual tension. Can we imagine extending those core plot elements into a melodramatic plot and imagine the magazine covers perhaps referring us to other media where we learned more about these people and their relationship? Can we imagine the magazine covers as functioning as clues which led to a kind of alternative reality game, which then led us down a rabbithole where we started seeking out more information elsewhere on the web? This would pull us much more fully into a transmedia logic. RG: Yes, I suppose we could and I suppose it would. Your inclination to actively remediate or transmediate existing media forms is much stronger than mine. I see myself more as a cultural critic or media theorist than as a creator of new forms. Still I would be interested in you defining even further how you see transmediation differing from or extending remediation.HJ: Well, I think I intended this as a thought experiment at most, but your point is well taken. My work on transmedia has taken me into much closer dialogue with the creative community than I had expected and as that happens, I become much more likely to imagine other possible configurations of media that have not yet emerged in much the same way that Janet Murray's Hamlet on the Holodeck sought a kind of predictive or anticipatory aesthetics, mapping what could be done with the affordances of digital media she saw starting to emerge. And do not overlook the fact that Remediation has surely inspired many designers and artists, even if you have not yourself chosen to explore the creative practices implicit in your argument. RG: True enough. I like the way you describe your and Janet Murray's work as imagining or anticipating new media futures. It reminds me that, in the context of my most recent work, premediation was already quite active in the 1990s. And yes, it has been very gratifying to see how Remediation was taken up by designers, artists, and other creative people--not to mention by new media scholars like you, especially in relation to transmedia.Immediacy and Hypermediacy HJ: On the other hand, more and more, transmedia extensions represent themselves as advertisements for imaginary products, such as True Blood. They show us what the mediascapes of these fictional societies might look like, and so we achieve a kind of access to the fictional world through an heightened awareness of processes of mediation. We can see how the immediacy and hypermediacy come together by looking at something like MNU Spreads Lies , one of the websites created to help promote District 9. The website proports to be the home page for an Alien Rights organization. Much of the text is in an alien alphabet, though we can convert it to English. My favorite entry is one called "I'm Speechless" which is halfway down the page. Here, we have a mocked up government video on the aliens reproduction system, complete with imitation grain and scratches, clearly intended to achieve a certain degree of immediacy, though the focus on the buggyness of the footage uses properties of mediation to allow us to achieve that level of immediacy. The text around it shows a fake resistant reading of this fake documentary -- the alien rights organization has captured this footage from the government and is offering a shocked and outraged reaction to what they are seeing. Here, we are invited to be aware of the processes of mediation and contestation that have emerged around the video -- for me, this would seem to represent a kind of hypermediation. As you note in the book, at a certain point, as our everyday reality is shaped by our interactions through media, the lines between immediacy and hypermediacy blur. We achieve immediacy by way of hypermediacy. RG: HJ: Both the True Blood and the District 9 materials were generated by the producers (or those working for the brand) rather than the fans. They certainly are responsive to genres and themes which may have originated within fan culture. (We are just beginning to theorize how fan productions might or might not be understood as part of the transmedia system around a given media property). Transmedia is part of a larger shift in the logic of the media industries to place a greater emphasis on engagement, which in turn values fans as the ideal audience for their productions. Part of what first drew me to look at transmedia storytelling was the ways that it seemed to represent a commercial response to key aspects of fan culture: such as the desire to extend the world, to construct backstory, to focus on secondary characters, or even to construct alternative versions of the original characters. But ultimately, these materials claim the status of canon and not fanon, and that has consequences for how they are read. If they are participatory, it is on the level of reception and circulation rather than on the level of production, though we are seeing some kinds of transmedia production which apply crowd-sourcing or user-generated content models to build out the fictional world further. So, yes, these are part of a new commercial logic. My argument, though, is that they are not simply commercial products; they are also creating new opportunities which gifted storytellers and artists are exploring in ways that deepen our possible engagement with these fictional universes. You could read both the District 9 and True Blood examples as promotional: they are designed to spread word about their affiliated media properties. But they are both expansive (adding to what we learn in their respective works) and expositional (helping to inform our experience once we see their affiliated works) in ways which go beyond what we would expect from a movie trailer. We go into District 9 with different expectations (even a different moral orientation or emotional identification) and have a different experience if we've visited the MNU Spreads Lies site than if we have not. Given this, I don't think we can simply dismiss them as promotional materials.
March 7, 2011
A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part One)This week, I am sharing an extended conversation with Richard Grusin, co-author of Remediation and author of Premediation:Affect and Mediality After 9/11 If this sparks your interest in learning more about Transmedia Entertainment, check out Transmedia Hollywood II conference coming up at UCLA on April 8. Tickets are still available. At the time you wrote Remediation, many of us were very excited about the kind of multimedia expression which was possible within cd-roms, a short lived technology, which never-the-less became the focus of a good deal of scholarly interest. So, we might start by thinking about the relationship between the multimedia (envisioned within the cd-rom) and the transmedia (now being realized via digital networks). For me, the difference can be summed up as inside the box - outside the box. That is, multimedia sought to organize a series of different kinds of media experiences inside a curated and bounded text. There might be movies and audio files and illustrations and texts, but they were all inside the cd-rom itself. By contrast, the elements of a transmedia experience are dispersed -- they are spread across multiple media channels -- with the expectation that the consumers will tap into digital and social networks to track down the elements. Part of the pleasure is what I would call "hunting and gathering" and what Rose calls "foraging." Alternate Reality Games make tracking down, exchanging, deciphering, and mapping the dispersed media elements the central play mechanic. And insofar as we are doing this activity within fan communities or as "collective detectives" to use an old term from the ARG world, these mechanisms support social interactions with other readers. Part of what allows this to become a viable form of publicity for media franchises is our tendency to want to brag about our discoveries and share them with others with whom we have common goals and interests. The rise of the iPad seems to suggest a return to a multimedia model -- witness the promotional video for Sports Illustrated on the iPad which sparked so much excitement in the publishing world at the time the platform was introduced. Here, we again see all of the media elements brought together into a single ordered, curated experience. This design will make these kinds of experiences more accessible to casual readers who want to simply click through an experience, but they may take away from the social mechanics that have grown up around "foraging" or "hunting and gathering." It occurs to me that the Sports Illustrated video might be a good starting point for us to compare notes. What do you see going on here when you read it through your core concepts? RG: Thanks, Henry, for suggesting this. I think it's a great idea, and after reading your initial paragraphs I think there is plenty of room both for clarification and divergence. I will confess that at first I was a bit puzzled by your identification of remediation with the multimedia cd-rom--especially insofar our account of the double logic of remediation at the end of the 20th century takes up so many other media artifacts including muds and moos, the world wide web, and hypermediated space. But in light of your concept of transmedia storytelling I can see why the contrast with an apparently self-contained multimedia artifact like the cd-rom would be important for you. HJ:
From Remediation to Premediation
February 18, 2011
Starstruck: An Interview with Elizabeth Currid-Halkett (Part Two)
One thing that my research has indicated is that celebrity is big business - hundreds of thousands of people and billions of dollars go into the production and upholding of celebrities. Many paychecks and livelihoods beyond those of the stars themselves are a result of celebrity. Being a celebrity is hard work in that one has to constantly keep on top of cultivating one's public persona and of course getting into the Hollywood star machine is virtually impossible for most of us. That said, many of us question the self-perpetuating, almost tautological nature of celebrity, but if we look at the number of jobs and payroll it makes a lot of sense why there are so many people who want to keep the celebrity industry and the production of stars in business.
For someone like Obama McCain's slur has no negative impact - Obama is really talented and a very gifted politician so McCain can try to compare Obama to Hilton but it does not detract from Obama in the way he might have wanted. McCain's comment rings true though: we're collectively fascinated with both Paris and Obama and we care about how they drink their coffee and when they go to the gym. We are ambivalent about celebrity because we do think it's frivolous but the fact is that we care about our stars and they build empires around our fascination (See again: Paris Hilton. See also: Kim Kardashian).
Well, democratic celebrities are different because they are more like us - again less icons of perfection than our Hollywood stars. They give us the belief that should we want that type of stardom we could achieve it. They are also circumventing the conventional star system and they are created through the public's - their fans' - preferences. They've "beaten the system" and don't have to comply to rigid Hollywood standards of stardom.
Elizabeth Currid-Halkett is the author of The Warhol Economy: How Fashion, Art and Music Drive New York City (Princeton University Press) and Starstruck: The Business of Celebrity (Faber & Faber). She is assistant professor at University of Southern California's School of Policy, Planning and Developme February 16, 2011
Starstruck: An Interview with Elizabeth Currid-HalkettCelebrity culture is in many ways the flip side of fan culture. Having spent many years studying fans, I was delighted upon arriving at USC to meet a new colleague, Elizabeth Currid-Halkett, who studies celebrities. We instantly began comparing notes. In many world, those fans who are drawn towards celebrities display very different dynamics than those drawn towards fictional characters. Celebrity-focused fans seem more competitive, less collaborative, with each other, in part because the celebrity is a limited good. The fans who get close to the celebrity often become "protectors" of that access by "policing" the behavior of other fans. Only a limited number of fans can be "close" to Johnny Depp, while there can be as many Jack Sparrows as there are fan fiction writers. And so, I suspect celebrities often see fans at their worst rather than understanding the richness of all that fan culture has to offer. Currid-Halkett's book, Starstruck: The Business of Celebrity, was released late last year and I am happy to present it to my readers "for their consideration," as the posters around Hollywood this time of year would put it. I found it a very engaging and informative read, one which seeks to understand the economics of being famous, and one which takes an imaginative approach to mapping the social networks which grow up around celebrity culture in Hollywood and elsewhere. She certainly has a lot to say about what it means to be famous in our culture, including being famous for being famous, as is true say for Paris Hilton, or being famous in a niche community, as might be true for Big Name Fans in the science fiction world or in her example, designers in the wargaming world. While there's just enough gossip here to keep us turning the pages, people checking out this book will get a lot more -- a deep understanding of what makes being a celebrity or being close to a celebrity or selling news and pictures of celebrity such a lucrative business in today's culture.
Celebrity hinges on the collective fascination we have with particular people which means it can exist in all social stratospheres. Hollywood is just a very visual mega version of a phenomenon that exists in all of our lives. Facebook and social media more generally just provide more avenues for people to cultivate a public persona. If we look back to high school or the family reunion we see the same type of collective fascination in more old fashioned contexts as much as in "celebrity 2.0".
February 14, 2011
Announcing Transmedia, Hollywood 2: Visual Culture and DesignTransmedia registration can now be done through
A UCLA/USC/Industry Symposium Friday, April 8, 2011 Event Co-Directors: Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication Overview Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means. Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia. The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel. The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:
As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality. The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.
9:15--9:45 am
Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers--aka "transmedia producers"--charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities. The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida. Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes. Moderator: Denise Mann
12:00--1:50 PM How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms? Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures? How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination? Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures? Moderator: Henry Jenkins
2:00--3:00 PM
Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere. Given the complexities and contradictions involved in negotiating between industry and audience interests, we will ask the game designers to explain their philosophy about the intended and unintended outcomes of their fan interfaces. Marketers clearly love it when fans become willing billboards for the brand either by wearing logo T-shirts or by dressing a favorite Madman avatar in the 1960s clothing, accessories and backgrounds on display on the AMCTV.com "Madmen Yourself" and then spreading the content through Facebook and Twitter. What is the design philosophy behind a video game like Spore, which allows fans free range to create their own creatures and worlds but then limits their rights over this digital content? Who owns these virtual creations once they appear for sale on E-bay? These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging fan interfaces. Moderator: Denise Mann
5:00--6:50 PM We might think of such stories as hyperserials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms. So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristoltelian unities of time and space? Moderator: Henry Jenkins
7:00 PM Location
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January 26, 2011
"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part One)Wired contributing editor Frank Rose is releasing a new book this month which will be of interest to many of my regular readers -- The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue and the Way We Tell Stories. It is a highly readable, deeply engaging account of shifts in the entertainment industry which have paved to way for more expansive, immersive, interactive forms of fun. He's talked to key players -- from Will Wright and Jeff Gomez to James Cameron and George Lucas -- and brings back their thinking about the changing media landscape. As he wrote me, "at various points in my career I've focused on technology and at other times on entertainment, but when I joined Wired in 1999 I started writing about both together." Rose has been exploring some of the key concepts from the book through his blog as he's been working through the project. I suspect when I teach my transmedia storytelling class again at the USC Cinema School next fall, this book will be on the syllabus, since it manages to condense down many of the key conversations being held around these much discussed topic into language which is accessible and urgent. When I first heard of his concept of "deep media," during a talk Rose gave at South by Southwest, I was intrigued by its relationship with what I've called transmedia entertainment. And in fact, I've been asked about the relationship many times and didn't really know what to say. So, naturally, given a chance to interview Rose for the blog, that's where I started. It sounds like his own thoughts on the relationship have evolved over time and in interesting ways. As the interview continues, we talk about world-building, the relationship between games and stories, the interweaving of marketing and storytelling, and the impact of 9/11 on interactive entertainment. You write in the book about what you call "deep media." What do you see as the core characteristics of deep media? How do you see your concept relating to others being deployed right now such as transmedia or crossmedia?
Throughout the book, it seems you see these creative changes towards a more immersive and expansive entertainment form being fueled by the emergence of games. Why do you think computer and video games have been such a "disruptive" influence on traditional practice in other entertainment sectors?
Another key idea running through the book is the idea that entertainment is now designed to be engaged by collectives, often of the kinds that form in and through social network sites. What are some of the consequences of perceiving audiences as collectives of people who interact with each other and with the producers rather than as aggregates of isolated eyeballs?
December 10, 2010
The Survival of Soap Opera (Part Four): Why Fans MatterThe final section of The Survival of Soap Opera focuses on the evolution of fan community practices online, on various soap opera fan experiences/demographics, and on relations between the soap opera industry and its fans. Below, a variety of the contributors to this section answer questions about the relationships fans have with the soap operas they watch and with one another. Tom Casiello is a current member of the writing team for The Young and the Restless, a former associate head writer for One Life to Live and Days of Our Lives, and a two-time Daytime Emmy Award-winning writer with As the World Turns who has written about the genre at his blog, Damn the Man! Save the Empire. Abigail De Kosnik is an assistant professor at the University of California-Berkeley in the Berkeley Center for New Media and the Department of Theater, Dance & Performance Studies who writes on media, fandom, and copyright. As editor of the collection, she co-wrote the book's introduction, "The Crisis of Daytime Drama and What It Means for the Future of Television." She also wrote an essay in the collection, entitled "Soaps for Tomorrow: Media Fans Making Online Drama from Celebrity Gossip. C. Lee Harrington is professor of sociology and a Women's Studies Program Affiliate at Miami University is co-author of the book Soap Fans and who has written on the soap opera genre since the late 1980s for publications including The Journal of Aging Studies, The Journal of Broadcasting and Electronic Media, and Transformative Works and Cultures. As one of the book's co-editors, she co-wrote the book's introduction, "The Crisis of Daytime Drama and What It Means for the Future of Television." She also co-authored a piece for the book with Denise Brothers, entitled "Constructing the Older Audience: Age and Aging in Soaps." Roger Newcomb is the Editor-in-Chief of soap opera news site We Love Soaps, the producer of two Internet radio soap operas, and executive producer and co-writer of the film Manhattanites. His essay in the book is entitled "As the World Turns' Luke and Noah and Fan Activism." Radha O'Meara is a doctoral candidate and lecturer in screen studies at the University of Melbourne, Australia, who has published her work in Screwball Television: Gilmore Girls and in the Austrian journal Metro. Her essay in the book is entitled "The 'Missing Years': How Local Programming Ruptured Days of Our Lives in Australia." Julie Porter is a longtime newspaper editor and reporter who is webmaster of soap opera site talk!talk!. Her essay in the collection is entitled "Hanging on by a Common Thread." QueenEve is the pseudonym of a career professional and soap opera fan who has moderated and/or founded several popular soap communities online. The collection features a piece based on Abigail De Kosnik's interview with QueenEve focusing on fan activity around and against soaps. How has the relationship between U.S. soap operas and their fans evolved over time? Tom Casiello: I honestly think the relationship between the soaps and the fans hasn't changed nearly as much as others believe. (I also think we have to be very careful not to group them all together as "the soap operas." There are currently six U.S. daytime soaps on the air, all of which should have their own individual identity, wherin their fans expect different things from each show.) At its core, the audience still wants stories and characters they can connect with on a human level, mixed with the element of fantasy and escapism they've come to expect. They want to know the characters they've loved their whole lives, whom they've watched grow and evolve, are in capable, trustworthy hands...and they will continue to live on in their homes daily. While audience demograhics may shift, and trends will come and go, strong, long-term serialized storytelling with heart is all the fans have ever wanted. Roger Newcomb: Obviously, from radio soap operas to present-day television and internet soaps, the way fans view or listen to their soaps has changed tremendously. The relationship the soaps have with fans has evolved as well. Even 30 years ago, the main feedback mechanisms were snail mail and telephone feedback lines. In 2010, fans can email the shows and their networks, and many times the stars themselves. The shows also have Facebook and Twitters accounts to solicit immediate feedback from fans, and the actors themselves directly interact with fans in a more personal way through social networking. It is not clear whether this increased and immediate interaction has impacted storylines or story direction. QueenEve: I think it used to be a far more personal relationship shared between female multi-generational family members and the soap opera. Over time, with the growth of soap magazines covering more than just "the stories," suddenly we knew about the actors playing the characters and the writers writing the show, making it a little less personal. We learned about the relationships between the actors playing the parts (marriages, divorces, and kids), entirely separate from their parts, and the experience expanded beyond one among just you, your mother, and the story. Then, with the internet, it became even less intimate and much more of a group activity with other viewers. So, what had been something between female members of a family and the soap eventually involved the actors, the writers, the media, and other viewers who may not have viewed the show and characters as you and your family did. The other side of that is that the "family" element has sort of dropped out, and it is no longer a multi-generational female experience. Some of that is the changing role of women in society, but a large part of it is that soaps have backed away from telling multi-generational female stories in search of the almighty 18-49 demo, and the audience loss has reflected that. So, I think it went from a highly personal and intimate experience to a more expansive but impersonal experience such that viewers don't have the investment they once did. What changes have we seen in recent years in how fans of U.S. daytime dramas connect with one another? Tom Casiello: The Internet for one - for the first time in history, it's much easier for those with the same interests to connect instantaneously, on a level playing field. Who they are in their lives, where they come from, their education - it's irrelevant on the Web. Here, they are all equal fans, and that has not only helped organize a stronger group effort in their campaigns but also created a world of discussion to bounce their ideas and opinions off of each other in what is hopefully a moderated environment. Abigail De Kosnik: The most striking fan activity that the Web, and online communities, have brought about (in my view) is that "fans make their own fun," as one of our contributors, Web site moderator "QueenEve," stated. Since fans have started communicating online, they have basically produced their own virtual soap operas - spreading spoilers and dissecting upcoming plots, posting speculations about what's going to happen next as well as (often very thoughtful) analyses of what happened recently on their favorite shows, in addition to gossiping about behind-the-scenes rumors (Which co-stars won't work together? Why did the Exec Producer fire that actor? When is that former writer coming back to this show?). There's also been a level of drama in the wars between fan bases that matches that of the heightened conflicts depicted on soap operas. The animosity that warring fan bases have borne toward one another has been awesome in its fierceness, and, while I don't want to minimize the fact that some people's feelings have probably been deeply hurt by these acrimonious exchanges, I must say that there's an element of watching or participating in soap fans battle online that is immensely engaging and entertaining. I have taken part in some of these "bitchfests" myself (and it's not always fans vs. other fans; it's also fans vs. the shows or the networks or particular storylines), and I'll always remember those impassioned campaigns as really interesting, exciting times of my life. There's something about the dedication and commitment that soap fans have for their shows that really infused the online fan experience with an intensity that many other Internet fan groups lack. It comes, I think, from the fact that, when the Web became a big part of soap fans' lives, many fans had already been engaged with these soap story worlds for years - in many cases, fans' involvement predated the Internet by decades. The Web, which permits for a really wide range of discussions and actions that can be micro-interventions or can go on for months or years, almost seems like it was specifically built as a platform for soap fans, who have decades' worth of information and insight to discuss. C. Lee Harrington: While soap viewers were among the first groups to migrate to the Net recreationally, as Nancy Baym discussed in Tune In, Log On, they were slower to create the type of user-generated content currently associated with media fandom, in part because the frequency (daily) and longevity (the average age of US soaps is 40 years) of the "primary"' text created less need for viewers to fill narrative gaps in between episodes or installments. Over the past few years, soap fans have become increasingly engaged in vlogs, video-sharing, fan fiction, podcasts, and mash-ups, while much of soap fans' energy remains devoted to the ongoing daily criticism, discussion, and fan activism which takes place in online forums and the blogosphere. Roger Newcomb: Fans are connecting on social network sites like Facebook and Twitter and continue to interact on various message boards. The fans seem to be more tech-savvy these days, so the number of message boards and Facebook pages has grown by leaps and bounds. In some ways, this has splintered the online audience, with more websites and social network sites dedicated to particular actors, characters, or soap couples. We Love Soaps TV receives almost 10 percent of our hits from Twitter and, in many cases, from fans who tweet and re-tweet our features. Twitter has become the fastest way of spreading information about soaps around the web. Julie Porter: Be careful what you wish for! To me, that's the warning label that should be placed on the desire to raise viewership at any cost. The race for ratings - and ad revenue - has had an unintended consequence along the way: a decrease of conflict in storyline. The intense competition for audience share gives soap viewers a powerful amount of clout in determining how stories are resolved - and, generally, they want favorite characters to be happy, and want to see their characters' conflicts resolved. But is that what they really want? Accelerated storytelling satisfies the short-term viewer but weakens the long-term story. Conflict makes for anxiety, but quick resolutions make for an awfully boring soap, long-term. Once, it might have taken three years to resolve a complex story in a big reveal. That's storytelling. But, these days, if the focus groups say to wrap it up - well, it gets wrapped up quickly, and there's short-term satisfaction but a lot of opportunity for story and character development is lost. Faster-paced storytelling throws characters into a revolving door of reaction; the storyline rules, but deep character development is almost nil. And so the viewer who wanted a quick resolution also quickly loses interest. The willingness of networks to give focus groups and online campaigns a strong role in the decision process also leads to a bad end: It places creative control in the hands of executive management rather than writers, and fan feedback becomes the tail that wags the dog. The soap that has evolved into a marketing tool isn't nearly as satisfying as one that does what soaps were intended to do: explore the feelings and lives of people, and their ups and downs. QueenEve: I think, in the past, you might have a discussion with a neighbor or friend about the soap or the "girls" in the dorm, but fandom was fairly generic. Now, with the internet, you have both a gathering place and a divisive means of organization. That is, people generally check in on the internet to find fans of the characters or couples they like, to the exclusion of a more general audience. It has led to "board wars" in the past, between couple fans especially. The Sonny & Brenda versus Jax & Brenda fans of the 90s on General Hospital was a good representation of that, as were the Robin & Jason fans versus the Carly & Jason fans. So, on the one hand, the internet allowed fans to find each other on the internet and connect while, on the other hand, it leads to divisive and heated fights. How do the teams who make these shows take into account the fans' feedback and mindset, from your perspective? Abigail De Kosnik: I know for a fact that the shows do pay attention to soap fans' feedback, to some extent. The contributors to our book who work in the soap industry verified this, and I have heard soap actors often tell fans who want to see changes on their favorite shows that they must write or call in to the network to voice their opinions. One of my e-mails to ABC, urging them to portray professional women - the female nurses, doctors, lawyers - in a more positive light on General Hospital, got quoted almost verbatim by ABC Daytime exec Brian Frons in an interview he did with one of the soap magazines back in 2003. But, on the other hand, I think many fans, and I am one of them, are frustrated by the fact that, although the Internet permits for a much greater flow of feedback from soap viewers to soaps' producers, the shows don't seem to be able to take effective action in response. Several of our industry contributors have told us that, with soaps, time is a huge factor in this - of course, feedback on a storyline comes in well after months of that story are written and shot - but, also, I wonder if the case of soap operas, in which we see this enormous wave of feedback going to TV shows and not that much difference being made, just illustrates the fact that television is a creative industry and, probably on any television program, whether daytime or prime time or a miniseries, the writers just can't care too much about what the audience thinks about a particular storyline or character. I mean, Mad Men showrunner Matthew Weiner doesn't think about what fans want, or what they've liked about past episodes, when he puts a new season of Mad Men together, except in the most general way (I think he once mentioned that one reason for an increase in child character Sally Draper's air time was that many viewers relate to Sally the most, she's their "way in" to the show, since they were about Sally's age in Mad Men's time period.). So, maybe the frustration of soap fans is just indicative of the fact that online participation isn't a guarantee that "the people" can influence the power centers that much. The Web gives an illusion of what others have called "participatory democracy," but just sending a bunch of e-mails obviously isn't the way to change the minds of the minority who are the decision-makers. However, I do think that there are probably ways to use online connectivity to influence power centers, both in soap operas and in other arenas, like politics. And maybe soap fans can pioneer ways to use digital technologies to share feedback that really creates change, and then political fans and organizations can learn from those tactics!!! C. Lee Harrington: From what I can tell, soap opera creators have waffled back and forth on this. The production team rightfully knows a projected story arc in ways viewers do not, and there is a longstanding perspective of "trust us to tell a good story," even when viewers are rejecting what they are seeing daily onscreen. The flip side of that is that, with the instantaneous feedback that the internet allows, production teams (or perhaps network honchos) can get too engaged with daily (or minute-by-minute) viewer reaction and respond accordingly, to the long-term detriment of the narrative. The heated debates about the usage of focus groups in...when did that start in daytime? Late 1990s?...preceded the current tension between short and long-term narrative and industry goals. Roger Newcomb: I personally think, for the most part, the fan feedback online is disregarded. When there is a huge outrage over something (like the abrupt end of the Kyle and Fish storyline on One Life to Live), the shows and networks take notice, but, even then, it doesn't necessarily change the outcome. In general, there are so many opposing views from fans on storylines that it is difficult to know which is the majority. I've also directly heard from writers and producers of daytime soaps that they believe the online audience does not necessarily reflect the perspective of the total viewing audience, even when the online audience number in thousands, a greater number than a supposedly statistically sound Nielsen sample. QueenEve: From my experience, they couldn't care less about fans' feedback and mindset unless it feeds their agenda and own personal likes and dislikes. Occassionally, the feedback is strong enough that it can change things, but I have seen more often them using the feedback as a means not to change things but rather to force a story even more firmly down the fans' throats. That is, if some new character is not going over with the fans but the show is highly invested, we'll see even more of the character, and we will get overkill of stories trying to make this character more sympathetic and hearing other well loved characters "pimp" and "prop" the new character endlessly. How has the trend of an aging soap opera audience impacted the soap opera industry in the U.S.? Tom Casiello: The networks continue to look for new ways to entice younger viewers to their shows, as they've always felt (with good reason) that these shows survive when passed down from generation to generation. However, I do believe we are seeing the first signs of a possible shift in that thinking. Those audience members over fifty are consuming far more than their counterparts from half a century ago did. Consumers with more income in older demographics are proving to be just as valuable as younger demographics. The key is to find a way to welcome new viewers into the fold while trying not to alienate older viewers...and it's a struggle all the soaps have faced for the last fifteen to twenty years, more so than ever as the generation gap grows wider. C. Lee Harrington: As my chapter with Denise Brothers suggests, the aging of soap opera audiences had a major impact. The age of all television viewers is going up (as the global population ages), and soap viewership is no exception to this trend. However, the core demographic remains 18-49 year old women, which means soap viewers are rapidly aging out of network priorities. This is visibilized on-screen in terms of which actors/characters are prioritized (with vets moved to window-dressing or dropped from contract to recurring status), as well as the story content itself. The older viewers and actors we spoke with for our study are keenly aware of this trend and believe the genre is suffering for it. If soaps do not respond more fully to the aging of its viewership, an older demographic that is more economically powerful than the industry apparently appreciates, the genre will be in even more trouble than it is now. Roger Newcomb:Obviously, the aging soap audience is one of the contributors to the decrease in viewers. As longtime fans have passed, they weren't replaced by new fans of the genre. Even though the average age of soap viewers is the mid-50s, the shows have continued to focus on younger characters to a large degree. But there have been some shifts in the past year. Days of Our Lives features more over-50 contract actors today than ever in the history of the show. One Life to Live has recently shifted the focus to the veteran actors on the canvas. There seems to be a better mix between younger and older characters, and this may be due to the networks finally realizing who their audience is. QueenEve: Not at all. The shows keep trying to write for an audience that isn't there -- 18 - 34 -- and are losing the "aging audience" that they simply do not value. It's insane really, because it's not just the soap opera audience that has aged -- it's all of society now that the baby boomers are aging. Why that audience isn't valued is a mystery to me. What "surplus audiences" outside the target demographic should soap opera producers be paying attention to? What can they learn from these audiences? Tom Casiello: Diversity is a major issue daytime needs to address. This isn't just a Caucasian versus African-American issue. In a perfect world, these shows would also represent Latino characters, Asian characters, Jewish characters, homosexuals/bisexuals; there's no end to the types of characters these shows should involve in their long-term stories--while always striving to find a balance between honesty and stereotyping, walking that fine line between truth and cliche. All of these demographics can play vital roles in front-burner stories and can present just as many interesting character dilemmas as a middle-aged, Caucasian, heterosexual character can...probably with an added layer of nuance, an original perspective that puts an entirely new spin on the storyline. C. Lee Harrington: As I noted above, I believe older viewers should be repositioned from "surplus" to "core," given demographic projections. To engage the US viewing population as fully as possible, soaps would benefit from greater diversity in characters and storytelling overall--more LBGTQ characters, more characters of color and immigrant characters, more characters of lower socio-economic classes etc. There are genre-specific risks to this, of course (I have published several articles on the generic challenges that gay and lesbian characters/stories present to daytime), but narratives that better reflect the US population as a whole may engage a wider audience. I also echo Radha O'Meara's call below for greater attunement to audiences in other parts of the world, given the still-central role that serial narratives play in global import/export patterns. As Denise Bielby and I wrote in Global TV (2008), The Young & the Restless and The Bold & the Beautiful has been particularly smart in writing narratives for multiple geographic/cultural audiences, avoiding lengthy on-screen legal trials and certain types of humorous stories that may be perplexing to non-Americans, for example. I'm not sure the extent to which other programs are following suit, but, if not, they should. Roger Newcomb: The soaps have targeted women 18-49 and 18-34 for decades. Men make up 20-25% of the total viewing audience, but you do not see commercials for men on any of these shows. African-Americans also make up a large portion of the audience, but characterizations of African-Americans are few and far between on daytime soap operas. Gay audiences, targeted by networks like Bravo, would have been a potential goldmine for soaps, but, with the cancelation of As The World Turns, there is only one regular gay character on daytime now--Bianca on All My Children. Targeting various niche groups would seem to be a more lucrative alternative for soaps than the current one-size-fits-all model. QueenEve: I think the soaps should go back to the beginning and start writing compelling stories about characters of all ages and stop writing for the "sweeps explosions." I think people like the soap opera genre. If they didn't, the genre's serial aspects would not have been adopted by primetime TV and be so successful there. It's ironic because, as soap operas tried to be more like primetime with big explosions, fights, special effects, and adventure, they became less successful. While, as primetime became more like soap operas with ongoing stories that build throughout a season (Lost, Desperate Housewives, Grey's Anatomy, ER, etc.) they became more successful. Daytime soaps are bleeding viewers not because the soap opera genre is dying but because it is being executed so poorly, compared with primetime TV. People want a better product. Radha O'Meara: I'm most interested in international surplus audiences for US soap operas, and my contribution to the collection was about the Australian audience for Days of Our Lives. I think that the focus on US audiences for US productions is particularly strong, commercially and critically. If producers and creators give more serious consideration to international soap audiences, they might learn from different strategies and priorities in scheduling, episode duration, and attracting niche audiences, including young people. This might help them to attract greater audiences globally and domestically. I find the strong focus on domestic distribution and audiences for US soap operas in American media studies a little troubling. Although US scholars are cognizant of international distribution and audiences, they seem to maintain a strong emphasis on the US as the principal audience. From an antipodean perspective, it seems American media studies could be more open to the implications of plural global audiences. Given that many soap operas have long histories with international audiences, there is a wealth of experience and data on which to draw. The broadcast of US soap operas in international markets can highlight the potential of alternatives for scheduling and attracting niche audiences. For example, the most popular US daytime soap opera in Australia is The Bold and the Beautiful. It is broadcast on weekdays on the Ten network in the 4.30 p.m. timeslot. This has allowed the show to garner a significant number of young viewers, who watch it after coming home from the day at primary or high school. Since loyalty to soaps can be so enduring, this early attachment can lead to a lifelong connection. I began watching the show regularly after coming home from high school several decades ago and still enjoy it. I suspect The Bold and the Beautiful's half-hour format is a significant part of its appeal as the highest-rated U.S. daytime soap in Australia, and indeed the world. This is a contrast to many other US daytime soaps which run for an hour, and particularly those which are screened in Australia (Days of Our Lives, The Young and the Restless, General Hospital). The half-hour format might be more appealing to Australian viewers, as Australian viewers are more accustomed to popular half-hour soaps made in Australia and Britain, such as Neighbours, Home and Away, Coronation Street, EastEnders. Throughout the long history of US soap operas, program duration has consistently expanded. Early radio and television soaps often ran for 15 minutes, including a single commercial break, but most television soaps expanded in the 1950s to half-hour and later to full hour programs. A few even tried 90 minutes daily. In today's fast-paced world, perhaps US soaps could experiment with episodes of shorter duration. Rather than cancelling soaps with falling ratings, US producers might consider what shorter episodes could do for both international and domestic audiences. Producers and scholars should consider what makes particular soap operas popular in different regions and the implications this has for definitions of soap opera as a commercially successful genre. Soap opera in the US is much more clearly defined by US programs and by local emphasis on the scheduling and audience distinction between daytime and primetime. These distinctions are much less significant for international viewers. Many Australian soap fans follow daytime and primetime US, UK, and Australian soaps. Despite obvious differences, they often have no trouble grouping them together as soap operas, which share common family traits. In fact, Australian audiences are often unaware of the "original" features used to define programs in the US: US daytime soaps have been broadcast here at midnight, and primetime soaps have been broadcast during the day; daily soaps have been broadcast weekly or bi-weekly, and weekly soaps have been broadcast daily. This means that producers and scholars can learn more about what audiences seek in soaps by exploring broader definitions of the genre and its audiences. According to Christine Geraghty, Australian soaps have influenced British soaps to integrate more male characters, young characters, and "masculine" storylines over the past few decades (Women and Soap Opera: A Study of Prime Time Soaps, Polity 1991). Perhaps US soaps might also consider such changes. In my contribution to the collection, I wrote about an unusual rupture in soap opera broadcasting. After screening episodes of NBC daytime drama Days of Our Lives in a continuous sequence for over thirty years, in 2004, Australia's Nine Network skipped approximately one thousand episodes. The Nine Network continued to broadcast the program daily, but most Australian viewers missed four years' worth of episodes. An interesting tension arose from this fissure between those who understood the Australian audience as a component of a global, homogenous audience for Days of Our Lives centered on the US, and those who understood the Australian audience as a unique, local experience. Scholars and producers should both consider their positions on this tension. Similarly, this rupture of Days of our Lives for Australian audiences raised questions about the nature of soap audiences' enduring commitment to particular programs. It highlighted how significant parts of the audience seemed to value their own history with and experience of the program more highly than a wider, communal experience. This deeply personal connection is something that producers presumably want to foster, and new distribution methods may impact on these experiences in even more divergent ways. These are some of the lessons US soap opera producers can learn from international audiences, and they may even help them maintain their domestic audiences. December 9, 2010
The Survival of Soap Opera (Part Three): New Trends In Production and DistributionThe third section of the The Survival of Soap Opera examines how soap operas have been experimenting with both production and distribution, from new ways of taping and editing soaps to the use of transmedia storytelling. Below, several of the contributors to this part of the book answer some questions about these new trends for daytime dramas. Ernest Alba is a graduate student in anthropology at the University of Texas at Austin whose previous work on soap operas can be found at MIT CMS: The American Soap Opera and through the MIT OpenCourseWare initiative. He co-authored a piece for the book with Bernard Timberg, entitled "'The Rhetoric of the Camera in Television Soap Opera' Revisited: The Case of General Hospital. Patrick Erwin is a freelance writer and journalist who has written for the soap opera genre for Marlena De Lacroix's site and at his blog, A Thousand Other Worlds. His essay in the collection is entitled "Guiding Light: Relevance and Renewal in a Changing Genre." Racquel Gonzales is a Ph.D. candidate at the University of California-Irvine and a graduate of the University of Texas at Austin Radio-Television-Film Master's program whose research into the soap opera genre includes reception studies of online and offline fan communities and industry history. Her essay in the collection is entitled "From Daytime to Night Shift: Examining the ABC Daytime/SOAPnet Primetime Spin-off Experiment." Erick Yates Green is an assistant professor of media production in the School of Communication at East Carolina University and a director and cinematographer. His piece in the book is entitled "The Evolution of the Production Process of Soap Operas Today." Deborah Jaramillo is an assistant professor in the Department of Film and Television at Boston University, where her research focuses on television as a complicated collocation of culture, aesthetics, commerce, and politics. Her essay in the book is entitled "It's Not All Talk: Editing and Storytelling in As the World Turns." Elana Levine is an associate professor in the Department of Journalism and Communication at the University of Wisconsin-Milwaukee who has written about soap operas in her book Wallowing in Sex as well as in Critical Studies in Media Communication, Flow TV and in the anthologies Beyond Prime Time and Convergence Media History. Her piece in the collection is entitled "'What the hell does TIIC mean?' Online Content and the Struggle to Save the Soaps." Emma Webb is a doctoral student at the University of Kansas whose work focuses on fan influence and online message boards, including multiple academic projects on U.S. daytime soaps and soap opera fans. Her essay in the book is entitled "The Evolution of the Fan Video and the Influence of YouTube on the Creative Decision-Making Process for Fans." What do you feel have been some of the most successful or compelling experiments in telling soap opera stories, or distributing that content, in the past few years in the U.S.? Patrick Erwin: I do think that the Guiding Light experiment I describe in the book was compelling and important. I've said before that it's a case of "the operation was a success, but the patient died." It may have been too much change for an existing show that had a very defined visual palette. But I believe it was incredibly important in terms of defining what's possible. As we move increasing towards narrowcasting on TV and the Web, programming will need to be made on a more economic scale. Racquel Gonzales: Two experiments I found promising and expanding the possibilities of the medium were the SOAPnet Night Shift series (as I've explored in my contribution to the book) and the popular, nostalgic past episode blocks featured on SOAPnet and most recently on ABC (though their "past" episodes hardly delve into the so-called "golden era" of soap history). These two share a key element crucial for contemporary resonance with audiences: acknowledgment and embrace of a rich soap past. Soap fans, more than any other TV viewer, can have years and even decades of memories with the same storylines, characters, fictional families, and fictional locations. So much soap viewing pleasure comes from those historical and memory ties between the audiences and the soap themselves and our ability to make those complex narrative connections with the texts. When the soap industry can bring about these moments of remembrance, even in experimental ways like the Night Shift spinoff, they can tap into a shared history of viewing and a soap viewer's memory of watching. Of course, this can always create a backlash where, for instance, viewers watching a General Hospital episode from 1996 on SOAPnet lament the good ol' days in comparison with current GH! Erick Yates Green: The innovative webisode series entitled What If that was aired on ABC.com and SOAPnet.com that brought together central characters from different and established soap operas is innovative. Like previous webseries Imaginary Bitches, Family Dinner, Gotham, and Venice, What If was developed as a series (in this case, 10 webisodes) and was originally aired on July 12, 2010. You can find additional information on the series here and here. Like feature films and TV primetime broadcasting, the world of soap operas distribution is VERY dynamic in our contemporary media playing field. What If, at least, is dealing with the divergent media distribution venues not only with programming that goes first to the web as well as broadcast, BUT, interestingly, as they experiment with divergent distribution, they also experiment with bringing together characters from their different primary shows into an experimental melodramatic melting pot as well. Deborah Jaramillo: I ran into a great Mexican telenovela this summer on Univision, which, as I sadly noticed at NCA, mass communication scholars continue to forget is a U.S. broadcast network. One of the most amazing things about this novela, Soy Tu Dueña (I Am Your Owner), was that it actually broke into the top 25 broadcast programs in the late summer of 2010. And Univision has recently been beating the English-language broadcast networks in the competition for 18-34 year-olds. Soy Tu Dueña would never have appeared on my radar had it not been for the World Cup in May. Even though the audience for the Mundial is probably more male then female, Univision still promoted the hell out of Soy Tu Dueña during the matches. Soy Tu Dueña features an all-star cast, including Lucero, who sings the title song with Joan Sebastian, and Silvia Piñal, a veteran of Buñuel films ("la primera actriz," the credits boast). Soy Tu Dueña is actually a remake of La Dueña, produced by Televisa in 1995. This was the complete package--pre-sold product, big stars, an excellent theme song--that rode on the coattails of the biggest sports event in the world. Sports...not exactly novela territory. It was a great experiment, and it worked. Elana Levine: I've seen a few particularly compelling experiments in recent years. One is What have been the biggest failures? Ernest Alba: I recently gave a lecture to a classroom of 50 undergraduates at the University of Texas at Austin based on the essay by Bernard Timberg and myself in The Survival of Soap Opera. During the discussion, I discovered a few surprising things about young people and their relationship to soap opera - primarily that they think they know all about soap operas, don't like it based on what they know, and they have several misconceptions about them. Based on the discussion of soap opera in that class, I would say that the biggest story is of the failure of soap opera to communicate its value as entertainment to a young audience. When I posed to them the question, "What are some associations we have with soap people who watch soap operas?" I received several different responses: "Old people," "My grandma and my grandma's friends watch it," "Anyone that has free time during the day watches soaps," and my favorite: "Lonely people watch soaps." This class of mostly freshman students associate soap opera not with their parents but with their grandparents! One student related that she watched them with her mother who watched them to learn English. It is clear that young people associate soap opera with people that they perceive as being diametrically opposed to them in their viewing habits and lifestyles.
Furthermore, it seems that they are confused about what soap opera is and how it can be an enjoyable experience. They seem to believe that soap opera is a less realistic form of storytelling than other television formats, like the primetime drama or the reality show. One student made the audacious claim that House M.D. is a soap opera. Immediately a cacophony of protests rose from the class. The way they distinguished their conceptions of soap opera from House was that House had better acting, less exaggerated plots, Hugh Laurie (a single, strong male lead), more comedy, and other things to draw you in as opposed to "sappy" and "exaggerated" drama. The student finally threw up her hands in defeat and said, "Apparently, a lot of people like House and don't want it to be associated with soap opera." Despite their acknowledgement of the fakeness of television drama in soap operas, they are unwilling to associate their dislike of "fakeness" with their favorite shows, which are also clearly scripted, staged, and unrealistic depictions of reality. It is this attitude of defining soap opera primarily as that which is antithetical to anything they value that allows them to participate in the tradition of denigrating soap opera as a form of entertainment. If there is one thing that gives me hope, it is that only two students raised their hands when I asked who had never watched an episode of a soap opera. A full quarter (about 13 or 14 people) raised their hands when I asked if they'd regularly watched a soap opera at some point. One student listed four or five soaps she watched regularly when she was younger. The students know that soap opera exists and some understand it quite thoroughly, but many hold common misconceptions about soap opera because it doesn't play a role in their life and plays a role in the life of people they don't consider their peers. They use those misconceptions to further dissuade themselves from watching soap operas. Patrick Erwin: For me, I think the change in narrative from a more character-based narrative to more of a traditional soap/action adventure hybrid is the biggest failure of the last decade. Even when GH had the Luke and Laura/Ice Princess type of stories, they worked because the narrative was still rooted in the reality of what happened to those people. Soaps have alienated their existing audience and demographic by chasing the youth demographic and have implemented closed-ended storylines that buy short-term attention at the expense of long term fan investment. Racquel Gonzales: It is difficult to pin these down in a bullet point style, but, broadly, the soap industry has been disconnected with the desires of its audience for a while, and that gap has only gotten wider against the many TV and network changes throughout the 1990s and 2000s. On a very basic level, there are numerous cringeworthy experiments and sensational storylines whose aims were to entice new viewers and keep long-time viewers interested, but their results generated disinterest and audience ire. As a soap fan and scholar, the most disappointing and frustrating failures have been those manipulations of soap history and viewers' investments for quick fixes on ratings because the soap audience investment in these various often fantastic storylines depend on character continuity, recognizable relational ties, and simply a day-to-day viewing that makes sense. Deborah Jaramillo: With regard to As The World Turns, I was very disappointed with the quicker pace and the elliptical editing that made my program resemble an hour-long drama rather than a soap. I am not against formal experimentation in any genre--my piece in the anthology elaborates on this theme--but much of the pacing and editing decisions seemed to stem from an atmosphere of panic and not from artistry. I constantly complain to my students (especially when they started to get impatient with Lost several seasons back) that no one knows how to appreciate the beauty of serialized programming because no one watches soaps anymore. So many people deride television viewers' short attention spans, but watching an old-school soap opera was a daily exercise in patience. We've lost those conventions that make us wait and anticipate. We've lost process in favor of product, and this has contributed to a spoiled audience. Elana Levine: As my essay discusses, I think ABC's character blogs revealed a poor understanding of fans' investment in soaps. Because these blogs did not do much to expand or delve into the thoughts and experiences of their character-authors and so rigidly reproduced the preferred meanings of current storylines, they revealed themselves as baldly promotional efforts, with no real interest in exploring show history or character depth. Emma Webb: The first is not distributing free content online earlier. ABC didn't begin to distribute their soaps this way until 2009, even after they had been making prime-time shows available this way for over a year, and even though many of the networks had been partnering with Hulu since it's inception in 2007. The second is the lack of investment in production of soaps. As Sara Bibel points out in her chapter in the book, as the ad revenue for each soap has gone down, costing-cutting measures like eliminating breakdown writers and the actors' rehearsal time (so that each show can speed taping). This has resulted in a change in what I believe is most critical to soaps: the stories. The stories that now show up on screen often have continuity issues, focus on new characters that the audience does not know (as unknown new actors are significantly cheaper to feature than veteran actors that the audience does know), and actors (based on what has been said at personal appearances) are often confused about the direction of the story and their character's motivation. It is a downward spiral. It appears, based on the rating trends, that, as soaps cut more costs, the quality of each soap goes down, and more viewers tune out, resulting in less ad revenue and more cost cutting. What lessons can we learn from both these successes and these failures? Ernest Alba:While I find it encouraging that soap operas like General Hospital and Young and the Restless still have strong ratings, I find it discouraging that old warhorses like Guiding Light and As the World Turns have been cancelled. The biggest failures of soap opera from my perspective are that they have failed to capture a new young audience. It is clear that many students are able to pinpoint some of the strengths of soap opera - emotion, drama, and multi-character narrative structures - but they perceive them as weaknesses. Still, other strengths - longevity of characters and complexity in family structure - are mysteries to them. In our essay for the book, Bernard Timberg discusses the ways in which the camera rhetoric in soaps conveys meaning to an audience. These camera movements and ways of editing and framing a scene are unique to soaps in that they are not the same ones used in serial dramas and do not convey the same meanings. In the way meaning is constructed by the camera, we have argued that soap operas have changed little. But, if the potential audience has changed so much that they are unable to decode the meanings in soaps, it might be time to change the way in which soap opera is filmed and edited so that new audiences who are used to reality shows and documentary-style filmmaking can decode the camera's rhetoric and, if not understand the intended meaning of the narrative, at least understand the intended meaning of the shot. Some experimentation in this vein has obviously already taken place in several soaps, but the traditional way of filming and editing still dominates. My one suggestion is that we must look/research to ensure that audiences still understand how to decode the stylistic conventions of soap opera filmmaking or begin to encode meaning visually in a different way. Patrick Erwin: I think it's important that serialized storytelling return to basics, whether it's classic TV soaps or new Web soaps. The audience may be smaller, and I don't think we've quite figured out the equation that can make money on the Web, but, again, we need to move from broadcasting to narrowcasting, and soaps need to learn not to try to be everything to everyone....but rather be who they were, and are, proudly. Racquel Gonzales: It is a difficult road to anticipate the current and future viewing audience, a road soaps have been on since they began on radio. And thinking about what does or doesn't work right now in soaps really sparks wider questions about contemporary TV viewing in general, especially since seriality has been embraced as a potential element of current "quality TV." Deborah Jaramillo: If soap operas are on their way out--if everyone involved in As The World Turns knew the clock was ticking--why mess with the formula? Why try to attract an audience that isn't going to come? Why not go back to your roots and just celebrate the genre, the form? This is not to say that all changes in soaps happened recently--all genres are static and dynamic--but, if you're going to pander to an audience, pander to the one that's stuck with you across generations. Elana Levine: The first lesson would be the importance of story, of the writing. The second season of Night Shift worked because it was well written by someone (Sri Rao) who understood the rhythms and appeals of soap narrative and who respected and drew from GH history. This seems an obvious set of principles on which to base soap writing, but, too often these days, the insular community of soap writers ends up failing to take advantage of these core generic traits. The disappointments of the ABC character blogs further enforce this point. I believe that these platforms did not provide the kind of attention to history and the pleasures of soap narrative that they might have, and thus they turned off rather than drew in many viewers. How has transmedia storytelling impacted the U.S. soap opera (or not)? Racquel Gonzales: Soaps have been exploring transmedia storytelling for quite a while, particularly in print, with different characters' "diaries" being made available in book form. While these avenues provide alternate revenues, they also create more fragments for audiences to piece together for storyline continuity. Elana Levine: I don't think transmedia storytelling has had an important role in US daytime soap opera thus far. Most attempts along these lines have been pretty obviously promotional and not particularly interested in expanding or further developing the story worlds in any substantive ways. Perhaps the current format of US daytime soaps demands so much of both the production staff (churning out so many episodes so quickly) and of viewers (watching five broadcast hours a week in most cases) that there is little time or interest in expanding those story worlds in additional ways. Emma Webb: I think one of the failures of soaps has been the inability to successfully integrate transmedia storytelling into their shows. There have been attempts (as with Robin's blog on General Hospital, as described by Elana Levine), and characters writing books (for example, As the World Turns' Katie Peretti "writing" Oakdale Confidential), but they don't appear to have been successful. This may have been because, as Levine points out in her chapter, often times there is the temptation to move the character's motivation and thoughts from the screen to another other media outlet, leaving viewers frustrated and confused at a character's on screen motivation rather than providing an alternate entry point for lapsed or new viewers. However, while soaps' attempts at transmedia storytelling does not appear to have been successful, fans' attempts at transmedia seems to be more so. For example, in 2005, As the World Turns paired the characters of Lucy and Dusty together, and, in an attempt to help educate potentially new or lapsed viewers, many fans created video synopses of the two characters' history and storyline together. These videos provided an entry point for those viewers who had not been watching the show. And this type of video could provide a way for lapsed or returning viewers to get a recap of a character's storyline which could make it easier to catch-up. How have alternate distribution outlets changed the way fans find and share U.S. soap opera content? Racquel Gonzales: YouTube has been an amazing tool to bring together shared viewing memories, though I'm not sure the networks themselves appreciate the site like soap viewers. Moreover, in uploading old VHS recordings of soap edits on YT, soap fans have created an invaluable archival resource for fellow soap viewers and soap scholars. The medium makes it impossible to provide a simple DVD set of a soap. Just imagine how many discs would be required to just capture a month of One Life to Live from 1988. On YT, some of these episodes have been made available by fans for fans, while the comments section provides (as I've said previously) a shared space of viewing memory. Debrorah Jaramillo: I'm going to continue with the topic of the Mexican novela on U.S. television, not to be stubborn, but because it presents an interesting complication with regard to transmedia fandom. Unless a novela is an original production of a network like Univision, it is being aired in the U.S. after it has completed its run in its country of origin (or it simply could be delayed by a few weeks). In both cases, it becomes nearly impossible to engage with the novela within the transmedia landscape. I'm terrified to search for Soy Tu Dueña online because I don't know if it has actually completed its run in Mexico. I don't want to know what happens, and I don't want to run across fan commentary. My relationship with this novela is completely untouched by the internet and even print magazines. I feel like I'm watching this in the 1980s, even though the image is in beautiful HD. Emma Webb: Making soaps available online (either through the network's website, YouTube, or other sites) has been the biggest change to the way that fans share soap opera content in the last few years. Unfortunately or fortunately, depending on your perspective, this also means that fans don't need to set their DVRs or watch the show's broadcast in order to keep up with their favorite soap opera. Another interesting development is that, when the content is considered to be bad or uninteresting by a group of fans, fans often ask their fellow fans if "today was worth watching?" And there are alternatives for fans who don't want to sit down and watch an entire episode. If a fan thinks that their favorite soaps are boring but still wish to see select scenes, they can easily go to YouTube and watch the scenes that interest them in what is often 10 minutes or less. With these new distribution outlets, it's even easier for a fan to catch-up if they have become a lapsed viewer. Fans can easily go back and find key moments from a variety of sources. However, this also means that, because this content is available online, fans' attention to detail about individual characters seems to have become more heightened. So, as soaps struggle with diminishing production values as they cut their budgets, the fans are even more likely to notice the slip in production values. December 8, 2010
The Survival of Soap Opera (Part Two):The History and Legacy of Serialized TelevisionThe second section of The Survival of Soap Opera looks at the deep history of the stories and characters on U.S. soap operas and the unique ways this genre draws on a show's backstory (or, in some cases, does not make good use of such history). This part of the book includes multiple reflections on the similarities and differences between serialized primetime genres and daytime serials. Below, several of the contributors to this section answer some questions about how contemporary U.S. soaps relate to their backstories. Kay Alden is co-head writer of The Bold and the Beautiful, a former consultant for ABC Daytime, and the former head writer for The Young and the Restless, a show for which she wrote from 1974 to 2006 and won four Daytime Emmys and two Writers Guild of America awards. The book includes a piece based on Sam Ford's interview with Alden about what makes the soap opera genre unique. Sam Ford is Director of Digital Strategy at Peppercom Strategic Communication, a research affiliate with the Program in Comparative Media Studies at MIT (where he conducted Master's thesis work on soaps and taught a course on the genre), and an instructor with the Popular Culture Studies program at Western Kentucky University (where he is teaching a class on soaps) who has published work on the genre for Fast Company, Portfolio, and Transformative Works and Cultures. Ford co-authored the book's introduction, "The Crisis of Daytime Drama and What It Means for the Future of Television." He also wrote an essay for the collection, entitled "Growing Old Together: Following As the World Turns' Tom Hughes through the Years." Lynn Liccardo is a longtime soap opera critic and active member of the online soap opera fan community who has written for Soap Opera Weekly and currently writes on the genre at her Red Room member blog. Her essay in the book is entitled "The Ironic and Convoluted Relationship between Daytime and Primetime Soap Operas." J.A. Metzler is a lifelong soap opera viewer who runs a boutique marketing and communications consultancy and formerly participated in a daytime writer development program. His essay in the collection is entitled "Did the 2007 Writers Strike Save Daytime's Highest-Rated Drama?" Christine Scodari is a professor of communication and multimedia studies and a women's studies associate at Florida Atlantic University who has written numerous pieces of scholarship on issues of gender and age in soap operas, including her book Serial Monogamy. Her essay in the collection is entitled "Of Soap Operas, Space Operas, and Television's Rocky Romance with the Feminine Form." Why is the history of U.S. soap operas so vital to their continued survival? Sam Ford: U.S. soap operas may be one of the most hyper-serialized forms of storytelling in history, but it certainly does not "own" serialization. As many essays in our book point out, there are many ways in which primetime television and other types of storytelling are often "doing serialization" better than daytime serial dramas these days. Yet what sets the U.S. soap opera model apart not only from primetime serialized television shows these days but also from telenovelas and other adaptations of the soap opera genre is their history. As soap operas look to compete in an increasingly cluttered media landscape, the industry's answer is often to adapt what they have to offer to what it seems audiences want: thus, we hear discussion about the MTV-ization of our culture or else reality television's effect on audience expectations, and many people in the soap opera industry start thinking and talking about how soap operas need to adapt to these changes. My response is quite the opposite: that soap operas have to stick to their major points of differentiation in storytelling style, even as they change with the social stories of the times. In short, rather than trying to tell their stories more quickly to compete with primetime serialization, soap operas have to think about what primetime cannot do. Primetime shows can do CGI better than daytime dramas because they have bigger budgets. Primetime has a better chance to do location shoots these days. What primetime can't do is tell stories with characters who people have been following for decades, with such complex backstories and generations of fans who have grown up watching these shows. As soap operas concentrate on quick-fixes to jump start the genre instead of leaning on the history that sets the genre apart, these shows run the risk of distancing themselves from their very points of differentiation. For instance, my work has concentrated on the now-cancelled As the World Turns, a show that maintained one of its core families for its entire 54-year run and had multiple actors who had been in the same role for up to five decades. My essay in this collection focuses on the character of Tom Hughes, who audiences watched from birth in 1961 to the show's cancellation in 2010. No other form of entertainment can accomplish that sort of storytelling, and the rich history and complexity such storytelling drives cannot be duplicated elsewhere on television. (I've made the argument elsewhere that narrative worlds like the super hero universes of Marvel and DC, the pro wrestling narrative world, or the "real" worlds of various sports leagues or political news might rival the "immersive story worlds" of soap operas in their longevity and depth.) In our collection, Jason Mittell's piece points out the many ways in which primetime serialized television differs from daytime soaps, rejecting the notions of many who feel that complex primetime television narratives are a direct descendant of U.S. soaps. And, elsewhere, Jason writes about complex primetime television shows as having a high degree of "drillability," with dense texts that have multiple layers of meaning to unpack. Soap operas achieve complexity as well, but--to Jason's point--in a much different way than primetime shows. Rather than a (relatively) small number of episodes that are quite dense, soap operas achieve their complexity through accretion--by telling the daily stories of characters over the course of decades and thus relying on collaboration with their audiences in comparing any current moment in the text with the deep history of those characters. Primetime television shows cannot provide those pleasures, and yet daytime soap operas very rarely take full advantage of the types of stories only they can tell. Have you seen examples of today's soap operas in the U.S. taking advantage of their histories in powerful ways that you believe exemplify what the soap opera genre is supposed to do? Sam Ford: There were certainly elements of the end of As the World Turns which played on the rich history of those characters and the show. In particular, bringing back longtime show favorite Dr. John Dixon after several years of absence from Oakdale was a fantastic nod toward fans, as was featuring several of the show's most enduring faces more prominently in the show's final months. Meanwhile, while I didn't watch it myself, I heard many great things about Days of Our Lives' treatment of the death of show matriarch Alice Horton in 2010 after portrayer Frances Reid's death. J.A. Metzler's piece in our book highlights The Young and the Restless' renewed focus on longtime character Katherine Chancellor as a sign of how that show gained some traction by recalibrating its focus through the writer's strike, and The Bold and the Beautiful writer Kay Alden writes in her piece about how that show has retained focus on four central characters from its premiere to the current day. These examples are stark reminders to fans of why they still watch soap operas in particular and the pleasures that soap operas provide that cannot be found elsewhere. My suspicion would be that it is these moments, periods, eras, and elements which keep millions of U.S. viewers still dedicated to a genre that is clearly in decline. Why do these soap operas ignore or not properly make use of that rich history? Sam Ford: Writers too often see the history of soap opera story worlds as a point of risk rather than a strength, especially as writing teams move from one show to another and thus have decades of history to catch up on. That leads to new writing regimes bringing in new characters and downplaying those characters they are afraid they can't write so well. Rather than seeing fans' desire for continuity as a way to engage with them and draw them in, it's seen as a negative: to avoid fan complaining, writers just stay away from history they don't know that well. I've had head writers of shows complain to me in the past about how difficult it can be to come on board a new show and try to catch up on storylines of years gone by, especially now that these shows have several decades of history. Much of the problem has to do with resources: many shows don't have digitized or easily accessible archives to review history and, even if they do, there is so much history to catch up on, and writers are expected to write 260 original episodes each year. So, if you aren't already steeped in the history of the show you write for, it's extremely hard to get caught up. In my mind, that means knowledge of and history with the franchise should be a requirement for being hired to write for a soap, but it's typically not. J.A. Metzler: As ratings for all soap operas have eroded over time, I think that soap producers and writers have sought to find alternate ways to build a viewing audience. I think many producers/writers have been trying to "recreate the wheel" instead of relying upon the tenets that have long made serialized storytelling popular: character consistency; evolution of a character or set of characters over time; and a certain feeling of familiarity that comes with "visiting" with these characters on a regular basis. I think too many have tinkered with the older, more tested formula, ignoring their shows' rich history and consistency in order to try and evolve to a new formula driven by a faster-paced, plot-based type of storytelling with a revolving door of younger, unfamiliar characters, in the hopes of engaging a new audience of viewers who they believe have a limited attention span for slower-evolving stories based on character and continuity. In what ways are contemporary U.S. soap operas failing to use their history in compelling ways? Lynn Liccardo: There was great excitement among As the World Turns fans when word leaked out that Julianne Moore would be briefly reprising her breakout role of Frannie Hughes. Her appearance was to celebrate the 25th wedding anniversary of Frannie's father and step-mother (and aunt), Bob and Kim Hughes, which coincided with the show's 54th, and final, anniversary this past April 2nd. As it happens, on April 2nd, I was in St. Louis, presenting my essay for The Survival of Soap Opera, on the Capitalizing on History panel at the Popular Culture Association/American Culture Association conference. You just cannot plan that kind of irony. Had I not known of Moore's appearance two episodes hence, and, had I not seen a clip somewhere online of her lifting a glass to toast her parents, the April 1st episode might have given me false hope for how the show would close out its 54-year run. The episode opens with Kim and Bob celebrating their anniversary over champagne at the Lakeview. Kim gives Bob a framed photograph of their cabin, which she had redecorated. She tells him that she's made sure that his schedule was clear so the two of them could spend a long weekend together. But Bob's schedule had changed, and he wants to postpone their getaway. With the conflict in place, the stage was set for the kind of story that could have - make that should have - been the linchpin for the show's final months. Instead, it was all over in three short episodes that barely scratched the historical and emotional surface before all was resolved. While ATWT had used the short-arc format extensively in 2008-9, after the show's cancelation was announced in December 2009, the writers had returned to soaps' more traditional narrative structure. Why the show chose the short-arc for Kim and Bob's anniversary reveals great deal about TPTB's attitudes towards both longtime fans and the show's history. Before I get into why, a little bit of background about the couple. Bob Hughes was a young boy when ATWT began in 1956. He may well have been the first character to be SORASed (soap opera rapid aging syndrome) when Don Hastings took over the role in 1960. Kathryn Hays began playing Kim Sullivan (Reynolds, Dixon, Stewart, Andropoulous, Hughes) in 1972. The admitted doppelganger of ATWT's creator, Irna Phillips, Kim proceeded to seduce Bob, who was married to her sister (Frannie's late mother, Jennifer). For more than a decade, Kim and Bob suffered the consequences of their indiscretion. But, by 1985, the couple was deemed sufficiently rehabilitated to marry and assume the role of tent pole characters previously occupied by Bob's parents, Nancy and Chris. In recent years, ATWT had abandoned its traditional intergenerational storytelling in favor of more isolated storylines (see here). So the flashbacks interspersed in the second episode of the arc filled in the backstory for newer viewers. For this longtime fan, it was an exercise in ambivalence: while I was delighted to see the show's glorious past, those flashbacks were also a bitter reminder of just how much had been lost. The emotional depth so apparent in the flashbacks stood in stark contrast to the superficial, even trivial, manner in which Kim and Bob's story was playing out. There were no good guys or bad guys here. Both characters' points-of-view were valid and easily understood. Bob was reluctant to give up his profession and concerned about the legacy he would leave; Kim, worried about the serious health issues both had dealt with the previous year and tired of playing second fiddle to Bob's career, wanted to spend more time with her husband. In fact, the tension between Kim and Bob mirrored aspects of the tension between Bob's protègè, Reid Oliver, and legacy character Luke Snyder as the two embarked upon their short-lived relationship. This brings up another issue. When fans complain about soaps' lack of intergenerational storytelling, TPTB often point to the budget restrictions that limit the number of actors per episode. Okay. But Kim and Bob were on fairly often in the final months, so the actors were already getting paid. However, with Kim and Bob's problems so quickly resolved, the characters' only purpose was to prop Reid and Luke and their son Chris. Tom was right when he said of his father and Kim, "If they can't make it, what hope is there for the rest of us?" How much richer the story would have been if all the couples trying to find their way back to each other could have learned from Kim and Bob's troubles. And the conversations: Kim with her niece, Barbara, and daughter-in-law, Margo; Bob with his sons Tom and Chris and grandson Casey. The old rivalries referenced: Bob's first wife and Tom's mother, Lisa, and the impact being a child of divorce had on Tom, for instance, or Bob's affair with Susan Stewart, the mother of Casey's girlfriend, Alison. All of that could have been spread out and fully examined over the show's final months. Instead, some of the interactions reduced characters to farce: both Lisa and Susan trying to seduce Bob as a test to prove that he really loves Kim. Really? Now, of course, maybe if this had been a facet as the story evolved the course of several months... Not to belabor my almost morbid fascination with Executive Producer Christopher Goutman's psyche, but I have to say that, like the train wreck that killed Reid Oliver; the first time Luke and his first love, Noah, made love, and the death of the show's matriarch, Nancy Hughes, there was a perfunctory quality - even patronizing, and almost spiteful - about how Kim and Bob's story was shoehorned into these three episodes. It was almost as though Goutman was taunting longtime fans: "Look how we remember the show's history, and, yes, we actually do remember how to lay out this kind of story and write these kinds of scenes; but three episodes is all you're going to get. So, be satisfied, and don't complain." And, for the most part, that was exactly the response from fans and the soap media. Other than a few laments about the story's brevity, I don't recall see any critical comments on the boards. It seems that fans have been conditioned not just to accept these crumbs, but to be grateful for them - even if TPTB make a mockery of the show's history in the process. Kim and Bob's truncated story was a far cry from how ATWT's sister show, Guiding Light, closed out its 72-year run in 2009 with the marriage of Vanessa and Billy Lewis. Both were long characters, to be sure, but not nearly as deeply-woven in Springfield's canvas as Kim and Bob were in Oakdale's. And, while, as a couple, Vanessa and Billy had their fans, theirs was not a manifest destiny. In fact, there were a few on the boards who would have preferred that Vanessa remarry another former husband, Matt Reardon. But Kim and Bob were forever. Funny story: I came across the questionnaire I filled out for C. Lee Harrington and Denise Brothers' essay for the book, "Age and Aging in Soaps." Here's what I wrote back in 2007: "What I'd really like to see is a former love come into the life of a vet...(but) I'm not interested in seeing a marriage - Tom-Margo, Bob-Kim - threatened." While I'm sure I meant it at the time, I would have so loved for As the World Turns to have ended its 54 years showing Kim and Bob fully confronting their conflicts, secure in the knowledge that they would, indeed, resolve them. What is the relationship between these soap opera and other forms of serialized television drama in the U.S., such as reality television or primetime scripted dramas? Kay Alden: When reality TV descended upon us, unlike some others, I did not view this development as the harbinger of the death of the soap opera. Instead, I argued that the sudden popularity of such programming increased the likelihood of the survival of the soap opera, in that these reality shows inherently draw their support from the innate human desire to know "what happens next," which is our stock in trade in soapdom. I believed at that time that the enormous popularity of the reality shows would not sustain because of the lack of knowledge the audience has of the characters, unlike in soap opera, where viewers have known these characters often for many years. I believed that this type of programming is inherently formulaic, and, between that fact and the lack of well-known, well-drawn characters, I did not believe that reality TV, over time, could compete with what we do in daytime television via the scripted medium. I did hope, however, that seeing a new public interested in this type of serialized drama might somehow transfer to a new, younger demographic available for daytime serials. Regrettably, such transference has not occurred. It is interesting to note that, in many reality programs, more attention is now placed on the characters - who these people are whose lives have been brought together for the duration of the program; who will form alliances; who will be the successful manipulators? Reality TV has learned the lesson well, that in order to succeed, an audience needs to care about the characters involved. Choosing the cast of Dancing with the Stars has now become a significant facet of the show, as producers hope to cement viewer involvement with their "characters" even before the season actually begins. Survivor promotes the characters in their upcoming season as the primary draw for viewers to tune in. Thus, I maintain, reality TV has learned what we must always remember in our soap opera world: daytime drama is a character-based medium. It is the characters, far more than clever plot twists, which keep viewers tuning in again and again. In reality TV, the plots are simple. The drama is the contest: who will win the game. But the relationships among the characters, the friends and foes that develop, the alliances, the manipulations...these are the facets that keep viewers involved. Now, the question is: what can we learn from this new venue that has so successfully entered our realm and captivated the viewing public? Immediacy, surprise, fresh plot twists...all these are important. On The Bold and the Beautiful, we have recently tried to find ways of adding more of the "reality" perspective, with our real-life shows among the homeless of Los Angeles and subsequent additional reality segments we will be featuring on the show. But, above all, we in soap operas must continue to concentrate on our well loved and well understood characters. This is where we in daytime drama have the supreme advantage, with shows that have been coming into viewers' homes for years and characters our audiences know and love. In the quest to reach out and garner new audience, let us always remember that it is our beloved characters which provide our first and foremost draw for loyal viewership. Christine Scodari: I've seen it dozens of times, whether I'm casually perusing online forums devoted to primetime dramas or systematically investigating them for my research. "Why must every show have a romance?" a fan queries. Another chimes in, "I'm tired of them shipping the male and female leads." Then, almost like clockwork, there's the rub: "This is not a soap opera!" Not only do such exchanges refer to something essential (but not unique!) to the soap opera genre (developing romantic relationships or, in fanspeak, "ships" between ongoing characters) but implicitly to another ingredient that makes the first one possible and, perhaps, probable--serialization. Before 1978, when Dallas (CBS, 1978-1991) debuted, there had only been a couple of short-lived soaps in prime time. Except for these and one or two series in which the leads were married from the start, there were no developing romances between ongoing characters in U.S. primetime dramas during network television's first three decades. Prior to the 1980s, nighttime dramatic series were structurally episodic, and save for maintaining the basic premise, setting, and slate of regular characters (anthologies, of course, didn't even have these), each episode was its own mini-movie. Guest players entered and left the canvas within the hour, including villains and objects of affection for the primarily male heroes. Thanks to an amnesia-inducing reset button, whatever guest characters the regulars loved, or fought, or mourned in the previous episode would conveniently be forgotten the following week. Star Trek's (NBC, 1967-1969) Captain Kirk may have had his disposable girl-on-every-planet, but, while Della Street pined for the title character in the legal drama Perry Mason (CBS, 1957-1966) and Miss Kitty Russell eyed Marshall Matt Dillon in Gunsmoke (CBS, 1955-1975), these long-suffering regulars never got to first base. The show most credited with ushering in the hybridized, serial-episodic primetime drama and the related phenomenon of developing romances between ongoing characters is Hill Street Blues (NBC, 1981-1987). However, neither it nor its many imitators are true soap operas. As Thompson notes in From "Hill Street Blues" to "ER": Television's Second Golden Age (1996), Hill Street's creators were ordered by the network to insert at least one plot each episode that would begin and end within the hour. And that they did, usually by bringing one or more professional storylines to closure while attenuating the personal ones. Such series were showered with Emmys and lauded as innovative and gutsy for their long-term character arcs and sink-in-your-teeth acting, with nary a nod to the much-denigrated genre that actually pioneered such storylines (albeit in low-budget fashion). Since then, mushrooming media options and accompanying audience fragmentation have made serial and serial-episodic primetime dramas into riskier investments for the major commercial networks. Viewers who miss a week or two of complex plotting become frustrated and often drop off. As a result, such series fare worse in both first-run and syndication than episodic, procedural dramas such as those associated with the "Law and Order" and "CSI" franchises. Daytime soap opera viewership has, logically, declined for many of the same reasons. The new model for serial-episodic drama series in prime time is one that is more episodic than serial. Its epitome is CBS's The Good Wife (2009-present), in which a long-term arc anchored in attorney Alicia's troubled relationship with her politico husband and flirtation with a partner at her law firm very sparsely peppers each installment, while the "A" plot of each episode is one open and quickly shut legal case. Meanwhile, daytime dramas languish as their numbers dwindle, their business model insufficient to address today's realities. In a spate of experimentation to see what, if any, primetime traits might be emulated in order to improve its prospects, daytime has lately dabbled in storylines sampling every dramatic subgenre from the occult to organized crime to high school musicals and forayed into reality TV territory, in part by incorporating talent and other contests into its plots. These gestures have one thing in common; they are efforts to nestle shorter-term storylines within longer arcs, just as competitive reality series tell a weekly tale of which contestant will be eliminated in the course of weaving a seasonal narrative about who the ultimate victor will be. Even for soaps, then, it seems that serialization and the intricate, patiently plotted character stories it can engender are becoming suspect. The pivotal contribution daytime made to the development of "high quality" primetime drama has been persistently overlooked, and now this very feature--serialization--is one to be gingerly employed, if not drastically curtailed, wiped away like that soapy ring around the tub. Perhaps the anti-shippers need only wait--wait until soap operas themselves fade away and inflexibly episodic series are again so dominant in primetime that elegantly evolving relationships between regular characters are virtually impossible to assemble. I, on the other hand, would mourn that eventuality. Lynn Liccardo: My focus has been on the relationship between daytime soaps and primetime scripted dramas - hence the title of my essay for the book, "The Ironic and Convoluted Relationship between Daytime and Primetime Soap Operas." So, it's no surprise that, as my daytime soap viewership came to an end with the final episode of As the World Turns this past September, I was looking at several primetime shows to take up the slack, one in particular: the CW's Life UneXpected. But as the wise Yogi put it so well, "It's like deja-vu, all over again." Creator Liz Tigelaar's experience as an adopted child inspired the story of sixteen-year old Lux, who seeks out her birth parents. The show surely would have resonated with soap opera's creator, Irna Phillips, whose difficult relationships with her adopted son and daughter provided material for powerful stories on As the World Turns and Another World. Like Friday Night Lights and Mad Men, LUX (yes, the wordplay between the title and the title character is a bit precious) is one of those modest stories of the day-to-day lives of ordinary people. LUX was always a strange fit on the CW (a joint venture between CBS and the old WB), a fact the network acknowledged when the show premiered in January 2010: The drama is unlike most of the CW's current schedule, because it's not about sexy high schoolers in Beverly Hills or sexy college students on the Upper East Side. Instead, it's a mature, adult drama. The show has more in common with classic WB dramas like Gilmore Girls and Everwood, dealing with the relationships between parents and children. Not only is it the best new show of 2010, but it's certainly the best new show the CW has produced in its four years on the air. Indeed it was, but that was then. Just before the second season premiere the very week ATWT left the air in mid-September, Tigelaar gave a candid - very candid (were that former ATWT executive producer Christopher Goutman as forthcoming about the network interference he had to deal with over his 11 years with the show) - interview detailing the changes the CW demanded before renewing Life UneXpected last spring. "I could tell tales about Baze and Kate and Lux and Ryan the rest of my life and not get bored. The CW would kill me and cancel my show, but I seriously could." And I would happily watch Tigelaar's tales. Sad to say, the second season reminds me of what daytime soaps have become: a few beautifully written moments squeezed in-between what the network wanted from Tigelaar: "to introduce new characters, to provide more conflicts, foils, love interests to all the main characters." In the words of The AV Club's Todd Vanderwerff, "Can we maybe get some more superficial conflict in here?" So, for its second, and likely final, season LUX morphed from "a mature, adult drama" to one more CW show about a "sexy high schooler," in this case, having an affair with her teacher while thoughtlessly betraying her best friend. Fan reaction was predictable. For ShellySue at TWoP: Last night I was thinking, "This show is horrible. I can't possibly watch it anymore. It used to be a good show with so much potential. What happened?" At that same moment ShelleySueTeenDaughter said, "This show is great. I can't believe I ever didn't like it. It was so boring in the beginning. I'm glad they made it more interesting." So it's clear to me that I'm hating this show because it isn't written for me anymore (if it ever was). To bad, because I really used to enjoy it. Tigelaar gets character - and she gets soap opera - "I love those conventions, I love those moments...I love those soap opera storylines..." She has worked on some of the primetime shows I've always believed embodied the ethos of your mother's soap opera: "an ensemble of fully developed, multi-generational, middle-class characters shown in open-ended, inter-connected, intimate stories, where the actions of one character reverberated for all," among them American Dreams and Dirty Sexy Money. Yes, yes, I know the Darlings were filthy rich, but, in the first season, the family relationships were grounded in emotional honesty. That is until ABC programmers started mucking around with the second season, then cancelled the show. The recent announcement that the CW was not ordering additional 2nd-season episodes beyond the initial thirteen suggests that Life UneXpected will soon follow suit. The AV Club's Todd Vanderwerff speaks for many frustrated fans of these kinds of shows when he says: If there's one thing networks believe in the very pits of their stomachs, it's that real life, life as it's really lived, cannot make for interesting and compelling television, despite the fact that the entire output of Marshall Herskovitz and Ed Zwick (thirtysomething, etc.), Friday Night Lights, and even the shows of David Simon suggest that writing small-scale stories about people living mundane lives can be really, really fascinating when done right But the truth is, for the broadcast networks, the numbers simply aren't there for these kinds of small-scale stories. Friday Night Lights made it to five seasons only because of the deal NBC put together with DirecTV. Mad Men survives on AMC with fewer than two million viewers. So it's not surprising that there's a growing consensus that if serialized storytelling is to survive, it will be on cable - and not just premium cable. In a recent article in the Wall Street Journal, Amy Chozick provides a clear and cogent explanation of how economics allow basic cable to take a chance on a show like Men of a Certain Age. CBS would have taken the show; after all, co-creator Ray Romano made the network a ton of money with Everyone Loves Raymond. But the network wanted changes - 30 minutes, more comedic - Romano was not willing to make. (For what it's worth: as mentioned above, CBS is one of the owners of the CW, which might account for what's gone on with Life UneXpected.) But Romano stood his ground, and Men of a Certain Age, which was well received by critics, returns for its second season on TNT on December 6th. But it's not just taking a chance on a show: it's giving the show - and viewers - a chance. A cable show may get pulled after one season, but not before all thirteen episodes have aired - and in the same time slot. So, while a critically acclaimed show like Fox's Lone Star might not have survived more than one season, the show would have gotten a fair shot instead of being cancelled after two episodes. Losing Lone Star so quickly was particularly frustrating because the show had a fascinating, if edgy, premise - a con man leading a double life while trying to break with his past - with a cast that included Jon Voight and David Keith. Of course, while Fox's decision to use Lone Star cannon fodder against ABC's Dancing with the Stars makes sense in the real world of broadcast networks - put your strongest show up against the toughest competition - why, when it predictably failed to beat DWTS, Fox didn't give the show a lifeline at FX is anybody's guess. This is hardly a new phenomenon: Sam Ford and I had this conversation in 2006. The economic realities that force the broadcast networks to move shows around and pull serials after a couple of episodes have created something of a self-fulfilling prophecy; many viewers who've been burned before simply don't watch, or, if they do watch, don't allow themselves to become emotionally invested. So maybe creators wanting to tell "small-scale stories about people living mundane lives" should follow Ray Romano's lead and not allow the broadcast networks to try to save any more of these shows by destroying the very qualities that make them so special. Had Liz Tigelaar gone to TNT or AMC instead of The CW when she was looking for a home for Life UneXpected, the show might be preparing for its third season rather than facing almost certain cancellation. But, while cable offers hope for the future of serialized storytelling, there are challenges. The thirteen-episode cable season limits the depth of serialized storytelling. Fans on Television without Pity's FNL board were hungry for more; marnyh's comment was typical: "As much as I adore this show, it really was harmed by the abbreviated season. There was too much stuff I wanted to see more of, and too many characters I wanted fleshed out." As for Mad Men, on Ginia Bellafante's New York Times blog, one fan posited, "I'm sure we can all agree that Congress should pass a law that this show should be two hours, at least 40 weeks a year. Rest up, Mr. Weiner." Then there's the question of gender. Because FNL, Mad Men, and, to a lesser extent, Men of a Certain Age, are about, well, men, or at least, manly pursuits, these shows are able to escape the "chick" label and, as a result, attract more media buzz. Witness Charlie Rose, one of the few places where in-depth conversations about popular culture take place. Rose's shows about FNL and Mad Men, have, with the notable exception of Connie Britton, have included only men. This is not to devalue the opinions of Matt Roush, Ken Tucker, and Bill Carter, but to suggest that people like Virginia Heffernan, Ginia Bellefante, and Alessandra Stanley, all of whom (and yes, I realized they're all at The New York Times) have written with great insight about these shows, and others, would enrich the conversation around Charlie's oak table. Another example: Todd Vanderwerff's posted his observations about Life UneXpected on The A.V. Club, the entertainment section of The Onion. The A.V Club is a reference to "the olden times, a school's audiovisual club would be composed of a bunch of geeks..." Needless to say, AV clubs were largely populated by socially inept males. Hence, Michael Clayton's response to the Vanderweff post: "I think I grew an ovary just reading the first 2 paragraphs. Seriously though, I've never heard of this show. Why is AVClub covering it?" As serialized storytelling continues its transition, there are questions that must be asked and answered: Who's the audience for these kinds of shows? How to identify potential viewers? And why is that audience so small compared to, say, reality shows? Since there is such and enormous range of serialized storytelling, exactly what do I mean by "these kinds of shows" beyond being "small-scale stories about people living mundane lives?" What about the web? I'm still working on that, so check my blog for the future of serialized storytelling, part 2... December 6, 2010
The Survival of Soap Opera (Part One): The State of the American SoapSoap operas have been a staple in American broadcasting since the dawn of network radio in the 1930s, yet at a time when several major soaps have been canceled, they seem to be an endangered species. A new book released this week, The Survival of Soap Opera: Transformations For a New Media Era, brings together key thinkers about this embattled genre from the worlds of industry, fandom, journalism, and academia to share their reflections on the current state of the American daytime serial and to offer their suggestions on what tactics and strategies might allow it to thrive in a new media era. The book is edited by three researchers -- Sam Ford (Director of Digital Strategy for Peppercom Strategic Communications), Abigail De Kosnik (assistant professor at the University of California, Berkeley, in the Berkeley Center for New Media and the Department of Theater, Dance, and Performance Studies), and C. Lee Harrington (professor of sociology and a Women's Studies Program Affiliate at Miami University) -- who have been key contributors to the Convergence Culture Consortium (soon to be rebranded as the Futures of Entertainment Consortium). Ford is also the co-author with Joshua Green and I of my current book project, Spreadable Media, which we hope to release late next year. This book does what the best contemporary media scholarship should be doing -- tackling an issue which has enormous impact on the shape of our communications environment, brokering a conversation which brings key stakeholders to the table and reflects the diversity of perspectives around this topic, and making an intervention which reaps pragmatic rewards even as it sharpens our conceptual understanding of how television production emerges at the intersection between Broadcast networks and networked communications. The prose remains accessible throughout, in part because it is designed to reach an audience far beyond the university book store ghetto. There's an immediacy about the project because it seeks to bring classic scholarly perspectives to bear on a very pressing set of concerns. And there's a passion to the writing because everyone contributing feels a strong stake in these developments, because whatever else they are, they are fans of soaps as a genre and care about their long-term viability. I have asked the three editors of the book to help organize a forum to be conducted in four installments through this blog, bringing together some key contributors to the book, to share their reactions to its four core themes. This material is at once a sample of what the book offers but also an extension of the book which is able to include some developments which have unfolded since the book went to press. The first section of the book looks at the many challenges U.S. soap operas face today. Below, a cross-section of the contributors to that section answer some questions about the state of the U.S. soap opera industry today. Giada Da Ros is a television critic for a weekly Italian newspaper who has published essays on a variety of primetime television dramas, including Buffy the Vampire Slayer, Gilmore Girls, The L Word, Lost, and Queer as Folk. Patrick Mulcahey, a current writer with The Bold and the Beautiful, has won four Daytime Emmys and three Writers Guild of America awards for nearly three decades of writing for soap operas, also including General Hospital, Guiding Light, Loving, Santa Barbara, Search for Tomorrow, and Texas. The collection features a piece based on Da Ros' interview with Mulcahey which focuses on changes in soap opera writing contracts. Barbara Irwin, a professor of communication studies at Canisius College who has researched soap operas for more than two decades, has co-authored two books on soap opera The Young and the Restless and currently serves both as chair of the soap opera area of the Popular Culture Association national conference and as co-director of the Project Daytime research initiative. The collection features a piece based on C. Lee Harrington's interview with Irwin and research partner Mary Cassata, focused on the state of U.S. soap operas today. Jaime J. Nasser is the Andrew W. Mellon Postdoctoral Fellow in the Film Studies Program; the Gender and Sexuality Program; and the Latin American, Latino and Iberian Peoples and Culture Program at Bryn Mawr College who recently received his doctorate from the University of Southern California's School of Cinematic Arts with a dissertation that focused, in part, on the emergence of the telenovela. Nasser's essay in the collection is entitled "Giving Soaps a Good Scrub: ABC's Ugly Betty and the Ethnicity of Television Formats." William J. Reynolds is a published historian who writes about the Ossining, New York, area and U.S. presidencies and he researches soap opera history and actively participates in online and offline soap opera community events. The collection features a piece based on Sam Ford's interview with Reynolds on memories of the soap opera The Edge of Night. Tristan Rogers is an actor best known for playing the role of Robert Scorpio for various stints over the past three decades on General Hospital and General Hospital: Night Shift and who currently has roles on both The Young and the Restless and online series The Bay. The book features a piece based on Abigail De Kosnik's interview with Rogers about changes in the soap opera industry, audiences, and texts. Melissa C. Scardaville is a doctoral candidate in sociology at Emory University who has published her work on soap operas for American Behavioral Scientist and previously served as the Guiding Light editor for Soap Opera Digest. Scardaville's essay in the book is entitled "The Way We Were: The Institutional Logics of Professionals and Fans in the Soap Opera Industry." For readers who are not soap opera fans, where do U.S. soap operas find themselves today? Barbara Irwin: Soap operas today find themselves at a crossroads. With diminishing ratings, intensifying scrutiny focused on the bottom line, and a new media landscape, questions are being raised as to their lasting power. In the last year and a half, we've seen the cancellation of two long-time CBS/Procter & Gamble shows, Guiding Light (the longest running scripted series ever in broadcasting) and As The World Turns. On the heels of these cancellations was the recent announcement that the Disney/ABC-owned cable network, SOAPnet, will end its run in January of 2012. Viewership of soap operas has declined dramatically over the last 20 years, with three-quarters of the audience vanishing. In their heyday on radio in the early 1940s, one could listen to as many as 65 different soap operas on any given day. In 1970, there were more soap operas on television than at any other time - 19 in all. Today, just six remain. Evolutionary changes in industry and storytelling have brought us to the present state of soap operas. For their first sixty years (1930-1990), there was little change in soap opera storytelling, due in great part to the close ties the writers and creators had to the originator of the form, Irna Phillips. Just less than 20 years ago, nine of the 12 soap operas on the air were being written and/or executive produced by individuals with a direct connection to Irna Phillips - what I would call the "second generation" of soap opera creators. Most of these individuals have by now been replaced, and some have passed away, leaving the writers of today farther removed from Irna and her way of creating and writing soap operas. The changes evident in storytelling reflect this distance. Industry forces are also at play. Today, even the most powerful headwriters are not insulated from the corporate executives whose job it is to ensure that their creative branches remain profitable. The soap opera industry has made numerous attempts to reduce costs and at the same time regain or build new audience. Some of the cost-cutting efforts are invisible to viewers, such as going to a 4-day production schedule. Reducing the size of casts and writing out long-standing characters played by high-paid actors, however, changes the soap opera landscape and potentially alienates viewers. Other cost-cutting measures that have affected the soaps include fewer sets, smaller production staffs, and the near elimination of the large production "roxie" scenes and remotes as stories climax. New means of distribution have been implemented in an effort to regain lost audience and build new audiences. SOAPnet, launched in 2000, provides same-day re-broadcasts of soaps and weekend marathons in an attempt to provide soap viewers with an opportunity to watch their shows at convenient times. DVRs offer another avenue for time-shifting. The Internet offers network soap opera sites, YouTube, and other platforms through which viewers can see full episodes, clips, and features related to the soaps. But with these new technologies comes the end of habitual, ritualistic viewing. Webisodes and online soaps represent an innovation in soap opera storytelling, though, with limited story arcs and definite start and end points, these diverge from the traditional soap opera. This form of storytelling is in its infancy, but it does offer the possibility of driving lost viewers back to their network soaps and to build a new and different audience. With the proliferation of mobile devices, delivering soaps to viewers on the go may hold some promise. Advancing technology is something of a double-edged sword. While it has the potential to help the ailing soap industry, it also has created an environment in which viewers have wide-ranging options on their televisions and an unlimited online world that has increased the competition for viewing soaps immensely. How would you explain the shift of the soap opera industry's popularity and place in U.S. culture over the past few decades? Giada Da Ros: Soap operas, as a genre, are at a difficult conjuncture right now. Reasons are different. The main one, in my opinion, is that they are opaque and therefore hard to "read." On the surface, they appear easy to follow. In reality, giving meaning to what is seen on the screen requires time and commitment to the program. I love the genre, yet the idea of following a new soap makes me cringe. I don't care for it. I know that if I want to follow one, I have to give myself time, know to learn who the characters are and what the relationships are. Like in real life: love at first sight can happen, but, for the most part, you need time to care about someone and to learn what is that makes them special, when they are having a good or a bad day, what is the norm or the bizarre about them. It doesn't happen instantly. The shift in people's behaviors and the fact that they don't give themselves time, I believe, reflects in the shift in the soap opera industry's popularity. Soaps are always in flux, yet you must keep a zen-like quality of viewing: you are in the moment, always. You don't know what the future holds. They say it takes at least six months to build a soap audience, and that is for a reason. Also, viewers are more aware of TV genres and tropes and have expectations that they didn't use to have in the past. They are more visually educated and critical. Trusting this knowledge and the expectations they often incur is a common misconception. Most viewers when approaching soaps expect to see Caravaggio, not Picasso, and they judge it accordingly. Despite appearances, soaps are more conceptual than mimetic. They do not portray reality; they use realistic elements to create a different reality: one of the mind, abstract and symbolic, which borders with the superficial "illusion of reality." Several planes of reality intersect, and the emotional reality emerges. Conventions of the genre, narrative and of other kind (like recasting, being back from the dead, the twin sibling, or inside jokes) are proof of how an intellectual leap beyond reality is required of the viewer. Awareness of this gap comes only progressively. The occasional viewer mistrusts and misjudges these aspects that are specific of the genre. I believe this misjudgment was less likely to occur in the past because people had fewer expectations about TV in general. What are the primary reasons for the decline in U.S. soap opera viewership in the past few decades? Barbara Irwin: Two critical factors appear to be related to the decline in audience. Most of today's viewers, from the oldest to young middle-age, likely established their soap opera viewing habits directly as a result of their mothers' or grandmothers' viewing. But, as the overall viewership declines, the likelihood of being "taught" soap opera viewing at the knee of one's mother is diminishing. If soap opera creators are to initiate a new generation in the habit of viewing, they will have to connect with them directly. And a second factor making an impact on the diminishing audience of soap operas today is the proliferation of alternative viewing options. With the dramatic increase in the number of television channels available in US households and increased time spent online, competition for viewing time is fierce. The soap opera audience's awareness of alternative viewing options may be linked to the 1995 broadcast of the O.J. Simpson trial. For thirty-seven consecutive weeks, the daily soap opera line-up was preempted and interrupted regularly. The trial also received wall-to-wall coverage on cable's Court TV (now truTV). It could be argued that the real-life drama unfolding before viewers' eyes was more dramatic than what the soaps had to offer. Many viewers did not return to their soaps after the trial ended, having discovered that the reality played out on Court TV and other cable networks was more worthy of their viewing time. While the Simpson trial cannot be blamed for single-handedly causing a crisis in the soap opera industry, it points to the larger picture. During this time, loyal soap opera viewers became aware of the vast array of viewing options available to them, and broadcast and cable programmers noted the types of programming viewers responded to. Reality-based programming began to flourish, and the sordid lives of real people were played out on myriad talk shows, court shows, magazine, and tabloid shows, all competing for - and many winning over - the soap opera audience. Giada Da Ros: I truly believe two main elements work against soap operas and help their decline at the present moment: their cultural standing in the public opinion and the way they are sold to the audience. In the mainstream, the regard for the professionalism and skill of soap operas is quite low. In a culture that relishes being media-savvy and hip, choosing soap operas is not desirable, quite the contrary. This is an obstacle insofar as, to go against the current, you must truly love the genre. Otherwise, it is simply not worth it, because you do not get "rewarded" for it; you get "punished." Fans are bullied into thinking they are not cool and, for the most part, they are afraid to come out as defenders of a genre they love. Hence the decline. Also, I believe the way soaps are promoted to be misguided at best. Promo ads are packed with the gist of twists: short, fast segments. This is the way it is done in primetime; this is the common sense. But I don't think it's the smart choice for soaps. It may bring a viewer to check out a soap, but it doesn't guarantee you stay. You see fast; you want fast. I argue you should go the other way. Show just one segment: plain, ordinary, yet meaningful. Don't go for what attracts; go for what pulls you in, for what ultimately lets you stay and gives you pleasure in watching soaps. Give a half-a-minute soap in the ad spot that leaves you with the idea that there is abundance, that there is more, and that you can have it by watching the program. You want two things from the audience you need to attract: that it craves the ritualistic, soothing return to the show and that it is able to see beyond the genre's rhetoric and conventions and use them as tools to enjoy the narrative. You don't want a viewer that is so fixed on the grammar and syntax of the genre that he or she is unable to understand it but rather one that speaks its narrative language. The only way to do that is to concentrate on what soaps do best without having them try being something else and being sold as something else. The way the industry is selling its product helps its decline. Jaime Nasser: The shift of the soap opera industry's popularity and place in U.S. culture over the past few decades is partly linked to the decline in U.S. soap opera viewership in the past few decades. There are two reasons that stand out which are interconnected: First, the increasing popularity and availability of television programming on demand and DVD means that there will be a decline in viewership of programs of limited availability. By "limited availability" I refer to programming that is available only via traditional broadcasting such as the case with most soap operas. Second, the shift in prime time programming from primarily an episodic to serial format offers similar, or comparable pleasures to the daytime soap opera format. I am not saying that prime time serials are the same as daytime soap operas but they share strong similarities that increasingly blur the lines between daytime and prime time serials. The industry is able to provide high budget serials that are considered "high quality" and whose narratives are sufficiently self contained that allow for effective digital marketing (DVD and on demand), as opposed to the open ended and expansive nature of the daytime soap opera whose main feature is that it does not end. In conclusion, the increase in consumption and availability of contemporary high budget, serialized television texts on demand (DVD and the internet) partly explain the decline of the soap opera's popularity and place in U.S. culture over the past few decades. An observation: The soap opera might have a comeback once technology catches up to the expansive nature of the format. That is, it becomes profitable to sell soap opera's and/or make them available for on demand viewing. Melissa Scardaville: Many people will say it's because of the Internet, more choices in television programming, and the style of soap opera storytelling now being the purview of multiple genres. These are all valid reasons, and all played a role. What is often left out of the discussion are the Nielsen ratings. We never, ever accurately measured television audiences in the past, so it's very difficult to discuss the decline. We don't really know how many people watched, so we don't know why they left and who they were. That said, even if we can't quantitatively devise an appropriate number, we can say qualitatively that soap viewership has declined. Why? Very simply is that the audience no longer trust the shows. They do not trust that their shows will stay on the air. They do not trust that, if they get invested in a storyline, there will be any payoff. They no longer trust there will be consistency. Your investment as a soap fan pays off because, if you watch today, you will get an even deeper understanding of the events of tomorrow. Audiences no longer trust that this will occur, so they stopped investing in the first place. How have declines in budgets for these shows impacted their quality? Tristan Rogers: It is doubtful that budget reductions have seriously been at fault when it comes to the soaps. At day's end, it all comes down to the way the shows are managed, and this started way before budget cuts crept in. You can trace this back to the 80s. For me personally, it all started on General Hospital when Gloria Monty stepped down. She realized what was happening and had made a plan to get out. Shortly after this, Capital Cities took over ABC, and many things changed, although, on the stage level, this was never evident. At the managerial level, it was. The "free wheeling" days were over. Still, this was never an issue for the show. The changes were made at a much higher level. I never had the feeling there was a desire to preserve what we "had." There was a constant desire to pursue the "heydays of the early 80s," and they were gone. Hence, the use of location shoots increased, something I felt to be a waste of time. Better to go back to story and use what was happening "real-time," something that has never been fully exploited. Daytime has always been hampered by the restrictions that are put on what can be done and said. I will admit things have changed radically in the area of speech. You can say things undream't of back in the 80s, but this looseness has not been extended to story. You still can't get out there and really take a current situation and project it with the drama and edge it requires. The point has to be "blunted." And so we get this "merry-go-round" of situations and relationships. I would love to have a character evolve with a dark side that was "Dexterish" in nature. But that just won't happen. Or, if it did, the character would have to be made "cartoonish" in order to be acceptable. Stories with that kind of edge and background are not the domain of daytime. And this is precisely what they need to be, or we are left with what we currently have. Daytime needs to reflect more of what is happening in the world. I mean, apart from the luridness and drama of interpersonal relationships, which daytime does well and pretty much pioneered. Everyone learned from daytime and then went on from there. We need to be accorded "some" of that license. And this doesn't require a bigger budget. In the end, it all comes back to story, not bigger budgets, gimmicks, or stunts. Melissa Scardaville: If we trace the organizational linage of television to its radio days, we see that the medium is deeply rooted in theatre and literature. In the 1990s, television became a more visual medium as it adopted film techniques for the smaller screen. That's not the say that soaps could not be visually stunning prior to 1990, but large-scale, technically complicated displays were usually reserved to advance major story. Over time, explosions, car wrecks, natural disasters, and location shoots became expected. Money was challenged to the visual elements of soaps. The declining budget also meant a severe restriction in dayplayers, under fives, and non-contract players. Soaps only have one character: its community. When that community no longer has inhabitants, you lose the very fabric that ties it all together. Third, in soap operas, characters are defined by their relationships. Not just romantic relationships, but who this person is as a parent, a co-worker, a best friend, a neighbor, etc. Declining budgets meant core characters could not be used as often, which weakened their ties to others and which diluted the character's identity. Budget cuts also meant that it was more advantageous to use the same small set of characters who only have ties to each other and not the larger community. This approach conditions the audience to watch for specific characters and/or couples and to not be invested in the soap as a larger town. Thus, soaps developed a fractured audience where Pine Valley, Oakdale, or Springfield were defined by viewers in irreconcilable ways. Therefore, communities went from having multiple definitions and understandings to having rigid and fixed identities. So, in short, the decline in budgets affected the: a) Channeling of money to visual and away from storytelling What are the chief differences between today's soap operas and the soap operas of yesteryear in the U.S.? Patrick Mulcahey: Formerly, soaps operas were to American small-town life what shows like Cheyenne and Gunsmoke were to the American West. Our Springfields and Pine Valleys celebrated and mythologized the close-knit communities and families our viewers came from or wished they had. For mothers home alone with children or single working women in the urban centers, the big canvas we worked on supplied an ersatz sense of community and of extended family, too, that was lost or imperiled in their real lives. That Feels like home appeal is crudely explicit in the earliest radio serials. Knowing your neighbors. Fearing the town gossips. Parents who never let go, of each other or you. Seeing your siblings every day. The strategies of serial storytelling itself have hardly changed since Homer. But the insistence, by program and advertising executives from other genres and other media, on sex and fantasy romance as the soap's raisons d'être represented a fatal misreading of what soaps were about that hastened us to our doom. It was difficult enough to design big stories in a time when social attitudes toward sexuality and marriage were splintering. But the network-prescribed emphasis on personal feelings, personal choices, loves-me-loves-me-not dilemmas existing in a vacuum because they're now nobody else's business; the unremitting emphasis on even individual bodies, gleaming and twisting in protracted candle-and-bedsheet scenes. All this spelled the end of what soap operas did best and made of us a cheaper, cheesier version of entertainments better done elsewhere. William Reynolds: The soaps of yesterday, which were only thirty minutes in length, told more in-depth stories than today's hour-long shows. Today's soap producers feel compelled to outdo themselves and their comeptition with large-scale special effects and exotic remote location shoots. Soaps feel compelled to give us tornadoes, floods, and explosions to draw the audience in. However, sets do not have to be elaborate, nor do special effects have to be over-the-top. Soaps have lost their intimacy. A longtime soap viewer like myself does not feel as if they are looking in our neighbor's window and seeing two people converse over a cup of coffee and listening in on their conversation. Today, all intimacy is gone because the viewer knows that this is "big business," and everything being done is on a large scale. Finally, and this is strictly from my personal viewpoint, soaps have crossed the line and, in some instances, border on being pornographic. I would normally tune into CBS in anticipation of seeing As the World Turns and would catch some of The Bold and the Beautiful, and what I would see on my screen would be something that I would expect to see in an adult movie. I also heard about a scene in which one of the genre's grande dames, Robin Strasser, gave (the allusion) of giving oral sex to a male counterpart on One Life to Live. I have the greatest respect and admiration for Robin Strasser and her career that has spanned four decades, but my skin crawled when I heard about this. My heart ached for her when I heard this. And, on Guiding Light there was a male character, I think it was Coop, who had a conversation with his significant body part. Call me old-fashioned, but I remember, when I was only 4 or 5 years old, hearing Lisa on As the World Turnssaying for nine long months simply that she was 'carrying Bob's child.' The soaps have come a long way since then, and, in my opinion, not for the better. Melissa Scardaville: The differences between today's soap operas and the soap operas of yesteryear stem from two discrete influences. First, changing business strategies in the television industry have affected both daytime and primetime. Overall, there is faster storytelling, quicker delivery of dialogue, more emphasis on youth and beauty, and less flexibility given to grow an audience. These changes negatively impacted soaps because the genre, contrary to popular opinion, is really about nuance, paradox, and multiplicity: hard concepts to convey in a very fast-paced environment. When one attempts to translate subtly and complicity into a fast-paced, visually oriented environment obsessed with immediate gratification, you lose the emotional authenticity key to soap operas. Applicable directly to soaps is the increasing role the network plays in creative decisions and the declining resources soaps have to manage that feedback. Let's be clear. Networks have always played some role, and soaps have always made some bad decisions. It's not that there are more bad decisions now, but more people with more power over long-term story have the opportunity to make more decisions. Resources that soaps have long used to facilitate these decisions -- multiple rehearsals, extensive writing staffs trained as writers, spontaneity born out of a show running short -- have been eliminated. Soaps have turned into inflexible organizations where one wrong turn leads to a permanent break rather than a temporary re-routing. Together, in today's current soap climate, this inflexibility and the overall change in business strategies affect what stories are told, who gets to tell them, and how. November 8, 2010
From a Cyberspace of Their Own to Television 2.0: An Interview with Rhianon Bury (Part Two)
November 5, 2010
From a Cyberspace of Their Own to Television 2.0: An Interview with Rhianon Bury (Part One)Several months ago, I was contacted by Rhianon Bury, an early contributor to the scholarly research on female online fan communities through her book, A Cyberspace of Their Own, asking me to help her publicize a survey she was conducting on how fans engaged with new delivery platforms for television content. Bury agreed to do an interview for my blog which deals with this new initiative and what it means in terms of her own methodological approaches (an expansion from primarily ethnographic to a more hybrid approach), as well as shifts in the field of fan studies and new media since 2005 when her book first appeared. Like many of us, Bury is finding it hard to separate out the study of media audiences, creative industries, and new media practices, at a time when some aspects of fan culture have become more central to the operations of convergence culture, while, as many recent scholars note, others remain marginalized and in some cases, continue to be fully hidden from outside attention. You have recently launched an online survey designed to better understand the shift in the media consumption patterns of fans in response to the changing affordances of the new media environment. What kinds of shifts are you hoping to explore?
Until now, you have been seen primarily as a qualitative researcher. What has motivated you to adopt a more quantitative approach to this project?
Rhiannon Bury is an Assistant Professor of Women's and Gender Studies at Athabasca University, Canada's Open University. Her research interests include communication technologies, identity and community, and media fan culture. Her book, Cyberspaces of Their Own, was published by Peter Lang in 2005. She is currently collecting data for her Television 2.0 project. To take the survey, visit here. Check out her blog.
October 8, 2010
How I Became Part of Adrian Grenier's Entourage ... For a NightSeveral years ago, I was interviewed for the HBO documentary, Teenage Paparazzo, playing this month. The following is my story of that strange evening and my reflections on what it taught me about the nature of celebrity culture. Let's be clear: I have been an enthusiastic viewer (if not a hardcore fan) of the HBO comedy series, Entourage, since it launched, so you can imagine my excitement and disbelief when I received an email from someone associated with lead performer Adrian Grenier asking if I'd be willing to on camera with the star for an HBO documentary. Even with short notice, I was able to rearrange my schedule to meet Grenier at Boston's Fenway Park. (This was back when I was still based at MIT, mind you.) Grenier originally planned to conduct a conversation with Noam Chomsky and me in the "Green Monster," the elite seats, during a Red Sox vs. Yankee's home game. Talk about one of the strangest trios you are likely to ever encounter. Despite twenty years at MIT, I only met Chomsky twice and both were intensely unpleasant experiences for everyone involved. Chomsky turns out to have been characteristically less accommodating (with the result that while his name appears on the credits of the completed film, he ended up on the cutting room floor.) As I was walking from the Subway station to Fenway, I wondered how I was going to find Grenier and his production crew. I shouldn't have worried. As I arrived, there was a massive sea of fans engulfing a small cluster of people. Elbowing my way through a rough and tumble Boston mob, I soon found Genier at the throng's center. It turned out to be more difficult to separate myself out from all the others shouting for his attention than it was to find the charismatic actor at an already crowded location. And that's how it ran for the rest of the night. Everywhere we went, the crowds pushed and shoved to get close to us -- well, him, really, but a boy can fantasize. He posed for pictures, signed autographs, hugged people, and remained surprisingly good-natured about the constant intrusions and interruptions. Of course, if he wanted privacy he would not be shooting at such a public location. Filming a documentary during a Red Sox game worked about as well as you might expect. Every time I started to say something interesting, one of the teams would score a point, the crowd would go wild and it would drown out what I was saying. By the time they got to the part they included in the documentary, my voice was hoarse from trying to be heard over the cheering fans. Even if there was not a baseball game going on, it would be hard to maintain my usual focus sitting just a few feet away from Vinnie Chase, I mean, Adrian Grenier, and sinking into the gravitational pull of his intense blue eyes. There's an aura about meeting someone you've seen on the screen face to face -- I don't care who you are. It's a heady, intoxicating experience, one which can scramble your sense of the borders between fantasy and reality, between fiction and everyday life. And it didn't help things that Grenier is in person so much like the character he plays on the screen -- puppy-dog likable, somewhat impulsive, deeply earnest, yet not necessarily inhabiting the same reality as the rest of us. It's not hard to picture Vinnie being so touched by meeting a teenage paparazzo that he decides to make a movie about him or that he later feels a need to try to make an impression on the young man and change his life or that he wants to become friends with him outside the shooting of a movie which is necessarily going to change their relationships with each other, or for that matter, that he would try to interview an MIT professor in Fenway Park during a game. As I watched Grenier interact with his old time buddies and his camera crew, it became clear just how autobiographical Entourage is. I watched him exchange text-messages with a certain female pop star who plays a key role in the documentary and who was put out by someone from Granier's camp who may have said some not nice things about her. Off and on, for the rest of the night, he was grilling people, even phoning his mom, to see who may have made the unattributed comments that hurt his relations with said pop star. At another point, I watched a standoff between Grenier and a certain horror writer who also was in the Green Monster that night to see which was going to leave their box seats to interact with the other. Once the interview was completed, the star decided he wanted to go get Sushi and removed his team from the park, even though the Sox were still battling it out with the Yankees in a highly competitive game. Whatever else was going on, we were not there to watch the ballgame. In fact, it turns out that we were there to be interrupted. I was there to interpret those interruptions, to bear witness to what it was like to live in a fishbowl. I was there to explain Grenier's life to him. Whereas normally my job in conducting an interview is to abstract from the person asking the questions and help them disappear from the viewer, the opposite was true here. I ended up addressing my comments directly to Adrian, telling him about why his celebrity status matters to his fans. It doesn't matter to anyone, except maybe me, that while my son has been a season-pass holder for the Red Sox Nation (and has always wanted to sit in the Green Monster), I have little to no interest in baseball. This is not a place where I would be found if it wasn't for the film shoot. For that reason, I was perplexed when I got texts and emails from friends who claimed to have seen me on the sportscast sitting in the stands with Grenier. I mean, given my well-known lack of interests in the game, how likely was that? Of course, when I saw the shot in question in the documentary, I had a better understanding of how a shaggy bearded academic in suspenders, waving his hands around like a crazy man, might be recognizably me even in a blurry and long-distanced shot on ESPN. So, you have to decide which was less likely -- that I would be having an intense (and seemingly one-sided) conversation with the Entourage star at a ballgame or that someone who looked, dressed, and moved like me would be doing so. My segment in Teenage Paparazzo shows a particularly insistent fan interrupting the interview, demanding a cell phone photograph of himself with Grenier, and praising him for the performance which Mark Ruffalo gave in The Devil Wears Prada. It is admittedly a very funny sequence -- one which The New York Times and many other reviewers have singled out. In fact, such disruptions occurred all night long. Fans seemed not in the slightest deterred by the presence of a camera and production crew. They had no hesitation about stepping into the shot, though I would note that the crew could have been more effective at blocking off the traffic if they had wanted. The fans feel like they already know Grenier or at least his on-screen counterpart and they feel entitled to a moment of attention given the amount of attention they've given him over the years. This is, as the film tells us, an attention-based economy. The part of the interview which made it into the film centered around the social and cultural functions gossip about celebrities performs in our culture. I argued that the focus of gossip shifted as we moved from a face-to-face culture where we talked about people we know directly -- the town drunk, the village idiot, the school slut -- to a networked and broadcast culture where we gossiped about people we knew through media -- the drunken, crazed, and slutty celebrity. Indeed, the more we communicate with each other through networked computers, the more we need to discuss people who are known over a broader geographic scale. We use celebrities as "resources" which allow us to talk about our concerns, interest, and values. Here, I am drawing on John Fiske's discussion of the O.J. Simpson case in Media Matters where he outlined the range of different ways the case got framed in conversations about class, race, gender, and justice across diverse communities. And I was also building on feminist writers -- from Patricia Specks to Mary Ellen Brown -- who have stressed that the value of gossip rests not on what it said about the object of the exchange but what kinds of communications it facilitated between the gossiping parties. We use gossip as a way of talking through our values by applying them to specific situations which are abstracted from our immediate circumstances. The film picked up on these themes and showed a range of young fans who used celebrities as an excuse for social interactions, for sharing values, and for talking about their own lives. What got cut from the analysis though was another key point I made -- celebrities need to learn how to mobilize this attention towards their own ends, not just to advance their screen careers but also to help shape the values of the society. I have always been disappointed by the ending of The Truman Show where having discovered that the attention of the world is focused upon him, Truman seeks to escape its gaze rather than direct it towards things that matter to him. (Of course, Truman is such a product of television culture that there may not be much that really matters to him beyond television itself, and the same may be true of some of the celebrities in question.) Around the world, some celebrities have stood for something (or stood up for something) bigger than themselves -- whether it was Bob Hope visiting the troops in Vietnam in the midst of an unpopular war or the Dixie Chicks questioning Bush's policies during their concerts, whether it is Bollywood stars running for political office or American celebrities promoting disaster relief. One can argue that Grenier is doing something like this in making a documentary about the pressing issue of celebrities who are made uncomfortable by being stalked by teenage photographers. Yet, the person who comes through in the film (and despite meeting him in person and even sharing Sushi with the guy, I don't know him much better than I did after the two hour broadcast) is deeply ambivalent about the attention he is receiving: there's a side of him who understands it as part of his obligation to his audience, a side that enjoys it as his rewards for his hard work, and a side that wants to deflect the cameras and hold onto as much privacy as he can. I understand all of those sides, even if the film risks portraying him as a tad self-indulgent in focusing more on his needs as a celebrity than on the larger social context within which celebrity culture operates. Shooting the film gave me a chance to see close up what it is like to be a celebrity -- it was frankly overwhelming. I don't see how anyone can withstand the intense attention they receive, even though, experiencing it for a night, was pretty damn fun. August 16, 2010
ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part Two)
The case of the missing Doctor Who episode is, I think, one of the clearest cases of the "Digi-Gratis" economy, and particularly instructive in the way media companies and media audiences can reciprocally empower one another. During the early years of Doctor Who, the BBC erased many of the recordings of the show in order to save tape (this was a common practice at the time and not considered unusual at all). Richard Molesworth has written an extensive history of the production of Doctor Who that describes the multitude of reasons why this erasure occurred. One of the most pivotal early serials, "The Invasion" (1968), came from the sixth season of Doctor Who - and the BBC did, in fact, erase episode one and portions of episode four. They simply did not exist. Throughout the book, you draw heavily on a novel called Club Dumas. What new insights does this book offer for those of us working in fan studies? Arturo Pérez-Reverte's The Club Dumas tells the story of Lucas Corso, an expert antique book collector, who uncovers a literary conspiracy among the world's elite book collectors. What fascinates me about this book is the way it specifically details two different popular conceptions of fans. On the one hand, Corso is an active reader of classic literature, who is able to piece together clues that have been inserted into various books throughout the ages to assemble a vast meta-narrative of literature. On the other hand, the evil literati in the book represent the opposite conception: the popular image of fans as fanatical, anti-social, and limited in human encounters. You examine Star Wars Uncut as offering an alternative model of fan authorship. Explain. How does it resemble or differ from the forms of fan fiction which other accounts have explored? It seems that empirical data about fans can really only come from one of two sources. We can either ethnographically study fan communities, by joining fan groups, participating in fan discussions, or otherwise involving ourselves with fans; or, we can analyze fan-created texts that populate fan culture. In the ethnographic study, we can easily look at groups of fans - at fandoms - and see how the interaction between fans helps to stimulate interest in the objects of study. In the textual analysis, we can easily look at the creations of individual fans to form inductive conclusions about fandom. It is relatively easy to study either communities or texts, but it is relatively difficult to do both at once. Star Wars Uncut is, in my opinion, a way of tying the two objectives together: at once, it is a textual analysis of a fan community and a study of a fandom-created text. According to its website, the creator of Star Wars Uncut, Casey Pugh "became interested in using the internet as a tool for crowdsourcing user content. Star Wars was a natural choice to explore the dynamics of community creation on the web - the response from fans has been overwhelming worldwide and the resulting movie is incredibly fun to watch." In practicality, individuals choose a 15-second clip from the original Star Wars (Episode IV, thank you very much) and remake it however they want as long as they follow the timing of the original precisely. Fans have submitted animated scenes, scenes filmed in restaurants or garages, and even one "acted" by the fans' dogs. The 15-second clip is then uploaded to the Star Wars Uncut server where the original music and dialogue from the film are inserted. All the clips are reassembled in the "Star Wars" order. The finished movie is thus the collaboration of literally hundreds of fans, each creating one moment out hundreds for the finished product. Throughout the book, you are exploring new forms of fan productivity and creativity which have emerged in response to the emerging affordances of the wiki, the blog, and other web 2.0 platforms. What do you see as some of the most promising experiments in fan expression? Why have fans been such early adapters and innovators of new media platforms? In my opinion, one of the delights of studying fans and fan-created texts lies in observing how fan expression can be applied in areas outside fandom. As new technologies have emerged in our digital culture, we tend to examine them using traditional media descriptions; so, for example, when we talk about blogs we're mainly talking about blog entries and we tend to slight the important contribution of the blog comments (the important work of Roger Ebert in this discussion is a valuable exception). In my analysis of Battlestar Galactica fan blogs, for instance, I observed that the fiction itself functioned differently from what we might expect: that is, the blog entry (which was the main fiction story) served as a starting-off point for many complicated and intricate discussions about the meaning of that entry in the comment section of the blog. The community of fans, actualized through the comments, seems to be the focus of the blog in its entirety. The entry presupposes the comments, in a Derridean reversal of sorts. You write of two competing pulls on all forms of fan writing - "one connecting it to a larger corpus of work and the other building a more cohesive document." What are some of the strategies fans deploy to try to resolve these competing tensions? At its most basic, fan writing lies at the intersection of a palpable tension. On the one hand, fan writers must somehow link their writing to the extant text. Whether it's a relatively weak connection (setting the action in the same universe), or a strong connection (filling in the gaps between moments on screen, perhaps), the effect is the same: there must be some sort of intertextual link between the fan writing and the main text. On the other hand, though, fan writers must also create a work that stands on its own, that becomes its own text. To be too subservient to the extant text is to rely too heavily on unoriginal material. Fans must put their own spin on the larger corpus, but must also create a document unique unto itself. In order to do this, fans have to reference internally unique moments in the fan text - an "intra-textual" reference. Even an inherently derivative work - Star Wars Uncut - has to make itself somewhat unique to stand out and be noticed (hence the self-conscious nature of many of the clips). Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute. Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee. August 13, 2010
ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part One)This week marks the official release date for a new book, Digital Fandom: New Media Studies, which makes a substantial contribution to our understanding of a range of topics which run through this blog. It's author, Paul Booth, has consented to give me an interview where we talk together about the ways that he thinks Alternate Reality Games can shed light on the practices of online fandom, about how we might push beyond the opposition between producer and consumer, about how we might better understand the interplay of the commercial and gift economy as it effects fandom, and about new forms of expression which have emerged as fans work together through social networking sites. His responses here only sample the richness of this particular book, which draws heavily on digital and literary theory, to encourage us to rethink some of the classic paradigms in fan studies. The work is cutting edge both conceptually and in terms of its range of examples (which include various forms of crowd-sourced and wiki-based forms of fan collaboration that have received limited attention elsewhere.) The central metaphor for understanding digital fan culture comes from the world of Alternate Reality Games. What can ARGs teach us about new media platforms and processes? What do you see as the similarities and differences between fans and gamers? To me, Alternate Reality Games are an incredible synthesis of media texts, platforms and outlets. Constructed through a variety of technologies, ARGs are paradoxical: they seem to be ubiquitous and yet they are also fleeting and ethereal. As such, it's very difficult to point to a particular space and say "this is an ARG." They seem to exist in a sort of "space between" media; that is, they are only visible through the contrast with what they are not. They seem to thrive through media camouflage. I'm reminded of the David Fincher film The Game (1997), where Nicholas Van Orton (Michael Douglas) is caught up in a game that he can't tell from reality. Events that occur in the narrative may or may not be authentic interactions, and he is never sure whether he's playing a game or actually caught up in a series of dangerous adventures.You are trying to push back on metaphors based on "market or commodity economics." What do you see as the key limits of such metaphors and how does your focus on ARGs seek to transform them? So much of our discussion about media is based on these metaphors that we often forget that they are, indeed metaphors at all. For example, when we talk about "consumers" and "producers" of media, we're engaging in a discourse that uses gastronomic language to describe commodity economics. In other words, we talk about media in the same way that we talk about food. And the natural end result of this metaphor certainly portrays fans (and other active audiences) in a rather negative light: if media companies "produce" and audiences "consume," then what fans create through rewriting or remixing is "garbage" (or worse: a very nasty metaphor indeed). I think this metaphor ultimately limits the conversation, so even if one talks about "productive consumption," one still remains mired in this commodity mindset. You discuss the emergence of a "Digi-gratis" culture which operates as a "mashup" between market and gift economies. Explain. How is this different from the hybrid economy Lawrence Lessig has discussed in some of his work? The "Digi-Gratis" economy is a term that I use to describe the mutually beneficial relationship between the gift and the market economies within contemporary media and culture. As I was saying above, it is difficult to see either the commodity metaphor or the gift metaphor as the ultimate metaphor for understanding the relationship between media audiences and media creators. But through a lens which ties both metaphors together, we can more fully appreciate the extent of contemporary content creation. Biography Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute. Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee. July 19, 2010
Reinventing Cinema: An Interview with Chuck Tryon (Part Two)Below is the second installment of my interview with Chuck Tryon, author of em> Reinventing Cinema: Movies in the Age of Media Convergence
Robert Greenwald has been a brilliant innovator when it comes to skillfully using social media for political purposes, and I find his work fascinating because he has typically managed to navigate between detailed, but accessible, policy analyses and using available social media tools, from email lists to blogs and web video, to build an audience for his work (and for Brave New Films in general).. In the book, you describe a splintering of independent films with South by Southwest becoming the key festival for filmmakers who do not wish or are not able to compete at Sundance. What can you tell us about the current status of these "mumblecore" filmmakers?
Much has been written about the fact that there is no longer a Pauline Kael among film critics. Instead, our most well known critic today is Roger Ebert, who has moved from television to the blogs and Twitter as platforms for sharing his views on film. Behind Ebert, there is an army of film bloggers who are sharing their thoughts about cinema. Is the result a stronger or weaker film culture? What do you see as the strengths and limitations of these two configurations of film criticism? . As you note, many of those producing short films for YouTube see them as "calling cards," which they hope will open doors for them inside the film industry. Five years into its history, how well has YouTube functioned as a pipeline for promoting and developing new filmmaking talent?
Cineastes worry about young people who are watching films on their iPod, iPhone, and we presume now, their iPad. To what degree is this a red herring? What do we know about the consumption of films on such mobile devices?
What new platforms or practices do you see as having the most likelyhood of "reinventing cinema" in the next few years?
Chuck Tryon is an assistant professor in the Department of English and Foreign Languages at Fayetteville State University, where his teaching and research has focused on various aspects of film, television, and convergent media, including digital cinema, documentary studies, political video, and on using technology in the language arts classroom. He is the author of Reinventing Cinema: Movies in the Age of Media Convergence (Rutgers UP, 2009). He has also written several essays on the role of YouTube in the 2008 election, including "Political Video Mashups as Allegories of Citizen Empowerment (http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2617/2305)" (with Richard L. Edwards) for First Monday, and "Pop Politics: Online Parody Videos, Intertextuality, and Political Participation" for Popular Communication. He has also written about Twitter for AlterNet and published an early essay on using blogs in the first-year composition classroom for the journal Pedagogy . He frequently writes about film and media at The Chutry Experiment where he has been blogging since 2003. July 16, 2010
Reinventing Cinema: An Interview with Chuck Tryon (Part One)I first discovered the gifted film and digital media scholar, Chuck Tryon, through his blog, The Chutry Experiment. Tyron was an early adapter of blogs as a vehicle for academics to comment on contemporary developments in media and has made the relationship of digital technologies and film production a particular area of emphasis in his work. As I am writing this header, his blog is engaging actively with the debates about the artistic merits of computer games, sparked by the latest set of comments by Roger Ebert, while other recent posts have dealt with transmedia entertainment (in response to Jonathan Gray) and Do It Yourself Filmmaking (in conversation with filmmaker Chris Hansen). His book, Reinventing Cinema: Movies in the Age of Media Convergence, is ground-breaking in its attention to the many different forms of "digital cinema," from the use of digital technologies for production, distribution and exhibition to the ways DVD commentary tracks are reshaping the public's appreciation of cinema and the ways that film-related blogs are reconfiguring the nature of film criticism. He has so much to say there that is of interest to the readers of this blog that it was inevitable that I would do an interview with him for this site. If you are not reading his blog or his book yet, you need to do something about that right away. Throughout the book, you address a range of "crisis scenarios," predictions that in one way or another digital media is going to bring about the "death" of cinema as we know it. Why are such scenarios so persistent? What do they tell us about the ways that the film community is responding to technological change?
Your book title talks of "Reinventing Cinema." In what ways is cinema reinventing itself to take advantage of the affordances of digital media? How will cinema be different a decade from now than it was ten years ago?
You speak of DVDs as producing "new regimes of cinematic knowledge." What do you mean? Can you give us some examples?
There is a persistent anxiety that special effects may blur our perceptions, confusing us about what is real and what isn't. Yet, as you note, special effects are also always on display, inviting our awareness of the manipulations being performed and our appreciation of how the effects are achieved. Will there be a point when these contemporary digital effects are so "naturalized" and "normalized" that they will start to become an invisible aspect of film production? I think we will likely continue to be fascinated by how special effects are produced, even while many of those effects are relatively seamlessly integrated into the film. Although some shots use digital effects seamlessly, many films are marketed on the strength of innovative special effects, a contradiction that played out in the promotional materials for James Cameron's Avatar, a film that itself was billed as "reinventing cinema." Promotional articles emphasized Cameron's attempts to create a fully immersive environment not only through digital effects but also through his use of linguists to create the Na'vi language and botanists to help imagine the plant life of Pandora, knowledge that might make us conscious of the sheer amount of labor required to create such a believable "illusion." Because novelty is one of the strongest marketing hooks a film can have, I think there will continue to be some form of tension between producing seamless effects and promoting those effects in order to cultivate our appreciation of them.As you note in your book, digital projection has been closely tied to the rise of 3D. This may be the one area where change has been most dramatic since your book was published. What would you want to add about the recent push for 3D if you were revising the chapter now? I feel like I could write another chapter on 3D based just on what has happened in the last year. When I was writing the book, 3D was really just on the horizon. Robert Zemeckis's Beowulf adaptation had made a minor splash, and it seemed clear that 3D films would play a major role in enticing movie theaters to switch from using film projectors to using digital projection, even though Beowulf itself was a relatively awful film with murky images and cheesy effects, so I've been fascinated to follow some of the recent changes in 3D projection and I'm hoping to write about them in a future project. With DVD sales declining, studios seemed to be embracing 3D as a means of attracting audiences back into the theater, and a number of high-profile directors, including James Cameron, saw 3D as potentially offering deeper immersion into cinematic narrative.
He has also written about Twitter for AlterNet and published an early essay on using blogs in the first-year composition classroom for the journal Pedagogy . He frequently writes about film and media at The Chutry Experiment where he has been blogging since 2003. June 7, 2010
My Big Brazillian Adventure
Of the foreign language editions of Convergence Culture, probably the best selling one was the version published in Portuguese and distributed primarily in Brazil. Thanks to the support of Mauricio Mota and the Alchemists, a transmedia company which works in Rio and Los Angeles, my book has stimulated enormous interest in that country, with companies such as Globo and Petrobras buying hundreds of copies to give to their employees and clients as Brazil seeks to better understand the digital age at a moment of deep cultural and technological transition. Why Brazil? Two primary reasons: First, Brazil is at the center of the so-called BRIC nations (Brazil, Russia, India, and China), countries which economists believe are going to be dominant economic (and I suspect, cultural) powers in the 21st century. These are countries on the rise, countries which have embraced new media and are surfing it to gain greater influence over the planet. Much as China has gained greater visibility in recent years through the Olympics and the current Shanghai Expo, Brazil is positioned to gain wider attention by hosting the Olympics and the World Cup in the next few years. It is a country with a strong digital infrastructure and thriving creative industries. Second, unlike the United States, Brazil has held onto strong folk and participatory traditions, despite the rise of modern mass media. Seymour Papert famously used the Samba Schools as his illustration of how informal and community based learning works and that example has stuck in my head from my early days at MIT: If you dropped in at a Samba School on a typical Saturday night you would take it for a dance hall. The dominant activity is dancing, with the expected accompaniment of drinking, talking and observing the scene. From time to time the dancing stops and someone sings a lyric or makes a short speech over a very loud P.A. system. You would soon begin to realize that there is more continuity, social cohesion and long term common purpose than amongst transient or even regular dancers in a typical American dance hall. The point is that the Samba School has another purpose then the fun of the particular evening. This purpose is related to the famous Carnival which will dominate Rio at Mardi Gras and at which each Samba School will take on a segment of the more than twenty-four hour long procession of street dancing. This segment will be an elaborately prepared, decorated and choreographed presentation of a story, typically a folk tale rewritten with lyrics, music and dance newly composed during the previous year. So we see the complex functions of the Samba School. While people have come to dance, they are simultaneously participating in the choice, and elaboration of the theme of the next carnival; the lyrics sung between the dances are proposals for inclusion; the dancing is also the audition, at once competitive and supportive, for the leading roles, the rehearsal and the training school for dancers at all levels of ability. My Student Ana Domb Krauskopf recently wrote a fascinating white paper for the Convergence Culture Consortium on Techno Brega, a form of popular music in regional Brazil, which operates under a radically different model of production and distribution which is being studied by many in the Free Culture movement. If you accept my premise that digital participatory culture is what happens when we apply folk culture logic to the content of mass culture in an era where we have expanded capacities for circulation, then it makes sense that digital culture is going to take a very different shape in Brazil than in the United States. Given this history, my work seems especially resonant with Brazilian readers and I am feeling a strong tug to spend more time in that country. I spent the last week and a half of May in Brazil, speaking with several key players there in the efforts to make the country a key digital player, including Petrobras, the leading oil company, and Globo, a key media producer and distributor. While I was there, I was interviewed by half a dozen or so of the leading print and television journalists.
I was able to go to the top of Sugarloaf Mountain and look down on the city. Scattered throughout Rio are massive outcroppings of exposed rock -- to call them mountains, though they are mountain sized, does not really capture the oddness of these protrusions. They are much closer to Stone Mountain in my native Atlanta (of course without the carvings of Confederate generals!) than anything else I had ever seen. The city is wrapped in and around these mountains. In some cases, the Favela run up the sides of mountains. The more desirable land is at their foot. They are contained by the beaches and oceans that surround much of the city. And threaded through these pockets of development remain large forests. The effect is close to the technological utopian conception of the city as an integrated environment where nature and technology can co-exist. It is hard to go far in Rio without confronting the natural world and the companies where I spoke were very overt about their commitments to Green policies. The event at Globo was simply spectacular. The production people had turned a soundstage into what can only be described as a set. Not only had they taken a key motif from the cover of my book and blown it up to the size of a wall, adding in massive television screens on either side, but they had taken other elements from the book's design and decorated the entire hall. It was packed with hundreds of people who wanted to learn more about convergence and transmedia. And the event was being webcast and live-blogged so the words were being transmitted to many who could not be physically present. I presented an opening talk on transmedia which drew upon my recent He-Man essay and my 7 Principles of Transmedia Storytelling paper, both of which have already been shared on my blog, and ended with some thoughts about future challenges confronting transmedia producers which I hope to share with my readers soon.
Afterwards, we went on a tour of the production facilities. In many ways, they resemble the classic film studios of the Golden Era of Hollywood, except that they are managed by digital dasebases. So, there are large backlots and vast sound stages. We were shown, for example, a scale reconstruction of a Sao Paolo shopping mall which was used as the setting for a youth-oriented telanovela.
And we were driven through a lovingly recreated neighborhood from the south of Italy which is the setting of another of their popular series. I am posing here with Mauricio Mota and Flourish Klink from The Alchemists.
We toured a vast warehouse holding props which were in storage from previous productions and could be called up from the database when needed for new series and another warehouse where costumes were stored, organized by the decade where the stories were set. Alongside the storehouses, there was a factory of workers sewing new costumes to be used, often in just a few hours, on one or another of the projects they were filming and there were construction crews that could build and breakdown sets on a daily basis.
We walked through the soundstages and saw Passione, a telanovela, being shot. We met briefly the young and very attractive stars Mariana Ximenes and Reynaldo Gianechinni, who have been called the Jennifer Aniston and Brad Pitt of Brazil. And we were able to watch them shoot a scene from an upcoming episode, standing in the booth with the director as they swapped between five cameras which were filming the scene. It was one of fifteen scenes for the series that were scheduled to be shot that day amongst ten or so settings in the studio devoted to Passione's production. The scenes were shot out of sequence 4 or 5 episodes at a time to allow them to complete their needs of a setting, break it down, and make way for the next setting, all in the course of a 1-2 day period of time. The folks with us who worked in Hollywood were astonished at both the attention to detail in the production design but also the efficiency of the operation over all. (Next Time: Down Argentina Way) June 2, 2010
The Hollywood Geek Elite Debates the Future of TelevisionEditor's note: It looks like we were sent two copies of the same segment. We are tracking down the missing piece of this and will get it up as soon as possible. We wanted to bring the smartest people we knew from the entertainment world face to face with leading film, television, and media researchers for a conversation about the future of entertainment. In some ways, this was a mini version of what we do with the Futures of Entertainment conference on the East Coast and the new Transmedia Hollywood conference on the West Coast. Today, I am able to share with you the web-version of that program. Part of what is fascinating about this exchange is how much these producers of cult television shows are thinking and rethinking their relations with their audiences, trying to understand how to court and hold active and engaged consumers in an era of competing media options and multiple delivery platforms. The value of fan participation runs through this conversation.
Below, I've included some transcribed highlights from the event. But so much is conveyed by the emotional tone and stylistic self-presentation of the various participations, which include the two head guys from Lost who had flown in just the day before from shooting the final episode in Hawaii. We didn't get any real spoilers but we did get to understand their thinking and sense the glow they had after finishing this key phase of their work. Ironically, their shows have all ended. Heroes and Ghost Whisperer were canceled in the latest wave of network decisions and Day One never reached the air. Without knowing it, we captured a moment of transition in American television.
CARLTON: Most of these things are very narrative driven for us and it's a hard thing to try to articulate specifically when we want the audience to understand that every small little niggling question will be impossible to answer watching the show. Our goals as storyteller were to tackle the big questions and try to bring the story to a satisfactory resolution. But if you're wondering who's the guy is, etc, you're not gonna get that answer in the series. The story we were telling in Lost, we planned to end on May 23rd, we have no plan to do any kind of sequel or spin off, anything. We set out to tell the story of the most significant thing that happened. Telling the story was our ability to negotiate with ABC in the 3rd season of the show. Now we're bringing the story that we plan to tell to a conclusion. Now that said, we've also acknowledged that we're not the owners of Lost. It is owned by the Walt Disney company and it is an incredibly valuable franchise. Worth billions as opposed to millions of dollars. And we completely understand that the Disney company will choose to continue to make money under the Lost franchise at some future point... There's no way when you tell a story that you can tie up all the loose ends, there are many creative minds who'll come stories to ABC and propose to take Lost, using franchise label in the future, and that's great. The story we wanted to tell was that tv series and that ends in May. The previous transmedia series you worked on--Smallville and Heroes--both had strong ties to the comic book realm--one directly from comic books, and the other owing a lot to the comic book tradition. Melrose Place is on the other side of the spectrum. Has the difference in genre affected where the online stories come from? Or do you find that teen soap lends itself as much to a transmedia story as the sci-fi fantasy genre? MARK: It's definitely different. You have people who want to get immediately after online and play games. But that's part of why I jumped out of the Melrose Place thing, and we're doing other things kind of that side of the spectrum. If you look at the spectrum, all, at the core, it's about extending a narrative and dipping into the fandom. On a soap opera, there's tons of different worlds and relationships to dive deeper into. That's a really rich photogram for telling transmedia stories. So it was really fun to dive in there, instead of feeding people with the ways to get your light saver. This is fun to go into the most stylish person on Melrose Place's cast and go into her closet, and learn about stuff she had in her closet. Or the diaries, you can just dive deeper. These are just fertile places to make buckets to tell stories. It was a very fun challenge and I think that anything with a story has a good place to go in the transmedia world. CBS is primarily known for an older demographic which, stereotypically, is not known for frequenting the web. Yet Ghost Whisperer has thrived beautifully both on the network and online. What did you do to make the series and its online components accessible and appealing to an audience that is normally not attracted to this type of content? KIM: I think that first of all CBS demographics has changed in the last 5 years that we've been on the air. At first when we started with Friday night and Ghost Whisper, we made the announcement for CBS, my partner and I knew we had a math problem, which was 82% of all the shows that had been launched on a Friday night since the X Files which was 10 years prior had not gone to its second year. And before that we had run a show Profiler which was on a Saturday night, so we knew what the challenges were. And we had been working for about 4 years before Ghost Whisperer got ordered, and we were working at the intersection of the Internet had some amazing discoveries when we were doing Profiler, that we were able to continue on and then fold onto our experience with Ghost Whisperer. So what we did was that we created this thing called the "Total Engagement Experience", which is a model that Professor Jenkins and I have talked a while about....CBS had never done this before. We also felt that moving into the 21st century, that our obligation is just developing, pitching and selling tv shows and delivering the film was not the end of our obligation as executive producers and showrunners. Our commitment to any network and studios that we've worked for is...to deliver the audience as well. And I believe that going into the future of tv and feature films, everybody is gonna need to get on board with that, and figure out how to deliver an experience, as opposed to just something that you watch, because we are in the experience era. So when we had layered that out for CBS, and our approach, unlike the CBS at the time, was to go out and find our audience, and court them, and create a playground for them so that they could experience the Ghost Whisperer world rather than just watch. And then, bring them back to the tv show in a very gentle way, that became very successful. Because what we built was a very, very loyal audience, not just a substantial audience on a Friday night, but a loyal audience, which has... this whole thing has served as a model for us to moving forward in the business. And be in the 21st century. It's an important time to do it. Many academics are describing a push in popular television towards more "complex narratives" (longer story arcs, greater seriality, larger ensemble casts, and so forth) and you represent some of the series which are most often held up as illustrating this turn. What factors do you see leading towards these developments? What obstacles have made it harder to shift television in this direction?
JAVIER: When I was a network executive in the mid 90s, one of the heads of research for NBC came and talk to us, and one of the things that he used to say is that "why is Stay By The Bell so successful?" when it is so hooky and so corny? And he said look: the audience is fragmented, into two very big pots: either there's 20% of your audience is A audience. This is the taste making audience, the audience that goes online, the audience that buys new clothing, the audience that does all of these stuffs. And there's your B audience, that is your audience who's content to go and watch a self contained show, have a laugh and then leave. And the funny thing was that some networks wanted to have A audience cause it would get that magazine cover, some people wanted the A audience, and NBC was going for the B audience at that time. And I think that there's a sweet spot which is sort of where Man Men is right now, with challenging serialized show, but they can have that audience and that's all they need. They don't have the pressure, which Lost had for its first 3 years. They're trying to get to that more mainstream audience without trying to alienate the one audience and I think that the success of Lost and Heroes is in a way, countered to that social wisdom. The media industry talks often about the value of "audience engagement." And your series are often cited as having produced particularly engaged audiences. Can you describe the relationship you've created with your consumers and what value you place in their active participation around the franchise? CARLTON: We very consciously try not to write the show outwardly but write the show inwardly. I mean we started basically this Lost just sitting around in my office every morning, we'd have breakfast and just talked about story [...] We stuck with that same methodology all the way through. We were working in the office until 11pm yesterday for the finale of the series, and we've kind of kept that same protocol. Now the advent of the Internet has provoked profound differences of what you can do as a storyteller. I mean for us, we were actually kind of building Lost and at the beginning, one of the things that we found ourselves doing was that breaking a lot of fundamental rules of television, which was: we had a large cast, a sprawling complex narrative, and we infused that narrative a lot of intentional ambiguity. I think we were influenced in a certain way by European filmmaking; this idea that we'd give a chance to make up their mind about certain narrative aspects of the show and it get the audience talking about the show really evoked a sense of discussion and the Internet became a place where people gathered. I remember actually when Javier and I went to this fan event at the Hollywood renaissance hotel the first year, and there were these people who'd flown from all over the world, who were kind of happy to see us, but they were more happy to see each other. They had created an online community. Lost was the catalyst for that community, but the community transcended the show very quickly and there were people who got married, there were relationships that were formed, it was a way of sort of finding a shared interest, but that shared interest ultimately was transcended by the relationships between all these people, and there was all the people from the Fuselage who were basically all meeting each other for the first time. That was really an interesting experience to see that, and I think that over time, we have used the Internet as a way to gage what the responses to the show. Usually we're so far ahead, it doesn't influence the storytelling. Now of course we're done pretty much with the writing of the show, so any surprising responses now, the ship has sort of sailed... The other sort of example we cite al the time is Nicky and Paula. The fans were clambering and saying: what about those other people, there's always those other people on the beach. We see them, they never talk, who are they? So we were actually influenced by the audience to make a narrative decision that actually backfired. So we actually said, "well okay, " [ laughs ]. We started to write those two characters and it felt wrong, but people wanted it, and then, we realized it was kind of a disaster. And then we decided to burry them alive. And the audience was in that same cycle, but they were behind us. We came to that realization week by week, and then the audience was sort of reacting because they were seeing episodes, it was like looking at life from a distance star, when the event had already occurred. But it was something we did because of the fans and then they hated these characters and then they were happy when we killed them, and they thought it was their doing. TIM: It's an amazing process when you're in this loop with the fandom. As the writer's room, you often emulate, or you basically mirror the fan base. When you start to feel you've gone too far with the story line or not gone far enough, and the characters are working for you, sure enough, it sort of mirrors the same reaction that the fans have except we're still three or more months ahead when... so, you often want to say to people "wait, and see: we're getting exactly to the place where you are" and this whole idea of how to communicate with the fans... it's very interesting. When Damon and I did Crossing Jordan, there was this "one way street" that you had. You pushed the narrative out in the world and two or three months later people saw it, and if people liked it they sort of voted with their Nielsen box. CARLTON:You got a Nielsen number, that was the entirety of your feedback. TIM: Yeah, that was it. So the feedback loop was really a one way street. Then the Internet created this two way street where you immediately had an obligation to the fans who were connected to the show. And all of the transmedia components of the show become that part of the show that allows them to have a more immediate feedback. JAVIER: yeah but the thing is that no matter how mediated you are, and how much of a two way street of communication you have, you're inviolate right as a storyteller, is the right to hold on to your ability to give the audience what it needs rather than what it wants and to be the judge of that, right or wrong! And I think that especially in the early days of the internet, it became very porous, because there was an oversize reaction to Internet reaction to shows. And then you realize: wait a minute, this is still an audience of 10,000 people who read Television Without Pity, and maybe 20 who post on the board. So I think that we're kind of cycling back to a place where storytellers were less likely to be swayed cause we have a better understanding of what that audience is and what our rights as storytellers need to be. DAMON: There's this incredible Catch 22 that exists, exactly on the point that everybody is talking. And I'm sure you experienced it too, which is: the question that Carlton and I get asked by far, above any other mythological question on the show is: are you making it up as you go along? People ask us that question, they want the answer to be "absolutely not". We have a big binder, we open it up, we go "hop", we're completely functioning by our plans. However, then they also say to us: "do you guys ever go on the boards and listen to what the fans have to say?" and they want the answer to that question to be "yes, absolutely". Now these two things are in direct opposition to each other. Because, unless the fans are saying exactly what's in the binder, which of course, they wouldn't be, so they want us to be making it up as we go along, they just don't want us to admit to it. And they want us to listen to their feedback, ... we're all in the gladiator arena: they're there, and they're giving us the thumb up or down. They want the gladiator to look to them to decide who lives and who dies. And when we kill characters which are popular, they get angry at us, and when we kill characters which are unpopular, they cheer us. And that's the game. KIM: Last year season 4, we killed Millie's husband and there was a huge push back from the audience. The thing that's valuable for us on the Internet is we're all subjected to testing. Even if you're in your 4th or 5th year, they're still testing the show, and the network and studios are giving you numbers and responses. The testing group is not that big. On the Internet, it's a very, very democratic voice. And that's really exciting. It can be dangerous at time, but I mean (we got death threats, ...) but it's also exhilarating where you're taking your show. And so, I would say, had we done this 10 years ago, when the Internet wasn't what it is today, I don't know what would have happened to our show. But because we did it, we knew that there was gonna be push back, but we also had a plan for it. We were able to go on the Internet and court the audience, and explain to them that there was more coming and that he was going to be a ghost... and it was a great experience. And CBS called us at one point and said "what are you guys doing over there, you're affecting all of our websites, it's because your fans have taking everything over". As you guys know, that happens. And that was very exciting for us. But it is very valuable. Even if you don't act on what you're getting, it's valuable to take the pulse yourself rather than have it filtered through different kinds of agendas. The television industry is struggling with the reality that consumers are pursuing the content they want through means other than broadcast television - both legally through iTunes, Hulu, and other such sites, and illegally through Bittorrents. How does this reality impact the way you approach your series? One recent study, for example, found that many television series, including several represented on this panel, were watched by more people illegally than legally. CARLTON: The Internet has kind of changed the world of distribution internationally. So now Lost has moved closed to a day and day model that's basically what's happened to the theatrical film business, to avoid piracy and to capitalize on sorts of marketing campaigns that aren't just now national but international.... TV used to be sort of a gentlemany business where you'd open the show here, and then a foreign buyer would come over and they'd look and they'd watch, and they'd see how it'd do. And then months, sometimes years later, the show would actually run there. Now, because of how the world has shrunk because of the Internet things have gone much more day and day. So we've actually changed.... So this year... each episode of the show has to be done 5 days earlier in order for it to be sent all around the world....One of things that's come up in China too is that there was a race amongst pirates in China to dub the latest issue of Lost. And they were telling me that within 48 hours of the broadcast on NBC, there would be fully dubbed versions of that episode of Lost on Chinese websites. And I was like: these guys are doing it for free! You guys are professional dubbers, why is it taking you 3 months to dub a show? And it was hard to argue with that. So they've actually really shrunk the window of time, and we're on a couple of days later on the English speaking territories, and really the window in terms of dub territory is going down. The studios are doing this for two reasons: one is primarily policy, but secondly, the ability to sort of capitalize on global marketing initiatives which reconnected these ARGs. All the ARGs that we've done have been done in constant with international broadcast partners. Around the world it contributed money and resources to these Internet things. And actually the Internet component of Lost has significantly impacted the actual way in which the show itself ended up being distributed. TIM: The interesting thing is that the networks, are in a sense, they shoot themselves in the foot a little bit by driving these audience towards these alternate platforms. Heroes, we show commercials where we promote coming to the website, to NBC.com, coming there to be able to watch the show online with extra content and commentary etc. so we're actually incentivizing the audience to go to these different platforms and the fact that you can watch the show on your DVR where you want it and when you want it, without commercials, or watch online with commentary or content, we are incentivizing this audience to go and find another places. Heroes was the number 1 downloaded show last year, Lost right there with it. And the general attitude of the networks towards this massive audience that's out there has been to stand on the sideline and heckle these people when, in fact, these are people who actively sought these shows out. They went some place and actively pirated the show. These are fans that should be embraced, and, somehow, figured out how to monetize. An interesting thing would be product placement as a way to sort of create favor with the network. The interesting thing about that is that when we do a Nissan product placement in the show, those 55 million people who download our show illegally are all getting a Nissan commercial. So in some way that may be the solution there. JAVIER: Activity creates fertility--especially when you're dealing with a niche show like The Middleman. If people are downloading it illegally in China...my God, please do! Because, ultimately, what I find is that, the more people talk about the show, the more other people will end up buying the DVD. Eventually, anybody who looks at a pirated copy will tell somebody to buy the T-shirt or the DVD or the keychain, and the money will come back to us. I mean that's something...I'd rather have the show I work on be seen, and, frankly, given the way that the studios have dealt with the royalty compensation for writers on alternative platforms...I'm so sorry about your pirating problem, really! May 21, 2010
He-Man and the Masters of TransmediaThe other day I flew back to Cambridge at the request of Scot Osterweill, the research director for The Education Arcade, in order to participate in the Sandbox Summit, a fascinating gathering of game designers, toy makers, television producers, children's book authors, and educators drawn together through their shared interests in "how media is changing our play and how play is changing our media." I had been asked to give a keynote address which would share some of my thoughts about transmedia entertainment in a way that might be relevant to people who were shaping children's culture. As I was pulling my thoughts together for the talk, I stumbled onto an article in I09, one of my favorite blogs about geek culture, which listed the "ten most unfortunate Masters of the Universe Toys." I shared the blog post with my son, now 29, who had grown up as part of the "He-Man" generation and we both took great pleasure in realizing that he had at one time had almost all of their examples in his collection and that we both remembered all of these toys. There was, for example, Moss-Man, an action figure covered in green fuzz; Stinkor, an action figure that smelled and looked like a skunk; and Mosquitor, an action figure which contained a red blood-like fluid. And I began to ponder why these toys had been such a memorable part of his childhood and what it meant that the generation of young men and women who were, in many cases, controlling the production of transmedia entertainment had come of age playing with this particular media franchise. In some ways, contemporary transmedia is being produced by kids who grew up playing with He-Man to be consumed by kids who grew up playing Pokemon. Peggy Charren, who formed Action for Children's Television and lobbied the Federal Communication Commission to regulate childrens programming, would have had an explanation. At the time, she argued that Heman and similar programs were simply "half hour commercials" which had no redeeming value, because they "blur the distinction between program content and commercial speech. Children are attracted to the concepts of the shows and don't fully understand the selling intent behind them... [This has become] a gold mine to station managers and toy manufacturers, but a commercial nightmare to most parents." She and her allies argued that the stories and characters, she feared, were being sacrificed in order to turn the cartoons into advertisements for tie-in toys and as a consequence, these toys were going to stifle youngsters' imaginations. Charren's critique of these toys has taken deep roots among the professional classes, as was reflected by the many different ways these concerns got evoked by speakers at the Sandbox Summit. I do not mean to make light of these concerns, though I have also always found myself resistant to the language used to critique these toys, which often assumes that the play around these fictional narratives necessarily reproduces the terms of the original stories without creating a space for the child's own imaginative contributions. There is no denying that Mattel had a clear commercial interest in producing the program and extending our experience of watching the show into a line of associated toys. And the same can be said of contemporary transmedia entertainment content which is often funded by the branding and promotional budget for the media property. Minimally, transmedia extensions are selling the "mother ship." Often, they are creating alternative sources of income - they are products in their own right just as the He-Man dolls are. Yet, I don't think we can reduce the experience which young people had playing to He-Man to simply the selling and buying of commercial commodities, however distasteful such toys seem to many academic parents. After all, all of us have bought many commodities in our lifetime, most of which we forgot as soon as we had consumed them, yet these particular toys have become part of the shared memories of my son's generation in part because they were tokens of stories and entertainment experiences which were deeply meaningful to them. More than that, though, these toys became resources for their own imaginations, tokens which they used to claim a space for themselves within the stories. Whether they fully recognized it or not, when media producers sold these toys to our children, they also told them things about the nature of the story - the story you saw on the screen was not complete and self contained; these characters had a life beyond the stories we've been sold and told, and what happens next is literally and figuratively in the hands of the consumer. These toys were in effect an authoring system which encouraged young people to make up their own stories about these characters much as the folk in other time periods might make up stories about Robin Hood or Pecos Bill. Children have long played with the core narratives of their culture, as might be suggested by the fact that Tom Sawyer played Robin Hood, Anne of Green Gables King Arthur, and Meg of Little Women Pilgrim's Progress, each central stories of their own time. In the 20th century, mass media displaced many traditional stories, but it does not follow from this that children's play with narrative was none the less meaningful to them as a way of trying on adult roles and asserting their own ability to build on and revise core stories that matter to them. As a father during that period, I have vivid memory of the intense pain of stepping barefoot on some molded piece of plastic when I was called into my son's bedroom at night to comfort him about a bad dream. I'd pick up the plastic shield, sword, or pick ax, and grumble, "grrrmble snarl Teela" and my son, a stickler for details, would correct me, "No, Dad, that belongs to Sorceress." These details mattered. I often reflected at such moments (or at least I did when the pain of my punctured flesh subsided!) on the ways that this attachment to distinctive shields, say, mirrored the detailed descriptions of the shields and weapons of the different Greek heroes found in Homer, suggesting that heraldry in some forms remains an active element in stories across history. The accessories were extensions of the characters, reflections of their personalities, artifacts of their stories, and signs of their capacities for action. Each character was connected to every other character through complex sets of antagonisms and alliances and each character bore their own mythology which could become the point of entry for a new as yet unrealized story. He-Man was teaching his generation to think not just about individual stories but about the process of world-building and part of the pleasure of collecting these toys was to demonstrate their mastery over the lore of these worlds. In some cases, the characters would be deeply embedded in the aired episodes and in other cases, they would exist only in the background or only in one episode and often these were the characters most vividly remembered because they became the child's own possession, their backstory fleshed out from their own imagination, their personality constructed from their own playful performances. Each of the characters had different personalities (and thus demanded different voices) and over time, you would learn their verbal ticks, the quirks of their personality, and the sound of their voice, even though no two children would necessarily perform these characters in the same way. We might think of these characters as in effect avatars, an extension of the child into a virtual or imagined world, and see these constant shifts between personalities as a predecessor of what we would describe as identity play in adolescence. Of course, the performance doesn't end there. The child themselves might become He-Man or some of the other characters through Halloween dress-ups and the web is full of yellowing family photographs of children of my son's generation physically embodying the heroes of their programs. Their mothers (or in my son's case, their grandmothers) might be coaxed into decorating birthday cakes with images copied from He-Man coloring books. And those lacking coloring books (or possessing artistic temperaments) would draw their own pictures of these characters which gave another tangible form to their fantasy lives. My son wrote countless stories which he dictated to his mother and I about He-Man and in the process, he moved from playing with physical objects to playing with words and with the basic building blocks of narratives. In many ways, Masters of the Universe was already a transmedia story, at least as much as the technology of the day would allow. He-Man not only appeared in the Filmnation-produced cartoons but his story was extended into the mini comic books which came with each action figures, on the collector cards and sticker books and coloring books and kids books, each of which gave us a chance to learn a little something more about Eternia, Castle Grayskull, and the other places where these stories took place. And of course, He-Man was only one of the many media franchises which were producing action figures. My son collected figures from Pee-Wee's Playhouse and the World Wrestling Federation, not to mention a smathering of Transformers, Thundercats, Silverhawks, and many other toy lines. Once they were removed from their packages, these toys could be mixed and matched to create new kinds of stories, which might involve meet-ups and cross-overs unlikely to occur in commercial media (though there was at least one DC comic where Superman and He-Man combined forces) but almost inevitable once kids got their hands on the toys. Sometimes an action figure would stand in for another character not yet acquired much as an actor plays a fictional role and in other cases the pleasure was in experimenting with the boundaries between texts and genres, with the mixing of characters forcing them to rethink the scripts. The cross-over points to the generative dimensions of this action figure play - the ways that kids would move from re-performing favorite stories or ritualizing conventional elements from the series to breaking with conventions and creating their own narratives. I never understood the parents who feared such toys would stifle my son's imagination because what I observed was very much the opposite - a child learning to appropriate and remix the materials of his culture. The fact that these stories were shared through mass media with other kids and that they were some vividly embodied in the action figures meant that it was easy for children to have intersubjective fantasies, to share their play stories with each other, and to pool knowledge about the particulars of this fictional realm. So, is it any surprise that as this generation has grown older, they have continued to use these stories, characters, even the toys themselves as resources for their own creative expression? The web is full of amazing fan art in which artists lovingly recreate the assemblage of action figures and accessories they enjoyed as a child, much as earlier generations of artists sketched or wrote stories about the stuffed toys of their childhood imagination. (Think Winnie the Pooh or Raggedy Ann and Andy for earlier kinds of toy focused stories.) There is a whole genre on YouTube of action figure movies, movies which may lovingly recreate the specific images the filmmakers remembered from the source material but may also playfully evoking the mixing and matching of characters that were part of toyroom play. This same aesthetic of action-figure cinema gave rise to Adult Swim's successful Robot Chicken series, which also mixes and matches characters or recasts them to achieve desired effects. Here's one of their spoofs of the He-Man characters. All of this suggests that these toys left a lasting imprint on the imaginations of the generation that grew up playing with them. When I speak to the 20 and 30 somethings who are leading the charge for transmedia storytelling, many of them have stories of childhood spent immersed in Dungeons and Dragons or Star Wars, playing with action figures or other franchise related toys, and my own suspicion has always been that such experiences shaped how they thought about stories. From the beginning, they understood stories less in terms of plots than in terms of clusters of characters and in terms of world building. From the beginning they thought of stories as extending from the screen across platforms and into the physical realm. From the beginning they thought of stories as resources out of which they could create their own fantasies, as something which shifted into the hands of the audience once they had been produced and in turn as something which was expanded and remixed on the grassroots level. In that sense, the action figure is very much the harbinger of the transmedia movement.
May 3, 2010
When Fans Become Advertisers: Smallville Becomes LegendaryWhen we hear that fans are rallying support behind a favorite television series, we might imagine the letter writing campaign in the late 1960s which kept Star Trek on the air; we might imagine fans of Jericho sending crates of peanuts to network executives; we might even picture fans of Chuck organizing a large scale "buycot," getting people to purchase foot long sandwiches at Subways to show their enthusiasm for the series. What we probably do not picture is fans raising the money to support and air their own commercial paying tribute to the star of their favorite series. So, I was impressed when I received this press release the other week: . I wanted to know more of the story behind this project and reached out to Maggie Bridger, who is one of the organizers, to learn more about how fans have been able to mount such an ambitious undertaking and to explore with her what it's implications might be for future forms of fan activism. Your project represents a unique example of fan-supported and generated advertising in support of a commercial television program. What are you trying to accomplish here? We are hoping to celebrate our adoration for a character whom we feel serves as a positive representation of a heroine in popular culture and in fandom. Part of it is about gratitude for DC Comics, Warner Brothers, the CW, Smallville Productions and Allison Mack for bringing us Chloe. The other part of it is about showing that we love Chloe and want to see her as the series goes forward. Why Chloe Sullivan? What does this character mean to you? Chloe Sullivan represents the meeting of two worlds---the fantastic and the ordinary. We watch her and see the journey of a driven career woman who, from her first days at her high school paper through her career at The Daily Planet and beyond, has served as a role model for many of us. A lot in our group started watching the show and Chloe Sullivan when we were still in high school and college. We have doctors and lawyers and grad students among us. Chloe didn't make us into those, of course, but she was a girl out there in the media who was going through our same journey. She gave us hope and confidence. If she could accomplish her goals, then we could. That common drive was how Legendary was conceived in the first place. Can you describe the process you've gone through to produce the advertisement? Sleeplessness? In all seriousness, it's been a long process. We started with planning back in January. The executive producer, Liz De Razzo, called me about this idea she had. We all clearly love Chloe and had felt some disappointment over her reduced screen time this season. This commercial came to Liz as a way to draw some attention onto fans' love for Chloe Sullivan and the actress who plays her, Allison Mack. Where are you at in terms of meeting your goal for this project? Currently, we are finishing our sound mixing and score for the completed edit. We will be sending it off via our air agency to KTLA this coming week. We had a lot of goals going through this process. One was to get the commercial shot and finished and we're almost there with post-production. The next was to get funds and purchase air time on KTLA, the Los Angeles CW affiliate. Again, we're finalizing a deal with them. However, while these initial goals are finishing up, we have a bigger goal---taking the Legendary commercial to other markets. We're eying WPIX, the New York affiliate, and would love to air there as well. It all depends on funds! How many people have contributed - time, ideas, money -- to make this all work? I have honestly lost count. What has been the biggest challenge in terms of pulling this together? Murphy's law. I have to be honest and admit that something unexpected always comes up. If you budget out X amount for a project like this, I think it'll probably double or triple by the end. I know it has for us. The other huge problem is distance. That's a unique aspect of online fandom. While many Chloe fans are from the United States, we also have a large international community. Our script writer lives outside of Tokyo; one of the copy editors for our press releases and our website is in Australia; I live in the Deep South on central time and Liz, of course, is in Los Angeles. It's been hard coordinating virtual teaming meetings for a time we could all make it. Basically, it took me and Megan Butler, our script writer, being insomniacs to pull it off. Do you think this is a model other fan groups can or should follow -- not only in terms of paying tribute to characters but also as a way of increasing the visibility of favorite programs? Well, I'm not sure yet. As far as increasing visibility for favorite characters and for favorite programs, I hope this is an exciting new direction. I know we've all seen fans send in favorite items like peanuts for Jericho or the Tabasco bottles for Roswell as well as putting out Variety ads. I think fan ads, even if it's specific like for an actor/actress or a character, can change how marketing is done. It can help form a partnership in a new way between shows and their fanbases. Maggie Bridger is an aspiring graduate student in developmental psychology at a university in the Deep South of the United States. Always interested in fandom studies, she's been published in Slayage, the online journal of Buffy studies. She is currently working toward her masters doing research hippotherapy and autism. One day, she hopes to also be able to write a scholarly piece on fandom campaigns, citing Legendary as a prime example.
April 28, 2010
Ludic Narrans:Drew Davidson Talks Cross-Media Communication (Part One)One of my first classes at USC was in transmedia entertainment and storytelling and I plan to be teaching a large lecture hall class on transmedia in the Cinema School starting in the 2011-2012 academic year. My growing interest in transmedia is one of many reasons I have ended up here. I want to be closer to the entertainment industry to be able to watch some of the changes that are unfolding as this emerging conception of popular entertainment really takes root and I want to be in a position to influence the entertainment workers in training. Think about how the generation of "movie brats," such as Spielberg and Lucas, influenced the American media. For generations, directors emerged from one or another of the guilds, bringing with them specialized skill sets. Robert Wise was an editor; William Cameron Menzies was an art director; most of them knew how to work with actors, but few of them had an integrated perspective on all of the technical skills required to produce a movie. With the rise of film schools, we got directors who knew the full vocabulary of their medium, who knew how to speak to workers with more specialized skills (who often trained alongside them and spoke a shared language) and who knew the history and genres that constituted their tradition. As Hollywood begins to embrace transmedia, a common concern is that there are few people who fully understand how to tell stories or create entertainment experiences in more than one medium: comic book people don't know how to think about games, say, or television people have limited grasp of the web. My own hope is that the Film Schools will once again be the space where future media makers get exposed to a broader range of different kinds of media and also develop the social relations and vocabulary to meaningfully collaborate with others who have specialized in different modes of expression. For this to happen, transmedia entertainment needs to emerge as a subject not simply at USC but at film schools all over the country. And, indeed, I am hearing more and more from other faculty who are starting to teach such classes at their own institutions. That's why it is such good news that Drew Davidson, Director of the Entertainment Technology Center Pittsburgh at Carnegie Mellon University, has produced a new textbook designed to introduce undergraduate critical studies and production students alike to the world of what he calls "crossmedia entertainment." (Full disclosure: the book includes a short piece by me which offers my definition of transmedia.) I have long admired Drew Davidson's contributions to the space of games studies, especially through the Well Played books, which offer smart, engaging criticisms of specific games by some of the top games scholars in the world, and his earlier book, Stories in Between is a hidden gem which already poses important questions about new and emerging forms of storytelling. This new book, Cross-Media Communications: an Introduction to the Art of Creating Integrated Media Experiences will play a central role in shaping how concepts of "cross-media" or "transmedia" expression get taught, encouraging educators around the world to explore some of these intriguing concepts in their classrooms. Over the next two installments, I will be sharing this interview with Davidson about the book and about his thoughts on all things crossmedia. What are your goals for this book? Are we far enough along in identifying and explaining these new techniques that there is a space for an undergraduate textbook on crossmedia? Is the book focused on developing critical understanding, practical skills or both? . What do you see as the role of academic programs in preparing the next generation of crossmedia designers and/or in educating an audience to become better consumers of existing transmedia properties?
There has been a jumble of terminology around this topic. I prefer to use "transmedia." Frank Rose talks about "deep media." and you went with "cross-media." Do you see "transmedia" and "crossmedia" as two words to describe the same thing or as capturing different aspects of this new aesthetic?
Your discussion of "crossmedia" places a particular emphasis on interactivity. So, can you share with us what you mean by interactivity? Does this imply that other kinds of narratives are consumed passively? In a networked culture, are there any kinds of narrative which do not spark some form of participation and interactivity?
April 27, 2010
Hollywood Goes "Transmedia""At the heart of the entertainment industry, there are young and emerging leaders (such as Danny Bilson and Neil Young at Electronic Arts or Chris Pike at Sony Interactive) who are trying to push their companies to explore this new model for entertainment franchises. Some of them are still regrouping from their first bleeding-edge experiments in this space (Dawson's Desktop, 1998) -- some of which had modest success (The Blair Witch Project, 1999), some of which they now saw as spectacular failures (Majestic, 2001). Some of them are already having closed doors meetings to try to figure out the best way to ensure more productive collaborations across media sectors. Some are working on hot new ideas mased by nondisclosure agreements. All of them were watching closely in 2003, which Newsweek had called 'The Year of The Matrix,' to see how audiences were going to respond to the Wachowski brothers' ambitious plans." -- Henry Jenkins, Convergence Culture: Where Old and New Media Collide (2006).
A Transmedia Narrative project or franchise must consist of three (or more) narrative storylines existing within the same fictional universe on any of the following platforms: Film, Television, Short Film, Broadband, Publishing, Comics, Animation, Mobile, Special Venues, DVD/Blu-ray/CD-ROM, Narrative Commercial and Marketing rollouts, and other technologies that may or may not currently exist. These narrative extensions are NOT the same as repurposing material from one platform to be cut or repurposed to different platforms. By all accounts, Starlite Runner's Jeff Gomez, a long time friend and a key thinker/creator in the transmedia space, has been a key player behind the scenes lobbying the Guild to accept this new classification. The specifics of the definition of transmedia is still being debated widely, including this interesting piece on the responses of people who would be eligible for the new title and this one from long time crossmedia advocate Christy Dena. The Guild is already saying that video games were excluded from the list of potential media by oversight and that it will be amended soon to include games. Dena has raised two important criticisms of the definition -- the idea that work must straddle at least three media (disallowing projects which integrate in deep and meaningful ways only two platforms) and the emphasis on storylines as opposed to other potential kinds of transmedia experiences. The reality is that our definition of what constitutes transmedia is still very much evolving, as can be witnessed from the various discussions of the concept at the Transmedia Hollywood: S/Telling the Story conference, which was organized in March by Denise Mann of the UCLA Producers Program and myself. As we brought together people from across the media industry to discuss these emerging trends, we found some included all forms of franchise entertainment as transmedia and others had much narrower definitions which insisted that the different media platforms be integrated to tell a single story. There was disagreement about the value of various proposed terms, including not only transmedia, cross-media, and "deep media." There were recurring disagreements about transmedia as a mode of content as opposed to a mode of marketing. And finally, transmedia's aesthetics was still being defined and with it, the issue of whether this is something really new or an expansion of long-standing practices. Around the edges, you could hear hints that transmedia should be extended from a focus on storytelling to a more expansive understanding which includes notions of performance, play, and spectacle that can not be contained within a more narrative-centric definition. From the beginning, transmedia has been a site of experimentation, innovation, and exploration at the heart of the mainstream media. Many of us have seen the signs of transmedia practices emerging from some time -- mostly taking shape around forms of marketing because that's how such projects could get funded, mostly reflecting the logic of a more integrated media industry with strong economic imperatives for creating entertainment experiences across platforms. Yet, the phrase "transmedia" (and its various counterparts) have created a space where aesthetic and cultural concerns can re-enter the discussion. If media artists are going to be pushed to extend their offerings across platforms, shouldn't they be thinking about how these practices can be exploited to create richer aesthetic experiences, to support the creativity and engagement of fans, to deepen the meaningfulness of the stories and performances they are staging? As such, the transmedia discussion has always moved across registers and as a consequence, needed to be expansive, to include anyone who wants to engage with these topics and who is willing to put these ideas into practice. While the Transmedia Hollywood conference drew criticism from some quarters for having too elastic or "vague" a definition of its core concept, this very expansiveness is what allows us to bring many different voices to the table, to map diverse kinds of experiments, and to promote new innovations and explorations. From my perspective, there is a use within the academic world for clearer, more precise definitions, but there is also a value more generally for a more slippery conception, at least while we are still undergoing such rapid evolution. My hope is that the definition and borders of the concept will be debate everytime two or more transmedia advocates have gathered. I respect the value of a Guild having a clear definition of what transmedia is, and from where I sit, the PGA definition is as good a one as we are going to get right now, but I also hope that we all do what Dena did in her blog post and push back on any attempt to too quickly formalize the limits or boundaries of this practice. For those who missed the Transmedia Hollywood events, I am happy today to share with you the webcasts of the panels. We hope that these programs provide a useful resource for people in and around the media industry who are stilling trying to make sense of "all this talk about transmedia entertainment." 9:45--10:00 am
10:00--11:50 AM
12:00--1:50 PM
5:00--6:50 PM April 24, 2010
Hip Hop Goes Transmedia (Part Two)Hip Hop Goes Transmedia
El Prez in one of the interviews he gave us, was comparing the scene to superheroes in comic books, aware that the fans like to see the artists get together. Indeed to push the comparison there are different factions of superheroes that also interact with each other more or less loosely. For a fan spotting the cameos in the music videos is part of the construction of this mythology. Watching the video of an up and coming rapper artist like Fashawn (who chose his name because he wanted it to sound like a superhero), it is fun to spot how many artists briefly appear, showing the wide backing he has amongst the hip hop community.
6. It's a man's world but it would be nothing without a woman Some of the female fans are the most vocal, and while some artists have specifically a more male audience, for an artist to succeed he needs to appeal cross genre. With a few exceptions for a story to be truly transmedia it should to be embraced by men and women. Despite the numerous mention of "ho's", there is an overall strong percentage of strong and intelligent women acting on the LA hip hop scene. Yeah you know if you've made it if you feature on the 2DopeBoyz ( a blog run by two guys who are very vocal about their tastes and distates) but in LA you still haven't quite made it if you haven't been endorsed by Devi Dev. A radio personality, she's like a friend with a motherly approach to the artists. As a proper journalist she masters the art of the tweet evolving effortlessly between compte-rendu of concerts, anodyne facts and conversations with the artists. She's able to tell off up and coming Nipssey Hussle about throwing gansta signs on stage. She's the voice of reason commenting on why there are too many rappers, why it's not recommended to date a rapper, and she has a wide public appeal without ever falling into demagogy.(On that chapter lets not to forget that LA Stereo was started by two women Kristin Guillory and myself). 7. We were scholars before colleges To fin out more about LA Stereo you can find us on Twitter @LAStereotv, become a fan on Facebook, subscribe to our Youtube channel and join the community http://www.lastereo.tv. Marguerite graduated from Oxford University and the Sorbonne Paris IV, with an M.A. in Art History and in Philosophy. She then worked for two years at the Cinémathèque française in Paris where she developed a passion for cinema. During this time she assisted Marc Riboud, a photographer from Magnum, with whom she explored the language of documentary. She moved to London where she lived for six years, working as a Production Coordinator on factual programs, before joining Discovery UK in the programming department. Recently Marguerite moved to L.A and completed the Annenberg Online Communitites Program MA at USC to define and develop new audiences online, particularly for documentaries. She's currently developing her own franchise LA Stereo.tv with the help of her team: documenting the rise of the independant hip hop scene, and urbansalt.com with former classmates: curating the LA street style. April 21, 2010
Hip Hop Goes Transmedia (Part One)Transmedia Entertainment keeps getting more and more buzz these days -- and so over the next handful of installments, I am going to be sharing with you a range of different perspectives on the concept. Today, I am running the first of two installments showcasing the work of Marguerite de Bourgoing, one of the USC students who took my transmedia entertainment class last fall. de Bourgoing has been developing a grassroots media franchise, LAstereo.tv, which deploys YouTube and social network sites to showcase the Los Angeles hip hop scene. de Bourgoing represents the Trojan spirit at its best -- a social and cultural entrepreneur who is taking what she's learned as a media maker and deploying it to serve her larger community. de Bourgoing shared some of this work with us during the class and I've wanted her to talk about it for my blog since. In this account which follows, she both shares some of the videos she's been producing and also talks about the way LA Hip Hop artists are using new media to expand the community around their live performances. It's a perspective on transmedia we don't hear very often here and further helps us think about the impact of media convergence on our culture. Hip Hop Goes Transmedia: Seven Laws
With LA Stereo we document the current LA scene characterized by a strong rise of independent artists. Up and coming artists are using digital means to communicate directly with their fans, taking in hand their own marketing, using that power to leverage distribution deals or cut out the middle man. In parallel the independent practice of the arts is flourishing around that movement leading to what some are calling an "L.A renaissance". New digital means of expression enable the genre to multiply itself and evolve across different platforms. LA Stereo is a translation of that broader movement broadcasting everything hip hop in L.A. The team is made of a DJ (Val the Vandle), the tastemaker, a photographer (Kasey Stokes), the eye, a rapper (Belvi), the lyricist and thinking head, a journalist (Rebecca Haithcoat), and a filmmaker (myself) also the producer. Here are the seven practices of transmedia inspired by my observation of this movement in the past year or so. 1. Spread your brand: Open Mic 2. Keeping it real: be authentic yet marketable 3. Be the change you want to see 4. Collaborate El Prez in one of the interviews he gave us, was comparing the scene to superheroes in comic books, aware that the fans like to see the artists get together. Indeed to push the comparison there are different factions of superheroes that also interact with each other more or less loosely. For a fan spotting the cameos in the music videos is part of the construction of this mythology. Watching the video of an up and coming rapper artist like Fashawn (who chose his name because he wanted it to sound like a superhero), it is fun to spot how many artists briefly appear, showing the wide backing he has amongst the hip hop community.
To fin out more about LA Stereo you can find us on Twitter @LAStereotv, become a fan on Facebook, subscribe to our Youtube channel and join the community http://www.lastereo.tv. Marguerite graduated from Oxford University and the Sorbonne Paris IV, with an M.A. in Art History and in Philosophy. She then worked for two years at the Cinémathèque française in Paris where she developed a passion for cinema. During this time she assisted Marc Riboud, a photographer from Magnum, with whom she explored the language of documentary. She moved to London where she lived for six years, working as a Production Coordinator on factual programs, before joining Discovery UK in the programming department. Recently Marguerite moved to L.A and completed the Annenberg Online Communitites Program MA at USC to define and develop new audiences online, particularly for documentaries. She's currently developing her own franchise LA Stereo.tv with the help of her team: documenting the rise of the independant hip hop scene, and urbansalt.com with former classmates: curating the LA street style. April 5, 2010
"A Kind of Vast Game": An Interview with Ethan Gilsdorf (Fantasy Freaks and Gaming Geeks) (Part Two)
I think the mainstreaming has happened already. Once you see the term "geek" being co-opted and used by other subcultures --- wine geek, film geek, fixed gear bicycle geek --- you know the word, at least in its pejorative sense, has passed. And films like Lord of the Rings, Star Wars, Harry Potter, Twilight, Spider-Man and Batman have made the previously cloistered worlds of comic books, superheroes, horror, fantasy, science fiction and fandom a palatable experience, at least in a superficial way. There's an entire generation of kids --- millions --- who have now grown up either reading Harry Potter or having it read to them. Jocks and dweebs equally play Xbox and Playstation games. That guarantees (I think) that these kids aren't going to be ostracized for having geekly hobbies. In many ways, your book can be seen as an argument for the value -- no, values -- of escapism. How would you define escapism and to what degree is it a positive force in the lives of the people you interviewed?
You end with this call: "so, my fellow freaks and geeks, if we must escape, let us escape for a reason." What kinds of reasons did you discover amongst the people you spoke with?
As you note, the stereotype of fantasy fans and gamers is that they are socially isolated. How central are the social dimensions of the play experiences you describe? How strong were the communities and relationships you observed in your travels?
One of the closing images of the book is of you burying your Lord of the Ring collectibles in the soil of New Zealand and walking away. Are you really ready to walk away from the fantasy and play you describe in the book? What aspects of this culture will you carry with you?
March 29, 2010
More Talk of TRONSmediaA week or so ago, I shared the first installment of a series of videos, produced by Mike Bonifer, based on a conversation which I had with Tron creator Steve Lisberger. I've jokingly compared the exchange to My Dinner with Andre, except we were both so busy geeking out that we forgot to order any food! You never know what people will pick up on once your brain children move out and get their own apartments. Over the weekend, Ain't It Cool News picked up on the series, focusing on a brief exchange early in the conversation where I referenced the Scott Brothers returning to Bladerunner as a parallel to Lisberger's return to Tron. From there, fan speculation has grown that somehow I have inside information about the state of the Bladerunner sequel or that we were both confused and really meant to be refering to the Aliens sequel in production. I can't speak for what Steve was thinking about or might know, but for my part, I was drawing on a panel we did about Purefold at the Futures of Entertainment conference at MIT last November. Here's the panel in question which went into some detail about their plans for this project. Unfortunately, the project has apparently been dropped, or so I learned by reading some of the fan blogs which were responding to this speculation. In this case, like so many others, fans were much more immersed in what was going on than the academics are and thus were closer to the truth than they realized. I was bemused by the idea that I somehow had access to the inner workings of Hollywood. This blog is not focused on scoops, folks; my focus is on analysis and insights into long-term developments. I am having more and more conversations with Hollywood types since moving to LA, but they rarely tell me anythng that isn't already public knowledge. Those exchanges look more like this conversation -- the trading of insights about media change and larger entertainment trends rather than the sharing of secrets. I am not the guy to go to if you are looking for spoilers, sorry. In any case, it would have been clear that we were talking about Purefold if people had watched the full conversation, since there was a segment devoted to it later in the series. We finally start to dig into issues of transmedia in this segment, which uses District 9 and its park benches as a taking off point. In what sense are those benches part of the exposition for the movie and how do they help to shape our experiences before we enter the theater? Here, we talk more generally about the basic functions which transmedia extension plays, including some consideration of what it might add to Tron and also why Avatar is less successful at deploying transmedia than District 9. What does it mean to "geek out" on culture? And what do we learn by looking at cultural experimentation as both a fan and an academic? We talk about what it means to make transmedia as James Cameron and what it means to make transmedia as Lance Weiler, i.e. as the producer of Hollywood blockbusters and as the creator of low budget independent genre films. This next section deals with what we can learn about world building by looking at Martin Scorsese and the Three Stooges (I kid you not!). Here, Steve and I talk about what it would mean to establish the basis of a story on the web rather than via a major film release. Steve worries about the "democratization" of the arts and what it does to the creative process, while I talk about continuity and multiplicity as competing tugs on transmedia properties. We finally get back to Bladerunner and discuss Purefold as a model for collaboration between fans and professional storytellers. Steve talks about the way Hollywood calibrates around the Zietgeist and I connect this to the conception of genre. Here, Steve builds out on the differences between science fiction focused around the alien and outer space and science fiction based within cyberspace. And this leads us to a larger consideration of the politics of fantasy and fan engagement, using the Harry Potter Alliance as a point of entry. And finally, we return to Tron with Steve explaining what sets his film apart from other science fiction works in terms of its exploration of inner space and our moral responsibilities as humans over what we create. All told, this was a fascinating meeting of two minds, both obviously immersed in the worlds being created by science fiction cinema, each excited about expanding the expressive capacities of amateur and professional storytellers. I hope you enjoy watching some of these segments half as much as Steve and I enjoyed talking through these issues. Thanks once again to Mike Bonifer for all the work he put into bringing this material to the public. This whole exchange was Bonifer's brain child: he wanted to bring the two of us into the room to see what would happen; he made all of the arrangements and did all of the production work. And we all have him to thank for all of the creative labor which made these videos possible. The author of GameChangers-Improvisation for Business in the Networked World, and the co-founder of GameChangers‚ LLC, Mike Bonifer has consistently been in the forefront of emerging trends in media and communication. Beginning with his role as the publicist for the gamechanging movie, Tron, through his work as a writer, director and creative executive, his work has explored new technologies and business processes, and has always been informed by storytelling. He has studied and performed improvisation at I.O. West Theater in Los Angeles. Mike is a really cool guy who has been very involved in the launch of a Transmedia LA meet up group and has been a big supporter of the work I am doing here at USC. March 19, 2010
Talking TronsMedia with Steven LisbergerA few weeks ago, I sat down for a conversation with Steven Lisberger, director of the original Tron, to discuss our shared passions for science fiction cinema and transmedia entertainment. Mike Bonifer organized the meeting, filmed the exchange, and edited the footage. He has gradually been rolling it out in short three to four minute chunks via YouTube ever since. I have to say that it was thrilling to me to meet Lisberger -- having long admired how far forward the thinking behind Tron had been about the directions games and digital culture might take. In the first few installments of this conversation, Lisberger shares with me some of his experiences in making Tron and also considers the current project to re-engage with these characters, their world, and their stories for the next generation. In case you've missed the news, a new Tron movie is going to hit the theaters later this year, and we are already seeing a fair amount of buzz build around it. Tron took advantage of cutting edge digital graphics to imagine forms of computer gaming which were not yet technically possible at the time. Many of us struggled to even understand what was happening in the movie because it was so far out beyond our previous experiences with things digital. In many ways, subsequent generations of game designers and digital effects artists have helped to design and fully realize many aspects of that vision. So it is interesting to imagine what Tron would mean for today's generation. This second section discusses Tron's light cycles and the challenges of communicating how they worked and what they could do to people who had yet to have an immersive digital experience. Along the way, he gives us a taste of what it was like to work with futurist designer Syd Mead. In this next installment, he describes his meeting with one of the "old men" on the Disney animation team and what a break Tron felt with what Disney had done before. And in this installment, he gets into the ways that the new Tron movie engages with the franchise, including the decision to make the new film in 3D. By the fifth and sixth installments, we begin to broaden the discussion outward from Tron to the larger context of contemporary digital culture. In part five, I hold forth about the concept of participatory culture and how it is changing the way media gets produced and circulated. And in part six, we discuss Avatar's impact on the culture, including beginning to talk about the coming wave of 3D films emerging from Hollywood in its wake. I should note here that I discuss Alice in Wonderland as a film conceived in 3D but I have since learned it was shot in 2D and thus does not fully exploit the potentials of 3D cinematography. Part Seven includes some discussion of political activism that has originated around James Cameron's Avatar and the way popular culture can become a catalyst for social change movements and Steve talks about how Cameron brought together radically different aesthetics from previous science fiction and fantasy films.
By Part Nine, we are back onto transmedia, discussing the ways advanced publicity may help frame and shape audience expectations and how different audiences bring different kinds of knowledge with them into the theater when they engage with the new Tron movie.
March 12, 2010
What the Chinese Are Making of AvatarSeveral years ago, I met a remarkable young man named Lucifer Chu in Shanghai. Chu had been the person who first translated the works of J.R.R. Tolkien into Chinese, after a considerable push to convince publishers that there was a market for fantasy and science fiction in China. He took the proceeds from the sales of the Lord of the Rings to launch a fantasy foundation, which promoted fantastical literature in Taiwan and mainland China, and he translated more than 30 fantasy novels for the Chinese market. As of a few years ago, almost all of the fantasy novels and role playing games available in Taiwan were translated by Chu and he was making in roads into getting these same works published for the mainland. He argued that the fantastic played crucial roles in Chinese folk and literary traditions but the genre had largely been eradicated there as a consequence of Maoist policies during the Cultural Revolution which promoted socialist realism and saw fantasy as western and decadent. Chu argued that bringing fantasy literature back into China was a way of helping his people rediscover their dreams and reimagine their future. As I have been speaking with my USC student Lifang He about her work on the fan cultures which have quickly grown up around Avatar in China, I've wondered what connections, if any, exist between these two efforts to promote the fantastical imagination in that country. Are the young men and women we read about here the offspring of Chu's efforts? Are they connecting with western fan culture on line? This piece offers us some tantalizing glimpses into the many different ways Chinese fans have mobilized around and fantasized about James Cameron's blockbuster. The American press has been following the commercial success of Avatar in China primarily as a business issue -- exploring what it might tell us about other opportunities for selling media in this country, using it to shadow Google's turmoil in the country, and marginally exploring why China was pushing the film from many of the nation's movie theaters. Yet, this piece takes us inside the world of Chinese Avatar fans, helping us to better understand what the film looks like from their perspective. Avatar and Chinese Fan Culture James Cameron's new movie Avatar is breaking the box office record in China. It is the highest grossing movie in Chinese movie history, achieving around 1.02 billion USD (Xinhua News, 2010). The influence and popularity of Avatar is spectacular and fans were crazy about the movie. Because of the limited IMAX 3D theaters in China, the movie tickets are in short supply and the price is very high. The tickets are officially priced at USD 18-26 but resold at up to USD 60. There are only11 IMAX 3D theaters in China. Despite the ticket prices, Chinese fans waited overnight outside the store for many hours, similar to people waiting outside the Apple Store for the new iPhone. White collared professionals in small cities took their annual leave and made group trips to nearby big cities for the IMAX 3D version. Enthusiastic fans watched it multiple times in three different versions: IMAX 3D, 3D and 2D. Being a fan of Avatar goes beyond the theater screens; it floods into a variety of online fan activities. When the Chinese government wanted to pull the 2D Avatar off most of the theaters to provide screens to the new released movie Confucius, many online fans called for a boycott of Confucius. Chinese audiences are becoming more and more active, embracing aspects of participatory culture and fandom, and seeking to more directly shape their entertainment options. In this essay, Chinese fan culture will be discussed by examining various Avatar fan activities on one of the growing online communities, Baidu Tieba, a user driven network. Fan produced media will give us some clues as to how the young people react to the movie Avatar and why they are enthusiastic about the movie. Collecting and Sharing Information As Neytiri draws many discussions on the web, fans wanted to make Jake as popular as Neytiri so they tried to build the buzz online. In these efforts, they collected all kinds of pictures and posters from the movie and other media. They also discussed Jake's hair, dress style, facial expression, and his pure smile in the movie. For instance, fans chatted about when Jake had the best smile in the movie. The first time Jake ran out of the research institute when he first got his avatar, his smile was regarded as the most pure and innocent. Fans were also eager to explore all kinds of information from the production, back-story to the reception process. For example, they talked about the sex scene that was cut off from screen, explored the different versions of trailers, the couple's relationship in the movie, and their stories in the future. Other interesting discussions included the best time to use the restroom during the movie. They indicated that it is better to go to the toilet when the movie was at 56 minutes so they won't miss a lot of exciting moments. Fans share the knowledge with all the members of Tieba community, circulating the information and inviting other members to participate in the discussion. As Pierre Levy wrote "no one knows everything, everyone knows something, all knowledge resides in humanity" (Levy, 1998).
Besides collecting and sharing information about the movie, fan writing is another emerging form of fan activity on the web. Because of the restrictions of the Chinese publication rules, the internet provides more free space for fans to publish their work and most of their work is much better than what has been written by the professional journalists, covering comprehensive stories about the evolution of IMAX 3D technology, the background of director, back-stories of the characters. Some fans also wrote a parallel story based on the Chinese current social issues. As a famous blogger, Chenpeng Li wrote, the story of how the alien Na'vi are pulled off their homeland by humans is similar to Chinese residents being forced to leave their homes and land by the Chinese government (Sina.com, 2010). Avatar is a great metaphor of nail house dwellers against big property developers. "Nail House" refers to home or buildings of people who refused to move when the property needs to be demolished by the government for development (Wiki, 2010). In Li's blog, he wrote "in 2154, a land development company RDA went to Pandora to get more land and living resources with the assertion that the residents who agree to move out can get attractive compensation. The residents refused to move out since they have lived there for many generations, just like the Na'vi people who didn't want to move because their roots were under the tree. RDA has a strong relationship with the government and also has other supports such as city managers acting as low-level government officials, responsible for maintaining city laws and rules. A disagreement erupted and started a fight between the RDA and the residents. " Li regarded Jake as the leader who betrayed the Housing Demolition Office, referred Colonel Quarles as the chief city manager and the Na'vi people as the Chinese residents who are pulled off their land. The last scenario about Neytiri beating Colonel Quarles represents the extreme military power that was defeated by the Chinese mass residents. Chinese fans also associated themselves with another Hollywood movie UP, which tells a story of a 78-year-old man Carl Fredricksen who refused to move out from his neighborhood. He made his house as a makeshift airship to fly to his dream place Paradise Falls using thousands of the balloons. A popular Chinese blogger, Han Han commented on his blog: "UP provides the Chinese citizens with a new perspective toward house demolition. Chinese residential tenants only have the right to use the land for 70 years, and after 70 years the land use rights belong to the government and the houses are regarded as private owned property. Both the movie UP and Chinese government provided us a solution to cope with the house demolition. UP tells us to lift the house off the ground by the helium balloons; and the Chinese government tells us that don't think too much because after 70 years, the houses will probably collapse" (Han, 2009). In recent years, China has been experiencing a fast period of urbanization and many old buildings and neighborhood have been torn down for modern shopping malls and skyscrapers. Over 30 million residents have been forced to move from their homes (Hays, 2008). Li referred the movie to some cases in China that residents refused compensation deals and fighted with the government. Fuzheng Tang who poured gas and burn herself to protect her three floor home from Chengdu violent home demolition, Pan Rong who threw self-made petrol bomb to the demolition crew, and Chongqing nail house are the all real cases for anti-demolition. Avatar and UP are a good reflection of recent Chinese social problems, showing a lack of citizen rights and choices. As Han said " brutal demolition can only happen in foreign planets and China, which foreigners can't image" (Sina.com, 2010). Chinese fans found both movies quite related to their life and both provide them with a story that they can share and discuss. The only Chinese popular TV series Snail House (Wo Ju), also titled Dwelling Narrowness, that can truly reflect their life tells a real story about how average Chinese people became house slaves in Shanghai in an environment of rising home prices and official corruption, was eventually banned by the government. Li regarded Avatar as the best movie that eulogizes the nail house successfully fighting against forcible demolition in China. The forcible city managers, house demolition office, Chinese City Demolition Ordinance was vividly analogized in the movie (Sina, 2010).
Besides collecting and sharing knowledge and fan writing, fans also use other ways to create their own works such as costume play, Avatar paintings, etc. One of the most popular works online is the costume play by a couple from Chongqing. They dressed like Jake and Neytiri and posted their Avatar pictures online, which has over 94630 viewers (Baidu, 2010). Vidding is another way for them to participate in the creation. Three kinds of videos will be shown here to showcase the vidding culture in China. The first one is a theme song vid, which remixes the video "I See You" and "My Heart Will Go On." Fans find that the stories of two theme songs are very similar: both are love stories and the main actors in the two movies both died. For example, the lyrics of "My Heart Will Go On" has the words "I see you" that can match with the content of Avatar. Here is the video of "I See You."
Also fans made another version of Titanic with "I See You." In another video, fans used photoshop to make Avatar posters for the celebrities such as Obama, Yao Ming and Li Yuchun and used their Avatar photos as materials to make the video, which can be played here. Similar to the fans of Kung Fu Panda, they like using Photoshop software to make posters with different themes such as Harry Potter, Lust, Caution, Pirates of the Caribbean, etc.
Why fans are so enthusiastic? Online community also provides them a way to relieve the stress and escape from the reality because they face so much pressure from all aspects of society such as intense high school graduation examination, competitive job hunting, etc. In addition, playing around in the Internet is not regarded as a serious hobby by Chinese old generation who are very realistic and more concerned about their children's future such as going to a good university and having a decent job. Chinese youth are tired of Chinese serious mainstream film culture because Chinese films lack the creativity that American TV shows and movies have. Avatar created a dream and an ideal world that Chinese fans can't have in reality. As a famous movie director Lu Chuan said, "Avatar made me realize that what we lack is not technology. I suddenly realized how far away our films are from simple beauty, crystal-clear purity and passionate dreams" (Sina.com, 2010). Conclusion Since its launch, Avatar has developed a huge enthusiastic fan base in China. Although Chinese fans are not exposed to as much media products as Americans because of the unequal international distribution, they are very active in learning and understanding what's happening with the movie. Internet and new technologies provide them a medium to participate in the media production and distribute their work online. They collect and circulate information, participate in the discussion, and create their own works to contribute to the Avatar community. It is a great representation of creativity and self-expression. Avatar has also had a revolutionary impact on Chinese movie industry, stimulating the development of the local movie making. Chinese Film Association and Chinese Film Art Research Center hosted a conference meeting in January 2010, discussing how to improve Chinese movies. The professor Shixian Huang from Beijing Film Academy criticized the famous Chinese film director Yimou Zhang's recent work A Simple Noodle Story, which was only taken several months to be finished and is a very low quality movie. The secretary-general from China Movie Forums indicated that the main film audience is generation 80s and 90s who are enthusiastic with the non-reality films which lacks in China. He appealed to the Chinese government that China should give support and help to such kind of films. Some other interesting questions are also raised in this meeting such as how to nurture the audiences by the series films, how to cultivate the young talents, how to bring the technology to the movie making, etc. China is in a transition period where old system and new system are colliding and they haven't developed a very stable system yet. In the future, with political and social policy more and more open and transparent, there will be more freedom for movie production. It will be also be easier for the Hollywood filmmakers to promote their films and other media extensions. Lifang He is from China, where she received her undergraduate degree in Journalism. After college, she was hired by two global advertising agencies Wieden & Kennedy and Euro RSCG Worldwide. At these agencies, she worked as a strategic planner for a variety of international brands including but not limited to Nike and Nokia and gained experience in consumer and market research and developing brand strategies. Since August of 2009, she has been pursuing her Master's degree in Communication Management at USC Annenberg School for Communication. It was while attending a USC class taught by Henry Jenkins that her academic interest turned toward transmedia planning and studying fan culture. Her specific areas of interest in these fields revolve around digital culture, brand communities, and how brands relate to and engage fans. Baidu (2010). Retrieved Jan. 20, 2010 Baidu Tieba (n.b.). Retrieved Jan.20, 2010 Chuan, Lu (2010). Avatar Critics. Sina.com. Retrieved Jan.20, 2010. Han, Han (2010). Sina Blog. Retrieved Jan.20, 2010, f Hays, Jeffrey (2008). Urban Life in China. Retrieved Jan.20, 2010 Itzkoff, Dave (2010). You Saw What in Avatar? New York Times. Jenkins, Henry (2006). Fans, bloggers, and gamers: exploring participatory culture. Levy, Pierre (1998). Collective Intelligence: Mankind's Emerging World in Cyberspace. Nail House. Wikipedia. Retrieved Jan.20, 2010. Sentinel, Asia (2010). Avatar vs. Confucius in China. Korea Times. Retrieved Jan.20, 2010. Xin Hua News (2010). Retrieved Jan. 20, 2010.
March 10, 2010
Vidding Kung Fu Panda in ChinaFrom time to time, I use this space to showcase the global dimensions of the kinds of participatory culture which so often concern us here. When I first started to write about fan culture, for example, the circuit along which fan produced works traveled did not extend much beyond the borders of the United States, Canada, the United Kingdom, and perhaps Australia. American fans knew little about fan culture in other parts of the world and indeed, there was often speculation about why fandom was such a distinctly American phenomenon. Now, fans online connect with others all over the world, often responding in real time to the same texts, conspiring to spread compelling media content from one culture to the other, and we are seeing a corresponding globalization of fan studies. Yet, some countries remain largely outside of field of view, because of language barriers, cultural differences, political policies, and alternative tech platforms. Consequently, most of us know very little about how fan production practices have spread to China -- which is too often described in terms of its piracy of American content and too little discussed in terms of its creative repurposing of that content to reflect their own cultural interests. So, I am really excited over these next two installments to share some glimpses into fan culture in China -- specifically focusing on the vidding community there (but also discussing other forms of fan participation.) These two posts were created by Lifang He, an Annenberg student who took my transmedia entertainment class in the fall and who is doing an independent study with me this term to expand her understanding of the concept of participatory culture. Here, she talks about how Kung Fu Panda got read in relation to the economic crisis in China, and next time, she will tackle the array of different fan responses to Avatar. Kung Fu Panda vidding and Chinese fan culture In this paper, I'm going to write about a Chinese vid based on a movie Kung Fu Panda as it is a great example of fan made extensions in China. I'll introduce the background of the movie, discuss the relationship between the vid and the original movie, and also I'll talk about fan's role in the vidding and Chinese fan culture. Kung Fu Panda is a 2008 animated comedy movie directed by John Stevenson and produced by DreamWorks Animation SKG, Inc. It tells a story of a clumsy panda bear Po, who unenthusiastically works as a waiter for his father's noodle restaurant and eventually achieves his dream and becomes a master of martial arts. According to Sina Entertainment (2008), this movie achieved significant monetary success after it was released on July 20, 2008 in China, which had hit approximately 14 million USD box office sales in the first ten days. This Hollywood made Chinese movie is much better than other Chinese made Chinese movies, which proves American's leading ability to create entertainment and market Chinese culture. The movie is filled with Chinese elements. The key character Panda is China's national treasure and the other characters in the movie such as the monkey, snake, red crowned crane, tiger and mantis are the classic representatives of Chinese martial arts. Moreover, the Chinese imagery was used so well that Chinese audience felt very excited to discuss how great the movie is. As a famous Chinese film director Lu Chuan commented on his blog, " the movie brought big laugh to Chinese people. It was a big surprise. Our familiar culture is no longer a burden for the creativity, instead it becomes an active and vivid entertainment" (Lu Chuan, 2008). In response to the success of the movie, a lot of discussion was generated online between the audience and the animation filmmaker after its first release. Fans posted reviews on their blogs and discussed their favorite characters on Bulletin Board System (BBS). Also hey used Photoshop software to make posters with different themes such as Harry Potter, Lust, Caution, Pirates of the Caribbean, which attracted a lot of buzz. They also created music videos and wrote lyrics to compliment the movie, which were posted on social networking sites. After knowing that The Kaboom of Doom, a sequel of Kung Fu Panda, has been currently in pre-production and will be released in 2011 (Wiki, 2009), fans started to make their own versions of the movie. Among all of these fan activities, producing vids and sharing with other fans on Chinese social networking sites is one of the most popular ways for them to express their love to the movie. They wrote scripts, re-edited video clips using the original footage and did the voice over to tell a new story. Unlike American viding culture that has a relatively long history, Chinese vidding only emerged a couple of years ago owing to the video sharing websites such as Youtube.com, Tudou.com. There's no centralized grassroots community for vidding in China and Chinese vidding culture is very casual. An example to help exemplify how fans use this to publicize their opinions is a vid called Gu Piao Panda (Stock Panda), which is widely spread online and applauded by the fans. Gu Piao Panda is a three-minute short film, which links Po to China's unsound stock market and tells a parallel story about stock panda. The story starts from a scene that Po was a legend in the stock market, but it turns out that it is just a dream. In reality, he is a rookie stock investor and his money is all tied up in stock because of the global recession. Po is so sad that he goes back home to talk to his goose father and his father persuades him to withdraw money from the stock market because of the bearish market situation. Po has a strong belief that he will become a guru in the financial world someday and the only reason he hasn't achieved that yet is because he hasn't met his teacher. His father has no choice and encourages him to attend a stock master competition at somewhere in the mountain. Po tries so hard to get into the competition and there are three competitive groups --- the happiness group with monkey in it, the fighting group with tiger in it and the desire group with red crowned crane in it. These three groups represent the three different types of stock operators. Then, Po attends the competition and finally his teacher finds him and teaches him how to become a successful fund manger. In the vid, the creator doesn't show an ending in the video, and instead he poses a question that if Po will become a stock master finally. There are many similarities between the original movie and fan made vid. First of all, both of the film and fan vid chose Po as a main character as he is a good character to conceive the new stories and has become a prototype based on which fans have developed distinct characters in various contexts. In Kung Fu Panda, Po is an every Panda who masters some area through his persistent effort. Gu Piao Panda is a rookie stock operator and finally achieves success as a stock master. In other vids such as Real Estate Price, the key character panda is portrayed as a junior real estate developer who finally becomes a hero to save the real estate from subprime lending crisis. Moreover, the storylines of the two movies are very similar. Specifically, Gu Piao Panda creates a story that Po is a rookie stock operator who wants to become a stock master. In Kung Fu Panda, Po is a worker at his father's noodle restaurant who wants to become a kungfu fighter. Also, they both fight for an evil in the two videos. In Gu Piao Panda, he fights for the stagnant stock market. In Kung Fu Panda, he fights for Tai Lung. Furthermore, Po attends the competition to become a master in two movies either as a kung fu master or financial guru. In the original movie, he fights for a kung fu secret book. In the vid, he fights for two cars as the competition awards. When examining the video clips, it is apparent that fans use the same video clip to convey the same meaning in the different context. They just choose the video clips they like from the original movie to tell their stories. Other vids such as Real Estate Price, Kung Fu Competition, Certificates are all associated with the current social issues to tell different stories. Real Estate Price Kung Fu Competition
This parody is so popular that fans keep spreading it online because there's so much fun in the video. Some popular terms and events used in this vid are funny in the context of Chinese culture. For example, they use the word "Niu Bi" (newby) to describe how successful Po is in the stock market in his dreams. They also use the word "Tao" (trapped in the market) to explain that his money is all tied up to the stock account. Real figures are also incorporated to make the audiences feel more attached to the story. For instance, Po's goose father persuades him to withdraw the money because the current stock index is above 2000 points - which is where the Chinese stock market was registering at that time when this vid was made. In addition, they use Dong Bei language, a northern Chinese dialect that often associated with Chinese cross talk to voice over the video. This brought more joy to the audiences, especially during the global depression era. Gu Piao Panda and other vids are great examples showing that Chinese fans' role has changed from audience to active producers. They are not just passively receiving the information, but becoming publishers. The Internet has become a platform for them to distribute their works. This emerges an Internet culture called kuso, which is very popular in China. Kuso, originated from a Japanese word, is a popular subculture in China that deconstructs serious themes to entertain people (Wiki, 2009). Some interesting quotes from ESWN Culture Blog that can explain the popularity of Chinese kuso culture are, "Kuso is people deconstruct burning satire." "Kuso is an art criticism loved by people". "Kuso is people's ordinary, yet interesting, spiritual pursuit." (Soong, Roland & Qing, Huang, 2006) The most classic case of Chinese Kuso culture is a fan-made short movie called The Bloody Case That Started From A Steamed Bread based on a famous movie Wu Ji (The Promise) directed by Kaige Chen. A Chinese fan, Hu Ge, felt disappointed with Wu Ji and made his own spoof right after the movie was released. This fan-made movie joked about the film Wu Ji and dominant serious journalistic work, attracting huge fan following. From this fan made film, kuso has become more and more popular in China and represents a type of Chinese fan culture in the Internet. There are two main reasons can account for the popularity of kuso culture in China. One important reason is that Chinese youth are suffering from social pressure and kuso provides a way for them to relieve themselves from the real pressure. They are a new generation who is tired of serious mainstream culture and kuso becomes a way for them to express themselves online. Moreover, kuso requires less technical skills and technology requirement and cheaper cost of movie production makes it possible for fans to make their own videos. Also the video sharing websites give the audiences a good platform to distribute and create a huge opportunity to show their own works. Lifang He is from China, where she received her undergraduate degree in Journalism. After college, she was hired by two global advertising agencies Wieden & Kennedy and Euro RSCG Worldwide. At these agencies, she worked as a strategic planner for a variety of international brands including but not limited to Nike and Nokia and gained experience in consumer and market research and developing brand strategies. Since August of 2009, she has been pursuing her Master's degree in Communication Management at USC Annenberg School for Communication. It was while attending a USC class taught by Henry Jenkins that her academic interest turned toward transmedia planning and studying fan culture. Her specific areas of interest in these fields revolve around digital culture, brand communities, and how brands relate to and engage fans. References: Kung Fu Panda Ticket sales(2008). Sina entertainment. Retrieved Dec.10, 2009 January 26, 2010
Announcing Transmedia, Hollywood:S/Telling the StoryConference Overview: Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and research centers in Los Angeles, Transmedia, Hollywood will take place on the eve of the annual Society of Cinema & Media Studies conference, the field's most distinguished gathering of film and media scholars and academics, which will be held this year in Los Angeles from March 17 to 21, 2010. By coinciding with SCMS, Transmedia, Hollywood hopes to reach the widest possible scholarly audience and thus create a lasting impact in the field. It will give cinema and media scholars from around the world unprecedented access to top industry professionals and insight into their thinking and practices. Location: USC Cinematic Arts Complex, Los Angeles Conference Summary: Transmedia, Hollywood: S/Telling the Story As audiences followed stories as diverse as Heroes, Lost, Harry Potter, and Matrix, from one format to another--from traditional television series or films into comics, the Web, alternate reality or video games, toys and other merchandise--Hollywood quickly adopted the academic term "transmedia" and began plastering it above office doors to describe this latest cultural phenomenon. This is not to say that convergent culture and transmedia storytelling are new concepts; instead, the emergence of convergence can be traced to the 19th century when a Barnum and Bailey-style mode of entertainment first took hold, maturing in the mid-1950s with Walt Disney's visionary multi-platform, cross-promotional, merchandising extravaganza known as Disneyland. Since then, Hollywood has created countless new transmedia titles, everything from Batman to Star Wars - an evolution only accelerated by the advent of digital convergence. While transmedia, in one way, vindicates the logic of the integrated media conglomerate and activates the synergies long hoped for by the captains of industry in charge of Hollywood's six big media groups, it may also prove to be more than they bargained for. Engaged, "lean-forward" consumers--coveted by advertisers and entertainers alike--are not content simply to watch traditional media but rather, they produce their own videos, remix other people's work, seek out those who share their interests, forging concordances and wiki's, fan fiction, and various forms of interactivity that are still in their infancy and that corporate Hollywood is just beginning to explore. Copyright law, guild rules, and the conventions of audience quantification are frequently operating at cross-purposes with these new, expansive sets of cultural-industrial practices. As the demise of the music industry shows, active audiences and technological advances can create an explosive combination, powerful enough to bring down an entire industry. The entertainment industry wants to embrace this new, active consumer while ensuring its own survival by seeking to recreate familiar rules of what is considered "valuable" and "entertainment" within traditional business models. Transmedia, Hollywood turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.
Topic: Reconfiguring Entertainment The recent news that Disney is buying Marvel Comics has sent shock waves through the entertainment industries as two companies, which have built their fortunes on transmedia experiences but for very different groups of consumers, are being brought together under single ownership. What implications does this merger have for the kinds of entertainment experiences we will be consuming in the next decade? This panel brings together visionaries, people who think deeply about our experiences of play, fun, and entertainment, people whose expertise is rooted in a range of media (games, comics, film, television) to think about the future of entertainment as a concept. Transmedia designers often use the term, "mythologies," to describe the kinds of information rich environment they seek to build up around media franchise and deploy the term, "Bibles," to describe the accumulated plans for the unfolding of that serial narrative. Both of these terms link contemporary entertainment back to a much older tradition. So, are we simply talking about a largely timeless practice of storytelling as it gets relayed through new channels and platforms? Or are we seeing the emergence of new modes of expression, new kinds of experiences, which are only possible within a converged media landscape? What does it mean to have "fun" in the early 21st century and will this concept mean something different a decade from now? In what ways will the desire to produce and consume such experiences reconfigure the entertainment industry or conversely, how will the consolidation of media ownership generate or constrain new forms of popular culture? What models of media production, distribution, and consumption are implied by these future visions of entertainment?
Using a collective intelligence model disguised as play, Alternate reality games, or ARGs, give any individual with a computer a means of problem-solving anything from global warming to the true meaning of the Dharma Institute conspiracy. ARGs also give instant "geek cred" to marketers from stuffy firms like Microsoft and McDonalds tasked with selling consumer goods to the Millennials. Are these elaborate scavenger hunts, which send players down an endless series of rabbit-holes in search of clues, teaching them how to think collectively or are they simply the latest in a long series of promotional tools designed to sell products to tech-savvy consumers? Unlike regular computer games, ARGS engage a multitude of players using a multitude of new technologies and social media formats--sending clues via Web sites, email, or just as likely, by means of an old-fashioned phone booth in some dusty, small town in Texas. For ARG creators, the new entertainment format represents rich, new storytelling opportunities, according to Joe DiNunzio, CEO of 42 Entertainment (AI, Halo 2, Pirates of the Caribbean: Dead Man's Chest). However, for the big six media groups, the primary purpose of ARGs is promotional--a new-fangled way of selling Spielberg's AI (The Beast), WB's Dark Knight, Microsoft's Halo 2 (ilovebee's), or ABC's Lost (The Lost Experience). In other words, are ARGs simply a novel new way for the big six media groups to prompt several million avid fans to start beating the promotional drum on behalf of their favorite movie, TV series, or computer game or do they represent a new way of harnessing revolutionary thinking? In this panel, ARG creators, entertainment think-tank consultants, and media scholars will debate the social vs. commercial utilities associated with this latest form of social engagement. Topic: Designing Transmedia Worlds Transmedia entertainment relies as much on world-building as it does on traditional storytelling. Transmedia practices use the audience's fascination with exploring its richly detailed world (and its attendant mythology) to motivate their activities as they seek out and engage with content which has been dispersed across the media landscape. Recent projects, such as Cloverfield, True Blood, and District 9, have relied on transmedia strategies to generate audience interest in previously unknown fictional universes, often combining promotional and expositional functions. Derek Johnson has argued that these fictional worlds are "over-designed," involving much greater details in their conceptual phase than can be exploited through a single film or television series. This "overdesign" emergences through new kinds of collaborations between artists working both for the "mother ship," the primary franchise, and those working on media extensions, whether games, websites, "viral" videos, even park benches. In this new system, art directors and script writers end up working together in new ways as they build up credible worlds and manage complex continuities of information. What does it mean to talk about fictional worlds? How has this altered the processes behind conceptualizing, producing, and promoting media texts? What new skills are emerging as production people learn to introduce, refine, and expand these worlds through each installment of serial media texts? And how do they manage audience expectations that they will continue to learn something more about the world in each new text they consume? What does each media platform contribute to the exploration and elaboration of such worlds?
Most Hollywood marketing campaigns remain overly reliant on expensive broadcast television commercials to reach a large cross-section of the audience despite growing evidence that avid fans are capable of generating powerful word of mouth. In the decade since The Blair Witch Project's website became a model for engaging a core audience by creating awareness online, a new generation of marketing executives has emerged, challenging the effectiveness of top-down strategies and advocating "bottom-up," social media marketing. By fusing storytelling and marketing--ranging from ABC's low-tech, user-generated aesthetic in "Lost Untangled" to Crispin, Porter + Bogusky's polished, eye-candy approach to selling Sprite in its "sublymonal advertising" campaign--this next generation of web marketers has upended previous notions about where content ends and the ad begins. Having grown up reading Watchman comics, playing Sims, and surfing the Web for like-minded members of their consumer tribe, these new media professionals come armed with the knowledge of what it means to be a fan; as a result, they are refashioning the processes and structures that inform the relationship between audience members and the culture industry--forcing today's media conglomerates to adapt to the new realities of the cultural-industrial complex while also ensuring their own survival. Gen-Y consumers' sophisticated understanding of, but less contentious relationship with brand marketing, invites today's media marketers to embrace a revolutionary mode of selling that may impact copyright law, guild agreements, professional standards, and the global labor market. What is the future of entertainment? Will the Internet be run by top-down mid-media corporate owners or bottom-up Web-bloggers or some yet to be realized combination of both? Speakers include:
Danny Bilson, THQ (The Rocketeer, Medal of Honor, The Flash, The Sentinel) Emmanuelle Borde, Senior Vice-President, Digital Marketing, Sony Imageworks Interactive (her award-winning team of marketers, designers, producers and technologists have developed thousands of websites and digital campaigns for Sony Worldwide products, including Spider-man, 2012, Crouching Tiger/Hidden Dragon, etc.) David Bisbin, Art Director/Production Designer (Twilight, New Moon, The Day the Earth Stood Still, Drug Store Cowboy) Will Brooker, Associate Professor, Kingston University, UK. (selected publications: Star Wars [2009]; Alice's Adventures: Lewis Carroll in Popular Culture [2005]; The Bladerunner Experience [2006];Using the Force [2003]; Batman Unmasked [2001] John Caldwell, Professor, UCLA Department of Film, TV, Digital Media (selected publications: Production Studies: Cultural Studies of Film/Television Work Worlds [ 2009]; Production Culture: Industrial Reflexivity and Critical Practice in Film/Television [2008]; New Media: Theories and Practices of Digitextuality, [ 2003]; Televisuality: Style, Crisis, and Authority in American Television, (1995) Alan Friel, Partner, Wildman Harrold & Associates John Hegeman, Chief Marketing Office, New Regency Productions (spearheaded marketing campaigns for: Saw 1 & 2, Crash at Lionsgate; The Blair Witch Project at Artisan, etc.) Mimi Ito, Associate Researcher, University of California Humanities Research Institute (Engineering Play: A Cultural History of Children's Software; Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning With New Media; Personal, Portable, Pedestrian: Mobile Phones in Japanese Life) Derek Johnson, Assistant Professor, University of North Texas
Richard Lemarchand, Lead Designer, Naughty Dog Software (Uncharted: Drake's Fortune; Uncharted 2: Among Thieves)
Roberta Pearson, Professor, University of Nottingham (selected publications: Reading Lost [2009]; Cult Television [2004]; The Many Lives of Batman: Critical Approaches [1991], etc.) Steve Peters and Maureen McHugh, Founding Partners, No Mimes Media (recent credits include: Watchmen, The Dark Knight, Nine Inch Nails, Pirates of the Caribbean II) Nils Peyron, Executive Vice President and Managing Partner, Blind Winks Productions Louisa Stein, Head of TV/Film Critical Studies Program, San Diego State University (Limits: New Media, Genre and Fan Texts; Watching Teen TV: Text and Culture) Jonathan Taplin, Professor, Annenberg School For Communication and Journalism, University of Southern California; CEO, Intertainer. John Underkoffler , Oblong, G-Speak (technical advisor for Iron Man, Aeon Flux, Hulk, "Taken", and Minority Report). Steve Wax, Managing Partner, Campfire (Northern Lights, The Little Sister, Unmade Beds) Jordan Weisman, Founder, Smith & Tinker (Credits include: The Beast, I Love Bees, Year Zero) Admission is free to Students and Academics, $25 for general public. Register now at: http://www2.tft.ucla.edu/RSVP/ Watch this space for more information. . January 9, 2010
Fandom, Participatory Culture, and Web 2.0 -- A SyllabusI'm back at my desk after what was far too short a break! MIT gave us all of January off to focus on our own research as well as to participate in their Independent Activities Period. USC's semester starts, gulp, today, so my rhythms felt all wrong through late December and early January. But here we are -- once more into the breech. Today, I am going to be teaching the first session of a graduate seminar on "Fandom, Participatory Culture, and Web 2.0," and so I wanted to share the syllabus with my readers here, given the level of unexpected interest I received when I posted my syllabi last fall for the Transmedia Storytelling and Entertainment and New Media Literacies classes. I am in a very happy place right now with my teaching -- starting over at USC is freeing me to form new kinds of classes which grow more from my own research interests rather than the institutional needs of sustaining an under-staffed program. I am thus developing classes around key concepts in my own work which are allowing me to introduce myself and my thinking to this new community. Surprisingly, given how central the study of fans has been to the trajectory of my research from graduate school forward, this is the first time I have ever taught a full class around this topic. There are many ways you could conceptualize such a subject. A key choice I faced was between a course on fan culture, which would be centrally about what fans do and think, and a course in fan studies, which would map the emergence of and influence of a new academic field focused on the study of fandom and other forms of participatory culture. On the undergraduate level, I would have taken the first approach but on the graduate level, I opted for the second -- trying to map the evolution of a field of research centered around the study of fan communities and showing how it has spoken to a broader range of debates in media and cultural studies over the past two decades. As you will see, teaching a course right now, I found it impossible to separate out the discussion of fan culture from contemporary debates about web 2.0 and so I made that problematic, contradictory, and evolving relationship a key theme for the students to investigate. Do not misunderstand me -- I am not assuming an easy match between the three terms in my title. The shifting relations between those three terms is a central concern in the class. I think it speaks to the richness of the space of fan research that I have included as many works as I have and I still feel inadequate because it is easy to identify gaps and omissions here -- key writers (many of them friends, some of them readers of this blog) that I could not include. Some of the topics I am focusing on are over-crowded with research and some are just emerging. I opted to cover a broader range of topics rather than focusing only on works which are canonical to the space of fan studies. All I can say is that I am sorry about the gaps but rest assured that this other work will surface in class discussion and no doubt play key roles in student papers. I am hoping that in publishing this syllabus here, I can introduce some of the lesser known texts here (as well as the overall framework) to others teaching classes in this area and to researchers around the world who often write me trying to identify work on fan cultures. I'd love to hear from either groups here and happy to share more of what you are doing. Regular readers may anticipate more posts this semester in the fan studies space, just as last term saw more posts on transmedia topics. COMM 620 Speaking at South by Southwest several years ago, I joked that "Web 2.0 was fandom without the stigma." By this, I meant that sites like YouTube, Flickr, Second Life, and Wikipedia have made visible a set of cultural practices and logics that had been taking root within fandom over the past hundred-plus years, expanding their cultural influence by broadening and diversifying participation. In many ways, these practices have been encoded into the business models shaping so-called Web 2.0 companies, which have in turn made them far more mainstream, have increased their visibility, and have incorporated them into commercial production and marketing practices. The result has been a blurring between the grassroots practices I call participatory culture and the commercial practices being called Web 2.0. Fans have become some of the sharpest critics of Web 2.0, asking a series of important questions about how these companies operate, how they generate value for their participants, and what expectations participants should have around the content they provide and the social networks they entrust to these companies. Given this trajectory, a familiarity with fandom may provide an important key for understanding many new forms of cultural production and participation and, more generally, the logic through which social networks operate. So, to define our three terms, at least provisionally, fandom refers to the social structures and cultural practices created by the most passionately engaged consumers of mass media properties; participatory culture refers more broadly to any kind of cultural production which starts at the grassroots level and which is open to broad participation; and Web 2.0 is a business model that sustains many web-based projects that rely on principles such as user-creation and moderation, social networking, and "crowdsourcing." That said, the debates about Web 2.0 are only the most recent set of issues in cultural and media studies which have been shaped by the emergence of a field of research focused on fans and fandom. Fan studies:
This course will be structured around an investigation of the contribution of fan studies to cultural theory, framing each class session around a key debate and mixing writing explicitly about fans with other work asking questions about cultural change and the politics of everyday life. By the end of the course, students will be able to:
Assignments:
Books:
Recommended Reading: DAY 2 Recommended Reading: DAY 3 Recommended Reading: DAY 4 DAY 5 Recommended Reading: DAY 6 Recommended Reading: DAY 7 Recommended Reading: DAY 8 DAY 9 Recommended Reading: DAY 10 DAY 11 DAY 12 Recommended Reading: DAY 13 DAY 14 DAY 15 December 14, 2009
Harry Potter: The Exhibition, or what Location Entertainment Adds to a Transmedia FranchiseWhile in Cambridge for the Futures of Entertainment conference, my wife and I stopped over at the Boston Museum of Science which is currently playing host to Harry Potter: The Exhibition. We had both attended a fascinating presentation about the design and development of this exhibit during last Summer's Azkatraz convention in San Francisco and so we had high anticipations for the show and were not disappointed. If you live anywhere near Boston, you should definitely try to make it there for the exhibit which runs through Feb. 21. The exhibit is pricy since you have to pay a fee above and beyond the price of admission to the museum itself, but we found it more than worth it. Since my head was still filled with thoughts from two days of conversations about transmedia entertainment, the exhibit gave me some chances to reflect upon what location based entertainment can contribute to a larger cross-media franchise. Throughout, I will be making reference to some of the principles I introduced in my "The Revenge of the Oragami Unicorn" posts, so if you missed them, you may want to pause now and catch up. We'll wait up for you. First, we might think of the exhibit as an example of immersion. That is, from the very start, we are encouraged to enter into J.K. Rowling's universe as manifest in the feature film franchise. Before we enter the exhibit, one or two children are asked to step up, put on the sorting hat, and get placed into the proper "house." The museum has lovingly recreated some of the key settings, filled them with costumes and props, and thus offer us a chance to tour the fictional environment. We can, for example, enter into Hagrid's Hut and even sit in his giant chair which dwarfs even the adults in the party, or we can enter the Great Hall as it is decorated for one or another of the festive ocassions depicted in the story. The designers went to some length to minimize the number of glass cases we have to look through, prefering to situate props and costumes in their "natural" settings, such as the Gryfindor Boys Dormatory or a Quiddich Trophy Room. Some of the professor figures -- such as Lockhart or Umbridge -- get represented through their living quarters. We see the life size self portrait of Lockhart or experience directly the pink monstrosity, complete with mewing cat plates, which is Umbridge's personal quarters. As we enter and exit the exhibit, we must pass the interactive portraits which figure so strongly in the films and our entrance also takes us past the railroad car that the students take from Paddington Station to Hogwarts School. Often, a sense of being embedded in the world gets created by scale as we find the dementors towering above us when we meet Voldemort and his minions or when we see how much larger than lifesize Hagard's costumes are. There was something magical about the time spent inside the exhibition precisely because it felt as if we had left Boston and entered into the territory of the imagination. Everything was familiar because we knew them so well from the books and films so this sense of immersion was a kind of homecoming. As may already be suggested from the above, the exhibit focuses primarily around the Harry Potter books and films as a world rather than as a story. We can imagine, for example, a trip which took us through a series of vignettes which lay out the memorable moments from the narrative as a series of spectacular spaces. To a large degree, this sense of transforming events into spaces would characterize many of the earliest exhibits in Fantasyland at the Disney Theme Parks -- the Peter Pan or Snow White rides come to mind as the most obvious examples of this process. And something similar occurs often when films are adopted into video games. After all, games, amusement parks, and museums are organized spatially and our primary experience is a movement through compelling landscapes, but what gets represented in those spaces may have strong or weak narrative hooks. I will bow here before the ludologists who would argue that such spaces are not narratives -- yet we may see them as evoking familiar narratives, as part of a storytelling system, as alternative ways we experience exposition which alters our relationship to the more overtly narrative manifestations of the franchise. There are some examples in the Harry Potter exhibition which point to very specific moments in the films -- for example, there's an arrangement of the costumes which the primary characters wore to the Yule Ball which unmistakingly refers to specific events. But most of what is showcased here are recurring elements from the fictional world, scenes which appeared across multiple books or films, even if they are more central to some installments than others. There is a sense of the passing of time contributed by some exhibits which juxtapose the costumes worn by the primary characters over time, allowing us to watch the characters grow up across the series. The exhibit rewards our sense of fan mastery, both by allowing us to recognize and place for ourselves various costumes and props, thanks to relatively nonintrusive signage. It allows us to examine each artifact closely and often gain new insights into the characters, as we learn by studying Lockhart's exams and realizing that they ask about nothing other than the teacher's own exploits, or scanning the wrappers of the candies or the covers of the textbooks to see details which never really were visible on the screen but help to flesh out the world of the story. This is often what is meant when tourists comment on the attention to detail -- not simply that we get every detail we expect to see there but that looking more closely teaches us things about the world we would not know from consuming the other media manifestations of the franchise. So, we might see this attention to detail as part of the drillability Jason Mittell has described as a property of complex narrative systems. There was some tension here between the desire to immerse us in a fictional realm and the desire to provide the kinds of annotation and background we anticipate from a museum experience. There are thus video monitors at various points throughout the exhibit, creating a sense of hypermediacy (see Bolter and Grusin's Remediations). These videos offer us just in time glimpses into key scenes from the films which are evoked by the costumes, props, and settings on display. In some ways, seeing the film footage alongside the costume deepened our sense of immersion, while in other senses, it pulled us out of the suspension of disbelief since these monitors had little to do with the world of Hogwarts and everything to do with our experiences as museum goers. A greater sense of disjunction was created for me by the experience of taking the audio tour where key production people comment on and provide background on the design choices which went into the construction of these costumes and props. After all, the only justification for this exhibit occupying space in a Museum of Science, other than because of its crowd appeal, has to do with showcasing the technical skills and industrial design which went into the production. We might think of the audio tour as something like a director's commentary on the film world -- except that I always find it hard to listen to the director's commentary and remain absorbed in the fiction at the same time. In the case of a DVD, they represent different kinds of experiences, different modes of interpretation. Yet walking through the immersive exhibit space and listening to the audio tour invited us to think about what we see as real (through suspension of disbelief) and constructed (through our behind the scenes perspective). In some cases, the information provided was illuminating, inviting us to look closely at the costumes as personifying different aspects of the character's personalities, or explaining why lifesize models were created for some of the mythological creatures, like the Horntail dragon. But it always competed with the fantasy I was constructing in my head about getting to visit Hogwarts and its grounds. This is not a challenge that faces amusement park designers, for example, who are able to simply allow us to immerse ourselves in an entertaining fantasy without feeling compelled to offer educational background. The exhibit clearly functioned as a cultural attractor -- creating a shared space for Harry Potter fans to gather and have common experiences. I found myself engaged in conversations with many of the other patrons in ways I would have been reluctant to do at an art museum, say, or at the science museum in its normal mode. We had a common relationship to this fiction and in one way or another, we were fans. The exhibit also was a cultural activator, giving us some things to do -- get sorted upon entrance (if you are lucky enough to get picked), rip up a mandrake root and watch it squirm, through a quiddich ball through a hoop, and so forth. But many of us came into the museum with our own fantasy investments as well. For example, I strongly identify with the Ravenclaw House and its most famous character, Luna Lovegood. I have been "sorted" through a variety of mechanisms through the years and always end up getting placed in Ravenclaw. Over time, I've discovered many of my closest friends in Harry Potter fandom are also self-identified Ravenclaw, which put us in a minority within the fandom, which veers towards Slytherin (and Snape/Malfoy fans) or Griffyndor (with Harry and friends). Indeed, of the two children being sorted on my tour, both had proclaimed fantasies about being Gryffindor, and were so sorted. Because of this identification, though, I found myself increasingly annoyed that my house was under-represented in the exhibit -- most blatantly in an area which shows the uniforms of three of the four Quiddich team captains, but makes no mention of the Ravenclaw captain. I suppose even in fantasy you can't be an intellectual and a jock at the same time. :-{ We could accept that Luna is a sufficiently secondary character that she would not necessarily be represented but many of the other secondary characters on the same level of obscurity do find at least token acknowledgement here. The "houses" are so central to fan identifications within the Harry Potter world that it strikes me as odd that one house would be so totally neglected -- except for occassional banners -- and it suggests to me the one major misfire in an otherwise respectfully and lovingly created exhibit. Next time: Transmedia for Social Change December 12, 2009
Revenge of the Origami Unicorn: The Remaining Four Principles of Transmedia Storytelling
These two concepts refer to the perceived relationship between the transmedia fiction and our everyday experiences. At the Studio Ghibli Museum outside of Tokyo, there's a fascinating exhibition on the history of motion pictures. Much of what is there could have been in a western museum on the same topic - various motion toys designed to capture and exploit the persistence of vision. Yet, there are also panorama boxes - little minature worlds which you have to kneel down to look inside, worlds constructed of plastic figurines in front of cellophane backdrops. On the wall, there's a quote from animator Hayao Miyazki, who explains, "just as people wished to make pictures move, they wished to look inside a different world. They yearned to enter a story or travel to a faraway land. They longed to see the future of the landscapes of the past. The panorama box with no moving parts was made much earlier than the Zoetrope." Miyazki is making the case, then, that immersion - the ability of consumers to enter into fictional worlds - was the driving force behind the creation of cinema and has fueled the development of many subsequent media. It is certainly not hard to move from the microworlds constructed in the panorama boxes to the microworlds created for contemporary video games. But if we step outside the museum proper and into the gift shop, we see another principle at play. Here, one can buy tiny figures and massive models of key characters, props, and settings from Miyazki's films, or we can buy props and costumes which can become resoures for Cosplay. Ian Condry has made the case that the toy industry in Japan and its need for extractable elements has dramatically shaped the development of anime and manga. In immersion, then, the consumer enters into the world of the story, while in extractability, the fan takes aspects of the story away with them as resources they deploy in the spaces of their everyday life. Again, neither principle is new: just as we had panorama boxes in Japan, the movie palaces which sprung up in the United States in the 1920s were instruments of immersion, offering fantastical environments within which to watch movies which were themselves often exploring exotic or faraway worlds, and we might extend immersion to include more contemporary amusement parks, such as the soon to open theme park that seeks to reconstruct the world of Harry Potter or the Dubai based theme park focused around Marvel superheroes to open in 2012 (assuming either Dubai or the world doesn't end before then). On the other end of the spectrum, we can see early examples of extractable content growing up around Felix the Cat, Mickey Mouse, Buster Brown, or Charlie Chaplin, to cite a few examples, even around Nanook of the North (which helped to introduce the Eskimo Pie to the American buying public). 4. Worldbuilding. In Convergence Culture, I quoted an unnamed screenwriter who discussed how Hollywood's priorities had shifted in the course of his career: "When I first started you would pitch a story because without a good story, you didn't really have a film. Later, once sequels started to take off, you pitched a character because a good character could support multiple stories. and now, you pitch a world because a world can support multiple characters and multiple stories across multiple media." This focus on world building has a long history in science fiction, where writers such as Cordwainer Smith constructed interconnecting worlds which link together stories scattered across publications. We can point towards someone like L. Frank Baum, author of the Wizard of Oz books, as someone who had a deep investment in this concept of the author as world builder. For most of us today, The Wizard of Oz is a story - really reduced to a single book from the twenty or so Baum wrote and from there, to only those characters and plot elements that appeared in the MGM musical. Baum would have understood Oz as a world and indeed, he presented himself as the "geographer" of Oz, giving a series of mock travelogue lectures, where he showed slides and short films, which illustrated different places within Oz and hinted at the events which had occurred there. Oz as a place got elaborated not simply through the books but also through comic strip series (recently reprinted), stage musicals, and films, each of which added new places and characters to the overall mix. Some of the Oz books were novelizations and elaborations of stories introduced through these other media. And consistently, the logic of these stories were focused on journeys and travel, so that the Oz franchise was constantly uncovering more parts of the fictional world. This concept of world building is closely linked to what Janet Murray has called the "encyclopedic" impulse behind contemporary interactive fictions - the desire of audiences to map and master as much as they can know about such universes, often through the production of charts, maps, and concordances. Consider, for example, this map of the character relations which have unfolded in the X-Men universe over the past 40 plus years and compare it to the complex social dynamics ascribed to the great Russian novels, such as Tolstoi's War and Peace or Anna Karenina. Pushing back even earlier, we can see this world building impulse at work in something like the Sistine Chapel Ceiling Murals, which seek to stitch together characters and stories from across many different parts of the Bible into a single coherent representation. The concept of world building seems closely linked to the earlier principles of immersion and extractability since they both represent ways for consumers to engage more directly with the worlds represented in the narratives, treating them as real spaces which intersect in some way with our own lived realities. Witness the production of travel posters for fictional locations, for example. Many transmedia extensions can be understood as doing something similar to Baum's travel lectures as offering us a guided tour of the fictional setting, literally in the case of a real estate site created around Melrose Place, or simply flesh out our understanding of the institutions and practices. Increasingly, transmedia producers are creating the media which exists in the fictional world as a way of understanding its own logic, practices, and institutions - so we see, for example, the production of fictional pirate comics within Alan Moore's original Watchmen graphic novels to show us the fantasies of a world where superheroes are a reality, or the newscasts created around the film version of Watchmen, which help us to understand the altered history created by the superhero's intervention into 20th century events. These extensions may take physical forms, as in the park benches for District 9, which helped us to experience the segregation between humans and aliens. They might include mock advertising campaigns, such as those for Tru-Blood, or political posters, such as those created in support of alien rights in District 9 or vampire rights in True Blood. And they might extend to the production of fictional media franchises and fandoms, such as Jesse Alexander has created for Sargasso Planet in his upcoming Day One miniseries.
We might understand how serials work by falling back on a classic film studies distinction between story and plot. The story refers to our mental construction of what happened which can be formed only after we have absorbed all of the available chunks of information. The plot refers to the sequence through which those bits of information have been made available to us. A serial, then, creates meaningful and compelling story chunks and then disperses the full story across multiple installments. The cliff-hanger represents an archtypical moment of rupture where one text ends and closure where one text bleeds into the next, creating a strong enigma which drives the reader to continue to consume the story even though our satisfaction has been deferred while we await the next installment. We can think of transmedia storytelling then as a hyperbolic version of the serial, where the chunks of meaningful and engaging story information have been dispersed not simply across multiple segments within the same medium, but rather across multiple media systems. There still is a lot we don't know about what will motivate consumers to seek out those other bits of information about the unfolding story - ie. What would constitute the cliffhanger in a transmedia narrative - and we still know little about how much explicit instruction they need to know these other elements exist or where to look for them. As we work on these problems, there is a great deal we can learn by studying classic serial forms of fiction, such as the serial publication of novels or the unfolding of chapters in movie serials or even in comic book series. Early writing on transmedia (mine included) may have made too much of the nonlinear nature of the transmedia entertainment experience, suggesting that the parts could be consumed within any order. Increasingly, we are seeing companies deploy very different content and strategies in the build up to the launch of the "mother ship" of the franchise than while the series is on the air or after the main text has completed its cycle. So there's work to be done to understand the sequencing of transmedia components and whether, in fact, it really does work to consume them in any order. We are, however, seeing some very elaborate plays with time lines and seriality occurring as the stories of television series such as Buffy the Vampire Slayer, Firefly, or Supernatural extend into comics, or consider the ways that each of the Battlestar Galactica films has added some new chunk to the timeline of that particular universe. 6. Subjectivity Transmedia extensions, then, may focus on unexplored dimensions of the fictional world, as happens when Star Wars games pick up on particular groups - such as the bounty hunters or podracers - and expands upon what was depicted in the films. Transmedia extensions may broaden the timeline of the aired material, as happens when we rely on comics to fill in back story or play out the long term ramifications of the depicted events (see for example the use of animation in the build up to The Dark Knight or The Matrix Reloaded). A third function of transmedia extensions may be to show us the experiences and perspectives of secondary characters. These functions may be combined as they were with the Heroes webcomics, which provided backstories and insights into the large cast of characters as the series was being launched. These kinds of extensions tap into longstanding readers interest in comparing and contrasting multiple subjective experiences of the same fictional events. We may learn a good deal about this aspect of transmedia by looking at the tradition of epistolary novels. Works like Robinson Crusoe, Pamela, or Dracula, constructed fictional diaries, letters, even transcripts. While they are contained within a single binder, they can be described as transmedia works insofar as they imitate multiple genres, including both manuscript and print forms of prose, and thus invite us to construct the fictional reality from these fragments. Typically, the author constructed himself or herself as having found these documents rather than constructed them, much as ARGs often refuse to acknowledge that they are games or works like The Blair Witch Project or Paranormal Activity pretend to be constructed from found footage. As we read such works, we are encouraged to be aware of who is writing and who they are writing for, thus using the letters or diaries to help further construct the relationships between characters. Something similar occurs when we look at the mock websites constructed around transmedia fictions - for example, District 9 was accompanied by a website for an alien rights organization which directly challenges some of the claims made by the government characters in the film and in some cases, we are seeing mock government propaganda footage as it is being "read against the grain" by these resistant organizations, thus creating a layered subjectivity. If Ghost Whispererr, the television series, is about a human woman who speaks with ghost, the webisode series, "The Other Side," shares the perspective of ghost who speak to human women. The promoters of 2012 recently sparked controversy when they created a mock educational website that while clearly marked as tied to a fictional film represented "scientific" perspectives on why the world was ending, a site which provoked responses from NASA who were concerned that it might be misleading the public about actual scientific thoughts and theories about the state of the universe. This focus on multiple subjectivities is giving rise to the use of Twitter as a platform through which fans (Mad Men) or authors (Valmont) can elaborate on the secondary characters and their responses to events represented in the primary text. We even saw this focus on multiple subjectivities extend into reality television this season when Project Runway, which focuses on the designers, added a second series, which focused on the same events as experienced by "The Models of the Runway." Transmedia texts often rely on secondary characters because it is too costly to bring the primary actors over to work in lower yield media like mobisodes and webisodes. Yet, we have a lot to learn about how to turn this into a strength by exploiting the audience's desire to see through more than one set of eyes. Battlestar Galactica's webisode series, "The Face of the Enemy," showed some of this potential in focusing around Felix Gaeta, a previously marginalized figure on the series, and creating interest as they lead into a season where he was going to play a much more central role; the episodes fleshed out his backstory, explored his motivations, and hinted at some of the future developments, all within a short and largely self-contained storyline. 7. Performance In Convergence Culture, I introduced two related concepts - cultural attractors (a phrase borrowed from Pierre Levy) and cultural activators. Cultural attractors draw together a community of people who share common interests - even if it is simply the common interest in figuring out who is going to get booted from the island next. Cultural activators give that community something to do. My classic example would be the map flashed in short bursts in the second season of Lost. Hardcore fans were motivated to create their own screengrabs, share them online, construct their own maps, and try to decipher the cryptic text and figure out how it related to the depicted events. Increasingly, producers are being asked to think about what fans are going to do with their series and to design in spaces for their active participation. Sharon Marie Ross discusses these as invitational strategies, suggesting that these can be explicit (as in the appeals to vote on So You Think You Can Dance) or implicit (as in the depiction inside the series of fans in The O.C. or mobile social networks in Gossip Girl.) But even without those invitations, fans are going to be actively identifying sites of potential performance in and around the transmedia narrative where they can make their own contributions. Indeed, much of the discussion at Futures of Entertainment this year centered around various ways that producers were engaging with these fans, supporting, "harvesting," or shutting down their own creative contributions. In my original talk, I refer to "fan performance" but it was pointed out through these discussions that producers are also "performing" their relationship to both the text and the audience through their presence online or through director's commentary. We typically think of these director commentaries as "nonfiction" or "documentary" breaking down the fiction to show us the behind the scenes production process, yet some authors - Ron Moore in the case of Battlestar Galactica or JMS in the case of Babylon 5 - deploy these platforms to expand our understanding of the fictional worlds, the characters, and depicted events, suggesting that they may also be understood as an expansion of the narrative and not simply an exposition on its conditions of production. As Louisa Stein noted at the conference, there's still much to be explored as we expand the discourse of transmedia entertainment to engage more fully with issues being raised by those working in the fan studies tradition. I can't fully elaborate on these issues now, but in the talk, I simply pointed to some examples of these fan-made extensions, such as the performance videos on YouTube where fans re-enact or lip sinc musical numbers from Glee which Alex Leavitt discussed on the Convergence Culture Consortium blog recently, or The Hunt for Gollum, a fan constructed extension of Peter Jackson's Lord of the Rings movies, or Star Wars Uncut, where each fan is allowed to reconstruct a single shot from the George Lucas film, which no unfolds through a giddy array of representational strategies (claymation, lego, drag queens, manipulated or re-enacted footage). I also suggested that we can understand transmedia activism, such as that illustrated by the HP Alliance, which deploys themes, characters, and situations from the J.K. Rowling narratives to motivate real world social change, as a logical extension both of performance and of the tension between extractability and immersion. All of these represent unauthorized forms of extension which are not directly acknowledged in the primary text. Yet, a central theme running through the conference centered on how these fan productions and performances might feed back into the creation of the commercial transmedia franchise itself, with Purefold being held up as an emerging model which deploys crowdsourcing and Creative Commons liscensing to encourage viewer contributions to thinking through future directions in the series. So there you have them - seven core principles of transmedia storytelling. Is this an exhaustive list? Probably not. Some of them weren't even fully on my radar at the start of the semester. These represent insights into the various transmedia experiments we've seen so far. Some of these have drawn a good deal of critical attention, while others represent new and unexplored spaces. Most point to ways that transmedia connects to historic cultural practices and thus can draw insights from historical and critical writing on those practices. Most point to ways that the study of transmedia narrative needs to reconnect with the study of commercial industries and fan communities if we are to really understand the dynamic being created by these interventions. And most of them point to new spaces for creative experimentation. If you are enjoying this discussion of transmedia, stay tuned. More is coming next week including some previews of the work we are doing on transmedia activism. For now, you can check out two more of the sessions from Futures of Entertainment 4 which deal with transmedia issues.
Case Study: Transmedia Design and Conceptualization - The Making of Purefold
December 12, 2009
The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling (Well, Two Actually. Five More on Friday)Across the next two weeks, we will be rolling out the webcast versions of the sessions we hosted during the recent Futures of Entertainment 4 conference held last month at MIT. (see Monday's post for the session on Grant McCracken's Chief Culture Officer). Many of the conference sessions were focused around the concept of transmedia entertainment. The team asked me to deliver some opening remarks at the conference which updated my own thinking about transmedia and introduced some basic vocabulary which might guide the discussion. My remarks were largely off the cuff in response to power point slides, but I am making an effort here to capture the key concepts in writing for the first time. You can watch the recording of the actual presentation here and/or read along with this text.
Revenge of the Oragami Unicorn: Seven Core Concepts of Transmedia Storytelling
I first introduced my concept of transmedia storytelling in my Technology Review column in 2003 and elaborated upon it through the "Searching for the Oragami Unicorn: The Matrix and Transmedia Storytelling" chapter in Convergence Culture. For me, the origami unicorn has remained emblematic of the core principles shaping my understanding of transmedia storytelling, a kind of patron saint for what has emerged as increasing passionate and motivated community of artists, storytellers, brands, game designers, and critics/scholars, for whom transmedia has emerged as a driving cause in their creative and intellectual lives. We all have somewhat different definitions of transmedia storytelling and indeed, we don't even agree on the same term - with Frank Rose talking about "Deep Media" and Christy Dena talking about "Cross-media." As Frank has put it, same elephant, different blind men. We are all groping to grasp a significant shift in the underlying logic of commercial entertainment, one which has both commercial and aesthetic potentials we are still trying to understand, one which has to do with the interplay between different media systems and delivery platforms (and of course different media audiences and modes of engagement.) Whatever we call it, transmedia entertainment is increasingly prominent in our conversations about how media operates in a digital era - from recent books (such as Jonathon Gray's Show Sold Seperately: Promos, Spoilers, and Other Media Paratexts and Chuck Tryon's Reinventing Cinema: Movies in the Age of Media Convergence) to dedicated websites (such as the Narrative Design Exploratorium which has been running a great series of interviews with transmedia designers and storytellers) and websites created by transmedia producers, such as Jeff Gomez, to explain the concept to their clients. We are seeing senior statesmen across multiple disciplines - from David Bordwell in film studies to Don Norman in design research - weigh in on the aesthetics and design of transmedia experiences. All of this influx of new interest invites us to pull back and lay out some core principles that might shape our development or analysis of transmedia narrative and to revise some of our earlier formulations of this topic. Six years ago, fans and critics were shocked at the idea of transmedia as they first encountered what the Wachowski Brothers were doing around The Matrix. Now, there is almost a transmedia expectation, as occurred when fans of Flash Forward complained recently because the series introduced a Url on the air and then only provided impoverished extensions to those fans who tracked down the link. Have we reached the point where media franchises are going to be judged harshly if they do not sustain our hunger for transmedia content? Let me start with the following definition of transmedia storytelling as an operating principle: "Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes its own unique contribution to the unfolding of the story." Some of what I will say here will complicate this conception of a "unified and coordinated entertainment experience," as we factor in the unauthorized, grassroots expansion of the text by fans or consider the ways that franchises might value diversity over coherence in their exploration of fictional worlds. We should be clear that narrative represents simply one kind of transmedia logic which is shaping the contemporary entertainment realm. We might identify a range of others - including branding, spectacle, performance, games, perhaps others - which can operate either independently or may be combined within any given entertainment experience. During the conference, Nancy Baym asked us to think about when and how music has gone transmedia. We struggled to come up with examples - everyone of course immediately latched onto the ARG created around the Nine Inch Nails; I proposed the Comic Book Tatoo where artists and writers used Tori Amos songs as their inspiration. The question looks different, though, if we ask about transmedia performance, because most contemporary musical artists perform across multiple media - minimally live and recorded performance, but also video and social network sites and twitter and... We might also draw a distinction between transmedia storytelling and transmedia branding, though these can also be closely intertwined. So, we can see something like Dark Lord: The Rise of Darth Vader as a extension of the transmedia narrative that has grown up around Star Wars because it provides back story and insights into a central character in that saga. (Thanks to Geoffrey Long for this example) By comparison, a Star Wars breakfast cereal may enhance the franchise's branding but it may have limited contribution to make to our understanding of the narrative or the world of the story. The idea that Storm Troopers might be made of sugar sweet marshmellow bits probably contradicts rather than enhances the continuity and coherence of the fictional world George Lucas was creating. Where does this leave the Star Wars action figures? Well, they represent resources where players can expand their understanding of the fictional world through their play. Minimally, they enhance transmedia play, but in so far as coherent stories emerge through this play, they may also contribute to the expansion of the transmedia story. And indeed, writers like Will Brooker and Jonathon Gray have made compelling arguments for the specific ways these toys expanded or reshaped the transmedia narrative, adding, for example, to the mystique around Boba Fett. While we are making distinctions, we need to distinguish between adaptation, which reproduces the original narrative with minimum changes into a new medium and is essentially redundant to the original work, and extension, which expands our understanding of the original by introducing new elements into the fiction. Of course, this is a matter of degree - since any good adaptation contributes new insights into our understanding of the work and makes additions or omissions which reshape the story in significant ways. But, I think we can agree that Lawrence Olivier's Hamlet is an adaptation, while Tom Stoppard's Rosencranz & Guildenstern Are Dead expands Shakespeare's original narrative through its refocalization around secondary characters from the play. My own early writing about transmedia may have over-emphasized the "newness" of these developments, excited as I was to see how digital media was extending the potential for entertainment companies to deliver content around their franchises. Yet, Derrick Johnson has made strong arguments that the current transmedia moment needs to be understood in relation to a much longer history of different strategies for structuring and deploying media franchises. Indeed, when I head to University of Southern California each morning to teach, I am given a forceful reminder of these earlier stages in the evolution of transmedia entertainment in the form of a giant statue of Felix the Cat which has sat atop a local car dealership since the 1920s and has become a beloved Los Angeles landmark. Felix, as Donald Crafton, has shown us was a transmedia personality, whose exploits moved across the animated screen and comics to become the focus of popular music and merchandising, and he was one of the first personalities to get broadcast on network American television. We might well distinguish Felix as a character who is extracted from any specific narrative context (given each of his cartoons is self-contained and episodic) as opposed to a modern transmedia figure who carries with him or her the timeline and the world depicted on the "mother ship," the primary work which anchors the franchise. As I move through this argument, I will connect transmedia to earlier historical practices, trying to identify similarities and differences along the way. 1. Spreadability vs. Drillability "Perhaps we need a different metaphor to describe viewer engagement with narrative complexity. We might think of such programs as drillable rather than spreadable. They encourage a mode of forensic fandom that encourages viewers to dig deeper, probing beneath the surface to understand the compleity of a sotry and its telling. Such programs create magnets for engagement, drawing viewers into the storyworlds and urging them to drill down to discover more...The opposition between spreadable and drillable shouldn't be thought of as a hierarchy, but rather as opposing vectors of cultural engagement. Spreadable media encourages horizontal ripples, accumulating eyeballs without necessarily encouraging more long-term engagement. Drillable media typically engage far fewer people, but occupy more of their time and energies in a vertical descent into a text's complexities."
Yet, Mittell invites us to think of a world where many of us are constantly scanning for media franchises that interest us and they drilling down deeper once we find a fiction that captures our imagination. Both potentials may be built into the same transmedia franchise, yet they represent, as he suggests, different dimensions of the experience, and there may well be cases where a franchise sustains spreadability without offering any real depth to drill into or offers depth and complexity without offering strong incentives to pass it along through our social networks. More work needs to be done to fully understand the interplay between these two impulses which are shaping current entertainment experiences.
I mentioned earlier that some of my recent thinking about transmedia starts to challenge the idea of a "unified experience" which is "systematically" developed across multiple texts. It is certainly the case that many transmedia franchises do indeed seek to construct a very strong sense of "continuity" which contributes to our appreciation of the "coherence" and "plausibility" of their fictional worlds and that many hardcore fans see this kind of "continuity" as the real payoff for their investment of time and energy in collecting the scattered bits and assembling them into a meaningful whole. We can see the elaborate continuities developed around the DC and Marvel superheroes as a particular rich example of the kind of "continuity" structures long preferred by the most dedicated fans of transmedia entertainment. Yet, if we use these comic book publishers as a starting point, we can see them pushing beyond continuity in more recent publishing ventures which rely on what I described in my contributions to Third Person as a logic of "multiplicity." So, for example, we can see Spider-Man as part of the mainstream continuity of the Marvel universe, but he also exists in the parallel continuity offered by the Ultimate Spider-Man franchise, and we can see a range of distinctly separate mini-franchises, such as Spider-Man India (which sets the story in Mumbai) or Spider-Man Loves Mary Jane (which stands alone as a romance comic series for young female readers). And indeed, some of these experiments - Spider-Man India, the DC Elseworlds series - use multiplicity - the possibility of alternative versions of the characters or parallel universe versions of the stories - as an alternative set of rewards for our mastery over the source material. Multiplicity allows fans to take pleasure in alternative retellings, seeing the characters and events from fresh perspectives, and comics publishers trust their fans to sort out not only how the pieces fit together but also which version of the story any given work fits within. We can compare this with the laborious process the producers had to go through to launch the recent Star Trek film, showing us that it does indeed take place in the same universe as the original and is part of the original continuity, but the continuity has to be altered to make way for the new performers and their versions of the characters. This pleasure in multiplicity is not restricted to comics, as is suggested by the recent trend to take works in public domain, especially literary classics, and mash them up with more contemporary genres - such as Pride and Predjudice and Zombies, Sense and Sensibility and Sea Monsters, or Little Women and Werewolves. The concept of multiplicity paves the way for us to think about fan fiction and other forms of grassroots expression as part of the same transmedia logic - unauthorized extensions of the "mother ship" which may nevertheless enhance fan engagement and expand our understanding of the original. For those franchises where there is a strong desire to police and preserve continuity, fan fiction can be experienced by producers as a threat, something which may disrupt the coherence of their unfolding story, but where we embrace a logic of multiplicity, they simply become one version among many which may offer us interesting insights into who these characters are and what motivates their behavior. In my class and at the conference, this concept of multiplicity has been experienced as liberating, allowing us to conceive of alternative configurations of transmedia, and lowering some of the anxiety about making sure every detail is "right" when collaborating across media platforms. My key point, though, would be that there needs to be clear signaling of whether you are introducing multiplicity within the franchise, as well as consistency within any given "alternative" version of the central storyline. TO BE CONTINUED December 7, 2009
From Cool Hunters to Chief Culture Officers: An Interview with Grant McCrackenOne of the high points of our recent Futures of Entertainment conference was a presentation by Anthropologist/Consultant/Blogger Grant McCracken on his new book, Chief Culture Officier: How to Create a Living Breathing Corporation. McCracken is a lively and engaging speaker and one of the most provocative thinkers I know when it comes to addressing the social, cultural, technological and economic changes shaping the world around us. McCracken has long been part of the brain trust behind the Convergence Culture Consortium and he writes an exceptional blog, This Blog Sits at the Intersection of Anthropology and Economics. I had a chance to read Grant's book in draft form and have been eagerly awaiting its release because of the conversation it is going to spark both within universities and within corporations about the value of cultural insights for modern business and where those insights were likely to come from. When we launched the Comparative Media Studies Program a decade ago, one of our early backers encouraged us to train our students for jobs that didn't have names yet -- jobs which depended on their ability to think across media and to understand the intersection of culture, technology, and industry. Through the years, many of our best students went into industry, often into jobs created around their expertise and talent. Recently, we've called them "thought leaders." I've seen these same kind of students through the professional programs in Annenberg and the Cinema School at USC. I constantly meet prospective students with this kind of vision for their future, but so far, few academic programs have embraced this alternative professional trajectory for their students or have developed curriculum which encourage a more applied perspective. McCracken proposes a new title, "Chief Culture Officer," and argues that the most powerful companies in th world need to have people in the top ranks of their leadership whose primary job is to attend to the culture around them. While some may disagree, I would contend this expertise is most likely to come from programs in media and cultural studies, anthropology, and other branches of the humanities and the qualitative social sciences. It certainly is not the expertise fostered in most business schools. If we take McCracken's arguments here seriously, they have implications for how we train our students -- not limiting them for an increasingly constipated academic job market but giving them the background and experience they would need to navigate through a range of other sectors being impacted by media change. And it also has implications for how companies think about their consumers, how they anticipate new developments and how they pay respect to more stable, slower changing aspects of their culture. All of these issues surfaced during the panel discussion which followed Grant's presentation. Respondents included am Sam Ford - Director of Customer Insights, Peppercom, and C3 Research Affiliate; Jane Shattuc - Emerson College; and Leora Kornfeld - Research Associate, Harvard Business School. The moderator was William Uricchio, chair of MIT's Comparative Media Studies Program. You can watch the video of the event here.
I was lucky enough to get Grant McCracken to address some of the key issues in the book in an exclusive interview for this blog conducted earlier this fall. Here, he lays out some of the key premises of the book and its implications for how companies and universities think about the future.
Your professional training was in anthropology yet you've spent much of your career as a cultural consultant. What kinds of advice have companies sought from you? What has been the biggest adjustment you've had to make from anthropology as it exists in the university to ethnography as a basis for making business decisions? Sometimes I am supplying the ethnography, and this means quizzing consumers about how they see the world. This is culture from the bottom up, as it were. Sometimes I am supplying anthropology and this means reporting on the categories, distinctions and rules that make up our culture. This is culture from the top down, so to say. You cite "Cool Hunters" as enemies of the Culture Officer. What are the limits of the current "cool hunting" process and how does it lead companies astray? The trouble with cool hunters is that they are a little like cats. Cats have more rods in the retina than we do and this gives them the ability to see movement better than we do. The price that cats and coolhunters pay for this adaption is that they are not very good at seeing things when these things are still. Which is a too elaborate way of saying cool hunters are maximally responsive to culture in motion and disinclined to take an interest in culture when more static. Actually, we can go further than this. Cool hunters are generally pretty hopeless when it comes to the deeper, slower and more static aspects of culture. They don't even appear to know that they exist. If one had to guess at a metric only something like 30% of our culture is fad and fashion. That means the better of our culture escapes the grasp of the cool hunter and the corporation who relies on him/her. What is the argument for embedding cultural expertise within the company rather than outsourcing it through some kind of consulting firm? There are two problems with hiring in culture expertise. Culture is increasingly various and changeable. Corporations are increasingly complex and changeable. To find the fit between them takes an exquisite knowledge of both. Hiring culture knowledge in gives the corporation a collection of partial views as rendered by people who may or may not understand the corporation. No corporation would dream of handling finance, technology, human relations this way. It's something that has to be done in-house to be done well. What should humanities programs be doing differently in order to fully prepare their students for the position of chief culture officer? Humanities programs turn out to be the heroes of the piece. It gives people the frame-shifting, assumption-jumping, intellectual nimbleness they need to reckon with the complexities of culture and the corporation. We spend a lot of time these days looking at new developments and asking, "is this something or nothing really?" and if it's something, "Ok, is this X1, X2 or notX at all?" The liberal arts are wonderfully good at cultivating this gift. Certainly, engineering and finance create formidable intellectual abilities. The most fluid, the most elegant mind I trained at the Harvard Business School was a product of the British military. So, clearly, many cognitive styles qualify. But the humanities have a certain advantage. They seem to endow people with the pattern recognition the CCO needs. Of course, the humanities have problems of their own. Postmodernism has turned many minds to mush. One model for cultural analysis which has gained some traction in the corporate world is Eric Von Hipple's concept of the lead user. Von Hipple encourages companies to use early adapters as test-beds for their products, often looking there for insights which may allow them to innovate and refine their offerings. How does this model align with your claims for the value of ethnographic perspectives in the board room? Lead users are useful. The trouble is they are so enthusiastic about an innovation they are perfectly happy to make any adjustments necessary to adopt it. And as Geoffrey Moore says, this makes them a bad guide to the larger market of later adopters. These people expect the innovation to conform to them. And this takes another order (and probably another round) of product development, which development must be informed by our knowledge of the cultural meanings and practices in place. Without cultural knowledge, the innovation cannot "jump the chasm" to use Geoffrey Moore's famous phrase. (All of this is Moore's argument.) Ethnography is especially useful as a way of discovering what this culture is. You write about the "Apollo Theater effect," as you try to explain the shifting relations between cultural producers and consumers. Explain. Why may we be outgrowing the concept of consumption?
Some companies are now monitoring Twitter to try to see how consumers are responding to them. What are the strengths and limits of this approach?
Many executives assume that cultural knowledge is "intuitive," something they absorb by growing up in a culture. Yet, you are arguing that cultural knowledge requires a certain kind of expertise. Why is intuition not enough? Intuition is indeed the instrument by which we often deliver cultural insights, but it is also a way for the corporation to diminish cultural intelligence by calling them "soft" "vaque," and "impressionistic." As we become more expert, more professional and more disciplined about our study of culture, I hope we will encourage a new comprehension of what culture knowledge is and how it adds value.Does the cultural knowledge companies need become even more of a challenge as companies start to do business on a global scale? Indeed, this is a challenge. How do we speak to several cultures and many segments with a single voice. There is a global culture in the works. It will be a long time coming, but it is coming. But as you and others have pointed out, the real opportunity for the world of communications is to move from the monolithic message to the nuanced, multiple one. We can speak to many communities with many voices, and this really takes a virtuoso control of knowlege and communication. The good news is that as we engage more consumers in acts of cocreation, they will help. You've argued for advertising and branding as activities which are involved in the management and production of meanings. How would branding change in a world where more companies had chief culture officers? Yes, that's my hope, that the presence of a CCO would make the corporation better at the production and management of meanings. At some point, I think, our destination must be this: a living, breathing corporation, that fully participates in and draws from and gives to the culture around it. We will have to teach the old dog many new tricks to make this possible. Old asymmetries and boundaries and assumptions will have to be broken down. The good news is that many of the old models are just not working and the corporation in its way has always been keenly interested in what works. I'm hoping the book will help a little here. Grant McCracken holds a PhD from the University of Chicago in cultural anthropology. He is the author of Big Hair, Culture and Consumption, Culture and Consumption II: Markets, Meaning and Brand Management, Flock and Flow, The Long Interview, Plenitude: Culture by Commotion, Transformations: Identity Construction in Contemporary Culture, and Chief Culture Officer: How to Create a Living, Breathing Corporation. He has been the director of the Institute of Contemporary Culture at the ROM (Royal Ontario Museum), a senior lecturer at the Harvard Business School, a visiting scholar at the University of Cambridge and he is now an adjunct professor at McGill University. He has consulted widely in the corporate world, including the Coca-Cola Company, IKEA, Chrysler, Kraft, Kodak, and Kimberly Clark. He is a member of the IBM Social Networking Advisory Board. November 16, 2009
How Do You Sell an Artsy Board Game?Part of the pleasure of relocating to the University of Southern California has been the chance to meet a whole new cast of characters, to discover just how intellectually diverse and interesting the students are here -- especially when you factor in that my classes attract students from across the two schools, Annenberg School of Communication and Journalism and the School of Cinematic Art --- where I have an appointment. It has always been my pleasure to help introduce some of my students to my readers and give you a glimpse of the kind of conversations that take place in my classroom. A few weeks ago, James Taylor, a student in my Transmedia Entertainment class, booked time during my office hours and came in bearing a beautifully crafted box, proceeded to unpack a game board and pieces, and asked if I wanted to play. We had a great conversation about his project -- The Gentlemen of the South Sandwiche Islands -- and the thinking behind his design. What I got a glimpse into was someone who was turning the oft-neglected and modest craft of designing board games into an expressive artform. The game was one which encouraged us to reflect on the nature of play, of representation, and of gender. It was a delightful and engaging provocation, and I wanted to share it with you now. I got even more interested when I asked him what he planned to do with his game and he described the process by which he was putting the game onto the market via a microfinancing website. I thought even those of you who are not into games might enjoy learning more about the new kinds of entrepreneurship which are emerging within a networked culture. Microfinance and the Market for Independent Board Games The Gentlemen of the South Sandwiche Islands is a fantastical board game with a rich history, an unusual narrative, and surreal Victorian-style artwork. It is a board game that sits comfortably at the intersection of art, logic and literature. It pushes boundaries and opens critical discussions in each of these realms: the board art needs to stand on it's own, but also remain subservient to the game play; the story provokes questions of gender, desire, master-servant relationships, reliable narration, and the permutations of the game over a questionable 200 year history; and the game itself has a rule set that structures a peculiar mode of courtship. Yet, can a small, provocative game ever make it in the (somewhat stalled) American board game industry? Is there a market for small, art-house board games? How the Game Works - "The Gentlemen of the South Sandwiche Islands (TGSSI) is an absurd logic puzzle about crossing bridges. The bridges determine how many people can cross. The gentlemen are each trying to strain the group in order to converse with Lady Ashley alone." It is worth noting that the game is based on an old riddle. In the riddle, a farmer is trying to cross a river in a canoe with a fox, a chicken and a sack of corn. He can only take one at a time so he has to carefully plan his trips back and forth, without ever leaving the fox with the chicken, or the chicken with the sack of corn. TGSSI is a two-player game with a similar feel. Each of the gentlemen characters is trying to speak with the lady Ashley alone, and must use the bridges to constantly separate and recombine the group. A mathematician friend of ours calculated about 300,000 possible arrangements for the pieces on the board.
Matters of Academic Interest - Art & the Dilemma of Perspective - After refining the rules for several months, I met with the board artist, Dan Gray. We knew we wanted a top-down view of the islands, because that's what's best for the game-play. But we quickly found that a matter-of-fact, top-down view of the islands wasn't visually interesting - we were losing a lot of the detail and character of the locations by only showing them from above. After some thought, we decided it would be best to take a lesson from the cubists, and crack the perspective in order to accommodate the top-down play-view, while also managing to include the buildings, monuments, and ruins of the islands at mixed angles. The scale of the locations is also mixed. (For example, the octopus is bigger than the cathedral and the boat is larger than the volcano.) The result is a gameboard with a rather warped perspective. It is a top-down vantage point of the islands as though seen through a piece of wavy, distorted glass, and this distortion for the board would later serve as the inspiration for the themes of distortion that run throughout the narrative.
There were two reasons for making the game British. Looking back, it now seems like an obvious choice because of the high level of politeness built into the rule structure (the group typically moves together as a matter of decorum because it would be impolite for a character to walk off in a different direction), but there was another reason as well that had more to do with the objective. The core mechanic of the game is about stepping aside with a lady - and this is an objective that can be read the wrong way, to say the least. In light of this complication, we insisted on the word "Gentlemen" in the title, to squash any accusations of underhanded intentions. Given the high-level of social decorum, and the word "Gentlemen" in the title, the game just seemed British, so we decided to run with it. At first glance, the game appears to be a simple, perhaps ridiculous, love story in which two men are competing for the attentions of Lady Ashley. Simple enough. But questions of sexism are distributed, alleviated and then further compounded throughout all of the materials of the game. The representations of gender are contradictory because these questions are mixed with questions of the reliability of the character descriptions and the permutations of the game over it's 200 year history. Whether the game is played in a male-centric universe is a fertile ground for debate. Soon after opening the box, a player will discover that no one controls the female characters. The rules state: "the Ladies move on their own turn and move independently of the group." The phrasing (deliberately) implies that the girls are aloof and disinterested, that they do not care about this and have other places to be. But the problem of gender is unavoidable: if no one controls the Lady characters, then they do not have creative agency. Instead, they move along a set path. The question of gender in the rules sends the players outwards to explore the character booklet. According to the narrative materials of the game, it was invented by two wealthy (and perhaps mildly insane) gentlemen living on an island. They devised the rule set. This means that we are not looking at the "official rules" of a courtship, by any means, but rather we are looking at what two gentlemen, in their paired delusion, imagined those rules to be. The gentlemen characters are ridiculous enough that it's hard to take them seriously. If they weren't getting gender right, then, well, nor were they very adept at anything else. Jules is a manufacturer of distorted glass and Hodge's "maps might find their best place in a childrens' coloring book." Again, the theme of distortion (originating with the game board art) runs deep throughout the narrative and the game. A more nuanced look at gender and desire reveals even more. At the end of the character booklet, Jules suggests to Hodge that they should save themselves the "legwork" of chasing after her. He suggests that Hodge "draw up a map of these islands" so that they may resume in the "cool shade of representation." The implication here is that Hodge (the cartographer) drew up a map to serve as the game board, and that Jules (the manufacturer of distorted glass) provided the melted marbles for the pieces. The final image in the character booklet shows them playing the board game. At this stage, Lady Ashley is nowhere to be found. She has been pushed out of the frame and nearly out of the scope of the game. In the image, it is as if the two gentlemen are content to compete with each other over her as an imagined trophy and this might have been the case all along. Is Lady Ashley simply a cipher in order for the 2 gentlemen to keep score with each other? Or rather, is she a canvas on which to paint their affections for one another? Once they reach the stage of playing out the courtship as a board game, one gets the sense that the game is less and less about her. To determine if the game is in fact sexist - if the world is in fact a male-centric universe - we can find more information in the descriptions of the characters. As we know, Lady Ashley is described as an absent-minded wanderer. This is not a particularly empowering, or redemptive view of the female character, but it's hard to say whether the narrator's description is at all reliable. On a page of direct quotations, Lady Ashley states: "I simply find it odd, that not one person on these islands has asked me even a single question ... Yet clearly I am in the middle of something..." So if we can trust this quotation, and if no one has asked her a single question, then how can we possibly believe the narrator's three-paragraph description? Especially when there is evidence that contradicts even his basic description. A publisher's footnote from a 1925 version of the game reads: According to the partial memoirs of J.T. Trotwood, there was indeed a Lady Ashley who briefly visited these isles. In reality she was a naturalist commissioned by the British Royal Society to collect flower specimens. This is a more empowering view of her, but without a firm grounding in truth, one can simply not say who (between the narrator and the gentlemen and the multiple editors) is providing trustworthy information. If in fact there was a Lady Ashley to visit these islands, her true identity might be lost forever under a history of unreliable male narration. While gender remains an issue, perhaps it is easiest to allay the concerns of sexism by discounting the men. The epitaph introducing the game seems to speak on Lady Ashley's behalf. It reads, "When we are born, we cry that we are come to this great stage of fools."
Owing to the loose "facts" of the game, it is quite difficult to determine the exact history, or even to count the number of diegetic layers. However, a rough estimate turns up between six and eight layers of story. We start with the original competition on these islands that was played (on foot ) by crossing bridges to speak with the lady. Because it is hard to say if there was ever a woman on these islands, the second diegetic layer is possibly what Jules and Hodge imagined in order to occupy their time. We know that at some point, the gentlemen decided to sit down and create a representation of the game, at which point Hodge drew up a map of the islands and Jules provided the pieces. Later on, the game and several historical documents from these islands were discovered, and the game was brought back to England and published by Edward B. Tickert. 100 years later I myself played a beat-up, depleted copy of the game in a pub in England and decided to seek out more information (which makes me perhaps the 4th or 5th diegetic layer.) Long-story short, I acquired the rights to republish the game. The players who buy the game are acting out the roles of Jules and Hodge as they play, well, the characters Jules and Hodge in the game. Finally, if I pass the game to a larger publisher, they will create yet a seventh layer of editorial commentary; and if we include essays and comments about the game to be included in the box...then the public discourse becomes yet another layer. The game's history relies on an elaborate, interlocking web of historical documentation surrounding different episodes in the game's discovery and development. The layers of the game create the following epistemological paradox: one can only sort through the facts of the game's history by referring to other questionable facts of the game's history. Going Transmedia - There is a nice array of transmedia elements surrounding the game. Perhaps most noteworthy is the upcoming documentary, in which several historians and professors discuss the origins of the game and it's 200 year history. We wanted to build up a rich environment of critical discourse surrounding the game. We wanted to tease out the details of this absurd British colony in the midst of which the game was created. In essence, we wanted to take a simple game and discuss it not only as a historical artifact, but also as a game based on a real events. The fun in the short documentary is in taking a fantastical game and discussing it as a very real representation of an antiquated courtship. It's an anthropological approach to a strange, fictional culture. The documentary about the islands gestures toward the game, while the game raises questions that demand further exploration in the documentary. Both of them point to other media properties. Kim Moses (co-producer of The Ghost-Whisperer TV series on CBS) describes this type of cross-referencing media as an Infinity Loop. Marketing, Micro-funding & KickStarter.com - Basically, on our financial budget, it doesn't make sense to print 500 copies of the game unless we know we have 500 buyers. We have chosen to assess the level of public and investor interest in The Gentlemen of the South Sandwiche Islands by posting it to a microfunding site called Kickstarter.com. On this site, people can preorder the game, or become benefactors. If there is enough interest in the game from the public, then we will move forward and print the first 500 copies. According to the website, "Kickstarter is a funding platform for artists, designers, filmmakers, musicians, journalists, inventors, explorers..." They advertise their website as a way for project creators to "pool" their social networks and turn them into an micro-investment community. It is highly encouraged on the site to offer incentives for different levels of investment. 1. It's less risk for everyone this way. If you need $5,000, it can suck to have $2,000 and a bunch of people who expect you to be able to complete a $5,000 project.
1. How will you tell people about your project? The key to a successful project is asking your networks, audience, friends and family for help. Kickstarter is a tool that can turn your networks into your patrons; it is not a source of funding on its own. In order to preserve the integrity (and strangeness) of The Gentlemen of the South Sandwiche Islands (TGSSI), we have found this micro-investment site to be the best approach. We are selling a fantastical board game with a deep, rich story across multiple platforms. Moreover we are selling it in a country that has slim-to-no independent market for board games. It seems that the game could find it's home in high-school or college classrooms, but one can't help but notice that studying games is not a common practice in our education system. But why is that? Perhaps this last question is better left to someone more qualified to answer it. James Taylor is graduate student in Interactive Media at USC's School of Cinematic Arts. Resisting the current of digital media, he has chosen to work primarily with board games. You can order the game here. November 13, 2009
Counting on Twitter: Harvard's Web Ecology Project (Part Two)Last time, I shared with you some of the work being done by Harvard University's Web Ecology Project, specifically focusing on the use of Twitter in the aftermath of the Iran Elections and around the death of Michael Jackson. Through qualitative and quantitative research, the team is seeking to develop a better understanding of the flow of ideas through the social networking world and how different participants exert influence on Twitter. My respondent last time was Dharmishta Rood, who I worked with when I was back at MIT. Today, I am showcasing the research being conducted by three other researchers on the Web Ecology team -- Erhardt Graeff, Tim Hwang and Alex Leavitt. I asked them each to share some of their current research and explain why they think it can contribute to our understanding of the new media environment. For more on the Web Ecologies Project, check out Alex Leavitt's recent post on the Convergence Culture Consortium Blog. Erhardt Graeff: One of our hopes for Web Ecology is a fusion of quantitative and qualitative approaches to studying social media phenomena. Our goal of constructing a scientific framework for tackling quantifiable data online is only possible when we recognize the cultural contexts. In Web Ecology, we see the formalization of these contexts as web ecosystems such as LiveJournal, Facebook, and Twitter. Inspired by the ethnographic work of a number of researchers, including danah boyd, Mimi Ito, and Keith Hampton on Netville, we are beginning to profile individual social media networks. We call the outputs of our research "Web Ecosystem Profiles". The goal of each profile is to characterize the cultural landscape of a web ecosystem. As you might expect, much of this is done through participant observation. Of course, the boundaries of each ecosystem are negotiable as in any study of a community. More importantly, a web ecosystem's state is in constant flux with users joining and leaving, new features being introduced, and memes propagating the network. Thus, Web Ecosystem Profiles must be dynamic documents. And to guide our work, we rely on a few of the central tenets of Web Ecology, first laid out in Reimagining Internet Studies: • Interdependence: code and users are part of an inseparable aggregate web phenomenon; Here is an abbreviated version of the outline we are currently using to build profiles. The full version is on our wiki (requires registration): • Introductory Overview of the Ecosystem The last section is unique to the quantitative research Web Ecology hopes to undertake. On Twitter, this is easy because they provide a very open API, with decent documentation, and also the forms of interaction are easily quantified. For Twitter, a web ecosystem profile is particularly useful to help formalize the documentation of unconventional use cases (see excellent examples in danah boyd's draft of "Tweet, Tweet, Retweet"). Charting all the different ways users retweet can enable a better quantitative study of retweeting behavior by ensuring that we: 1) catch all of the various forms of retweets and 2) understand what the different forms might signify. A more straightforward use of a Web Ecosystem Profile is when a social network has not been explored by many researchers. A few weeks ago, fellow Web Ecologist Seth Woodworth started to use the profile framework to document aspects of LibraryThing, which no one else in our community was using at the time. Did you know that the key demonym in the community is a "thingabrarian", or that one unconventional practice is the creation of fakester libraries for popular, dead authors? Web Ecosystem Profiling is at a very early stage of preparation. But we believe the need for a peer-produceable way to continually document the contexts of social media phenomena is obvious and immediate. Hopefully, a larger community of researchers are willing to contribute and offer feedback. Tim Hwang: The Era of Social Media has gifted us with two Big Ironies. First, there's the Big Irony of Business, where extensive practical experience with communities online hasn't successfully translated to the emergence of a science (or even a cluster of useful, concrete reliable methods) around building vibrant social spaces on the web. Second, there's also the Big Irony of Academia, where massive amounts of data, talent, and research on the dynamics of social networks fails to make it into informing the day-to-day practice of businesses (or, indeed, the popular discourse). In both worlds, the irony is the same: we do in some sense have the key information right in front of us (either in terms of practical experience or reams of qualitative and quantitative research), but a notable lack of ability to convert it into specific, actionable knowledge. Indeed, this has led us to kind of a sorry state, where good people -- some seriously sharp, brilliant people -- can spend hours talking about the really beautiful research about the social nature of the web. But when the key questions come down the pipe, "So what can I do to foster a community?," "So what factors are responsible for promoting the propagation of culture?," most folks are reduced to wandering generalities and the mantra-like suggestion that the person in question should really consider starting a Twitter account. Where we should be sifting through the available data and offering specific ideas, we've largely only got vague philosophies and anecdotes. Depressingly, the Emperor has no clothes. At the point we're sitting, he's not even really the Emperor, either. And perhaps most scarily, there's a kind of superstition I feel that's starting to circle around the research, a suspicion that the whole idea of digging deep with data and getting scientific with our prescriptions is, in fact, a largely misguided idea. Social media expert Chris Brogan recently wrote about the quantitative side of things: I'm writing this from a conference full of researches [sic]. They are all talking passionately about numbers, and I get this. I understand that they're passionate about exacting a science out of the crazy data of human passion. And yet, part of me thinks that numbers often serve us as little life rafts. [...] And he's dead on. But about the wrong point. It's true: you're are in fact a serious jerkface if you behave in the robotic way he's talking about. But we probably wouldn't , for example, blame the host for meticulously keeping track of what people liked and didn't like -- and using it to plan the menu for the next holiday party. This is a simple way of saying that, rigorous exploration isn't bad when it improves our results in a real way. And so, the responsibility for the flaw in Chris' voiced skepticism doesn't fall on him at all. I think it's a natural response to the failure of the research to actually step up to the plate and deliver some implementable knowledge beyond the generalities. If all of our experience and hard data can't come to anything practical, it's easy to believe that it might not be a worthwhile approach to rely on. So how do we finally step up to the plate? And, before we get to that: how did we get here? Largely, I'm willing to argue that the Big Ironies have emerged because there's no good space where people can playtest, experiment, and rapidly iterate on a variety of strategies, particularly where influencing the social space online is concerned. There's no good place to measure success, or even compare various approaches against one another to assess their usefulness. There's no way to prove that your methods and data mining can actually produce repeated success. Without that kind of lab, it's tough to take insights from both the research and business world, and try them again and again. Without trying and trying again, we never get to know how information might actually be transformed into useful, applied knowledge. One of the big projects of the web ecology community has been to see if there's a way of providing that exact environment. Specifically, we've been talking about the concept of competitive games, and the fact that they provide the ideal social structure that we're looking for. Games create repeatable scenarios, allowing us to identify and test a given situation over and over again. Competitive games require measurable goals, and a structured way of assessing success. Finally (and, perhaps best of all) games are good experimental zones, places to try out tactics and strategies on low stakes. Add the involvement of real people and social structures to take it out of an abstracted lab scenario, and you've gotten to an experiment that we're starting to undertake, something we call social wargaming. The general premise is simple: beginning with a "battlefield" population of users (who are unaware that a game is going on -- indeed, revealing the existence of the game is against the rules of the game), teams compete to effect specific changes in their behavior. This goes from as simple as getting a social network to pass around a piece of content, to as complex as attempting to bridge the structural gaps between two unconnected clusters of users. We're starting out with single platforms, but the eventual idea is to level up to testing the ability of teams to create certain effects across various networks, and in the social ecosystem of the web as a whole. The open, implicit challenge is equally simple, though perhaps provocative to the point of being considered trolling: if you're really so good at understanding what culture and community online is all about, if you're really so good at "engaging communities" and being a "trust agent," why not put the money where the mouth is and see if you can't straight up just do it? The first iteration of this game, entitled "Triangles," builds around this premise. Essentially, teams are given a "terrain" of contested target users to study on Twitter that are connected in some way. The competition is for them to start fresh with an "ego account," which will compete with other groups to create as many tightly linked triangles of connection between their account and two other target users in a short period of time. Over a series of games, we can also change up the terrain and rules to ask other questions -- what tactics work best when trying to build new connections in an already tightly interconnected social group? Can robots achieve the same results as humans in fostering certain types of behavior? The rules in more depth are available here (Social_Wargaming_Triangles.txt,) and we're actively looking for participants who want to play a role in this. First round begins November 20th, and will be running during the first week of December. Definitely drop an e-mail to tim@webecologyproject.org, if you'd like to be involved. And, with any hope, we're hoping that the outcome of this gaming will be something in actuality quite different that just mere entertainment: experiments towards forging an applied science of cultural and community spaces online. However, designing first principles proved a bit difficult, and when I wrote "The Influentials" I realized that we would have to shape sets of "elementary particles" (like chemical atoms and molecules) per each system. Basically, because each platform controls the possible modes of communication, first principles for Facebook are inherently different than those of Google Reader, for example. For Twitter, the platform analyzed in "The Influentials," these elements begin with the ordinary tweet, out of which we see related particles, like replies, retweets, and mentions. For the elements on Twitter, I established an operational definition of influence (meaning that our analysis is ultimately separated from any theories of influence previously researched in academic circles). Tweets became actions on which replies, retweets, and mentions were enacted. Thus, we organized our arguments around influence as those messages sustaining a large amount of responses. The focus on response is key to our results. The Web Ecology Project has attempted to respond to extremely generalized analyses of social media phenomenon, particularly with large amounts of quantitative evidence to support our claims. In "The Influentials," we wanted to criticize those analyses of influence that had primarily focused on follower counts, which of course are important; however, if a user has 10,000 followers and none of them respond to the user, then can we claim that this user is influential? Of course, we couldn't ignore follower counts, so we included equations and calculated graphs that accounted for both responses and numbers of followers, to weigh users that had smaller follower networks. Probably the more interesting aspect of our initial analysis of influence of Twitter lay in our categorization of the cultural practices that lay underneath these interactions between popular users on Twitter and their followers. We split the ten users into three groups: celebrities, news outlets, and social media analysts. For the most part, the trends show that the members of these groups act fairly similarly (with discrepancies, of course, usually based on the number of followers). The under-appreciated piece of our research ended up being our visualizations. We generated a colorful graph that illustrates the density of tweets and responses for each user in our report. It's intriguing to analyze our statistics visually, because you can occasionally pick out exceptional instances of response explosions. Although in our visualization our code could not parse out which responses corresponded to which original tweet, we can suppose that most of the wild groups of responses that follow occasional tweets are immediate responses that eventually ebb away. To move beyond this initial, basic analysis of influence on Twitter, we would like to look closer at the networks of followers behind these mega-users. Looking at hypothetical extremes hints at the problems we might foresee in future research: If a user has a follower network that responds at an ordinary rate, but each of those users have extremely active responding networks (ie., the original user's secondary follower network), then that certainly affects how we might provide ratings or levels of influence for specific users. Erhardt Graeff is a Lead Researcher and Developer for the Web Ecology Project, and also a social scientist and entrepreneur with an MPhil in Modern Society and Global Transformations from Cambridge University and a couple of bachelor's degrees from RIT. In addition to researching social media, he has studied rural internet use and social capital, digital divides, e-government, networked public spheres, and new media literacy. Beyond the Web Ecology Project, Erhardt is the Director of Technology and Strategy for BetterGrads, a startup aimed at preparing high school students for college life, and is a research assistant at the Berkman Center for Internet & Society at Harvard, studying OER and the political economy of the textbook industry. Tim Hwang is the Director of the Web Ecology Project and an analyst with The Barbarian Group -- where he works on issues of group dynamics and web influence. He is interested in building a science around measuring the system-wide flows of content and patterns of community formation online. He is also the founder of ROFLCon, a series of conferences celebrating and examining internet culture and celebrity. He currently Twitters @timhwang, blogs at BrosephStalin, and is in the process of watching every homemade flamethrower video on YouTube. Alex Leavitt is a Lead Researcher for the Web Ecology Project. His interests include geographical, linguistic, and transnational subcultures; the hybridization of popular culture and online humor; and the emergent cultural practices of (un)controlled online social networks. Alex also works as a research specialist with the Convergence Culture Consortium in the Comparative Media Studies department at MIT, and has previously worked with the Digital Natives Project at the Berkman Center for Internet & Society (Harvard Law School). In addition to his weekly articles on the Convergence Culture blog, Alex writes long-form about Japanese popular culture at The Department of Alchemy and short-form on Twitter (@alexleavitt). November 11, 2009
Counting on Twitter: Harvard's Web Ecology Project (Part One)Anyone who has read my blog long knows that I am not big on counting things. Some of it is that I have math anxiety -- a serious vulnerability for someone who spent the first 20 years of his career at MIT! Some of it is that I think people often act as if counting things is the same thing as analyzing things or that the only things that count are things that came be counted. I often wage a one-man struggle against the push to quantify the universe -- perhaps as if (arbitrary science fiction reference warning) the world would end if we could just capture all of the billions of names of God. That said, I am finding myself mellow more than a little now that I am at USC, am watching my former graduate students struggle to grasp quantitative methods, and getting to know some of my office mates and colleagues who count things for a living. And there is a particularly value in trying to understand the scale on which certain changes in our communication environment are occurring -- at least to capture some order of their magnitude. And that's why I have been following with some interest the emergence of a research team at Harvard focused on understanding Twitter and its place in the "web ecology." Many members of the team are graduate students I worked with in a range of capacities during my time at MIT and have come to value their insights into digital media. Their data is already helping me to reframe some of the thinking I am doing about spreadable media and knowing how many people come to this blog now through my tweets, my bet is that you will find what they are doing interesting as well. In this first installment, the responses come from Dharmishta Rood, who I met through the Knight news challenge a few years ago and who took several of my classes during my final year at MIT. I featured one of her essays on the blog last spring. Next time, she will be joined by some other members of the research team.
We summarize our research by the statement that Web Ecology studies the relationship of the nature of data and the behavior of actors on the internet. What can you tell us about the core methodology you are applying to understanding how Twitter works? We try to break down Twitter into quantifiable interactions. We understand that there are many factors outside of Twitter--both time specific, such as breaking news, the hour of a TV show or a holiday, but also new trends and information being spread throughout the web. We try to look at all of it within the ecosystem of Twitter itself. At Web Ecology we try to look at what we can measure--namely retweets, mentions, @replies, #hashtags and common keywords within the sea of tweets. Some of your earliest results dealt with the role of Twitter in the aftermath of the Iran elections. What kinds of data emerged from your investigation? What did that tell us we didn't already know about the twitter traffic surrounding these events? Our report cites much of the popular media that both creates the term yet also criticizes the hasty declaration of a "Twitter Revolution" in Iran.
How important is retweeting to the ecology of the web? Within twitter specifically, retweeting is only one of the many ways people can interact with content. It becomes important when new audiences see content from users they do not follow, but another important feature of Twitter is search. Users following a particular topic of interest can come across new content to consume and share. What do you think Twitter is doing that is different from other kinds of social networks? Twitter allows users to follow one another asymmetrically, meaning that users do not have to follow those that follow them. From this an interesting dynamic emerges wherein follower counts are meaningful in a separate way than the number and type of people a user follows. A user is often valued more for the amount of followers--an account with immensely more users they are following than follow them is likely spam, whereas a user like Ashton Kutcher (@aplusk) only follows ~300 users but has almost 4,000,000 followers.
Dharmishta Rood is Director of Research Relations at the Web Ecology Project and a recent graduate Harvard's Graduate School of Education. Her work deals with large scale and interpersonal communication systems like social networks and news. These types of platforms allow users to generate and consume information in ways that further social connections and learning. She is a 2008 Knight News Challenge winner for Populous Project, a free and open-source platform for online news, holds a degree in Design | Media Arts from UCLA and is a Fellow at the Center for Future Civic Media. She tweets @dharmishta and blogs at dharmishta.com. November 9, 2009
Click Click Ranger: A Transmedia Experiment for Korean Television (Part Two)Circular Nexus of Screens Why does Click Click Ranger need this complicate maneuver over multiple forms of screens, and for what purpose? In order to dissect the discursive logic behind this nexus of screens, we need to understand the current configuration of these screens in Korea. Mobile Phones: The prodigy of Korean IT mythology. Click Click Ranger's experiment of incorporating the mobile phone into a television show directly corresponds to the recent development of Korea's mobile phone industry in the convergent media paradigm. Since ETRI and the consortium of corporations launched the world's first commercial CDMA mobile phone service in 1996, Korea has been a step ahead in exploring CDMA based technological innovations and the latest mobile media services including mobile TV (DMB: Digital Multimedia Broadcasting) and Wibro (the first wireless high-speed broadband). Following SK telecom (the major wireless network provider in Korea)'s 3G mobile content service June in 2002, Korean wireless companies have explored the diverse forms of mobile multimedia content. I conveniently categorize content for mobile phone into two types: "migrated mobile content" which refers to repurposed and repackaged content from conventional media and "original mobile content" that is initially produced for mobile screen devices such as mobile cinema and mobile drama)(Ok, 2008). In the midst of industrial effort to find the 'right' content for mobile screen, these new hybrid forms of moving images explore the aesthetics of convergence that continues and at the same time disrupts the conventions of existing media forms. Mobile TV has expanded the horizon of the mobile screen by combining mobile telecommunication technology and broadcasting. While mobile phone content service and Mobile TV serve as extended venues for conventional media, the conventional media have also tried to incorporate mobile screen technologies into their formats in many different ways. Overall, the most heated concern for both parties is how to develop 'new' content that fit the condition of media convergence, which is often expressed as a 'media big bang' and 'content war' in popular media in Korea (Kim & Lee, 2005). Click Click Ranger is an early attempt to tackle this challenge on the television network side, which continued to the fever of UCC (User Created Content). Following Click Click Ranger, other television networks and popular media organizations launched similar programs such as SBS's "Uporter" system. Literally, "Uporter" means "ubiquitous reporter" and it mobilizes citizens to capture news on the street with their digital camera or mobile phone camera, which are then selectively shown through regular News shows on SBS. Click Click Ranger's use of mobile phone imaging directs attention to the multifaceted nature of the mobile phone. Notably, MSM (multimedia short message) which allows users to attach pictures or short video clips to a mobile phone message is generally discussed as a private communication tool or a vehicle to expand private space with the combined practice of blogging. Although the formation of shared 'community'- whether it is exclusive or relatively open to the general public- has also been discussed, the prevailing assumption is on the practice of 'private imaging' among individuals. Compared to this model of private imaging, Click Click Ranger's adoption of mobile phone imaging is closer to and continues the practice of "citizen journalism" only with changed technologies- from the (video) camera and to the mobile phone-. Hence, while being true to the technological premise of the medium that provides 'personal mobility' (for the mobile rangers and citizen reporters), their mobile phone imaging resides in and further serves to reinstate the value of the public. Most of all, it is the particular use of the outdoor screen with the mobile screen that distinguishes Click Click Ranger from other home-video shows or citizen reports programs and enables it to construct a broader discourse of the 'public space' out of mobile screen usage in Korea.
City Hall Square during World Cup Soccer in 2002 Okay. Click Click Ranger was able to find a way to connect the mobile phone to the television. Now, what makes this nexus of screens unique is the presence of the large LED screen as an integral part of the television show. Simply put, in Click Click Ranger, the large LED Screen technically functions as an additional outdoor TV to broadcast its program. Although the use of the mobile screen is also equally unconventional, the potential of mobile phones as screen media has already been explored in diverse ways. Yet the large LED screen, in spite of its ubiquity in urban landscapes of the global metropolis, has received little attention in the conventional media industry other than in the outdoor advertising business. Becoming one of the latest form of screen media, the Large LED screen not only succeeds the function of the commercial or public advertising that outdoor billboards once fulfilled but also continues the visual pleasure of the urban spectacle. Since 2000, the LED screen in Korea was moved from the category of 'outdoor advertising' to the 'LED display screen broadcasting,' becoming one of the 'broadcasting-telecommunication convergent media' that would be governed under the new broadcasting laws. Compared to the traditional TV at home, the experience of outdoor TV is deeply conditioned by the material condition of place, as TV screen is usually an implemented part of the architectural surroundings. That is, the location where outdoor TV displays, whether it be waiting room, subway/train station or rooftop of building, tends to predetermine the content and flow of content on outdoor TV screens. At the same time, the meaning of place is also rendered by the viewer's activity of watching TV: If in Seoul, the subway station might turn into a living room momentarily for the passengers who enjoy entertainment show clips on ubiquitous screen panels installed inside the train and/or waiting area, beyond its practical functions. In Click Click Ranger, it is the symbolic meaning of 'public space' (as in the location of Seoul City Hall) that the commercial LED screen in City Hall Plaza embodies and that Click Click Ranger systematically appropriates and reproduces. Then, why is the location of Seoul City Hall Plaza crucial for linking up-to-date screen technologies? Physically located at the busy intersection of the political and economic center of the downtown Seoul, the Seoul City Hall Plaza has served as a central place for many important national events. By running the show on the rooftop of city hall building following the fashion of 'live news report on spot,' Click Click Ranger successfully appropriates the sense of 'liveness' and intentionally adds 'moral weight - news-worthy-ness-' to the clips. This simulated urgency and liveness that supports the show's goal of being connected to everyday realities of Korea is intensified on the symbolic level since for Koreans the Seoul City Hall Plaza is the emblematic center for national identity as manifested during the World Cup Soccer tournament in 2002. The image of the Seoul City Hall above illustrates the scene of World Cup Soccer frenzy during which, with the unexpected achievement of the Korean national team going on to the semi-final, crowds gathering in front of the large electronic screens to cheer reached the point of becoming a nation-wide ritual. The intensity and enthusiasm represented by the image of the 'wave of Red Devils' (the official name of Korean team supporters as well as the icon of 2002 World Cup) left an unforgettable impression on Korean popular imaginary. In fact, many Korean scholars agreed that World Cup Soccer frenzy in 2002 does not simply reflect interest in a national sports match but rather represents a demarcating historical moment in Korean society- a culminating point to celebrate regained national pride and strength after the collapse of the economy in 1997. More interestingly, the 2002 World Cup syndrome parallels the increasing self-awareness of Korea's position as a world- leading player in the global information technology industry. It is not a mere coincidence that the 'mobile phone' and the 'screen' were two of the primary export products of Korea at the time. Led by the semi-conductor chip, various sorts of screens (PDP, LCD/LED screens, computer screens, and the traditional electronic screens) and mobile phones ranked among top three export products in 2005 (Ministry of Information and Telecommunication, 2005). The first pivotal moment when large LED screens came into the public media awareness in Korea was also around the World Cup Soccer in 2002, when it served as a key display venue for broadcasting the Korean national team's matches in public places. The large LED screen that Click Click Ranger deploys is one of the several LED screens that drew large crowds around Seoul City Hall Plaza. In its pilot episode, Click Click Ranger explicitly delivers this intertwined discourse of the screen and the nation. The show dwelled on the significance of City Hall Plaza by inserting clips of City Hall Plaza scenes during World Cup Soccer 2002 and charts with the statistics of mobile phone exports sales. In this way, the culturally accumulated meaning of the particular place of Seoul City Hall Plaza- a center of the civil and nationalistic ideology- enhance Click Click Ranger's attempt to replicate the sense of 'liveness' of live broadcasting and foreground the 'collective' meaning of being networked. All Together: Networked Public in Wired Korea Overall, Click Click Ranger represents multilayered meanings of the physical and the discursive movements of images within current Korea: images migrate from the 'micro' screen to the 'macro' screen, from private space to public space and as a result, individuals are assumed to occupy the position of citizens. For instance, in Mobile Ranger, the implication of 'private imaging' constantly changes as it travels across diverse screens: from private imaging to public exhibition on outdoor screen, and back to the private viewing on Mobile TV. In this circulation, mobile phones and Mobile TV, which represent personal screen devices, are mobilized into the formation of 'public space' by conventional media. By creating public space within the domain of private space, Mobile Ranger inevitably questions the fixity of the boundary between private and public space which is considered to be contingent on the specificity of media. When the show is eventually broadcast in mobile TV, the flexibility of the public and private space becomes more intensified. Due to the mobility given to the viewer, the previously established and spatially fixed 'public' dimension of the outdoor screen in city hall square is disrupted as the diverse viewing situations of individual Mobile TV viewers multiply the meanings of space for themselves. In the end, Click Click Ranger's complicated exhibition process does not simply aim to increase the pleasure of experiencing images, but to foreground the very technological competency of appropriating new technologies. The realization of the idea of 'connecting' these up-to-dated screen technologies symptomatically reveals the social discourse about the importance of 'networked public in wired Korea'. Considering that mobile technology becomes a source of national pride, the cultural use of mobile technology in Korea, especially mediated through the conventional media practices, often invites the individual to the formation of national identity. Not only doesClick Click Ranger resonate with the popular techno-nationalistic discourse around the mobile and new media technologies but it also reproduces it through its construction of imagined citizen within networked screens. In this way, mobile phone imaging meets television and the outdoor screen in City Hall Plaza and in this more or less blunt self-explanatory gesture, Click Click Ranger conjures up the mobile phone exactly at the center of the 'current' Korea. Works Cited
Kim, Taek-Hwan & Lee, Sang-Bok, Media Big Bang: Korea changes, (Seoul, Korea: Knowledge Supply Publishing Company, 2005) Jenkins, Henry, Convergence Culture: Where Old and New Media Collide, (NYU Press, 2007) McCarthy, Anna, Ambient Television: Visual Culture and Public Space, (Duke University Press, 2001) Ministry of Information and Telecommunication, "Suchiro Bon IT 2005 ( IT 2005 by Statistics)," 29 December 2005. Ok, Hye Ryoung, "Screens on the Move: Media Convergence and Mobile Culture in Korea," ph.d dissertation, Department of Critical Studies, School of Cinema-Television, University of California, 2008 HyeRyoung Ok is a postdoctoral researcher at the University of California Humanities Research Institute, Irvine, working for the Digital Media and Learning Hub. Currently she is carrying out research for the Public Participation Research Network led by Joe Kahne. As a cultural studies scholar, HyeRyoung looks at newly emerging transmedia culture from interdisciplinary perspective, with a focus on the transition of cinematic tradition to digital media, mobile media culture, and transnational flow of cultural content, particularly in East Asian context. November 6, 2009
Click Click Ranger: A Transmedia Experiment for Korean Television (Part One)I am offering today's post as part of the ongoing conversation I've been having throughout the semester about transmedia storytelling practices. Below you will find the first of two installments written by HyeRyoung OK, a recently minted USC PhD, who I have met through my work with a new MacArthur Foundation Research Hub on Youth, New Media, and Public Participation. She has done some groundbreaking research on the deployment of transmedia practices in Korean television, projects which have gotten very little attention on this side of the world, but which have a lot to offer as an alternative model for how mobile technologies and public space can be deployed as part of a transmedia strategy. Click Click Ranger: A Transmedia Experiment for Korean Television By now we all know that the mobile phone is not simply a phone anymore. Since its introduction, the mobile phone has evolved into something that constantly broadens and transforms its boundary. Indeed, it is one of the most convergent media devices available that materializes the paradigm of media convergence. In most countries where mobile technology is widely adopted, the mobile phone is rapidly becoming a new outlet for traditional media industries responding to the "visions of wireless phones becoming hand-held entertainment centers." Yet the mobile phone's entry into the existing media environment is not a natural and homogeneous process. Continuing, disrupting, and mixing existing media practices to a newer form, rather, it came to terms with conventional media in heterogeneous ways depending on the socio-culturally specific contexts. Then, here comes the story of the mobile phone in Korea, the country recently known as "IT powerhouse" where the adventure of the mobile phone ever continues. The mobile phone in Korea is literally a focal point where technical, industrial, and cultural innovations to explore the 'newer' forms of media service converge (see my blog posts on general review of Korean IT practices). What is particularly unique about Korean mobile culture is the continuing emphasis on the potential of mobile phones as 'screen' media. It is not surprising phenomenon considering the weight of 'screen' related - all dimensions of hardware and software - industries in Korean society. I would like to illustrate how the mobile screen is positioned in the flux of these transmedia experiments across new and old media in a culturally specific way through the case of Click Click Rangers: aka Mobile Rangers, an entertainment program on channel MBC in Korea. Click Click Rangers: aka Mobile Rangers, is an interesting case that shows how the media content is designed to be produced/consumed based on the principle of "connecting" multiple forms of screens: mobile screen, television screen, and outdoor LED screen. Click Click Ranger is one of three sections in the popular Sunday prime time entertainment show, titled !: Exclamation Mark which was broadcast from December 2004 to August 2005 on channel MBC - one of three major television networks in Korea. In Click Click Ranger, the mobile screen is used in two significant ways: mobile phone imaging for moving image production and mobile TV for moving image circulation. Although it was short-lived, this show set up a model for employing mobile phone technology thematically as well as formally into the television program format and inspired other shows in competing networks. As a prototype, Click Click Ranger raises several interesting issues on the relation between new media technology, the existing media conventions, and culture. Taking Click Click Ranger as a starting point, let's begin to explore how Korean television mediates the mobile screen as part of the larger outdoor screen culture and thus complicates the issue of 'convergence of spaces. Click Click Ranger (aka Mobile Ranger): Capture Korea's Today Click Click Ranger's catchphrase of "Capture Korea's today" literally and symbolically sums up the goal and the structure of the show: To report the present realities of Korea. In terms of content, Click Click Ranger presents several short video clips of anonymous do-gooders and misbehaviors on the street in a fashion similar to citizen reports. These clips are captured and sent by random citizens and "mobile rangers," a group of pre-selected young college students and volunteers (in total, 100 members). Technically, mobile rangers and anonymous participants capture videos on the street and send clips 'in real time' to the studio while the program is being pre-recorded. It is reported that ninety percent of participants use a mobile phone camera and send clips through the wireless internet on their mobile phone. Most interestingly, Click Click Ranger adopts a multi-screen format of display that tackles the paradigm of media convergence by manipulating the 'flow' of content across media (Jenkins, 2007). The clips captured by mobile phone camera and selected for showing on regular television are simultaneously broadcast on a large LED screen installed over Seoul City Hall Plaza. In fact, the program itself is shot on the rooftop of the city hall building, where two MCs run the show as if they were news reporters as is illustrated in the picture above. Hence, what the viewers on a regular television set at home actually watch are alternating shots between the outdoor screen display, the MCs, and small video clips in quick-time movie format. Later on, the program re-runs on Mobile TV, particularly on the channel BLUE of Satellite DMB (Digital Multimedia Broadcasting) service on the following Monday. Following this path, the clips of Click Click Ranger finish their journey from the street to multiple screens encompassing all hot spots ('hot screens') in the current mediascape of Korea as diagram below illustrates.
Creating the Public: Private Imaging and Public Exhibition To the savvy viewers, who got used to all sorts of strategies to utilize the mobile phone for the television show by now, early attempt of Click Click Ranger may not look so fresh. What makes this show unique is the way in which it attempts to employ the mobile phone, an icon of personal media, in the service of constructing the 'public space' within a commercial entertainment. As a matter of fact, from the beginning, ! : Exclamation Mark has built a reputation for being a 'public value concerned entertainment' program. Previous and current sub-sections of the show have adopted 'human documentary' or 'news report' format in which show hosts visit and follow various people, with the goal of promoting the 'good civilian life and consciousness' in the fashion of a public service campaign. So far, its campaigns have been successful in generating issues in public discourse and have had real consequences in social life in Korea. Some of its famous campaigns include: "Let's read books," "Let's obey the traffic sign," "Let's eat Breakfast," "Street Lessons," "Open your Eyes (Donation/Transference of cornea for the blind)," "Asia Asia (Illegal worker's home visiting project)" and so on. Partially, the show's strategy to foreground public good within entertainment content reflects the unique hybrid characteristic of its network, MBC: MBC is private but at the same time closer to a public broadcasting network. It runs as a private company but is in fact indirectly owned by the government (by KBS, a major public network) and under the direct control of the Commission of Television Broadcasting. This dominant discourse of the program not only circumscribes the content of the clips in Click Click Ranger but also affects its program format. Typical clips of Click Click Ranger would feature various incidents such as violation of minor civil laws, misdemeanors, or good samaritans who help weak, elderly people at the subway station and so on. In each episode, if the best citizen is chosen among the good samaritans, the show's host calls up the mobile ranger on the scene and runs to there to give the samaritan a reward-a golden badge.
November 4, 2009
Strange Overtures: Vodephone, Tchaikovsky, Ernie Kovacs and the "Wowness" of New MediaOne of the great joys of our present moment is waking up to some delightful gift -- a compelling bit of media content -- sent to you by friends, family, or in this case, a former student (Eric Schmiedl). Several years ago, I wrote a blog post about the ways that YouTube has brought back many aspects of the vaudeville aesthetic that I discussed in my first book, What Made Pistachio Nuts?: Early Sound Comedy and the Vaudeville Aesthetic: The video below is a great example -- an advertisement produced in New Zealand for Vodephone which offers us a spectacular technological performance, one which calls attention to the emerging properties of our media environment in several ways.
First, of course, the video demonstrates some of the expressive potentials of mobile phones, not to mention the prospects of using digital media to coordinate signals within a complex structure. This is a compelling example of technological virtuosity. My first response was to go "Wow" and in our modern age, "wowness" is a hard earned quality. Here's what I wrote about it in my recent book, The Wow Climax: Tracing the Emotional Impact of Popular Culture:: Consider the singular beauty of the word 'Wow.' Think about the pleasure in forming that perfectly symmetrical phrase on your tongue. IOmagine the particular enthusiasm it expresses -- the sense of wonderment, astonishment, absolute engagement. A 'Wow' in something that has to be earned, and in the modern age we distribute standing ovations far too often when we are just being polite, but we have become too jaded to give a wow. The term takes on a certain irony, as if it can only be uttered in quotation marks. This immediate, visceral response makes this the kind of content you want to "spread" to others in your social network. Eric forwarded it to me; I'm posting it on my blog and sending it out through my Twitter feed; and perhaps you will like it well enough that you will pass it along further. This is at the heart of what we are calling "spreadable media." And trust me, the folks at Vodephone are not going to be heartbroken at our circulation of their commercial message. They no doubt think this video has gone "viral" -- It didn't, god forbid. But a bunch of us did decide, for our own reasons, to keep it in constant and varied circulation. One of the ways that Vodephone has found to extend our engagement with this video has been to create a "Making Of" segment which is in many ways just as fascinating as the original. That's the great thing about technological virtuosity -- we can admire it even when the magician invites us behind the red velvet curtain and shows us how he does his tricks. I am reminded of what the French media theorists Christian Metz wrote about "trucage" or what we Americans call "special effects." That they are "artifaces" that are not so much hidden as proclaimed. When we all watch Avatar in a few weeks, we are not going to simply be immersed into the world of the film; we are going to stand back and gasp at the spectacular breakthroughs in special effects which have been publicized around the making of the film. And this fascination with how they did it will in no way diminish, may in fact increase the emotional impact of what we are seeing. This being the age of participatory culture and interactive media, Vodephone takes this a step further on the webpage they've constructed around this advertisement, which allows us to take the basic building blocks behind this spot and remix them towards our own ends. This thus completes the process of technological amazement -- allowing us to experience first hand the delights of expressing ourselves through ringtones. When I first saw the Vodephone spot, though, I was reminded of a much earlier moment of technological virtuosity and the vaudeville aesthetic. Take a look and you will see why. Ernie Kovacs was a spectacular visual comedian who worked in the early days of American television. Kovacs exploited for comic effect our heightened awareness of the visual properties of this new and emerging medium. Television was not yet ambient; we had not yet started to take the visuals (which, after all, are what separated television from radio) for granted. Kovacs counts on us not being able to take our eyes off the screen. So, why do both of these artists draw upon Pyotr Ilyich Tchaikovsky's 1880 composition, 1812 Overture, as the basis for their spectacular performance. I suspect there are many reasons, starting with the fact that the 1812 Overture embodies the high art status we ascribe to classical music. New media seeking to gain recognition often signal their cultural ambitions by drawing on works which we already respect from older media traditions. They do Shakespeare or Mozart or Tchaikovsky. Second, these works at the same time poke fun at the cultural hierarchies they seek to transcend -- there's something really profoundly silly about the ways they are performing or illustrating the 1812 Overture in these segment. And finally, at least in the case of the Vodephone ad, they respect the complexity of this particular composition as a way of demonstrating their own mastery over the new technologies involved. The Vodephone ad would not be nearly as absorbing or engaging if the phones were playing Chopsticks or Twinkle, Twinkle Little Star. So, if you want to learn more about our concept of spreadable media, check out the webinar which I will be conducting with Sam Ford and Joshua Green on Friday 6 November (from 12-1 pm EST). Registration is free! Moving from "Sticky" to "Spreadable": The Antidote to "Viral Marketing" and the Broadcast Mentality Based on years of researching how and why people spread news, popular culture, and marketing content online through the Convergence Culture Consortium for the past several years , our speakers are currently working on a book entitled Spreadable Media. This Webinar will look at what "spreadable media" means, why the concept of "stickiness" is inadequate for measuring success for brands and content producers online and ultimately why marketers and producers should spend more time creating "spreadable material" for audiences than trying to perfect "viral marketing." In this one-hour session, the speakers will share the ideas and strategy behind "spreadable media" and a variety of examples of best--and worst--practices online for both B2B and B2C campaigns. This panel will address: -- The concept of "stickiness" and why it cannot solely be used as a way to measure success online; October 22, 2009
Cordwainer Smith Imagined Convergence Culture (and Viral Media) in 1964Science fiction writers do not so much invent the future as they inform it. I mean inform here in two ways - first, they give us the information we need to process issues in the present moment and to therefore anticipate some likely consequences of the choices we face as a society and second, having given a vivid picture of a possible future, they inspire scientists, policy makers, and others to reshape reality to conform to their depiction. How many contemporary technological developments emerged from designers whose imagination was incited by some science fiction novel or television series? Without Star Trek, would we have flip phones? Without Snow Crash would we have had Second Life? I have been pondering this relationship between science fiction and reality a lot this week having recent taught some short stories by Cordwainer Smith in my transmedia entertainment and storytelling class at USC. If you just mumbled, "Cordwainer who?," you are not alone. Smith's works are rarely cited today. Smith wrote short stories rather than novels, scattered them across a range of publications, and published many of them after his death. Even hardcore science fiction fans may know him only for his first published story, "Scanners Live in Vane," which is included in the Science Fiction Hall of Fame anthology which is often deployed in science fiction classes. The New England Science Fiction Association collected and republished his stories several years ago as The Rediscovery of Man. Maybe it's time for the rediscovery of Cordwainer Smith. When I first read "Scanners Live in Vain" some years ago, I was stunned. The writing is challenging and vaguely modernist, especially when compared to the hard edged realism and classicism of his 1950s era contemporaries like Robert Heinlein or Issac Asimov. He thrusts you into the world of the story without much preliminaries; he relished the strange and unfamiliar elements which are dealt with it ways that are at once defamiliarizing (in that they break from our world) and familiarizing (in that they treat these strange elements as if they were perfectly normal, even banal.) In many ways, the story's focus on the fusion of man and machine, which gets depicted with ambivalence rather than dread, helped pave the way for similar representations in the early cyberpunk movement. As I've read more of his work, I've become fascinated with the ways that he prefigured science fictions fascination with media change - digital media primarily in the case of the Cyberpunks but something very close to what I call Convergence Culture in the case of Cordwainer Smith. Consider, for example, this passage from "The Dead Woman of Clown Town" which seems to anticipate the concept of viral media: "A bad idea can spread like a mutated germ. If it is at all interesting, it can leap from one mind to another halfway across the universe before it has a stop put to it. Look at the ruinous fads and foolish fashions which have nuisanced mankind even in the ages of the highest orderliness."Here, Smith tries to capture the perspective of a totalitarian regime which seeks to manipulate the flow of information in order to prevent a shift in public sentiment towards the underpeople, a permanent underculture which exists of half-human/half-animals. Smith warns after a particularly empassioned speech on human rights of the need to reframe what is being said lest it undermine the established order: "The dog-girl was making points which had some verbal validity. If they were left in the form of mere words without proper context, they might affect heedless or impressionable minds." Published in 1964, "Dead Woman of Clown Town," can be easily read as an allegory for the civil disobedience and nonviolent protest which shaped not only the then-contemporary protests of Martin Luther King, but also a range of protest movements across Asia during the struggle against colonialism. In the story, the human, Elaine, and the dog-girl, D'Joan, lead an army of underpeople on a march which brings them into the face of armed guards, who obligingly shoot them down or in D'Joan's case, torches her alive, forcing them to confront the brutal consequences of their own discriminatory policies. Smith's depiction is particularly concerned with the psychological experience of subordination and oppression, using for example the figure of C'Mell, the cat-woman and professional "girly-girl" (escort) in "The Ballad of Lost C'Mell" to deal with the ways that the enslaved must develop much greater knowledge of the dominant group than the other way around: "She had a womanliness which was truer than that of any hominid woman. She knew the value of her trained smile, her splendidly kept red hair with its unimaginably soft texture, her lithe young figure with firm breasts and persuasive hips. She knew down to the last millimeter the effect which her legs had on hominid men. True humans kept few secrets from her. The men betrayed themselves by their unfulfillable desires, the women by their irrepressible jealousies. But she knew people best of all by not being one herself. She had to learn by imitation, and imitation is conscious. A thousand little things which ordinary women took for granted, or thought about just once in a whole lifetime, were subjects of acute and intelligent study. She was a girl by profession; she was human by assimilation; she was an inquisitive cat in her genetic nature....Sometimes it made her laugh to look at human women with their pointed-up noses and their proud airs, and to realize that she knew more about the men who belonged to the human women than the human women themselves ever did." Key scenes occur at the moment when the human characters are forced to experience something of the subjective experience of the lower castes, as occurs when Elaine gets linked to D'Joan through telepathy, which is understood here as a kind of radicalization process, a shift in sympathy not unlike that experienced by many white liberals in the Civil Rights era who were motivated by the burning of black churches and the slaughter of black children to rethink a lifetime of segregationist practice. Smith's interest in the concept of information war-fare and media as a resource for political transformation can be explained by his own fascinating life story. Here's some of the details as presented by Wikipedia:
In short, Smith was the consummate political insider both to global politics and to the emergence of what Eisenhower called "the military-industry complex." He brought to science fiction complex theories of communication, psychology, and political change and at the same time, grafted them onto story traditions he had absorbed from classical Chinese literature and he had learned through his global travels. Underlying his almost surreal stories, then, is a deeper understanding of the nature of power and how governments seek to shape the subjective experience of their populations. Smith's relevance for a transmedia class is two-fold. First, Smith was a consummate world builder. All of his 32 short stories and his novel, Norstrilia, take place within a single timeline which spans more than 16000 years of future history and play out across the interconnected history of many different worlds. He depicts a future which emerges from Earth's past as our cultural traditions are revived, reproduced, forgotten, and reperformed until they have lost much of their meaning, becoming mere formalisms. In this world, he shows an acute understanding of how cultural change impacts the ways we treat each other and how we structure labor and governance. Here, for example, is a vivid passage from "The Story of Lost C'Mell," another key work in his depiction of the undermen: "Ever since mankind had gone through the Rediscovery of Man, bringing back governments, money, newspapers, national languages, sickness and occassional death, there had been the problem of the underpeople -- people who were not human but merely humanly shaped from the stock of Earth animals. They could speak, sing, read, write, work, love and die; but they were not covered by human law, which simply defined them as 'homunculi' and gave them a legal status close to animals or robots. Real people from off-world were always called 'hominads.' Most of the underpeople did their jobs and accepted their half-slave status without question.... Human beings and hominids had lived so long in an affluent society that they did not know what it meant to be poor. But the lords of the Instrumentality had decreed that underpeople -- derived from animal stock -- should live under the economics of the Ancient World; they had to have their own kind of money to pay for their rooms, their food, their posessions and the education of their children. If they became bankrupt, they went to the poorhouse, where they were killed painlessly by means of gas. It was evident that humanity, having settled all of its own basic problems, was not quite ready to let Earth animals, no matter how much they might be changed, assume a full equality with man." As this opening passage suggests, Smith treats his readers not as outsiders to whom such worlds must be explained but rather as insiders for whom these worlds are already well known. Consider the opening paragraph of "Dead Woman" which refers not only to some of Smith's other tales but also seeks to debunk existing representations of the events depicted in (yet fabricated for) his story: "You already know the end -- the immense drama of the Lord Jestocost, seventh of his line, and how the cat-girl C'Mell initiated the vast conspiracy. But you do not know the beginning, how the first Lord Jestocost got his name, because of the terror and inspiration which his mother, Lady Goroke, obtained from the famous real-life drama of the dog-girl D'Joan. It is even less likely that you know the other story -- the one behind D'Joan. This story is sometimes mentioned, as the matter of the 'nameless witch,' which is absurd, because she really had a name. The name was 'Elaine,' an ancient and forbidden one." Throughout the story, Smith offers many passages which refer outward from the current narration to discuss how the same story was told across many years, across many different media. Here are just a few examples: "Much later, when people made songs about the strange case of the dog-girl D'Joan, the minstrels and singers had tried to imagine what Elaine felt like, and they had made up The Song of Elaine for her. It is not authentic, but it shows how Elaine looked at her own life before the strange case of D'Joan began to flow from Elaine's own actions." Smith, thus, depicts a world where the most important stories flow across all available media franchises, get retold many times for many different audiences, with some details being encoded through cultural conventions and others distorted over time. Consider, for example, this description of a gesture which has become more cyptic as it has moved from real-world events to multiple media representations: "The records show his appearance. He comes in at the right side of the scene, bows respectfully to the four Chiefs and lifts his right hand in the traditional sign for 'beg to interrupt,' an odd twist of the elevated hand which the actors had found it very difficult to copy when they tried to put the whole story of Joan and Elaine into a single drama. (In fact, he had no more idea that future ages would be studying his casual appearance than did the others. The whole episode was characterized by haste and precipitateness, in light of what we now know.)"Smith's version, then, becomes not the point of origin for the story but rather a debunking of conventional versions. Not only does he imagine the event as retold many times after they occur, Smith also depicts the events as predetermined because the figures have already become encrusted in mythology. A human intelligence embedded in a computer has run a range of simulations to try to determine how the underpeople can escape their brutal fate at the hands of the human, how they might avoid death. Out of all of the possibilities, she has discovered one which leads to the best possible outcome and she has sought to prepare her followers for that eventuality. Generations have named their children "D'Joan" and have rehearsed the particulars of their mythology so they can play the roles that are required of them. When Elaine, the witch, wonders into their warren by accident, she must be instructed in her expected role and actions, and must be continually reminded her function within the prescripted narrative whenever she seeks to exert free will. Like many of the other scenarios, this script results in the death of its key participants, yet it has the chance of forcing the issue upon the oppressors and forcing them to experience powerful emotions - the pangs of conscience and consciousness - which might lead ultimately to political change. As we enter the climax of his story, Smith describes not only what happens but how it gets transmitted to subsequent generations, discussing what events were captured by cameras (and in some cases, from what angles) and describing which are preserved in archives, which have been subject to competing interpretations, and which have been restaged and commerated through paintings, video dramas, stage plays, songs, and prose. Such descriptions look forward to our own time when something isn't real until it has been transmitted through all available media channels: "Fisi, in the pictures, stands back, his face sullen. In that particular frame of scenes, one can see some of the spectators going away. It was time for lunch and they had become hungry; they had no idea that they were going to miss the greatest atrocity in history, about which a thousand and more grand operas would be written." Smith's writings, thus, anticipate our present transmedia moment and at the same time, offer a critical perspective on how stories flow across media. His own background as an expert on psychological warfare and as an adviser to the intelligence community allows him to anticipate how the spread of information can be manipulated by governments or shaped by dissent movements. In that sense, his references to alternative media presentation of his fictional events represents not simply a formal acknowlegement of the intertextual connections across all of his works but also as a critique of convergence, one written almost fifty years ago. We might read Smith's fiction as a letter sent from his generation to ours. Too bad so few of us are reading his remarkable stories. Check them out. To learn more about this remarkable writer, read Karen L. Helleckson's The Science Fiction of Cordwainer Smith. October 20, 2009
He's BA-A-A-ACK!My blog, begun at MIT some years ago, has now successfully relocated onto USC servers. And so I am now going to return to my normal blogging activities. As I do so, I wanted to use this first post to play catch up on a number of recent developments around projects that I am involved with, so today will feel like a series of announcements (many of which you already know if you are following me on Twitter). New Media Literacies Conference Project New Media Literacies is collaborating once again with the fine folks at Home Inc. to put together a conference, back at MIT, on new media literacy as a "21st century skill" on Oct. 24 2009. The key note speaker will be Alan November. Here's his bio: November is an international leader in education technology. He began his career as an oceanography teacher and dorm counselor at an island reform school for boys in Boston Harbor. He has been director of an alternative high school, computer coordinator, technology consultant, and university lecturer. He has helped schools, governments and industry leaders improve the quality of education through technology and was named one of the nation's fifteen most influential thinkers of the decade by Classroom Computer Learning Magazine. In 2001, he was listed as one of eight educators to provide leadership into the future by the Eisenhower National Clearinghouse. In 2007 he was selected to speak at the Cisco Public Services Summit during the Nobel Prize Festivities in Stockholm, Sweden. His writing includes numerous articles and best-selling book, "Empowering Students with Technology". Alan was co-founder of the Stanford Institute for Educational Leadership Through Technology and is most proud of being selected as one of the original five national Christa McAuliffe Educators. November will be speaking about "Digital Nation - Education in Transition to 21st Century Learning." Other participants will include Erin Reilly, the Research Director for Project New Media Literacies; Jenna McWilliams, formerly the curriculum development specialist on our team, now at Indiana University's Learning Sciences Program; Chris Sperry from Project Look Sharp; Home Inc's Alan Michel; Wheelock College's Susan Owusu and Bill Densmore from the Media Giraffe Project. I wish I was going to be there, since I've very much enjoyed participating in other events in this series, but I am committed elsewhere over those dates. Here's where you can go to register. *************** The Convergence Culture Consortium is really kicking into high gear as it is getting ready for our Fourth Futures of Entertainment Conference, which is going to be held at MIT on November 20-21 2009. I am going to be the opening speaker of the first day which centers on issues of transmedia entertainment. Speakers already booked include: * DAVID BAUSOLA - Co-founder of Ag8 * NANCY BAYM- University of Kansas * BRIAN CLARK - Partner and CEO, GMD Studios * STEPEHN DUNCOMBE - NYU * DAN GOLDMAN - Illustrator of Shooting War (Grand Central Publishing [US] and Weidenfeld & Nicolson [UK]) * NOESSA HIGA - Visionaire Media * JENNIFER HOLT - UC Santa Barbara * VICTORIA JAYE - Acting Head of Fiction & Entertainment Multiplatform Commissioning, BBC * HENRY JENKINS-USC * DEREK JOHNSON - University of North Texas * BRIAN LARKIN - Milbank Barnard College * JUYOUNG LEE - Co-Founder & Chief Scientist, ACE Metrix * TRAPPER MARKELZ- VP Products, GamerDNA * JASON MITTELL- Middlebury College * AVNER RONEN - CEO & Co-founder, Boxee * FRANK ROSE - Contributing Editor,Wired * LORRAINE SAMMY - Racebending * ANDREW SLACK - The Harry Potter Alliance * DAVID SPITZ -Director of Business Development, WPP * LOUISA STEIN - San Diego State University * JORDAN WEISMAN - CEO and Founder, Smith & Tinker * MARK ZAGORSKI- Chief Revenue Officer, eXelate Media I am particularly excited about moderating a session on Transmedia Activism, which grows out of some current work I am doing on the ways we might bridge between participatory culture and public/civic participation. I hope to write more about this session and its underlying framework as we get closer to the event. If you have come to our events in the past, you know how exciting Futures of Entertainment can be. If you have not, all of our previous sessions are now available as webcasts. Here, for example, is a conversation I had at FOE 3 with Yochai Benkler, author of The Wealth of Networks. We see the conference as a vital meeting ground between people working in the media industry and academics, both of whom are doing cutting edge thinking about current trends impacting the realms of entertainment. So, register now and help us spread the word.
GAMBIT, the MIT-Singapore Games Lab, is continuing to run a series of blog posts, showcasing the games which were produced during their summer program this summer. Each week, they showcase one game, including artwork, design materials, and comments from team members. If you have not had a chance to play this year's titles, you really should check them out. Several of them have already started to generate buzz across the games blogosphere and like previous titles, are certain to be competitive where-ever independent games are being shown. I had a chance to sit down with the Gambit team during a recent visit back to MIT and was as always impressed by their output, which is consistently breaking the mold in terms of the design of play mechanics, visuals, and sound. Their mandate is to stretch the limits of our understanding of what games can do. Each game serves a larger research question, but Philip Tan, the Lab's director, makes sure that the most important thing created on his watch is FUN! I will be speaking this coming Saturday (Oct. 24) at the University of Oregon as part of a conference and art exhibition they have organized around "Understanding Superheroes." It sounds funny to say that I am keynoting a superheroes conference -- like Aquaman couldn't make it! My topic will be "'Man Without Fear': David Mack and the Formal Limits of the Superhero Comic." While I have been writing and speaking about comics for a while, this will be the first time I've really dug deep into the formal conventions of superhero comics. My primary focus will be, as the title suggests, the work which Mack has done within the mainstream continuity of Marvel's Daredevil Franchise though more generally I will be exploring what happens when experimental and mainstream comics intersect each other. Other speakers at the conference include creative artists such as Danny Fingeroth, Kurt Busiek, Matt Fraction, and Gail Simone as well as scholars and critics such as Douglas Wolk, Charles Hatfield, Corey Creekmur, Jonathon Grey, and Matt Yockey. The conference was organized and the exhibit curated by Ben Saunders. I will be sharing my impressions of this event on my blog next week. September 16, 2009
The Aesthetics of Transmedia: In Response to David Bordwell (Part Three)This is the third and final segment of my response to David Bordwell's thoughtful analysis of some of the pitfalls and challenges associated with transmedia storytelling. Thanks to David for sparking what has been a fascinating exchange, one which has forced me to sharpen my thinking about certain key issues that I am working through for my class. Another drawback to shifting a story among platforms: art works gain strength by having firm boundaries. A movie's opening deserves to be treated as a distinct portal, a privileged point of access, a punctual moment at which we can take a breath and plunge into the story world. Likewise, the closing ought to be palpable, even if it's a diminuendo or an unresolved chord. The special thrill of beginning and ending can be vitiated if we come to see the first shots as just continuations of the webisode, and closing images as something to be stitched to more stuff unfolding online. There's a reason that pictures have frames. Again, I'd argue that Bordwell is describing a specific kind of filmmaking, one that may gain very little from transmedia expansion. Yet, as I said earlier, the aesthetic properties of texts that lend themselves to transmedia experience are world-building (as we've been discussing) and seriality. By definition, a serial text is not self-contained. It resolves one chapter and immediately plants the book that will draw us into the next. It is, as Angela Ndalianis stresses in Neo-Baroque, a work which pushes beyond its frame. Now, to be clear, the cliffhangers which have shaped many classic serial forms do depend on an understanding of where one text stops and another begins. But we can see this as an art of chunking rather than framing. They know how to break the story down into meaningful chunks which are compelling emotionally within themselves but which gain greater urgency when read in relation to the other installments of the story. We still have a lot to learn about how to create meaningful chunks and link them together across media platforms. As such, I am watching more and more vintage serials to see how they balance between self-containment and openness. This may be why transmedia seems so far to work best in relation to television, which is increasingly relying on seriality (and back story) to create a particular kind of aesthetic experience, and where it is applied to film, it seems to work best for franchises which will have a series of increasingly preplanned sequels. No one would take away the aesthetic pleasures of closure and containment, but there are also aesthetic pleasures in seriality, openness, and especially, for me, a pleasure in suddenly understanding how a bit of information consumed in one medium fits into the puzzle being laid out for us in a totally different platform. So far, transmedia texts have been most compelling while they are mid-process and have tended to disappoint when they reached their conclusion. This phenomenon may tell us something about the degree to which they rely on open-ended and serialized structures rather than the kinds of closure which is the pleasure of a different kind of fiction. The anxious fan wants to know that the producers of Lost isn't making it up as they go along, though of course, on one level, every storyteller is making it up as they go along. The hope though is for a certain level of integrity and continuity between the pieces which allows us to find the coherent whole from which the many parts must have once broken adrift. For me, though, I am also intrigued by the moment when the story is rich with possibilities, when fan speculations span out in many different directions, and when each of us has taken the parts as resources for constructing our own fictional world. I wrote about this almost 20 years ago in response to Twin Peaks: I was much more interested in the hundreds of complex theories about who killed Laura Palmer that invested fans constructed individually and collectively than I was in the official version which David Lynch and Mark Frost were forced to add under pressure from the networks. Bordwell writes: In between opening and closing, the order in which we get story information is crucial to our experience of the story world. Suspense, curiosity, surprise, and concern for characters--all are created by the sequencing of story action programmed into the movie. It's significant, I think, that proponents of hardcore multiplatform storytelling don't tend to describe the ups and downs of that experience across the narrative. The meanderings of multimedia browsing can't be described with the confidence we can ascribe to a film's developing organization. Facing multiple points of access, no two consumers are likely to encounter story information in the same order. If I start a novel at chapter one, and you start it at chapter ten, we simply haven't experienced the art work the same way. Transmedia storytellers are becoming increasingly skilled at deciding when extensions should be rolled out in relation to the franchise's "mother ship." Some plot developments do require careful sequencing. There's a pleasure to be had in watching Robert Rodriquez's Shorts in making fun of a schoolboy who claims that sharks ate his homework in an early scene and then looping back in time to discover that he is telling the truth. Even though the plot of the film shifts around the story information so we see events out of sequence, there is still a larger rationale determining why we experience these events in a particular order. The same may be said for the difference between materials released to the web before we encounter the film or television series, which often are designed to help us manage the complexity of an unfamiliar world or an ensemble-centered narrative, and those which come later in the unfolding of the franchise. Enter the Matrix comes at a particular juncture in the film series, while the multiplayer game based on The Matrix comes only after the film series was completed and the Wachowskis wanted to cede greater creative control back to the consumers to take the world in new directions. The Battlestar Galactica webisodes , "Face of the Enemy," which came on the eve of the final season went back in time to refocus us on the character of Felix Gaeta, who had been a secondary figure for most of the run, showing us the events from his point of view and revealing previously unknown aspects of his motivation, just in time to set us up for the character to play a much more central role in the series's final year. This is why transmedia "chunks" often tell us explicitly where they fit into the larger time line and why many of us prefer to read those chunks within a narrative sequence. Bordwell writes: Gap-filling isn't the only rationale for spreading the story across platforms, of course. Parallel worlds can be built, secondary characters can be promoted, the story can be presented through a minor character's eyes. If these ancillary stories become not parasitic but symbiotic, we expect them to engage us on their own terms, and this requires creativity of an extraordinarily high order. Well, yes, and these are the functions of transmedia extensions which interest me the most -- and for that matter, the ones which spark the most excitement in the industry types who seem to grasp the concepts the best. It isn't simply about the narrative; it isn't simply about filling in gaps in the plot. "Gap-filling" seems to be a special case: the parlor trick that The Matrix franchises plays with the delivery of information from the doomed Osyrus which unfolds across three different media platforms. More often, transmedia is about back story which shifts our identifications and investments in characters and thus helps us to rewatch the scenes again with different emotional resonance. More often, it is about picking up on a detail seeded in the original film and using it as a point of entry into a different story or a portal into exploring another aspect of the world. And yes, to do this well is creativity of an extraordinarily high order, which is why most transmedia extensions disappoint; they fail to achieve their full potential. Transmedia is appealing to artists of a certain ambition who nevertheless want to work on popular genre entertainment rather than developing avant garde movies or art films. It appeals to intellectually engaged viewers who are more at home with popular culture than with gallery installations. I'm curious to hear what other transmedia critics and creators are thinking about this exchange. September 13, 2009
The Aesthetics of Transmedia: In Response to David Bordwell (Part Two)Today, I continue to share my responses to David Bordwell's recent blog post on transmedia storytelling. It is worth stressing that these are still early days in the evolution of transmedia narrative practices and even earlier in terms of our theoretical understanding of those practices. Exchanges like this one have the potential to help both critics and practitioners think more deeply about these developments. Every time I step in front of my transmedia class at USC, I feel like I am playing without a net and that's what makes the classroom experience so exciting. We are really thinking through a relatively new phenomenon together. And each set of questions which get posed will push all of us to dig a little deeper. Bordwell wrote: For one thing, most Hollywood and indie films aren't particularly good. Perhaps it's best to let most storyworlds molder away. Does every horror movie need a zigzag trail of web pages? Do you want a diary of Daredevil's down time? Do you want to look at the Flickr page of the family in Little Miss Sunshine? Do you want to receive Tweets from Juno? Pursued to the max, transmedia storytelling could be as alternately dull and maddening as your own life. Well, actually, my bet is that Diablo Cody's penchant for snarky one-liners might have been better served if Juno had unfolded via Twitter rather than on the screen, there are many excellent comic book stories which center around the "downtime" of superheroes and thus focus on their alter egos, but I catch David's drift. I don't think that every fictional work should become a transmedia franchise, though I think the approach lends itself to a broader array of genres than simply the fantasy and science fiction franchises that have been its primary home to date. For me, the core aesthetic impulses behind good transmedia works are world building and seriality. For this reason, the transmedia approach enhances certain kinds of works that have been udged harshly by traditional aesthetic criteria because they are less concentrated on plot or even character than more classically constructed narratives. It's long been a charge directed against science fiction works that they are more interested in mapping complex environments than in telling compelling stories. Many of my favorite SF novels -- Snow Crash for example -- break down into near incoherence by the end, yet they offer us richly realized worlds which I would love to be able to explore in greater detail than any one narrative allows. I might make the same argument about Martin Scorsese's The Gangs of New York: Marty got so invested in the historical background of his film that it sometimes swamps his characters and as a history buff, I kept wanting to stop the film and chase background figures down the street so that I could learn more about who they are and what they are doing. In some scenes, I was more interested in the extras than the protagonists. I recently read an outstanding dissertation written by a recent UW-Madison graduate, Derick Johnson, who talks about "overdesign" as a principle driving contemporary media franchises: his example is Battlestar Galactica, which he suggests overflows with throwaway details which convince us that the depicted vents are unfolding in a world as rich and complex as our own. Speaking at last year's 5D event, I argued that the art director takes on new importance in transmedia franchises, becoming almost as central as the screenwriter or the director, in terms of adding to our understanding of the fictional world. We could go back to Syd Mead's contributions to Bladerunner for an example where much of our appreciation of the film stems from a complex and well considered rendering of a plausible future society. So, we can see many of the extensions around transmedia narratives as examples of this "overdesign," adding greater "texture" (to use a concept Johnson draws from Ron Moore) to our over-all experience. Such extensions may or may not add something key to the unfolding of the narrative, but they nevertheless impact our overall aesthetic experience. All of this is to say that not every work should become transmedia, but we may not yet know enough to prejudge which works can be meaningfully enhanced through such an approach. Bordwell writes: film viewing is already an active, participatory experience. It requires attention, a degree of concentration, memory, anticipation, and a host of story-understanding skills. Even the simplest story gears up our minds. We may not notice this happening because our skills are so well-practiced; but skills they are. More complicated stories demand that we play a sort of mental game with the film. Trying to guess Hitchcock or Buñuel's next twist can engross you deeply. And the very genre of puzzle films trades on brain strain, demanding that the film be watched many times (buy the DVD) for its narrational stratagems to be exposed. Here, I can only agree. Indeed, Bordwell's teaching shaped my own investment in the cognitive and social/cultural activities of film consumers, giving me a theoretical vocabulary to make sense of some of the things I'd experienced in and through fandom. I don't buy the "Lean back"/"Sit Forward" distinction offered by many transmedia advocates. That said, I do think that there is an increased awareness of audience activity driving the push towards transmedia storytelling. Bordwell and others in the formalist tradition make a distinction between story and plot. The plot of the film is the sequence in which we encounter specific bits of information, while the story of the film is our mental construct which rearranges that information into a coherent sequence. So, a mystery may begin with the discovery of the body and work backwards (to show us the events which motivated the death) and forward (to show us how the detective put together the clues.) If we take this distinction between the sequencing and structuring of information, transmedia storytelling simply expands the scope of the process, allowing us to continue to collect and assemble clues once the specific unfolding of the film is completed. Yet, in a networked culture, this ongoing process of information gathering, hypothesis testing, and interpetation/evaluation takes on a more profoundly social dimension. It is no longer something that occurs in a single mind during the two hours the film is unfolding; it is something which we do together, pooling resources, and comparing notes. Mimi Ito describes this as the "hypersocial" logic underlying Japanese media mix. Clearly this process is most vividly suggested by the Alternate Reality Game, where the information scavenger hunt becomes the driving force of the entertainment experience, but we can understand the dispersion of videos about the world of District 9 as also setting a similar process in motion. Bordwell writes: No narrative is absolutely complete; the whole of any tale is never told. At the least, some intervals of time go missing, characters drift in and out of our ken, and things happen offscreen. Henry Jenkins suggests that gaps in the core text can be filled by the ancillary texts generated by fan fiction or the creators. But many films thrive by virtue of their gaps. In Psycho, just when did Marion decide to steal the bank's money? There are the open endings, which leave the story action suspended. There are the uncertainties about motivation.....Many art works exploit that impulse by letting us play with alternative hypotheses about causes and outcomes. We don't need the creators to close those hypotheses down. Geoff Long, a CMS graduate, has long advocated the use of the concept of "negative capability" to understand how gaps in the fiction incite certain forms of aesthetically pleasing speculations and anticipations. There is of course a complex dance between gaps and excesses where we are talking about narrative information. Johnson's "overdesign" may seem to provide "too much information" about the story world, yet for every new bit of information given, there are new spaces for speculation opened. We become like nagging five year olds who follow every explanation with a new question. That said, most good transmedia artists know that there are certain gaps which should not be filled if they want to maintain interest in the series as a whole. There are certainly reasons to create ambiguities and uncertanties. We may offer more clues through other media, but we certainly don't want to destroy the mystery which makes such characters and worlds compelling in the first place. Fans resent the addition of information simply to close down avenues for speculation -- take, for example, the closing chapter of the last Harry Potter novel which amounted to J.K. Rowling spraying her territory telling us who married who and what they named their children even though most of that information had limited narrative impact and simply felt like she was trying to foreclose certain strands of fan expansion. In some cases, authors are better off allowing fans to create their own narratives, since the community will generate multiple explanations, much as critics will offer multiple accounts of what motivates Hamlet or Travis Bickle to do what they do. Bordwell writes:
To me, the key word here is "sometimes." Bordwell is describing a particular kind of storytelling. It's no accident that critics of transmedia and interactivity almost always fall back on Alfred Hitchcock to illustrate their point. Hitchcock's works are certainly about control, shaping not only the sequencing of events and unfolding of information, but also playing around with the hierarchy of knowledge between the characters and the shaping of the point of view shots through which we see each moment of the film. Hitchcock famously slept on the set because he had thought all of this through before the cameras roll. So, yes, let's give Bordwell Hitchcock. But, then give me Tim Burton, whose films are often sprawling messes, because he is so much more interested in art direction and world building than storytelling. I have limited interest in the plot of his version of Planet of the Apes, say, but I never cease to be amazed at the complex thinking which went into every aspect of the Ape cultures -- a classic example of Johnson's "overdesign" and "textures" in action. The human characters amount to cursers we deploy to navigate the fictional space and in that case, I would be quite happy to be free to explore this world on my own, digging deeper into details that don't happen to be required for the unfolding of a particular story but which deepen my experience of this imaginary culture. We can call Tim Burton a bad filmmaker because he doesn't need to exert this kind of "tryanical control" over the unfolding of information, but then how do you explain the pleasurable anticipation I have for his version of Alice in Wonderland, even though I know he will once again disappoint me as a storyteller. So maybe Planet of the Apes is not a film I would go to the mat for. But if we shift media, I would argue that works like War and Peace or Moby-Dick or Dante's Inferno are much more invested in world-building than story-telling and that their authors seemed content to stop their novels dead in their tracks for pages on end as we wander through their fictionalized geography, trying to map its contours or understand the connections between scattered events. In both cases, what frustrates high school students who want them to get on with their stories is what has made them of lasting interest to critics who want to better understand the realms they are depicting. (It's no accident, I think, that some enterprising producer out there is trying to adopt the Divine Comedy into a transmedia franchise. Surely, that was Dante's plan all along.) Clearly the author always exerts a certain degree of control over the unfolding of story information, but there are some authors who seek to create a more open text and others who seek to close down varying interpretations. I would say that so far transmedia storytelling has appealed to storytellers who want to open up greater freedom of interpretation rather than those who want to totally shape the reception of their work. September 10, 2009
The Aesthetics of Transmedia: In Response to David Bordwell (Part One)David Bordwell, my graduate school mentor and one of the leading figures in academic film studies, joined the conversation about transmedia storytelling the other week with a typically thoughtful and engaging entry that explored the strengths and limits of transmedia as an expansion of the cinematic experience. Personally, I read Bordwell's analysis as a friendly amendment and generous "shout out" to the work I've been doing on this topic, not to mention a timely one since it arrived on the eve of the start of my Transmedia Storytelling and Entertainment class at USC. His greatest contribution here is to raise a series of constructive objections and challenging questions any filmmaker would need to think through before moving their film -- mainstream or independent -- in a transmedia direction. To keep the conversation on these topics flowing, I thought I would respond to some of Bordwell's arguments. Bordwell writes:
I would certainly agree with Bordwell that transmedia storytelling does not begin with The Matrix. When Jeff Gomez (Starlight Runner) spoke to my students last week, he repeatedly used the phrase, "mythology," to describe the structure of transmedia narratives and others adopt a long-standing industry term, "Story Bible," to describe the documentation that organizes the continuity. Both metaphors pay tribute to earlier forms of branching or encyclopedic narrative. In Gomez's case, we might trace the concept of "mythology" backwards from the D&D games he played as a young man into the writings of J.R.R. Tolkien who clearly conceived of Lord of the Rings as modeled on structures found in folklore and mythology. I'd also argue that C.S. Lewis's writings on stories contain a lot of great insights onto the value of telling details in fleshing out fictional worlds, suggesting that modern transmedia fans might have enjoyed a rich exchange if they were able to sit down in the faculty room at Oxford in the early part of the last century. If I was having an imaginary conversation about the origins of this concept, I'd also want to include L. Frank Baum, who unfolded the world of Oz across a range of media platforms. What we now might read as a series of novels that fleshed out the Land of Oz began life as short films produced by Baum's studios, Broadway musicals, and comic strips. (See the recent republished edition of The Marvelous Land of Oz which collects the comic strip elaborations of his "mythology.") Indeed, you could argue that the shifts across media give the book series a kind of wacky incoherence, involving radical shifts in tone or theme, inconsistent conceptions of characters, and so forth. I might also want to invite Cordwainer Smith, a science fiction writer who I've long been convinced was a time traveller, since his works prefigure many of the key themes and motifs of cyberpunk. Smith developed a complex and interlocking "mythology" which links together dozens of short stories published across a range of different magazines, and he specifically depicted many of his stories as "versions" or "installments" of a narrative the reader is already presumed to understand from encountering it across a range of previous media incarnations. Smith himself wrote only prose narratives, but in his fictions, he imagines explicitly how his tales would take shape on stage or television. I would argue that the contemporary moment of transmedia has heightened our awareness of these earlier moments of authors unfolding stories across media, much as the rise of digital media more generally has led to a revitalization of the study of "old media when they were new" or the history of the book. We certainly want to understand what is new about our current push for transmedia entertainment, which to me has to do with the particular configuration of media systems and the push towards a more participatory culture. Tolkien, Lewis, Baum, and Smith all sought to model contemporary fictions on the dispersed, episodic, yet interlocking structures of classic mythology -- creating a folklore for a post-folkloric society. And so, yes, there are going to be many resemblances to be drawn between transmedia stories, informed by these creative figures, and traditional religious or mythological works. That said, many of Bordwell's examples above are simply adaptations of works produced in one medium for performance in another platform. And for many of us, a simple adaptation may be "transmedia" but it is not "transmedia storytelling" because it is simply re-presenting an existing story rather than expanding and annotating the fictional world. Of course, this distinction assumes a pretty straight forward adaptation. Every adaption makes additions -- minor or otherwise -- and reinterpretations of the original which in theory expands our understanding of the core story. These changes can be read as "infidelities" by purists but they may also represent what I describe in CC as "additive comprehension" -- they may significantly reshape our understanding of what's happening in the original work. Still, I think there is a distinction to be made between "extensions" to the core narrative or the fictional universe and adaptations which simply move content from one medium to another. Bordwell continues: The "immersive" ancillaries seem on the whole designed less to complete or complicate the film than to cement loyalty to the property, and even recruit fans to participate in marketing. It's enhanced synergy, upgraded brand loyalty. I've long ago given up trying to separate the creative and commercial motivations of transmedia entertainment, but then, all popular culture, no, all art depends on a complex balance between the two. From the start, most transmedia has been funded through the promotional budget rather than being understood as part of the creative costs of a particular franchise, even where it has been understood as performing key world building or story expanding functions. This was a central issue in the Writer's Strike a few years ago. Indeed, in so far as Hollywood has grasped transmedia, it has been in the context of a growing awareness of the urgency of creating "consumer engagement" that has been a buzz word across the entertainment industry in recent years. This is why the transmedia chapter in CC follows so closely after the discussion of "affective economics" and American Idol. Yet, as I suggested in my recent discussion of District 9, one man's promotion is another man's exposition. Increasingly, transmedia extensions are released in advance of the launch of major franchises and do some of the basic work of orientating us to the characters, their world, and their goals, allowing the film or television series to plunge quickly into the core action. Yet, even at this level, they can do other things -- creating a more layered experience by introducing us to conflicting points of view on the action (as when we learn more about alien rights protesters through the District 9 promotional materials). Most of the people in the industry who take transmedia seriously are open about the fact that they are highjacking parts of the promotional budget to experiment with something that they think has the potential to refresh genre entertainment as well as reward viewer investments. On another level, I'd say we are still at a moment of transition where transmedia practices are concern. Each new experiment -- even the failed ones -- teach us things about how to shape a compelling transmedia experience or what kinds of tools are needed to allow consumers to manage information as it is dispersed across multiple platforms. In some ways, the transmedia stories may need to be conservative on other levels -- adopting relatively familiar genre formulas -- so that the reader learns how to put together the pieces into a meaningful whole, much as the first jigsaw puzzles we are given as children take shape into familiar characters and do not have the challenges found in those designed for hardcore puzzlers.
August 31, 2009
From Cinema to Games: Some Fascinating DataI received correspondence recently from a French games scholar, Alexis Blanchet, sharing some really fascinating data that has emerged from his research into the flow of intellectual property between the games and film industries. Since I am finding this data useful in teaching my transmedia class, I wanted to pass it along to others who are interested in understanding the convergence of these two key sectors of the entertainment industry. First, a little background on Blanchet. According to his blog: "I'm teaching and doing research in film studies in Paris (Université Paris Ouest Nanterre La Défense). Formerly associated with the French National Library, member of the Observatoire des Mondes Numériques en Sciences Humaines (Omnsh), I'm currently studying the cultural, economical and technical synergies between cinema and the video game."
Blanchet has identified 469 games based around film properties released between 1975 and 2008. His research encompassed more than 40 different platforms, but did not include mobile phones, which he notes results in some undercounting of games based on Bollywood films which tend to appear primarily on cell phone technologies. He also excluded browser based games, which he felt tended to be more oriented towards branding than entertainment experiences. For most of the platforms, movie-connected games represented roughly 10 percent of their total output. But for some platforms, they represented a much larger percentage of the total product. They were 22 percent of the titles produced for the Nintendo Game Boy Advance (2001-2006), 20 percent of the Nintendo Wii (2006-2007) and 27 percent of the Nintendo Game Boy Color (1999-2003). He ascribes the centrality of tie-in games to handheld technologies to their greater targeting at younger consumers.
As this graph suggests, there has been a dramatic shift over time from games released only after the film has been successfully released towards simultaneous release. It is now taken for granted within a range of genres that there may be a market for the game even if the film itself does not do well. This situation is especially ripe for transmedia storytelling, since it lends itself well to a co-creation rather than licensing model, allowing for the game and the film to be developed side by side and for their release to be coordinated more fully than would have been the case a decade ago. Not surprisingly, Hollywood dominates the movie tie-in space representing 73 percent of the total, yet there are also European (8 percent) and Asian (4) movie tie-in games. And as already mentioned, the Asian numbers would have climbed considerably if mobile games were included in the count. 80 percent of the 134 international films which have made more than 100 million dollars upon release between 1991 and 2008 were adopted into games and of the top 20 money earners during this period, 95 percent were made into games: the holdouts were Titanic and The Dark Knight. And a Dark Knight game is finally on the way. Franchises which extended across more than one film were especially strongly represented in his sample (and of course are also strongly represented in the list of top money earners during this period.) Of the 469 movie-based games, 231 of them were based on a franchise which had produced 2 or more films Almost all CGI animated films produced by Pixar, Disney/Pixar, Dreamworks Animation, 20th Century Fox Animation and others were adopted into games. The most likely genres to make the transition from screen to games are: Action (236), Adventure (222), comedy (169) and Thriller (152). Those genres least likely to be made into games include documentary (2), Western (9), War (11), and Musical (23). It's worth noting that these also represent genres which are less likely to be made into films in the first place and that there are few non-film based games on the market in these genres. Blanchet, a loyal follower of this blog, wanted to give Aca-Fan readers some exclusive content. He shared with me this graph which looks at film to game translations based around their original ratings.
Blanchet should be congratulated and thanked for the hard work which went into this project. It's a real gift to our field.
August 28, 2009
District 9 (Part Two): Out of Afrofuturism?Last time, I focused on District 9 as adopting and expanding some core strategies of transmedia branding, linking it to True Blood, Cloverfield, and the granddaddy of them all, The Blair Witch Project. I should note that about the same time that post went live, friend and Convergence Culture Consortium consultant Grant McCracken posted an interesting provocation about what's behind the success of this season of True Blood. I also should point you to the early "Save the Date" Announcement for this year's Futures of Entertainment conference which went live yesterday: an entire day of the event will be focused around issues of transmedia entertainment. This is an event you will not want to miss. Today, I am coming at District 9 from a somewhat different angle, suggesting that it might best be understood as borrowing from and contributing to a larger tradition of Afrofuturist science fiction. You could understand the last installment without confronting any spoilers. This time I need to deal with the larger story structure of the film so there are spoilers galore. So read at your own risk if you have not seen District 9. Over the past decade or so, there has been an emerging body of criticism and theory around the concept of "Afrofuturism." For a good introduction to this concept, check out the Afrofuturism website or watch John Akomfrah's 1996 documentary, Last Angel of History, which traces the emergence of Afrofuturist concepts through science fiction and popular music of a much earlier vintage. For other good discussions of Afrofuturism, check out the special issue of Social Text which Alondra Nelson edited in 2001. Here's a decent short definition of Afrofuturism, taken from the Afrofuturism home page:
Afrofuturism offers us a fascinating way of thinking about how the themes of science fiction emerge across a range of different arts, including music, rather than remaining in the space of literary, filmic, and television science fiction which have traditionally been dominated by us white guys. And as the images of science fiction circulated through those channels, they took on new shapes and meanings, becoming a set of metaphors for thinking about issues such as slavery and cultural oppression. In many cases, the alien became the vehicle through which oppressed people represent that have protected and enforced the values of the status qou. As these images took shape, they drew new artists to science fiction -- including a growing number of artists of color -- who brought these themes back into science fiction literature. A smaller number of films -- most famously Brother From Another Planet -- consciously contribute to Afro-Futurism. It is an open question whether District 9 can be called, in the strictest sense, an "Afrofuturist" work. One way of understanding Afrofuturism would be race-neutral, refering to the deployment of a set of metaphors drawn from the realm of science fiction to understand the history and future of race relations (or conversely the borrowing of concepts from the history of race relations to envision how we would deal with other forms of difference and diversity). Many of the works most often cited as Afrofuturist texts fall into this category, including often-cited parallels to District 9 such as Alien Nation and the Planet of the Apes cycle. Yet, in so far as the Afrofuturism movement has also functioned to call attention to the future of blackness or the responses of black artists to new tehcnology, then we might say that District 9 appropriates an Afrocentric movement and repackages it for a "mainstream" (i.e. majority-dominated) marketplace. Clearly, as a South African born artist, Blomkamp has much to contribute to our understanding of the mechanisms of apartheid and how its structures and ideologies might return should we confront alien visitors. Blomkamp has been explicit about the links between District 9 and his experiences growing up in South Africa: It all had a huge impact on me: the white government and the paramilitary police -- the oppressive, iron-fisted military environment. Blacks, for the most part, were kept separate from whites. And where there was overlap, there were very clearly delineated hierarchies of where people were allowed to go.Those ideas wound up in every pixel in District 9.(LA Times) District 9 is clearly intended to shock us out of our preconceptions about South Africa (and for that matter, about what kind of society might be central to a science fiction drama). Blumkamp wants to get past some of the defense mechanisms that have emerged through previous discussion of the conditions of segregation and poverty that have shaped the recent history of his country by telling that story through a different lens. Blomkamp displaces discussions of race onto aliens much as Art Spigelman's Maus displaced discussions of the death camps onto mice, cats, and pigs Blomkamp has every right to make such a film. Yet, it would have been nice if he had also connected his work to this larger conversation about the intersection of race and technology. Discussions of the film have rarely acknowledged the larger Afrofuturist tradition, though again Hollywood in general has rarely acknowledged its borrowings from literary science fiction. District 9 seeks to construct a science fiction narrative which isn't about the global powers that dominate most work in the genre. It purposefully doesn't deal with what the Americans, the Brits, the Japanese, the Russians, or the Chinese are doing while aliens are visiting South Africa. True enough, Multinational United is a global organization but we see MNU embodied in the film through characters who come from South Africa. There's something really powerful about making the peripheral central, about dewesternizing science fiction. Again, a growing body of science fiction literature has made this move along time ago imagining the future from the perspectives of Eastern Europe, India, Brazil, African countries, the Arab World, Jamaica, and so forth. I picked up a recent catalog of science fiction books and was blown away by how many of them were set in the developing world as people seek ways to acknowledge a future which will not be simply an expansion of Americanism across the universe. For an excellent sampler that explores the relations between science fiction and postcolonialism, you might pick up a copy of Naola Hopkinson's So Long Been Dreaming:
So far, film and television has lagged behind print science fiction in embracing this more global perspective -- reflecting a fear that western viewers won't be interested in a film set primarily in the developing world. So District 9 does important work in bringing this perspective to the screen. Yet, this exclusion of first and second world powers in the film also poses questions about power relationships. It is hard to imagine, given what we learn in District 9 about the ways that the international arms industry wants to acquire access to the alien weapons, that the Americans and the other super-powers would simply step aside and let the Africans exert this level of self determination. That said, we also have to note that District 9 falls into several of the traps critics have noted in other representations of the future of race relations in mainstream science fiction films. First, there is an over-arching logic of the film: we move from alienation from to identification with the "prawns" . The disturbing opening scenes really make them seem sub-human. The design of the aliens make them look like insects and crustaceans, neither of which typically engender compassionate or sympathetic responses. And their actions are beastial as they gnaw into meet or clammer through trash heaps. Only their eyes hint at something more soulful underneath their shells. As the film goes forward, though, we are moved to critique the human population's treatment of the aliens. So far, so good. But in order for this to happen, two things have to occur: we have to stress the "inhuman" qualities of the human characters (through depictions of their baser motives) and we have to reveal the "human" characteristics of the nonhuman characters -- for example through the film's representation of the "Prawn" protagonist as a caring father and a loyal friend. In short, the emotional power of the film depends on a logic of assimilation: we can care about the aliens because they are more like us than we initially thought. And it depends on a logic of liberal guilt - we should care about the aliens because after all, we are treating them much as we've treated other underclasses in the past. For me, the most disturbing moment in the film comes when Wikus, our central human character uses a flame thrower to exterminate a nest of alien eggs, laughing and bragging that they explode like "popcorn" when exposed to heat. Given what we learn later about their family attachments, it is hard to redeem the character who was responsible for this genocidal act. There is no moment of self recognition where Wikus fully acknowledges what he has done. He mostly pursues his own self interests and has only a few moments where he recognizes the stakes for the "Prawn" and aids their cause. You can read the main "Prawn" character as the alien version of the "magic negro" found in so many contemporary Hollywood films. Hollywood believes we can tell the story of oppressed people only through the lens of more sympathetic members of the dominant group. And often, this means that the oppressed people become sympathetic to us through their mentoring and assistance to the white protagonists. District 9 is more complicated than this largely because its human protagonist doesn't ever really develop full consciousness and by the end, we understand the alien character more than he does. We start to value the alien's motivates and needs above his in the process. This is no Dances With Wolves where the white man becomes a better Indian than the "redskins" and takes over leadership of the tribe. By the end of the film, Wikus is still totally outside the alien community, but has just had a glimmer of what it's plight might look like. The second trap, such films often to portray people of color as part of the system of oppression. So, here, we see how the Nigerians exploit the "Prawns", we see black Africans in the man on the street segments justifying the segregation or deportation of the aliens, and we see black authority figures who are part of the state apparatus working to contain and relocate the "prawn." All of this suggests that blacks would have behaved no differently than whites did if they were in a position of authority in Apartheid South Africa. It makes oppression a basic element of human nature and thus erases some of the moral culpability of previous generations for their racism. Here, again, though, the film does hint at the unequal status of whites and blacks within MNU through, for example, a scene suggesting that a black recruit is not being given the same body armor as the whites in the same expedition party. Here's hoping these observations spark greater discussion. I suspect many of you will disagree with my criticisms of the film. I fully expect to be called "politically correct" which is the language we use to deflect honest discussions about the impact of race and racism upon culture.. District 9's cultural importance is that it provides us with new resources through which to reflect on the history and future of race relations in our world. I am not asking that the film be "politically correct": for me, it is enough that it provokes reflections, encourages conversations, and forces us to think more deeply about the world around us. Part of that discussion should resolve around lingering racial assumptions even in works which are otherwise progressive in their goals. Let me return to what I said in my opening of this two part series: District 9 is a very important film, perhaps the best released so far this year, and will make a lasting contribution to how we think about science fiction in screen-based media. But it did not "come out of nowhere" and we will understand it better if we situate it in a larger historical context. August 25, 2009
District 9 (Part One): Can a Bench Be a Transmedia Extension?"In a good summer, there's usually a movie that will come out of nowhere and completely wow us. This is a good summer, and that movie is District 9." -- Betsey Sharkey, Film Critic, LA Times. Sharkey's review of District 9 is typical of those that were published in newspapers around the country. Many film critics were taken almost totally by surprise by the commercial success of this low budget film, produced in South Africa, by a first time feature film director. Make no mistake about it -- District 9 is almost certainly the most impressive film released this summer and one of the best science fiction films to be released in recent years. It raises a high bar for Avatar, The Surrogates, and some of the other SF films which we are anticipating for Fall release. Yet the film did not come out of "nowhere" either in the sense that those of us who follow the genre closely didn't know it was coming or in the sense that it is a totally "original" work which shatters all of our expectations about what science fiction is. Some of the mainstream critics sound almost shocked that science fiction can be deployed as a genre for exploring serious and timely social issues, for example, overlooking more than a hundred years of such exploration in literary SF. As someone who has taught science fiction courses off and on for the past 20 years, I wanted to situate District 9 over the next two installments in two important conversations -- one about transmedia branding and the other about race and science fiction.
If you want to learn more about that campaign, check out Greg Hale's presentation at Futures of Entertainment 3 at MIT last year. Hale shared a stunning video which traced the evolution of that promotion. You can see it here starting at 8:40. Hale, who worked on the campaign, was a veteran of the Blair Witch Project, the release that really has set the model for most subsequent efforts to use transmedia to expand cult audience awareness of forthcoming small budget films. (See Convergence Culture) Another example of this process would be the work that Lance Weiller did around his film, Head Trauma. Lance was also featured on this same session at Futures of Entertainment. (By the way, there will be a Futures of Entertainment conference this November and I will be sharing some details pretty soon. It is always the weekend before thanksgiving.) Meanwhile, pseudo-documentary segments were surfacing on YouTube and across the web. Here are a few examples. These films, and others like it, serve important expositional functionss. They situate the context of the film and establish some of its core premises. But they also suggest the debates sparked by the events of the film, showing us different sides of the story than are depicted on the screen. District 9, for example, constructed a site for supporters of the Prawn, MNU Spreads Lies. We see alien rights activists in the background in the feature film but here we get a better sense of what motivates them and how they are critiquing the MNU. We learn things about alien biology -- including about the "Prawn"'s sexual reproduction -- which put the film's depiction of parenthood in a different context. (I particularly love the way that the MNU Spreads Lies site repurposes a documentary from MNU on its blog, constructing its own alternative counter-reading, and thus creating space for ambiguity about how reliable the information it contains may be about the "Prawns.") This amateur video sought to stitch together some of the scattered pieces, drawing explicit analogy to Cloverfield, another film which "snuck" into the theaters, thanks to saavy deployment of transmedia branding and promotion strategies. Of course, it makes sense that this film and filmmaker would embrace digital platforms as a means of expanding the fictional world given that District 9 was based on Neill Blomkamp's short, Alive in Joberg, which has been widely available on YouTube for some time. It's worth watching to see how the ideas and images in the current film took shape and how much he was able to achieve with a microscopic budget some of the same emotional impact that people have commented upon in District 9. District 9 adopts a hyper-mediated style, framing the opening segments as a series of news reports, though it becomes harder as the film progresses to have a rational explanation for who is holding the shakey camera which follows the protagonist around the rubble of an increasingly militarized refuge compound. And the use of these various videos, depicted as coming from different sources, contributes to that aesthetic. Given the filmmaker's goal to blur the boundaries between our real world and the fictional world it depicts, creating a science fiction film that requires surprisingly little suspension of disbelief, it seems right that the film's world would extend physically into our reality even before we step into the cinema. The information value of the park bench is limited: it evokes a powerful history of racial segregation in this country and extends it into our understanding of the relations between humans and alien visitors. Yet, the shock value of seeing what amount to "Jim Crow" signs in contemporary Los Angeles reminds us that the story could indeed take place in our world and that we may be poorly prepared to deal with interplanetary diversity given how badly we have dealt with the very human diversity in our own midst. So, can a park bench be a transmedia extension? I would vote yes -- at least in this case. It may be a small piece of a larger system of information about the film but it moves beyond simple branding and already situates us emotionally and intellectually inside the fiction. August 23, 2009
The Message of Twitter: "Here It Is" and "Here I Am"Last week, the following conversation unfolded via my Twitter account about, well, my use of Twitter as a technology: >aramique@henryjenkins mr professor... you theorize on participatory models over spectatorial but i've noticed your whole twitter feed is monologue12:32 PM Aug 19th from web in reply to henryjenkins I will admit that there is a certain irony about having to refer people to my blog for an exchange that started on Twitter but couldn't really be played out within the character limits of that platform. But then, note that armique's very first post had to be broken into two tweets just to convey the emotional nuances he needed. And that's part of my point. From the start, I've questioned whether Twitter was the right medium for me to do my work. I've always said that as a writer, I am a marathon runner and not a sprinter. I am scarcely blogging here by traditional standards given the average length of my posts. Yet I believe this blog has experimented with how academics might better interface with a broader public and how we can expand who has access to ideas that surface through our teaching and research. For a long time, I held off joining Twitter because I was not sure how it might expand meaningfully on the work I am already doing here. My friend, danah boyd, the queen of social networks, more or less threatened to do me bodily harm if I did not join Twitter and she personally set up an account for me to use. Now, I am really glad that she did because there is so much I've learned by experimenting with this platform which has been expanding in visibility and influence over the past handful of months. My first impressions were correct that Twitter is no substitute for Blogs or Live Journal. And in so far as people are using it to take on functions once played on blogs, there is a serious loss to digital culture. Someone recently asked me, "If McCluhan is right and the medium is the message, what is the message of Twitter?" My response: "Here It Is and Here I Am." Let's break that down:"Here it is" represents Twitter as a means of sharing links and pointers to other places on the web. I've been reasonably selective about which Twitter streams I follow -- and that selectivity has to do with both my respect for the person writing the account and my desire to get access to a broad range of communities. Different people give me a point of entry into conversations taking place around advertising, transmedia entertainment, journalism, civic media, intellectual property, fandom, and a range of other topics which run through my work. I see each of those Twitterers as the only truly intelligent agents -- human beings -- and Twitter as a whole as a kind of knowledge community. None of us can spot everything in our field and collectively pooling our knowledge is of enormous value. For me, that's been my primary use of Twitter both as a consumer and as a contributor. I also love to monitor how my contributions circulate -- being able to read who has retweet me and watching the stats on Bit.ly as to how many people have followed my links gives me greater insights than ever before about my readership and the impact of different posts. Unfortunately, there has also been some losses. Three years ago, when I started this blog, if people wanted to direct attention to one of my blog posts, they would write about it in their blog and often feel compelled to spell out more fully why they found it a valuable resource. I got a deeper insight into their thinking and often the posts would spark larger debate. As the function of link sharing has moved into Twitter, much of this additional commentary has dropped off. Most often, the retweets simply condense and pass along my original Tweet. At best, I get a few additional words on the level of "Awesome" or "Inspiring" or "Interesting." So, in so far as Twitter replaces blogs, we are impoverishing the discourse which occurs on line. I have been especially amused and dismayed by the way Twitter removes or distorts context as it moves across cyberspace. People take notes at lectures, pulling out a sentence here or there. It is fascinating data to me to see which of my points stuck. But then often the sentence doesn't capture the specificity of the idea and it rapidly takes different meanings as it travels. I am particularly dismayed by shifts in attribution. So, I quoted Ethan Zuckerman as having said that any technology sufficiently powerful to support the distribution of cute cat pictures can bring down a government and in my talk there is attribution. But the shortening needed for Twitter removes the attribution and before long, I am seeing this quote ascribed to me far and wide. Yes, I said it as in that the words came out of my mouth, but I did not write it, in the sense that the words are mine. I was equally dismayed when I qouted Shakespeare's Hamlet for "Brevity is the Soul of Wit" and connected it to Twitter only to have readers assume I originated the phrase. Early on, I proposed a Twitter game -- Twik or Tweet. You throw out a quotation without attribution. And the Twitter community has to guess if it is an authentic tweet or a literary allusion. If we see Twitter as part of a larger informational economy, it does very important work. It spreads my messages out to larger networks which might not even know my blog exists but who may be drawn to a post that s of particular interest to their memberships. Like many people out there, I was fascinated by some of the Twitter posts coming out of Iran in the wake of their contested election and Twitter expanded the information I had available to me. I sat in on a discussion at Annenberg last week with the program's incoming journalism students and a key theme was how reporters could deploy the platform to tap into larger currents in the society or identify unknown sources for their stories. This is spreadable media at work.
But even in my grumpier moments I find that I gain some loose emotional or social value out of feeling more connected to others in my circle. I feel closer to people I didn't know very well before through following their tweets. The fact that I hear from them every day means they remain more active in my thoughts. And when we connect again, we can dig deeper in our exchanges, at least in so far as the feelings are mutual, moving past the small talk into other topics. Here we come closest to McLuhan's core idea -- "Here it is" is a function of Twitter; "Here I Am" may be its core "message" in so far as McLuhan saw the message as something that might not be articulated on any kind of conscious level but emerges from the ways that the medium impacts our experience of time and space. This effect even extends to tweets which have greater informational value. The power of the tweets from Iran was not simply that they got out messages which the mainstream media could not have delivered to us because of the limits on how they operate under that repressive regime, but it was also that we felt a sense of immediacy because we were receiving those messages from average citizens, like ourselves, who were seeing things happen directly, on the ground. (and no doubt a fair number of fake messages fabricated for propaganda purposes, but that's another matter). As many of us turned our icons green as a show of solidarity, we saw the emergence of a larger community that felt linked to these developments. "Here it is" became "Here I am" and more importantly "Here we are." Broadcast? Not Really armique's initial question to me then asks why I am deploying Twitter as a broadcast medium. The short answer is because the scale of communications, for me, is too great to allow for meaningful dialogue. A better answer would be because as an academic, I need a broadcast channel if I am going to get my ideas into broader circulation. I don't have access to the airwaves or to a printed publication which might bring what I write to a much broader readership. I don't have an advertising budget with which to put my ideas onto billboards. Twitter, as a platform, alters the scale of my communication by allowing me to expand my readership. For others, companies for example, it may do the opposite, helping them to move from communications at an impossibly large scale, to something much closer to the ground. They can start to see their consumers as individuals or at least as a community of people who have a broad range of responses to what they are producing. They can sample public response to their products. They can discover groups of users they didn't know existed. Once again, they are combining the "Here It Is" and "Here I am" functions of Twitter to both collect data and feel greater closeness to their consumers. In return, almost without regard to the content of their message, the consumer feels greater connection to the companies -- the company ceases to be an anonymous entity and develops a face or at least a voice of its own. To me, this relationship -- even at a large scale -- is very different from broadcasting because of the ways that it creates a greater sense of intimacy and connectivity between both parties involved. When I watch a corporate message on television, I have no sense that the company can or would want to see my response. But a smart company goes further. We are hearing stories of companies that scanTwitter looking for references to their products and reaching out to consumers to respond to their concerns. In some cases, consumers get quicker and fuller responses to their problems because they posted these problems on Twitter than they get calling the customer service department. And this is where the "Here I Am" message is especially strong -- this company cares enough about me to actively seek out people with problems and make sure they get fixed, rather than hoping nobody complains. A really smart company hires people full time just to respond to Twitter: they can respond to many more people and they can get their responses out in real time, neither of which is really possible to me given that my day job involves many more activities than just dealing with Twitter. Now, here we get to the interesting part: does the company do this through direct messaging or through a general post to the community? There are trade-offs in both case. Twitter certainly can through its Direct Messaging function allow for private one to one conversation. But in many cases, there is a performative dimension for both parties. The customer did not simply want to get the attention of the company; they exploit the potential of Twitter to spread the word about their complaint, to identify others who share their concerns, and to exert collective rather than personal pressure on the company, thus potentially increasing their influence. The companies are responding more quickly to Twitter based complaints because they feel exposed or at risk as what was once a personal matter transmitted through the telephone as a one-to-one channel now because a public issue and if they don't respond quickly, they may lose control. On the other hand, because of this public complaint, the company wants to perform its concern not just to the individual customer but to the larger brand community. They don't want to simply fix the problem; they want to show they care. And if there is an answer or response, they want to send it out to everyone who might have the same concern, thus expanding the impact that any given customer service call might have on their buying public. Now, that's the delimma I face as an academic confronting this much larger scale community. The 4 thousand plus followers I have amassed is larger than the audiences I draw at any speaking gig -- even large hall events at South by Southwest. We can imagine the exchanges there on two levels: in some cases, the queries I get feel very much like the questions I would get during a Q & A period after a talk and it feels totally natural to respond to them through the main Twitter feed in front of the large audience. Yet, it is challenging for people to link my response to the original question. If I was speaking some place and most people couldn't hear the question, then I would feel compelled to repeat the question into the microphone. Yet in Twitter, by the time I did that, there wouldn't be any characters left to answer it with. And in any case, the question is apt to be much more concise than any meaningful answer I could provide. So you can ask questions on Twitter that are impossible to answer on Twitter -- present case a great illustration -- and so you then have to use the "Here It Is" function to direct people to another space for the response. Other questions feel much more intimate and personal, more like the kinds that I get when people crowd around the table after the talk, and it feels weird to share such intimate exchanges in front of the larger population that reads my blog. And in some cases, I get very personal messages which don't belong in a public arena at all, that function more like texting, and it is clear that the direct message function is much more useful. I am still trying to sort out the different levels of address here and how they might shape my relationship to my readers. I have seen a few Twitterers who are aware of this one-to-many aspect of Twitter and use it to create a kind of call and response or crowd sourcing relationship with their readers. Neil Gaiman seems to be a real master at this use of Twitter. I've seen him ask his readers for advice about specific language in a script he is crafting, almost like polling the audience on Who Wants to Be the Millionaire, and then make decisions based on the response. This is much like the company which performs its concern for the consumer and is designed to strengthen the sense of ownership and attachment his fans have to his work. If I was less over-extended, I would be playing with this community aspect of Twitter, and I suspect this may be what shaped aramique's question in the first place. All I can say is that I am still experimenting with the medium and have not yet achieved its full potential for my work. I hope to respond to this larger challenge in the weeks ahead. So there you have it. April 24, 2009
How Susan Spread and What It MeansI've done four interviews over the past few days -- with the Washington Post, the Boston Globe, the Philadelphia Inquirer, and The Mainichi Shimbun (Japan) -- which in one way or another have touched on the dramatic story of Susan Boyle, the dowdy and musically gifted contestant on Britain's Got Talent who has become the new queen of both broadcast and participatory media. What I've been telling all of them is that Boyle's success is perhaps the most spectacular example to date of spreadability in action, and indeed, since we've discovered a fair number of busy corporate types out there who don't feel like reading the eight installments of "If It Doesn't Spread, It's Dead," I figured I'd use this space to spell out again some core principles of spreadable media and show how the Boyle phenomenon illustrates how they work. The statistics are moving so fast that it is impossible to keep track of them but here's the basic data points as reported on Monday by the Washington Post: According to Visible Measures, which tracks videos from YouTube, MySpace and other video-sharing sites, all Boyle-oriented videos -- including clips of her television interviews and her recently released rendition of "Cry Me a River," recorded 10 years ago for a charity CD -- have generated a total of 85.2 million views. Nearly 20 million of those views came overnight. By comparison, the 2008 Season finale for American Idol, one of the highest rated programs on American broadcast television, attracted almost 32 million viewers, or between a third and a half the number of people who had watched Susan's video as of Monday of this week. So, what's happening here? Contrary to what you may have read, Susan Boyle didn't go "viral." She hasn't gained circulation through infection and contagion. The difference between "viral" and "spreadable" media has to do with the conscious agency of the consumers. In the viral model, nobody is in control. Things just go "viral." In the Spreadability model, things spread because people choose to spread them and we need to understand what motivates their decision and what facilitates the circulation. While she originated on British broadcast television, her entry into the American market was shaped more by the conscious decisions of 87 plus million people who choose to pass her video along to friends, families, work mates, and fellow fans than by any decision by network executives to put her on the airwaves in the first place. This is not to say that the original video was not professionally produced and edited in such a way as to maximize the emotional impact of what happened to her at that particular talent composition. This is not to say that our interest in the content wasn't shaped by our general familarity with the genre conventions of reality television (leading us to expect another William Hung kind of moment) or by our particular perceptions and investments in one Simon Cowell, whose boyish grin and sheepish expression represents the ultimate payoff for her spectacular performance (which we can appreciate because we've seen American Idol and know what a tough-minded SOB Simon can be). And that's not to say that the visibility of Susan Boyle hasn't been amplified as she's gotten interviewed on Good Morning America and spoofed on the Tonight Show, to cite two examples. We have to understand the Susan Boyle phenomenon as occurring at the intersection between broadcast media (or to use Amanda Lotz's term, television in the post-network era.) In other words, this is convergence culture at work. The Susan Boyle phenomenon would not have played out the same way if there wasn't YouTube, if there weren't social networks, if there weren't Twitter. Indeed, the very similar video of Paul Potts making a similarly surprising success on the same program generated nowhere near the same level of circulation a year ago (though it may have also prepared the way for the public's interest in this story). What allowed the Susan Boyle video to travel so far so fast was that it could travel so far so fast. For most of the people who saw it and decided to pass it along, they had a sense of discovery. They could anticipate that they were sharing the video with people who probably hadn't seen it already, precisely because the content was not yet being broadcast on commercial television. The fans found Susan Boyle before the networks did -- much like that old saw that by the time a trend makes it to the cover of Time Magazine, it's already over. There was an infrastructure in place -- across multiple communication systems -- which would allow anyone to share this content with anyone else who they thought would like to see it with minimal effort. We can send links. We can embed the content in our blogs. The role of Twitter in all of this is most interesting. Twitter Twits did what Twitter Twits do best -- they tweeted alerts about an interesting bit of content and were able to embed micro-links so their followers could quickly access the content. I think of Twitter as like a swarm of bees that spread out in all directions, searching for interesting materials to share. When someone finds it, they come back to the hive, do a little honey dance, and send the swarm scampering behind them. This is how collective intelligence outsmarts the broadcast decision-makers: The Twitter Tribes can figure out what content the audience wants to see because the Twitter Tribes are the audience, making decisions in real time. Equally important is that we had the agency to decide which content we wanted to pass along -- out of all of the possible video clips posted on YouTube last week or indeed, out of all of the many segments of media content which are circulating around us. We believe that we can only understand what happened here by identify the choices which consumers made as they decided to pass along this content and not that content. The USA Today on Monday sought to identify a range of different motives which shaped the decisions to pass along this particular content: "Vindication . . . Surprise . . . Guilt . . . Shame . . . Psychology . . . Hope . . . Distraction . . . Empowerment . . . Authenticity . . . Spiritual Solace." There's no need to identify a single cause for why people spread this content. Different people spread this content for different reasons. Hell, often, the same person spreads this content for different reasons. I sent the link via e-mail to my wife with a note saying "want to feel warm and fuzzy," to a close friend with a note suggesting "this will crack you up," and to my Twitter and Facebook mobs with the suggestion it illustrates something important about reality television because you wouldn't believe this if you saw it in a movie. My sharing of the video meant something different in each of these relationships. We can certainly identify a range of common reasons for why the emotional structure of this video might motivate people to circulate it. Does the wide-spread circulation of reality television suggest the triviality of what constitutes public interests? I don't think we can answer that question without knowing what we are using Susan Boyle to talk about. Her meaning doesn't reside in the video itself -- we won't exhaust it no matter how many times with watch it. The meaning rests in the conversations that Susan Boyle enables us to have with each other. As it starts to circulate, the Susan Boyle video gets inserted into all kinds of ongoing conversations across a range of different communities, so that I've stumbled into prayer circles for Susan Boyle; I've found scientists talking about how someone with that body could produce such a sound; I've seen discussions amongst Karaoki singers about her techniques, and I've seen reality television fans trying to explain why her success would never be possible given the rules of American Idol which exclude someone her age from competing in the first place. Susan Boyle circulates because she's meaningful on many different levels and after a while, all of this has started to go meta so that we are spreading Susan's videos to talk about how fast they are being spread. For many of the people who are spreading her videos, the transaction is understood through the lens of a gift economy. We share her because she allows us to make someone we care about have a somewhat better day. We share her because of what she allows us to say about ourselves, our world, and our relationships. I sent Susan to my wife as something like a Facebook Gift -- a short, quick, friendly gesture on a day when we weren't going to see each other until much later. Yes, there were other groups who had other motives for getting me to pass along the content -- the producers of the programme and the network on which it aired, perhaps YouTube itself -- but their motives had very little to do with why I chose to share that video with people I cared about. So my circulation of the video needed to be negotiated between their interests and mine. The fact that YouTube makes it easy to embed the content makes it easier for me to share it. The fact that Bit.ly allows me to reduce the length of the url allows me to tweet about it. And all of these technical innovations makes it that much easier for the video to spread, but at the end of the day, it also spreads because I and all the rest of us have become more literate about social networking, because we are linked to more people and have more regular contact with them, because we now often interact with each other through sharing meaningful bits of media content. Keep in mind a fundamental fact: many of the 97 plus million people who downloaded the video are part of a surplus audience from the perspective of the people who produced and marketed Britain's Got Talent. Indeed, beyond a certain point, Susan Boyle's rapid visibility becomes a liability rather than an asset. Keep in mind that Boyle stars in a British program which does not get commercial distribution in the United States. I can't turn on a television network -- cable or broadcast -- and watch the next installment of Britain's Got Talent. I can't go on Hulu and download that content. And I can't at present go on iTunes and buy this content. Market demand is dramatically outpacing supply. What I can do, though, is consume illegal downloads of the series via various torrents or fan distribution sites, which have the flexibility to get the content into circulation without having to negotiate international deals or work through protectionist policies which make it hard to bring international content into the American market. Even with Cowell's production company already having working relations with multiple American networks, my bet is that he can't get that show on the air quickly enough for Americans to be able to catch up with the Brits. Sure, Simon Cowell has already signed her to a contract and talks about how ""there's every chance Susan Boyle will have the number one album in America" if she appears on Oprah . But the record can't go on sale fast enough to capitalize on this burst of public interest and by the time it reaches the market, there's a good chance that her 15 minutes of fame will have expired. Wired tells us that even where the media producers might have made money from the spread of Sarah's video, they are so far choosing not to do so: "a Google spokeswoman responded to our e-mail and phone queries with some surprising news: "That video is not being monetized." We've contacted Sony (Simon Cowell's label) and FremantleMedia (the show's producer, owned by RTL Group not Sony as appeared in this update earlier) to try to determine why the $500,000 or more Boyle's video should have generated so far is apparently being left on the table -- despite the fact that both companies are confirmed revenue-sharing partners of YouTube." So, whatever calculations have gone into getting us to help spread this video, they don't make sense in terms of a simple and direct economic equation. This isn't about counting impressions and raking in the cash. Keep in mind that what we've seen so far is her first appearance in a season long competition and the implication of this blockage becomes clear. I've argued here that piracy often reflects market failures on the part of producers rather than moral failures on the part of consumers. It isn't that people will turn to illegal downloads because they want the content for free. My bet is that many of them would pay for this content but it is not legally being offered to them. We can compare this to the global interest generated by Ken Jenning's phenomenal run on Jeopardy: Jeopardy was already syndicated in markets around the world so when he generated buzz, he drew people back to the local broadcaster who was selling the content in their markets. They could tune in and see day by day whether he stayed in the game. Right now, everyone's still acting as if Susan Boyle was only one video but they will wake up tomorrow or the next day and discover that lots of those people want to see what happens to her next. When many of us write about the global circulation of media, the American circulation of British reality television isn't necessarily what comes first to mind. Indeed, there's some kind of mental block in terms of understanding this content as international in the first place. Yet, there is already a strong fan base in the United States for British media content which had already been downloading and circulating Britain's Got Talent, even though no commercial producer had guessed that this series might generate this kind of American interest. And that fan base is now in a position where they may need to service Susan's growing audience. Part of the reasons Americans like Susan Boyle is that she's so damned British. USA Today says her story is like "a Disney movie," but it isn't: it's like a British movie, like Calendar Girls or Billy Elliot or The Full Monty, one of those down to earth dramas where average Brits cut across class and taste boundaries and do something extraordinary. The mixture of gritty realism, portly stars, eccentricity, class consciousness and wild-eyed optimism is what draws many of us to British media in the first place. We are used to talking about things that could only happen in America. Well, Susan Boyle is something that could only happen in Great Britain -- get used to it because the next one will be something that can only happen in India or Japan. When we talk about pop cosmopolitanism, we are most often talking about American teens doing cosplay or listening to K-Pop albums, not church ladies gathering to pray for the success of a British reality television contestant, but it is all part of the same process. We are reaching across borders in search of content, zones which were used to organize the distribution of content in the Broadcast era, but which are much more fluid in an age of participatory culture and social networks. We live in a world where content can be accessed quickly from any part of the world assuming it somehow reaches our radar and where the collective intelligence of the participatory culture can identify content and spread the word rapidly when needed. Susan Boyle in that sense is a sign of bigger things to come -- content which wasn't designed for our market, content which wasn't timed for such rapid global circulation, gaining much greater visibility than ever before and networks and production companies having trouble keeping up with the rapidly escalating demand. And as we discover we like someone like Susan Boyle, we seek out more information. Suddenly charity records she made years ago spring up videos on YouTube. Suddenly there's a flood of interest on Wikipedia about this previously unknown figure. And people are seeking out videos of Elaine Paige, the queen of British stage musicals, who Susan identified as her role model. Many Americans had never heard of Paige before so we can chart dramatic increases in downloads on her videos though they are dwarfed by the Susan Boyle original. Most of the thousands of comments posted on the Paige videos make unfortunate comparisons with Susan Boyle, suggesting that even though she has been a much bigger star historically, has a string of commercial successes, that for this week at least, Susan Boyle's got a more dedicated fan base. Just to give us a baseline, some of the Elaine Paige YouTube videos reach more than a million viewers, where-as the rest don't get over 100,000. My theory is that Susan Boyle's fan base have discovered some of them and not others, accounting for the huge gap in traffic. Or consider the fact that Susan Boyle gained more than a million Facebook subscribers in less than a week at a time when Oprah and Ashton Kutcher have been battling it out to see who could be the first to get a million subscribers on Twitter. (Yes, Facebook has a much larger user base than Twitter but it's still an impressive accomplishment!) This is not to say that long-term Oprah could help Susan Boyle open up her record to a much larger audience, just that in this frenzy of interest, she doesn't need Oprah or any other old style broadcast celebrity to turn YouTube on its ear. So, that's what Susan Boyle can teach us about Spreadability. So what happens next? Talk among yourselves. And while you are at it, spread the word. April 20, 2009
Ghouls Just Want To Have Fun: Doug Gordon on The Zombeatles (Part One)Unless you've been living under a rock for the past few years, you will have noticed that zombies are taking over the entertainment industry. Case in point, the Zombeatles. You can get a taste of their music in this highly popular YouTube video, "A Hard Day's Night of the Living Dead." Some readers may find the band hard on their eyes and ears, but others will quickly fall under their spell. The Zombeatles first caused a stir in Madison, Wisconsin, where I did my graduate work, so I've been hearing alerts about their appearances for some time, and figured it was time to do a shout out to them here. At first, I was horrified by the prospect of Zombies performing on State Street, but then I realized that this perspective was small-minded of me. Cultural Studies scholars have long been committed to lending their voices to those who are voiceless in our society and to helping our readers to understand phenomenon which may disturb or disrupt the operations of the dominant system. Clearly, learning to appreciate Zombie music (and tracing its roots back to the cultural experiences of Zombie-Americans) requires us to think outside the box. It has required much less flexibility on the part of the media industries who have proven all too eager to cater to the tastes of any significant consumer niche and who are constantly trying to dig up new talent to circulate through the global media marketplace. A new documentary, All We Need is Brains, recounts the story of the rise of the Zombeatles in all of its gory details, sharing not only some hit songs, such as "I Want to Eat Your Hand," "Hey, Food," and "P.S. I Love Eating You." I had a chance to watch the film over the weekend and while it churned my stomack and made my blood curdle, it also opened my head to some new experiences I wouldn't have had otherwise. This may make me sound like a spinless intellectual but this film helped me to wrap my brain around the Zombeatles. Here's a preview of the documentary which is circulating on the web. You can order your very own copy here. And if this music makes your heart skip a beat or two, you can also order their new album, Meat the Zombeatles. Neither is going to cost you an arm and a leg and it's safe to say that you won't ever hear anything like their music again. Doug Gordon, a Wisconsin Public Radio producer, has emerged as the mouth of the Zombeatles and he agreed to share with us what's on his mind. He certainly provided me with a lot of information to sink my teeth into. So let's give him a hand for helping out here. Can you give us a little background on the Zombeatles and how they impacted contemporary popular music? Jaw Nlennon and Pall IcKartney met as art students in Pool of Liver, England back in 1957. They were bitten by some skiffle zombies. The skiffle zombies transmitted the "solanum" virus that creates zombies (as discussed in Max Brooks' book, The Zombie Survival Guide: Complete Protection from the Living Dead") to Nlennon and IcKartney. These skiffle zombies were also suffering from "rockin' pneumonia and the boogie-woogie flu" (or, as it's more colloquially known, "a bad case of loving you"); this infectious disease was also passed on to Nlennon and IcKartney when the skiffle zombies bit them. Zombie music has long been an underground phenomenon. Why do you think it is surfacing now?
The Zombeatles are a revival band only in the most literal sense of the word "revival" - that is to say that The Fab Gore breathed new life into popular music as only the living dead are capable of doing. The Zombeatles gave pop music a metaphorical Heimlich Maneuver; they transmogrified rock and roll from the bloated, maggot-ridden corpse it had become, replacing the figurative rigor mortis that had set in with a revolutionary, new, riboflavin-enhanced approach to rockin' and rollin'. Your press materials suggest that the Zombeatles "went viral" after they were showcased by Rob Zombie as part of a Halloween promotion on YouTube. What happened next? How many people were infected? Could this viral spread have been prevented through sanitary measures?
Doug Gordon is a producer for Wisconsin Public Radio's/Public Radio International's Peabody Award-winning program, "To The Best Of Our Knowledge." Originally from Canada, Gordon has a Bachelor of Fine Arts degree (Major: Creative Writing) and a Creative Communications diploma (Major: Journalism). When not trying to make public radio more entertaining, he can be found working on various creative, artsy multimedia projects. April 13, 2009
Reinventing the Television Studies Textbook: An Interview with Jason Mittell (Part One)I can think of very few examples of textbooks that have made original contributions to scholarship in media studies: Bordwell and Thompson's Film Art and Film History books may be the notable exception. I generally prefer not to use textbooks in my classes, exposing my students to cutting edge articles from books and journals, and increasingly to blog posts from key public intellectuals. Most textbooks homogenize and generalize, lacking the particularity and pointedness of other kinds of academic writing. They try to appeal to everyone, try to include everything that matters, and in the process, they mask the criteria which shape their construction of the field. For these reasons, I was more than a little surprised to learn that Jason Mittell, who I consider to be one of the top thinkers in television studies, was tackling the task of writing a textbook for this field. Mittell has been working on late on the issue of complexity in television narrative, having already contributed to our understanding of genre and television. We share a common intellectual background -- both being alums of the University of Wisconsin-Madison Communications Arts Program. Mittell is involved in our Convergence Culture Consortium and recently posted some interesting thoughts on his Just TV blog which compliments my focus on "spreadability" with what he calls "drillability." You can learn more about Television and American Culture here. I had a chance to read some of this textbook project in draft form and was excited by what I saw, so as soon as I heard Television and American Culture was being released, I contact Mittell to do an interview for this blog. Let me be clear: Mittell has done what I would not have thought possible, creating a compelling, up-to-date wide-reaching, nuanced, readable, and engaging introduction to television studies, a textbook which does what we want a good textbook to do but doesn't read at all like a textbook. As you will see, I wanted to get the genre theorist Mittell to reflect on textbooks as a genre and on the ways he chose to reinvent that genre through this project. In talking about Television Studies textbooks, Mittell also offers some reflections on why we should study TV and what the current state of the field looks like. You open the book with a consideration of the Janet Jackson flap at the Super Bowl. What does this incident teach us about the range of different ways television functions in relation to American culture? This was the first section I wrote during the book proposal process. I knew that the book's core model would be to show how television, like all media, can be understood as spanning a number of facets that are often treated separately - this was based on the "circuit of culture" model emerging out of British cultural studies in the 1990s. For television, the six facets that I identified are commercial industry, democratic institution, textual form, site of cultural representation, part of everyday life, and technological medium - the first draft of the book actually had only six (very long!) chapters, each covering one of these facets. Many textbooks strive for a "neutral" voice which balances out competing perspectives in the field. You do lay out competing arguments here, but as you note in your introduction, you also take sides, constructing your own arguments about key contemporary trends and programs. How do you see your book relating to the genre expectations surrounding the "textbook"? When I decided to tackle a textbook, I spent some time reading through a number of textbooks on the market, both within media studies and other fields. What struck me most was how disengaging and dull the majority of them were. Even when they were written by authors who can be lively and compelling writers in their other scholarship, the genre of the textbook seemed to follow the edict of a lot of network television: provide least objectionable content. They present material in a seemingly objective, overly-simplified manner, and write without passion or personality. The cover of your book shows contemporary television projected across a range of different screens, some of which look like the boxes we've used for years, and some represent mobile phones, computers, and other emerging platforms. Does the cover of the book signal the obsolescence of its content? At what point as we explode the range of distribution options, does television cease to be television as a specific medium and begin to blur over into all of the other media around it? When I started working on this book in 2004, YouTube didn't exist, iPods had no video capabilities, and networks had only just begun to experiment with putting their programs online. By the time the book came out in 2009, the idea of television as defined by the box in your living room had lost its centrality. And there's no doubt that the last five years are not the end of this core technological shift - honestly, I don't know what "television" will mean in another five years. But I'm certain that the history of the medium and its industrial and regulatory systems will still matter - whatever technological ecosystem we'll be living in during the 2010s and beyond, some remnant of television will matter, just as the lingering presence and influence of print, theater, cinema, and radio still matter today. You could argue that many of the topics you deal with here - convergence, digitalization, globalization, branding, shifts in audience measurement - are impacting all media. What do you see as the relationship between television studies and a more generalized media studies? Can we read the title of your blog, "JustTV," as a statement of sorts about how you position yourself in the space between television and media studies? I see television studies as both on the forefront of media studies, and in danger of being forgotten. In many ways, television studies has led the charge for a humanistic model of media studies, and it has really set the model for a mode of scholarship that is both theoretically sophisticated and accessibly written, socially engaged yet historically grounded. This is probably in large part due to the luck of the draw in its intellectual history, as the field came of age after the peak of high theory in film & literary studies, and was in the right place at the right time to introduce the British cultural studies model to America, in large part through the work of our mutual mentor John Fiske. When I look at the best of media scholarship today, whether it's about videogames, popular music, or transmedia narrative, I see the influence of television studies of the past two decades and the model it helped establish.
April 10, 2009
Critical Information Studies For a Participatory Culture (Part Two)One of the most productive things to come out of the University of Virginia conference was some rapproachment between political economy (which dominates the current media reform movement) and cultural studies (which has been much more closely associated with the participatory culture paradigm). The cliche is that political economy is all structure and no agency and cultural studies is all agency and no structure. We are, as Robert McChesney suggests, at a "critical juncture" because there are structures and constraints which could be locked down, resources that can be lost, and rich potentials which are fragile. In such a time, we need to look at both agency and structure and so we need to end the theoretical conflict in favor of identifying shared goals -- working together when we can, working separately but in parallel where our goals and tactics differ, but wasting little time on squabbles on the borders between fields. I learned more from conference participants about what steps had already been taken within the media reform movement to embrace some of these same principles. What follows might be described as a partial agenda for media reform from the perspective of participatory culture, one which looks at those factors which block the full achievement of my ideals of a more participatory society. "The Only Thing We Have to Fear is Fear Itself": Right now, much of our public policy is being fueled by fear and anxiety about cultural change. There is a gender dimension to this politics of fear -- we fear our sons (through anxieties about media effects, school shootings, and video game violence) and for our daughters (through anxieties about sexual molestation through social networking sites or sexual exposure through content-sharing sights). Such fears surfaced in response to recent efforts by the Internet Safety Technical Taskforce to shift the terms of the debate about youth's digital access. The group dared to question the "sexual predator" myths which currently shape public policies, only to become the target of aggressive smears by sensationalistic news, cultural warriors, and political leaders, who have found fear-mongering a productive strategy for raising money, capturing eyeballs, and mobilizing voters. As Anne Collier (Netfamilynews) recently suggested, people can not meaningfully participate in these emerging social and cultural structures if they are worried about their physical well being or emotional safety, yet safety concerns should not be deployed to block access and restrict participation. Rather, there is a need for education which stresses ethical responsibility and civic awareness; trained teachers and librarians need to help young people to grasp the potentials and route around the risks of online communication. Before we can make progress on most of the other policy issues here, we need to develop strategies for decreasing the role of ignorance and fear in public debates about new media. From Digital Divide to Participation Gap: For the past decade, there has been a concerted effort to wire schools and libraries as a means of overcoming the digital divide and insuring that every American child has access to networked computers. This ongoing struggle around technological access has brought about some real changes, but it has also revealed deeply cultural divides. The participation gap refers to these other social, cultural, and educational concerns which block full participation. Ellen Seiter, for example, has explored how inequalities in cultural capital undermine school-based programs for media education. Unequal access to free time outside of school and the workplace make it much harder for some to contribute content or participate in online communities than others. Much as the old "hidden curriculum" determined which young people did better in schools, the new "hidden curriculum" is shaping who feels empowered and entitled to participate. Remaking Schools: The MacArthur Foundation's Digital Media and Learning Initiative has brought together hundreds of researchers around the country who are seeking to reinvent public institutions (schools, libraries, museums) to reflect this alternative understanding of participatory culture. Mimi Ito, Michael Carter, Peter Lyman, and Barrie Thorne's Digital Youth Initiative has undertaken a large scale ethnographic study of the many different sites (inside and outside schools, inside and outside homes) through which young people connect with the online world and the kinds of informal learning which occurs through their friendship-based and interest-driven networks. Their project maps a "learning ecology" based on participatory culture principles yet many of the most valuable practices -- especially those which involve young people linking through social networks or producing and sharing media -- are blocked by federal and local educational policies. While schools and libraries may represent the best sites for overcoming the participation gap, they are often the most limited in their ability to access some of the key platforms -- from Flickr and YouTube to Ning and Wikipedia-- where these new cultural practices are emerging. As these insights get translated into curriculum and pedagogical practices through schools, we need to avoid narrowing this emphasis onto 21st Century Skills which prepare young people for the workplace rather than the model of expressive citizenship suggested by the MacArthur Foundation's emphasis on New Media Literacies. The reliance on standardized testing is in some cases shutting down the potentials for intervention through education and in other cases restricting our understanding of these new skills to only those which can be tested and measured. Reasserting Fair Use: As writers like Lawrence Lessig, Siva Vaidhyanathan, Jessica Litman, and others have suggested, struggles over intellectual property may be the most important legal battleground determining the future of participatory culture. While corporations are asserting a "crisis of copyright", seeking to police "digital "piracy," citizen groups are seeking to combat a "crisis of fair use" as the mechanisms of corporate copyright protection erode the ability of citizens to meaningfully quote from their culture. D.J. Spooky's Sound Unbound: Sampling Music and Culture brought together contemporary artists and media makers who saw remix and sample practices as central to their own artistic expression, undercutting the claim that such battles are being fought in the name of author's rights. The Center for Social Media has launched a series of "best practices" documents designed to help remix artists, documentary filmmakers, and media literacy teachers to identify and assert their fair use rights to build on the existing cultural reservoir. Sites like YouTomb are mapping the ways that web 2.0 platforms are responding to these corporate pressures, often by sending out "take down" notices to their contributors, which would stretch well beyond any existing legal understanding of copyright. And now, because these "take downs" are being automatically generated by the company itself, it is increasingly difficult for contributors to overturn them on the basis of fair use arguments. The Organization for Transformative Works has emerged from the fan world as a way of redefining fan practices as falling within the protections of fair use, creating a place where fans can turn when they receive cease and desist orders, while another grassroots organization, Tribute Is Not Theft, has been deploying YouTube itself as a platform to educate fellow contributors about their Fair Use rights and about the value of remix practices.
In each of these debates, there is a need for critical theory which asks hard questions of emerging cultural practices. There is also a need for critical utopianism which explores the value of emerging models and proposes alternatives to current practices. There is a need for theory which deals abstractly with these shifts in cultural logic and there's a need for interventions which test the value of that theory through practice. There is a need for academic scholarship which trains the next generation and there's a need for conversations which overcomes the isolation between the various groups which are struggling over these issues. There is a need for people who stand outside the system throwing rocks and there's a need for people who can move into the boardrooms and engage in conversation with those in power. It is too easy to draw false divisions between these various causes, too hard to identify the common ground. I am hoping that this conference will allow for meaningful exchanges around these shared concerns. Benkler, Yochai (2006). The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven: Yale University Press. boyd, dana (2008). Taken Out of Context: American Teen Sociality in Networked Publics. PhD Dissertation. University of California-Berkeley, School of Information. Campbell, John Edward (2008). Virtually Home: The Commodification of Community in Cyberspace. Dissertation in Communication at University of Pennsylvania. Center for Social Media (2008). Code of Best Practices in Fair Use For Media Literacy Education. Center for Social Media (2008). Code of Best Practices in Fair Use For Online Video. Center for Social Media (2005). Documentary Filmmakers' Statement of Best Practices in Fair Use. Clark, Jessica and Pat Aufderheide (2009). Public Media 2.0: Dynamic, Engaged Publics. Washington DC: Center for Social Media.
Duncombe, Stephen (2007). Dream: Re-Imagining Progressive Politics in an Age of Fantasy. New York: New Press.
James, Carrie with Katie Davis, Andrea Flores, James M. Francis, Lindsey Pettingill, Margaret Rundle and Howard Gardner, "Young People, Ethics, and the New Digital Media." Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press. Jenkins, Henry,Xiaochang Li, and Ana Domb Krauskopf With Joshua Green (2009). "If It Doesn't Spread, It's Dead." Confessions of an Aca-Fan. Jenkins, Henry with Ravi Purushatma, Katherine Clinton, Margaret Weigel, and Alice Robison,Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century. Lessig, Lawrence (2005). Free Culture: The Nature and Future of Creativity. New York: Penquin. Levy, Pierre (1999). Collective Intelligence: Mankind's Emerging World in Cyberspace. New York: Basic. Litman, Jessica (2006). Digital Copyright. New York: Prometheus. Lyman, Peter, Mizuko Ito, Barrie Thorne, and Michael Carter, Hanging Out, Messing Around, And Geeking Out: Kids Living and Learning With New Media. Cambridge: MIT Press/MacArthur Foundation, 2009.
Miller, Paul (2008). Sound Unbound: Sampling Music and Culture. Cambridge: MIT Press. O'Reilly, Tim (2005)."What is Web 2.0: Design Patterns and Business Models for the Next Generation of Software." Sennett, Richard (2009). The Craftsman. New Haven: Yale University Press. Scholz, Trebor (2006). "Collaboration and Collective Intelligence." Panel organized as part of the Media in Transition conference at MIT. Sureicki, James (2005). The Wisdom of Crowds. New York: Anchor. Terranova, Tizianna (2004). Network Culture: Politics for the Information Age. London: Pluto Press. Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York: New York University Press. Yusuf, Huma (2009). Old and New Media: Converging During the Pakistan Emergency (March 2007-February 2008, Center for Future Civic Media. Watkins, S. Craig (Forthcoming). The Young and the Digital. Boston: Beacon Press. April 8, 2009
Critical Information Studies For a Participatory Culture (Part One)Last Saturday, I spoke at a conference being organized by the Media Studies Program at the University of Virginia, Connections: The Future of Media Studies. Among the others speaking were Jeff Alexander, Michael Delli Carpini, Henry Jenkins, Eric Klinenberg, Marwan Kraidy, Sonia Livingstone, Robert McChesney, Paddy Scannell, Jonathan Sterne, Lisa Gitelman, and Eszter Hargittal. I thought I would share my remarks for the "critical information studies" panel through the blog since they represent a pretty good summary of some of the things I've been thinking about and working on over the past few years.
O'Reilly's original essay encoded the "best practices" of those companies (Amazon, Yahoo, Google, among them) which had survived the dotcom meltdown, offering advice for venture capitalists and entrepreneurs who wanted to seize the next new business opportunity. O'Reilly describes a world where companies are able to "harness the collective intelligence" and circulate "user-generated content" from their consumers, where the key component of any new digital service or platform involves designing an "architecture of participation," and where user-led innovation fuels the ongoing innovation and retooling of new technologies. The term, "Web 2.0" arrived just in time to offer a handy explanation for Wikipedia, YouTube, Second Life, Facebook, and Twitter. Initially, the discourse of "web 2.0" was embraced as offering a progressive alternative to the alienation of the consumer from the means of cultural production and circulation and these companies have been understood as enabling a more diverse media culture. Yet, over the past few years, struggles between users and owners (still operative distinctions in most web 2.0 companies), such as debates around FanLib (the attempt to commodify an existing participatory culture), Live Journal (the attempt to censor user-generated content), Facebook (shifts in privacy standards and the terms of service), and YouTube (automatic take-downs which impinge on fair use), are starting to reveal some of the contradictions and conflicts masked by O'Reilly's "architecture of participation." There is an urgent need for serious reflection on the core models of cultural production, distribution, ownership, and participation underlying "web 2.0." Almost everyone involved sees our culture as moving in a more participatory direction, yet struggles over web 2.0 will help to determine the terms of our participation. As we seek to complicate and modify the "web 2.0" model, academic theory needs to move beyond blunt critiques, which read these new developments as "business as usual" and reflect a knee-jerk distaste for consumerism, towards more nuanced accounts which understand the specific mechanisms being deployed and understands the public's stake in participation. The pitches of web 2.0 companies respond to real shifts in the ways that the general public understands their role in the culture or their political agency which need to be respected. The platforms represent a radical change in mechanisms for filtering and circulating media content which need to be acknowledged if we are to fully understand what's at risk in these discussions. At the same time, those of us who have long advocated for a more "participatory culture" need to better define our ideals and identify and confront those forces that threaten the achievement of those ideals. This should be a moment for renewed communication across theoretical paradigms and political perspectives so that we may frame cogent responses. As we learn from each other, we need to adopt a multifront perspective: offering critiques of the corporate web 2.0 model, shoring up the alternative grassroots model of participatory culture, promoting educational and political reforms which may empower more people to meaningfully participate in the production and circulation of culture. Theory -- both academic and vernacular -- becomes a key resource in these struggles, but only if we can build bridges between university researchers and those involved in other sites of media change. Academics need to be engaging with policy makers, media producers, fans, citizens, educators, and other constituencies who are part of the ongoing conversations which will redefine our cultural future. Right now, our theories are struggling to keep up with the change and falling far behind what's needed on the ground as people think through their own relationships to new cultural systems and emerging corporate practices. Across a range of recent projects, I have been returning to a term I coined very early in my career, participatory culture, and seeking to refine it into what might be considered an alternative model for understanding the shifts in cultural production and economic relations. "Web 2.0" is not the same thing as "participatory culture," though its promoters often seek to absorb grassroots expression fully into its business model. In Convergence Culture: Where Old and New Media Collide, I made the case that our current cultural landscape is being changed as much by bottom-up pressures from consumers and citizens as from top-down pressures from media conglomerates. Across the 20th century subcultural deployment of emerging technologies have paved the way for a greater public expectation that they will be able to meaningfully reshape the media they consume. The rise of digital networks is facilitating new forms of "collective intelligence" which are allowing groups of consumers to identify and pursue common interests. Alternative forms of cultural production, such as those surrounding fandom and other subcultural communities, are gaining much greater visibility as they move through emerging platforms. Skills acquired through participation in popular culture are spilling over into education, politics, and religion, reshaping the operations of other core institutions. In Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century, a white paper drafted for the MacArthur Foundation, I develop a framework for thinking about educational policy which reflects these changes, identifying eleven social skills and cultural competencies we believe need to be fully incorporated into educational practices if all young people are going to become full participants in this shifting media landscape. There, we offer one definition of participatory culture: "A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another. Participatory culture shifts the focus of literacy from one of individual expression to community involvement." More recently, I have been seeking to better understand the mechanisms by which consumers curate and circulate media content, rejecting current discussions of "viral media" (which hold onto a top-down model of cultural infection) in favor of an alternative model of "spreadability" (based on the active and self conscious agency of consumers who decide what content they want to "spread" through their social networks. This work argues that what I am calling participatory culture might best be understood in relation to ideas about the "gift economy" developed by Lewis Hyde in The Gift. "Web 2.0" might then be read in terms of negotiations around value and worth which occur at the intersections between commodity culture and the gift economy. Richard Sennett's recent book, The Craftsman, offers a rich account of how cultural labor has historically been motivated by forces other than pure profit, reflecting desires for personal achievement and expression and for a "job well done," which might help explain what motivates the pro-am productivity within our current digital economy. This new emphasis on "participatory culture" represents a serious rethinking of the model of cultural resistance which dominated cultural studies in the 1980s and 1990s. Cultural resistance is based on the assumption that average citizens are largely locked outside of the process of cultural production and circulations; De Certeau's "tactics" (especially as elaborated through the work of John Fiske) were "survival mechanisms" which allowed us to negotiate a space for our own pleasures and meanings in a world where we mostly consumed content produced by corporate media; "poachers" in my early formulations were "rogue readers" whose very act of reading violated many of the rules set in place to police and organize culture. Increasingly, audience participation is factored into the business plans and are central to the design of media franchises; media companies alternatively seek to court and control an increasingly unruley audience as fans and other consumers recognize that collectively we exert much greater influence on the cultural agenda and are helping to generate the content that others are consuming. As consumers and citizens have taken media into their own hands, they are becoming more aware of the economic and legal mechanisms which might blunt their cultural influence and are defining strategies for using these new platforms in ways that promote their own interests rather than necessarily those of their corporate owners. In this new context, participation is not the same thing as resistance nor is it simply an alternative form of co-optation; rather, struggles occur in, around, and through participation which have no predetermined outcomes. Both producers and consumers may now be understood as "participants" in this new media ecology, while recognizing that they do so from positions of unequal power, resources, skills, access, and time. April 1, 2009
Studying Media Industries: An Interview with Jennifer Holt and Alisa Perren (Part Two)
What role can the study of media industries play in the creation of media policy?
What do you see as the most important disagreements that emerge between the contributors to the book? JH: I wouldn't necessarily see them as disagreeing with each other per se, but I did note some hostility by many writers towards a certain reductive tradition of political economy that paints the industry in particularly broad strokes. This goes back to a general resistance toward a "monolithic" perspective on the media industries Alisa mentioned above.
Alisa, you're finishing up a book on Miramax. What does the rise and decline of this company tell us about the way Hollywood is responding to a rapidly changing media environment? AP: My study of Miramax focuses on how and why this company was both a product of - and took advantage of - tremendous industrial and cultural changes that occurred during the late 1980s and early 1990s. The company was among the first to exploit the major studios' reorientation toward big budget event fare, effectively branding itself as the premier producer and distributor of niche-targeted "quality" product. The combination of savvy marketing, shrewd production and acquisition choices, and high-profile talent (not to mention lots of Disney money after 1993) all enabled Miramax to quickly rise to prominence.
AP: Choosing the proper scope proved to be one of the more challenging tasks in developing the book. There is no question that the media industries expand far beyond film, television and new media (the focal points of our collection). We chose the scope we did for a few key reasons: first, we thought that looking primarily at audio-visual media would offer a greater degree of coherence and specificity across the essays. Readers would not only be able to learn about concepts, but also about the operations of these industries in greater detail, from a variety of perspectives. Jennifer Holt is Assistant Professor of Film and Media Studies at the University of California, Santa Barbara. She specializes in film and television history, and media industry studies. Her current research looks at regulatory policy in the age of convergence. She has published articles in various journals and anthologies including Film Quarterly, Quality Popular Television, Fifty Contemporary Film Authors and Media Ownership: Research and Regulation. Her forthcoming book Empires of Entertainment examines deregulation and the media industries between 1980-1996 and will be published by Rutgers University Press.
March 30, 2009
Studying Media Industries: An Interview with Jennifer Holt and Alisa Perren (Part One)
JH: I would argue (as we did in the intro) that indeed it does. With a more formalized "field of study" comes a more focused attention to the history and development of that field, to the many disciplinary traditions that comprise its foundation, and a more coherent cultivation of scholarly perspective on this type of work. In addition to having more established (and easily accessible) curricular materials and traditions to draw upon, having the benefit of conferences, journals and anthologies devoted to a field are key aspects to creating disciplinary expansion and growth. Most often, communal projects and institutional support only come when a field of study generates enough traction to warrant and inspire them, and so having the academic community (and beyond) thinking about media industry studies as a "field" would be enormously beneficial. AP:Let me also add that we felt honored to have so many individuals involved with the book who we believed played a vital role in shaping work on the media industries during the last couple of decades - individuals such as John Hartley, Horace Newcomb, David Hesmondhalgh (all three of whom wrote compelling essays offering their perspective on what "media industry studies" should be. Complementing these perspectives are views from many newer scholars of the media industries, including moving image archivist Caroline Frick and media historian Cynthia Meyers. As Jennifer notes, we see this as but the start of a discussion, one that many others will add to in the near future. What can the study of media industries add to our understanding of media texts? AP: In many of the more humanistically-oriented areas of study, the text has remained a focal point of analysis. Part of this is a function of the roots of this type of work in film studies. Much of this work developed primarily in English departments that approached cinema primarily as self-contained texts that could be explicated in isolation. Can we study media production meaningfully without an understanding of media AP: One thing we have learned in this age of convergence, and which you, Henry, have shown so effectively in your own work, is that we always need to keep in mind how cultural products are both produced and consumed. In part, the rise of a more participatory online media culture has helped us rethink older models that only considered production practices or media texts in isolation. In the past, such approaches might have been more viable for both the industry and scholars alike because feedback from audiences wasn't so immediately available. Thus it might take a weekend or two for word of mouth to circulate widely about a movie and affect it adversely at the box office. However, in an age when people can post responses to a movie or TV show on Facebook or Twitter as they watch it - and such responses, in turn, can lead to relatively direct economic consequences for the companies producing and distributing them - both executives and academics must recognize and explore the interrelated nature of production, text and consumption in more complex and nuanced ways than they have previously.
February 27, 2009
If It Doesn't Spread, It's Dead (Part Eight): The Value of Spreadable MediaThis is part eight of an eight part series. The report was written by Henry Jenkins, Xiaochang Li, Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. So far this white paper has:
In this concluding section, we will return to the core question from the perspective of our clients: Is it a good idea to allow or enable my consumers to spread my brand message or my copyrighted content? We enter this discussion with some modesty. The situation we have described here is in flux. New examples of spreadable content, new business plans, and new policies regarding intellectual property are announced each day and so far, the verdict is still out. There's a lot we do not yet know about spreadable media's benefits and risks from a corporate perspective. In this transitional moment, we advise companies to proceed with caution but fear that those who remain totally outside this space may be running greater risks than those who make at least some modest steps towards embracing spreadability. Certainly, one can point to some great success stories from companies who have been early to embrace this spreadable model. One such case is the Dove Evolution campaign that was released online with a 75 second clip showing an "ordinary" woman's painful transformation into an "object of desire". The ad boosted sales, received over 5 million views and cost nothing to distribute online. Dove also released another version of the spot on television during the Super bowl. Placing the ad cost the company $2.5 million and it received 2.5 million views. Granted, broadcast television provided them with an opportunity to reach a large number of viewers in a very short period of time, but the online version reached almost twice as many people at a fraction of the cost. One take-away here is that television may remain a stronger venue for "just in time" information, while the slower circulation of information online may ultimately result in much deeper saturation within the culture. Or consider the success of the Cadbury Gorilla advertisement which we've cited several times already. In 8 weeks the ad received 5 million views, positioning Cadbury to grow 30% above the industry average that same year, increase it's sales by 7% and most importantly, detach itself from the chocolate recall-salmonella scandal that had greatly impacted the company's image in the UK. Such success stories have inspired other companies to develop so-called "viral" marketing strategies, some of which have succeeded, many of which have not. The decentralized nature of the process, the lack of control over the flow of content means that there are no guarantees that such content will reach their desired market segments or for that matter, that they will circulate anywhere. If you want to guarantee the number of eyeballs which consume your message, nothing is going to replace traditional broadcasting methods anytime soon. Lowering the transaction costs, however, make it possible for companies to minimize their risks in trying out such strategies as an add-on to existing marketing approaches. So what is spreadable media good for?
Each of these factors suggest that such an approach may yield longer term rather than shorter term benefits:
All told, those companies which have the most to gain from this approach are those who have the least to lose from abandoning traditional broadcasting models, those which have:
Those who have the most to lose are those companies which:
Even here, remaining outside of the spreadable model altogether may cut them off from younger and more digitally connected consumers who spend less time consuming traditional broadcast content or who are increasingly suspicious of top-down advertising campaigns. Such considerations intensify when we move from brand messages, which one wants to circulate freely, towards content, which is expected to generate revenue. Right now, spreadability has proven more effective at generating buzz and awareness than as a revenue generator, though this may be changing. Consider, for example, the mobile sector. As many as 20 percent of mobile subscribers are listening to music on their mobile devices (Minney, 2008) with similar increases occurring with other media such as games and video. There is also a strong rise in mobile media sharing, either directly phone-to-phone or pc-to-phone, in either case mobile consumers are already embracing spreadable media by default and companies are discovering that there is money to be made by facilitating their activities. So far, only a few companies are taking advantage of a potential Mobile Web 2.0, according to Sumit Agarwal, a product manager in Google's mobile division: We're really at mobile Web 0.5, to be completely honest, the real thing about Web 2.0 is people introducing applications to each other. True viral applications, something sent from one person to another, will absolutely be a big part of mobile. (Salz, 2007) One such company, MoConDi Ltd. announced in September of 2007 that its Italian based service, MeYou, had reached more than 800,000 registered users. By January 2008, that number had doubled. MeYou is a mobile phone application which supports distribution of a mobile content to end users. These users can then recommend content to additional users and receive credits for doing so. Users receive MMS recommendations which contain a message and download link for the content and a link to install the MeYou application. In this case, they are using the same marketing strategy that launched Hotmail in the 90s. MeYou has implemented a hybrid model between the sticky and spreadable models, between content distribution and marketing. As such, users will receive certain content directly from MeYou or from their friends for free, but other content requires for direct payment. Users can still share such by sending the application for which the receiver has to then purchase the activation code. This model is particularly successful with games where after the applications are activated, users can play against each other, creating strong social incentives to expand its reach. MeYou works mostly with ringtones, images, videos, animations and games. Through its parent company, MoConDi generate mobile branded content and distribution strategies for other businesses. According to MeYou's public information 60% of users purchase content and 64% of users send recommendations with 24% of recommendations resulting in purchases. We might contrast the relative success which MoConDi has enjoyed through enfranchising its consumers to spread content with the backlash which has come as a result of the tendency of major media companies to brand grassroots circulation as "piracy." For quite some time, Sony-BMG and all other music majors have opted for issuing take-down notices when content to which they hold rights to is posted on YouTube. It now seems that Sony-BMG is finding a way to move away from that prohibitionist model and is embracing a profit sharing, win-win philosophy based on building stronger collaborations with their fans. They have opted for inserting a link to the content's original site on the video post and eliminating its capacity to be embedded. So, on one end they've limited the spread of their content in favor of increasing the stickiness of their own site. But they also are allowing fans to share music and YouTube to make a profit. In the process, Sony-BMG is increasing the traffic to and visibility of its official sites, but most importantly, the company is no longer treating fans and potential consumers as criminals.
Pesce's plea for innovation is made that more urgent by the fact that, according to a study performed in 17 countries, 29% of active technology users regularly write comments and blogs, 27% share free music and 28% access social networking sites. Clearly, a significant portion of the public is embracing those technologies and cultural practices which support spreadable media. They want to play active roles in helping to shape the flow of media within their own social communities. This is part of what Charlene Li and Josh Bernoff are calling the "groundswell", which is being fueled by the combined force of "people's desires to connect, new interactive technologies and online economics". They describe the groundswell as a movement that can't be stopped but must be joined in order to retain currency. It has changed the power relation between companies and consumers, and, in embracing the groundswell and the spreadable media model, companies are also redefining their relationships and their sense of self. This is might be a painful process, but at the end there will be more to be gained than lost. By ceding this power to its consumers companies are loosing much of the control over their distribution, but they are gaining the value of each user's personal ties. We may not yet have reached the point where "If it doesn't spread, it's dead," but that time is coming and companies need to be rethinking their business models now in anticipation of these shifts which will even more fundamentally alter the media landscape. Pesce, Mark. (2005). "Piracy is Good? How Battlestar Galactica killed Broadcast TV", Mindjack, May 13. Salz, Peggy Anne (2006). "Mobile Web 2.0 May Be Too Ambitious, Let's Call It Mobile 0.5" MocoNews February 25, 2009
If It Doesn't Spread, It's Dead (Part Seven): Aesthetic and Structural StrategiesThis is part seven of an eight part series. The report was written by Henry Jenkins, Xiaochang Li, Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. Spreadability: Aesthetic and Structural Strategies Cadbury's "Gorilla" spot -- an ad featuring nothing but a life-size Cadbury-purple Gorilla belting out the drumline to Phil Collins classic "Something in the Air Tonight" -- didn't spread just because it was "producerly." It was also incredibly amusing. There is still truth in the notion that good, compelling content remains a crucial factor in the spreadability media. If a "producerly" openness is required in order for content to be adopted into the gift economy, not all gifts are equally valuable, and thus not all content is equally spreadable. Producerly engagement encourages individuals to take on content as their own and invest their own identity in it, making it a potential tool of communication. But, in thinking back to what we outlined as some of the key motivations for spreading content, we must remember that in order to become spreadable, the content has to be able to create worth. In other words, openness and an abundance of meanings and uses may make some advertising material a potential gift, but it has to be able to communicate something that is socially meaningful before someone will give it. Humor Humor, therefore, has the ability to define "insiders" and "outsiders" within a community: insiders may take pleasure in making fun of outsiders. Consider how jokes form around rivalries between colleges or companies: MIT folks don't really imagine that folks at Harvard are foolish but making Harvard jokes signals that we are all part of the same community and close ranks against those "up the river." But tell the joke in the wrong time or place and we can damage social relations, insulting those we sought to include, alienate those we sought to bring close to us. Humor, thus, is not simply a matter of taste: it is a vehicle by which we articulate and validate our tastes. If we look more closely at the spread of videos, we can identify two extremely popular forms -- parody (often in partnership with certain elements of nostalgia, usually ironic) and humor that uses absurdity or shock/surprise. To be clear, these categories are by no means mutually exclusive, and successful videos quite frequently use a blend of both for added effect. Cadbury's "Gorilla" is a prime instance in which parody, nostalgia, and absurdity are blended in order to create an provocative and spreadable ad. To be fair, parody in general always has elements of absurdity, since its humor relies on the intrusion of unexpected elements into an "normal" or common situation. In "Gorilla," however, the dominant form at work is absurdity. This is established from the very beginning, by starting with a close-up of the gorilla, and pulling out to reveal the drum kit. The opening moment is one of surprise, emphasized with a sudden rise in the music, upending our expectations of what we would see following a series of shots of a gorilla's face. The strangeness of the set-up itself becomes the punch line, rather than forcing any complex interpretations or outside references as is more common in direct parodies. The video is primarily funny because it asks us to confront the limits of our expectations. The implicit parody elements present are used to keep the absurdity within the bounds of comprehension, however. It is not purely surreal, but rather references a number of clichés and cultural touchstones. The way the gorilla drums, for instance, is a familiar exaggeration of drummers, and Phil Collins in particular, getting swept up into the music. The gorilla, too, is incredibly realistic looking and the opening close-ups are reminiscent enough of nature programs that several users on YouTube commented that they mistook it for an animal rights advertisement until the drumming began. The surprise comes from overturning certain expectations of normality precisely because it is able to set up and evoke them in the first place. The good-natured irreverence exhibited through absurdity and parody in this instance is central to what makes a video spreadable. In enacting reversals and disruptions of standard patterns, the "Gorilla" video poses a sort of abstract challenge to formality and authority. In effect, its informality gives users permission to transgress the audience/producer boundary, to adopt and adapt the content for their own purposes. In other words, if the advertisers don't take themselves too seriously, it invites users to get in on the fun as well. This worked beautifully for Cadbury, resulting in a slew of remixes and mash-ups that helped promote the original and turn Cadbury into a sort of cultural benchmark in its own right. One user interpreted the video to be melodramatic and "cheesy," and thus created a response called "A glass and a half full of cheesiness" which redid the video using the over-the-top 80s ballad "Total Eclipse of the Heart." Another remix plays up the fact that the drummer is a gorilla, using "Welcome to the Jungle." Still more use artists ranging from Nirvana to 50 cent, the latter song not even having much by way of a traditional drum beat. Further spoofs went on to re-shoot the video with other unexpected drummers, from a tiny stuffed monkey, which plays off the fake primate aspect, to a model in her bra, which does a riff off of the strap line "a glass and a half full of joy," replacing it with "two cups full of joy." Both by depriving the video of a specific message and engaging forms that are primed for participation, "Gorilla" serves as an exemplar of a "producerly" text that spreads as more and more people have a go at remaking it for their own comic effects. Its absurdity creates gaps "wide enough for whole new texts to be produced in them" (Fiske, 1989, p.104). Parody's Promises and Perils Two instances of well-executed parodies are the efforts by Coca-Cola and Toyota in addressing the gaming community, a large, but undeniably specialized interest group. With the rise of advertising interest in immersive online worlds, such as Second Life, and the increasing visibility of enormous, global networks of online gamers, big trans-national corporations have started to take notice. Following it's now legendary Chinese World of Warcraft commercial, Coke launched another video game parody/homage during the Super Bowl. Though it premiered on "traditional" media, Coke quickly posted the spot onto YouTube, where it now has over 2.2 million views and nearly 2,000 comments (this, of course, doesn't even count repostings by other users). The spoof features a game-world that references the popular Grand Theft Auto -- grimy, crime-ridden streets, and a rough, swaggering male protagonist -- but when the protagonist has a Coke, the entire game experiences a dramatic reversal. The protagonist slams down exact change on the counter, behind which the store clerk stands rigid, with his hands raised, as if he's being held up. The protagonist drags a blond yuppie, complete with a sweater tied around his shoulders, out of his convertible only to give him a Coke and share a toast. He puts out fires as he strolls on the streets, recovers purses for grannies, gives money to the homeless, and stuffs a passer-by into a convertible full of scantily clad babes. His good deeds attract supporters until he's leading a full-blown parade down the street, complete with helicopters. Every step along the way, every cliché of the crime game gets transformed into an act of giving and joy. Police cars running into fire hydrants, by instance, result into two perfect half-arches of water that creates rainbows. Though the message is almost painfully sincere, the spot works because of the combination of a broad message (turn bad things good by giving back, part of their "mycokerewards.com" campaign) and very specific details about the game world it was parodying. The narrative works whether or not the viewer knows anything about Grand Theft Auto, but if the countless mentions of the game in the YouTube comments were any indication, the fact that it spoofed the popular game inspired many to help spread the word. Those who "got" the video game elements, especially the more subtle ones like the fact that the character is able to pull a seemingly endless supply of random objects out of nowhere, were able to share and discuss their knowledge, as well as make further "in" jokes ("I hope you enjoyed this sneak peek of Grand Theft Auto: San Francisco"). Even beyond the different levels of gaming knowledge, there is yet another layer of cultural references -- the song used in the spot, 'You Give A Little', is from 1976 musical called Bugsy Malone, itself a parody of cinema representations of 1930s gangsters. In the comments, fans of the film lobbied to see the musical released on DVD and responded to one another, declaring their alliance to that particular fan group. Yet another recent success was the Toyota World of Warcraft commercial. What made this one different from the previous spot (which, for all its infamy, did not reach nearly the same level of online circulation) or even the Grand Theft Auto spoof, is that it not only utilizes details and aesthetics of World of Warcraft, but refers to a very specific event in the online gaming culture's history. The 30-second spot features a group of warriors standing around planning and arming for an attack, when all of a sudden one of them goes rogue, transforms into a truck, and goes rushing off into battle. This is a direct reference to the Leeroy Jenkins incident that became so widespread as a cultural reference that it was featured as a question on Jeopardy. Within the World of Warcraft community, the Leeroy Jenkins incident was so well-known that an add-on was created so players could "invoke the power of Leeroy Jenkins" and a play a sound-clip from the original battle video. The key to this parody was how it managed to remain faithful to the cultural cues of the game and the incident -- the deadpan, matter-of-fact voices of the players, the crazy, over-the-top aggro yelling of the "Leeroy" character, who at one point utters one of the lines from the original Leeroy Jenkins video. There is also an additional layer of self-reflexivity, when one of the World of Warcraft players responds with an exasperated "No way. There's no trucks in Worlds of Warcraft!" All of these things work as winking invitations to those involved in World of Warcraft to get in on the joke, and as over-the-top as it is, the spot is never more over-the-top than the original, carefully avoiding coming off as a mockery. Companies must be careful, however, that in trying to address a wider audience with different levels of shared cultural knowledge that they do not make the parody itself so broad and lacking in culturally specific details that the spoof comes across as mocking, lazy, or disingenuous. Additionally, it should be noted that the form alone will not do all the work. Take, for instance, the Mini Cooper film series "Hammer & Coop," which, despite being designed to "go viral" as a parody of 70s and 80s cop shows (Starsky & Hutch and Knight Rider), got no where near the attention of the most successful spreadable media. Despite some impressive numbers boasted by the advertising firm behind the series, the YouTube view numbers flatten out in the tens of thousands, instead of millions. As a parody, it lacked a clear interest community due to the broadness of execution. While it parodied the general aesthetic and the dominant tropes of the 70s and 80s cop genre, it failed to draw clear attention to any specifics, and in fact relied on references to other parodies of the genre at times by making the protagonist resemble Ben Stiller's character from the recent Starsky & Hutch remake. Though by no means a failure, the video's limited circulation when compared with the Coke, Cadbury, and Toyota ads, suggests that it is not only the parody form, but the quality and subtlety of execution that matters. The Cadbury Gorilla spot, for instance, did this to a certain extent, with some discussion surrounding just who was in the Gorilla suit -- Phil Collins himself was cited as a possibility -- and, to a lesser extent, whether or not the Gorilla was real. The VW Polo also engaged this kind of participation , provoking questions of whether or not the ad was "real" or in any way affiliated with Volkswagen. With Volkswagen's denial of any connection to the commercial, people became wrapped up in a search for the origins of the ad, locating information on the creators, the director, and even the budget as clues to whether or not it was a publicity stunt. Yet another interesting instance of this logic is the "homemade" Ford Mondeo "Desire" video. The ad itself is a whimsical, if somewhat ambiguous, television spot composed of a series of still and near-still shots of cars lifting off the streets of London attached to colorful bunches of helium balloons. The video was uploaded to YouTube and received a few hundred thousand hits, a decent, if unremarkable, showing. What makes the Ford Mondeo case so interesting is that almost six months after the original ad went up on YouTube, a video appeared of two guys from New Zealand tying balloons to a car until it lifted off. The video, posted by a user by the name of homeschooled2, claimed to be a "homemade" version of the Ford ad. It received far greater viral circulation than the original, clocking in over a million YouTube views and thousands of comments, as well as news media coverage, as people tried to prove whether or not what happened the video was physically possible. Two days after the initial "homemade" video went up, homeschooled2 posted a couple of "making of" follow-up videos that showed that the video was made with aid of a crane and some clever digital editing effects, with acknowledgment of help from the "team from Ford" in the video description. Leaving the nature and extent of Ford's involvement ambiguous, the "making of" videos forced us to consider whether Ford had orchestrated the whole thing, making the original ad with the addition of a viral campaign in mind. Many of the comments surrounding the "homemade" ad were focused on determining whether it was "for real." Even after the follow-up videos that revealed both the crane and the Ford involvement were posted, clearly linked from the original, discussion continued along these lines, suggesting that it was not the answer to the question of authenticity that was the point, but the process of questioning. What is finally at stake is not knowing, but seeking answers. The "homemade" video thus spread by opening itself to this search for authenticity. This search for authenticity, origins, or purpose can be seen as yet another way of actively constructing the meaning of content, another type of gap that encourages producerly engagement. Here, it is the process of uncovering the "truth" that is more important that what is found. Whether the VW ad is proven to be an intentional stunt or an accidental leak, whether Ford had planned the "homemade" ad from the beginning or not, whether it really is Phil Collins in the gorilla suit, the debate, allows individuals to create and justify their interpretations by asserting control over what information they have about the ad. Unfinished Content Unlike other so-called "interactive" video campaigns, such as the Guinness domino website in which a user solves a series of puzzles to reveal parts of the finished video, the Subservient Chicken site creates a more dynamic interaction, engaging the user in a process of actually creating the video. The site does nothing until a command has been entered. That is, the particular video (or series of clips) that is viewed, the actual output, is controlled and triggered entirely by the user. Whereas the Guinness campaign is a matter of engaging with content that is only retrieved interactively, giving up control to the participant only at the level of access, Subservient Chicken gives up control at the level of creation. Though the videos are pre-made, the content itself fundamentally incomplete. Not only is there no meaning, but there is also no action, no finished content until the user enters a command. Thus, by creating a partial work, an archive of incomplete, component parts, the Subservient Chicken campaign offered the user agency that went beyond just access and choice, but tangible participation in the work's creation. Subservient Chicken becomes producerly by explicitly engaging the user in the creative process. It also triggers an information-gathering urge, much like the Mondeo or VW Polo ads. Users debate how its mechanism works as much as they reinterpreted its meaning or questioned its authenticity. Gamers often seek to test the limits of a game to see how much actual control and agency they can exert. Here, users wanted to push against the limits of the ad to see what flaws they could locate in its execution. Websites soon appeared when catalogued the various commands and their responses. People worked together to test the limits of application and in the process, spread the video to other interested parties, trying to expand the ranks of the puzzle solvers. According to Axel Bruns (2007), some of the key characteristics of "produsage" -- the "hybrid, user-and-producer position" occupied by participants in user-led spaces such as Wikipedia and YouTube -- include that content is "continually under development" and highly collaborative. Working together, they hoped to outsmart the original producers or at least figure out how it all worked and thereby "beat the system." When materials move from one sphere to the other, they often get reworked to reflect the values and fantasies associated with their current context. Jenkins (1992), for example, argues fan media production and circulation often centers around themes of romance, friendship, and community. These values shape the decisions fans make at every level, starting with the choice of films and television programs which seem to offer the best opportunities to explore these concepts. When fans rework program content through vidding (a genre of fan music videos) or fan fiction, they tend to draw attention to those situations where such relationships are most vividly expressed. A fan music video for Heroes, for example, centers around moments when two or more of the characters are interacting, even though the structure of the original program kept these characters apart for the better part of a season. The selected music further emphasizes the social bonds within the community and the emotional links these characters feel towards each other. These themes surface most often in fan made media because, consciously or not, these works allow fans to explore the nature of the social bonds and emotional commitments that draw them together as a subculture. Fan-made media is media that is shared with others with common passions and often its exchange can be understood as a marker of friendship or at least sisterhood. In some cases, fans produces stories or videos to give to other fans explicitly as gifts. But in many other cases, they understand their works as a contribution to the ongoing life of their community. The community tends to nurture writers and artists, seeing each member as potentially making a creative contribution, but they value more strongly those whose works reflect the core themes of fan culture more generally. Other content which is commonly "spread" within the gift economy has an explicitly nostalgic tone. For many baby boomers, there is enormous pleasure in watching older commercials or segments from children's programs of their childhood. This is a generation which is using eBay to repurchase all the old toys, comics, collector cards, and other stuff that their parents threw away when they went to college. The exchange of these retro or nostalgic texts helps to spark the exchange of memories, which are often bound up to personal and collective histories of consumption and spectatorship. Robert Kozinets (Brown, Kozinets, and Sherry, 2003) has explored how such "retromarketing" practices have helped to revitalized older brands, giving them greater currency in the contemporary marketplace. As Kozinets and his collaborators explain: Long abandoned brands, such as Aladdin (lunchboxes), Beemans (gum) and Chuck Taylors (shoes), have been adroitly reanimated and successfully relaunched. Ancient commercials are being re-broadcast (Ovaltine, Alka-Seltzer) or brilliantly updated (Britney Spears sings "Come Alive" for Pepsi). On the Internet, sites devoted to marketing a variety of retro merchandise--from candy (nostalgiccandy.com) to fabric (reprodepotfabrics.com), games (allretrogames.com) to home furnishings (modfurnishings.com)--have popped up. Retro styling is de rigueur in countless product categories, ranging from cameras and colognes to telephones and trainers. Even automobiles and detergents, long the apotheosis of marketing's new-and-improved, washes-whiter, we-have-the-technology worldview, are getting in on the retroactive act, as the success of the Chrysler P.T Cruiser and Color Protection Tide daily remind us. In many cases, the release of these retro products sparks enormous conversation wherever there are consumers old enough to have fond memories of their hay day. In other cases, online discussions of long retired brands has led to a greater appreciation of their potential within parent companies, as in the case of Quaker Oats' Quisp cereal, which had been introduced in 1965, entered the popular imagination thanks to an inventive ad campaign created by Rocky and Bullwinkle's Jay Ward and Bill Scott, and finally disappeared from national circulation in 1977, though it remained available in some regions of the country. Internet discussions and eBay transactions sparked growing consumer awareness of the brand, helping to pave the way for more aggressive marketing effort by Quaker, including the development and online sale of a gourmet sized package of the crunchy sugary cereal. While online fans contest the authenticity of the re-issued product, they also share personal memories of their childhood enjoyment of the product and in the process, spread the news of its reissue to others in their social circles. In discussing the values which shape successful retro-brands, Kozinets and colleagues describe something very close to the animating fantasies of the gift economy: Utopianism is perhaps the hallmark of the retro-brand. The brand must be capable of mobilizing an Elysian vision, of engendering a longing for an idealized past that is satisfied through consumption....Solidarity is an important unifying quality of the retro-brand. Whether as extreme as a cargo cult or as moderate as fictive kinship, the brand must inspire among its users the sense of belonging to a community. References: Brown, Stephen, Robert V. Kozinets, and John F. Sherry, Jr. (2003). "Sell Me the Old, Old Story: Retromarketing Management and the Art of Brand Revival," Journal of Consumer Behavior, June, 2. pp.85-98.
February 23, 2009
If It Doesn't Spread, It's Dead (Part Six): Spreadable ContentThis is part six of an eight part series. The report was written by Henry Jenkins, Xiaochang Li, Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. Not all good content is good for sharing. In a gift economy, the gifts we share say something about our perceptions of the person we are passing them to as much as they express our own tastes and interests. Most importantly, the exchange of gifts serves to reinforce relations within the community and a badly chosen or ill-considered gift can cause hard feelings. Above all, we don't circulate gifts because advertisers ask us to do so -- and ideally, we'd like to minimize the hard sell contained in such gifts. We might well give someone a shirt with a designer label or even a T-Shirt which promoted a favorite film, but we are unlikely to stuff a catalog in the gift box in hopes that our friend will go back and buy more from the same company. So, if we want to predict what content will "spread," we have to develop a fuller understanding of the ways that the circulation of information may strengthen or damage social relations. We must first come to understand what function the circulation of content and information serves within a social network -- that is, what is the relationship of the community to the materials that it circulates? From there, we can determine the necessary characteristics that advertising content must exhibit in order to have potential for use within a gift economy. We can then begin to draw out aesthetic and structural forms that lend themselves particularly well to this process. There's a lot we can learn about how content circulates online by examining the existing literature on how rumors spread in face-to-face communities. Patricia A Turner (1994) has studied the circulation of rumors within the African American community. Turner makes the distinction between rumors, which are informal and temporary constellations of information, and contemporary legends, which are "more solidified rumors" (Turner 1994, p. 5) and maintain a reasonable consistency in narrative content as they are passed. Her description of such rumors bear a striking resemblance to what we've come to think of as Word of Mouth advertising -- testimonial accounts about a product or service -- and the circulation of advertising content itself that now most often characterizes "viral" media. Many of Turner's cases center upon commercial products and corporations. In particular, the rumor that a number of different companies were owned by the Ku Klux Klan remained one of the most persistent and widespread in the African-American community during the period of her research. Various companies were implicated in such rumors, ranging from food and consumable products (Church's Chicken, Marlboro cigarettes) to clothing companies (Troop). Some were private enterprises and others public and none had any explicitly racist policies outside of marketing predominantly to African American populations. Church's chicken, for instance, managed to rally the support of the NAACP president at the time (Turner, 1994, p.96). These rumors inflicted serious damage on these brands, resulting in "severe financial losses": Church's was forced to sell and Troop went bankrupt. (Turner, 1994, p.96). No sooner did one company collapse under the weight of the community's suspicions than new rumors of KKK associations were directed against other, similar companies. Though such claims may not have had much basis in fact, the accusations, Turner tells us, were far from random. In fact, the companies were linked by:
Thus, what perpetuated the circulation of rumors about these companies had to do with what their products represented for their consumers. As Turner explains later in describing an instance in which the Church's Chicken rumor was successfully passed: By sharing (the story) with my informant, (the person telling the story) was solidifying the bonds between them and, in a sense, bolstering their identity as potential victims of racist activity; in addition, a spotlight was trained on the potential aggressors, for one must never forget who the enemy is. My informant accepted the rumor because it functioned as a metaphor for the struggle he was facing in his attempt to establish himself as a man in American society (Turner, 1994, p.106-107) By circulating the story, community members are able affirm their commonality and draw clear lines of who is friend and who is foe, express the shared concerns of that group (racism and discriminatory treatment) and bring their anxieties under control by responding to a symbolic embodiment of their concerns. These rumors reflect the reality of a world where racism often no longer takes the direct form of a KKK rally but may be implicit, tacit, and thus hard to locate or overcome. They are responding to what other social critics have called "enlightened racism" -- that is, racism which is recognized by its affects but not by its goals. Though clearly specific to this particular community, the example here offers valuable insight into the social factors that motivate sharing information and content within communities in general:
These same factors may come into play when fans advocate for a franchise or consumers promote a brand.
If the same content is passed between multiple communities, it is because that content serves relevant functions for each of those communities, not because it serves some lowest common denominator or universal function. Consider, for example, the campaign commercials produced by Republican presidential candidate Mike Huckabee. Starting as a dark horse with limited cash on hand, Huckabee sought to insure his content would spread to multiple communities of potential supporters. One such spot featured action star Chuck Norris. After an initially limited television buy, this spot spread through YouTube and ultimately became the focus for news coverage as a consequence. On the other hand, Norris himself had a solid base of support among evangelical Christians. He writes a weekly column for the conservative news service WorldNetDaily on which he announced that were he to be president he would "Tattoo an American flag with the words, 'In God we trust,' on the forehead of every atheist." Norris is an outspoken Christian and has actually written several books on the subject. The Norris/Huckabee spots, thus, managed to speak to two very different communities, religious conservatives and an internet savvy young audience. Both saw something that spoke to them and many decided that it was content worth spreading. To give a more immediate example, we might think of the way the VW Polo spoof ad was circulated. The spot itself featured a man of in determinant but Arabic descent pulling up alongside a cafe in a VW Polo. After muttering a few indistinguishable words, he presses his thumb down on a detonator, at which point we cut to an exterior shot that shows the Polo containing the entire explosion. The spot was never intended as a legitimate advert for VW, but rather part of a show reel that was leaked onto the web.
First, the spot was commented upon and passed among a number of different niche groups online, used as a way to express a number of different sentiments, but all with the purpose of articulating some form of value system or viewpoint. There were a number of blogs that posted the video in the spirit in which it was probably intended, citing its strength as an advertisement for being memorable and one discussion board post framed it with the saying that "anything worth taking seriously is worth making fun of," aligning the video with the humor tactics of popular media like The Daily Show. But a quick look at the trackbacks to one of the early posts on the blog Whizbang, which range from "disgusting" to "humor to the rescue," suggest that as the video spread more widely, it generated a wider range of interpretations of its message. Some blogs used it as a sort of war rally, with comments such as "perhaps we should start issuing (the Polo) to British forces" and "If only we could ship an entire fleet of these things to the Islamofascists world-wide." On the other side, it was framed as offensive and tasteless; It was pointed out on the Snopes.com article that the man in the commercial not only had a "distinctive middle eastern appearance," but was also wearing a checkered keffiyeh that was reminiscent of Yasser Arafat, suggesting a pointed political message at work. One blog that specializes in media surrounding the Middle East juxtaposed a description of the video against an article about a poll which "highlights anti-Israeli feeling in Germany", while another site listed the video as the number one most racist commercial, even beating out ads from white supremacy organizations. The commercial was spread through a number of different interest communities with a range of opinions, but what they all have in common was that each used the ad to articulate specific values and agendas. The blog about racist commercials, for instance, was able to express anxiety over a long-standing pattern of negative stereotyping of various minorities. Other blogs that took a pro-war stance were able to use their attitude towards the situation portrayed in the video to create us/them distinctions on both a national level ("we" versus the "Islamofascists") and an ideological one, implicitly drawing a line between those who support the message and those who find the message offensive. As we have seen, not all of these communities are as clearly defined as the African-American community Turner studied. Some communities may be pools, organized around shared interests, ranging from politics to pet care. Some may be webs, organized through the crisscrossing social affiliations of them members. And some may be hubs, structured around a central personality and their friends and followers. In some cases, the motives which shape the groups activities are clearly articulated and there is an ongoing conversation about what it means to be a member of such a community. They may be very aware of their shared agenda and have a critical perspective on what kinds of values shape their transactions. They may also have a vivid conception of the borders of their community and may aggressively police them against those who do not share their views. They may have ambivalent or even hostile feelings about the circulation of meaningful content beyond the borders of their own community. Heather Hendershot (2004), for example, has documented the complex set of social negotiations which occur around the production and distribution of Christian music. She finds that this music is perceived as serving two very different goals -- reaffirming the shared values within Christian communities and serving as a vehicle for "witnessing" to those who have not yet accept Christ. Yet, as artists sought to insure their spread beyond the borders of the self-defined Christian community and thus reach potential new members, they often had to downplay those messages which signaled their membership, a process which often provoked ire from their most hardcore fans. The strategies which insured their circulation in the cultural mainstream might cause them to lose the support of their initial niche market. Hendershot documents how different artists reconcile these contradictory pushes and pulls on their performance, making peace with the decision to remain within or move beyond their initial base of support. In each of these cases, though, the same core principle holds: the sharing of content with others is fundamentally an act of communication within and beyond cultural communities. When advertising spreads, it is because the community has embraced it as a resource for expressing its shared beliefs or pursuing its mutual interests. Community members have embraced the content because it allows them to say something that matters to them, often something about their relations to other community members. In that sense, it has acquired worth. But the worth of an advertisement may and often does differ from one community to another. This kind of intervention, however, is not only the product of circulation, it is also the required precondition: content will spread only when it can serve the particular communicative purposes of a given community or group, and only community members can determine what those might be. Corporations cannot artificially build communities around their brands and products, but rather must allow their brands to be taken up by pre-existing communities by creating content that supports and sustains this kind of expressive appropriation. In other words, in the spreadable media landscape, companies must find ways not simply to motivate consumers to talk about their brands but also enable them to talk through their brands. This is, of course, not a novel concept. Advertising, as Grant McCracken (1998) notes, has always been a tool for mapping generalized cultural meanings onto specific brands and those brands must be meaningfully inserted into the life-world of their consumers. Advertising may convince us that particular products may become good gifts because they convey shared values. Yet, in the spreadable media content, the advertisement may itself become a gift which we pass along to others we care about. As they do so, they remake the advertisement -- sometimes literally, sometimes figuratively -- to reflect their perceptions of themselves and of the people to whom they are giving it. Right now, many companies fear this loss of centralized control over the circulation and interpretation of their brand messages. They want to hold onto the idea that a brand may carry a highly restricted range of meanings. But in doing so, they run the risk of removing the value of the brand as a vehicle for social and personal expression. They produce commodities which we can not consume and in the long run, they will become products we will not buy. So, the challenge is how to rethink advertising strategies to generate brand messages that support these processes of personalization and localization. If sharing and spreading content is a sign of its popularity, then to understand what makes videos spread, we must first figure it out what it means for media to be "popular." In Understanding Popular Culture, media and communications scholar John Fiske (1989), draws a distinction between mass culture, that is culture which is mass produced and distributed, and popular culture, that is culture which has been meaningfully integrated into the everyday lives of consumers. This act of turning mass media into popular media involves "the active process of generating and circulating meanings and pleasures" (Fiske, 1989, p.23). We must be careful here not to confuse messages with meanings. For the purposes of this discussion, messages refer to specific ideas that can be encoded into a media text by its creators, while meanings are the active interpretations of the audience, which may or may not align with the intended message. To return again to our previous example, in the VW Polo ad spoof, the intended message was that the creators were witty, creative, and irreverent. The meanings that were drawn from it were varied, ranging from patriotic to racist. Messages are encoded into a text; meanings are decoded from the text. Cultural products or commodities, like videos, are simply what Fiske calls the "raw material" for the production of popular culture. What makes culture popular, both widely accepted by and belonging to the public, is the ability of people to use it to express, define, and understand their social and cultural relationships. To bring this to "viral video", the video itself can be seen as a cultural commodity, but its user-controlled circulation transforms it into a cultural resource. In other words, we cannot think of popular culture as a top-down process of mass marketing, but a bottom-up process of creative interaction with cultural commodities, a relationship with media that is neither simply consumption nor production, but an active negotiation between the two. To imagine this simply, a video will become popular if it allows to consumers to participate in the production of meaning and is transformed into a cultural resource through which they communicate something that matters to other members of their community. This sharing of texts and meanings becomes the basis for social affiliations and often re-articulates or reconfirms the group's shared values. Fiske argues that some texts are more apt to produce new meanings than others. He calls such texts producerly, arguing that a producerly text: offers itself up to popular production . . . it has loose ends that escape its control, its meanings exceed its own power to discipline them, its gaps are wide enough for whole new texts to be produced in them -- it is, in a very real sense, beyond its own control" (Fiske, 1989, p.104). In other words, a media product doesn't have to give up having a clearly defined message, but in so far as it limits its potential meanings, it also limits its potential circulation. Propaganda is not producerly because it sets too rigid a set of limits over its interpretation. A text which articulated an overly confusing or completely incomprehensible message might also not be producerly because it would not offer sufficient resources for consumers. The VW Polo ad, on the other hand, was highly producerly; It had an intent and a set of preferred meanings, but in the end it was left ambiguous enough, with enough open-ended details, that it could be interpreted in a number of ways, depending on the contexts into which it was spread and the ways it was deployed by consumers within localized conversations. A producerly video then is one that can be enjoyed and accessed on multiple levels. It can be taken at face value, but also leaves openings for deeper, more active interpretation. Fiske's notion of the "producerly" introduces the general guiding principle for transforming cultural commodities into cultural resources: open, loose ends and gaps that allow the viewer to introduce their own background and experiences. Such openness allows them to convey something of themselves as they pass the content along, transforming the video into a resource for self-expression. While the media industries cannot themselves produce cultural resources, they can produce cultural commodities that are primed to be used as cultural resources. Such materials only become gifts when we choose to give them to someone else. Such texts must be producerly, must be open to multiple interpretations and use, before they are spread. The tight control over the message doesn't just break down through the video's circulation. The loss of the producer's control over meaning is a precondition for the video's circulation. When people feel that they can have a stake in the content, when it can be used to represent themselves and their views somehow, they are inclined to share a video with others. We must keep in mind, however, that a commercial is not just any type of video. More so that general art or entertainment, commercials have an explicit functional purpose -- to help position material goods within a cultural context. Publicity and advertising is used, for instance, to ensure that a particular brand of designer sunglasses evokes a sense of "coolness" within a particular niche of consumers. Historically, this has required much tighter control over their potential messages and thus the idea that consumers may appropriate and rework brand messages may generate a high degree of anxiety. Media producers worry about losing control. The reality is that they have already lost control; consumers can take their brands and do with them whatever they want. And the more producers do to reign in this grassroots creativity, the more they will take away the "worth" of their goods and devalue their content in the eyes of those consumers. Therefore, in order to become cultural commodities that can be made "producerly," ads must sacrifice some of their functional purpose. We don't post and share clips just because of what we have to say about the ad, but also because of what it might have to say about us, so the ad must be capable of users express something beyond their affinity for the product it promotes. Only when commercials have enough ambiguity in meaning that they give up control of their promotional function can they develop the gaps and spaces to becomes producerly. When that happens, instead of giving meaning to a pair of sunglasses, the ad itself becomes a cultural commodity not unlike a pair of designer sunglasses that we can "wear." We can post the video or the widget on our social network sites, say, and in so doing, signal something about ourselves. But in such a context, the brand messages does not entirely disappear. Each new viewer encounters it afresh and is reminded of the brand and its potential meanings for them. Users remain aware of the advertisement's sources and goals and thus they become part of the process by which meaning transfer occurs. We might consider, for example, what happens when the template created by the PC vs. Mac advertising campaign gets used as the basis for parody videos which apply its images to distinguish between other kinds of products, say, between Nintendo and Sony Playstation, between DC and Marvel, or between Republicans and Democrats. When we see these other uses of the template, we still recall, on some level, its original function as a way of promoting Apple. The repurposing allows the brand iconography to spread to new contexts, even as it offers us a way back to its original source.
Fiske, John. (1989) Understanding Popular Culture. London: Routledge. Hendershot, Heather (2004). Shaking the World for Jesus: Media and Conservative Evangelical Culture. Chicago: University of Chicago Press. McCracken, Grant (1988) Culture and Consumption. Bloomington: Indiana University Press. Norris, Chuck (2007). "If I am elected president," World Net Daily. Turner, Patricia Ann. (1994) I Heard it on the Grapevine: Rumor in African-American Culture. Berkeley: University of California Press. February 20, 2009
If It Doesn't Spread, It's Dead (Part Five): Communities of UsersThis is part five of an eight part series. The report was written by Henry Jenkins, Xiaochang Li, Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. For the past seven years, network-theory scientist Duncan Watts (Dodds, Muhammad and Watts, 2003) has been studying these results and running other experiments of his own. After testing Miligram's theory with 61,000 people he confirmed the average length of the chain was in fact six links, but he did not find any evidence of "influencers". There were as many chances for a message to get passed by a "super-connected" person than by an average one. Messages move through society from one weakly connected individual to another. So the question now becomes, not how to reach the influencers, but how do individuals choose to behave in a networked society and what kinds of social structures best support the spread of content. Human beings are and always have been diversely motivated beings. We act instrumentally, but also noninstrumentally. We act for material gain, but also for psychological well-being and gratification and social connectedness. According to Benkler, this shift into a networked information culture does improves the practical capacities of individuals in that:
It is because of these empowered individuals, their new capacities, and their desire for social interactions that spreadable media is possible. If the technology was available, but society hadn't undergone any cultural changes, we would still be operating exclusively under a sticky model. Benkler has observed that this new society gives "individuals a significantly greater role in authoring their own lives, by enabling them to perceive a broader range of possibilities and by providing them a richer baseline against which to measure the choices they in fact make." Consumers are choosing to be part of participatory culture in diverse and fluid ways. Forrester Research has developed a useful taxonomy of the types of participation that occur in networked environments; it starts with the most passive users and finishes with the most active participants that publish their own content at least once a month. It's important to note that while this ladder helps us visualize a complex process, users don't necessarily adhere permanently to these roles, and more than likely, behave in different manners within different communities. Moreover, seeing it as depicting a process of ever more intense engagement with media content may mask the degree to which it also describes an economy, with each rung of the ladder performing tasks which are needed to support those below and sometimes above them. So, even some one who is a lurker may provide a sense of empowerment to contributors by expanding the scale of the community and thus motivating them to put more effort into their work. Someone who is a critic may create value for creators but so may someone who collects what the creators create. And the interplay between these different kinds of cultural participants creates opportunities for communication to take place and thus for content to be transmitted.
Each of these social structures may be valuable from the point of view of a brand or a media franchise. Hubs are most likely to be influenced through dominant figures, whereas the other two may be shaped by any member. Media content which supports shared activities is most apt to circulate through pools, while that which sustains social connections is most apt to be valued within webs. Lee's taxonomy seek to understand what motivates our membership in particular kinds of shared social spaces. Others have sought to explain the different barriers to entry which shape alternative kinds of communities:
Although we've used the concept brand communities a couple of times, it's important to reiterate that communities aren't created, they are courted. Most brands will need to court a range of different communities and travel across pools, webs, and hubs if they want to reach the full range of desired consumers. To achieve that, they must embrace what filmmaker Lance Weiler calls "The Scattershot Approach." The idea is to be available for your users in whichever way and every way they deem appropriate, be it through a web site, widget, RSS feed or embeddable video, making the process of finding and communicating with you as easy and enjoyable as possible. That may be the strongest incentive for shifting from a sticky paradigm, which often is a one-size-fits-all model, towards a spreadable paradigm, which allows consumers with diverse interests to retrofit your content to serve their local needs and interest. Your job is to make it available to them in a form where they can deploy it and often to provide them with the tools or widgets required to make it accessible to others within their communities. Benkler, Yochai (2007). The Wealth of Networks: How Social Networks Transform Markets and Freedom. New Haven: Yale University Press. Dodds, Peter Sheridan, Muhammad, Roby and Watts, Duncan J. (2003) "An Experimental Study of Search in Global Social Networks." Science, 301(8), pp. 827-829. Domb, Ana. (2008) "Bringing Awesome to Self-Distribution," Convergence Culture Consortium Blog, Gee, James (2004). Situated Language and Learning: A Critique of Traditional Schooling. New York: Routledge. Gladwell, Malcolm (2000) The Tipping Point: How Little Things can make a Big Difference. Boston: Little Brown. Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press. Lee, Lara. (2007) "Lara Lee on brand Community Pioneer Harley-Davidson." Boston University. Lockhart, Andrew (2008). "The 9 Types of Brand Community Expanded." Thinking Interactive. Rosen, Jay (2006). "The People Formerly Known as the Audience." PressThink, June 27. Toffler, Alvin (1980). The Third Wave. New York: Morrow.
February 18, 2009
If It Doesn't Spread, It's Dead (Part Four): Thinking Through the Gift EconomyThis is part four of an eight part series. The report was written by Henry Jenkins, Xiaochang Li, Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. Lewis Hyde: Thinking Through the Gift Economy Lewis Hyde's The Gift: Imagination and the Erotic Life of Property (1983) represents perhaps the best guide on the ways that gift economies operate within the modern world. For that reason, we want to walk through some of his basic claims about the relations between commodity culture and the gift economy. Gift economies are relatively dynamic in terms of the fluid circulation of goods while commodity cultures are relatively dynamic in terms of the fluid social relations between participants. As Hyde explains, a "clean" trade within a commodity culture "leaves people unconnected," (p.29) since it involves no future obligation between the buyer and seller. Under such conditions, "wealth will lose its motions and gather in isolated pools....Property is plagued by entropy and wealth can become scarce even as it increases." (p.29) The commodity, he suggests, moves towards wherever there is a profit to be made, while a gift moves "towards an empty space," towards resolving conflicts or expanding the social network. (p.29) By contrast, he writes, "To convert an idea into a commodity means, broadly speaking, to establish a boundary of some sort so that the idea cannot move from person to person without a toll or fee. Its benefit or usefulness must then be reckoned and paid for before it is allowed to cross the boundary." (p.105) In so far as the new media ecology depends on spreadability, it needs to embrace the fluidity of exchange which enables a gift economy rather than the stasis that emerges from commodity culture. Conversely, we seem to be seeing a series of misrecognitions between Web 2.0 companies and consumers as the companies misunderstand what motivates participation. On the one hand, consumers increasingly resent the ways that companies transform their labors of love into commodities which can be bought and sold for revenue. There is a growing recognition that profiting on freely given creative labor poses ethical challenges which are in the long run socially damaging to both the companies and the communities involved. On the other hand, many participants are frustrated when companies offer them financial compensations which are at odds with their understanding of the social transactions which are facilitated through the exchange of gifts. Fan communities, for example, have long-standing social taboos against "exploiting" other fans for personal gain, wanting to share their creative goods outside of commodity relations, rather than seeking rewards for what they produce. C3 research affiliate Abigail Derecho argues that the gift economy has gendered implications, with women traditionally associated with crafts in a gift economy and men associated with art within a commodity culture. Hyde would support this argument, suggesting that salaries tend to be lower within those professions which have historically been associated with the gift economy, not simply because they attract more women but also because they provide other kinds of social compensation. Hyde sees commodity culture and the gift economy as alternative systems for measuring the merits of a transaction. He writes, "A commodity has value... A gift has worth." (p.78) By value, here, Hyde primarily means "exchange value," that is, the rate at which goods and services can be exchanged for money. Such exchanges are "measurable" and "quantifiable" because there are agreed upon measurements of value. By "worth," he means those qualities we associate with things that "you can't put a price on." Sometimes, we refer to what he is calling "worth" as sentimental value. It is not an estimate of what the thing costs but rather what it means to us. Worth is thus variable even among those who participate within the same community, even among those in the same family, hence the complex negotiations which occur around possessions when a beloved member of a family passes away. Worth can not be measured, though it can be negotiated, but in doing so, we have to take claims about worth at face value, since they have to do with internal emotional states. Commodity culture and the gift economy are animated by different fantasies, which in turn shape the kinds of meanings which are going to be produced and transmitted around the exchange of goods. Hyde writes, "Because of the bonding power of gifts and the detached nature of commodity exchange, gifts have become associated with community and with being obliged to others, while commodities are associated with alienation and freedom" (p. 86). The values which shape exchanges in a commodity culture have to do with personal expression, freedom, social mobility, the escape from constraints and limitations, the enabling of new "possibilities". We sometimes refer to such fantasies as escapism or social experimentation; they are closely associated with the patterns of "transformation" and "plentitude" which Grant McCracken has documented. The fantasies which animate the exchange of gifts are often nostalgic, having to do with the reassertion of traditional values, the strengthening of social ties, the acceptance of mutual obligations, and the comfort of operating within familiar social patterns. Because the exchange of goods within a gift economy brings with it social expectations, not all gifts can be accepted. In that sense, there are goods and services which literally can not be given away, because even in the absence of an explicit value proposition, consumers are wary of hidden obligations, unstated motives, or hidden interests which come smuggled inside the gift, much like the classic myth of the Trojan Horse. Hyde describes some circumstances where gifts are inappropriate: "On the simplest level, we are wary of gifts in any situation that calls for reckoning and discrimination....A gift, no matter how well intentioned, deflects objective judgement" (p.92). Even traditional societies, then, distinguish between gifts which facilitate generalized good will and bribes which are designed to distort or corrupt process of judgment. At the same time, the translation of gifts into commodities can be socially damaging. Hyde writes:
Both sets of category confusions represent potential pitfalls for companies seeking to negotiate the boundaries between commodity culture and the gift economy. That said, Hyde does believe it is possible for there to be valued and meaningful transactions between these two social systems:
Hyde's use of the word, "erotic" here is especially evocative, meant to refer to the ways that the exchange of goods gains emotional intensity as it mediates between two or more participants. If "diamonds are a girl's best friend," as the old song goes, it is both because they have extreme value within a commodity culture and because they are emotionally meaningful within a gift economy. We might understand spreadable media as content which passes between the commodity culture and the gift economy. Each of the above contrasts between the two social systems are helpful in understanding what kinds of terms might best facilitate exchanges between them. Each also helps us to identify historic sites of conflict or misunderstandings between the diversely motivated agents involved in the flow of content across the current mediascape. Many of these contradictions surfaced in the controversy which surrounded the launch of FanLib, a Web 2.0 company which sought to capitalize on the circulation of fan fiction. Fan fiction had been a part of the gift economy of the web for more than a decade, representing a cultural practice which dated back to Star Trek fandom in the 1960s. Seeing their stories as a "labor of love" which was designed to be shared with the community of others who shared their interests, fans have reluctantly charged money to recoup the costs of printing zines but there was a strong prohibition against any attempts to profit financially from the exchange of stories. Some fans welcomed the emergence of digital distribution because it lowered the costs of sharing stories and thus pulled fan fiction fully into the gift economy. There was also a perception that the absence of financial profit helped to protect fans from prosecution for what might otherwise have been seen as an attempt to capitalize on the original producer's intellectual property. FanLib, however, sought to pull the production and circulation of fan fiction more fully into the commodity culture: they wanted to monetize on the traffic that fan stories drew to their sites, a step which provoked strong backlash from those most committed to fandom's gift economy. They showed little grasp of what motivated the activities of the gift economy: at various times, they sought to compensate fans either through a share of the revenue or through giving them access to the media producers, neither of which reflected the system of status and reputation which had emerged within fandom. The threat that fan fiction might be commoditized motivated some fans to create the Organization of Transformative Works, which would, among other things, create an alternative web portal for distributing fan created works totally outside of commercial imperatives. Yet, despite the controversy, FanLib did attract a significant number of contributors. C3 researcher Xiaochang Li (2007) discovered that many of those posting on the site did not feel strong ties to the existing fan community and did not understand their cultural production in terms of "gifts" to fellow fans. These fans did not see a conflict between what motivated their creative expression and the logic of a commodity culture. That said, it was not clear that such fans were as valuable to FanLib or the rights holders because they were less "connected" to the larger fan community, were less likely therefore to draw other fans to the site or to help expand the potential markets for the series being depicted. In Culture and Consumption, Grant McCracken (1988) brought together anthropological and marketing literature to offer an account of the way "meaning transfer" shapes the circulation of goods. McCracken starts from the premise that the circulation of goods is accompanied by the circulation of meaning: "Meaning is constantly flowing to and from its several locations in the social world, aided by the collective and individual efforts of designers, producers, advertisers, and consumers." Both designers and advertisers draw on meanings already in the culture around them as they seek to construct offerings that will be valued by their potential consumers. Advertising, as seen by McCracken, helps to move both the products and the cultural claims being made about the products into the life world of consumers. Once consumers have purchased the goods and bought into the symbolic meanings that surround them, they perform a series of rituals which are designed to integrate both goods and meanings into their everyday social experiences. In a later revision of this argument, McCracken (2005b) writes "Consumers turn to their goods not only as bundles of utility with which to serve functions and satisfy needs but also as bundles of meaning with which to fashion who they are and the world in which they live." (p.102) McCracken (1988) identifies four different kinds of consumer rituals which help us to adapt acquired goods into symbolic resources:
Each of these claims may be useful in thinking about how symbolic goods -- such as spreadable media content -- functions in the new world of social networks. But to do so, we need to recognize some core differences. First, for McCracken (1988), goods are "an opportunity to make culture material" (p.88). That is, goods attach symbolic meanings to physical objects. To draw on a now tired but useful distinction, goods are atoms. Yet, the kind of cultural goods we are discussing throughout this white paper are much more often virtual rather than physical, bytes and not atoms. They may still render visible the often implicit assumptions through which we organize our culture: "The consumer system supplies individuals with the cultural materials to realize their various and changing ideas of what it is to be a man or a woman, middle-aged or elderly, a parent, a citizen, or a professional" (p.88). We can see the widgets on our profile pages, the links on our blogs, the refinements on our avatars, as doing a similar kind of social work -- as giving expressive form to our values and performing certain kinds of social identities. It matters, though, that material goods are limited: they can only exist in one place at one time and to give them to someone else is to give them up yourself. Virtual goods, however, can be shared because they can be infinitely replicated. I can have my "cupcake" on Facebook and eat it too, or more importantly, I can share it with you without having to give it up myself. It is clear that personalization may play as strong if not a stronger role in such a system -- as a means of distinguishing between countless copies of the same cultural good. Yet, we may have to spend less time with divestment rituals because the good we receive is no longer a good taken from the hands of another. For McCracken (1988), there remains something arbitrary about the assignment of particular meanings to particular goods, with advertisers involved in a series of competing bids for interpretation. Yet in the case of spreadable meaning, what we are circulating is often not the material good but the advertisement itself. It is involved in the exchange of meaning from its conception, though the meanings may change through the process of consumption just as goods may be altered, repurposed, or redeployed by consumers through the processes of possession, grooming, and divestment rituals. Second, for all of his reliance on anthropological theory, McCracken (1988) holds onto the idea of consumers as individuals who are motivated by personal desires and goals, "engaged in an ongoing enterprise of self-creation," rather than as parts of larger social networks and cultural communities. Indeed, his account of consumption in the North American context stresses all of the ways that identity is optional -- that we choose which social categories are operative and which are irrelevant to our presentation of ourselves. Going back to Hyde (1983), then, the fantasies he sees expressed through consumer goods are those we associate with commodity culture -- those having to do with freedom and individuality -- rather than those of the gift economy-- having to do with tradition and social cohesion. As we think about why we pass along media content, though, we need to recognize that we are both expressive individuals and social beings, that we seek both to personalize content and to share it with others. We might understand how this process plays out by thinking about the ways social networks change the process of taste-making and gate-keeping which McCracken describes in this essay's discussion of fashion. For McCracken, what counts as fashion gets defined rhetorically through journalists who "serve as gatekeepers of a sort, reviewing aesthetic, social and cultural innovations as these first appear." These professional gatekeepers "winnow" down selections before these options even reach the population of early adopters. In a social network, however, this power of evaluation and "winnowing" is dispersed. Each member potentially assumes the role of grassroots intermediary, contributing to a collective process which evaluates and ranks cultural goods and thus speeds or retards their circulation. Hyde, Lewis. (1983). The Gift: Imagination and the Erotic Life of Property. New York: Vintage. McCracken, Grant (1986). Culture and Consumption. Bloomington: Indiana University Press. February 16, 2009
If It Doesn't Spread, It's Dead (Part Three): The Gift Economy and Commodity CultureThis is part three of an eight part series. The report was written by Henry Jenkins, Xiaochang Li, Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. The Gift Economy and Commodity Culture Spreadability and the Moral Economy Consumers, both individually and collectively, exert agency in the spreadability model: they are not impregnated with media messages; they select material that matters to them from the much broader array of media content on offer. They do not simply pass along static content; they transform the content so that it better serves their own social and expressive needs. Content does not remain in fixed borders but rather it circulates in unpredicted and often unpredictible directions, not the product of top-down design but rather of a multitude of local decisions made by autonomous agents negotiating their way through diverse cultural spaces. Consumers do not simply consume; they recommend content they like to their friends who recommend it to their friends who recommend it on down the line. They do not simply "buy" cultural goods; they "buy into" a cultural economy which respects and rewards their participation. Nothing spreads widely in the new digital economy unless it engages and serves the interests of both consumers and producers. Otherwise, the circulation gets blocked by one side or the other, either through corporations constructing road blocks (legal or technical) upon its spread or through consumers refusing to circulate content which fails to serve their interests. Nothing generates value in this new digital economy unless the transaction is seen as meaningful to all involved. Too often, Web 2.0-era companies speak about creating communities around their products and services, rather than recognizing that they are more often courting existing communities with their own histories, agendas, hierarchies, traditions, and practices. So, rather than talking about the Saturn "community" as a "consumer tribe" (Cova, Kozinets, and Shankar, 2007), we might more productively analyze what the contemporary car company has done to capture the interests and win the loyalty of a hundred year plus history of motorist clubs. The first model implies that Saturn can set the terms for the consumers interactions with the brand. The second suggests the motorist culture created its own values and aspirations which Saturn has to address if it's car is to gain a central place in its social life. The same is true of fandoms: we tend to discuss them in very limiting terms, often in relation to a single text as in "Trekkers" or "Potterheads," when in fact, fans tend to move nomadically from text to text in the course of their involvement within fan culture. They may be drawn into fandom by a given text but quickly their conversation broadens to include a range of other works also embraced by fellow fans and when their interest in a particular franchise ends, many will shift their fan loyalties to other programmes which satisfy similar needs and interests. As a rule, we are misled when we focus on what media does to people rather than trying to understand what people are doing with media and why. We start from the premise that consumers only help facilitate the circulation of media content when it is personally and socially meaningful to them, when it enables them to express some aspect of their own self-perception or enables valued transactions that strengthen their social ties with others. Courting communities is tricky. Forcing communities to talk about a certain product is almost impossible. These obstacles were swiftly dealt with in the construction of the site "Being Girl" which belongs to the Tampax and Always brands. As Charlene Li and Josh Bernoff comment on their new book Groundswell:
Knowing that the community pre-exists the brand or franchises engagement with it means corporations need to legitimate their entrance into this space. In earlier white papers (Austin 2006), we have introduced the idea that participants in economic exchanges are governed by an implicit set of understandings about what is "right" and what is "legitimate" for each player to do. This is what social historian E.P. Thompson described as a "moral economy." The moral economy describes the set of social norms and mutual understandings which make it possible for two parties to do business with each other. In some cases, the moral economy holds in check the aggressive pursuit of short term self interest in favor of decisions which preserve long term social relations between participants. In a small scale economy, for example, a local dealer is unlikely to "cheat" a customer because they need to count on continued trade with this person over an extended period of time and thus need to build up their reputation within this community. The measure of a moral economy is the degree to which participants trust each other to hold up their end of these implicit agreements. When there is a sudden and dramatic shift in the economic or technological infrastructure, as has occured with the introduction of digital media, it can create a crisis in the "moral economy," diminishing the level of trust within participating parties, and perhaps even wearing away the mechanisms which insure the legitimacy of economic exchanges. At such times, we can see all involved making bids for legitimation, that is proposing new models or frameworks through which parties may reach a new understanding of what should provide the basis for fair and meaningful interactions. We can see, for example, notions of "file sharing" and "piracy" as two competing moral systems by which we might make sense of the circulation of media content, one put forth by consumers eager to legitimate their idea of the free exchange of content, the other put forth by the media industry eager to close off certain practices as "illegitimate" and damaging to their long term economic interests. The excessive rhetoric surrounding the circulation of music at the present time suggests just how far out of balance the moral understandings of producers and consumers have become. New technologies enable consumers to exert much greater impact on the circulation of media content than ever before but they also enable companies to police once private behavior as it takes on greater public dimensions. These shifts enable some to describe a crisis in copyright, others a crisis in fair use, and all sides to be more or less accurate in describing the tensions which have emerged. Discussions of "viral media," or of what we are calling "spreadable" media, point to places where a new moral economy may be emerging. They allow us to map forms of audience participation which are seen as valuable to advertisers and media companies. Spreadable media represents an alternative framing of the free circulation of media content to the prevailing metaphor of "piracy." Focusing on what we are calling here spreadability may thus offer us some tentative first steps towards renegotiating the social contract between media producers and consumers in a way which may be seen as legitimate and mutually rewarding to all involved. For this to occur, we need to understand that consumers and producers often follow different dictates, not simply because of competing economic interests, but because they have different motives, make different judgments about value, and follow different social obligations; in other words, they operate within separate and parallel economic orders. We might describe these two worlds as commodity culture and the gift economy. Certainly, most of us who have grown up in capitalist economies understand the set of expectations which shape the buying and selling of goods. Yet, we also operate in another social order which centers around the giving and accepting of gifts. One (commodity culture) places greater emphasis on economic motives, the other (gift economy) on social motives. Something of the mismatch between these two worlds is suggested by Ian Condry (2004) in his discussion of file-sharing among music fans:
Within commodity culture, then, sharing music is economically damaging, whereas in the gift economy, the failure to share music is socially damaging. We are never going to resolve such conflicts until we develop a better model for thinking about the interface between the two. Reciprocity is a key element of any market-based culture, but the arrangement I'm describing feels to me more like a kind of gift economy in which people do things for one another out of a spirit of building something between them, rather than a spreadsheet-calculated quid pro quo. When that spirit exists, everybody gets a little extra something, a little sparkle, from their more practical transactions; different kinds of things become possible when this mind-set pervades. Conversely, people who have valuable things to add to the mix tend to keep their heads down and their ideas to themselves when a mercenary or hostile zeitgeist dominates an online community. In the virtual community I know best, elegantly presented knowledge is a valuable currency....Sometimes you give one person more information than you would give another person in response to the same query, simply because you recognize one of them to be more generous or funny or to-the-point or agreeable...A sociologist might say that my perceived helpfulness increased my pool of social capital. I can increase your knowledge capital and my social capital at the same time by telling you something that you need to know, and I could diminish the amount of my capital in the estimation of others by transgressing the group's social norms. The person I help might never be in a position to help me, but someone else might be. Rheingold describes the gift economy operating in virtual worlds less in terms of a tit-for-tat exchange of value but rather as part of a larger reputation system in which one's contributions to the group are ultimately recognized and respected, even if there is no direct and explicit negotiation of worth at the time someone makes their contributions. Richard Barbrook (1998), another early cybertheorist, argued that the gift economy trumped commodity culture in the world view of those who were the first to form online communities: For most of its users, the Net is somewhere to work, play, love, learn and discuss with other people. Unrestricted by physical distance, they collaborate with each other without the direct mediation of money or politics. Unconcerned about copyright, they give and receive information without thought of payment. In the absence of states or markets to mediate social bonds, network communities are instead formed through the mutual obligations created by gifts of time and ideas. When they go on-line, almost everyone spends most of their time participating within the gift economy rather than engaging in market competition. Because users receive much more information than they can ever give away, there is no popular clamour for imposing the equal exchange of the marketplace on the Net. Once again, the 'end of history' for capitalism appears to be communism. Such values were built into the infrastructure of the web which was designed to facilitate the collaboration of scientists and researchers rather than to enable the metered access expected within a commodity culture. In the world of the web, companies were relative late-comers, even though they now represent the dominant users of digital networks. As commercial values have spread into the web, they have had to negotiate with the older web ethos: there still remains great resistance to "spam," for example, as unwelcomed advertising, whereas commercials are taken more or less for granted in traditional broadcasting. Similarly, Stewart Brand (1995), another key thinker in the early history of web culture, evokes the idea of a gift economy to explain how companies create valued relations to their customers within this new cultural context. In short, Brand argues that for any company or business to succeed online they need to join the gift economy that defines online relations. "It means often giving away content." Online success is based on the build up of good will which companies can convert into economic transactions through other channels. Many of these same assumptions about the ways that digital communities are shaped by the norms of a gift economy surfaced much more recently in danah boyd (2007)'s discussion of Facebook's introduction of a "gifting" function. Facebook gifts operate within each person's profile. Gift-giving is completely decentralized so people can choose gifts directly from their own profile page and pay Facebook through their account. Most gifts cost $1 and every once in a while Facebook offers a gift for free. Now the system is in place, manufacturing and reproduction costs are negligible, and, even though they work under a direct payment revenue model, Facebook adds value to the users' experience by letting them be in charge of distribution. Features such as these are what make successful social networks different from a more complete contact directory. As boyd explains, the popularity and value of gifts on Facebook come from their somewhat intangible nature: They do not have the same type of persistence as identity-driven purchases like clothing in (World of Warcraft). I think that it is precisely this ephemeralness that will make gifts popular. There are times for gift giving (predefined by society)...People write 'happy birthday' and send glitter for holidays...These expressions are not simply altruistic kindness. By publicly performing the holiday or birthday, the individual doing the expression looks good before her peers. It also prompts reciprocity so that one's own profile is then also filled with validating comments. Yet despite their intangibility and ephemerality, Facebook's gift-driven economy is valuable, meaningful and crucial to the participation of many members of the network. In evoking the gift economy to talk about gifts which are bought and sold via Facebook, even as they are given freely to those in our social networks, boyd is acknowledging a permeability in the relations between commodity culture and the gift economy. This should not be surprising: most of us purchase Christmas or birthday gifts at stores rather than making them ourselves and do not necessarily fear that their origins as commodities diminishes the sentiments that are expressed through their exchange. Whatever our myths may be about "gifts of the heart" and "labors of love," most of our gifts these days are manufactured and store bought. Yet, once we have made our purchases, the gift economy takes over and so to understand how digital goods circulate within and between social networks we need to develop a more nuanced understanding of how gift economies operate. References Barbrook, Richard (1998). "The Hi-Tech Gift Economy," First Monday, Vol. 3, No. 12 (December), accessed 30 March 2007. Bernoff, Josh and Li, Charlene. (2008) Groundswell: Winning in a World Transformed by Social Technologies. Cambridge: Harvard Business School Press boyd, danah (2007). "Facebook's Little Gifts." Apophenia. February 13. Brand, Stewart (1995). "High Stakes in Cyberspace," Frontline, June 15. Condry, Ian. (2004) "Cultures of Music Piracy: An Ethnographic Comparison of the US and Japan," International Journal of Cultural Studies 7, pp.343-363 Cova, Bernard, Robert Kozinets, and Avi Shankar (2007). Consumer Tribes. New York: Butterworth-Heinemann Rheingold, Howard (1993) The Virtual Community: Homesteading on the Electronic Frontier. Reading, Mass.: Addison-Wesley. Thompson, E.P. (1971) "The Moral Economy of the English Crowd in the 18th Century." Past and Present, No. 50, pp.76-136. February 13, 2009
If It Doesn't Spread, It's Dead (Part Two): Sticky and Spreadable -- Two ParadigmsThis is part two of an eight part series. The report was written by Henry Jenkins, Xiaochang Li, Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. Sticky and Spreadable - Two Paradigms But if the rising anxieties over brand equity, appropriation of content, miscommunication, lack of communication, and the ultimate value of viral campaigns is any indication, many advertisers are well aware that this model of "viral" media, which doesn't account for individual or social agency, does not accurately reflect the present media landscape. The idea of the "media virus" breaks down because people are making conscious choices about what media they are passing along and about the forms within which they are circulating it. As we saw in the discussion of the LOLcat meme above, the core message may be manipulated or turned against the original authors as it spreads across the internet. Consumers have shown a remarkable ability to turn advertising slogans and jingles against the companies that originated them. Fans have highjacked popular stories to express profoundly different interpretations than those of their authors. Metaphors of "viral media" and "memes" emerged during a period of transition in the relationship between consumers and producers: first, this terminology reflected a shift away from the push-based model of the broadcast era towards the pull-based model of the early internet (characterized by talk of "stickiness"); second, the teminology maintained use value as we moved from an era of personalized media towards the increasingly communal practices associated with the rise of social networks and the emergence of what industry guru Tim O'Reilly (2005) identified as "the architecture of participation." It is somewhat ironic that the idea of the media virus emerged at the same time as a shift towards greater acknowledgment of consumers as participants in meaning making within the networked media space. Shenja van der Graaf, in her 2003 article "Viral Experiences: Do You Trust Your Friends?" maintains "the main feature of viral marketing is that it heavily depends on interconnected peers. Viral Marketing is therefore inherently social" (van der Graaf, 2003, p.8). van der Graaf uses "viral" to describe a condition of movement and distribution of content that is linked to network behavior, and cites participation within a socially networked system as a central requirement of "viral" behavior. Each step along this process made media companies more dependent upon the active engagement of their consumers and increased the urgency of understanding how and why cultural content circulates. Talk of "memes" and "media viruses" gave a false sense of security at a time when the old attention economy was in flux, resulting in widespread uncertainity about what might motivate consumer "engagement" in this new context. Such terms promised a pseudo-scientific model for thinking about consumer behavior, one which kept power firmly in the hands of media producers. In practice, they simply mystified the process, limiting the industry's ability to understand the complex factors which now shape the creation of value through the circulation of content within these new social networks. We believe that the confusion wrapped surrounding the concepts of "memes" and "viruses" are not going to be easily resolved. As we have seen, the terms are at once too encompassing and too limiting; they introduce false assumptions about how culture operate; they distort the power relations between producers and consumers at a time when media companies and brands need to learn to respect the increasingly empowered roles which their users are playing in the circulation and production of meaning around their products. Given these limits, these words mislead more than they clarify and need to be retired. To put it bluntly, the viral is not only sick; it's pushing up the daisies. For that reason, we are proposing an alternative terminology, one which we think allows us to construct a more effective model that might inform future strategies. Rather than speaking about "viral media," we prefer to think of media as spreadable. Spreadability as a concept describes how the properties of the media environment, texts, audiences, and business models work together to enable easy and widespread circulation of mutually meaningful content within a networked culture. Talking about spreadability invites us to ask four basic questions:
The concept of "spreadability" preserves much of what was useful about the earlier models -- the idea that the movement of messages from person to person, from community to community, over time increases their effectiveness, and expands their impact. It recognizes the ways that later theorists such as van der Graaf or Knoebel and Lankshear have revised the earliest, relatively static and passive conceptions of "memes" and "viruses" to reflect the realities of the new social web, while suggesting this emerging paradigm is so substantively different from the initial conceptualizations as to require a new terminology. This new "spreadable" model allows us to avoid metaphors of "infection" and "contamination" which over-estimate the power of media companies and underestimate the agency of consumers. In so far as these metaphors distort the actual factors shaping the spread of media content in a networked culture, they result in less than fully effective campaigns. In this emerging model, consumers play an active role in "spreading" content rather than being the passive carriers of viral media: their choices, their investments, their actions determine what gets valued in the new mediascape. Recentering the discussion on choices consumers make, rather than choices media companies make, forces advertising and entertainment companies to pay closer attention to consumer's motivations and thus to design content which better aligns with their interests; it will also allow companies to adopt policies which sustain rather than repress this desire to help circulate relevant material throughout their social networks. While older models of "memes" and "media viruses" focused attention on how ideas replicate and propagate, a spreadability model assumes that value originates as much through the act of transformation as through direct circulation. Spreadability assumes a world where mass content gets repositioned as it enters into a range of different niche communities. When material is produced according to a one-size-fits-all model, it necessarily imperfectly fits the needs of any given group of consumers. As content spreads, then, it gets remade -- either literally through various forms of sampling and remixing -- or figuratively via its insertion into ongoing conversations and interactions. Such repurposing doesn't necessarily blunt or distort the goals of the original communicator. Rather, it may allow the message to reach new constituencies where it would otherwise have gone unheard. C3 affiliated researcher Grant McCracken (2005) points towards such a model when he suggests that the word consumer should be replaced by a new term, multiplier, to reflect the fact consumers expand the potential meanings that get attached to a brand by inserting it into a range of unpredicted contexts of use. There is something in the term that invites us to ask whether the product, brand, innovation, campaign does actually give the "multiplier" anything he can, er, multiply.... Furthermore, "multipiers" also bids us ask, down the road, whether indeed the product, brand, innovation actually produced anything in the world. Did the multipliers multiply it, or is it still just sitting there? Finally, the term multipler may help marketers acknowledge more forthrightly that whether our work is a success is in fact out of our control. All we can do is to invite the multiplier to participate in the construction of the brand by putting it to work for their own purposes in their own world. When we called them "consumers" we could think of our creations as an end game and their responses as an end state. The term "multiplier" or something like it makes it clear that we depend on them to complete the work.We might compare these brand "multipliers" to "lead users" (Von Hippel, 2006): lead users (Ford, 2006) enable user innovation, helping to find and fix flaws, identify new markets, or model new uses of manufactured goods once they have shipped to market; these "multipliers" perform some of this same work for cultural goods, taking them places and deploying them in ways that would not have been envisioned by the people who produced them. Some of those uses will be tangential to the goals of the media companies; some may generate alternative sources of profit; some may expand the potential audience for entertainment properties or open the brand message to new interpretations and uses. Consumers in this model are not simply "hosts" or "carriers" of alien ideas, but rather grassroots advocates for materials which are personally and socially meaningful to them. They have filtered out content which they think has little relevance to their community, while focusing attention on material which they think has a special salience in this new context. Spreadability relies on the one true intelligent agent -- the human mind -- to cut through the clutter of a hyper-mediated culture and to facilitate the flow of valuable content across a fragmented marketplace. Under these conditions, media which remains fixed in its location and static in its form fails to generate sufficient public interest and thus drops out of these ongoing conversations. Stickiness reflected the assumptions of personalized media: its central unit is the individual consumer. As one writer explains, "Measuring stickiness means that you'll have to track what individuals do, not just mass movements on your site. So you'll have to have them register or place cookies on their computers if you really want to know that much detail." (Nemeth-Johannes, n.d.) And stickiness is associated with pre-structured interactivity rather than open-ended participation with games, quizzes, and polls seen as devices for attracting and holding the interests of consumers. This emphasis on "stickiness" was closely associated with the ongoing discussion of "push vs. pull" technologies: stickiness reflects anxiety about attracting and holding viewer interest in a world where consumers have to actively seek out the content they desire. Under the stickiness model, value comes either through charging for access to information (through some kind of subscription or service fee), by selling merchandise to consumers through some kind of e-commerce catalog, or by selling the eyeballs of site visitors to some outside party, most often to advertisers. Sites such as Amazon or eBay represent the triumph of this "stickiness" model -- both sites depend greatly on the return of highly committed and strongly motivated consumers and upon multiple transactions per visit. Yet, even these sites depend on word-of-mouth referrals from satisfied customers, who more often than not discuss their interactions in other contexts, thus helping "spread" the word to potential visitors. As early as 1996 Amazon launched its highly successful affiliate marketing program, which offers designated 'Associates' as much as ten percent in referral fees for purchases made by visitors they helped to attract to retailer's sites. Consumers are encouraged to link their homepages or blogs back to Amazon, providing incentives for them to help increase their community's awareness of the site's products and services. This program reflects the core insight that different books would be of interest within different communities, that people were more likely to buy books when they were recommended by people they already trusted in other contexts, and that discussion of books emerged organically in the midst of a range of other conversations and interactions. The Associates program, thus, reflects the value which comes in "spreading" one's message across a range of niche communities rather than seeking simply to attract and hold the attention of site visitors. Put schematically, we might map nine core distinctions between Stickiness and Spreadability:
In short, for media companies to fully grasp the advantages of spreadability, they have to unlearn the lessons of "stickiness," lessons which may be less effective than they once seemed, as a consequence of the next phase of evolution in the media ecology. Not surprisingly, many sites today struggle to balance between these two competing models, often resulting in disappointment. Consider, for example, the case of Sonific, an early experiment in adopting the spreadable media model within the music industry. In 2006, Sonific offered 'customizable, flexible, Flash-based music widgets' enabling users to stream one or more songs from the Sonific catalog to almost any webpage. Material from Sonfic's catalog could be included in nearly any web-based application -- from modest blogs to social network pages and slideshows. Users could customize playlists and embed music from the catalog into their sites. Sonfic offered full-length-tracks as free, promotional streams, operating under the "You hear, you like, you buy," rule proposed by UCE Birmingham Professor Andrew Dubber. By early 2008 Sonific had licensed over 200,000 tracks and had 80,000 users, but as of May 1 the service has closed operations citing unworkable licensing with the major record labels.
The service's demise is certainly due, in part at least, to the recording industry's resistance to a spreadable model, a model that would actually encourage music fans to distribute content through decentralized networks. The music industry's anxieties about piracy lead them to want to lock down content rather than encouraging consumers to shape its circulation. All of this suggests a moment of transition: old assumptions are going to be hard to displace. For some industries and for some purposes, the sticky model will maintain even as other sectors of the branded entertainment sector are moving towards a more spreadable model. In the short term, we argue that companies need to know what model they are choosing and why. The focus on spreadable media requires greater attention be paid to the social relations between media producers and consumers. There are significant differences between what motivates consumers to spread content and what motivates producers to seek the circulation of their brands. These differences can be understood in terms of the contrast between commodity culture and the gift economy. February 11, 2009
If It Doesn't Spread, It's Dead (Part One): Media Viruses and MemesOver the next eight posts, I am going to be serializing a white paper which was developed last year by the Convergence Culture Consortium on the topic of Spreadable media. This report was drafted by Henry Jenkins, Xiaochang Li, and Ana Domb Krauskopf With Joshua Green. Our research was funded by the members of the Convergence Culture Consortium, including GSDM Advertising, MTV Networks, and Turner Broadcasting. I was able to share some of the key insights from this research during my opening remarks at the Futures of Entertainment conference last fall, where they have sparked considerable discussion within the branded entertainment sector. We are hoping that sharing this work in progress with you will spark further debate, allowing us to tap the collective intelligence of our readers. Green, Sam Ford, and I are developing this research into a book, which will further map how information circulates across the emerging media landscape. Introduction: Media Viruses and Memes Use of the terms "viral" and "memes" by those in the marketing, advertising and media industries may be creating more confusion than clarity. Both these terms rely on a biological metaphor to explain the way media content moves through cultures, a metaphor that confuses the actual power relations between producers, properties, brands, and consumers. Definitions of 'viral' media suffer from being both too limiting and too all-encompassing. The term has 'viral' has been used to describe so many related but ultimately distinct practices -- ranging from Word-of-Mouth marketing to video mash-ups and remixes posted to YouTube -- that just what counts as viral is unclear. It is invoked in discussions about buzz marketing and building brand recognition while also popping up in discussions about guerilla marketing, exploiting social networks, and mobilizing consumers and distributors. Needless, the concept of viral distribution is useful for understanding the emergence of a spreadable media landscape. Ultimately, however, viral media is a flawed way to think about distributing content through informal or adhoc networks of consumers. Talking about memes and viral media places an emphasis on the replication of the original idea, which fails to consider the everyday reality of communication -- that ideas get transformed, repurposed, or distorted as they pass from hand to hand, a process which has been accelerated as we move into network culture. Arguably, those ideas which survive are those which can be most easily appropriated and reworked by a range of different communities. In focusing on the involuntary transmission of ideas by unaware consumers, these models allow advertisers and media producers to hold onto an inflated sense of their own power to shape the communication process, even as unruly behavior by consumers becomes a source of great anxiety within the media industry. A close look at particular examples of Internet "memes" or "viruses" highlight the ways they have mutated as they have traveled through an increasingly participatory culture. Given these limitations, we are proposing an alternative model which we think better accounts for how and why media content circulates at the present time, the idea of spreadable media. A spreadable model emphasizes the activity of consumers -- or what Grant McCracken calls "multipliers" -- in shaping the circulation of media content, often expanding potential meanings and opening up brands to unanticipated new markets. Rather than emphasizing the direct replication of "memes," a spreadable model assumes that the repurposing and transformation of media content adds value, allowing media content to be localized to diverse contexts of use. This notion of spreadability is intended as a contrast to older models of stickiness which emphasize centralized control over distribution and attempts to maintain 'purity' of message. In this section, we will explore the roots of the concept of viral media, looking at the concept of the "media viruses" and its ties to the theory of the "meme." The reliance on a potent biological metaphor to describe the process of communication reflects a particular set of assumptions about the power relations between producers, texts, and consumers which may obscure the realities these terms seek to explain. The metaphor of "infection" reduces consumers to the involuntary "hosts" of media viruses, while holding onto the idea that media producers can design "killer" texts which can ensure circulation by being injected directly into the cultural "bloodstream." While attractive, such a notion doesn't reflect the complexity of cultural and communicative processes. A continued dependency on terms based in biological phenomena dramatically limits our ability to adequately describe media circulation as a complex system of social, technological, textual, and economic practices and relations. In the following, we will outline the limits of these two analogies as part of making the case for the importance of adopting a new model for thinking about the grassroots circulation of content in the current media landscape. In the end, we are going to propose that these concepts be retired in favor of a new framework -- Spreadable Media. As the discussion continued, it became clearer and clearer that viral media, like art and pornography, lies in the eye of the beholder. No one knew for sure why any given message "turned viral," though there was lots of talk about "designing the DNA" of viral properties and being "organic" to the communities through which messages circulated. To some degree, it seemed the strength of a viral message depends on "how easy is it to pass", suggesting viralness has something to do with the technical properties of the medium, yet quickly we were also told that it had to do with whether the message fit into the ongoing conversations of the community: "If you're getting a ton of negative comments, maybe you're not talking about it in the right place." By the end of the exchange, no one could sort out what was meant by "viral media" or what metrics should be deployed to measure its success. This kind of definitional fuzziness makes it increasingly difficult to approach the process analytically. Without certainty about what set of practices the term refers to, it is impossible to attempt to understand how and why such practices work. As already noted, the reliance on a biological metaphor to explain the way communication takes place -- through practices of 'infection' -- represents the first dificulty with the notion of viral media. The attraction of the infection metaphor is two-fold:
Douglas Rushkoff's 1994 book Media Virus may not have invented the term "viral media", but his ideas eloquently describe the way these texts are popularly held to behave. The media virus, Rushkoff argues, is a Trojan horse, that surreptitiously brings messages into our homes -- messages can be encoded into a form people are compelled to pass along and share, allowing the embedded meanings, buried inside like DNA, to "infect" and spread, like a pathogen. There is an implicit and often explicit proposition that this spread of ideas and messages can occur not only without the user's consent, but perhaps actively against it, requiring that people be duped into passing a hidden agenda while circulating compelling content. Douglas Rushkoff insists he is not using the term "as a metaphor. These media events are not like viruses. They are viruses . . . (such as) the common cold, and perhaps even AIDS" (Rushkoff, 9, emphasis his). Media viruses spread through the datasphere the same way biological ones spread through the body or a community. But instead of traveling along an organic circulatory system, a media virus travels through the networks of the mediaspace. The "protein shell" of a media virus might be an event, invention, technology, system of thought, musical riff, visual image, scientific theory, sex scandal, clothing style or even a pop hero -- as long as it can catch our attention. Any one of these media virus shells will search out the receptive nooks and crannies in popular culture and stick on anywhere it is noticed. Once attached, the virus injects its more hidden agendas into the datastream in the form of ideological code -- not genes, but a conceptual equivalent we now call "memes" (Rushkoff, p.9-10). The "hidden agenda" and "embedded meanings" Rushkoff mentions are the brand messages buried at the heart of viral videos, the promotional elements in videos featuring Mentos exploding out of soda bottles, or Gorillas playing the drumline of In the Air Tonight . The media virus proposition is that these marketing messages -- messages consumers may normally avoid, approach skeptically, or disregard altogether -- are hidden by the "protein shell" of compelling media properties. Nestled within interesting bits of content, these messages are snuck into the heads of consumers, or wilfully passed between them. These messages, Rushkoff and others suggest, constitute "memes", conceived by evolutionary biologist Richard Dawkins in 1976 as a sort of cultural version of the gene. Dawkins was looking for a way to explain cultural evolution, imagining it as a biological system. What genes are to genetics, he suggested, memes would be to culture. Like the gene, the meme is driven to self-create, and is possessed of three important characteristics:
The meme, then, is "a unit of information in a mind whose existence influences events such that more copies of itself get created in other minds" (Brodie, 1996, p. 32). They are the ideas at the center of virally spread events, some coherent, self-replicating idea which moves from person-to-person, from mind-to-mind, duplicating itself as it goes. Language seems to 'evolve' by non-genetic means and at a rate which is orders of magnitude faster than genetic evolution. Just as genes propagate themselves in the gene pool by leaping from body to body via sperms or eggs, so memes propagate themselves in the meme pool by leaping from brain to brain via a process which, in the broad sense, can be called imitation (Dawkins, 1976, p.189). Dawkins remained vague about the granularity of this concept, seeing it as an all-purpose unit which could explain everything from politics to fashion. Each of these fields are comprised of good ideas, good ideas which, in order to survive, attach themselves to media virii -- funny, catchy, compelling bits of content -- as a vehicle to infect new minds with copies of themselves. We are all susceptible to the pull of viral ideas. Like mass hysteria. Or a tune that gets into your head that you keep on humming all day until you spread it to someone else. Jokes. Urban Legends. Crackpot religions. Marxism. No matter how smart we get, there is always this deep irrational part that makes us potential hosts for self-replicating information. (Neil Stephenson, Snow Crash, 1992, p.399) Though imagined long before the rise of the Internet and the Web, the idea of the meme has been widely embraced as a way of talking about the rapid dispersion of informationn and the widespread circulation of concepts which characterize the digital era. It has been a particularly attractive way to think about the rise of Internet fads like the LOLcats or Soulja Boy, fads considered seemingly trivial or meangingless. The content which circulates in such a fashion is seen as simplistic, fragmentary, and essentially meaningless, though it may shape our beliefs and actions in significant ways. Wired magazine (Miller, 2007) recently summed it up as a culture of "media snacks":
This description of snacks implies that they are without nutritional value, trivial or meaningless aspect of our culture, a time waste. And if this meaningless content is self-replicating then consumers are "irrational," and unable to escape their infection. Yet these models -- the idea of the meme and the media virus, of self-replicating ideas hidden in attractive, catchy content we are helpless to resist -- is a problematic way to understand cultural practices. We want to suggest that these materials travel through the web because they are meaningful to the people who spread them. At the most fundamental level, such an approach misunderstands the way content spreads, which is namely, through the active practices of people. As such, we would like to suggest:
The Problem of Agency Processes of cultural adaptation are more complex than the notion of meme circulation makes out. Indeed, theories for understanding cultural uptake must consider two factors not closely considered by memetics: human choice and the medium through which these ideas are circulated. Dawkins writes not about how "people acquire ideas" but about how "ideas acquire people." Every day humans create and circulate many more ideas than are actually likely to gain any deep traction within a culture. Over time, only a much smaller number of phrases, concepts, images, or stories survive. This winnowing down of cultural options is the product not of the strength of particular ideas but of many, many individual choices as people decide what ideas to reference, which to share with each other, decisions based on a range of different agendas and interests far beyond how compelling individual ideas may be. Few of the ideas get transmitted in anything like their original form: humans adapt, transform, rework them on the fly in response to a range of different local circumstances and personal needs. Stripping aside the human motives and choices that shape this process reveals little about the spread of these concepts. By the same token, ideas circulate differently in and through different media. Some media allow for the more or less direct transmission of these ideas in something close to their original form -- as when a video gets replayed many times -- while others necessarily encourage much more rapid transformations -- as occurs when we play a game of "telephone" and each person passing along a message changes it in some way. So, it makes little sense to talk about "memes" as an all-purpose unit of thought without regard to the medium and processes of cultural transmission being described. Indeed, discussing the emergence of Internet memes, education researchers Michael Knobel and Colin Lankshear (2007) suggest Dawkins' notion of memetic 'fidelity' needs to be done away with altogether. Defining the Internet meme as the rapid uptake and spread of a particular idea, presented as a written text, image, language, "'move' or some unit of cultural "stuff", Knobel and Lankshear suggest adaptation is central to the propogation of memes: Many of the online memes in this study were not passed on entirely 'intact' in that the meme 'vehicle' was changed, modified, mixed with other referential and expressive resources, and regularly given idiosyncratic spins by participants...A concept like 'replicability' therefore needs to include remixing as an important practice associated with many successful online memes, where remixing includes modifying, bricolaging, splicing, reordering, superimposing, etc., original and other images, sounds, films, music, talk, and so on. (Knobel and Lankshear, 2007, p.208-209) Their argument is particularly revealing as a way to think about just what comprises the object at the heart of the Internet meme. The recent "LOLcat" Internet meme, built so heavily upon remixing and appropriation, is a good case study to illustrate the role of remixing in Internet memes. "LOLcats" are pictures of animals, most commonly cats, with digitally superimposed text for humorous effect. Officially referred to as "image macros," the pictures often feature "LOLspeak", a type of broken English that enhances the amusing tone of the juxtaposition. On websites such as icanhascheezburger.com, users are invited to upload their own "LOLcats" which are then shared throughout the web. Over time, different contributors have stretched the "LOLcat" idea in many different directions which would not have been anticipated by the original posters -- including a whole strand of images centering around Walruses and buckets, the use of "LOLspeak" to translate religious texts (LOLbible) or represent complex theoretical arguments, the use of similar image macros to engage with Emo culture, philosophy (loltheorists), and dogs (LOLdogs, see: ihasahotdog.com). So just what is the "meme" at the centre of this Internet meme? What is the idea that is replicated? More than the content of the pictures, the "meme" at the heart of this Internet phenomenon is the structure of the picture itself --the juxtaposition, broken English, and particularly the use of irreverent humor. Given the meme lies in the structure, however -- how to throw the pot rather than the pot itself -- then the very viability of the meme is dependent on the ability for the idea to be adapted in a variety of different ways. In this sense, then, it is somewhat hard to see how contained within this structure is a "message" waiting to occupy unsuspecting minds. The re-use, remixing and adaptation of the LOLcat idea instead suggest that the spread and replication of this form of cultural production is not due to the especially compelling nature of the LOLcat idea but the fact it can be used to make meaning. A similar situation can be seen in the case of the "Crank Dat" song by Soulja Boy, which some have described as one of the most succesful Internet memes of 2007. Soulja Boy, originally an obscure amateur performer in Atlanta, produced a music video for his first song "Crank Dat", which he uploaded to video sharing sites such as YouTube. Soulja Boy then encouraged his fans to appropriate, remix, and reperform the song, spreading it through social networks, YouTube, and the blogosphere, in the hopes of gaining greater visibility for himself and his music. Along the way, Crank Dat got performed countless times by very different communities -- from white suburban kids to black ballet dancers, from football teams to MIT graduate students. The video was used as the basis for "mash up" videos featuring characters as diverse as Winnie the Pooh and Dora the Explorer. People added their own steps, lyrics, themes, and images to the videos they made. As the song circulated, Soulja Boy's reputation grew -- he scored a record contract, and emerged as a top recording artist. -- in part as a consequence of his understanding of the mechanisms by which cultural content circulates within a participatory culture. The success of "Crank Dat" cannot be explained as the slavish emulation of the dance by fans, as the self-replication of a "compelling" idea. Rather, "Crank Dat" spread the way dance crazes have always spread - through the processes of learning and adaptation by which people learn to dance. As CMS student Kevin Driscoll discusses, watching others dance to learn steps and refining these steps so they express local experience or variation are crucial to dance itself. Similarly, the adaptation of the LOLcat form to different situations -- theory, puppies, politicians -- constitute processes of meaning making, as people use tools at their disposal to explain the world around them. Next Time: We will compare and contrast "stickiness" and "spreadability" as competing paradigms shaping the practices of web 2.0. References Brodie, Richard (1996). Virus of the Mind: The New Science of the Meme, Seattle: Integral Press Dawkins, Richard (1976). The Selfish Gene, Oxford: Oxford University Press Knobel, Michele & Lankshear, Colin (2007). New Literacies: Everyday Practices & McCracken, Grant (2005a). "'Consumers' or 'Multipliers': A New Language for Miller, Nancy (2007). "Minifesto for a New Age," Wired, March.
Stephenson, Neil (1992). Snow Crash. New York: Bantam. February 2, 2009
The Many Lives of The Batman (Revisited): Multiplicity, Anime, and MangaWriting in 1991, Roberta Pearson and William Uricchio (the co-Director of the Comparative Media Studies Program) used the Batman as an example of the kinds of pressures being exerted on the superhero genre at a moment when older texts were continuing to circulate (and in fact, were recirculated in response to renewed interests in the characters), newer versions operated according to very different ideological and narratalogical principles, a range of auteur creators were being allowed to experiment with the character, and the character was assuming new shapes and forms to reflect the demands of different entertainment sectors and their consumers: Whereas broad shifts in emphasis had occurred since 1939, these changes had been, for the most part, consecutive and consensual. Now, newly created Batmen, existing simultaneously with the older Batmen of the television series and comic reprints and back issues, all struggled for recognition and a share of the market. But the contradictions amongst them may threaten both the integrity of the commodity form and the coherence of the fans' lived experience of the character necessary to the Batman's continued success. (See The Many Lives of the Batman: Critical Approaches to a Superhero and His Media) The superhero comic, they suggest, may not be able to withstand "the tension between, on the one hand, the essential maintenance of a recognizable set of key character components and, on the other hand, the increasingly necessary centrifugal dispersion of those components." Retrospectively, we can see Pearson and Uricchio as describing a moment of transition from continuity to multiplicity as the governing logic of the superhero comics realm. Rather than fragmenting or confusing the audience, this multiplicity of Batmen helped fans learn to live in a universe where there were diverse, competing images of their favorite characters and indeed, to appreciate the pleasures of seeing familiar fictions transformed in unpredicted ways. In an article which I previewed in draft form on the blog and which recently was published in Angela Ndalianis's The Contemporary Comic Book Superhero, I describe the multiplicity paradigm at play in contemporary comics: Under this new system, readers may consume multiple versions of the same franchise, each with different conceptions of the character, different understandings of their relationships with the secondary figures, different moral perspectives, exploring different moments in their lives, and so forth. So that in some storylines, Aunt May knows Spider-man's secret identity while in others she doesn't; in some Peter Parker is still a teen and in others, he is an adult science teacher; in some, he is married to Mary Jane and in others, they have broken up, and so forth. These different versions may be organized around their respective authors or demarked through other designations - Marvel's Ultimate or DC's All Star lines which represented attempts to reboot the continuity to allow points of entry for new readers for example. We can see this principle of multiplicity at play in Batman: Gotham Knight, an anthology of animated short stories about the Caped Crusader, which was released last summer as a bridge between Batman Begins and The Dark Knight. I had a chance to watch the film during my Christmas break and given this blog's ongoing interest in transmedia storytelling, I thought I would share a few reflections. There are clear connections between Gotham Knight and The Animatrix, which I discuss in Convergence Culture. These new animated shorts were released direct to dvd as the third in the line of DC Universe Original Animated Movies released by Warner Premiere and Warner Bros. Animation. Warner was also the distributor of the Animatrix, which was similarly released between The Matrix and The Matrix Reloaded as part of the Wachowski Brothers' larger transmedia strategy. The studio seems to have learned a few lessons since The Animatrix, which are suggested by two key differences between the two productions. First, the information communicated about the franchise through The Animatrix was crucial to our understanding of the Matrix films, helping to introduce new characters (The Kid) and motivate major plot shifts (the relations between the humans and the machines). The Wachowski Brothers took transmedia principles much further than their audience was ready to go and the result was confusion and disappointment in those who had paid to see the films at the box office but hadn't engaged with the anime, comics, or games extensions. Gotham Knight is far more conservative in the ways that it seeks to integrate these shorts into the over-all flow of the revamped Batman film franchise -- too much so in my opinion because it's hard to understand in what sense these stories fit into the narrative structure of the film series and they certainly don't add any concrete information that helps us make sense of the plot of Dark Knight. They do include an encounter with the Scarecrow, who was a featured baddie in Batman Begins, as well as with villains, such as King Croc and Deadshot, who have so far not appeared in the film series. They do give us some additional insights into Batman's psyche (through flashbacks to events which occur within the timeline of his early life introduced in Batman Begins) and glimpses into his dealings with the secondary characters (Commissioner Gordon, Lucius Fox) who figure in the Batman film franchise. Given the way Gotham Knight was marketed, there were no doubt fan expectations that these shorts might foreshadow developments in Dark Knight or even better, give us some inside dope which might add to our experience of the feature film. I am certain this video might have frustrated anyone who bought it with those hopes. Don't get me wrong -- each of these shorts is well made, engaging, and thoughtful. A lot depends on whether we think of transmedia storytelling as a structure of information (offering bits of data which add up to constitute a larger story world) or a structure of feeling (shaping how we feel about the characters and our appreciation of what makes them tick). My favorite of the shorts, "Have I Got A Story For You," might be read as a paean to the new era of multiplicity as a series of skater punks describe, in very different terms, each of their encounters with the Batman as he does battle with the "man in black." Each pulls the Batman into a different genre -- in one, he is a shadowy figure who appears and disappears as though by magic; in another, he is a flying monster; and in another, he is a robot or cyborg. As they try to top each other's stories, we gradually realize that each has glimpsed a single moment in a much more extended conflict which culminates in a final showdown right before their astonished eyes, in which a fourth kid sees Batman as a very human figure who requires his help to overcome the bad guy. We can read this piece as a hint of the very different ways that the Batman will be depicted -- not only stylistically but also thematically -- across the rest of the shorts, each produced by a different creative team. In terms of franchise building, the strongest of the shorts may be "Working Through Pain," which shows us a young Bruce Wayne as he seeks a better way to cope with the traumatic aftermath of the murder of his parents. Batman Begins had shown us one part of a trip around the world as the young man sought mentors who might further his training; this one shows two other stops in that personal journey -- one to a hospital in what looks like Africa as he tries to help a medical relief effort which lacks adequate supplies for the problems it is confronting; the other, told more extensively, takes us to India where a young woman teaches him how to "work through pain" and how to operate on the fringes of the social order. Second, as with Animatrix, Gotham Knight hired artists from the Japanese anime tradition to work with a western media property in hopes of bringing a fresh look and perspective to the material. The Wachowski brothers chose artists who already were auteurs in Japan and gave them a relatively free hand to do with his characters what he chose. DC Comics went with younger animators, many of whom had worked on cult franchises (including Giant Robo, .Hack, Tekkonkinkreet) but who had yet to create their own feature films or television series, and he paired them with distinguished talent already associated with DC either through work on Batman comics or animated series. The result is a blending of western style character development (contemporary American comics at their very best) with the visual style we associate with anime. As a fan of American comics, I was delighted, for example, to see the "Crossfire" segment, where Greg Rucka (one of my faves) returns to characters he helped to flesh out in the Gotham Central comics he co-authored with Ed Brubaker. Crispus Allen and Anna Ramirez are two beat cops debating the relationship of the Gotham police force to the caped crusader. The making of video suggests that DC was drawn to the anime directors because of their skills at world building and indeed, the most spectacular elements of these films have to do with fleshing out Gotham City. Each short has a slightly different perspective on the city -- which emerges as a complex, fully realized urban environment, especially when we put all of these glimpses together. The various shorts take us to Arkham Asylum, through the sewers, along the skyline, along the water front, and through the nightclubs of the rich and powerful. There is also a recurring fascination with the technology associated with the hero and his challengers -- including "Field Test" which, as the title suggests, involves the protagonist trying out a high tech gadget which he concludes provides too much protection against the forces of evil. Perhaps most pervasively, the cartoons give us a sense of Batman's vulnerability and humanity: I am pretty sure we get to see Batman and/or Bruce Wayne bleeding in pretty much every segment here and thematically, many of them struggle with how he deals with the pain or human loss he confronts as he takes on the mask to battle crime. As with The Animatrix, the Batman shorts allow a broad array of different experiments in visual expression: The Batman looks radically different from short to short as each artist is allowed to tell his story through their own stylistic lens. It is on the visual level, far more than on the narrative level, that the film satisfies the pop cosmopolitan's search for a Japanese perspective on the characters. What comes through here, then, is a complex melding of Eastern and Western modes of storytelling, which in turn does push and pull the Batman in some new directions I hadn't seen on the screen before. It's interesting that we get this anime-inflected version of the Dark Knight at about the same time as designer Chip Kidd has published Bat-Manga!: The Secret History of Batman in Japan, which consists primarily of reprints from low budget and long forgotten manga produced by Jiro Kuwata for Shonen King following the success of the 1960s television series. Kidd reprints what he has been able to relocate of this original manga -- lots of interesting fragments -- alongside a collection of advertisements for Batman related toys released in Japan during this same giddy period. Kuwata confesses to having a very limited knowledge of the character and very little time to work. The result is a series of stories which draw on the iconography of Batman, at least of the television series, with very few of the genre conventions. So, for example, the first story has Batman and Robin doing battle with Clayface (False Face on the television series) whose remarkable ability to transform his identity doesn't stop at the human form but allows him to magically transform himself into a terradactyl and a range of other giant monsters. Another story centers around a character with a near endless capacity to return from the dead. However fanciful the villains were on the Batman TV series, and however many times they seemed to survive what at the time looked like fatal accidents, they were still understood as having the limitations of any other mortal being. But here, Batman exists in a magical realm where anything can and will happen. This narrative flux goes alongside the stylistic transformation which occurs when Batman and Robin are being depicted through Manga conventions. Bat-Manga is a fascinating read for anyone interested in understanding globalization. January 26, 2009
Going "Mad": Creating Fan Fiction 140 Characters at a TimeFan fiction. Brand hijacking. Copyright misuse. Sheer devotion. Call it what you will, but we call it the blurred line between content creators and content consumers, and it's not going away. We're your biggest fans, your die-hard proponents, and when your show gets cancelled we'll be among the first to pass around the petition. Talk to us. Befriend us. Engage us. But please, don't treat us like criminals. -- WeAreSterlingCooper This is a pretty good statement about the contradictions many fans are experiencing Got that? Good. Don't make me repeat myself. Seriously, the fact that Caddell can be both an industry insider and a fan simply demonstrates the degree to which those lines are blurring from all sides in our contemporary convergence culture; the fact that his fantasies have something to do with his real world identity should also not be a shock to anyone who understands the In his 'mundane' guise as Bud Caddell, media consultant, he's posted a fascinating account of how fan fiction emerged around Mad Man through the unlikely channel of Twitter and how this fandom, like so many others, faced legal challenge from the producers of the program they were hoping to help promote. I am sure that I will lose cool points if I confess that the joys of Twitter have largely escaped me. Anyone who reads this blog knows that brevity is a virtue I do not possess and the idea of blogging at 140 characters at a time is not a hobby I plan to embrace anytime soon. I like to tell people that I am a marathon runner, not a sprinter, but the reality is I just don't know when to stop. But I've been following this story peripherally for a while and was glad to finally get a more detailed and systematic account of what happened. Caddell's account should be required reading for all fans and aca-fen but also for all brand executives and content producers. As Caddell explains, sometime around the start of the second season of Mad Men, fans began to use the blog platform, Tumblr.com, to post a kind of advice We can think of these tweets as fan fiction in its most spared down form -- these tweets Initially, many assumed that the tweets were a new promotional device launched Caddell says that he himself initially believed the activity was a deft example of what brand guru Faris Yacob calls "transmedia planning" (Check out this blog post As an employee in the mailroom, he could have the curse and the good fortune of being invisible, which means I could tweet about what happened before or after the scene you saw on television. Caddell, the industry insider became an unlikely fan advocate, when Twitter suspended the accounts of nine of the primary Mad Men characters, including Draper, Olson, and Joan Holloway, in response to a Digital Millennium Copyright Act "cease and As an industry insider, Caddell notes, he was deeply confused by the industry's response to these practices. Mad Men's viewership had been declining sharply during the second season and there was every reason to think that these activities, small scale though they might be, were helping to generate fan interest and buzz again. The fans involved had offered to work with the series producers and promoters, seeking to better coordinate their efforts rather than creating brand confusion. As Caddell explains: One element of entertainment and media that consumed me at the time as a marketer was the idea of what to offer fans to consume between commercial breaks, episodes and seasons. The twitter characters could provide other fans a way to play and interact between Sundays when the show aired. From a practical perspective, each single character by themselves was a novelty, but together they could weave an intricate web of conversations and events to follow. Some sense of this potential was realized when Melman and some other fans staged a Twitter-based short story arc involving "a meeting at the Tom Tom Club for drinks and So far, these overtures have had a chilly reception. Mark Deuze has suggested at As Caddell writes as a fan in the report's conclusions: AMC saw most of us as stealing something that was theirs. When in reality, we were expressing our affinity for the characters and the show. Shifting perspectives and writing as an industry insider, he concludes: We shouldn't threaten fans with legal notices and we shouldn't isolate them. We should cultivate the relationships we're either lucky or gift to have and help them with their expression of their fandom. Brands should offer as much content in as many types to its audiences with the hopes that they feel to compelled to rearrange them and add novel elements to tell their own stories. We fight to insert ourselves in the conversations of real people, and that is exactly what happened with the Mad Men characters on Twitter. If we cling to this sense that we are the sole owner of creative work, we'll continue to isolate that work from the actual world and the human beings we work to affect. Fans have consistently raced out ahead of content producers and brand executives in their understanding of the potential of "transmedia entertainment." They are testing new tools, moving into new communities, embracing new forms. Rather than seeking to silence or control them, creative agencies need to observe, document, and where-ever possible, join the game. Caddell's dual status allows him to quickly translate what he's learned as a fan into what his industry needs to learn. I just hope some of them are ready to read and take notes. Thanks to Joshua Green for calling this report to my attention. Green, a CMS postdoc, and Madeline "Flourish" Klink, a CMS grad student, are listed as consultants on the report. January 9, 2009
How Brazil Is Reshaping the Futures of EntertainmentRegular readers of the blog know that appropriations of my images or ideas are like catnip to me -- nigh on impossible for me to resist! Indeed, as someone who works on appropriation as a new media literacy, participatory culture and now, spreadable media, I am always intrigued by the ways that media theory is itself appropriated and spread beyond academic circles. So, please, anyone who wants to play around with my image, go ahead, but if I find it, I reserve the right to re-post and analyze it on my blog. I howled with delight when Mauricio Mota from Brazil's New Content shared this video he had produced during the final panel (on Global Flows, Global Deals) at the Futures of Entertainment conference we hosted last fall. Mota's co-conspirator in generating the video was Ricardo Justus, who also joined us at the November conference.
Mota helped to facilitate the translation of Convergence Culture into Portuguese and was my host during a trip to Brazil earlier last semester; he's been a key player in connecting the Convergence Culture Consortium to a range of Brazilian companies as we are seeking ways to better understand media development in what economists are starting to call the BRIC (Brazil-Russia-India-China), which represent some of the fastest developing high tech economies in the world. And he's part of a smart group of thinkers, who call themselves the Alchemists, who are doing cutting edge work on transmedia storytelling and branding. Mota's video was intended to dramatize the connection between some of the ideas in Convergence Culture and the practices for promotion that have emerged in his native country. Specifically, the footage here comes from Tropa de Elite (Elite Squad), released in 2007 and now one of the most commercially successful Brazilian films ever, despite having almost no conventional advertising or promotion. As Mota explained at the conference, a copy of the film was leaked to pirates while it was in the final stages of production and the pirates spread it across the countryside. It's been estimated that 11.5 million people watched the illegal copy of the film. This is piracy on a scale which would wake most American media executives up in a cold sweat. But Mota's point is that it also insured an unprecidented level of visibility for the film. According to DataFolha, 77% of São Paulo residents knew about the movie, 180,000 people saw the film on its opening weekend in Sao Paulo and Rio, and by now, more than 2.5 million people have watched the film legally. (These statistics come from Wikipedia. Mota's estimates are even higher, suggesting that by the time the video had been further pirated via torrents in 15 countries around the world, it may have been seen illegally by 13 million and legally by more than 5 million people). So, how do we read this story -- did the 13 million plus illegal views represent "lost revenue" to the company? Maybe some of them -- but it's also almost certainly the case that the legal box office returns would have been substantially lower if the pirated circulation of the film had not spread the word and heightened awareness about the title, while potentially lowering the cost of its promotion. Mota rightly sees this pattern as a paradox: loss of control may in this case have resulted in increased revenue and much greater cultural impact. In the process, Capitão Roberto Nascimento (the film's antihero) became something of a cult icon and was subject to all kinds of grassroots appropriations (as suggested by the sample from a fan vid which Mota includes at the end of his own mashup). Mota's story about Tropa de Elite is a powerful illustration of the concept of spreadable media which ran through this year's Futures of Entertainment event. I developed some of the basic framework for thinking about Spreadable Media through my opening remarks at the conference.
we explored them further throughout the first morning of the conference, with a panel on Consumption, Value, and Worth.
Different forms of cooperation between producers and consumers, including the concept of the moral economy, were central to my conversation with Yochai Benkler (The Wealth of Networks).
Later this month, the Convergence Culture Consortium will be releasing what we hope will be a significant white paper which critiques the concept of viral media and offers an alternative model, one which respects the agency and motives of consumers in actively shaping the circulation of media content through a networked society and one which seeks to better understand the interplay between consumer capitalism and the gift economy in shaping the new era of web 2.0. Watch this blog for more on "spreadable media" in a few weeks. Meanwhile, I wanted to use this post to signal that the webcast versions of the Futures of Entertainment conference have gone up over at MIT's TechTV site and are available for all of you who were unable to attend the conference. In many ways, this was our best event so far in this series -- in part because of a good balance between academics and industry people on each panel. Some of the highlights for me: Kim Moses, the Executive Producer, The Ghost Whisperer, sharing her insights on our Making Audiences Matter session; a very animated discussion of Franchising, Extensions, and World Building, which brought together perspectives from the world of wrestling, soap operas, and cult movies; and an especially provocative series of exchanges about the relationships between the academy and industry. But every panel has something to recommend it and every panelist made at least one contribution that changed the way I thought about the contemporary media landscape. Given the latest news of the legal battle which is brewing around Watchmen's release, the exchange which I had with Alex McDowell, the film's gift art director, and Georgia State University's Alicia Perren, has been generating a fair amount of interest out there in the blogosphere. Mcdowell just shared with me a very interesting statement issued by one of the film's producers, Lloyd Levin, about the legal struggles around the film's production and distribution. This is a story which we are all following here at CMS with baited breath.
January 5, 2009
That's Me All Over: Catching Up With Myself Over the HolidaysI've always loved that moment in The Wizard of Oz where the flying monkeys have knocked (not to mentioned pulled) the stuffing out of the Scarecrow. His body lies like an empty sack. His head's been thrown someplace else. And the straw lies scattered on the ground. And he looks out and says, "well, that's me all over." There are many days when I know how he feels and also appreciate his self-deflating sense of humor. All of this is by way of saying that I flew too much, spoke too much, and otherwise stretched myself way too thin in 2008 and I hope that the steps I've taken at the end of the year will put me in a position to slow down a little in the coming year. That said, today's post is intended to share with you some of the digital traces which survive from some memorable speaking gigs that I did last year. Each of these represents content I had planned to post at some point last year and never got around to sharing. I figured I'd start the new year by clearing out my inbox. For example, the day before the election, I spoke at the University of Oregon in Eugene, sharing some of my thoughts about the role of new media and popular culture in the 2008 presidential campaign. While I was there, they got me into the studio to tape a segment of the University of Oregon Today, which recently went up on the web. I was in a particularly reflective frame of mind, talking about some core themes of my work -- especially about the shifting relations between fandom and academia, about the goals and ideals of the Comparative Media Studies Program, about convergence culture, and about politics as a transmedia practice. I will especially value this interview as recording many of the core talking points about the Comparative Media Studies Program just a few weeks before I announced my decision to leave the program. It should give you some sense of why it was so hard for me to walk away from what we had built at MIT. Earlier in the year, I participated in a lively and spirited exchange at the Consumer Research Conference here in Boston. Joshua Green, Sam Ford, and I had been invited to represent the Convergence Culture Consortium in a mock debate with some of the key thinkers in the field of Consumer Research. We begin the debate slinging zingers at each other, but as the conversation went along, we all became so engrossed in the points of contact between the two fields of research. Consumer Research shares many core assumptions with the Cultural Studies tradition which informs my own research but it has by and large taken shape in a business school context. To be honest, few of my cultural studies colleagues have ever walked across campus to talk with their counterparts in the business school and we know very little about the research being done there, even when it explores some of the same themes or developments shaping our own research. I'm very lucky to have made contact many years ago with Robert Kozinets who has been a key thinker on the topic of "brand communities" and who has been my bridge into the Consumer Research space.Such interdisciplinary conversations should occur more often. I know that I have many readers who come from industry or Business School backgrounds and so I'm grateful that you've been open, on your part, to such dialog. My former student, Vanessa Bertozzi, now works as a community organizer inside Etsy, an online arts and crafts community. The community had been struggling with issues of copyright and fair use as they were more and more attracting fan artists. Bertozzi, with whom I did research on Young Artists for an essay that ended up in the recent book, Engaging Art: The Next Great Transformation of America's Cultural Life (edited by Steven J. Tepper and Bill Ivey), asked me to join her online for a real time but virtual conversation about the nature of fan art, about appropriation as a transformative and expressive practice, and about the legal and ethical implications of a world where many of us create in response to existing media texts. In many ways, this exchange brought me back to ideas I first explored in Textual Poachers almost twenty years ago. While I was speaking at the International Communications Association in Montreal last spring, I was asked to do an interview about mobile communications, new media literacies, user-generated content, and privacy for a multimedia web project being developed by Steven James May, an MA candidate at Ryerson University. I had no idea how creative May was going to get in terms of the context for the interview. He talked to me out on one of the main streets of one of Canada's busiest cities, standing inside a phone booth, and holding an outsized early mobile telephone. People were stopping on the street to stare at the strange configuration of media and at one point, an academic associate stopped, yanked out his cellphone camera, adding one more layer of mediation and telecommunication to the mix. May's project is now up on the web and my somewhat befuddled interview now lives alongside interviews with Greg Elmer, danah boyd, Toby Miller, Jonathon Zittrain, and David Weinberger, among others. December 15, 2008
Tourists and Collectors Enter the World of Tomorrow: An Interview with Angela Ndalianis (Part Two)You suggest some connections between the birth of Superman and the 1939 World's Fair with its theme, "A World of Tomorrow." Explain. The New York World Fair of 1938-9 reflected a mindset of the times that saw utopia as becoming an achievable reality in the not too distant future. The birth of Superman was also very much a product of a culture that nurtured this mindset; Superman was a character from a science fiction reality, and the product of a technologically advanced society as represented in his home planet of Krypton. His arrival on Earth was very much presented as the arrival of a god-like being who offered humanity its own utopian potential. In the real-world context of the late 1930s, visionary futures were considered realizable as a result of advances in scientific knowledge, technological development, and urban planning. As early back as the Chicago World's Fair of 1893, World Expositions and Fairs - especially in the U.S. - had explored the concern with creating idealized cities but it was the 1938-9 NY fair (and the Chicago Century of Progress Exposition of 1933-1934 that preceded it) that took the first important steps in forging a relationship between science and society. But more significantly, these concerns were integrated with the visions and consumer pleasures that were offered by science fiction and entertainment. The futuristic, technologically reliant cities found typically in science fiction examples like the Buck Rogers comic strips, sf novels of Edward Bellamy and H.G.Wells, and sf magazines like Amazing Stories collided with science at the New York World Fair. In particular, living up to the Fair's motto "Designing the World of Tomorrow", the industrial designer Norman Bel Geddes created his 'Futurama' exhibit - a City of the Future in 1960. Designed as a diorama, viewers sat high above this miniature city while a motorized belt moved them around the exhibit. Drawing heavily on the aesthetics of flight - both through the technological capabilities of aviation and the biological capacity of the Superman body - the omnipotent view point from above was further empowered by the sensation of flight. To cap it all off, on July 4, 1940 the fair hosted 'Superman Day' (with the actor Ray Middleton playing Superman) and a further association between Superman and the U.S. was sealed. Superman's first appearance was in Action Comics #1, in 1938, and his own series began in 1939, but 1939 also saw the publication of New York World's Fair Comics and the two issues that were released at the 1939-40 exposition featured both Superman and Batman visiting the New York Fair to solve crimes. The new figure of the superhero was clearly seen as playing an important role in envision a future, utopian America. In the 1980s, the All-Star Squadron comic book series would return to these origins by placing their superhero team in the 1940s with their headquarters based in the Trylon and Perisphere - the iconic buildings created for the fair.To broaden outward, much of your work has centered around juxtapositions across media and across historical periods. For example, your book, Neo-Baroque Aesthetics and Contemporary Entertainment, combines consideration of Baroque painting and architecture with discussions of contemporary amusement parks and special effects. What do you gain by bringing old and new together in this fashion? What I enjoy about adopting this approach is exploring and unraveling the dynamic process that is history, and trying to understand the connections that exist across diverse media that may, on the surface, appear to be radically different to one another, but which on closer inspection share a great deal in terms of perceptual, cognitive and sensory responses they may want to extract from their audiences, despite the temporal and cultural gaps. One of the things I'm primarily interested in my research is the history and development of entertainment media. How have certain experiences remained the same, and how and why have they altered. In my (almost finished!!) book on theme parks for example, I look at the parallels that exist between the aristocratic villa gardens of C16th-C18th and theme parks like Disneyland and Universal Studios. In addition to the layouts and design of the park spaces (which have much in common with the plans for villa gardens), I love comparing the minutiae - all the smaller gadgets and media toys that make these places generate delight and pleasure. You have written extensively through the years about the amusement park and location-based entertainment more generally, a topic which has received only limited scholarly attention given its cultural and economic importance. What do you think the study of amusement parks contributes to our understanding of media convergence? The amusement park and, especially the theme park, is the example of media convergence par excellence. In some respects, it serves a similar role to the earlier World Expositions and Fairs. It's in the theme parks that the latest in entertainment technology is trialed and first exposed to the public. The most cutting edge examples of film technology, for example, has first been experienced in the theme park - the Omnimax experience offered by the Back to the Future ride in the 1980s, or the 3D Imax extravaganzas of the Terminator 3D and Spiderman rides at Universal studios more recently. But these weren't only film experiences. The theme park, and its ride technologies, bargain on engaging the audience on intense and immediate multiple sensory levels and the way this is most effectively achieved is through media convergence. Let's take the Spiderman ride: it's a truly multimedia experience that immerses the participant in cartoons on television, sculptured and architectural environments that reproduce the spaces of the Daily Bugle and New York, filmed environments in 3D on IMAX screens, and amusement park roller coaster technology that flies us seamlessly through all these different media. Add to this the fact that Spiderman originated in comics, then became a series of animated cartoons and tv shows as well as a series of highly successful blockbuster films and a phenomenal theme park attraction and you have the ultimate in media convergence. The thing with the theme parks, though, is that the convergence is more literal and in your face.You are just about to start an extensive project focused on the impact of new media on collector culture. Can you give us a preview of some of the key themes you plan to explore there? How might comics collecting fit within the book's core arguments? Yes, I'm co-writing a book with Jim Collins from the University of Notre Dame, which is tentatively (and possibly permanently) titled Curatorial Culture. What we're interested in is the radical transformations that have occurred in collecting culture in light of the central role that entertainment media conglomerates and digital technologies are playing in global culture. New delivery systems are redefining what going to a movie or watching TV means at the beginning of the C21st, just as they have also transformed the "display" of images at art museums throughout the world, and the accessibility and portability of digital information has given rise to a curatorial culture in which seemingly anyone can assemble their own music, film, television and art libraries. I know someone (who shall remain nameless) who owns every Superman comic book ever published - and it's stored on his/her hard drive. I mean, that's phenomenal! Do you know how much physical space you'd need to house (let alone actually find copies of) every Superman comic every written? Our book asks how the omnipresence of the personalized digital archive has altered our understanding of what acquiring culture means, whether it be in the form of an iPod playlist, a media home library, or a public art museum.
December 10, 2008
The Delights of "Herding Cats"There's been far too much loose talk in recent years about the challenges of herding cats. I know I've used the expression a few times myself, especially in regard to the difficulties of getting more than one faculty member moving in the same direction at the same time. It turns out we've been maligning our fine feline friends for all these many years. You may not be able to teach an old dog new tricks -- actually you can!-- but cats are capable of being trained as performers, as is illustrated by this remarkable video about the Moscow Cat Circus. Watch and enjoy this film for three minutes of delight! My hope is that it will lighten your burdens as so many of us go through the hell of finals week. True enough, most of these cats aren't being herded: they are doing their own tricks, but they are, in many cases, being coordinated, which is not any easier to do with faculty colleagues. I stumbled onto this video on a recently discovered site, SnagFilms, which is still in its Beta test phase. The site features literally hundreds of documentaries -- from very short subjects to full length movies -- including some which have generated lots of buzz (Super Size Me!, What Would Jesus Buy?), some which have been featured on this blog before (Confessions of a Superhero) and some which I've never heard of but which look interesting (Manga Mad Tokyo). The topics range from nature to popular culture to politics to human tragedy. Think Hulu for documentaries -- everything is free but with a few commercials embedded. For many of us, the advertisements are a small price to pay for getting access to films which would never otherwise be available. And, as you can see, the films are spreadable to any other social space where you might want to reference them. Interestingly, less than 24 hours earlier, one of my CMS graduate students Ana Domb introduced me to The Auteurs, another site in Beta which was inspired in part by Hulu, which offers access to classic and contemporary international films, including many still playing on the global film festival circuit. Domb explains:
In some cases, there is a $5 fee to watch the movies, especially those drawn from the Criterion collection, but many more of them are free to access. There's a very active discussion community around the films with people who really care about cinema. All I can say is: Enjoy the cats now, go back and explore these sites when your papers and/or grading is done. But, man, it's a great time to be a film buff! November 11, 2008
The Future of Entertainment Is In Your Hands...I'm focusing much of my energy this week on pulling things together for the Futures of Entertainment conference, which is coming up at MIT on Friday, Nov. 21, and Saturday, Nov. 22. Futures of Entertainment 3, an event sponsored by the MIT Convergence Culture Consortium is the third annual conference bringing together media industries professionals and media studies academics to discuss the current state and ongoing trends in media. I'm going to be kept busy this year: opening the conference by laying out some of the core concepts which are animating the Consortium's current research agenda, including Spreadable Media, The Gift Economy, and the Moral Economy; moderating what promises to be a high flying discussion of "value" and "worth" in the new media landscape; trying to hold my own in a conversation with Yochai Benkler; and helping to shape a discussion which uses The Watchman as a case study of the intersection between comics and convergence culture. Other topics this year will include a strong focus on social media, globalization, franchising, audience building, and the intersection between academia and industry. If you've attended our other events you know that we bring together cutting edge thinkers from both academia and industry for intense exchanges about trends which will influence the entertainment sector in the coming years. This year's mix is our most diverse yet. Speakers at the conference include Kim Moses, executive producer of The Ghost Whisperer; Alex McDowell, production designer for Watchmen; Gregg Hale, producer of The Blair Witch Project and Seventh Moon; Lance Weiler, director of The Last Broadcast and Head Trauma; and Tom Casiello, Daytime Emmy award-winning former writer for soap operas including As the World Turns, One Life to Live, Days of Our Lives, and The Young and the Restless; brand guru Anne White, who consulted on the design of advertising for Minority Report; CrunchyRoll's Vu Nguyen; New Content's Mauricio Mota who will share with us news from Brazil's film and music industries; as well as representatives from HBO Online, World Wrestling Entertainment, and other innovative media companies and projects. The conference will also feature academics such as Yochai Benkler (Harvard Law School, author of The Wealth of Networks), John Caldwell (UCLA, author of Production Culture), Anita Elberse (Harvard Business School, author of "Should You Invest in the Long Tail?"), Nancy Baym (University of Kansas, Personal Connections in a Digital Age), Amanda Lotz (University of Michigan, The Television Will be Revolutionized), Sharon Ross (Columbia College Chicago, Beyond the Box: Television and the Internet) and Grant McCracken (author of Transformations). Many of these names you will recognize from previous entries on this blog. You won't want to miss these conversations. More information on the conference, including the program and registration, is available October 31, 2008
How We Help Spread Political Messages...
I'm scarcely "General Betray-us" yet Moveon.org has declared war on me! Or so it seemed when I opened my e-mail the other day and discovered that a former student (actually, now multiple former students) had sent me this customized video from the leftward leaning political organization, suggesting what would happen if I didn't vote for Obama. Of course, the jokes on them! -- I voted early since I will be speaking in Eugene, Oregon early next week and then racing back to Boston to watch the returns. If you are depending on my vote to put the guy over, it's already in the bag. Trust me, America, I'm not nearly as bad as this attack ad would seem to suggest. Of course, what I'm doing right now -- sharing this video with you -- is precisely what the organization was hoping would happen. This is a beautiful example of how spreadable media is contributing to this campaign season. In Convergence Culture, I described the efforts of True Majority, a political organization founded around the principle of "serious fun," and how they had built playful campaign videos (like one where Donald Trump fires W.) in the hopes that people would pass them along to their friends and family members. Research suggests that political messages are far more effective if they are delivered by someone you know and so the challenge is to get average citizens excited enough about political media that they will help to circulate it. Four years ago, the activists were using the term, "viral media," and I suppose they still are. If I had my way, the term and "memes" along with it would be retired from our vocabulary of talking about how media circulates. There's something sick and unhealthy about the concept of viral media. The term, "viral" operates off a metaphor of infection, assuming that the public are unwilling carriers of messages -- yet I doubt very much that the students who sent me this video were in any sense unwilling or unknowing about what they were doing. The concept of "viral media" strips aside the agency of the participants who are sending along this video for their own reasons -- in this case, a mixture of political zeal and personal affection and probably some sense that I would find the video intellectually interesting. The term, "meme," implies that culture is "self-replicating" rather than actively reshaped by the choices made by individual consumers and subcultural communities. So, the folks at MoveOn probably thought they had created "viral media." In fact, they created a powerful example of "spreadable media." What makes it powerful is that they made it easy for individuals to customize the content of the video to make it more personally meaningful or more important, to make it meaningful in specific social contexts, to make it meaningful in relation to their social networks. The content is playful and fun; there's a certain fascination with the mechanisms which imprint personally significant names over the repurposed video content; there's some delight in seeing myself praised by conservative pundits and even by George W. As we pass this content along, it facilitates conversations among friends and it allows us to signify to each other our mutual recognition and respect for the civic rituals which surround the political process. When people send me this video, they intend it as a gift -- which is to say, they intend it to reaffirm the social ties we feel towards each other. Its circulation is certainly meaningful on Moveon's terms -- they hope that I will not only affirm its message but pass it along to someone else -- but it is also meaningful on our terms which may be quite different. I could, for example, construct and send one to my socially conservative brother (as a friendly ribbing from Blue America to Red America) and he might pass it along to his friends at work (expressing outrage against what left-wing organizations are saying about that closet socialist and Moslem). And so the process continues. We've been spending a fair amount of time through the Convergence Culture Consortium reflecting on the properties of spreadable media over the past year. One CMS graduate student, Sheila Seldes, applies this concept to the free circulation of Michael Moore's Slacker Uprising over at the Convergence Culture Consortium's blog and we will be discussing the concept of "spreadability" at the Futures of Entertainment III conference Nov. 21-22. The political use of spreadability is particularly interesting: while media companies are clearly ambivalent about our ability to take their content and spread it among our friends, political campaigns actively solicit our help in moving their message throughout our social networks. Indeed, much of the emerging literature on civic engagement suggests that such social networks may be replacing the kinds of social organizations which Robert Putnam saw as at the center of American civic life. Most political organizations rely on us to relay meaningful content to others in our friendship circle because they lack the money to launch an all-out media blitz around their message (Obama's "shock and awe" advertising strategies for the final weeks of the campaign is a notable exception.) I believe that if we study the circulation of political content, we may develop a better understanding of the mechanisms which encourage spreadability and the kinds of choices consumer/citizens make when they decide to pass a video along to their friends. So, here's another fascinating example of spreadable media content. While it lacks the built-in capacity for customization, it has the added feature of a certain kind of "remember when" nostalgia. This video specifically reminds us of the original Whazzup Budweisser Beer commercial from 2000. I'm sure that it's still stuck in your head if you were at all conscious in 2000 but here's a copy if you want to go back and compare notes. The original spot has a special place in the literature on "viral media." Aired during the Super Bowl, the spot became an instant classic, one that people spoke about, but more importantly, one which was widely parodied across a range of digital communities. And each time we saw the soundtrack of the video applied in a new context -- members of the Clinton Administration, He-Man and the Masters of the Universe, Superfriends, and so forth -- the core branding message got repeated. Bud certainly spent a lot of money for the initial exposure but then many people furthered their promotional aims by sending a succession of pastiche videos along to their friends. So, part of the power of the new video is that it reminds us of our own role in spreading the original video. it helps that the original video came out during the 2000 campaign which George W. Bush in the White House and thus represents an ideal marker of the passing of time and of what has happened to America over those eight years. The soundtrack implicitly asks us whether we are better off now than we were eight years ago and demands to know what we are going to do about it. The frat boy humor of the original video evokes a more carefree time (suggesting "goofing off" with college friends) as a contrast to the adult responsibilities and dire consequences which confront these same characters today. Even our annoyance over being reminded of the "Whazzup" campaign also can be directed towards a president who famously uses fraternity style nicknames for the members of his administration, as Oliver Stone's W has brought back to everyone's attention. Nostalgia is often a spur for the circulation of spreadable media content but in this case, memories of the past are designed to provoke a particular kind of historical consciousness. Or let's tackle a final set of videos which have been spreading over the final weeks of the campaign. The first is a video where someone re-purposed footage of John McCain for comic effect: in this case, the video draws a parallel between McCain's mannerisms and those of a particular super-villain much beloved by comic book fans. The analogy between McCain and the Penguin is one that I've seen surface many different ways in recent weeks, but never more effectively than in this video. And the video works because it gives us a new comic frame through which to interpret McCain's mannerisms.The video doesn't offer us a deep political analysis: at best it allows us to put a name on something which might have been unnerving us all along. Whatever meaning it carries comes, however, from the social transactions which occur around us, through the ways that circulating the video to others reaffirms our own political commitments and links them to deeper social ties. The Penguin analogy, however, may also allow us to make sense of this other video which has been circulating without much explicit commentary -- an excerpt from the 1966 Adam West Batman series featuring a debate between Batman and the Penquin. For people of my generation, this video carries enormous nostalgic value. This is a much valued segment of our childhood imaginary. Yet, the repurposing of this footage right now forces us to read the scene through a totally different lens and in turn, the content of the video gives us layer upon layer of satirical commentary on the recent Presidential debates. Once again, this is content I've felt compelled to share with my students, my friends, my family, and now, my blog readers for a variety of different reasons. I am not an unwilling or unknowing participant in this process; this is not "self-replicating" culture; there is simply a powerful alignment between my social goals and the political agendas of those who have excerpted and recirculated this content. Thanks to John Campbell, Kelly Whitney, and Joshua Diaz for calling these examples to my attention.
October 20, 2008
I Have Seen the Futures of Entertainment ...And It Works!
This year's conference will work to bring together the themes from last year - media spreadability, audiences and value, social media, distribution - with the consortium's new projects in moving towards an increasingly global view of media convergence and flow. Topics for this year's panels include global distribution systems and the challenges of moving content across borders, transmedia and world building, comics and commerce, social media and spreadability, and renewed discussion on how and why to measure audience value. Confirmed speakers for this year's conference include: Kim Moses - Executive Producer, The Ghost Whisperer, Javier Grillo-Marxuach - The Middleman, Lost, Medium, John Caldwell - UCLA, Production Culture (Duke University Press), Henry Jenkins - MIT, Convergence Culture: Where Old and New Media Collide (NYU Press), Alex McDowell - Production Designer, The Watchmen, Kevin Slavin - Area/Code, Grant McCracken - Transformations: Identity Construction in Contemporary Culture (Indiana University Press), Donald K Ranvaud - Buena Onda Films, Amanda Lotz - University of Michigan, The Television Will be Revolutionized (NYU Press), Gail De Kosknik - UC Berkeley, How to Save Soap Opera: Histories and Futures of an Iconic Genre, Joe Marchese - socialvibe.com, Amber Case - Cyborg Anthropologist and Social Media Consultant, Hazelnut Consulting, Mauricio Mota - New Content (Brazil), Alisa Perren - Georgia State University, The Media Industry Studies Book (Blackwell Publishing), Sharon Ross - Columbia College Chicago, Beyond the Box: Television and the Internet (WileyBlackwell), Nancy Baym - University of Kansas, Personal Connections in a Digital Age (Polity Press), Alice Marwick - New York University, Vu Nguyen - VP of Business Development, crunchyroll.com, Lance Weiler - Director Head Trauma and The Last Broadcast, Gregg Hale - Producer Seventh Moon and The Blair Witch Project with more to come.
Where does value come from in the media evolving media landscape? In a medium rooted in the popularity of content, who or what is the source of media value? Does it lie in the properties themselves, or in what people do with these properties? Do creative companies create value or does value creation also occur on the consumption side, as audiences discover hidden potential in existing properties, make their own emotional and creative contributions to the mix, and spread the brand to new and previously unsolicited markets? Might we also see value as originating from those who simply sit and watch? "Attention" can be thought of as a core product produced by media companies - under advertiser-supported models, media properties attract audiences whose attention is sold to advertisers seeking to reach groups of people. While this is not always the case, the increasing significance of product placement suggests even goods sold directly to audiences are subsidized by the sale of their attention. Especially with the rapid emergence of user-created content, can we consider audiences participants in the creation of the value media properties hold? How do we account for the non-monetary value of media properties? How should gains from media value be distributed through the networks of creatives who collaborate in its production? Panelists to be announced. Making Audiences Matter Audiences seem to present a constantly moving target. Migratory, skilled at avoiding advertising, and increasingly looking like producers, working out who the audience is and what they are doing is an evolving challenge. How do we create better relationships with audiences who look less like "consumers"? In a media landscape that looks to increasingly value broad distribution over concentrating attention, how do we uncover audiences and connect them with content? What does an "engaged" audience look like, and how do you know when you've got one? What do you do once you've found one? Panelists include: Kim Moses, Executive Producer, The Ghost Whisperer; Gail De Kosknik, How to Save Soap Opera: Histories and Futures of an Iconic Genre (with Sam Ford and C. Lee Harrington), UC Berkeley; Kevin Slavin, Area/Code; Vu Nguyen, VP of Business Development, crunchyroll.com Social Media Moving lives online, creating conversations across geography, connecting with consumers - how is social media defining the current entertainment landscape? As people not only put more content online, but conduct more of their daily lives in networked spaces and via social networking sites, how are social media influencing how we think of audiences? Video-sharing platforms have changed how we think of production and distribution, and Facebook gifts point to the value of virtual properties, how are these sites enabling other processes of production or distribution practices. Spaces where commercial and community purposes intertwine, what are the implications for privacy, content management, and identity construction of social media? How have they impacted notions of civic engagement? Panelists include: Alice Marwick, NYU; Joe Marchese, socialvibe.com; Amber Case, Hazelnut Consulting. Cutting Global Deals The Internet has altered transnational media flows, making it easier to move content across national and geographic boundaries, but complicating the economic structures that support these flows. How do we manage global distribution in the current context? What is the impact of the Internet on the interactions between local audiences and globalised content? What is the role of international audiences as taste-makers, and what can that tell us about making content relevant to multiple local audiences? How do we balance international distribution windows with audiences who move content themselves? Panelists include: Donald K Ranvaud, Buena Onda Film; Nancy Baym, Personal Connections in a Digital Age (Polity Press), University of Kansas; Mauricio Mota, New Content (Brazil). Saturday, November 22 The last few years have seen a steady expansion of comic book creators, characters and audiences into a range of different mediums. Television programming to successful Hollywood franchises seem respectful (mostly) of the source material. The graphic novel and the short run series have burgeoned and been mainstreamed. Comic-con has expanded to a key event for the entertainment industry. Many established producers in other media are looking towards comics as a platform for creative expression or for extending their narratives (see Buffy the Vampire Slayer, Battlestar Galactica, Heroes, and Supernatural, for instance.) What contributions do comics make to convergence culture? What makes comics such a rich recruiting ground for new content or creative talent? Why are other media producers so aggressively courting comics fans? Panelists include: Javier Grillo-Marxuach (The Middleman); Alex McDowell, Production Designer, The Watchmen; Alisa Perren, (Co-editor with Jennifer Holt) The Media Industry Studies Book (Blackwell Publishing), Georgia State University. Franchising, Extensions and Worldbuilding Media convergence has made the complex intertwining of multi-platform media properties more and more common-place, yet the creation of storyworlds that extend beyond a single text is not a recent development. With a history that includes sequels, spin-offs, and licensed products, what is the future for the media franchise? Is there a material difference between creating media franchises or transmedia properties? What is the role of television programs or films in anchoring wider narrative franchises, especially when they extend beyond media and into the "real world"? What is the significance of the creative individuals who contribute to franchises, including creatives, professionals, and fans? Panelists to be announced At the Intersection of the Academy and the Industry What are the challenges of bringing the academy and the industry together? How do we negotiate working across these two worlds? Panelists include: Amanda Lotz, The Television Will be Revolutionized (NYU Press), University of Michigan; John Caldwell, Production Culture (Duke University Press), UCLA; Grant McCracken, Transformations: Identity Construction in Contemporary Culture (Indiana University Press). More speakers will be announced in the coming weeks, but surely our line-up is already strong enough that you will not want to miss this event.
October 8, 2008
Inviting Our Participation: An Interview with Sharon Marie Ross (Part One)Increasingly, television invites our participation. Some shows, like American Idol, do so through explicit calls to share our thoughts and reactions. Some shows, such as Lost, do so through their deployment of serial structures which demand a particular kind of attention that we associate with cult media. In Convergence Culture, I talk about building entertainment properties to be cultural attractors (drawing like minded people together) and cultural activators (giving these networked audiences something to do). In the recent book, Beyond the Box: Television and the Internet, media scholar Sharon Marie Ross identifies as range of "invitational strategies" in contemporary television which encourage our participation as fans. Beyond the Box is an important contribution to our understanding of convergence culture, an exciting example of what happens when scholars effectively blend research methods including political economy, fan studies, and close textual analysis, which have historically been set in opposition to each other. Ross is able to understand not only what draws fans to such programs but also to explain what fans mean economically to television producers at the current moment of media in transition. I read this book with great gusto, delighted to find a kindred spirit, and pleased to see this further elaboration of the affective economy surrounding contemporary broadcasting. I am pleased to be able to share with you this interview with an up and coming media scholar. Here, she not only lays out some of the book's core ideas but she also applies them to some very contemporary developments in Broadcasting, such as the Writer's Strike, the Gossip Girl phenomenon, and the release of Joss Whedon's Dr. Horrible.
As a fan, I kept asking myself whether we really needed any kind of an invitation or whether fan culture might emerge around any program. You seem to suggest that some texts are more "inviting" than others and more open to exploring alternative forms of audience participation. How important is that solicitation, whether implicit or explicit, to sparking such responses?
Throughout the book, you draw heavily on research on soap operas to try to explain the kinds of responses surrounding reality television and cult dramas. What do you think television critics miss by trying to discuss the complexity of contemporary television without dealing with soaps?
You describe your own experiences in viewer activism around Buffy as paving the way for some of your intellectual interest around this topic. What did you learn through your fan involvement and how did it inform your work on this book?
One of the most talked about examples of "viral media content" this summer was the online distribution of Dr. Horrible. How might we see this experiment as an outgrowth of Joss Whedon's long-term engagement with his hardcore fans?
You discuss teen television as one genre that reflects contemporary youth's expectations of participation. What have current teen shows, such as Gossip Girl, learned from the earlier experiments in "teleparticipation" you discuss in the book?
Sharon Ross is an assistant professor in the Television Department at Columbia College Chicago. She teaches courses in the areas of TV history and critical theory and her research focuses on issues of television reception; this semester she is excited to be teaching a 5 week intensive seminar on a single script from Buffy the Vampire Slayer. She is the associate editor of the journal for the International Digital Media Arts Association and co-editor with Dr. Louisa Stein of the anthology Teen Television: Essays on Programming and Fandom. She has too many "must see" TV shows to mention but highly recommends Mad Men and How I Met Your Mother this season. September 10, 2008
Photoshop for Democracy Revisited: The Sarah Palin FileDuring the 2004 presidential election season, I ran a column in Technology Review Online which described the way that average citizens were exploiting their expanded capacity to manipulate and circulate images to create the grassroots equivalent of editorial cartoons. These images often got passed along via e-mail or posted on blogs as a way of enlivening political debates. Like classic editorial cartoons, they paint in broad strokes, trying to forge powerful images or complex sets of associations that encapsulate more complex ideas. In many cases, they aim lower than what we would expect from an established publication and so they are a much blunter measure of how popular consciousness is working through shifts in the political landscape. Many of them explore the borderlands between popular culture and American politics. I called this "Photoshop for Democracy" and the ideas got expanded in the final chapters of Convergence Culture. I thought back on my arguments there this past week as I've begun to search out some of the images being generated in response to John McCain's choice of Sarah Palin as his running mate. Given the intense flood of news coverage around this decision, the ways that it has shaken up the terms of the campaign, and the ways that it challenges gender assumptions surrounding the Republican leadership, it is no surprise that it has provoked a range of response. And I thought it might be interesting to dissect some of these images here. Some of the first images that circulated around the Palin appointment were, in effect, frauds. They sought to tap into the media feeding frenzy and the blogosphere's search for any incriminating evidence. Some of these images were probably already in circulation in Alaska before the announcement, while others may have emerged quickly as the nation started to learn who this woman is. Here are two examples. Both suggest the ways that Palin doesn't fit our expectations about what a female politician looks like. For the first time, we have a vice presidential candidate who is young, feminine, and well as she is one of the first to acknowledge, "hot." She was after all a runner up for the Miss Alaska competition and this couldn't be further removed from our current Vice President or for that matter, the tough matronly style adopted by America's most successful female politicians. Camile Paglia celebrates Palin in a recent Salon article: "In terms of redefining the persona for female authority and leadership, Palin has made the biggest step forward in feminism since Madonna channeled the dominatrix persona of high-glam Marlene Dietrich and rammed pro-sex, pro-beauty feminism down the throats of the prissy, victim-mongering, philistine feminist establishment." Needless to say, Palin's appearance and persona provokes strong reactions, ones which struggle to separate anxieties that she may be a Stepford Wife or a Barbie from a more generalized dismissal of attractive women. This first image plays on the fact that Palin did pose for photographs for Vogue by constructing a mock cover of the magazine.
This second plays with the contradiction between the sexy mom] and the rough and tumble Alaskan. She's a "babe," in this case, a Bikini-clad "Babe," who also knows how to shoot and skin her own meat. This image was deemed sufficiently plausible that it needed to be discredited at the Urban Legends site.
Those of you who watched the televised convention no doubt caught the disconcerting images of 70 something male delegates bearing buttons bragging about how "hot" Governor Palin is. Given the actual buttons circulated at the convention, this mock button is not as far fetched as it might seem, though now we are moving into the space of political humor rather than anything that was meant to deceive the viewer.
This next one juxtaposes erotic images of Palin with the very real anxieties about mortality raised by McCain's age. One of the most powerful arguments against the Palin appointment has been the concerns about what would happen if McCain were to die in office. And before he announced her pick, pundits had said that he needed to choose someone who would reassure voters that the VP would be prepared to move into the top office and stabilize the country.
This Photoshop collage also calls attention to the vast age difference between the 70-something McCain and his 30-something running mate -- in this case, by reading the pairing in relation to the Anna Nicole Smith case. This is a classic example of how grassroots political humor maps politics onto popular culture, thus allowing us to mobilize our expertise as fans or simply readers of People magazine to make sense of the complexities of American politics.
Several images in circulation read Palin as a superhero. Indeed, I was struck when I first saw her that she had adopted many of the stylistic choices of female superheroes in their alterego disguises -- her hair up in a bun, big librarian glasses. These "serious" trappings no more mask the beauty queen underneath than Clark Kent's glasses hide Superman and in the real world, they can come across as inauthentic. You add that with the stories of her braving the elements and slaughtering Alaskian wildlife and you can imagine the Amazon underneath the librarian disguise. I have been imagining that moment which would be inevitable if this were a movie where she takes off her glasses, lets out her hair, and gives a sultry look to the American voters.
This next image pushes the conception of Palin as superhero in an entirely different direction -- this time, she's Batgirl. Here, she fits into an ongoing series of popular images which depict McCain as Bush's "sidekick," one of the ways that the idea that McCain represents a continuation of the Bush administration, a constant refrain at the Democratic convention, is entering the popular imagination. So, she's now the "sidekick" of a "sidekick," who will likewise continue the Bush Administration's policies for "four more years."
Given the ways that Palin's announcement has been intertwined with debates about teen pregnancy, it is no surprise that the poster for Juno has become a basic resource for people wanting to comment on these issues. Many feminists have already critiqued the film for making teen pregnancy and adoption seem like the only viable option for its protagonists. And of course, it doesn't hurt that Juneau is one of the larger cities in Palin's home state.
I couldn't resist throwing in two additional examples surrounding the McCain campaign. This first links McCain himself to Doctor Strangelove as a way of conveying the fear that the candidate may be a war-mongerer.
The second playfully reworks an Obama poster, one of the most vivid visual icons of the campaign to date, and in the process, sets up the contrast between Obama's politics of "Hope" and McCain's politics of "Nope."
We can expect to see many more such images produced and circulated as the campaigns intensify even more over the coming two months. Most of these examples are taken from the Political Humor site which regular collects such Photoshop images. You can find many more examples here. June 4, 2008
"What Is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part Two)
I think that, as with any work of art, the criteria for judging whether a remix is 'good' or 'bad' is largely subjective and what some people passionately love, others will think is a complete waste of time. I believe there is no artistic work in existence that everyone on planet earth would unanimously agree is 'good.'The statement above implies that you think the current influx of remixes and recuts is a product of shifts in the technological environment. Yet, we could point to a much older history of cut-ups, collages, montages, scratch video, fan video, running back across much of the 20th century. Remix was part of 20th century life well before digital tools and platforms arrived. What factors do you think have given rise to our current remix culture? I agree with you that remix itself is by no means a new phenomenon. In fact, it dates back as far as we can trace human history. The earliest example I am aware of is the anagram, which is essentially taking the building blocks of a word, i.e. the letters, remixing them into a new order that creates a new word and a secondary meaning and association by connecting the first word to the newly formed second word. There have been examples of remix in every creative art since time immemorial. For example, in art, the obvious one is collage. In music, folk music was spread by word of mouth, and so when one person would learn a new song from someone else, they would often apply their own variations to it, essentially remixing it to suit their own style. In your thesis, you suggest that video recuts are "stifled by overzealous copyright owners who are over-protective of their work." What can you tell us about current legal responses to the remix community? Are there any signs that the studios are becoming more accepting of remix culture as remixes become more widespread on sites like YouTube and are finding their way back into commercial media channels? Of recent times there has been a serious crackdown on video sites like YouTube where copyright owners have made claims of copyright infringement and the videos have been taken down, in compliance with the DMCA. Unfortunately, many remixed videos that legitimately make fair use of copyrighted content are being caught in the crossfire of outright piracy. I feel it is very important to highlight the distinction here as this is possibly the number one reason why the remix community gets targeted and bullied by 'overzealous' copyright owners. If somebody rips an episode of Lost from DVD, for example, and uploads five ten minute segments of the episode to YouTube unchanged and without permission, this is piracy and should definitely not be condoned. ABC Studios would be completely within their rights to request that YouTube remove these infringing videos from their site. However, if someone were to sample small clips from various episodes of Lost, recut them, add effects and overlay a soundtrack from the classic 80's TV show The A-Team, this would clearly be a fair use of the copyrighted material. Your site features a space for political remixes. Do you see remix as an important form of political speech? I personally feel that remix is one of the best ways for people to voice their opinions and increase their chances of being heard. What better way is there of communicating how you would like George Bush to act than to literally change the words that come out of his mouth? With the current build up to the presidential elections in the United States, we are seeing and hearing a lot of media surrounding the actions and words of Barack Obama, Hillary Clinton and John McCain. A plethora of remixed videos have sprung up with Obama , Clinton and McCain as the subjects. I think that having the tools to be able to create videos like these and express personal opinions to a wide audience is extremely empowering for individual users in the digital age. Members of Obama's campaign realise the potential power of grass roots creativity and a video contest has been hosted this month by the folks at moveon.org with a view to creating a 30 second spot for the presidential candidate that will air on national television. No doubt, many of these will be video remixes and we look forward to seeing the finished pieces. What are your hopes for the future of remix culture? How do remixes relate to the larger Free Culture movement? I see remix gradually becoming more mainstream and more widely accepted as a creative form in its own right. Ever more examples of commercialised remix are appearing on our TV and computer screens every day. Many people involved in remix culture detest the idea of the commercialisation of this type of work as they see it as a grass roots, perhaps even rebellious movement, and one that gives a voice to the individual. I don't see this going away. Even if a lot more commercial remix work is created, the tools that enable individuals to transform and recreate the media and culture around them and the new channels of free distribution that enable their work to reach huge audiences are here to stay. My hopes for the future of remix culture would be for this type of work to seep into all walks of life. I would love to see even more educational institutions adopting it as a technique of learning, for example, asking students to create a remixed video about George Washington rather than handing in a written report. In the professional arena, I would love to see more video remix artists being headhunted by studios based on the remix work they showcase online or being commissioned to create new work. June 2, 2008
"What is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part One)Several weeks ago, I announced here that I was serving as part of a panel of other "remix experts" as judges for a video competition being hosted by the website, toralrecut.com. Participants are being asked to submit videos which address the question, "What is Remix Culture?" The contest is intended to help educate the public about the debates surrounding remix, copyright, and fair use. As someone currently developing a teacher's strategy guide for teaching remix in the context of high school literature classes, I am very interested to see what kinds of materials emerge from this competition. The submissions will become visible on the site soon and the public is being encouraged to help rank the submissions. In the spirit of sparking further conversation around the issues the contest is exploring, I asked Owen Gallagher, the mastermind behind TotalRecut, if he would respond to some questions about the contest and about remix culture more generally. Alas, his responses got lost in my dreaded spam filter and are just now seeing the light of day. In this two part conversation, he explains why he created the site and sponsored the contest, identifies some of his favorite videos, and offers some insights into the politics and aesthetics of remix video. Here's a brief bio Owen shared with us:
The Total Recut Video Remix Challenge is a contest that we are hosting to try to encourage people to think about the issues around remix culture and creating remixed media. We want people to create a short video remix that uses footage from any source to communicate the message: 'What is Remix Culture?' The video can be anything from 30 seconds to 3 minutes long. The idea of the contest is to produce a series of videos that raise awareness and help people to more clearly understand what is going on in the world of digital content creation, remix and intellectual property. Ideally, the videos will be educational and will communicate a clear message but we essentially want our entrants to be creative and portray what remix culture means to them. The prizes include a laptop computer loaded with all of the software needed to create high quality remixes, a digital camcorder, a digital media player and lots of Total Recut goodies. Tell us more about Total Recut. How did this site come about? What are your overarching goals? What kinds of resources does it offer the remix community? I remember very distinctly when I came up with the idea for Total Recut. I was lying out in the sun in Portugal, contemplating what I might consider putting forward as a proposal for my then upcoming Masters Degree, and the idea came to me. I wanted to create a collaborative environment for artists to be able to take existing media, remix it in some way and produce something completely new. You write, "Video recuts...are a new art-form enabled by the convergence of emerging technologies." How do you respond to those who ask whether remixes and recuts are not creative because they build on the works of others rather than working with original material? This is an area in which I have a huge amount of interest and have considered pursuing as a research area for my PhD - the origin of originality. It is of particular interest to me because I am what I consider to be an 'original content creator.' I write songs and lyrics using nothing but my mind, a pen and paper and a guitar. Are my songs original? If I use a combination of different chords and a variety of words to create sentences that rhyme, am I not using elements that have been used by other people in the past? What makes my songs original, in my opinion, is the unique way in which I composite the words, chords and melody. In this way, every song is created using the basic building blocks of language and music, but combined in a slightly different way. May 30, 2008
More Transmedia NewsI've been meaning to do another post on this topic for a while. First, I was inspired by a story in Fast Company, sent to me by Jesse Alexander, which described a gathering of Hollywood's fan boy elite to talk about the futures of cross-platform storytelling: Tim Kring, the lanky, goateed guy at the head of the table, created Heroes, NBC's hit television show about superpowered people. To his right, in a black hoodie and narrow black-framed glasses is Damon Lindelof, cocreator of Lost, ABC's island-fantasy juggernaut, as well as producer of next year's eagerly anticipated Star Trek movie, directed by J.J. Abrams. Across the way is Lindelof's buddy Jesse Alexander, co-executive producer of Heroes (formerly of Lost and the pioneering she-geek hit Alias). Nearby is Rob Letterman, the self-described nerdy director of DreamWorks' next mega-franchise movie, Monsters vs. Aliens. He's chatting up video-game creator Matt Wolf, who's developing a project with Alexander....The long-haired bearded guy pouring straight bourbon is Ron Moore, creator of the new Battlestar Galactica, the SciFi Channel's acclaimed reimagining of the classic series. The guy eating pizza on the couch is Javier Grillo-Marxauch, a veteran producer of Lost and NBC's paranormal series Medium, who's now having his own fantasy graphic novel, Middleman, turned into a series on ABC Family.so, how come I never get invited to parties like this? The article goes on to introduce the concept of transmedia entertainment and to suggest that it is one of the hotest topics in the entertainment world today: "In five years," Kring is saying, "the idea of broadcast will be gone." The article offers a pretty good snapshot of where the industry's thinking is at in terms of transmedia properties and certainly offers an up date on my discussion of The Matrix in Convergence Culture. This week, the New York Times reported on the plans to release a suplamentary dvd to more or less coincide with the release of the Watchmen movie next year: The second film, tentatively called Tales of the Black Freighter, follows a side Watchmen storyline about a shipwreck and will arrive in stores five days after the main movie rolls out in theaters. The DVD will also include a documentary-style film called Under the Hood that will delve into the characters' backstories. Those of you who have read Alan Moore's original graphic novel will recognize both of those titles as materials which are complexly woven into the narrative, offering us a glimpse into the way popular culture might have evolved -- towards pirate comics -- in a world where superheroes are real (Black Freighter) and a sense of the ways superheroes might be covered as cultural celebrities (Under the Hood). As the producers have striped down Watchmen for the screen, they have pushed these elements to the margins. In another era, they would have been left on the cutting room floor, but instead, they are becoming the backbone of Warner Brother's transmedia strategy for the film. The article also noted: In addition, the studio plans a dozen 22- to 26-minute Webisodes to help make the complex story easier for the uninitiated to digest. Called "The Watchmen Motion Comic," it will be a panel-by-panel slide show of the graphic novel narrated by an actor.Keep in mind that Warner Brothers was the studio which sponsored the Wachowski Brothers's transmedia development around the Matrix franchise. All of this suggests how central transmedia entertainment has become to the thinking inside Hollywood today. So it is great to have a chance to share with my readers some insights from a real master of this practice. May 30, 2008
Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez (Part Two)How important do you think hardcore fans are to the success of genre entertainment? How do such fans create value around your properties?
What do you see as the downsides of generating such passionate consumers?
As some of these genres have become more commercially viable, the San Diego Comic Con has emerged as an important media marketplace. Can you speak to the role this gathering plays in the marketing of your properties?
Comic Con International in San Diego plays a more and more pivotal role in heralding, marketing and launching new genre efforts. In the midst of negotiating with executives at The Walt Disney Company for a job working with one of their largest franchises, Starlight Runner took them on a tour of the Comic Con exhibition floor. Many of the "worlds" we helped to develop were on spectacular display: Mattel's Hot Wheels universe, the fantasy realms of Magic: The Gathering, high priced back issues of Valiant Comics, and the announcements for new video games and comic books based on Turok and our own "Team GoRizer" at Disney's own booth! Suffice to say, a deal was quickly sealed! The Christian community might be read as another kind of niche public for media properties -- often alienated from mainstream content, deeply interested in providing alternative forms of entertainment for their families. What are the challenges of reaching these consumers, and can their tastes be reconciled by the demands of the mass audience? Like any niche audience, the Christian community wants to enjoy entertainment that reflects their values and sensibilities. Interestingly, the classic Hollywood ethos reflects Judeo-Christian values: good usually wins out over evil, the hero triumphs after embracing the just and moral path. The problem is actually rooted in how the studios choose to communicate with them. To extend the religious metaphor of "cult media," do you see cult fans as playing a particularly important role in proselytizing for the content, "evangelizing" the brand? Fan "apostles" often play an instrumental role in spreading the word and drawing attention to niche content. Many studios and publishers of genre entertainment are currently developing programs to secure relationships with the fan community (or various subsections thereof). While this is not easy to do and often brings on headaches large companies would rather avoid, it is becoming inevitable. After all, without evangelists, how can new religions (or tentpole franchises) spread? Some have suggested that media producers with strong niche followings might be able to develop alternative distribution models for their entertainment content, marketing their properties directly to the public through subscriptions or downloads, rather than negotiating with networks or film studios. How realistic do you think this scenario is within the current marketplace? What do you think are the obstacles of establishing such a direct relationship between producers and their fans? There has never been a better time to explore and establish alternative distribution models for niche entertainment content, but these opportunities are still not easy to exploit and may not last forever. It takes a cocktail of money, talent, timing and pure luck to build a major head with direct digital distribution of entertainment content, particularly if your resources are limited compared with those of a Hollywood studio or entertainment firm. May 28, 2008
Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (part one)Jeff Gomez, the chief executive officer of Starlight Runner entertainment, spoke at Futures of Entertainment last fall as part of a panel discussion on Cult Media, which also included transmedia creator Danny Bilson, Heroes executive producer Jesse Alexander, ; and Gordon Tichell from Walden Media, the company which produces the Narnia films. Not surprisingly, given I was moderator, the session quickly became a geek out festival mostly centered around issues of transmedia entertainment. You can enjoy the podcast of the event here. As we were preparing for the session, we distributed a set of questions to the speakers, some of which were covered during the panel, some of which were not. Gomez recently wrote to send me his further reflections on many of those questions in the hopes to continue public conversation around recent developments in transmedia entertainment. Here's a bio on Gomez: As the Chief Executive Officer of Starlight Runner Entertainment, Jeff Gomez is a leading creator of highly successful fictional worlds. He is an expert at cross-platform intellectual property development and transmedia storytelling, as well as at extending niche properties such as toys, animation or video game titles into the global mass market. Let's start by examining the concept of "cult media." What does this phrase mean to you, and do you think it accurately describes the kinds of projects you've worked on? Why or why not? To me "cult media" is exemplified by the slow crumbling of traditional media content aimed at huge swathes of the population, down to the more contemporary approach of designing content to engage subsections of that population or even smaller "niches." The idea of cult media historically referred to films that appealed to a fairly small niche of consumers. But many genres, which once were regarded as cult -- fantasy, science fiction, superheroes -- have emerged as increasingly mainstream. What's changing? What accounts for the mainstreaming of niche media? There are five factors that seem to be contributing to the "coming out" of cult media:What do you see as the challenges of generating content that appeals to both niche and mass publics at the same time? Like any good story, content designed for genre-lovers or niche markets should contain strong characters, evocative issues and clear, accessible throughlines. Story arcs must be designed from the outset to feel complete and deliver on their promise. What kinds of trade-offs have to occur in order to broaden the appeal of media properties? Studios and entertainment companies are now learning that fewer and fewer trade-offs are necessary to broaden the appeal of niche or "cult media" properties. Contemporary audiences are now primed for high quality genre entertainment across all media platforms. So long as marketing efforts place focus on a driving platform, the launch platform and complementary content can be used to build anticipation, educate audience "gatekeepers" about the property, and enrich the overall experience. What are the risks involved in alienating the base of your audience? Franchises are built on the energy and loyalty of their hardcore fan bases. While these bases are often a fraction of the size of the total audience, they are indispensable, because they are vocal, passionate and active. A tiny fraction of the genre television series Jericho sent tons of jars of peanuts to the network that had just cancelled the program--moving them to reinstate the series. A small group of fans that gathered at conventions and shared amateur publications centered on the original Star Trek series managed to bridge the period between that series' cancellation and the Star Wars-inspired relaunch of the franchise in the late 1970s. May 14, 2008
Sometimes My Kids Seem Like a Bunch of Kangaroos!This past week, I contributed a post to In Media Res, a site which I have mentioned several times before, where academics share clips of contemporary and historic media content with critical commentary. Each week, In Media Res adopts a specific theme and invites in five scholars who come at that theme from different angles. Last week's theme was "Toys," and the result was an interesting series of explorations of how toy branding and advertising connects to issues of gender, practices of childrearing, collector culture, and transmedia entertainment. Raiford Guins, State University of New York, Stony Brook, extends Roland Barthes' analysis of the move from wood to plastic in toys to examine collector culture and the practices which are designed to preserve value by keeping toys in their original packaging. Caryn Murphy, University of Wisconsin, Madison, shares a segment from Good Morning, America on Disney's "Princess" franchise, which she reads through a consideration of media conglomeration (reflected as much by what the piece doesn't say as in what it does). Derek Johnson, University of Wisconsin, Madison, shares some early animated commercials for G.I. Joe, which he describes as a prototype for the subsequent cartoon series; interestingly, these spots were developed for Marvel's G.I. Joe comics in order to skirt regulatory restrictions on the use of animation in toy commercials, representing one of the few times that comics have been directly advertised on television. And Avi Santo, Old Dominion University, shares some examples of cross-universe branding -- advertisements for Underoos and for action figures which mix and match characters from several different media companies, a practice common enough in actual play but far less common in the marketing of franchise related toys. As for my own piece, I've reposted it below since I thought it would be of interest to my regular readers. It is closely related to a series of essays I've been writing off and on for the past decade on post-war children's culture and its relationship to permissive childrearing. If you are interested in this line of investigation, you can find an essay on Benajmin Spock's ideas about child sexuality in The Children's Culture Reader, on Doctor Seuss and debates about the family as a seedbed for democracy in Hop on Pop: The Politics and Pleasures of Popular Culture, on the ways Hank Ketchem's Dennis the Menace retooled the "Bad Boy" tradition in The Revolution Wasn't Televised, and how Lassie got retooled to reflect shifting understandings of childhood and parenting in The Wow Climax. Someday, I hope to pull together a book which deals with the figure of the boy in the striped shirt as an embodiment of a particular conception of boyhood which shaped the baby boom generation. Needless to say, this involves looking closely at media texts, toys, and cultural practice which shaped my own boyhood through a historical and cultural lens.
These three commercials from the 1960's suggest the roles popular culture played in promoting some of the core premises of what I am calling Permissive Child Rearing Doctrine, a set of ideas most closely associated with Dr. Benjamin Spock, but which were shaped by a much broader array of post-war advice literature. Writing in the 1950's, Martha Wolfenstein saw the shift from a culture of production (with its demands for discipline and regimentation) to a culture of consumption (with its expectations of a "fun morality") as a major force shaping child-rearing practices in the twentieth century. The emergence of permissiveness in the postwar era, she argues, was partially a response to the expansion of the consumer market place and the prospect of suburban affluence, both themes which should be clear from these sample commercials. Permissive conceptions of the child embraced pleasure as a positive motivation for exploration and learning. The home was being redesigned to accommodate children's impulses and urges. The family was being redirected from a Father-Centered to a Child-Centered model. Fathers were being taught to become tolerant and indulging playmates for their children. Mothers were being instructed to deploy pleasure to get children to do what was expected of them. All of this is wonderfully summed up in this Madison Avenue fable of a mother who sees her pogo-stick-playing children as kangaroos bouncing through her kitchen. A previous generation would certainly have believed that they could, in fact, "change" their family through discipline and regimentation; she's being told, instead, to change her floor wax and otherwise create a space which can tolerate their rambunctiousness. Similarly, consider the ways that Trik-Trak assumes the children will be able to play "all over the house" and that their father will be happy to have their toys racing under his feet even as he reads the evening newspaper. The Dick Tracy radio watch commercial extends the children's play environment from the home into the entire suburban neighborhood, reflecting the freedom of movement experienced by the post-war generation. Sociologists in the early 1970's estimated that suburban boys enjoyed a free range of 1,200 yards while their sisters might travel only 760 yards without adult permission. By the end of the decade, conservative cultural critics, such as Spiro Agnew, will be blaming Spock for the counterculture's anti-authoritarian views, suggesting that anti-war protestors should have been spanked when they were little boys and girls. Later child-rearing experts have rejected "permissiveness" in favor of more "authoritative" models for the relations between children and adults, insisting that adults need to set firmer limits on what happens in their homes. But, in the early 1960's, these commercials were selling permissiveness as much as they were selling particular toys and products. We can see these assumptions at play from a historical distance. But, how are contemporary models of child-rearing impacting the ways children's toys are designed and marketed? May 9, 2008
From Production to Produsage: Interview with Axel Bruns (Part One)I have long regarded the Creative Industries folks at Queensland University of Technology to be an important sister program to what we are doing in Comparative Media Studies at MIT. Like us, they are pursuing media and cultural studies in the context of a leading technological institution. Like us, they are adopting a cross-disciplinary approach which includes the possibility of productive exchange between the Humanities and the business sector. Like us, they are trying to make sense of the changing media landscape with a particular focus on issues of participatory culture, civic media, media literacy, and collective intelligence. The work which emerges there is distinctive -- reflecting the different cultural and economic context of Australia -- but it complements in many ways what we are producing through our program. I will be traveling to Queensland in June to continue to conversation. Since this blog has launched, I have shared with you the reflections of three people currently or formerly affiliated with the QUT program -- Alan McKee; Jean Burgess Thanks to my ties to the QUT community, I got a chance to read an early draft of Bruns's magisterial new book, Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage (New York: Peter Lang, 2008), and I've wanted for some time to be able to introduce this project to my readers. Bruns tackles so many of the topics which I write about on the blog on a regular basis -- his early work dealt extensively on issues of blogging and citizen journalism and he has important observations, here and in the book, about the future of civic media. He has a strong interest in issues of education and citizenship, discussing what we need to do to prepare people to more fully participate within the evolving cultural economy. As his title suggests, he is offering rich and nuanced case studies of many of the core "web 2.0" sites which are transforming how knowledge gets produced and how culture gets generated at the present moment. He has absorbed, engaged with, built upon, and surpassed, in many cases, much of the existing scholarly writing in this space to produce his own original account for the directions our culture is taking. In this interview, you will get a sense of the scope of his vision. In this first installment, he lays out his core concept of "produsage" and explains why we need to adopt new terms to understand this new model of cultural production. In the second part, he will explore its implications for citizenship and learning. So, let's start with the obvious question. What do you mean by produsage? What are its defining traits? Why coin a new and somewhat awkward word to refer to this phenomenon? How does Produsage differ from traditional models of production?
Your analysis emphasizes the value of "unfinished artifacts" and an ongoing production process. Can you point to some examples of where these principles have been consciously applied to the development of cultural goods?
Dr Axel Bruns (http://produsage.org/) is the author of Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage (New York: Peter Lang, 2008). He is a Senior Lecturer in the ,a href="http://www.creativeindustries.qut.edu.au/">Creative Industries Faculty at Queensland University of Technology in Brisbane, Australia, and has also authored Gatewatching: Collaborative Online News Production (New York: Peter Lang, 2005) and edited Uses of Blogs with Joanne Jacobs (New York: Peter Lang, 2006). In 1997, Bruns was a co-founder of the online academic publisher M/C - Media and Culture which publishes M/C Journal, M/C Reviews, M/C Dialogue, and the M/Cyclopedia of New Media, and he continues to serve as M/C's General Editor. His general research and commentary blog is located at snurb.info , and he also contributes to a research blog on citizen journalism, Gatewatching.org with Jason Wilson and Barry Saunders.
May 8, 2008
Remix: A Contested PracticeWhile we are on the subject of Remix Culture, I wanted to call attention to a contest being run this month by the website, Total Recut, designed to get remix artists of all types reflecting on what remix and fair use means to them. If you don't know Total Recut, you should check it out since it is one stop shopping for a range of diverse and interesting examples of remix video -- examples which run from fan vids to political propaganda and includes both obvious and obscure examples. Here's some of the details of the contest: Create a short video remix that explains what Remix Culture means to you. Using video footage from any source, including Public Domain and Creative Commons licensed work, we want you to produce a creative, educational and entertaining video remix that communicates a clear message to a wide audience. The video is to be no shorter than 30 seconds and no longer then 3 minutes in duration. Entries should follow the guidelines on Fair Use issued by The Center for Social Media, guidelines we discussed here a while back. I was proud to be asked to be a judge for this competition, which emerged in part in response to a discussion with Total Recut's Owen Gallagher about the work our Project New Media Literacies has been doing focusing on the ethics and poetics of remix culture as we are supporting the teaching of Appropriation as a cultural competency through our curricular materials. We have, for example, been collaborating with the fine folks at Organization for Transformative Works who are producing videos for our learning library about vidding. And we are developing a whole curriculum around Moby Dick which centers on historic and contemporary examples of remix. So, I am personally very excited at the prospect of this competition leading to the production of new materials which might help students, teachers, parents, and the public learn more about remix, creative commons, fair use, appropriation, and participatory culture. Total Recut has pulled together a truly diverse and interesting group of judges, including Pat Aufderheide (from the Center for Social Media), legal legend Lawrence Lessig, Darknet author J.D. Lasica, fan vidder Luminosity, Documentary filmmaker Kimbrew McLeod, and Negativeland's Mark Hosler. I hope that this range of judges indicates just how open the competition is to a range of different communities who are finding remix an effective mode of creative expression and social commentary. Even if you are not interested in the contest per se, you should check out this resource page which already includes a number of useful materials for explaining why remix matters in contemporary culture. May 8, 2008
What's Behind 'The Glass'?Over the years, I have often been asked to explain the appeal of slash to people who really don't have a clue what the genre is all about. The topic crops up in class as I am teaching my work on fandom; in conversations with journalists doing the now obligatory fan fiction story; and with strangers who learn what I research and want to know why. I know many other aca-fen face this same question and that a range of different strategies have emerged for talking about it. My approach has been to try to connect them with an iconic moment from the history of fandom, one where the original text clearly expresses issues of desire and affection between two men, and one which historically packs an emotional wallop even for non-fans. I reproduced my basic argument in the essay, "Normal Female Interest in Men Bonking," which was reproduced in Fans, Gamers, and Bloggers: When I try to explain slash to non-fans, I often reference that moment in Star Trek: The Wrath of Khan where Spock is dying and Kirk stands there, a wall of glass separating the two longtime buddies. This past weekend, I was delighted to learn that the passage in question had inspired a fan vidder, thingswithwings to produce an original work based around the iconography of the glass wall. The Glass does what the best vids do: it not only demonstrates an interpretation of the original work through the manipulation and mobilization of visual evidence; it also makes us "feel" that interpretation from the inside out by tapping the emotional power of that original imagery and upping it a few levels through its juxtaposition through editing and the soundtrack. We've had several discussions here of vidding in the past for those of you who are not familiar with the form. But this is a particularly vivid example of how an idea might move from theory into artistic practice. In the process, the artist has expanded my original insight about Star Trek to show how persistent this image has become across a range of fannish texts. It seems that fans are not the only ones who find the forced isolation of characters as a situation which produces intense longing and which gives physical expression to the emotional bonds between characters. Just wanted to share this particularly interesting example of the flow of ideas within the aca-fan world. Thanks to thingswithwings for giving me permission to share her work with you. April 9, 2008
A Critfan Yearns for the World As It WasOne of the more unorthodox policy decisions we've made at the Comparative Media A CRIT-FAN WHO'S YEARNING FOR THE WORLD AS IT WAS
They're watching As the World Turns, a show I've watched since it premiered in 1956, the year I started kindergarten. But they're watching and studying ATWT as it exists today; I'm watching the same show and yearning for the show it used to be. So when a student comments on how certain characters are either actors or reactors, I hesitate to respond. I could reiterate Sam's point that characters often switch between actor and reactor depending on the circumstances. He's absolutely right. But that barely scratches the surface; what I really want to tell them is that there used to be a time on soap opera when characters might switch between actor and reactor in the course of a single conversation. It's been a good long while since that happened on ATWT, certainly not in the time that they've been watching. So long in fact, that I'm hard-pressed to think of a specific example to give them, one downside of the sheer volume of soaps' text. Then, is there available video, or do you have to try to explain the context? And even with video, how to capture the full depth of a story that ran over months, if not years, by showing just a few isolated episodes? All of which brings me to Ryan's Hope, a show that ran from 1975-89, and is currently shown on SOAPnet, a digital cable channel created by ABC to rebroadcast their soaps. (How the channel has evolved from its original mission is a subject for further discussion.)A few months ago, just as when the RH's 1982 episodes were to begin, the show went back to its 1975 premiere. There was a huge hew and cry from viewers; SOAPnet claimed that they couldn't clear the rights to the music used in shows after 1982. While I appreciated the outrage, I was thrilled; RH was a show I'd dipped into now and then over the years, but had never really watched. When it premiered in 1975, I had a fulltime job, no VCR and had just begun working on my undergraduate degree at night. I could barely keep tabs on ATWT, but could depend on my mother to fill me in - Guiding Light, too. Since I'd already been watching RH for a while before the switch, there was little about the actual opening story that surprised me since I already knew how much of it had turned out. What did shock me was just how awful the first few episodes looked - flat and dull - dreadful lighting. The graphics were amateurish, and have only slightly improved. And, I have to say, Frank Ryan, the show's ersatz hero, in a coma for weeks on end was less than scintillating storytelling. But that first day, when Mary Ryan met Jack Fenelli in her family's bar, I was in for the duration. As I write this (March 2008), what's currently on screen is just over a year into the show's run. I have to say, as much of a pleasure it's been to watch the first year of RH, it's been a bittersweet experience since in that year's worth of episodes (they run two a night Monday-Friday) I've seen more genuine soap opera drama than I have in I don't know how many years of ATWT and, occasionally, GL. In the soap opera of recent memory, I have to settle for a moment here, some subtext there. In RH, I get to see fully-developed characters and fully-integrated storytelling - albeit, 30-years old. But, has it ever held up. However, what's truly jarring - surreal, actually - is the juxtaposition between the down-to-earth Ryans, et al - characters who actually wear coats and scarves in the winter - and the SOAPnet promos featuring the current crop of soap opera characters where women's most important piece of clothing is a pushup bra and men often go shirtless - regardless of the weather. And then there are the promo taglines: "Ruthless people who will do anything to get what they want." That one's for Y&R. The OC's described as "Pretty people, pretty messed up." This is not to say there aren't ruthless people on Ryan's Hope: Roger Coleridge comes to mind. But the insecurity that underlies Roger's behavior is so transparent, it's hard to think of what he's doing as pure ruthlessness. Even the local gangster (and neighborhood undertaker), Nick Szabo is clearly a devoted and loving, if infuriating, father and when a major character died, he behaved decently and compassionately. And there are certainly pretty people on Ryan's Hope, and yes, some of them are pretty messed up, but messed up in ways that real people can identify with, not just watch agog. Anyone who grew up without a family can understand the behavior of those characters on the outside looking in: Jack, who's been so traumatized by growing up in an orphanage that he never misses an chance to sabotage his relationship with Mary and her family - a tension the writers continued to play years down the road as Mary's father, Johnny, never forgot how much pain Jack's fears created for Mary, and her mother, Maeve, never forgot the cause of Jack's fears. I always wondered if those early conversations between Johnny and Maeve discussing their concerns about Jack resembled conversations my own parents has about my boyfriends And then there's Delia, who also lost her parents young. Dee's so unhappy in her marriage to Frank Ryan (and who can blame her, he was cheating on her for years, yet being the golden boy, no one ever really blamed him), so in need of the love that Roger Coleridge wants to share with her (cruel as some of Roger's actions seem, he really does love her), and yet she's willing to give it up to remain a Ryan. But my all-time (thus far) favorite juxtaposition between Ryan's Hope and the SOAPnet promos came during the most recent mindless bloodbath on General Hospital. Bruce Weitz, best know as Mick Belker on Hill Street Blues, played Anthony Zacchara, leader of said bloodbath. Back in 1976, Weitz also had a one-day gig on RH playing an assistant district attorney prosecuting a euthanasia case (the love story between Seneca and Nell Beaulac remains a powerful testament to forgiveness, reconciliation, and the real meaning of love between grown-ups). In a single conversation with Seneca's lawyer, Jill Coleridge a very young and smooth-faced Weitz expressed compassion for, and understanding of, a tragic situation while making it clear he intended to win the case. I had really looked forward to seeing how Weitz would play the trial and was disappointed to see another actor playing the role. Seeing Weitz as Zacchara in the GH promos stood in stark contrast to the depth and complexity he brought to his one day on RH. The issues underlying those juxtapositions explain a lot about the current sorry state of soap opera and I'll be writing more about how down the road. But back to my initial point: how characters might switch between actor and reactor in the course of a single conversation. I've always believed that the higher one's tolerance for ambiguity, the better one can experience the full emotional impact of soap opera. What happed on RH recently provides a perfect example: Frank has found out about Delia's affair with Roger and wants to use that information to divorce her and win custody of their son, Little John. Except that Frank cheated on Dee with Jillian first, but since Dee took him back she can't use that first adultery to block the divorce Frank wants so desperately. So she enlists Frank's brother Pat (they were an item in high school), to find evidence that Frank has resumed his affair with Jillian. The repercussions play out among all the characters, including the deeply-Catholic Johnny and Maeve, who don't believe in divorce, yet know that the marriage was never right. They want to defend Frank and blame Dee, but Pat never lets his parents forget that it was Frank who cheated first. These scenes are long enough (another big change; the short choppy scenes currently on ATWT and GL make me dizzy) that the characters move from actor to reactor seamlessly, and the camera shows each character's ambivalence in the reaction shots. And viewers get to experience the real life emotions of characters far more real than those on any reality show. I know these kinds of moments happened on As the World Turns in the past, most recently, during the Douglas Marland era. Marland was ATWT's headwriter from 1985 until his untimely death in 1993. One of his best stories involved legacy characters Bob and Kim Hughes, Kim's ex-husband, John Dixon, their son, Andy Dixon and Susan Stewart, a longtime rival of Kim's. I've always believed that the most powerful and compelling drama is created when all of the characters involved in a storyline are trying to do the right thing - the right thing for the situation, not necessarily the right thing for their character - and it's their efforts that come into conflict. The situation in this case was John and Kim's son, Andy's alcoholism. So, of course Kim and John were spending time together; their son was in trouble. And, of course, Bob wanted to help, but he wasn't Andy's father; John was. Susan may have been a troublemaker in the past, but here, she was Andy's AA sponsor. And so when Bob and Susan finally hit the sheets, viewers were sighing to themselves, "oh no," not screaming, "what the fuck!," as is all too often the case with current daytime soaps. Sad to say (sad for soap viewers, anyway), these days the only place to see this kind of character-driven drama routinely played out, with the depth and intimacy that used to be the hallmark of soaps, is on primetime: Friday Night Lights; Ugly Betty and Dirty Sexy Money are three examples of the best of what primetime has to offer. In these shows, as in the soaps of old, conflicts between and among characters begin with the emotional conflicts within the characters; as the audience watches the former unfold, they are never permitted to lose sight of the latter. The question of whether these primetime shows are in fact soaps came up last summer in the follow-up to a discussion between Abigail Derecho and Christian McCrea here, which led to further discussion on Just TV here and C3, here. And Sam has opened up a discussion with his students as to what exactly defines a soap opera here. Given the deep-rooted stigma long attached to daytime soaps, it's not too surprising that fans of primetime serials invest time and effort parsing the textual and structural differences between daytime and nighttime soaps. What did surprise me, though, was the resistance that came from within daytime, in particular the daytime media. One daytime critic actually said, "Daytime drama and primetime drama are two very different genres with two very different audiences," an understandable, albeit specious, argument. I would argue (and will in an essay for the book Sam, Abigail and C. Lee Harrington are co-editing that grew of last summer's discussion) that daytime would do well to understand what is working on primetime soaps, and why, because it's what used to be working on daytime. And right now, daytime soaps are in so much trouble that none of us can afford to be territorial if it stands in the way of figuring out how to save this long-marginalized segment of popular culture. Lynn Liccardo began writing about nursing after graduating from Harvard March 29, 2008
Links, Links and More Links...I have been pulled in so many directions lately that I've been having trouble finding time to blog about everything that has been happening. So consider this post as a chance to catch up on some materials which may be of interest to my regular readers. A few weeks ago, I joined my CMS colleague Beth Coleman for a conversation about virtual worlds, hosted by the MIT Club of Boston and webcast to alumni around the country. You may recall that Coleman and I were two participants in a three way conversation with Clay Shirky about virtual worlds a while back. Coleman is in the process of writing Hello Avatar!, which is intended as a primer about virtual worlds. She regular writes about such topics over at her Project Good Luck Blog. The fine folks at the MIT Alumni Office offer a streaming version of the conversation. And Ravi Mehta, VP of Publishing for Viximo, a virtual goods start-up, has posted a thorough and perceptive account of the event over at Virtual Worlds News Those of you who have been engaged by my recent posts on "The Moral Economy of Web 2.0" might be interested in the podcast of a recent colloquium CMS hosted which focused on "viral media." Berkman Center Fellow and C3 Consulting Researcher Shenja van der Graaf moderated a candid converation with Natalie Lent from Fanscape and Mike Rubenstein of The Barbarian Group. The session offers some rich insights into the thinking behind contemporary branding and advertising practices. For those of you more interested in the world of games, check out this podcast of our event last week with Dennis Dyack, the founder and president of Silicon Knights. In this capacity, he oversees the creation and development of games, and continues to further the growth of the company. Under Dyack's direction, Silicon Knights has evolved into one of the top independent interactive software developers in the world. Working with Nintendo as a second party, Silicon Knights created the critically acclaimed Eternal Darkness. Together with Nintendo, Silicon Knights worked with Konami to create Metal Gear Solid: Twin Snakes. In this podcast, Dyack discusses his views on why video games may represent the 8th Art and describes some of the thinking going into their Too Human trilogy, currently under development. This event was sponsored by the MIT-Singapore GAMBIT Lab. You might also be interested in listening to recordings of two other recent events hosted by the MIT Communications Forum: A conversation with John Romano, writer and producer on more than a dozen shows including Hill Street Blues, Party of Five, and Monk as well as creator of Class of '96, Sweet Justice, and Michael Hayes. A discussion of the globalization of contemporary television featuring CMS's co-director William Uricchio, Utrecht University's Eggo Müller and University of Nottingham's Roberta Pearson. Both events are moderated by David Thorburn, the director of the MIT Communications Forum. Coming up soon: two events jointly hosted by the MIT Communications Forum and the Center for Future Civic Media: one featuring a conversation between Cass Sunstein and Yochai Benkler; the other a program on Youth and Civic Engagement (which features Lance Bennett, editor of Civic Life Online: How New Media Can Engage Youth; City Year's Alan Khazei; and MTV's Ian V. Rowe). March 24, 2008
The Moral Economy of Web 2.0 (Part Four)Prohibitionists and The Moral Economy "The world of Web 2.0 is also the world of what Dan Gillmor calls "we, the media," a world in which "the former audience", not a few people in a back room, decides what's important." - Tim O'Reilly (2005) Despite the apparent long-term necessity of the entertainment industry reshaping its relations with consumers (both in the face of new technological realities that make preserving traditional control over content difficult and in the face of new models of consumer relations which stress collaborations with users), media executives remain risk-averse. Andrew Currah (2006) argues that the reluctance of studio executives to risk short term revenue gains accounts for their reticence to experiment with alternative content distribution models despite growing data that suggests some forms of legal file-sharing would be in the industry's long-term best interests. Many executives at public companies are paid to draw incremental increases in revenue from mature markets rather than to adopt more long-ranging or entrepreneurial perspectives. New ventures might violate agreements media producers maintain with big-box retailers, decrease revenues from established markets (DVD, PPV), or spoil the balance of release windows and the geographic management of content distribution. According to Currah (2006, pp. 461-463), the executives best placed to authorize such changes are not likely to be around to see the long-range benefits and thus they opt for the stability and predictability of the status quo. Both industry leaders and creative workers worry about a loss of control as they grant audiences a more active role in the design, circulation, and promotion of media content; they see relations between consumers and producers as a zero-sum game where one party gains at the expense of the other. For the creative, the fear is a corruption of their artistic integrity, according to what Deuze (2006) calls an editorial logic (where decisions are governed by the development and maintenance of reputations within the professional community). For the business side, the greatest fear is the idea that consumers might take something they made and not pay them for it, according to a market logic (where decisions are governed by the desire to expand markets and maximize profits). A series of law suits which have criminalized once normative consumer practices have further inflamed relations between consumers and producers. If the hope that consumers will generate value around cultural properties has fueled the collaborationist logic, these tensions between producers and consumers motivate the prohibitionist approach towards so-called "disruptive technologies" and practices. If the collaborationist approach welcomes fans as potential allies, the prohibitionist approach sees fans as a threat to their control over the circulation of, and production of meaning around, their content. Consumers are read as "pirates" whose acts of repurposing and recirculation constitute theft. The prohibitionist approach seeks to restrict participation, pushing it from public view. The prohibitionist response needs to be understood in the context of a renegotiation of the moral economy which shapes relations between media producers and consumers. The economic and social historian E.P. Thompson (1971) introduced the concept of "moral economy" in his work on 18th century food riots, arguing that where the public challenges landowners, their actions are typically shaped by some "legitimizing notion." He explains, "the men and women in the crowd were informed by the belief that they were defending traditional rights and customs; and in general, that they were supported by the wider consensus of the community. In other words, the relations between landowners and peasants, or for that matter, between contemporary media producers and consumers, reflect the perceived moral and social value of those transactions. All participants need to feel that the involved parties behave in a morally appropriate fashion. Jenkins (1992) introduced this concept of "moral economy" into fan studies, exploring the ways that fan fiction writers legitimate their appropriation of series content. Through their online communication, fan communities develop a firm consensus about the "moral economy"; this consensus provides a strong motivation for them to speak out against media producers who they feel are "exploiting" their relationship or damaging the franchise. The growing popularity of illegal downloads amongst music consumers, for example, reflects the oft-spoken belief that the record labels are "ripping off" consumers and artists alike through inflated prices and poor contractual terms. The controversy surrounding FanLib spread so rapidly because the fan community already had a well articulated understanding of what constituted appropriate use of borrowed materials. Fans objected to profiting from fan fictions both because they saw their work as gifts which circulated freely within a community of fellow fans, and because they believed rights holders were more apt to take legal action to shut down their activities if money was changing hands (Jenkins 2007a). In a review of the concept of the "moral economy" in the context of a discussion of digital rights management, Alec Austin (et. al. 2006) writes, "Thompson's work suggested that uprisings (or audience resistance) was most likely to occur when powerful economic players try to shift from existing rights and practices and towards some new economic regime. As they do so, these players seem to take away "rights" or rework relationships which were taken for granted by others involved in those transactions." A period of abrupt technological and economic transition destabilizes relations between media producers and consumers. Consumers defend perceived rights and practices long taken for granted, such as the production and circulation of "mix tapes", while corporations try to police behaviors such as file sharing, which they see as occurring on a larger scale and having a much larger public impact. Both sides suspect the other of exploiting the instability created by shifts in the media infrastructure. This moral economy includes not simply economic and social obligations between producers and consumers but also social obligations to other consumers. As Ian Condry (2004) explains, "Unlike underwear or swim suits, music falls into the category of things you are normally obligated to share with your dorm mates, family, and friends. Yet to date, people who share music files are primarily represented in media and business settings as selfish, improperly socialized people who simply want to get something -- the fruits of other people's labor -- for free." Industry discourse depicting file-sharers (or downloaders, depending on your frame of reference) as selfish doesn't fully acknowledge the willingness of supporters to spend their own time and money to facilitate the circulation of valued content, whether in the form of a "mix tape" given to one person or a website with sound files that can be downloaded by any and all. Enthusiasts face these costs in hopes that their actions will generate greater interest in the music they love and that sharing music may reinforce their ties to other consumers. Condry says he finds it difficult to identify any moral argument against file sharing which young people find convincing, yet he has been able to identify a range of reasons why people might voluntarily choose to pay for certain content (to support a favorite group or increase the viability of marginalized genres of music). The solution may not be to criminalize file-sharing but rather to increase social ties between artists and fans. Contemporary conflicts about intellectual property emerge when individual companies or industries shift abruptly between collaborationist and prohibitionist models. Hector Postigo (2008) has documented growing tensions between game companies and modders when companies have sought to shut down modding projects which tread too closely onto their own production plans or go in directions the rights holders did not approve. Because there has been so much discussion of the economic advantages of co-creation, modders often reject the moral and legal arguments for restraining their practice. Some recent critics of Web 2.0 models deploy labor theory to talk about the activities of consumers within this new digital economy. The discourse of "Web 2.0" provides few models for how to compensate fan communities for the value they generate. Audience members, it is assumed, participate because they get emotional and social rewards from their participation and thus neither want nor deserve economic compensation. Tiziana Terranova (2000) has offered a cogent critique of this set of economic relationships in her work on "free labor": "Free labor is the moment where this knowledgeable consumption of culture is translated into productive activities that are pleasurably embraced and at the same time often shamelessly exploited....The fruit of collective cultural labor has been not simply appropriated, but voluntarily channeled and controversially structured within capitalist business practices." Consider, for example, Lawrence Lessig's (2007) critique of an arrangement where LucasFilm would allow fans to "remix" Star Wars content in return for granting the company control over anything participants had generated in response to those materials. Lessig, writing in the Washington Post, described such arrangements as a modern day version of "sharecropping." Fans were embracing something like this same critique in their response to FanLib, rejecting the idea that the company should be able to profit from their creative labor. On the other end of the spectrum fall writers like Andrew Keen (2007), who suggests that the unauthorized circulation of intellectual property through peer-to-peer networks and the free labor of fans and bloggers constitute a serious threat to the long-term viability of the creative industries. Here, it is audience activity which exceeds the moral economy. In his nightmarish scenario, professional editorial standards are giving way to mob rule and the work of professional writers, performers, and media makers is being reduced to raw materials for the masses who show growing contempt for traditional expertise and disrespect for intellectual property rights. Keen concludes his book with a call to renew our commitment to older models of the moral economy, albeit ones that recognize the new digital realities: "The way to keep the recorded-music industry vibrant and support new bands and music is to be willing to support them with our dollars -- to stop stealing the sweat of other people's creative labor" (Keen 2007, p. 188). Lessig, Terranova, and others see the creative industries as damaging the moral economy through their expectations of "free" creative labor, while Keen sees the media audiences as destroying the moral economy through their expectations of "free" content. Read side by side, the competing visions of consumers as "sharecroppers" and "pirates" reflects the breakdown of trust on all sides. The sunny Web 2.0 rhetoric about constructing "an architecture for participation" papers over these conflicts, masking the set of choices and compromises which need to be made if a new moral economy is going to emerge. Final Thoughts Navigating through participatory culture requires a negotiation of the implicit social contract between media producers and consumers, balancing the commodity and cultural status of creative goods. While this complex balance has always shaped creative industries, NBC struck down their fans in order to resolve other business matters, such as their relationships with advertisers and affiliates, sacrificing the cultural status of creative goods for their commodity value. The alternative approach is to find ways to capitalize on the creative energies of participatory audiences. Mentos' successful management of the Mentos and soda videos that emerged online in 2006 represents a more collaborative approach. Noticing a fad around dropping Mentos mints into bottles of soda and filming the resulting eruption, Mentos permitted, supported and eventually promoted the playful use of their intellectual property. Mentos could have issued cease-and-desist notices to regulate their brand's reputation, as FedEx did after a college student built a website featuring his dorm furniture made out of free FedEx boxes (Vranica and Terhune 2006). Instead, Mentos capitalized on the cultural capital its product had acquired, collaborating with audiences to construct a new brand image. Engaging and promoting fan engagement offers media companies a more positive outcome than attempting the wack-a-mole game of trying to quash grassroots appropriation wherever it arises. Doing so also brings corporations into direct contact with lead users, revealing new markets and unanticipated uses. The renegotiation of the moral economy requires a commitment on the part of participatory audiences to respect intellectual property rights. We see the potential of rebuilding consumers' good will when anime fans cease circulating fan subbed content when it is made commercially available or when gamers support companies that offer them access to modding tools. Collaborationist approaches recognize and respect consumer engagement while demanding respect in return. Working with and listening to engaged consumers can result in audiences who help to patrol intellectual property violations; though their investment may not be measured according to the same market logics as the production and distribution companies, fans are likewise invested in the success of creative content. In doing so, media companies not only acknowledge the cultural status of the commodities they create, they're in a position to harness the passionate energies of fans. Anderson, C. (2006) The Long Tail: Why the Future of Business is Selling Less of More. Hyperion, New York. ________ (2005) Opening the Production Pipeline: Unruly Creators. Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play. University of Vancouver, Vancouver. Benkler, Y. (2006) The Wealth of Networks: How Social Production Transforms Markets and Freedom. Yale University Press, New Haven. Boutin, P. (2006) Web 2.0: The new Internet "boom" doesn't live up to its name. Slate, 29 March, Brabham, D. (2008) Crowdsourcing as a Model for Problem Solving: An Introduction and Cases. Convergence: The International Journal of Research into New Media Technologies 14, 75-90. Bruns, A. (2007a) Produsage, Generation C, and Their Effects on the Democratic Process. Media in Transitions 5: Creativity, Ownership, and Collaboration in the Digital Age, MIT, Cambridge. ________ (2007b) Produsage: Towards a Broader Framework for User-Led Content Creation. Creativity & Cognition Conference: Seeding Creativity: Tools, Media, and Environments, Washington DC. Camper, B. (2005) Homebrew and the Social Construction of Gaming: Community, Creativity and Legal Context of Amateur Game Boy Advance Development. Thesis, Comparative Media Studies Program, MIT, Cambridge. Condry, I. (2004) Cultures of Music Piracy: An Ethnographic Comparison of the US and Japan. International Journal of Cultural Studies 7, 343-363. Currah, A. (2006) Hollywood Versus the Internet: The Media and Entertainment Industries in a Digital and Networked Economy. Journal of Economic Geography 6, 439-468. Dena, C. (2008) Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games. Convergence: The International Journal of Research into New Media Technologies 14, 41-57. Deuze, M. (2006) Media Work and Institutional Logics, Deuzeblog. Fiske, J. (1989) Understanding Popular Culture. Routledge, New York. Ford, S. with Jenkins, H. & Green, J. (2007) Fandemonium: A Tag Team Approach to Enabling and Mobilizing Fans. Report Prepared for the members of the MIT Convergence Culture Consortium, Cambridge. Frank, B. (2004) Changing Media, Changing Audiences. Remarks at the MIT Communication Forum, Cambridge. Hartley, J. (1987) Invisible Fictions: Television Audiences, Paedocracy, Pleasure. Textual Practice 1, 121-138. Hatcher, J. S. (2005) Of Otakus and Fansubs: A Critical Look at Anime Online in Light of Current Issues in Copyright Law. Script-ed 2, 514-542. Horowitz, B. (2006) Creators, Synthesizers and Consumers. Elatable, 17 February, Humphreys, S., Fitzgerald, B. F., Banks, J. A., & Suzor, N. P. (2005) Fan Based Production for Computer Games: User Led Innovation, the 'Drift of Value' and the Negotiation of Intellectual Property Rights. Media International Australia incorporating Culture and Policy 114, 16-29. Jenkins, H. (1988) Star Trek Rerun, Reread, Rewritten: Fan Fiction as Textual Poaching. Reprinted in Jenkins, H. (2006) Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York University Press, New York. March 18, 2008
The Moral Economy of Web 2.0 (Part One)I wrote the following essay on the cultural politics around web 2.0 with Joshua Green, a post-doc in the CMS program, who is speerheading the Convergence Culture Consortium and who is my partner in crime in organizing the Futures of Entertainment conferences. Green came to us from the Creative Industries program at Queensland University of Technology. This paper blends work out of Queensland on creative industries with work out of MIT on Convergence Culture. Green is currently completing a book manuscript about Youtube with Jean Burgess, who was interviewed here at my blog earlier this year. The Moral Economy of Web 2.0:
Throughout the 1980s and 1990s, fans were emblematic of audience resistance (Jenkins,1992; Fiske, 1989), understood as actively appropriating and transforming mass media content as raw materials for their own cultural productions. Mass media depicted fans as living in the shadows of mass culture (if not the basements of their parent's suburban split-level houses), and media companies saw their tastes and concerns as "unrepresentative" of the general population. By the early 21st century, fans have been redefined as the drivers of wealth production within the new digital economy: their engagement and participation is actively being pursued, if still imperfectly understood, by media companies interested in adopting Web 2.0 strategies of user-generated content, social networks, and "harness[ing] collective intelligence." (O'Reilly 2005) This new talk about "putting the We in the Web" (Levy and Stone 2006) was initially embraced as granting consumers greater influence over the decisions that impacted the production and distribution of culture. By 2007, contradictions, conflicts, and schisms have started to appear within the Web 2.0 paradigm around the imperfectly aligned interests of media producers and consumers. Consider, for example, FanLib.com, a start-up company that included established media players such as Titanic producer Jon Landau and entertainment lawyer Jon Moonves as advisors, and former Yahoo CMO Anil Singh as Chairman (Jenkins 2007a). FanLib began by hosting officially sponsored fan fiction competitions around The L Word and The Ghost Whisperer. Soon, the company sought to become a general interest portal for all fan fiction, actively soliciting material from leading fan writers, deciding not to solicit prior approval from the studios and production companies. The company's executives told fans they wanted to promote and protect fan fiction writing and informed initial corporate investors that they would teach fans how to "color within the lines." When fans stumbled onto the corporate pitch online, there was an intense backlash which spread across blogs, LiveJournals, and various social networking sites. Fans raised a number of objections. The company wanted to profit from content fans had historically circulated for free (and adding insult, they refused to share the generated revenues with the fan authors). This debate revealed a rift between the "gift economy" of fan culture and the commodity logic of "user-generated content." At the same time, the company promised to increase the visibility of once cloaked fan activities, thus, fans argued, heightening the legal risk that media producers would put the entire community under closer legal scrutiny. (There has been an unofficial truce between fans and producers: most producers weren't going after fan fiction sites as long as they didn't intend to make money off of what they created.) Yet, FanLib.com denied that it bore any legal responsibility to defend fan writers against cease and desist letters from studios and networks. All of this fit within a growing debate about whether corporate distribution of user-generated content constitutes a form of unpaid outsourcing of creative labor, contributing to the downsizing of internal production teams (Scholz and Lovink 2007). These fans refused to be the victims of corporate exploitation, quickly and effectively rallying in opposition to FanLib and using their own channels of communication to inflect damage on its nascent brand. At the same time, Fanlib.com did attract more than 18,000 participants (personal correspondence with Chris Williams, March 2008), including both those new to the world of fan fiction and thus not part of existing communities and those who, for whatever reason, felt disenfranchised from the existing fan fiction groups (Li, 2008). This example shows how media companies are being forced to reassess the nature of consumer engagement and the value of audience participation in response to a shifting media environment characterized by digitization and the flow of media across multiple platforms, the further fragmentation and diversification of the media market, and the increased power and capacity of consumers to shape the flow and reception of media content. The result has been a constant pull and tug between top-down corporate and bottom-up consumer power with the process of media convergence shaped by decisions made in teenager's bedrooms and in corporate boardrooms. Mass media are increasingly operating in a context of participatory culture, but there is considerable anxiety about the terms of participation. Some media producers adopt what we are calling a collaborative approach, embracing audience participation, mobilizing fans as grassroots advocates, and capitalizing on user-generated content. Others adopt a prohibitionist posture. Frightened by a loss of control over the channels of media production and distribution and threatened by increasingly visible and vocal audience behavior, some companies tighten control over intellectual property, trying to reign in the disruptive and destabilizing impact of technological and cultural change. Most companies are torn between the two extremes, seeking a new relationship with their audiences which gives only as much ground as needed to maintain consumer loyalty. This essay focuses on the resulting reworking of the "moral economy" that shapes the relations between producers and consumers. "Moral economy" refers to the social expectations, emotional investments, and cultural transactions which create a shared understanding between all participants within an economic exchange. The moral economy which governed old media companies has broken down and there are conflicting expectations about what new relationships should look like. The risks for companies are high, since alienated consumers have other options for accessing media content. The risks for consumers are equally high, since legal sanctions can stifle the emerging participatory culture. To understand this debate, we must bridge between the historically separate spheres of audience studies and industry research. Industry research - at least within academic circles - has taken a top-down approach, emphasizing the power of media companies and the impact of the decisions they make upon the culture; audience research has historically taken a bottom-up approach, emphasizing audience interpretation and cultural production read in cultural rather than economic terms. The result has been two conflicting claims about the current state of our culture: one emphasizing media concentration and the narrowing of options; the other emphasizing the expansion of grassroots participation. This essay proposes to read these two trends against each other and in doing so, provoke a conversation between two sets of literatures - one derived from business research, the other derived from cultural and media studies. This conversation, in our case, is a literal one, since many of the ideas here emerged from work done through the MIT Convergence Culture Consortium, which facilitates regular dialogues between academics and industry insiders. This conversation also reflects the increased focus on social and cultural factors, even among tech industries, as people come to grips with the implications of "web 2.0." This conversation might also be understood in global terms as this article combines work done by American researchers interested in "convergence culture" with that done by Australian researchers focused on "creative industries" and "produsage." Historically, both audience research and industry studies have concentrated on single media industries rather than examining trends which cut across different media sectors and platforms. Our contention is that this research increasingly needs to adopt a comparative or transmedia approach because of the increased flow of media content and audiences across every available platform and the speed with which developments in one media sector impact thinking in every other corner of the entertainment industry. (TO BE CONTINUED) February 22, 2008
Learning From YouTube: An Interview with Alex Juhasz (Part Two)Yesterday, I ran the first installment of a two part interview with filmmaker, activist, and cultural critic Alex Juhasz. In the first part, we focused primarily on a course she taught this fall on YouTube, describing some of the pedagogical issues she encountered, and some of the ways her course got distorted through mass media coverage. Today, she is focusing more fully on some of her concerns about profoundly "undemocratic" aspects of YouTube, concerns which her teaching experience brought into sharper focus. While Juhasz and I start from very different perspectives, I see her critique as a valuable starting point for a conversation about the ways that YouTube does or does not achieve our highest goals for a more diverse and participatory culture.
We are clearly living in a time where conventionalized methods must be re-thought because of the increased functions of the media. Teaching and learning are two conventions that will adapt in the face of web 2.0. Now, I've been an advocate of critical pedagogy my entire career as a professor. In particular, I have been keen on refiguring power, expertise, and objectivity in the classroom attempting instead to create more collaborative, imaginative pedagogic interactions where there is a self-awareness about how embedded structures of power (race, class, gender, age, expertise) organize classroom participation, and access to learning. That said, while trying to learn through YouTube, there were significant challenges posed to the traditions of teaching that both my students and I experienced as obstacles. So maybe I'm not as radical as I pretend! Your students pointed towards a fairly limited range of representations of race and gender in YouTube content. Why might such stereotypes persist in what is in theory an open and participatory channel? More generally, what factors do you think limits the cultural and ideological diversity of current digital culture? I ended up learning a lot from this class (particularly from its unique YouTube-like structure) and even more from its students (which is where I started, I did believe correctly that on this subject they could educate me). Their keen observations about the down-side to user control were a revelation to me, lefty media activist, who has made a career around expanding media access. YouTube uses its users for almost everything: they create content, sort it, judge it, and censor it, all the while producing the revenue which runs the company by producing both its content and its consumers. There are incredible opportunities this affords us as a society: primarily unparalleled access to the thoughts, experiences, interests and documents of the daily life of real people, as they wish to be seen and heard. However, two other key results are less beneficial, especially if we want to think of YouTube as a democratic commons, which is certainly how it sees itself and is broadly understood. First is the idea of mob-rule, and how it functions for censoring. Many critics have praised the role of confessional video in the hands of feminist and avant garde filmmakers (the works of Sadie Benning for example) yet you seemed critical of the ways that this mode gets deployed on YouTube. What differences do you see between the two? Patty Zimmerman's Reel Families traces the various factors which have historically turned amateur media content into "home movies," locked away in the domestic sphere, ridiculed as uninteresting to anyone beyond the immediate family. Whatever else one may say about Youtube, however, it has These two questions are closely linked in my mind. Of course I agree that YouTube has opened access to video production and distribution, and that many of these newly allowed videos appear in either the home or confessional mode (a sub-set of the YouTube staple, the talking-head or rant). But this is where my particular project interfaces with, or perhaps veers from, that of the study or use of the home movie (or mundane, or DIY media) rather than the activist or art video. I am less interested in the fact of who produces, as much as I am how she does so and in what context. I am most interested in media cultures that allow regular people not simply to document their lived experience, not merely to reflect their experience through and to the norms and values of the dominant culture, but to create art and/or opinions about their lives and culture, in the name of a stated goal (of world or self-changing), and to an intended community. February 20, 2008
Learning From YouTube: An Interview with Alex Juhasz (Part One)What does it mean to learn from YouTube and what would it mean to treat YouTube itself as a platform for instruction and critique? Alex Juhasz taught a course about YouTube last term at Pizer College, a small liberal arts school in California. As she explains below, Juhasz and her students adopted novel strategies for not simply engaging with YouTube content but also for using the YouTube platform to communicate their findings to a world beyond the classroom. In doing so, they took risks -- inviting outside scrutiny of their classroom activities, bringing down skepticism and scorn from many in the mainstream media which itself plays such a central role in the cycle of self promotion and publicity which surrounds the platform and its content. They became part of the phenomenon they were studying -- for better or for worse. Earlier this month, I served as a respondent on a panel at USC's 24/7 DIY Video Event on a panel during which Juhasz shared her experiences. I felt that both her pedagogical approach and her critical perspective on Youtube would be of interest to readers of this blog. I should warn you that Alex Juhasz comes at these questions from a very different perspective than I do. For those used to my blatherings about the virtues of participatory culture, you will find her skepticism about much of the content on YouTube a bit bracing. But she raises many of the concerns which we will need to address if we are to achieve a truly participatory culture. Over the next two installments, she raises important questions about whether a participatory platform necessarily insures diverse, meaningful, or innovative content. Juhasz approaches YouTube from the perspective of someone who usually writes about independent, avant garde, and documentary film practices, from someone who speaks from the vantage point of an activism and an experimental filmmaker. She is reading YouTube against both the goals and the accomplishments of other movements to foster greater democracy through media production and finds YouTube lacking in many regards. Be sure to try out some of the links here. Many of them will take you to work that Juhasz and her students have produced for distribution on YouTube. These videos offer some interesting model for the forms that critique might take in this new media environment. What can you tell us about how you approached the challenges of teaching a course about YouTube? What methods of analysis did you apply to its content? How did you select which materials to examine given the vast scope and diversity of Youtube's content? I decided to teach a course about YouTube to better understand this recent and massive media/cultural phenomenon, given that I had been studiously ignoring it (even as I recognized its significance) because every time I went there, I was seriously underwhelmed by what I saw: interchangeable, bite-sized, formulaic videos referring either to popular culture or personal pain/pleasure. I called them video slogans (in my blog where I engage in reflections on YouTube and other political media): pithy, precise, rousing calls to action or consumption, or action as consumption (especially given how much on the site is made by or refers to corporate media). I was certain, however, that there must be video, in this vast sea, that would satisfy even my lofty standards (although search words couldn't get me to it), and figured my students (given their greater facility with a life-on-line) probably knew better than I how to navigate the site, and better live and work with this recently expanding access to moving and networked images. Thus, Learning From YouTube was my first truly "student led" course: we would determine the important themes and relevant methods of study together. I had decided that I wanted the course to primarily consider how web 2.0 (in this case, specifically YouTube) is radically altering the conditions of learning (what, where, when, how we have access to information). Given that college students are rarely asked to consider the meta-questions of how they learn, on top of what they are learning, I thought it would be pedagogically useful for the form of the course to mirror YouTube's structures for learning--one of the primary being user, or amateur-led pedagogy. So, the course was student-led, as well as being amorphous in structure within a small set of constraints, for this reason of mirroring, as well. As is true on YouTube, where there is a great deal of user control within a limited but highly limiting set of tools, I set forth a few constraints, the most significant being the rule that all the learning for the course had to be on and about YouTube (unless a majority of the class voted to go off, which we eventually did for the final). While this constraint was clearly artificial, and perhaps misleading about how YouTube is actually used in connection with a host of other media platforms which complement its functionality (which is really nothing more than a massive, easy to use if barely searchable, repository for moving images), it did allow us to really see its architecture, again, something that the average student would not typically be asked to account for as part of the content of a course. Thus, all assignments had to be produced as YouTube comments or videos, all research had to be conducted within its pages, and all classes were taped and put on to YouTube. This immediately made apparent how privacy typically functions within the (elite liberal arts) classroom setting, because YouTube forced us to consider what results when our work and learning is public. This produced several negative results including students dropping the class who either did not want to be watched as they snoozed or participated in the class; or did not want their class-work to be scrutinized by an unknown and often unfriendly public. Furthermore, students realized how well trained they actually are to do academic work with the word -- their expertise -- and how poor is their media-production literacy (there were no media production skills required for the course as there are not on YouTube). It is hard to get a paper into 500 characters, and translating it into 10 minutes of video demands real skills in creative translation of word to image, sound, and media-layers. Finally, it seems important for me, at this earliest stage in the interview (and I hope this will not alienate some of your readership), to identify myself as someone with a very limited interest in mainstream or popular culture, even as I am aware and supportive of the kinds of work you and your readers have done about the complex and compelling (re)uses of dominant forms. While I, too, focus on the liberating potentials of people's expanded access to media, I have specialized in (and made) alternative media connected to the goals and theories of social movements. This is a lengthy, and formative history within the media (what I call Media Praxis) that includes some of the best media ever made, like early soviet cinema, Third Cinema, feminist film, AIDS activist video, and a great deal of new media. I continue to be concerned about why I am not seeing more on the site that is influenced by, and furthering this tradition, and my orientation in the course was to push the students to consider why serious, non-industrial, political uses of the media were not better modeled or supported on the site. Another way to say this is through a concern I have articulated about the current use of the term "DIY." I think it is being used to identify the recent condition of massive user access to production and distribution of media. My concern is that the counter-cultural, anti-normative, critical, or political impulses behind the term (as it came out of punk, for instance), drop out of the picture--just as they do in most DIY YouTube video--when access to technology occurs outside other liberating forces. I believe that for engagements with the media to be truly transformative, the fact of expanded access to its production and exhibition is only one in a set of necessary conditions that also include a critique, a goal, a community, and a context. I'll get to more about this in my later answers, but one of my great fears about YouTube is that it consolidates media action to the video production and consumption of the individual (this, of course, being a corporate imperative, as YouTube needs to get individual eyeballs to ads). You also sought to use Youtube itself as a platform for pedagogy. What limitations did you discover about Youtube as a vehicle for critique and analysis? My hope that the students would be able to see and name the limits of this site as a place for higher education were quickly met. By the mid-term, we could effectively articulate what the site was not doing for us. Our main criticisms came around these four structural limitations: communication, community, research, and idea-building. We found the site to inexcusably poor at:
Given that the site is owned by Google, a huge, skilled, and wealthy corporation, and that all these functionalities are easily accessible on other web-sites, we were forced to quickly ask: why do they not want us to do these things on this particular, highly popular, and effective site? This is how we deduced that the site is primarily organized around and effective at the entertainment of the individual. YouTube betters older entertainment models in that it is mobile, largely user-controlled, and much of its content is user-generated (although a significant amount is not, especially if you count user-generated content that simply replays, or re-cuts, or re-makes corporate media without that DIY value of critique). The nature of this entertainment is not unique to YouTube (in fact much of its content comes from other platforms) but it certainly effectively consolidates methods from earlier forms, in particular those of humor, spectacle, and self-referentiality. As YouTube delivers fast, fun, video that is easy to understand and easy to get, it efficiently delivers hungry eyeballs to its advertisers. It need provide no other services. In fact, an expanded range of functions would probably get in the way of the quick, fluid movement from video to video, page to page, that defines YouTube viewing. Of course, this manner of watching bests older models of eyeball-delivery, which is not to even mention that users also rank materials, readily providing advertisers useful marketing and consumption information. Your course drew the interest of the mass media. In what way did this media coverage distort or simplify your goals as a teacher? What advice might you offer to other educators who found themselves caught up in a similar media storm? The mainstream media attention served as a huge distraction and energy-drain for the course, while also being highly informative about one of the main functionalities of YouTube: popularity/celebrity. I must admit, it was downright baffling to me how my students initially could not seem to see the systems of popularity or celebrity as constructed, as made to keep them distracted. No matter how I approached it, they would only understand the concept, "you do something to get more hits, to be seen by more people and become more famous," as innately and inherently true, the reason to be on YouTube, the reason of YouTube. When our pretty massive visibility led to prying cameras that took up a lot of classroom space and time, but never bothered to see or understand our project with any depth, and a media culture that ridiculed us without interviewing us, the idea of celebrity as an unquestionable good in itself was easily cracked open for the students. I must also add here that we were handled with much more sophistication in the blogisphere. As for advice: I learned I'm glad I am a professor and not a pundit because I do best when I can talk in length, in context, and in conversation. While I've been critiquing YouTube for its inadequacies in these respects, mainstream television and radio pale in comparison, and remind us about how YouTube really does differ from these earlier corporate models. Outside innate skill, hiring a handler, or wasting all your time memorizing and practicing blurbs, I am not certain how a garden-variety professor like myself could make mainstream media attention really work for her. Dr. Alexandra Juhasz, Professor of Media Studies, Pitzer College, teaches video production and film and video theory. She has a Ph.D. in Cinema Studies from NYU and has taught courses at NYU, Swarthmore College, Bryn Mawr College, Claremont Graduate University, and Pitzer College, on women and film, feminist film, and women's documentary. Dr. Juhasz has written multiple articles on feminist and AIDS documentary. Dr. Juhasz produced the feature film, The Watermelon Woman, as well as nearly fifteen educational documentaries on feminist issues like teenage sexuality, AIDS, and sex education. Her first book, AIDS TV: Identity, Community and Alternative Video (Duke University Press, 1996) is about the contributions of low-end video production to political organizing and individual and community growth. Her third book, F is for Phony: Fake Documentary and Truth's Undoing, edited with Jess Lerner, is recently out from University of MN Press. She is currently completing her first "book" on the web, Media Praxis: A Radical Web-Site Integrating Theory, Practice and Politics. February 6, 2008
Recut, Reframe, Recycle: An Interview with Pat Aufderheide and Peter Jaszi (Part One)I am posting tonight from the west coast, having flown out to California to participate in 24/7 A DYI Video Summit being hosted by the University of Southern California. The event brings together videomakers from a range of different communities -- everything from fan video producers to activists who use Youtube to get their messages out to the world. I am thrilled to be participating on a plenary panel on the future of DYI Video, featuring Yochai Benkler, John Seely Brown, Joi Ito, and Lawrence Lessig, hosted by Howard Rheingold. As I was getting ready to head out to the conference, I conducted an interview for the blog with media scholar Pat Aufderheide (of the Center for Social Media) and Law Professor Peter Jaszi, both from American University. I've long been interested in the work Pat and Peter have been doing promoting fair use in relation to a range of different communities of practice -- including documentary filmmakers, media literacy instructors, and producers of online video content. We featured some of the work they were doing through the Media in Transition conference at MIT last year. You can hear a podcast of that discussion online. I wanted to check in with them because in the past few months, they've issued several major new studies on the impact of copyright confusion on our culture, work which is setting the stage for efforts to identify "best practices" and to negotiate "acceptable use" standards to broaden the protections afforded those of us who are tying to integrate media production activities into our classrooms or who are involved in mashing up content as a form of expressive practice. Today, I am running the first installment of this exchange. A recent study by the Pew Center for Internet Research suggests that almost 60 percent of teens on line have produced their own media content and a growing percentage of them are circulating that content beyond their immediate friends and families. What are the implications of this growth of grassroots media production for our current understandings of fair use? PA: A more participatory media culture is definitely going mainstream. While it's still true that many more people watch than make at the moment, you're right to point out that young people are growing up as makers, and seizing upon blogs, online video and social networks to express and even form their identities. There are DaxFlame aficionados, and there are dozens of take-offs on "Dick in a Box," and "Dramatic Chipmunk" has spawned "Dramatic Snake" and "Dramatic Squirrel" and even compilation and fan websites for the phenomenon. Many of the precedents concerning fair use could be read as protecting specific classes of users -- the right of journalists or academics to quote for the purposes of reviews or critical commentary, for example. To what degree can or should those rights be extended to include amateur media producers? PJ: It's really not a question of extending rights, but of making users aware of the right they already have. Fair use has been around as a judge made doctrine since the mid-19th century, and back in 1976, in its (for once considerable) wisdom, the Congress came up with a formulation of the doctrine that was general in its application rather than specific to any area or areas of practice. The problem for any group of practitioners is knowing how fair use applies to them and having the collective courage to rely on it. Some groups (journalists and academics are good examples -- and commercial publishers are another!) have done well at this over the years, and as a result they enjoy use rights that are apparently more extensive. But the truth is that documentary filmmakers, K-12 teachers, and on-line video producers have the same entitlement to fair use as everyone else. YouTube's impact has directed much greater public attention onto the work of these amateur media producers. In your white paper, you walk through a range of different genres of media appropriation and remixing. Which of these are the most clearly protected under current law? Which seem most at risk? PA: First, a note: Because we're at the end of the mass media era, and because the pioneers of participatory media have been end-users or non-commercial producers, we think of this as an "amateur" movement. But it won't be for long. It'll just be expression in an open digital environment. Some of that expression, whether it's produced by professionals or not, will be monetized; much of it, most of it, will be available to be monetized. So the neat distinctions between professional and amateur, and between non-commercial and commercial use, are getting a lot messier and will soon be unhelpful. One thing we're very sure of is that we won't solve this problem by creating a non-commercial, amateur zone. Now, everyone's a player. Many of these amateur media makers know little about the law. Most of them lack the resources to seek legal advice about their work. What steps can or should be taken to protect their fair use rights?
PJ:We're suggesting that a "blue ribbon" panel of experts in law and communications should take on the task of developing a set of "Best Practices" for fair use in on-line video production. The first step would be to talk with a wide range of producers (and platforms) about what they regard as necessary and appropriate quotation. Then the panel would be in a position to craft a document that would be a useful reference for media makers themselves and for the platforms that make their work available – as well as for the content owners themelves. In particular, it would be a point of reference that platforms and content owners could use when they develop mechanisms (like filtering techniques or take down protcols) designed to block or disable infringing on-line content. Everyone seems to agree that mechanisms of this kind shouldn't interfere with fair use, but unless there is some consensus about what constitutes fair use in this new area of practice, these pious affirmations aren't likely to be translated into meaningful practice. In the extreme and unlikely case that an issue involving fair use and on-line video were to find its way to court, a "Best Practices" statement also would help to guide the courts. Following a long-standing (and sensible) tradition in fair use decision-making, judges in these cases pay close attention to practice communities' views of what is fair and reasonable. (More about tradition and its implications is at www.centerforsocialmedia.org/files/pdf/fairuse_motionpictures.pdf),Pat Aufderheide, one of American University's Scholar-Teachers, is a critic and scholar of independent media, especially documentary film, and of communications policy issues in the public interest. Her work on fair use in documentary film has changed industry practice, and she has won several journalism awards. She is the founder, in 2001, of the Center for Social Media, which showcases media for democracy, civil society and social justice. She recently received the Career Achievement Award for Scholarship and Preservation from the International Documentary Association. Peter Jaszi is faculty director of the Glushko-Samuelson Intellectual Property Law Clinic and professor of law. He holds expertise in intellectual property and copyright law. He was Pauline Ruvle Moore Scholar in Public Law from 1981-82; Outstanding Faculty Scholarship Awardee in 1982; and he received the AU Faculty Award for Outstanding Contributions to Academic Development in 1996. He is a member of the Selden Society (state correspondent for Washington, D.C.). Previously he was a member of the Copyright Society of the U.S.A. trustee, 1992-94; International Association for the Advancement of Teaching and Research in Intellectual Property; National Zoological Park, Washington, D.C., Animal Welfare Board, 1986-present; Library of Congress Advisory Committee on Copyright Registration and Deposit (ACCORD), 1993. He has written many chapters, articles and monographs on copyright, intellectual property, technology and other issues. He was editor of The Construction of Authorship: Textual Appropriation in Law and Literature Durham, N.C.: Duke University Press, 1994 (with M. Woodmansee) (also published as a law journal issue, 10 Cardozo Arts and Entertainment Law Journal 274, 1992). He is co-author of Legal Issues in Addict Diversion (Lexington Books, 1976) and Copyright Law, Third Edition (Matthew Bender & Co., 1994). December 13, 2007
Futures of Entertainment PodcastsThis will be my last post of 2007, barring unforeseen circumstances. The blog is going to go down for a little bit to allow us to switch servers and hopefully provide better service in the future. The blog is also going down because I am exhausted from the term, want to spend time with my family, and need to catch up on other writing and regroup my thoughts so that I have interesting things to share with you all when I return next year. Before I sign off though, I wanted to let you know that the podcasts of the Futures of Entertainment 2 conference are slowly but surely being posted on the CMS homepage. So far, the following podcasts have appeared: Opening Remarks by Joshua Green and myself, laying out what we see as some of the most important media trends of the past year. Panelists: Bruce Leichtman, Leichtman Research Group; Stacey Lynn Schulman, Turner Broadcasting; Maury Giles, GSD&M Idea City As media companies have come to recognize the value of participatory audiences, they have searched for matrixes by which to measure engagement with their properties. A model based on impressions is giving way to new models which seek to account for the range of different ways consumers engage with entertainment content. But nobody is quite clear how you can "count" engaged consumers or how you can account for various forms and qualities of engagement. Over the past several years, a range of different companies have proposed alternative systems for measuring engagement. What are the strengths and limits of these competing models? What aspects of audience activity do they account for? What value do they place on different forms of engagement? Panelists: Mark Deuze, Indiana University; Catherine Tosenberger, University of Florida; Jordan Greenhall, DivX; Elizabeth Osder, Buzznet; Raph Koster, Areae There is growing anxiety about the way labor is compensated in Web 2.0. The accepted model -- trading content in exchange for connectivity or experience -- is starting to strain, particularly as the commodity culture of user-generated content confronts the gift economy which has long characterized the participatory fan cultures of the web. The incentives which work to encourage participation in some spaces are alienating other groups and many are wondering what kinds of revenue sharing should or could exist when companies turn a profit based on the unpaid labor of their consumers. What do we know now about the "architecture of participation" (to borrow Kevin O'Reilly's formulation) that we didn't know a year ago? What have been the classic mistakes which Web 2.0 companies have made in their interactions with their customers? What do we gain by applying a theory of labor to think about the invisible work performed by fans and other consumers within the new media economy? And don't miss the webcast of the MIT Communications Forum event, Forum: NBC's Heroes: "Appointment TV" to "Engagement TV"? The fragmenting audiences and proliferating channels of contemporary television are changing how programs are made and how they appeal to viewers and advertisers. Some media and advertising spokesman are arguing that smaller, more engaged audiences are more valuable than the passive viewers of the Broadcast Era. They focus on the number of viewers who engage with the program and its extensions -- web sites, podcasts, digital comics, games, and so forth. What steps are networks taking to prolong and enlarge the viewer's experience of a weekly series? How are networks and production companies adapting to and deploying digital technologies and the Internet? And what challenges are involved in creating a series in which individual episodes are only part of an imagined world that can be accessed on a range of devices and that appeals to gamesters, fans of comics, lovers of message boards or threaded discussions, digital surfers of all sorts? In this Forum, producers from the NBC series Heroes will discuss their hit show as well as the nature of network programming, the ways in which audiences are measured, the extension of television content across multiple media channels, and the value producers play on the most active segments of their audiences. Keep an eye on the Comparative Media Studies Program Home page and the Futures of Entertainment 2 Conference website for the roll out of the other conference podcasts. December 3, 2007
"We Had So Many Stories to Tell": The Heroes Comics as Transmedia Storytelling"We had so many stories to tell and there was only so much room in the TV show -- so we decided that we could tell these alternative stories in the comics. The stories could be deeper, broader and reveal more secrets about our characters. It was also a way to tell stories that would be otherwise unproduceable on our show." -- Aron Eli Coleite and Joe Pokaski on the Heroes comics. From time to time, I have used this blog to point towards key steps in the evolution of what I have been calling transmedia storytelling. For a good overview of the concept, check out my Transmedia Storytelling 101 post. Here's part of my definition: Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story. So, for example, in The Matrix franchise, key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or ur-text where one can turn to gain all of the information needed to comprehend the Matrix universe. This concept has been more fully developed through a series of recent CMS thesis, which you can access on line: Ivan Askwith discusses Lost as an example of how media extensions can be used to enhance audience engagement; Geoffrey Long discusses the aesthetics of transmedia entertainment with a focus on the Jim Henson corporation; Sam Ford explores how transmedia storytelling might expand the reach of contemporary soap operas; and Alec Austin develops an approach to genre conventions which helps to explain the interplay of different elements in a transmedia system. My thoughts have returned to transmedia entertainment having recently read the graphic novel edition of the first season's comics for Heroes, which comes with a wonderful Alex Ross cover, and which includes an interesting conversation between Executive Producer Jeph Loeb and series writers Aron Eli Coleite and Joe Pkaski about the impulses which led them to use comics to build out the world of Heroes on the web. This post is also inspired by the conversation which I had with Heroes producers Jesse Alexander and Mark Warshaw at the MIT Communications Forum a few weeks ago. The webcast version of that exchange can not be found on the web and includes rich discussions of how Heroes fits within larger industry trends that stress "engagement" rather than "appointment" television. Comics have emerged as a key vehicle for constructing transmedia narratives -- in part because they cost less to produce and are thus lower risk than developing games or filming additional material. (See my discussion of the contributions of comics to the Matrix franchise in Convergence Culture.) So, in the past year alone, we've seen Joss Whedon turn to comics to create a "8th season" of Buffy the Vampire Slayer, we've seen Supernatural generate comics designed to flesh out some of the backstory of the Winchester brothers, and we've seen Battlestar Galactica use comics to fill in the gaps between seasons in the series. Of these, however, Heroes was the only series to be releasing comics on a weekly basis via the web to coincide with the rolling out of the series episodes, resulting in comics that are much more fully integrated into the flow of the series narrative. Indeed, I felt a bit at a disadvantage reading these stories in a book form without reviewing the series episodes on DVD at the same time. Many of us feel that the Matrix franchise took the concept of transmedia storytelling too far, too fast, to achieve reasonable embrace from a mass viewership. There were gaping holes in The Matrix films which could only be filled if you had spent time with the comics, the game, and the anime. And the production company had not done an adequate job in educating the public about the integral role of these other media channels to the experience as a whole. I hear this again and again from people who read Convergence Culture: they liked the first Matrix film but were turned off by the sequels because they didn't seem to add up to anything and they had no idea that most of these others series related materials existed. In the interview about the comics, Coleite and Pokaski took a very different tactic: Our first rule going in was that you didn't have to read the comic to enjoy the show, but it created an enhanced experience if you did. On the other side, we wanted people who did watch the show and read the comic to feel rewarded -- that they were taking part of something larger and give them real emotional and important stories -- not just fluff or filler. And of course, the presence of the comics are signaled within the television series itself. By the start of the second episode, we've seen Hiro reading 9th Wonders comics, which, within the fiction, is produced by Isaac Mendez, and learn that the comics may hold a key for understanding what's happening. Hiro repeatedly consults the comics to discover what he needs to do next and to make sense of his mission, much as other characters are studying Issac's paintings to foretell and hopefully escape their fates. And of course, there's such a clear fit between comics and the content of Heroes that it would be a crying shame if they had not sought to integrate comics into the series in some way. Yet, if Heroes draws upon the superhero medium, it does not fit within the mainstream of that genre, at least as it is currently constituted within the comics marketplace. Heroes pushes into a darker, more psychologically nuanced, more "realistic" and less fantastical version of the genre which is much more likely to be published by Image or Dark Horse or Vertigo or Wildstorm than by DC and Marvel's main flagship series.Jeph Loeb (the series producer) and Tim Sale (the comics artist who creates Issac's paintings) ,u>have worked for both DC and Marvel, but in that work, they have combined their distinctive look and themes with mainstream characters like Batman, Superman, or Spider-Man. It's amusing that DC published the Heroes graphic novel when they would almost certainly have turned down Heroes as a comics series if there hadn't been a successful television series (not to mention some high powered artists and writers attached.) While there are certainly some segments in the anthology of Heroes stories which do not rise above "fluff or filler," most of the stories do achieve some degree of emotional impact -- at least for those of us who are already invested in the characters -- and in that sense, the stories function very much like very good fan fiction -- fleshing out secondary characters, filling in back story, and providing "missing scenes" which round out the action depicted on the screen. The stories are told in what the authors call a "Haiku style" -- that is to say, "short and purposeful, every panel meaning something", offering complex stories in five page installments. Essentially, the writers broke down the pages of a monthly comic into a series of shorter chunks and rolled a chunk out every week as opposed to delivering the whole each month. In some cases, the story is completed in five pages, like the back of the book segments in a classic superhero comic, and in other cases, the stories get serialized over multiple installments. As you read through this first volume, you can see the authors experiment with the benefits of longer or shorter chunks of narrative and the center of gravity moves towards greater serialization as this volume continues. November 28, 2007
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: 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 Jonathan Gray 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: 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: 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: November 26, 2007
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: 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 4. Where next? More dialogue. More debate. More connections. More friendships. More misunderstandings on the way to enlightenment. Kristina Busse: 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:
Throughout the Gender and Fan Culture conversations, I've been continually interested in November 20, 2007
Vidder Luminosity Profiled in New York MagazineA 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 (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 Conference web site: http://www.video24-7.org Spaces are limited for attendance at the academic panels and the workshops. The video 24/7: A DIY Video Summit will bring together the many communities that have evolved This three-day summit features: SCREENINGS OF DIY VIDEO On February 8 and 9, there will be screenings of DIY video that are ACADEMIC PROGRAM WORKSHOPS AND BIRDS-OF-A-FEATHER MEETINGS On February 10, the day will be devoted to practical and hands- onworkshops for Attendees will also have the option of organizing their own birds-of- a-feather meetings
November 7, 2007
Gender and Fan Culture (Round Twenty Two, Part Two): Eden Lee Lackner and Jes BattisNEGOTIATING 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. 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. November 6, 2007
Gender and Fan Culture (Round Twenty Two, Part One): Eden Lee Lackner and Jes BattisINTRODUCTIONS 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. 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. October 31, 2007
Hustling 2.0: Soulja Boy and the Crank Dat PhenomenonSometimes a class project takes on a life of its own. I asked the students in the CMS graduate proseminar on Media Theory and Methods to work on teams and report on a contemporary media phenomenon, reading it against some of the theories about media change we have been studying so far this term. A team of our incoming graduate students -- Kevin Driscoll, Xiaochang Li, Lauren Silberman, and Whitney Trettien -- decided to focus their energy on examining the ways that Soulja Boy, a teenage hip hop phenomenon, used a mixture of social network sites and YouTube to push his way up into the top music charts. A key to his success turns out to be his active encouragement of fans to sample, remix, mashup, and perform his "Crank Dat" song through whatever media channels they want. Our Convergence Culture Consortium is focusing this year on understanding what we call "spreadable media," arguing that the era when value was created by "stickiness" is giving way to one where media gains new value through grassroots circulation. If it doesn't spread, it's dead! And the best way to insure the spread of media is to give over greater control to the audience, to increase their emotional stakes in your success. As the students discovered the vast array of different people out there who were performing "Crank Dat," they wanted to get into the act. And so they got a camera, borrowed some lab coats, used their social network accounts to draw people together, and staged their own music video, which now circulates via YouTube. As it happened, I stumbled by between meetings, just in time to watch them lining up to dance on the dot. I stayed for a bit trying to master the for-me very challenging dance steps. I always seemed to be zooming like superman when I was supposed to be doing the pony walk. Unfortunately, the real Professor Jenkins doesn't have any of the moves that my avatar enjoys in Second Life. But, I enjoyed watching my students gamble and shake a leg. To my pride, they showed their budding skills as public intellectuals, having managed to get the Boston Phoenix out to cover the story. Here's some of what the Phoenix reported on the unfolding scene:
Ever since, I've been talking up Soulja Boy as perhaps the most powerful success story we have so far of someone who taped the power of grassroots convergence to break into the commercial mainstream. Check out for example some of my comments about the phenomenon during my keynote address at our recent media literacy conference, organized by Home Inc., which were posted by Bill Densmore One of the students on the project --xiaochang li-- wrote up her perspectives on "Crank Dat" and what she calls "Hustling 2.0" for the Convergence Culture Consortium blog and I wanted to pass this along to my readers. Next time, I will share her thoughts about how Soulja Boy's most recent music video might be seen as a textbook illustration for how convergence culture works. October 29, 2007
Gender and Fan Culture (Round Twenty One, Part Two): Barbara Lucas and Avi D. SantoFANDOM AND BRANDING ADS: In my research and writing, I have been trying to work through the differences between fan communities and brand communities, though this is an ongoing project. I tend to think of brand communities as both non-medium specific in their loyalties and emotional investment, but also more populist in their interpretive and engagement strategies, often using the brand as a launching point for wide-ranging conversations tangential to the brand itself but for which the brand serves as a means of negotiating community tensions. How this differs from fandom however I am still not quite certain. BL: I'm interested in hearing more about what you have to say about branding, because I'm involved in a fan community that is focused on a brand and a non-narrative product--a set of perfume oils from the Black Phoenix Alchemy Lab (BPAL)--as their source text and inspiration. The Lab (for short) produces a wide range of perfume oils that draw their inspirations from myth (a line that focuses on various gods and goddesses), legend, and literature. There are currently lines that focus on Shakespeare, Alice in Wonderland, Lovecraft, and Neil Gaiman's novels; past lines have taken their inspiration from Poe and Stoker. Each scent has an official Lab-written description, yet the boards and fan communities have fan-produced descriptions that, in many cases, are framed as a sort of fan fiction based on the Lab's line of products. ADS: I'd also be interested in talking a little bit about the professionalization of fan practices as not merely selling out to the man but genuine opportunities for intervention and resistance from within (as hopefully your creative works will allow you to do). My thinking about "brandom" to some extent is connected with this loosening of distinctions between official and non-official (fan) cultural producers. Here, I am thinking of how the series The 4400 actively encouraged fans to make mash-up videos and other original works that expressed their particular opinions about the show's fictional promicen debates (promicen gives you superpowers but 50% of the people who take the injection die. Should this be banned? Is this a question of consumer choice?). Fans made videos on both sides that were incorporated into the series promotional websites. BL: I'm not familiar with The 4400, though in considering the example you posed, it seems to be a very clever strategy for getting buy in from the fan audience. It gives fans the opportunity for their works to be distributed in an officially sanctioned capacity and to participate on a level somewhat higher than the norm. ADS: I have recently begun to think about how contemporary media branding strategies have seized hold of fan communities in new ways, hoping to capitalize on their emotional investment in particular texts by extending their reach across myriad platforms and products. One of the strategies I have noticed is the active courting of fans as creators. An example might be the Best Fan Parody Award handed out at this past year's MTV awards. MTV is owned by Viacom, one of the most litigious companies when it comes to the repurposing of its property. Yet, here, MTV not only acknowledges fan activities but re-imagines these practices as not acts of textual poaching and rebellion, but as ways for aspiring media makers to get noticed. I've written about this for In Media Res. While these acknowledgments discursively delimit the function and practices of fandom and align them with corporate interests, they also provide increased opportunities for (some) fans to talk back and be heard (by the industry at least, though not necessarily by other members of the fan community, and certainly within fandom, the people you are conversing with are as important as the conversation). This shift in industry/fan engagement is what I have begun to conceptualize as the move from fandom to "brandom". BL: Ah. This is similar to the competition that went on last year for fans to design their own SuperBowl advertisement. I can't remember which company was running the competition, but basically, the fan designed the ad, which was professionally produced and aired. In this case, you have people who are enthusiastic about the product or the prizes for the winners entering the competition. October 26, 2007
Gender and Fan Culture (Round Twenty One, Part One): Barbara Lucas and Avi D. SantoINTRODUCTIONS ADS: I am an assistant professor at Old Dominion University. This is my second year out of graduate school. I graduated in 2006 from the University of Texas at Austin with a degree in Radio-Television-Film. My dissertation focused on corporate authorship practices in managing transmedia brands prior to conglomeration. Basically, I analyzed how cultural icons like Superman, the Lone Ranger and Little Orphan Annie were licensed across media and merchandising sites and how their inter-textual meanings were managed. I also looked at how authorship rights were articulated by corporations over properties whose economic success rested on their seeming authorless and iconic. At ODU, I teach classes on critical race theory and media, international media systems, superheroes and US culture, and authorship and discourse. I am a co-founder of the e-journal Flow (http://www.flowtv.org) and current co-coordinating editor of MediaCommons (http://mediacommons.futureofthebook.org). Outside of academics, the first job I ever wanted was to be a soap opera writer (apologies for not using the term "daytime melodrama", but they were just soap operas when I was a teenager; a term that likely contributed to my eventual embarrassment over truly persuing this vocation). I watched Another World obsessively throughout my teens. I am a huge comic book dork. I primarily read revisionist superhero narratives that play at established conventions of the genre, but my pull list ranges from Fablesto Y The Last Man. Favorite TV of the moment: Battlestar Galactica, The Boondocks, My Name is Earl, Friday Night Lights, Project Runway. BL: I have an MA in English from Case Western Reserve University with a concentration on British Renaissance literature and am a member of the adjunct faculty and Lakeland Community College. However, I've been a fantasy, horror, and (to a lesser extent) science fiction reader since I was a child. It wasn't until I was an adult that I returned to my passions as a field of study as well as one of pleasure. I have been a regular presenter at the International Conference on the Fantastic in the Arts (www.iafa.org), and I'm the Division Head for the new Community and Culture in the Fantastic Division that focuses on fan fiction and culture, video game theory, hypertexts, viral marketing, RPG's, ARG's, folkloric and sociological approaches to the fantastic. Basically, my division deals with new and emergent texts, texts that are non-traditional in nature. The deadline for this year's conference, held in March 2008 is close, and I am still accepting papers. I have calls up at the UPenn website. They can also be accessed at http://community.livejournal.com/ccfantastic/. EROTICS OF COLLABORATION ADS: I'd love to hear more about your findings here. What are the relationships of the authors to the text they are slashing versus one another? Are the characters/stories being reworked the object of erotic fascination or is it the sharing process? BL: It is a combination of the two. Not all slash stories are erotic in nature, by that I mean the level of graphic description of the relationships depicted in them; however, writers tend to focus on characters and actors (in media fandoms) that they themselves find attractive or arousing. This explains the tendency for writers to follow characters across films or series, adding new fandoms as their objects of fannish interest add to their resumes. ADS: Is there less slash fiction written about female characters, or is the erotic relationship between writers and readers different? In the past, I've frequented a CSI fan-fic site that featured a lot of different romantic pairings, including lesbian pairings like Sarah-Catherine. These stories ranged from BDSM narratives that either punished one or both characters for their "frigidness" or celebrated their non-traditional femininities to stories that softened one or both characters in ways that conform to very traditional constructions of femininity. BL: There is going to be a much higher percentage in Xena fandom than there is in Buffy and more in Buffy than in The Lord of the Rings. Within more mainstream publishers of professional romance/erotica, the same trend applies. In fact, while they welcome male/male stories, they specifically state that they are not interested in female/female stories. Again, these are spaces where the creators and audience trend female. While this tendency has been criticized as straight women fetishizing gay men, that reading is far too simplistic. October 19, 2007
Gender and Fan Culture ( Round Twenty , Part Two): James Nadeau and Alicia "Kestrell" VerlagerJames:This leads me to the next point: the relationship between the female protagonist and the monster. The monster both represents the repression and is a doorway to allowing the female figure to escape the social boundaries placed upon her. I am thinking here of Mel Brooks Young Frankenstein. Madeline Khan's character is the frigid girlfriend of the doctor who is transformed by her "relations" with the monster. It is an interesting exposure of the relationship trope. By making it humorous Brooks is actually revealing another aspect of the monster. By being "other" the monster also allows thos |