Seeing Red: How and Why “Red Equals Equality” Spread

This past week’s debate in the Supreme Court over marriage equality inspired users of social networking sites to engage in a kind of symbolic politics — swapping out their profile pictures for some variant on the theme, Red Equals Equality. Some of these could be as basic as turning their own pictures pink or using a red equals sign, but this “meme” became attached to a wide array of pop culture icons, such as Charlie Brown, Yoda, the Super Mario Brothers, the Bronies, George Takai, and of course, Burt and Ernie. In return, this phenomenon quickly developed a familiar backlash — the dismissal that such activity can have any meaningful political effect at all.

 

Over at the blog for MIT’s Center for Civic Media, this issue inspired a really provocative discussion between Molly Sauter, Matt Stempeck,and others, which took up some key concepts from Ethan Zuckerman’s much acclaimed opening remarks at the MacArthur Foundation’s Digital Media and Learning Conference:

Matt: Going pink may actually be tied to a theory of change, in that it changes norms and clearly establishes which side you are on in a cultural debate. Many of these oft-criticized ‘voice’ efforts are directed not at those with the power to change things directly, but at those who follow us on social networks and thereby know us. No one taking these actions is expecting a direct response from the Supreme Court.

Yet this action, taken by many, can matter. We know that support for gay marriage is linked with how likely it is we know someone who is openly gay. And we know that people care deeply about societal norms. Ever-increasing support for gay equality, generated at the interpersonal level, is only strengthened by a mass outpouring of support on social networks. People may be smarter than slackademic critiques allow.

Matt & Nathan: In the case of gay equality, the focus of change is also social itself. By going pink, people are standing up as allies and creating the perception of a safe space within their own friendship communities online– spaces where gay people may face stigmas and bullying. That’s another reason going pink may be meaningful: it was, for many people, a more difficult social decision than going green. Going green may have produced some indirect changes, in terms of raising awareness, or signaling a broader US audience for news from Iran than was previously assumed, or establishing affinity for the Iranian people at greater levels than we previously broadcast to our friends. But going pink was still, in many individuals’ social networks, an act requiring some degree of bravery, because it’s a more controversial topic, closer to home, and likely to alienate at least one social contact.

For those who missed Ethan’s talk, check out the embed below.

One of the more thoughtful responses I read to the Red Equals Equality campaign came from Elisabeth Shabi — an undergraduate student at Georgia’s Reinhardt College. Shabi is a student of my old friend, Pam Wilson, who has been teaching Spreadable Media: Creating Meaning and Value in a Networked Culture. Wilson shared the post via Facebook, appropriately enough, and I was impressed enough by what she had to say that I asked her if I could repost her comments here. At a time when more and more young people are getting their news, not from traditional journalism, but from items passed them by their friends on social media, this is a beautiful account of how “seeing red” might inspire young people to seek out additional information about issues. Thanks Pam and Elisabeth!

 

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Spreadable Media…At It’s Best

by Elisabeth Shabi, Reinhardt College

Fifty years ago, 20 years ago even, our grandparents and parents woke up and read the paper or turned on the television for a morning news show to get a glimpse on the current state of social affairs. Mygeneration wakes up and checks Facebook. And as social media and spreadable media would have it, Facebook has become a decent glimpse of the most updated happenings in the social/political sphere.

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This morning as my newsfeed loaded, I began to see red. Profile pictures, cover photos, likes, links, posts, etc. all gone red for marriage equality. I never once turned on the news or read a paper, but I knew exactly why this day was so important by reading the dozens of posts on my newsfeed. Today, March 26, 2013, Proposition 8 went to the Supreme Court for debate.

As of about 10:30pm, 21 of the first 100 posts on my Facebook feed had to do with the marriage equality events of the day. I counted profile picture changes, likes, links and blatant status references to the marriage equality debate.

For statistics purposes, it should be noted:

  • One post of the 21 was a joke post merely playing off the concept of the changed profile photos.
  • One post of the 21 was irrelevant but showed a comment from another person (not my “friend”) that had changed his/her profile pictured to the red equal sign.
  • If a person changed their profile picture and then later posted material irrelevant to the debate, this was not counted as part of my 21 posts.
  • In addition to this support on my newsfeed, 10 out of my 262 friends had the red equal sign as their profile picture and 16 out of 50 posts on the instant newsfeed pertained to the marriage equality debate.

This article by The Shorthorn paper of University of Texas Arlington campus gives a summary on the technicalities of today’s debate and also discusses the social media campaign created to support marriage equality.

Human Rights Campaign, a group that supports equality for gay, lesbian and transgender rights began a recent Facebook and Twitter campaign. The campaign’s page changed the colors of their traditional blue and yellow equal sign logo and began telling people to wear red to gain supporters online as the Supreme Court begins hearings for the next two days about gay marriage rights.”

 

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An interesting side conversation of the above mentioned article brings up the topic of newsfeed content. One student interviewed for the article mentioned that he didn’t know what the red/pink equal sign being used for profile pictures meant until he researched it. I also saw a post appear on my personal newsfeed with a legitimate inquiry as to the meaning of the equal sign – and that was a 11 o’clock the night of the first day of debates.

This immediately made me think about how people personalize their Facebook newsfeed. I asked myself how I knew what the equal sign meant. My answer? The first post I read this morning – and one of the first I saw with the equal sign – was a news article posted by a friend discussing the Supreme Court’s upcoming challenge. Several posts later, a blog link appeared from my favorite magazine discussing a local author’s view on the topic. Granted several of the profile picture changes did not provide an explanation, but several others were accompanied by a supportive or explanatory status. These posts, coupled with several news articles, images, memes, and pages that were posted and shared just on my morning newsfeed gave me no doubt as to the day’s significance.

What does this mean for these people who had no idea of the campaign’s significance? Of the day’s historical events? Of course it could simply be that they are less frequent users of Facebook; however, I am more inclined to question the contents of their newsfeed. If one chooses not to be associated with people who are more inclined to share and post on these important social and political topics, or if you – for whatever reason – don’t tend to “like” the Facebook pages of agencies or news providers that will generally post or comment on these events, then your newsfeed may just contain friend-to-friend activity.

I hesitate to critique this “state of newsfeed” because after all the platform is social media and at its most basic Facebook is intended for “friend” and social interaction. For people such as myself however, since I am completely and disturbingly aware of my lack of daily news intake, I make it a point to diversify my Facebook newsfeed to the point where I can get at least a glimpse of important social and political events – especially when they are as popular as the marriage equality debate.

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Returning to Henry Jenkins’s concept of Spreadable Media, it is worthy to note that we live in a culture where one of our main platforms of communication – the Internet – is a willing and receptive host for the spread of news and information. Social media, including Facebook, Twitter, etc. make it easy to share, link and connect content. Within 24 hours of a significant event, memes are created and news reports are published.

What effect does this spreadability have on campaigns, movements, and social change? For this current issue, it seems to have quite a weighty affect. The exposure alone is significant for the campaign and its supporters as relevant and influential content is reworked, manipulated, shared, linked and absorbed by social media audiences and co-creators. This goes beyond the platform of social media, in fact, as news sites and shows begin mentioning it simply for the wave created on the internet.

This MSNBC article as well as this article from the Wall Street Journal give details of the campaign’s effect on Twitter and Facebook. The WSJ article notes that “Two posts on the organization’s main Facebook page encouraging people to change their avatar were shared over 70,000 times.” Even President Obama tweeted his stance on marriage equality:

 

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Another wonderful aspect of our spreadable media culture is the ease of access to direct information. The Human Rights Campaign blog provides an accessible link to the PDF transcript of the Court’s proceedings as well as a link for access to audio recordings. People have taken direct quotes from the Judges and created images, memes, etc. with the information. This article on Upworthy.com is a perfect example as it provides the following image as well as the actual audio clip of the exchange.

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Not only is this content appealing to the eager eye and news absorber, but it provides truth and promotes an atmosphere of digital democracy. The internet is simply swarming with coverage. DigitalTrends.com calls the emergence of the symbolic red and pink equal sign the “Birth of the Marriage Equality Meme.”  Articles such as this one from ThinkProgress.org show signs from the protestors and supports outside the Supreme Court.

The internet is alive with the exchange of news articles, photographs, blogs, images, etc. that hold opinions, commentary, facts, beliefs, updates, reports – everything you could ever desire. One thing is for sure: we have not seen the last of the now-famous, “viral,” and highly spreadable marriage equality meme.

Is this not spreadable media at its finest?

Videos, Videos, Videos….

Today, I wanted to share with you some videos from recent events where I have participated as a speaker or moderator.

A few weeks ago, I took the stage at the Tim O’Reilly Tools for Change conference in New York City with two amazing thinkers and good friends — Cory Doctorow, science fiction and Young Adult writer and digital advocate and Brian David Johnson, the man behind the recent book, Vintage Tomorrows: A Historian and a Futurist Travel Through Steampunk into the Future of Technology (for which I wrote an introduction).  Inspired by the Three Tenors, we jokingly billed ourselvesas the Three Geeks. In the conference context, the exchange — which spanned across everything from digital publishing to science fiction — was frustratingly short. We were just getting started, really, when the timer went off. We are hopeful we can bring a much longer conversation to some other venue before much longer.  But, in the meantime, we hope you will enjoy this video of the exchange.

Also, this past month, I was moderator for a Google Hangout discussion of Interacting with Transmedia, part of the InterActs series sponsored by . The featured panelists were:

Marc Smolowitz, Director, Producer, Executive Producer, Documentary Filmmaker

Luisa Dantas, Director/Producer/Editor, Land of Opportunity

Jo Ellen Kaiser, Executive Director, The Media Consortium

Ingrid Kopp, Director of Digital Initiatives at Tribeca Film Institute

Danielle Riendeau, Blogger for KillScreen, Instructor of Interactive Storytelling at Northeastern University, Communications Officer for ACLU-NorCal

InterActs is a conversation series created in partnership between NAMAC and the Daily Dot. Over the next several months, these two teams will host a series of online conversations on creative expression in digital environments. Unlike many programs on transmedia that focus on Hollywood producers and franchises, this event was centered on what people have called the East Coast School of Transmedia, where there is often a strong emphasis on independent and public media production, and here, on transmedia for social change. If you enjoy this video, we hope you will consider joining us for this year’s Transmedia Hollywood event, coming up on April 12 at UCLA, where the focus will be on different models for promoting social change in a world of spreadablity and transmedia production.

This past weekend, Sam Ford, Joshua Green, and I took our Spreadable Media book to South by Southwest, where we gave a talk to a packed auditorium, but also did a range of interviews. Here are a few of the ones that have already appeared on line. We note in the introduction that Spreadable Media tries to address a range of different audiences, and these interviews give some suggestion of how these various groups are taking up our ideas.

 

Here, you can see the three authors, seated rather uncomfortably on a coach, talking to a reporter from Gen/Connect about the role of the audience in creating value in a networked culture

Here are Sam and I sitting on another coach, this time in a house set up for librarians to gather and talk about the future of media. This time, the focus is on the implications of our work for education with a strong focus on media literacy, old and new.

Part One 

Part Two

Part Three

Part Four

Part Five

Part Six

Here, Sam and I participated in a podcast interview, speaking about the book’s implications for journalists and activists.

 

And here is me on a random street corner speaking to the folks from Leo Burnett: this time with a primary focus on what Spreadable Media means for brands and advertising.

#SXLB: Henry Jenkins, Author & Professor, USC, Pt. 1: Grassroots from Leo Burnett Worldwide on Vimeo.

We are on the road a lot these days, in various combinations, talking about the book and its implications for various audiences. I expect to share more videos before much longer.

As the Scarecrow says in The Wizard of Oz, That’s me … all over!

There She Blows! Reading in a Participatory Culture and Flows of Reading Launch Today

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Today marks the release of not one but two closely related New Media Literacies publications. The first is a new print book, Reading in a Participatory Culture: Remixing Moby-Dick for the Literature Classroom, which is being published by Teacher’s College Press in collaboration with the National Writing Project. I have not seen the completed book yet myself, but we are told that they will starting shipping copies as of Feb. 22.

The second is Flows of Reading, a digital book, which I have developed with Erin Reilly,the Creative Director of the Annenberg Innovation Lab, and Ritesh Mehta, a PhD candidate in the Annenberg School of Journalism and Communication here at USC. Flows of Reading is online and freely accessible, so check it out here.

This project started back when I was at MIT and these two release represent the culmination of more than six years of work. We tell part of the story in the opening chapter of the book, which you can read here. Here’s an excerpt:

 

At first glance, playwright, youth organizer, and community activist Ricardo Pitts-Wiley might seem like a peculiar inspiration for a book about digital media and participatory culture. Although Pitts-Wiley is enthusiastic about the potential of new media, much of his work is distinctly low-tech.  He writes and produces remixed versions of such classics as Herman Melville’s Moby-Dick and Mary Shelley’s Frankenstein for a traditional venue: the community stage.

 

But something magical—something participatory—happens on that stage. First, his plays’ universal themes are seasoned with immediacy, with issues that resonate with his community. His play Moby-Dick: Then and Now, for example, intermingles the themes of Captain Ahab’s obsessions, his fatalism, his willingness to place his crew in peril, with contemporary urban gang culture. In Pitts-Wiley’s retelling, Ahab becomes Alba, a teenaged girl whose brother has been killed by a “WhiteThing” a mysterious figure for the international cocaine cartel; she devotes her life to finding, and killing, those responsible for her brother’s death.

In Moby-Dick: Then and Now, Pitts-Wiley chose not simply to revise the story, but to incorporate aspects of Melville’s version in counterpoint with Alba’s quest for vengeance. As the young actors pace the stage, telling their story in contemporary garb, lingo, and swagger, a literal scaffold above their heads holds a second set of actors who give life to Melville’s original tale. The “then” half of the cast are generally older and whiter than the adolescent, mixed-race “now” actors. The play’s meaning lies in the juxtaposition between these two very different worlds, a juxtaposition sometimes showing commonalities, sometimes contrasts.

Reading in a Participatory Culture reflects an equally dramatic meeting between worlds. Project New Media Literacies emerged from the MacArthur Foundation’s ground-breaking commitment to create a field around digital media and learning. The Foundation sought researchers who would investigate how young people learned outside of the formal educational setting–through their game play, their fannish participation, “hanging out, messing around, and geeking out” (Ito et al. 2010). The goal was to bring insights drawn from these sites of informal learning to the institutions—schools, museums, and libraries–that impact young people’s lives. Right now, many young people are deprived of those most effective learning tools and practices as they step inside the technology-free zone characterizing many schools, while other young people, who lack access to these experiences outside of school, are doubly deprived because schools are not helping them to catch up to their more highly connected peers.

Project New Media Literacies—first at MIT and now at USC–has brought together a multidisciplinary team of media researchers, designers, and educators to develop new curricular and pedagogical models that could contribute to this larger project.  Our work has been informed by Henry Jenkins’ background as a media scholar focused on fan communities and popular culture and by the applied expertise of Erin Reilly, who had previously helped to create Zoey’s Room, a widely acclaimed on-line learning community that employs participatory practices to get young women more engaged with science and technology. Our team brought together educational researchers, such as Katie Clinton, who studied under James Paul Gee, and Jenna McWilliams,  who had an MFA in creative writing and teaching experience in rhetoric and composition, with people like Anna Van Someren, who had done community-based media education through the YWCA and who had worked as a professional videomaker. Flourish Klink, who had helped to organize the influential Fan Fiction Alley website, which provides beta reading for amateur writers to hone their skills, and Lana Swartz who had been a classroom teacher working with special need children, also joined the research group.  And our development and field testing of curricular resources involved us in collaborating both with other academic researchers, such as Howard Gardner’s Good Play Project at Harvard, with whom we developed a casebook on ethics and new media, and Dan Hickey, an expert on participatory assessment at Indiana University. We also worked with youth-focused organizations such as Global Kids, with classroom teachers such as Judith Nierenberg and Lynn Sykes in Massachusetts, and Becky Rupert in Indiana, who were rethinking and reworking our materials for their instructional purposes, and with scholars such as Wyn Kelley who had long sought new ways to make Melville’s works come alive in classrooms around the country.

Reading in a Participatory Culture is targeted primarily at educators (inside and outside formal schooling structures) who want to share with their students a love for reading and for the creative process and who recognize the value of adopting a more participatory model of pedagogy. Our approach starts with a reconsideration of what it means to read, recognizing that we read in different ways for different goals and with different outcomes depending on what motivates us to engage with a given text.  Literary scholar Wyn Kelley, Theater director/playwrite Ricardo Pitts-Wiley, actor Rudy Cabrera, and myself, writing as a fan and media scholar, each describe our complex and evolving relations with Moby-Dick, and encourage teachers and students to reflect more about their own experiences as readers. We use the idea of remix as a central concept running through the book, exploring how Pitts-Wiley remixed Moby-Dick, how Herman Melville remixed many elements of 19th century whaling culture, how other artists have remixed Melville’s work through the years, and what it might mean for students and fans to engage creatively rather than simply critically with literary and media texts. Along the way, we provide a fuller explanation and assessment of what worked as we moved towards a more participatory culture oriented approach to teaching classic literary texts in the high school classroom.

Here’s a few early responses to the book:

“In Reading in a Participatory Culture, Media Studies meets the Great White Whale in the English Classroom. This book is one of the most exciting and breathtaking works on English education ever written. At the same time it is must reading for anyone interested in digital media, digital culture, and learning in the 21st Century.”
— James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University, and author of The Anti-Education Era

 ”An inspirational approach to democratizing the cultural canon and restoring classrooms to expansive educational purposes grounded in a participatory ethos. It explains in clear, accessible, and practically informative terms the New Media Literacies philosophy of reading and writing to prepare today’s students for the world they must build — together, collaboratively — tomorrow. Reading in a Participatory Culture provides rich descriptions of experiences and perspectives of readers and writers, teachers, and learners who understand Moby-Dick as itself an instance of cultural remix and, in turn, a living creation to be remixed by all who take delight in it — especially those who can come to take delight in it by being introduced to it as part of their education.” – Colin Lankshear, Adjunct Professor, James Cook University, Australia

 

Flows of Reading takes this process to the next level. We have created a rich environment designed to encourage close critical engagement not only with Moby-Dick but a range of other texts, including the children’s picture book, Flotsam; Harry Potter; Hunger Games; and Lord of the Rings. We want to demonstrate that the book’s approach can be applied to many different kinds of texts and may revitalize how we teach a diversity of forms of human expression.  We look at many different adaptions and remixes of Moby-Dick from the films featuring Gregory Peck and Patrick Stewart as Ahab to MC Lar’s music video, “Ahab” and Pitts-Wiley’s Moby-Dick: Then and Now stage production to works that evoke Moby-Dick less directly, including Star Trek: The Wrath of Khan and Battlestar Galacitca‘s “Scar.”

We share videos produced by the Project New Media Literacies team dealing not only with Moby-Dick but a range of cultural practices, including cosplay, animation, graffiti, and remix in music, but we also share many other clips, including a great series of videos on fan bidding produced by the Organization for Transformative Works and others produced by the Harry Potter Alliance. Altogether, there are more than 200 media elements incorporated into Flows of Reading.

 

We share classroom activities which were part of the original curriculum and we share “challenges” produced using our new PLAYground platform.  The PLAYground platform is designed to allow teachers and students alike to produce and share multimedia “challenges” and to remix each other’s work for new purposes and contexts. Think of it as Scratch for culture rather than code. In this case, it allows us to take the participatory pedagogy approach to the next level: this is not simply a book or a multimedia experience teacher’s consume; it is a community of readers within which they can participate and we are creating a space where they can make their own contributions to this project.

This digital book was built using Scaler, a project of the Alliance for Networking Visual Culture at USC, and we are sharing the clips through Critical Commons, another USC initiative, which is intend to promote fair use of our shared culture for academic and creative purposes. We see this project as one which fuses traditional approaches to literature instruction with ideas drawn from Cultural Studies and Media Literacy, and we hope that the project provokes others to think about what can be learned at the intersection between high and popular culture.

And we also are using this project to explore how a classic work by a “dead white male writer” can contribute to multicultural education. Pitts-Wiley argues that Moby-Dick is already a multicultural work: as he explains, “everyone was already on that boat!” but we also show many different strategies for bringing alternative perspectives to bear on the book — from a discussion of how artists and critics have responded to the absence of well-developed female characters in Moby-Dick to an exploration of contemporary Maori culture inspired by what Melville tells us about Quequeg’s background. Along the way, we consider everything from the history of white appropriation of black music to the ways that Japanese and American subcultures build community and identity through cross-cultural borrowings.

Finally, we have some sections which deal directly with the representation of violence in literary and popular culture texts, recognizing that anxieties about media violence are concerns that teachers regularly must confront in their classrooms.  We hope that you will check out Flows of Reading and even more so, we hope that it offers practical models and resources that educators may use to remodel how they teach Moby-Dick and other texts in their curriculum.

This project remains a work in progress. There are still some elements we hope to add or fix in the coming weeks, but it is now open to business, thanks to the hard work of Erin Reilly, Ritesh Mehta, and the other members of their team. (See the acknowledgements section in the digital book itself.)

Check it out. Participate. Spread the word. Share your insights with us.

The More We Know: Academic Games Research and Industry Collaboration (Part Two)

The last time I reported about iCue on this blog, it was part of an overview of the work of The Education Arcade. In what ways were the choices made on iCue informed by the Education Arcade’s previous experiences developing prototypes for “serious games”? What are some of the factors which have made it hard to get university-based games research beyond the prototype stage and into the world where it might have greater impact?

There is a lot of pushback in the system where change is required.  If there is a change required in the way teaching and learning are perceived, then it is much harder to get adoption.  As such, the teachers never really came for the games, but rather the other parts that they could adopt or adapt and plug into existing structures. In turn, NBC didn’t take the games as seriously; they didn’t grow the more innovative or risky ideas, and, due to the financial crisis in 2008, they couldn’t really even update them.

Thinking about how we moved from previous work into this project, we were working in a much more constrained space then we were used to.  Rather than having the flexibility to build something rich and multi-faceted as we had with Revolution, we were working in the narrower starting space of media archives and integration with the AP curricula.  That restricted the game space, but provided perhaps more realistic constraints than we were used to working within.


What do you see as some of the major hurdles which academic researchers face in terms of working with industry partners?

There are certainly competing interests.  In academia, we can take a longer view, learning and refining over time.  These learnings are valued in and if themselves.  Of course, we also need a successful product, but we can take the time to get there carefully and be thorough. We can be risk prone in the short term.  In industry, pressure to return revenue quickly creates risk aversion.  Even though NBC News’ then-CFO, Adam Jones, protected iCue against those pressures more than the average project, it still had to make compromises that we had to stomach. For instance, there was early hope that the site would feature remix tools for young people to author their own content, but NBC Standards and Practices department shut down that talk almost immediately.

What factors make the education marketplace a particularly challenging one to navigate?

There are big issues around who pays for products, and who makes the decision to buy.  Are schools paying? Can a teacher make the decision, or must they appeal up the food chain to their principal or district? Are parents going to pay? Would any of these stakeholders accept a free-to-play model with sponsored advertising?  Then, depending on these factors, how do you design and market the product? There are also issues of metrics and measurement—how do you show that your product is working?  Does it leverage existing metrics (which may be poor), or new metrics (which aren’t yet implemented or validated)?

Further, are the schools and teachers even ready for the product, both pedagogically and technologically?  Do they have the preparation they need to use the tool effectively?

Finally, if you can settle all of those questions but have a new product approaching learning in a new way, how do you communicate that to your audience?  It can be difficult to transmit that kind of messaging through the standard, narrow channels to schools and teachers.

 

If you could go back and time and leave a message for yourself at the beginning of the process, describing what you now know, what would it say?

Instead of moving our research team to an evaluation position on the project, stay on the design side.  Convince NBC News that the need to sell something quickly shouldn’t obscure the original vision of what this product might do in the hands of students (where it never really got).

We would also push back on timelines and growth models.  We might have seen more success if we had started in a more targeted area and grown from there. That would have almost certainly been a more effective model instead of jumping all in right away, diluting much of the opportunity for participatory learning and deeper learning experiences.


What challenges did you face working with the educational establishment? Were teachers ready for what iCue sought to do? Were students?

Teachers might have been ready, but ultimately the site lacked the depth and frequency of updates it needed to really achieve its goals.

Students might also have been ready, but iCue was a space populated with teachers when they arrived, perhaps sending the signal that it wasn’t a space for them.

The jury is still out on whether students can and will come to an academic social space like iCue was envisioned to be.  That is an interesting question that we continue to explore in our work.

 

Eric Klopfer is Professor and Director of the Scheller Teacher Education Program and The Education Arcade at MIT.  Klopfer’s research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. He is the co-author of the book, Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo, and author of Augmented Learning: Research and Design of Mobile Educational Games from MIT Press.  Klopfer is also the co-founder and President of the non-profit Learning Games Network.

Jason Haas is Graduate Research Assistant in the Media Lab and in The Education Arcade at MIT. His research focuses on the design and efficacy of learning games. Recent research and design has been for The Radix Endeavor, a Gates Foundation-funded MMORPG for science and math learning. Previous research has involved the role of narrative in learning in the casual physics games Woosh, Waker, and Poikilia and in large-scale collective intelligence gaming  in Vanished.

Alex Chisholm is Co-Founder and Executive Director of Learning Games Network, a non-profit organization bridging the gap between research and practice in game-based learning.  He has collaborated on product and program development with Microsoft, LeapFrog, NBC Universal, BrainPOP, Federal Reserve Bank-New York, and the Hewlett and Gates Foundations, among others.

 


The More We Know: Academic Games Research and Industry Collaboration (Part One)

The following is an excerpt from the foreword I wrote for a new MIT Press book, The More We Know: NBC News, Educational Innovation, and Learning from Failure, which was authored by two of my former MIT colleagues Eric Klopfer and Jason Haas. Klopfer and Haas are part of the Learning Games Network, a joint initiative between games-based learning researchers at MIT and the University of Wisconsin-Madison, and it describes the iCue project, which began while I was still back in Cambridge.

First, a bit from my foreword, and then, over the next few installments, an interview with Kopfer, Haas and Alex Chisholm about this book, which recounts some of the potentials and pitfalls in collaborations between industry and academia:

Three immovable objects walked into a bar. The first was the current world of corporate media (and especially what remains of traditional network news), the second was the current world of higher education (as it lurches towards new funding models and institutional practices), and the third, perhaps, the most immovable and intractable of them all, was the current policy and institutional mess we call public education (which is shaped by a profound mismatch between what we know of how students learn and policies setting standards that in no way reflect those insights). Each wanted to buy the others a drink, give them something that might ease their stress, sooth their tempers, or at least let them forget their problems.  But they couldn’t agree on what the ingredients of this beverage should be, or how it should be paid for, or how they should decide what it should contain, or what kind of relationship would be implied by the buying and selling of drinks, or in what order they should be drinking or….

[Imagine there’s a punchline somewhere around here.]

This is the story of the book you hold in your hand reduced to the level of a farce, as in you’d best keep laughing in order to keep from crying. But of course, the iCue saga is more than a farce. It might also be called a tragedy, in which the best of intentions are waylaid, malformed, and brought low through a series of fatal flaws which prevent each of these institutions from fully embracing change, which block them from seeing the future that the others see so clearly, or which require them to sell out what they value the most if they are going to make any progress forward.  Yet, calling the story you are about to read a tragedy is to imply that it was a perfect failure from start to finish.

And we all know nothing’s perfect.

In fact, as The More We Know makes clear, there were many localized successes along the way and as a consequence of the efforts described herein, other good things have happened. It is rather a story about imperfect failures and imperfect successes, about unintended consequences, unreached goals, and unanticipated results.

It is also an epic, involving a constantly changing cast of characters, each embodying as any good epic does, the contradictions of their times, and featuring multiple heroes, who push greater boulders up to the tops of high hills, only to watch them roll back down again.

The More We Know is also an adventure story set on the bleeding edge of innovation and reform, one which will offer some guideposts for those of you who would follow in the protagonist’s footsteps. There are relatively few post mortems on how great ideas and good intentions do not always turn out the way we expect. I would probably put this on my book shelf next to Brenda Laurel’s Utopian Entrepreneur, which describes the rise and fall of Purple Moon and the girls game movement, or perhaps Sandy Stone’s account of working at the early days of Atari. It certainly, as the authors suggest, provides a personal and extended example to illustrate some of what Mimi Ito has told us about the creation of educational software or what Collins and Halverson have suggested about the resistance of educational institutions to new technologies and practices.

Whatever its genre, The More We Know is the story of the people in the trenches on the front lines of media change and the authors, themselves key participants, tell it very well here….

In our classrooms, we were teaching our students that media change takes place through evolution rather than revolution, but in our labs, we still wanted to change the world, we wanted to blow down the walls and reshape core institutions, and we were painfully, awkwardly, sweetly naive. The path forward turned out to be harder than idealists predicted but not nearly as impossible as skeptics and cynics might insist.

The book you hold in your hands describes some of the walls we hit and the ways our faculty,research staff, and students worked around and through them. My hope is that readers will take from this the right set of lessons.  We succeeded sometimes, failed sometimes, and learned a great deal always about what it takes to make change in the imperfect world around us. The More We Know is not a warning to “avoid this path – there be monsters here”; it is a challenge to “follow us if you dare.”

 

 

 

The More We Know is, in some senses, what game designers would call a “postmortem.” What do you see as the value of this genre of writing and why do you think we see so few postmortems coming out of academic research projects compared to their prominence within the games industry?

Much of this boils down to how differently industry and academia perceive “failure.”  There is a perception within academia that funding follows success, and that small, successful projects attract bigger funding.  In industry, there is (at least sometimes) a feeling that failure can lead to learning for teams, which, in turn, become more fundable based on that learning.  This means that in academia we only want to talk about successes.

There is another issue, though.  For academia, we perceive failure to be a failure of our product—the thing we made.  But in industry one can perceive failure any place in a system – failure of marketing, timing, audience, etc.  They can think about the whole ecology surrounding the product.  Academics aren’t as prone to thinking about these things as much.  As such, we feel the failure to be much more personal,  even as the failure of academic products can be attributed to many parts of that ecosystem as well.

 

Describe to us the iCue project. What were its initial goals? What problems was it intended to address? What partners did it try to bring together?

 

Stated simply, the iCue project was originally conceived to bring younger people to the NBC News brand while supporting important learning goals through the repurposing of old media assets and the creation of a new digital experience.  More pragmatically, NBC News needed a cost-effective strategy to digitize its vast archives without breaking the bank.  Education and the perceived abundance of technology funding in schools provided the roadmap for what this project could possibly be.

The original pitch for iCue was that it was one part media archive, one part social learning network, and one part learning games and activities.  iCue was imagined to provide young people with media and tools for learning in a more engaging way, creating a bridge between the curricula and traditional media their teachers were comfortable with on the one hand and the interactive world in which they’ve grown up on the other. It was intended to be supplemental, enabling teachers and students to engage with it in support of Advanced Placement curricula in English Composition, U.S. History, and U.S. Government.  Since NBC News is a broadcast company with radio and television assets extending back to the very earliest days of broadcasting, project leaders sought to bring together a diverse set of education, archive, and print partners, including the College Board, Washington Post, and the New York Times, among others.

 

 

Eric Klopfer is Professor and Director of the Scheller Teacher Education Program and The Education Arcade at MIT.  Klopfer’s research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. He is the co-author of the book, Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo, and author of Augmented Learning: Research and Design of Mobile Educational Games from MIT Press.  Klopfer is also the co-founder and President of the non-profit Learning Games Network.

Jason Haas is Graduate Research Assistant in the Media Lab and in The Education Arcade at MIT. His research focuses on the design and efficacy of learning games. Recent research and design has been for The Radix Endeavor, a Gates Foundation-funded MMORPG for science and math learning. Previous research has involved the role of narrative in learning in the casual physics games Woosh, Waker, and Poikilia and in large-scale collective intelligence gaming  in Vanished.

Alex Chisholm is Co-Founder and Executive Director of Learning Games Network, a non-profit organization bridging the gap between research and practice in game-based learning.  He has collaborated on product and program development with Microsoft, LeapFrog, NBC Universal, BrainPOP, Federal Reserve Bank-New York, and the Hewlett and Gates Foundations, among others.

Spreadable Media Goes Retro: Pass It Along!

We continue this week with the process of rolling out the essays commissioned to accompany Spreadable Media: Creating Meaning and Value in a Networked Culture,   the book I wrote with Sam Ford and Joshua Green and which is being released to the world at the end of January, 2013. You can start to get a sense of the shape of the book’s argument by reading these essays, week by week, as they get unleashed upon the world. This week, for example, we are sharing essays which are designed to accompany the book’s second chapter — Reappraising the Residual — which explores competing regimes of value, competing processes of appraisal, and especially the ways that old media content might regain value from the ways it moves within and across social networks online.

For those who would like a bit more of a road map of Spreadable Media, below is the breakdown of the chapters:

Introduction: Why Media Spreads                                                                                                               

Chapter One: Where Web 2.0 Went Wrong

Chapter Two: Reappraising the Residual

Chapter Three: The Value of Media Engagement

Chapter Four: What Constitutes Meaningful Participation?

Chapter Five: Designing for Spreadability

Chapter Six: Courting Supporters for Independent Media

Chapter Seven: Thinking Transnationally

Conclusion

 

To learn more about the book, check out our main website. You can go there to read the whole essays (or follow the links below).

We strongly encourage you to spread these essays through your own social networks, repost them on your blogs — all we ask is that you acknowledge the authors and the fact that they are associated with our book.   Thanks to all of you who have recirculate previous essays we’ve released.

RETROBRANDS AND RETROMARKETING

Today’s big brands are all rooted in the past. Tide, Coca-Cola, BMW, and even Apple are all connected to bygone decades. When these brands extend and use their existing brand name to introduce a new product or service, the past meanings and images that it invokes become an important element to be managed, understood, wielded, and shaped by managers. This short essay discusses and analyzes a form of brand extension strategy that has gained prominence, in which tired or even abandoned brands have been reanimated and successfully relaunched. Management will deliberately reach into the past and consciously seek to gain new value from old brands and the meaningful relationships they convey. Stephen Brown (2001) terms this a “retro revolution” in which the revival of old brands and their images have become an increasingly attractive option for marketing managers. Over the past decade, I have been involved either independently or with coauthors in a growing body of research that looks at how the past is consumed, valued, revalued, and managed, beginning with a study of the values and images of the Wal-Mart retail chain (Arnold, Kozinets, and Handelman 2001). Stephen Brown, John Sherry, and I define retrobranding as “the revival or relaunch of a product or service brand from a prior historical period, which is usually but not always updated to contemporary standards of performance, functioning, or taste,” seeing retro goods as “brand-new, old-fashioned offerings” (2003b, 20). Old brands retain value simply by being old: the value of nostalgia, the so-called retro appeal. There is also value in the communal or cultural relationships that the brand has built over its lifetime. Finally, there are values on an individual level that relate to the former two other values.

In a set of studies cutting across three different retro, “cult brand” products—the Volkswagen Beetle, Star Wars, and Quisp breakfast cereal—Brown, Sherry, and I have sought to explain the underlying principles of retrobranding and the way consumers responded to it (2003a, 2003b). The VW Beetle was a popular car associated with the 1960s era and hippies and also immortalized in Disney’s Herbie films, a series of four films originating with 1968’s hit The Love Bug (the series itself later updated and retrobranded into Herbie: Fully Loaded, a 2005 motion picture starring Lindsay Lohan). Star Wars is one of the most successful media franchises of all time. And Quisp cereal is an American breakfast cereal released in the 1960s using cartoon advertising created by Jay Ward, the creator of cult animation hit Rocky and Bullwinkle, and employing some of the same voice talents.

In each case, the entertainment connections of the brand have helped spur a type of residual and actual “brand fandom” that led to the possibility of a revival. In the case of the VW Beetle, this was the 1998 launch of the VW New Beetle. For Star Wars, it was the much-maligned 1999 prequel The Phantom Menace. For Quisp cereal, it was the quiet and limited redistribution of the cereal into select markets in the 1980s, after it had languished without support since the late 1970s. As well, Quisp’s fan-spurred and eBay-supported emergence in the mid-1990s marked it as the first so-called Internet cereal.

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THE VALUE OF RETROGAMES

Existing in dialectical tension with contemporary games which trumpet their photorealistic graphics, sprawling storyworlds, and intricate, extended, networked play, retrogames preserve and celebrate a prior era of gaming often referred to as a “golden age” of arcade standards (such as Asteroids, Tempest, and Donkey Kong) from the late 1970s and early 1980s. Increasingly, the category also covers the decade that followed the industry crash of 1983, when the locus of gaming shifted to home consoles such as the Nintendo and Super Nintendo Entertainment Systems (NES and SNES), the Sega Genesis and Dreamcast, and home microcomputers such as the Commodore 64 and Amiga, as well as the first generation of PCs and Macintoshes. Compared with games for contemporary consoles such as the Xbox 360 and PlayStation 3 that occupy gigabytes of memory, resurrections of 8-bit, 16-bit, and 32-bit video and computer games look like the mathematically downscaled primitives they are: their blocky resolutions, limited color palettes, and blip-bleep-bloop sound reproduction are matched by equally simple and repetitive gameplay. However, retrogames are not hopelessly antiquated museum pieces lacking the good sense to stay buried in gaming history. Their continued presence complicates easy (and industry-friendly) conceptions of technological and aesthetic progress, in which the newest equals the best equals the most expensive.

Older games thrive alongside their more sophisticated descendants, gaining popularity and influence with each passing year. Retrogames continue to be played in both authorized and unauthorized forms. Their minuscule memory footprint, easily grasped rules, and convenient fit within the interstices of daily routine make them ideal content for mobile devices. For instance, the App stores for iTunes and Google Android phones devote sections to retrogames. The Xbox Live Arcade markets “updated retro classics” alongside its “newest hits,” while the Wii Virtual Console sells downloads from “the greatest video game archive in history”—actually licenses owned by Nintendo. These monetized properties coexist uneasily with the thriving emulator scene, where every conceivable old game has its software simulacrum and renegade read-only memories (ROMs)—files containing data images copied from memory chips, computer firmware, or the circuit boards of arcade machines—circulate beyond the bounds of copyright. For both legal and illegal purposes, the Internet functions as both archive and distribution network, supporting the sharing, spreading, and mutation of content

READ MORE

 

A GLOBAL HISTORY OF SECONDHAND CLOTHING

Clothing, almost by definition, is a medium of transmission within a spreadable media ecology. It is both the means and the site for the storage and spread of information. Clothes are made to be carried by the human body (as in the French porter and the Haitian Creole pote). Textile skins were, from their origins, portable artifacts and temporary prostheses, shaped by the demands of a mobile body and inscribed with markers of that body’s history. The demands on clothing have always been high—armor (protection against shame, enemies, and the elements) and aesthetics, comfort and durability. Clothing is portable, proximate to the human body, and eminently changeable. Clothes remain artifacts in continual flux. They convey messages to the world, and they also provide the raw material for subversion of precisely these messages.

Before the industrial era, vestments were few and far between. Their production took a great amount of human and material resources. Into their tailored forms much was literally and culturally invested. In the Western tradition, throughout the Middle Ages and Renaissance, clothing—once shaped to a given body—might be worn for years, sometimes carried for a lifetime. The clothing wore its owner as much as the owner wore the clothing, bearing comparable markers of a personal narrative. Through the movements of a body in time, its clothes would acquire increasingly personal and human characteristics—worn knees and elbows, a stretched waist. Stains, patches, tears, and color changes accompanied a life journey, or at least several decades thereof.

Sometimes an article’s function was portable. This was especially true when even the simplest clothing was scarce: its production costly, time consuming, and labor intensive. A coat might be cut down into a vest, or a dress into a scarf. As a garment’s function evolved, so too might the identity of its wearer. A dress might be handed from mother to daughter through a gift economy. In such instances, it carried with it signs and markers of generational passing. A master might give his worn-out shirt to his servant, for whom it could serve as either bodily cover or portable currency. In the Renaissance, it was common for servants to sell their masters’ old clothing to peasants in neighboring villages. Itinerant rag and old clothes dealing grew into a veritable calling within a commodity-based economy. This was a profession of portability. The dealer became an intermediary between wearers, marking a transitional phase in an article’s mobile life history.

Spread That!: Further Essays from the Spreadable Media Project

 

Spreadable Media: Creating Meaning and Value in a Networked Culture, my new book with Sam Ford and Joshua Green, is launching at the end of January. Each week, we are releasing new essays written by friends and affiliates of the Futures of Entertainment Consortium which expand upon core ideas in the book. You will see that these essays are an integral part of the book, even though they are being distributed digitally. We also see these essays as a means of sparking key conversations in anticipation of the book’s release. So, in the spirit of this project, “if it doesn’t spread, it’s dead,” so we are asking readers to help circulate these essays far and wide to as many different networks and communities as they seem relevant to the ongoing conversation.

Readers are already responding, including through the creation of “memes.” Over the weekend, we received this “Slap Robin” announcement via Twitter from @amclay09.

Share with us your own creations and I will showcase this here as I am posting upcoming essays.

This week, we are releasing essays which are tied to the Introduction and first Chapter of the book.
Before I do so, let me share some of the early responses to the book (i.e. the solicited blurbs):

“Something new is emerging from the collision of traditionIal entertainment media, Internet-empowered fan cultures, and the norms of sharing that are encouraged and amplified by social media. Spreadable Media is a compelling guide, both entertaining and rigorous, to the new norms, cultures, enterprises, and social phenomena that networked culture is making possible. Read it to understand what your kids are doing, where Hollywood is going, and how online social networks spread cultural productions as a new form of sociality.”—Howard Rheingold, author of Net Smart

“By critically interrogating the ways in which media artifacts circulate, Spreadable Media challenges the popular notion that digital content magically goes ‘viral.’ This book brilliantly describes the dynamics that underpin people’s engagement with social media in ways that are both theoretically rich and publicly meaningful.”—danah boyd, Microsoft Research

“The best analysis to date of the radically new nature of digital social media as a communication channel. Its insights, based on a deep knowledge of the technology and culture embedded in the digital networks of communication, will reshape our understanding of cultural change for years to come.”

—Manuel Castells, Wallis Annenberg Chair of Communication Technology and Society, University of Southern California

“Finally, a way of framing modern media creation and consumption that actually reflects reality and allows us to talk about it in a way that makes sense. It’s a spreadable world and we are ALL part of it. Useful for anyone who makes media, analyzes it, consumes it, markets it or breathes.”—Jane Espenson, writer-producer of Battlestar Galactica, Once Upon a Time, and Husbands

“It’s about time a group of thinkers put the marketing evangelists of the day out to pasture with a thorough look at what makes content move from consumer to consumer, marketer to consumer and consumer to marketer. Instead of latching on to the notion that you can create viral content, Jenkins, Ford, and Green question the assumptions, test theories and call us all to task. Spreadable Media pushes our thinking. As a result, we’ll become smarter marketers. Why wouldn’t you read this book?”—Jason Falls, CEO of Social Media Explorer and co-author of No Bullshit Social Media

This week’s selections include discussions of historical predecessors,  Memes and 4Chan, the debates about free labor, co-creation in the games culture, and the power of consumer recommendations. Read the sample. Follow the links (….) back to the main site. Read.  Enjoy. Spread. Repeat next week.

The History of Spreadable Media

Media have been evolving and spreading for as long as our species has been around to develop and transport them. If we understand media broadly enough to include the platforms and protocols—to use Lisa Gitelman’s (2006) terms—that carry our stories, bear our messages, and give tangible expression to our feelings, they seem intrinsic to the human experience. Some people might even argue that the developments of vocal communication systems (language) and visualization strategies (paintings and carvings) represent defining moments in human evolution, demonstrations of man’s social nature. Human mastery of media was every bit as important as the mastery of tools. Stories of the spread and appropriation of media run across our history, each shaped by the logics of social organization and production characteristic of any given era.

Early traces of the spread and reach of media abound, even if some historical forms of media fall outside our familiar categories. For example, our contemporary understanding of the reach and influence exercised by ancient empires owes much to discoveries of coins—a medium of abstract exchange if we follow Karl Marx’s argument in Capital ([1867] 1999) and elsewhere but also a system of representation and meaning (from the value of the gold or silver to the inscribed monetary value, to the messages or portraits etched on its surface) with precise culturally defined borders. The coin, as a medium, spread with the state’s citizens, enabling their interactions with one another and at the same time attesting to the state’s reign. Ceramic dishes and tiles offer an example of a medium that was seized on for reasons of cultural exchange. The rich intermingling of styles and techniques characteristic of early-seventeenth-century Dutch, Chinese, and Ottoman ceramics speaks to the period’s trade routes and export markets and the creative appropriations of these various cultural models by its artisans. But these ceramics were also platforms, complete with highly nuanced systems of signification, hierarchies of value, and attendant associations of taste. They were carried, traded, collected, and displayed by a surprisingly large cross-section of the northern European population. As the ceramics circulated within different social groups as the vogue for ceramics rose and fell and were handed down to our present as family heirloom or antique shop curio, the journeys they undertook, and the meanings accorded them as media, attest to the energies and interests of those who helped to spread them….

 

In Defense of Memes

Although I agree that the terms “viral” and “meme” often connote passive transmission by mindless consumers, I take issue with the claim that “meme” always precludes active engagement—or that the term has a universal, static meaning. As understood by trolls, memes are not passive and do not follow the model of biological infection. Instead, trolls see (though perhaps “experience” is more accurate) memes as microcosmic nests of evolving content. Contrary to the assumption that memes hop arbitrarily from self-contained monad to self-contained monad, memes as they operate within trolldom exist in synecdochical relationship to the culture in which they inhere. In other words, memes spread—that is, they are actively engaged and/or remixed into existence—because something about a given image or phrase or video or whatever lines up with an already-established set of linguistic and cultural norms. In recognizing this connection, a troll is able to assert his or her cultural literacy and to bolster the scaffolding on which trolling as a whole is based, framing every act of reception as an act of cultural production. Consider the following example.

Founded in the early nineties by rappers Violent J and Shaggy 2 Dope, the Insane Clown Posse (ICP) is a Detroit-based hip-hop group infamous for its violent lyrics, rabid followers, and, as it was recently revealed, secret evangelical Christianity. ICP, which performs in full-face clown makeup, has always been a target for trolling humor. The 2010 release of the group’s single “Miracles,” however, opened the floodgates—in the video, Violent J and Shaggy earnestly extol the virtues of giraffes, rainbows, cats, and dogs, not to mention music (“you can’t even hold it!”) and the miracles of childbirth and the cosmos. The song itself, which is regarded as the group’s evangelical “outing,” is peppered with expletives and features the line “Fuckin’ magnets—how do they work?” a question which inspired immediate and seemingly endless repurposing.

Within a few days of the video’s release, dozens of remixed images and .gifs were posted to 4chan’s infamous /b/ board, many of which merged with existing memetic content. A well-known image of a cross-eyed, bespectacled man captioned with the phrase “are you a wizard,” for example, inspired a series of related macros, including one featuring a close-up shot of Violent J in full makeup. “are you a magnet,” the caption reads, referring not just to the cluster of memes related to the “Miracles” video but also to all the permutations of the “are you a wizard” family of macros.

In short, trolls pounced on the phrase “fuckin’ magnets” not just because it was memorable and amusing on its own (although that played a large part in its popularity, as did the thrill of a gratuitous f-bomb) but because it was easily integrated into an existing meme set. Once the protomeme had been integrated, its resulting permutations—“are you a magnet” being a prime example—became memes unto themselves, establishing further scaffolding onto which new content could be overlaid. By choosing to repost “are you a magnet” on 4chan or off-site, the contributing troll was able to assert his own cultural fluency and, in the process, ensure the proverbial (and, in some ways, the literal) survival of his species. In this sense, the creation and transmission of memes can be likened to the process of human reproduction—specifically the decision to have a child in order to protect one’s legacy. The sexual act is decidedly active, but the resulting zygote is a passive (that is to say, unwitting) vessel for genetic information….

Interrogating “Free” Fan Labor

Over the past two decades, large swaths of the U.S. population have been engaged in copyright wars. On one side, copyright holders struggle to defend their property against what they perceive to be unlawful appropriation by millions of would-be consumers via digital technologies. On the other, millions of Internet users fear or fight expensive lawsuits, filed by entities far wealthier and more powerful than they, that seek to punish them for sharing media online. In this combative climate, fans who produce their own versions of mass-media texts—fan films and videos, fan fiction, fan art and icons, music remixes and mash-ups, and game mods, for example—take comfort and refuge in one rule of thumb: as long as they do not sell their works, they will be safe from legal persecution. Conventional wisdom holds that companies and individuals that own the copyrights to mass-media texts will not sue fan producers, as long as the fans do not make money from their works (for instance, Scalzi 2007 and Taylor 2007).

“Free” fan labor (fan works distributed for no payment) means “free” fan labor (fans may revise, rework, remake, and otherwise remix mass-culture texts without dreading legal action or other interference from copyright holders). Many, perhaps even most, fans who engage in this type of production look upon this deal very favorably. After all, movie studios, game makers, and record labels do not have to turn a blind eye to fan works; U.S. law is (as of this writing) undecided on the matter of whether appropriative art constitutes fair use or copyright infringement, so companies could sue or otherwise harass fan appropriators if they chose. But, even if both sides of the copyright wars consider the issue of fan labor settled, one aspect of the issue has not been sufficiently explored: can, or should, fan labor be paid labor?….

 

Co-creative Expertise in Gaming Cultures

Gamers increasingly participate in the process of making and circulating game content. Games such as Maxis’s The Sims franchise, for example, are routinely cited as exemplary sites of user-created content. Games scholar T. L. Taylor comments that players are co-creative “productive agents” and asserts that we need “more progressive models” for understanding and integrating players’ creative contribution to the making of these game products and cultures (2006b, 159–160; see also 2006a). Significant economic and cultural value is generated through these spreadable media activities. The usual phrases such as “user-created content” and “user-led innovation” can overlook the professional work of designers, programmers, and graphic artists as they make the tools, platforms, and interfaces that gamers use for creating and sharing content. Attention should also be paid to the work of producers, marketing managers, and community relations managers as they grapple with how best to manage and coordinate these co-creative relations.

The Maxis-developed and Electronic Arts–published Spore thrives on user-created content. Players use 3-D editors to design creatures and other in-game content, to guide their creatures through stages of evolution, and then to share their creations with other players. Since Spore’s release in September 2008, more than 155 million player-created creatures have been uploaded to the online Sporepedia repository. Players can also upload directly from within their game videos of their creatures to the Spore YouTube channel. Spreading content is a core feature of Spore; the game is perhaps best understood as a social network generated from player creativity. This spreadability is not just about content, as the players are also sharing ideas, skills, and media literacies….

The Value of Customer Recommendations

With new channels of communication and old, marketers can deliver a dizzying number of advertising messages to consumers—by many accounts, the average American sees between 3,000 and 5,000 ads a day. Yet, perhaps in response to this fusillade, consumers have learned to better armor themselves against the marketing messages they encounter. The Persuasion Knowledge Model (PKM) describes the extent to which consumers develop a radarlike ability to discern content whose aim is to persuade and, further, how they develop a set of skills to deal with such messages (Friestad and Wright 1994). Some of my own recent research (with colleagues Adam Craig, Yuliya Komarova, and Jennifer Vendemia) uses fMRI technology to explore brain activity as consumers are exposed to potentially deceptive product claims. Our findings show that consumers’ deception-detection processes involve surprisingly rapid attention allocation. Potential advertising lies seem to jump out of the marketing environment and rivet our attention like a snake on a woodland trail.

Advertisements are often informative as well as persuasive; consumers know this and don’t dismiss ads out of hand. But they do assess the extent to which they trust or are willing to use such information. First, and most critically, consumers seek to evaluate the credibility of a marketing message’s source. Source credibility is the bedrock of trust that precedes persuasion. People judge a source to be credible if the source shows evidence of being authentic, reliable, and believable. In the old days of marketing, firms sought to increase the source credibility of their ads by featuring the endorsements of doctors, scientists, and other authoritative experts. Once consumers became more aware that these experts were being paid handsomely for their testimony, the practice became less effective. Celebrity endorsers, who often were not product experts, provided warm affective responses but little in the way of believable, persuasive arguments.

Consumers themselves are particularly important endorsers via word-of-mouth (WOM) messages. Our past understanding of WOM (when one consumer recommends a product to another) was that consumers perceive other consumers as highly authentic but of dubious reliability. As when one’s Uncle Joe touts the superior performance of the Brand X computer, the recommender is clearly a real person but may or may not be knowledgeable enough about the product category to make credible claims. Now, with WOM increasingly occurring through spreadable media, it is more difficult for a consumer to assess both the authenticity and reliability of unknown recommenders. The practice of rating consumers’ online opinions and recommendations (e.g., Yahoo! Answers) is a direct attempt to resolve the audience’s uncertainty about who really knows something worth knowing….

 

Futures of Entertainment 6 Videos (Part Two)

Saturday, Nov. 10

Opening Remarks from FoE Fellows Xiaochang Li and Mike Monello

Curing the Shiny New Object Syndrome: Strategy Vs. Hype When Using New Technologies
With the constant barrage of new technologies, platforms, and services vying for attention, media producers and marketers are frequently lost among the potential places–and ways–of engaging with their audiences. Before they have ever truly figured out one technology, they’ve already moved to another, because of an intense desire to be “first.” As such, companies and media properties have launched–and then abandoned–their virtual world presence, their mobile app, their social game, and their QR code and are now exploring “social TV,” “Twitter parties,” Pinterest pages, augmented reality, and location-based initiatives. This leaves the web littered with old blogs, microsites, and profiles and companies blaming technologies when, too often, it’s been the lack of strategy that led to no traction. How do storytellers and communicators build a framework to more intelligently choose technologies based on how a platform aids their story and their audience, rather than a “gee whiz…get me one of those” approach? How does–or should–listening to the audience factor into this process? And what role, or responsibility, do technology creators have to help with this integration process? Drawing on examples contemporary and historical, this panel looks at how and when to take risks with new platforms, the difference between “innovative failure” and “failure to innovate,” and the deeper patterns of engagement that help us make sense of how new platforms and behaviors connect to longstanding means of engagement.
Panelists:
Todd Cunningham, Futures of Entertainment fellow and television audience research leader
Jason Falls, CEO, Social Media Explorer
Eden Medina, Associate Professor of Informatics and Computing, Indiana University
David Polinchock, Director, AT&T AdWorks Lab
Mansi Poddar, co-founder, Brown Paper Bag
Moderator: Ben Malbon, Managing Director, Google Creative Lab

Rethinking Copyright: A discussion with musician, songwriter, and producer T Bone Burnett; Henry Jenkins, Provost’s Professor of Communication, Journalism, Cinematic Arts, and Education at the University of Southern California; and Jonathan Taplin, Director of the Annenberg Innovation Lab at the University of Southern California.
As the recent legislative battles have demonstrated, it’s becoming painfully clear that our conception of copyright is ill-prepared for regulating and making sense of a world where media content is fluidly circulated by most of a society. However, in an effort make content free to spread in the ways audiences find them relevant, what is the appropriate balance to ensure that the rights of content creators are preserved and that the incentive to develop intellectual property remains? Rather than continue a debate in which audiences and critics attack copyright while media companies cling to them, how might we cut through current tensions to collaboratively imagine what a new sense of copyright, appropriate for an era of “spreadable media,” might look like?

The Futures of Video Gaming
Many innovations in the creative industries owe their roots and inspiration to the gaming world, from audience engagement and storytelling techniques to distribution methods and cross-platform integration. This session examines some of the critical questions facing those working in the gaming industry as large companies and indie developers grapple with the challenging evolution of the market brought on by new networked technologies, audience practices, and business models. How are game developers embracing or rejecting the unauthorized play of games online, and how has piracy evolved as a discourse in the gaming sector? How do creators strategize around the widespread circulation of games through automated propagation (using friend invitations for social and “free to play” games) — or grassroots spreading (for unexpectedly popular titles like Minecraft) — of information through social network sites? How badly are new architectures (Steam, Xbox Live Arcade, PSN Network) clashing with old traditions (game stores, $60 game discs)? And how are business models in the gaming industry shifting as we see massive success simultaneously from high-budget technology like Kinect and low-budget distribution like the Humble Bundle?
Panelists:
T.L. Taylor, Associate Professor of Comparative Media Studies, MIT
Christopher Weaver, founder of Bethesda Softworks and industry liaison, MITGameLab
Ed Fries, architect of Microsoft’s video game business and co-founder of the Xbox project
Walter Somol, head of tech community outreach, Microsoft New England Research and Development Center
Moderator: Futures of Entertainment Fellow and games producer Alec Austin

The Futures of Storytelling and Sports
Throughout the history of mass media, sports programming has been an innovator. In today’s era of online circulation, transmedia storytelling, and 24/7 access to engaging with sports stars, teams, and fellow fans, sports franchises could be argued as the most immersive of storyworlds–with drama playing out in real-time, and the “narrative world” being our own. What is driving innovation in how sports tell their stories, and get their fans more engaged than ever, through multiple media platforms? How does operating as a media franchise in our everyday world set sports apart from entertainment properties? How are sports empowered by being “real,” and what constraints does that place on what they can do as well? How are talent engaged to be part of the storytelling? And what innovations are seen as sports are extended wholly into the fictional realm, whether through licensed extensions or various forms of “sports entertainment”?
Panelists:
Abe Stein, researcher at Singapore-MIT GAMBIT Game Lab; graduate student, Comparative Media Studies, MIT; columnist, Kill Screen
Peter Stringer, Senior Director of Interactive Media, Boston Celtics
Jena Janovy, Enterprise Editor, ESPN.com
Jamie Scheu, associate content director, Hill Holliday
Moderator: Alex Chisholm, transmedia producer and Co-Founder and Executive Director, Learning Games Network

Closing Remarks from FoE Fellow Sheila Seles and Dr. Heather Hendershot, Comparative Media Studies, MIT

Futures of Entertainment 6 Videos (Part One)

Over the next few installments, we are going to be sharing videos of the panels from this year’s Futures of Entertainment conference, now in its sixth year, and developing a really strong community of followers who come back again and again to participate in our ongoing conversations. For those who do not know, FoE is a conference designed to spark critical conversations between people in the creative industries, academics, and the general public, over issues of media change. The Futures of Entertainment consortium works hard to identify cutting edge topics and to bring together some of the smartest, most thoughtful people who are dealing with those issues. It is characterized by extended conversation among the panelists in a format designed to minimize “spin,” “pitch” and “pontification,” and in a context where everything they say will be questioned and challenged through Backchan.nl, Twitter, and (this year) Etherpad conversations.

As someone noted this year, one of the biggest contributions of the conference has been close interrogation of the language the industry uses to describe its relationship with its publics/audiences, and this year was no exception, with recurring concepts such as “curation” getting the full FoE treatment. And we came as close as we’ve ever come to a Twitter riot breaking out around the “Rethinking Copyright,” session on which I participated.

The conference, traditionally, opens on Thursday with a Communications Forum event. This year, the focus was on New Media in West Africa, part of our ongoing exploration of the global dimensions of entertainment. There was much discussion of what we could learn from Nollywood (even hints of the coming era of Zollywood) and a spontaneous live performance by Derrick “DNA” Ashong.

New Media in West Africa
Despite many infrastructural and economic hurdles, entertainment media industries are burgeoning in West Africa. Today, the Nigerian cinema market–”Nollywood”–is the second largest in the world in terms of the annual volume of films distributed, behind only the Indian film industry. And an era of digital distribution has empowered content created in Lagos, or Accra, to spread across geographic and cultural boundaries. New commercial models for distribution as well as international diasporic networks have driven the circulation of this material. But so has rampant piracy and the unofficial online circulation of this content. What innovations are emerging from West Africa? How has Nigerian cinema in particular influenced local television and film markets in other countries across West Africa, and across the continent? What does the increasing visibility of West African popular culture mean for this region–especially as content crosses various cultural contexts, within and outside the region? And what challenges does West Africa face in continuing to develop its entertainment industries?

Panelists:
Fadzi Makanda, Business Development Manager, iROKO Partners
Derrick “DNA” Ashong, leader, Soulflége
Colin Maclay, Managing Director, Berkman Center for Internet & Society, Harvard University
Moderator: Ralph Simon, head of the Mobilium Advisory Group and a founder of the mobile entertainment industry

Opening Remarks from FoE Fellows Laurie Baird and Ana Domb

Listening and Empathy: Making Companies More Human
Media properties have long measured audiences with Nielsen ratings, circulation numbers, website traffic and a range of other methods that transform the people who engage with content into that aggregate mass: the audience. Meanwhile, marketing logic has long been governed by survey research, focus groups, and audience segmentation. And, today, executives are being urged to do all they can to make sense of the “big data” at their fingertips. However, all these methods of understanding audiences–while they can be helpful–too often distance companies from the actual human beings they are trying to understand. How do organizations make the best use of the myriad ways they now have to listen to, understand, and serve their audiences–beyond frameworks that aim to “monitor, “surveil,” and “quantify” those audiences as statistics rather than people? What new understandings are unearthed when companies listen to their audiences, and the culture around them, beyond just what people are saying about the organization itself? What advantages do companies find in embracing ethnographic research, in thinking about an organization’s content and communications from the audience’s perspective, and in thinking of “social media” not just as a new way to market content but a new and particularly useful channel for communicating, collaborating and conducting business?

Panelists:
Lara Lee, Chief Innovation and Operating Officer, Continuum
Grant McCracken, author, Culturematic, Chief Culture Officer
Carol Sanford, author, The Responsible Business
Emily Yellin, author, Your Call Is (Not That) Important to Us
Moderator: Sam Ford, Director of Digital Strategy, Peppercomm

The Ethics and Politics of Curation in a Spreadable Media World–A One-on-One Conversation with Brain Pickings’ Maria Popova and Undercurrent’s Joshua Green
We live in an environment where the power of circulation is no longer solely–arguably, even primarily–in the hands of media companies. However, if that means we all now play a role as curator and circulator of content, what responsibilities does that bring with it? How is curation becoming an important aspect of the online profile of professional curators? And, for all of us who participate in social networking sites or who forward content to family and friends via email, what are our obligations to both the creators of that content and to the audiences with whom we share it? If we possess the great power to spread content, what are the great responsibilities that come along with it?

The Futures of Public Media
Public media creators and distributors often face a wide variety of strains on resources which impact their ability to innovate how they tell their stories. Yet, in an era where existing corporate logics often restrain how many media companies and brands can interact with their audiences–or how audiences can participate in the circulation of media content–public media-makers are, at least in theory, freed from many of the constraints their commercial counterparts face. How have the various innovations in producing and circulating content that have been discussed at Futures of Entertainment impacting public media-makers? How do the freedoms and constraints of public media shape creators’ work in unique ways? How have innovations happening in independent media, civic media, and the commercial sector impacting those creators? And what can we all learn from their innovation and experiences?

Panelists:
Rekha Murthy, Director of Projects and Partnerships, Public Radio Exchange,
Annika Nyberg Frankenhaeuser, Media Director, European Broadcasting Union,
Andrew Golis, Director of Digital Media and Senior Editor, FRONTLINE
Nolan Bowie, Senior Fellow and Adjunct Lecturer in Public Policy, Kennedy School of Government, Harvard University

Moderator: Jessica Clark, media strategist, Association of Independents in Radio

From Participatory Culture to Political Participation
Around the world, activists, educators, and nonprofit organizations are discovering new power through their capacity to appropriate, remix, and recirculate elements of popular culture. In some cases, these groups are forging formal partnerships with media producers. In other cases, they are deploying what some have called “cultural acupuncture,” making unauthorized extensions which tap into the public’s interest in entertainment properties to direct their attention to other social problems. Some of these transmedia campaigns — Occupy, for example — are criticized for not having a unified message, yet it is their capacity to take many forms and to connect together diverse communities which have made these efforts so effective at provoking conversation and inspiring participation. And, as content spreads across cultural borders, these activists and producers are confronting new kinds of critiques —such as the heated debates surrounding the rapid spread of the KONY 2012 video. Are new means of creating and circulating content empowering citizens, creating new forms of engagement, or do they trivialize the political process, resulting in so-called “slactivism”? What are these producers and circulators learning from media companies and marketers, and vice versa? What new kinds of organizations and networks are deploying this tactics to gain the attention of young consumer-citizens? And, for all of us, what do we need to consider as we receive, engage with, and consider sharing content created by these individuals and groups?
Panelists:
Sasha Costanza-Chock, Assistant Professor of Civic Media, MIT
Dorian Electra, performing artist (“I’m in Love with Friedrich Hayek”; “Roll with the Flow”)
Lauren Bird, Creative Media Coordinator, Harry Potter Alliance
Bassam Tariq, co-creator, 30 Mosques in 30 Days
Moderator: Sangita Shresthova, Research Director of CivicPaths, University of Southern California

Closing Remarks from FoE Fellows Maurício Mota and Louisa Stein

And for your added entertainment pleasure, check out Dorian Electra’s new music video, “FA$T CA$H: Easy Credit & The Economic Crash” which premiered at this year’s conference.

Creating Transmedia: An Interview with Andrea Phillips (Part One)

Over the past few years, there has been a minor publishing industry emerging around books which seek to explain the aesthetics and economics of transmedia or crossmedia entertainment production. Among them: Drew Davidson (from Carnegie Melon University’s Entertainment Technology Program) contributed Cross-Media Communication (2010); Wired Magazine’s Frank Rose (2010) published The Art of Immersion; Nuno Bernardo (2011), a Portugal-based transmedia producer who has done work in Canada, Europe, and the United States, published A Producer’s Guide to Transmedia; the similarly titled A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms  is the work of Andrea Phillips (2012), whose clients have included HBO, Sony Pictures, and Channel 4, and Max Gionavagnoli (2011), an Italian based transmedia producer and teacher who has organized the Ted X Transmedia events, recently published a more theoretical work, Transmedia Storytelling: Imagery, Shapes, and Techniques. It is not simply that these books come from both industry and academic sources or that they come from both the United States and Europe, but the individual authors also often straddle borders, as creative producers who work sometimes in academic settings, or as producers who work in multiple national contexts. These books engage in what might be described as speculative aesthetics, theorizing future directions in transmedia, alongside pragmatic advice for would be producers.

 

As someone who teaches courses in this space (and regularly hears from other faculty who are developing such classes), it is great to have such a rich array of texts to use to instruct and inspire our students. I am committed to using this blog to run interviews showcasing this projects: so far, I have run interviews with Davidson and with Rose, and now, I am happy to share this exchange with Andrea Phillips.

Phillips is one of the most thoughtful writers working in this space today: she manages to hit the right balance between pragmatism and vision, between describing the conditions under which transmedia producers work today and spelling out the long term potentials of this still emerging form. She has the weight of hard experience behind her, but she is also deft at exploring theoretical and aesthetic dimensions of her project. I learned a ton from reading her book, and I learned more from her response to some potentially challenging questions I threw her way. I hope you enjoy this interview which I will run across the next few installments. I am very much looking forward to meeting her in person at the Futures of Entertainment conference at MIT next week. (And, shameless plug, it’s not too late for you to register to join us there.)

 

I was delighted to see such a strong emphasis on the audience in the title of your book. Many people want to see transmedia as centrally about textual practices or about technological affordances. What model of audience underlies the approach you take in your book?

I come to the creation of transmedia narrative as an audience member myself, first and foremost. As a result, I’m absolutely militant about making sure that the story has value to my intended audience, even across a spectrum of consumption styles. This approach arguably has as much in common with software design as with other kinds of storytelling: use cases and user flows become just as important as emotional texture and pacing.

There’s an interesting piece of mental gymnastics required when you’re thinking explicitly about your audience. On the one hand, the audience is made of multiple individuals who will each have different experiences of the narrative, depending on factors like mood and context you have no control over. And for many people, that individual experience is all they’ll have.

On the other hand, your audience is made up of individuals who talk to one another — on forums or other digital communities, on social media, in person. Just as your work is hopefully greater than the sum of its parts, so too is the audience. It’s smarter than the single smartest person. It’s a living organism that makes decisions about how to engage with your story on behalf of a huge share of your audience.

You have to be able to hold both of these ideas in your head, and plan both for the individual and for the hive mind simultaneously. That can be a tricky maneuver. It’s easier to design simple for a single-player experience or assume every audience member will be experiencing your story through the lens of a collective. But it’s much better practice to take both angles into account.

 

Your first sentence tells us, “there’s never been a more exciting time to be a storyteller.” Why? 

 

We’re in the middle of an epochal shift in how human beings communicate with each other. There have been other disruptions in the past, of course. The printing press and television were both incredible disrupting technologies that totally altered our communications landscape. But the internet and the mass availability of the tools of production have for the first time put the power of one-to-many and many-to-one communications in the hands of just about everyone. (Gibson’s unevenly distributed future notwithstanding.)

The result is a revolution in how we view and consume news, in how we engage politically, how we promote and fund businesses, how we spend our leisure time. And more to the point, it’s completely altered the landscape of the possible for art and for artists. We have new tools and new ways to reach audiences — and that’s amazing.

But the part that gets me incredibly excited is that we’re experimenting with new forms, too, or changing old ones into something breathtakingly novel. We’re making new kinds of art that can exist only in the intersections between media, not just taking old media to new places. It’s not every generation that gets to feel like you’re shaping a whole new art form.

 

You write in the book about the East Coast and West Coast Schools of transmedia design philosophy. How important do you think these geographic distinctions have been in the ways transmedia has evolved over recent years? And what happens when we open transmedia to a more global perspective? Surely, East and West Coast mean something different if we are talking about Europe, Latin America, or Australia, each of which has made innovative transmedia properties.

In a way, I regret codifying that West Coast vs. East Coast ideology in the book, because the distinction I was addressing has much more to do with philosophy than with geography — it’s meant to underline a cultural difference created by different underlying industries and mechanisms of productions. Of course Los Angeles transmedia is heavily influenced by Hollywood and the TV industry that exists out there — many of the people coming into transmedia in that region happen to come in already having that skill set, and it’s wise to use the skills you have.

Meanwhile, New York has a very strong live theater community, and a strong network supporting independent film. So it makes perfect sense that works in that region would be influenced by proximity to those artists.

I find it extremely frustrating that a perception exists that big franchise-style intertextual works and very personalized independent works can’t both be transmedia at the same time. It doesn’t need to be a value judgment. Removing either one cheapens the whole of transmedia and what’s possible under that umbrella.

Of course there are tremendous transmedia works coming out of Canada, Australia, the UK, Scandinavia — and it’s not easy to slot those into East Coast vs. West Coast. They all have their own distinct style and flavor, because of varying local factors. Canada, for example, has a world-class presence for transmedia documentary and nonfiction, as a side effect of how its funding bodies operate.

As we open our eyes to even more work being done globally, we’ll find more interesting variations in approach than even that. In fact, I’d put down money that distinctions in that work already exist, but they haven’t yet been thoroughly documented in English. What’s the state of transmedia in Bollywood? What strides are occurring in the Korean MMO community?

It would be remarkably arrogant to just assume there are none — it’s a better bet to imagine there are marvelous works being created that the English-speaking transmedia community simply hasn’t encountered yet. This is doubly true when you consider how many creators in English have independently stumbled into transmedia by making it before they ever heard the term.

From the start, transmedia has been caught in the competing pulls of marketing and storytelling. But, is this really different from any other form of commercial or popular entertainment form, which have historically been described in terms of the tension between Art and Commerce? What’s at stake in seeing transmedia as a form of storytelling as opposed to a form of marketing?

It’s not a brand new thing, or unique to transmedia, not at all. This is the same old song and dance that early film went through, in particular. We have to navigate a tangled web of issues ranging from the credibility of art and artists, the need to make a living, public perceptions of the form, and the filters that audiences use to view any given work. The net result, though, is that being viewed solely as a potential marketing vehicle is very definitely a huge risk to the development of transmedia storytelling as an independent industry.

These risks are threefold. First, it means transmedia is on the hook to produce successful marketing outcomes in order for ongoing production of new projects to continue. This is problematic because transmedia isn’t inherently a particularly good or efficient marketing vehicle. Transmedia marketing campaigns projects have created some amazing press buzz, to be sure, but the efficacy of a transmedia marketing campaign varies tremendously. And even in the areas where transmedia marketing excels (creating depth of engagement, for example) it’s notoriously hard to measure how A few high-profile, expensive failures could chill any client’s appetite for transmedia work. It would be a tragedy for something like that to smother the industry in the cradle.

And it means that audiences approaching a transmedia work will always be trying to ferret out the hidden brand message. Worse, it means that the creators are beholden to stay on message, limiting the scope of possible work enormously. A marketing client may place limits ranging anywhere from a mild “no swearing” to something as confining as “no responding to Tweets or comments.” These limitations can hinder the viability of individual projects. But they’re invisible to the public — all they’ll see is a transmedia marketing campaign that just doesn’t quite work, and before you know it, transmedia itself is written off as an unviable mode of creation.

But equating transmedia with marketing, not storytelling, also means that independent artists have a more difficult time with winning grants, for example, or even generating press coverage. This does rise from that tension between art and commerce you mention; there is a myth that real artists don’t sully their hands with concerns about mere money, the romanticizing of the starving artist in a garret producing purer work. Meanwhile, some of the finest art of our time is created as design work for advertisements. But it’s not considered “art” in the purest sense because it was commissioned for a commercial purpose.

Ultimately, the credibility of transmedia as an art form is on the line, and therefore the willingness for programs to permit it as a course of study, for funding bodies to award money, or for investors to contribute will all suffer.

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator’s Guide to Transmedia Storytelling is
published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester’s Path for HBO’s Game of Thrones with
Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband
Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.