The “Creative Child” Meets The “Digital Native”: An Interview with Amy F. Ogata (Part Two)

You write extensively in the book about the design of playrooms, suggesting that there is a shift in terms of children’s access to physical space within the home during this period. What factors led to the shift and what were the prevailing ideas about the design of play spaces for children?

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Yes, I spent a lot of time thinking not only about playrooms and playhouses of the domestic sphere, but also public schools and museums. In the single-family dwelling, the shift I am trying to trace is the growing belief that children, whose numbers exploded in the U.S. after World War II, needed their own spaces and that these were not just utilitarian leftover spaces but rather specially designed to promote their imaginations. In architect-designed houses, there were often playrooms on the plans. Even in builder houses, there were special places indicated for children’s activities. One of the main ideas was that children should have “correctly” outfitted spaces. The American Toy Institute commissioned a series of model playrooms to house numerous toys and make playing indoors attractive. Others, such as the anthropologist Margaret Mead argued that children should be left alone in their bedrooms to think and develop their own ideas. Isolation is one of the themes but proximity to the rest of the family, especially the mother, is also written into some of these houses. And the making of a “creative” home environment was stated in magazines and guidebooks as an expectation of postwar parents.

As you note, there was a dramatic increase in the number of children’s museums across this period, as well as a changing philosophy about what forms of creative engagement such museums should support. What has been the lasting impact of these ideas on current museum practices?

The form children’s museums take today is, in part, a result of the enduring notion that the sensory encounter of objects will enhance learning and stimulate new thoughts. Children’s museums as a type were not new, but they did increase very quickly during the Baby Boom. And while early museums emphasized nature study, their postwar versions were more likely to ask the child to experience something, whether it was being under a city street or climbing through a giant molecule. In the case of the Exploratorium, which was never specifically a children’s museum but engaged lots of children, visitors were encouraged to experiment with perception. Several museums I discuss look very different today–the Exploratorium, for example, has just moved to a new facility–they now attract a much younger child than museums in the 60s and 70s, and many of the exhibits are less open-ended or they go straight for entertainment, emphasizing dramatic play over, say, studying waves in a ripple tank. I think the most long-lasting aspect is the general belief that children should be active in the museum space.

It seems to me that some contemporary efforts to develop alternative kinds of spaces for children and youth still owe a great deal to the design approaches of this era. I was hoping I might get you to comment on what someone from the 1960s would recognize or find strange about two contemporary educational spaces for children? The first is the YouMedia Center at the Chicago Public Library

Sounds like a great space and in some ways it resembles the kinds of open school ideas of the late 60s and 70s. In that age, the push for large open spaces and team teaching was promoted as an answer to a teacher shortage, and to enable use of “teaching machines” and media (in that day it was film, television and sound recording), and a way of engaging children in hands-on projects, like producing TV shows for their schools. While architects thought that the spaces they created would ensure that teachers and students behaved in certain ways–smaller classrooms would encourage small group instruction, larger spaces might promote collaborative projects, moveable furniture would lead to flexible spaces–however, that didn’t necessarily happen. YouMedia is obviously not a space where core subjects are taught on a daily basis, but instead is an auxiliary space for exploration after school, perhaps more like the Exploratorium or the Brooklyn Children’s Museum as it was a long time ago. There, children and teens could operate machines, mix soils in a greenhouse, graffiti a concrete wall, or retreat to read in a library housed in a leftover gas tank.


The second is the Los Feliz Charter School for the Arts. Again, what commonalities and differences do you see between the ideal creative spaces of the 1960s and this school?

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This is another great example of the ways that progressive educational ideas are resurgent, however, this is a charter school with access to the kind of private funding that is not available to regular public schools that depend on tax revenue. The schools I discuss were all publically funded (some were in extremely wealthy neighborhoods and others in poor rural areas) and aimed to accomplish some (but certainly not all) of these same learning objectives. Many of them were small and have been changed over the years. It seems that the Los Feliz school has tried to use space to encourage curricular outcomes. Like some schools in the postwar era they have given over far more teaching space to projects like art, music and drama. Increasingly these are the subjects that are getting squeezed out of the public school day by constant budget cuts, emphasis on standardized testing, and in places like New York City, by demands on limited space. The sentiment that one teacher in this video conveys–that they are not trying to turn out artists but rather confident, well-balanced people–echoes exactly the discourse on creativity in the postwar years. The notion that creativity is a lifelong benefit that will eventually help children become competitive in the workplace has also found its way to college campuses. I don’t mean to sound skeptical of creativity itself (I am an art historian!), but I think that the schemes we adopt to instrumentalize it reveal that we lionize creativity as a cultural myth at moments when we feel insecure.

Amy F. Ogata is associate professor at the Bard Graduate Center: Decorative Arts, Design History, Material Culture in New York City. She is the author of Art Nouveau and the Social Vision of Living. Her new book, Designing the Creative Child: Playthings and Places in Midcentury America was recently published by the University of Minnesota Press.

The “Creative Child” Meets the “Digital Native”: An Interview with Amy Ogata (Part One)

 

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The Post-War American family turns out to have been a much more complex phenomenon than our stereotypical images of Leave It To Beaver might suggest. The Baby Boom generation, invested in critiquing the values of their parents, left us with an image of the era which is highly conservative, ideologically repressive, emotionally sterile, and materialistic — there’s some truth to these cliches, of course, but there was much more going on. In particular, there was an attempt, coming out of the Second World War, to embrace a conscious project of designing and developing a new generation which would be free of the prejudices of the old, which would be capable of confronting global problems and making intelligent decisions about the Bomb, which would be democratic to its core and thus resistant to future Hitlers, and above all, which would be free of inhibitions which might block their most creative and expressive instincts.

I’ve long been fascinated by this period but rarely have I seen it written about with the depth and insights that Amy F. Ogata brings to her new book, Designing the Creative Child: Playthings and Places in Midcentury America. Ogata brings a design/art history perspective to bear on the period, telling us more about the ways that ideas about children as expressive beings helped to inform the design of toys, playspaces, schools, libraries, museums, and other public institutions, and beyond that, she offers some glimpses in how these ideas about creativity helped to shape children’s books, television, and other popular culture texts. I came to the book for the insights that it might give us into the children’s media of the 1950s and 1960s, but I left with a much more immediate sense of how a deeper understanding of how ideas about childhood during that period might speak to our present concerns. As I wrote as a blurb for the book:

At a time when the news media is again concerned about a crisis in American creativity, schools are cutting funding for arts education, major foundations are modeling ways that students and teachers might ‘play’ with new media, and museums worry about declining youth attendance, Designing the Creative Child makes an important intervention, reminding us that these debates build on a much longer history of efforts to support and enhance the creative development of American youth. I admire this fascinating, multidisciplinary account, which couples close attention to the design of everyday cultural materials with an awareness of the debates in educational theory, public policy, children’s literature, and abstract art that informed them.

So, the following interview is designed to explore those points of intersection between the “creative child” as imagined in the post-war period and the “digital native” as conceived in the early 21st century. As a careful historian, Ogata was careful to make some nuanced distinctions between the two, yet she was open to exploring the ways that these older concepts about childhood might still be informing some of our current discussions about digital media and learning.

You open the book with a quote from Arnold Gesell who writes that “by nature” the child was “a creative artist of sorts….We may well be amazed at his resourcefulness, his extraordinary capacity for original activity, inventions and discovery.” This formulation reminds me of contemporary formulations of children as “digital natives” who “naturally” know how to navigate the online world. What do you see as some cornerstones of this belief in the “creative” child? Is the goal for adults to facilitate and support this creativity or to get out of the way and avoid stiffling it?

This is an interesting analogy and one I had not considered. Gesell is articulating a sense of surprise and admiration, and it resembles how we speak about children navigating digital devices. What the concepts of the “creative child” and the “digital native” share is an essentialist belief that children are somehow “naturally” inclined toward certain expressions or activities, and it is very hard to support these kinds of overwhelming generalities. Moreover, while we might praise the “naive” and untutored, behind these sentiments I also detect both a patronizing quality and a sense of loss or regret on the part of the adult. The idea of the creative child is one invented by adults and, as I argue, it serves many different interests, from toy manufacturers to art museums, Cold War ideologues to serious scientists.

The cornerstone of the idea of the creative child is that he or she possesses “natural” insight that comes out in play. Another related belief is that childhood creativity is a fleeting quality that has the potential to provide future gains for the child, her parents, and the nation. Because the idea of nurturing creativity in children was so widespread (and such a big business) after World War II, we tend to understand children’s creativity in limited, usually positive terms and we expect it to take certain forms. This, perhaps, is where the creative child and digital native part ways, given the lingering popular suspicion around children and the digital environment (the belief that kids might get themselves or others in trouble). In the historical case I outline, it is a parent’s responsibility to facilitate a child’s creativity by providing toys, amusements, and spaces for play. But the public was also invested in some of these notions, evident in new public schools, spaces for exploration such as museums, and in art education programs.

What connection existed between the ideal of the creative, expressive child and the growing consumer culture of the post-war period? What kinds of products were able to attach themselves to this particular construction of childhood?

The consumer dimension was a powerful one and has become even more so today. It’s hard to escape the rhetoric of creativity if you’re shopping for toys or games, or other things like clothing and schools. The child’s block, the cardboard box, and crayons were some of the most romanticized and widely prescribed amusements of the postwar age. In addition there were some objects, created by architects and designers, which were deliberately arty and were sold specifically as creativity toys.

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Magnet Master was a magnetic building toy designed by Arthur Carrara and developed as a product of the Walker Art Center. There were no instructions or diagrams because, the museum reasoned, children didn’t need them and would do better on their own. The Philadelphia architect Anne Tyng developed a building toy she attempted to market under the idea of stimulating children to build and explore. Charles and Ray Eames’s 1950s paper toys were similar but used different materials and were more widely available and for a longer time. But other products, once so ubiquitous, have now completely disappeared. The simple indoor fabric playhouse that draped over a card table is gone, in part because people no longer have those standard-sized card tables.

To what degree was the ideal of the creative child bound up with particular experiences of class, race, and gender? This is, was the expressive child more likely to be middle class, white and male, or did these writers offer a more multicultural understanding of what constituted creativity?

CPlaythings1The figure of the creative child in this historical era is extremely middle class, but not exclusively male and not exclusively white. In the early 1950s, white children are implied in the toy ads and housing schemes, by the early 60s, this is still dominant but less so. Creative Playthings placed ads in Ebony, for example, and the Brooklyn Children’s Museum’s 1970 renovation was very much designed with the local Crown Heights neighborhood in mind. The creative child is a construction that aims to overlook difference while simultaneously selling exclusivity. This is one of the paradoxes of the idea. Creativity is described as something that all children are supposed to possess “naturally,” but at the same time parents and teachers are told that it needs careful tending and stimulation, usually through specific kinds of toys and materials.

What role did television play in promoting and supporting this concept of childhood creativity?

 

 

Television was of course a central force for the representation of childhood in postwar America and had a role to play in helping to create the specific figure of the creative child. I spend most of my book describing material and spatial forms that do this work, but there are several programs that also had an important role in the making of the idea. Winky Dink, which asked the child to “finish” the story by drawing on a special screen affixed to the TV itself, is an obvious example for harnessing the child’s agency, but the character who, I think, best represents the image of the postwar creative child is Gumby.

Gumby’s energy and imagination are represented in the many physical forms he takes, and the way he and his sidekick Pokey move in and out of stories, eras, and places. His exuberant inquisitiveness sometimes brings havoc upon himself and his family, but this is of course resolved before the end of the program. The way creativity is constructed on television and in children’s books emphasizes the positive and tends toward happy endings.

Often, across the book, it seems that children’s imaginations are linked to various forms of abstraction. What was the relationship between childhood and the modern art world during this period?

You are right about this. Abstraction is one of the recurring motifs of the designed objects and spaces I discuss. Frank Caplan, who was one of the founders of Creative Playthings, believed that undefined shapes and unpainted forms would help to stimulate a child’s imagination. The company sought out artists to design toys and playgrounds to enhance their business and for cognitive developmental reasons, but also because they were genuinely interested in the links between modern art and design and objects for children; they collaborated several times with the Museum of Modern Art. This occurred at a time when abstract painting and sculpture was gaining prestige in both the U.S. and Europe, and had a propagandistic role in the Cold War. However, the twinning of abstraction and a child’s imagination (evident in forms like children’s drawings) is an older idea. Early twentieth-century European modernists deeply admired the representational strategies of children’s art. This notion comes back with new vigor in the “Creative Art” education curriculum that asked pupils to express their experiences rather than copy models. There was, then, a demand placed on children to be creative, and often abstract.

 Amy F. Ogata is associate professor at the Bard Graduate Center: Decorative Arts, Design History, Material Culture in New York City. She is the author of Art Nouveau and the Social Vision of Living. Her new book, Designing the Creative Child: Playthings and Places in Midcentury America was recently published by the University of Minnesota Press.

What Do We Know About Participatory Cultures: An Interview with Aaron Delwiche and Jennifer Jacobs Henderson (Part Three)

As your book illustrates, participatory culture is a global phenomenon, but so far, most of the research has focused on participatory culture in the English speaking world, and mostly, in the United States. What might we learn about participatory culture if we expanded our investigation to consider, for example, the Global South?

At one time, we had an excuse for such oversights.  We researched where we lived because it was physically and financially prohibitive to do otherwise.  This is no longer the case. There is no doubt that some of the most interesting participatory cultures are situated far beyond North America and it is time we all start looking closely at those cultures.

We are also optimistic that this imbalance will begin to be righted during the coming decade as youth across the globe synthesize social awareness, fluency in multiple languages, and expertise in communication technologies.  We predict (or at least hope for) a flood of research efforts on participatory cultures in the next ten years.

Addressing the geographical research gap is essential if we are to better understand and act upon the potential power of participatory cultures.  Since the emergence of fan studies in the 1980s, we (academic researchers) have built a robust body of literature on participatory fan cultures.  The same can be said for research on participatory democracy and budgeting as well as online gaming cultures.  There are enormous gaps in the literature, though, as far as other participatory cultures are concerned.

This is one reason that we chose to expand the boundaries of our book beyond the field of communication and invited authors who could speak to fields and cultures with lengthy and diverse research agendas – for example, poetry and literature, science, social action.  If we are lucky enough to publish a second collection, currently under-researched geographic locations and topical areas will be a primary focus.

What do you see as some of the major hurdles before we are going to be able to achieve a more participatory culture? What are the most important battles right now in terms of defining the terms of our participation?

As with other institutionalized problems, we must change the perceived value of participation.  This shift must occur in everything from education to economic structures.  For example, students are told they have violated the Honor Code if they work with others to find solutions to a homework assignment.  Team members are rarely rewarded equally for workplace outcomes (team “leaders” always get paid more).  Diplomacy is seen as less valuable than conquering.  We don’t expect participation to gain value overnight.  Power is diminished or at least transformed when it is divided, and we all know there are many people who would like to hold on to their power.

Altering the perception of participation is particularly challenging in cultures that value individualism over collectivism.  We do believe this perception is shifting, if only slightly.  In recent years have we begun to hear public figures talk about the possibility of making money and doing good, of elected officials articulating a basic standard of health and opportunity, and of parents questioning the value of memorization rather than participation in their children’s education.

How might we increase the value given to diversity and dissent within participatory cultures? Is there a danger that such communities tend to be consensus-based and thus are more apt to exclude people who persistently disagree with shared goals and values?

We do not value diversity and dissent as much as we can and should in participatory cultures. Many people do not see online spaces as open and inviting.  In fact, “incivility” and “nastiness” are the concerns most often voiced in opposition to participatory engagement.  Honestly, it’s hard to convince people otherwise when the “comments” sections of spaces such as YouTube and CNN are filled with illogical, unsupportive, and hateful commentary.

Consensus is hard to come by these days; in fact, it is much harder than in years past. This is both a good thing and bad thing. Our touch points of shared experience (mediated and otherwise) are far less than even one generation ago.  Reading and relying only on opinions with which we agree has become commonplace.   Combine this echo-chamber reality with online anonymity and you face an impressive foe.

So, on one side we have an age of disagreement mingling with anonymity and on the other we have cultures that derive success from consensus.  Diversity and dissent can get lost on either side.  Only a culture that can instill the value of listening survives this war.  And we all know that listening is tough, especially when people feel they have something important (or more insightful) to say.

This delicate balance of agreement is what sustains hope in some participatory cultures and destroys others. The strongest participatory cultures are ones in which all voices carry the same weight, all opinions are heard, and all ideas are deliberated.  The weakest participatory cultures are those that allow the crush of consensus or the minority voice to dominate.  Participatory cultures are difficult to build and maintain but, when they work, they are extremely powerful forces in the lives of their participants and across society at large.

 

The book closes with an ethical framework for thinking about participatory culture. What do you see as the core values which might govern an ethics of participation? What mechanisms might exist for inspiring greater ethical reflection within existing and emerging participatory cultures?

 

Almost all ethical frameworks are grounded in the concept of selflessness.  Almost all activities in online participatory cultures are inherently self-centered.  We read. We search. We post. We share.  Most often we do these things for us, not for any greater good.  It might not be easy to flip the switch from selfishness to selflessness in these spaces, but we do see stronger communities where the balance has tipped.

We could begin a movement toward selflessness by gently nudging participants in online communities to consider others in their visual and rhetorical choices.  The ethics chapter of the Handbook calls on people to start standing up for each other in online communities – to take on flamers and to support those who are ridiculed.  Encouraging constructive responses would also help with this move from selfishness to selflessness.  We see this work well on fan fiction sites where member read, help edit, and provide encouragement to fellow writers.

Quite honestly, ethical reflection occurs infrequently.  Most ethicists would claim you need at least five steps to make a good decision: identification of the ethical problem, acknowledgment of the parties involved and your loyalties to each, conscious deliberation, purposeful action, and reflection.  The current ethical decision-making process is most often reduced to just two steps: act and justify those actions. We could make participatory cultures more ethical if we could convince people to engage in even the briefest contemplation prior to posting, uploading, or commenting.  This is something few people do and more should.

Critical studies writers, including the Janissary Collective, featured in the collection, express concern that participation is illusionary and coercive, that we only participate on the terms which powerful groups allow us. What might those of us advocating for a more participatory culture learn from those critiques? 

If one believes that human history provides examples of ever-greater participation, and if one accepts that there are more opportunities for political, economic, and cultural participation than ever before, it is easy to get caught up in idealistic fervor. If we drink too deeply of our own theoretical Kool-Aid, we become irrelevant at best and tyrannical at worst. Critiques such as those authored by Janissary Collective and the British cultural critic Paul Taylor are invaluable because they remind us that things are never that simple.

There are many version of pessimistic critique in cultural studies and critical theory. One variant argues that that democracy is hopeless. According to this view, attempts to foster greater participation and inclusion are the enemy of individual freedom. As expressed by the Janissary Collective, this position holds that “participatory culture can never provide the basis for the good life – in fact, it can be its worst enemy” (p. 264).

A second form of pessimism presents itself as even more negative about participatory culture, but there is a glimmering ember of optimism lurking beneath the surface. This view does not argue that democracy is intrinsically flawed. Rather, it unleashes withering criticism of those thinkers and activists who gloss over the many ways that participatory culture and participatory technologies are abused, exploited, and farcically celebrated by political and economic elites. When Paul Taylor observes “whether interacting in a self-consciously local fashion as consumers of lattes or technologically as hackers of computer systems… we are all perhaps still ultimately passive” (p.255), he implicitly mourns the loss of authentic participatory culture.

Both critiques are essential. The “democracy is hopeless” position reminds us that we must respect the individual right to resist participation. The “participatory culture is a web of false promises” position helps us diagnose where the dream risks becoming a nightmare. Embedded in the passionate prose of Taylor’s piece, participatory culture activists can tease out guideposts that will help us determine our next steps.

Aaron Alan Delwiche (Ph.D., University of Washington) is an associate professor in the Department of Communication at Trinity University. His research interests include participatory culture, intergenerational gaming, and wearable computing. In 2009, with support from the Lennox Foundation, he organized the lecture series Reality Hackers: The Next Wave of Media Revolutionaries. In 2010, he delivered a talk titled “We are all programmers now” at TEDx San Antonio. He is also co-editor of the The Participatory Cultures Handbook (2012).

Dr. Jennifer Jacobs Henderson (Ph.D., University of Washington) is an associate professor and chair of the Department of Communication at Trinity University in San Antonio, Texas.  Her research addresses the boundaries of speech in media and participatory cultures as well as the ethics of this speech.  Jennifer is the author of the 2010 book Defending the Good News: The Jehovah’s Witnesses and Their Plan to Expand the First Amendment and co-editor of the The Participatory Cultures Handbook (2012).

 

What Do We Know About Participatory Cultures: An Interview with Aaron Delwiche and Jennifer Jacobs Henderson (Part Two)

As you note, the term, “participatory culture,” can be seen as emerging from the cultural studies tradition, but there is also a strong history of writing about “participatory politics.” Are these separate conversations? What might these two strands of research have to say to each other?

The participation conversation is a very broad one, and rightly noted, one that has ebbed and flowed across the centuries.  Rather than the concept of participation, it is the dominant focus of the participation that is unique to the time period – political participation, economic participation, social action.  Of course, even when one topic dominated the push for participation, thousands of smaller participatory cultures also thrived around issues such as crafting, gamesmanship, agriculture, and invention.  The communication technologies of this century have simply divided and amplified the topics allowing many more participatory cultures to flourish in unison.

Some have argued that all cultures are by definition participatory. What distinguishes contemporary forms of participatory culture from their predecessors within, say, folk culture?

Participatory cultures are not new.  They are simply the most recent manifestation of human’s desire to be a part of something. One of the reasons there is so much attention placed on participatory cultures now is that they are starkly contrasted by the postmodern theories that immediately preceded them.  Postmodern theorists valued resistance, disruption and divergence, while participatory cultures value contribution and collaboration.  Today’s participatory cultures are both uniquely new and comfortably traditional venues – like returning to your family home for Thanksgiving to find your bedroom is the new home office.

 

Writing about participatory culture poses a different set of questions than writing about audience resistance, a concept that dominated cultural studies a few decades ago. Resistance to what? Participation in what? What are some of the current models for describing what people “participate” in when they are part of a participatory culture? Is participatory culture necessarily a collective phenomenon or does it make sense to talk about participating as an individual?

The concept of audience resistance played an important role in cultural studies, but the notion of resistance seems almost quaint when one considers the nature of political, economic, and cultural power in the early 21st century. As individual citizens, each one of us is situated within multiple power networks.

In many instances (e.g. the physical borders of the nation-state, the globally dispersed contours of global capitalism), power relationships are imposed upon us at birth. We might be proud to be Americans (or Chinese or Canadians), but our national pride is a lucky accident. The physical coordinates of our birthplace and the citizenship status of our parents determine our initial location in the networks of state power. Financial power networks are also imposed upon us; we are born into capitalism. We might choose to remedy the shortcomings of the economic status quo by building alternative exchange networks (e.g. farmers markets, cooperatives, gift economies, remix culture), but it is almost impossible to completely subtract ourselves from the domination of global capital.

The good news is that we can also situate ourselves in political, economic, and cultural power networks of our own choosing. This is hardly a new phenomenon – Alexis de Tocqueville celebrated free associations in Democracy in America as far back as 1835 – but the emergence of the global Internet and affiliated communication technologies has accelerated our ability to create alternative networks from the ground up at the same time that we work to transform dominant institutions.

Is participation necessarily a collective phenomenon? To the extent that we participate in networks with other human beings, there is always a collective dimension. We engage, we share, we mentor, we feel connected, and we care about what other members of the community think. This is necessarily social.

However, the decision about which networks we select as meaningful outlets for participation is almost always an individual decision. If we truly value participatory culture, we must recognize the right of individuals to choose to not participate.

 

Pedagogical concerns remain central to these discussions, if we are to insure that the widest possible range of people have access to the skills and resources they need to meaningfully participate. What insights might the book offer to educators who want to bring more participatory practices to schools, libraries, and other public institutions?

 

The difficult part about participatory pedagogy is that educators must be willing to relinquish absolute control over the conversation.  For a very long time, especially in Western educational settings, teachers were situated at the top of hierarchical learning models. In educational participatory cultures, learning does not necessarily happen quickly, it is not delivered in a tidy, self-contained package, and it certainly does not conform to government standards.  Learning emerges from the conversational and collaborative journey; it is not located in “the correct answer to the teacher’s question.” Members of participatory cultures find their own way to solutions, often not by the most direct or conventional paths.

Your book discusses practices such as participatory budgeting which involve the interface between citizens and governments. What has been the track record so far for such initiatives? What are the biggest challenges in opening existing institutions to greater forms of democratic participation?

Neither of us are experts in participatory budgeting, but we were encouraged to see related panels at the SXSW Interactive Conference this year in Austin. For example, one panel focused on participatory budgeting and the use of crowdsourcing to determine how government funds should be spent.  To date, most of the successful initiatives have taken place in Latin America and Europe.  It was heartening to see similar discussions in the United States.

 

Aaron Alan Delwiche (Ph.D., University of Washington) is an associate professor in the Department of Communication at Trinity University. His research interests include participatory culture, intergenerational gaming, and wearable computing. In 2009, with support from the Lennox Foundation, he organized the lecture series Reality Hackers: The Next Wave of Media Revolutionaries. In 2010, he delivered a talk titled “We are all programmers now” at TEDx San Antonio. He is also co-editor of the The Participatory Cultures Handbook (2012).

 

Dr. Jennifer Jacobs Henderson (Ph.D., University of Washington) is an associate professor and chair of the Department of Communication at Trinity University in San Antonio, Texas.  Her research addresses the boundaries of speech in media and participatory cultures as well as the ethics of this speech.  Jennifer is the author of the 2010 book Defending the Good News: The Jehovah’s Witnesses and Their Plan to Expand the First Amendment and co-editor of the The Participatory Cultures Handbook (2012).

 

What Do We Now Know About Participatory Cultures: An Interview with Aaron Delwiche and Jennifer Jacobs Henderson (Part One)

I am happy today to be introducing Aaron Delwiche and Jennifer Jacobs Henderson, the editors of an important new anthology, The Participatory Cultures Handbook. Anyone who has followed this blog over the years will recognize the names of many of the contributors to this collection, which includes Christopher M Kelty, Jason Mittell, Suzanne Scott, Mia Consalvo, Benjamin Stokes, Owen Gallagher, Pierre Levy, Daren Brabham, Howard Rheingold, Barry Joseph, and Paul Taylor, among many others, each represented by an original essay which expands their earlier writings on this topic and seeks to contribute to a larger conversation about the nature of participation (cultural, political, educational) in the early 21st century. The core topics include collective intelligence, new media literacies, crowd-sourcing, participatory democracy, fandom, serious games, blogging, and the digital arts, among much much more. In short, there’s something in this book which will speak to pretty much anyone who regularly checks out this blog. I have been raiding this book for my teaching and my writing ever since I first got my hands on it, and my students have found it a valuable resource for a broad range of projects. (Full disclosure: I have a short essay in this collection written in conversation with Suzanne Scott about her work on contemporary “fan boy auteurs.” Both essays add some more specificity to oft-made claims about the blurring boundary between fan and author.)

Over the next few posts, I am going to be grilling Delwiche and Henderson about some of the core themes that cut across the collection. I have to admit that I had a lot of fun framing these questions, since many of them are questions I am often asked in other interviews or that I am currently struggling with in my own work, and the two editors do a great job of putting forth some original reflections about these core and recurring concerns that we all confront as we seek to better understanding the participatory turn in contemporary culture. From my perspective, their responses, like the book itself, strikes an appropriate balance, embracing the collective push towards greater and more meaningful participation while also expressing skepticism about the ways that the term has been taken up and deployed rhetorically by a range of powerful and entrenched institutions. They welcome both writers who are excited about contemporary developments and those who offer strong critiques of some of the underlying assumptions driving this work. In the end, their work brings much greater rigor to our understanding of participatory culture, both by expanding the range of case studies we have to work with and pushing for more precise distinctions between different models of participatory practice.

The book includes a range of different practices, from those associated with fandom to those associated with crowd sourcing or community organizing or citizen science or digital poetry. How are you defining the core concept of participatory culture?

 

In The Participatory Cultures Handbook, we use the definition of participatory culture from the 2006 white paper Confronting the Challenges of Participatory Culture: Media Education for the 21st Century that you and your co-authors wrote for the MacArthur Foundation. As a starting point, we rely on your explanation that participatory cultures are characterized by “relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one’s creations, and some type of information mentorship whereby what is known by the most experienced is passed along to novices” (p. 7). A participatory culture “is also one in which members believe that their contributions matter, and feel some degree of social connectedness with one another (at least they care what other people think about what they have created” (p. 7).

After completing the book, we would now suggest there are three primary kinds of participatory cultures: consensus cultures, creative cultures, and discussion cultures.  While we acknowledge these are fuzzy categories, they do offer a structure for thinking about what it means to participate. We believe the nature of participatory cultures shifts just as it does in real world settings where cultures are shaped by venue, topic, participants, and interest level.

The most traditionally “productive” participatory cultures are often consensus cultures, or agreement-based.  They frequently reside in the realm of “work” where there is a goal or outcome to be met.  Something must be completed or solved or fixed.  These could easily be subdivided into expert cultures where people with specialized knowledge join together to leverage the power of collective intelligence and democratic cultures where “average citizens” do the same thing.  In the book, chapters about CERN and crisis mapping tend to the former while those about participatory budgeting tend to the latter.

Creative cultures are those in which participants are encouraged to create, share, and comment all within a safe and supportive environment.  Remix cultures live in this space, as do art and writing cultures.  The creative portion of fan cultures reside here – the fan fiction and fan-art sub-sites, for example.  In these spaces, participants are passionate about their creativity and the topics that spur those passions.  They are often lifers, who join a culture and stick with it.

Discussion cultures are ones where a topic rather than an outcome is at the heart of participation.  Sports fandoms, news sites, and food blogs all fall within the realm of discussion cultures.  Here, we often see more disagreement than support with participants engaging in sometimes heated, often real-time, exchanges on topics of personal and professional interest.  Participants in discussion cultures are not always long-time residents; they often roam from site to site as they chase the topic.

 

­­I have been seeing increased skepticism about the concept of participatory culture as a rhetoric of participation gets applied to many different sets of relationships between consumers and commercial interests. What qualities need to be in place before meaningful participation may occur?

This skepticism is well founded. One can think of many instances in which organizations use the rhetoric of participation to legitimize non-participatory relationships. This often happens when commercial interests leverage participatory culture practices to promote marketing goals (e.g., crowdsourcing slogans for a new flavor of tortilla chips), but corporations are not the only entities that attempt to pass off faux-participation as something more meaningful. The rhetoric of participation is regularly applied (and misapplied) to relationships between governments and citizens, as well as to relationships between activist groups and their members. This happens in groups of all sizes — from smaller community groups to national political associations.

In some ways, the pretense of participation is more troubling than the absence of participation. When authentic participatory energy turns out to be little more than democratic window dressing for top-down decision-making, those who devoted time and energy to the process might walk away feeling cynical, hopeless, and discouraged. This is why it is so important for us to ask questions about participatory procedures.

To what extent can the objectives of a participatory project be defined and refined by all participants? If the power to articulate project goals is concentrated in a handful of individuals, the process does not deliver meaningful participation.

To what extent are participants’ contributions filtered and edited before they are shared with the broader community? Often, organizations include “talk back” sections on institutional web sites; these components give the appearance of engaged member feedback. However, when one takes a closer look, it becomes clear that user comments are carefully filtered before they are posted. Meaningful participation is inversely proportional to the extent of censorship and editorial control.

It is true that there might be some situations in which community moderation is necessary – for example, in participatory communities that include minors. In these instances, participants have every right to scrutinize the transparency of moderation practices.

Some would argue that meaningful participation is a binary concept: it exists or it does not. However, it might be more useful — and more realistic — to think of participatory culture in analog terms. Some processes offer more authentic participation than others, and we should agitate for arrangements that are as close to the participatory ideal as possible.  There are times when we can only nudge. There are times when we push harder. And, every once in a while, as Mario Savio reminds us, “you’ve got to put your bodies upon the gears and upon the wheels… upon all the levers, upon all the apparatus… and you’ve got to indicate to the people who run it, to the people that own it, that unless you’re free, the machine will be prevented from working at all.”

 

Some argue that opportunities for meaningful participation still rest almost exclusively within groups which have enjoyed various forms of privilege in the past — especially those within elite or dominant segments of the population. What do we know about inequalities in opportunities to participate? Are there compelling cases of participation “from the bottom” and what lessons might we learn from these examples that would help us broaden opportunities for participation?

Privileged elites have always had greater access to participatory technologies and political structures. In Athens, direct democracy was erected on the backs of women and slaves who were excluded from the polis. In America, representative democracy was erected on the backs of women and slaves who were excluded from the voting booth. Thankfully, the history of democratic institutions is progressive, and more people have access to participatory culture than ever before.

This progress stems directly from the fact that disenfranchised human beings have agitated for full and equal participation, often risking their lives in the process. The most crucial battles for civil rights have been waged “from the bottom” by networks of individuals who have wrestled communication tools (literacy, the printing press, radio, music, film, video, computers) from the hands of elites. In turn, activists have used these tools to penetrate and transform political and economic systems in which they are located.

How can we broaden the opportunities for meaningful participation? First, we should nurture media literacy projects at all levels of society, making sure to address what you termed “the participation gap” in the report (Confronting the Challenges of Participatory Culture) that you co-authored for the MacArthur Foundation. In practical terms, this means fostering the competencies and social skills identified in the report: play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, and negotiation.

However, redefining media literacy to include an emphasis on skills required for participation is only the first step. If we want to preserve and extend opportunities for participation, we must broaden our thinking about the term “digital literacy.” It is no longer sufficient for citizens to understand how to use computers; we must also learn how to program the machines that rule our lives.

If we continue to accept technological gadgets and protocols as neutral gifts from benevolent technical elites, we pave the way for our future subjugation. As Douglas Rushkoff observes in Program or Be Programmed, digital technologies are always embedded with external purposes. “They act with intention,” he warns. “If we don’t know how they work, we won’t even know what they want. The less involved and aware we are of the way our technologies are programmed and program themselves, the more narrow our choices will become; the less we will be able to envision alternatives to the pathways described by our programs; and the more our lives and experiences will be dictated by their biases” (p. 148-149).

Scholars and activists often mystify digital technologies even as they celebrate them. We convince ourselves that computer programming is conceptually difficult or ideologically suspect. But nothing could be further from the truth. It is not difficult to learn basic programming, and it is easy to master the fundamental concepts that empower us to “speak back” to technology. Yet, even as progressive iterations of computer programming languages become more and more accessible, our fellow citizens seem increasingly willing to think of themselves as users rather than programmers – as consumers rather than coders.

It is only possible to sustain and broaden participatory culture for all citizens if we take up this challenge. If we dodge this responsibility – if we fail to teach our neighbors and ourselves how to program, and thus control, the ubiquitous machines that regulate our lives – we squander the accomplishments of those who have fought to expand the boundaries of participatory culture throughout human history.

We are all programmers now. Or, at least we can be, if we are willing to try.

 

Aaron Alan Delwiche (Ph.D., University of Washington) is an associate professor in the Department of Communication at Trinity University. His research interests include participatory culture, intergenerational gaming, and wearable computing. In 2009, with support from the Lennox Foundation, he organized the lecture series Reality Hackers: The Next Wave of Media Revolutionaries. In 2010, he delivered a talk titled “We are all programmers now” at TEDx San Antonio. He is also co-editor of the The Participatory Cultures Handbook (2012).

 

Dr. Jennifer Jacobs Henderson (Ph.D., University of Washington) is an associate professor and chair of the Department of Communication at Trinity University in San Antonio, Texas.  Her research addresses the boundaries of speech in media and participatory cultures as well as the ethics of this speech.  Jennifer is the author of the 2010 book Defending the Good News: The Jehovah’s Witnesses and Their Plan to Expand the First Amendment and co-editor of the The Participatory Cultures Handbook (2012).

 

T is for Transmedia…

T is for Transmedia from Annenberg Innovation Lab on Vimeo.

Today, the Annenberg Innovation Lab at USC and the Joan Ganz Cooney Center announced the release of “T is for Transmedia: Learning Through Transmedia Play.” The report is written by Becky Herr-Stephenson and Meryl Alper, under the supervision of Erin Reilly. This paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature about transmedia and children, this report identifies key links between transmedia and learning, highlights key characteristics of transmedia play, and presents core principles for and extended case studies of meaningful transmedia play experiences.

“We really have two goals for the report,” says co-author Becky Herr-Stephenson. “Our first is to get educators thinking about how they might incorporate transmedia play into activities, lesson plans, or projects. Our second goal is to put the design recommendations before media makers in the hopes that the principles will reinforce the good work people are already doing as well as encourage others to bring play and learning to the forefront of their transmedia projects.”

“T is for Transmedia” is embedded below and is also available for download here.

I know that this report is going to generate a lot of interest from the transmedia enthusiasts and new media literacy educators who constitute this blog’s most loyal readers, so to give you a taste of what to expect, I am sharing with you the introduction I contributed to this project.

There’s a Monster at the End of This Report

There is a monster at the end of this report (well, maybe there is, but you won’t know for sure until you turn all of the pages and read what we have to say).

But, it is telling that most of you probably recognize this phrase as a reference to a classic children’s book, written by Jon Stone, illustrated by Michael Smollen, released in 1971 just a few years after Sesame Street debutted on PBS, and “starring lovable, furry old Grover.” Much has been made of the ways that Sesame Street reinvented children’s television, embracing rather than running away from the properties of its medium, incorporating tricks from advertising, parodies of popular culture, songs and skits, into something which encouraged the active engagement of its young viewers. Yet, far less has been made of the fact that Sesame Street from the very start encouraged its young fans to follow it across media platforms – from television to records, books, stuffed toys, public performances, feature films, and much more. Certainly, the then-Children’s Television Workshop’s steps in that direction were cautious, given the anxieties many parents have about the commercialization of children’s culture. But, over time, much of the American public came to embrace those experiments in transmedia storytelling as part of what made Sesame Street such a powerful learning system. In a 2007 online poll, the American Education Association voted The Monster At the End of This Book onto a list of “Teachers’ Top 100 Books for Children,” and a few years later, the School Library Journal gave it a prominent spot on its list of the Top 100 picture books.

Part of what makes The Monster so compelling is that it is as reflexive about the nature of the printed book as a medium as Sesame Street was about our experiences of watching and learning from television. Reading this book becomes a kind of play as children scream with a mixture of fear and delight as we turn each page, wondering when the scary monster is going to appear, only to discover that it is “lovable furry old Grover” who is the monster we warmly welcome at the end of the book. Grover tries to do everything he can to block us from turning the pages, from tying knots to constructing brick walls, from begging to harranging us, yet the desire to read overcomes all of the walls he might try to erect. The children’s book has long been a site for domestic performance, as parents and children alike try out different voices, make sound effects, respond with mock emotions, to the pictures on the page.

This book had effects which go beyond the printed page: Grover emerges as an early fan favorite on Sesame Street as his personality took shape across platforms. When young people pick up The Monster, they already know who Grover is, they know his back story, they understand his motivations, they identify with what he is feeling, and as a result, there is an immediacy about our experience of this book.

Predictably enough, Monster has in recent years evolved into a digital book, an interactive experience children on their iPad. We certainly do not want to exclude adults from the fun – reading books together across generation is perhaps the most powerful way to foster a deeper appreciation of the pleasures of reading. But, Sesame Street has always understood that children do not enjoy equal opportunities to learn. Some children are left on their own while their parents work long hours. Some parents do not have good models for active reading with their children and look for prompts that might allow them to learn how to play and perform and speculate around the printed page. The experience of an e-book version of Monster will ideally supplement and scaffold the experience of reading the traditional picture book, not replace it, but it also adds a new layer to the ever expanding “supersystem” which constitutes the world of Sesame Street. So does The Putamayo Kids Presents Sesame Street Playground, a CD/DVD set which shares with children songs from the many versions of the program which have been localized to languages and cultures around the world, and video clips featuring the original casts in India, Mexico, Russia, or South Africa. And Sesame Street, the longest street in the world, just keeps growing.

Today, we might describe Sesame Street as a transmedia experience – that concept did not exist in 1971 when Monster was first published. Transmedia is an idea that has come into sharper focus over the past decade, having emerged from active conversations between academic researchers, creative artists, policy makers, fan communities, anyone and everyone interested in the future of entertainment and storytelling. Transmedia, by itself, means “across media” and it describes any number of possible relationships which might exist between the various texts that constitute a contemporary entertainment franchise. Marsha Kinder (1991), a media scholar who has written extensively about children’s media, coined the term, “transmedia,” to refer to the “entertainment supersystem” which had emerged around characters such as the Teenage Mutant Ninja Turtles, The Muppet Babies, or the Super Mario Brothers, as personalities and characters that move across media platforms, encouraging their fans to follow them where-ever they appeared. In my own work (Jenkins, 2006), I extended her concept to talk about transmedia storytelling, which refers to the systematic unfolding of elements of a story world across multiple media platforms, with each platform making a unique and original contribution to the experience as a whole.

Monster at the End of the Book builds off what we know of Grover on television but it creates a new kind of experience that takes advantage of the distinctive affordances of the printed book, which is designed to be read aloud in the child’s bedroom or playroom. Follow that Bird expands upon the time we get to spend with Big Bird while watching the television series in order to flesh out his backstory, situate him within a quest narrative, and suggest how much he means to the larger Sesame Street community. Neither example builds on extensive narrative information that must be remembered across different texts — that would not necessarily be appropriate for younger viewers — but it does reward fans who apply what they learned in one context to each new appearance of the characters.

Each of these texts, thus, contributes something to our knowledge of this fictional realm, and each takes advantage of those things their respective medium does best. We want the depiction of Oscar or Cookie Monster or the Count in a Sesame Street game to be consistent with what we see on television, but we also want the game to provide us with an interactive experience that is only possible in digital media. By combining media with different affordances, we create a more layered entertainment experience. Or at least, that’s the theory. A good transmedia narrative uses these various cross-platform extensions to flesh out the world, to extend the time line, to deepen our familiarity with the characters, and to increase our engagement.

With an educational property like Sesame Street, transmedia does something else – it reinforces the learning both by encouraging us to reread and re-experience a particularly pleasurable narrative (something, as we all know, kids are often inclined to do with little or no adult encouragement) and because they are invited to connect together pieces of information across multiple installments. In his book, The Tipping Point, Malcolm Gladwell (2000) describes the original Sesame Street as “sticky,” suggesting that young people become so drawn to its vivid characters that they keep coming back for more and in the process, these repeated encounters reinforce what they learn from its curricular design.

Transmedia encourages additive comprehension. We learn something new as we follow the story across media. This distinguishes it from cross-media, which refers to the use of these other media platforms as simple delivery mechanisms for the same old content. So, if we watch Sesame Street online or on a DVD and change nothing else about the content, that’s cross-media. We might also distinguish transmedia from multimedia. Multimedia might use multiple kinds of media – words, pictures, sounds, videos – which are brought together in a single package: so, in the old days, there might be a CD-ROM developed around Sesame Street, where clicking a button opens us up to a range of different kinds of media. In transmedia, there’s something powerful about how the reader is incited to search out dispersed content and reassemble it into a meaningful mental model.

In a hunting society, children learn by playing with bows and arrows. In an information society, they learn to play with information. That’s part of why we think transmedia learning is such a potentially transformative concept. A science fiction writer has to construct a world which can extend across media platforms, but there already exist many rich worlds – the world under the sea, the universe beyond the Earth, the ancient world, the people who live on the other side of the planet — which are central to our desired curriculum. Perhaps, the best way to learn about them is to explore their stories, their environments, across media platforms, much as we acquire a deeper affection for Grover through repeated encounters.

Like any other kind of storytelling, transmedia is something which can be done well or badly. You can be attentive to the possibilities of expanding a story in new directions or you can simply slap a logo on something and pretend like it’s part of the same franchise. Transmedia can be enriching or exploitative, can be motivated by the crudest of economic motives or shaped by the most cutting edge learning science. But, when transmedia is done well, it creates a deeply engaging, immersive experience, which multiplies the number of learning opportunities.

Young people do not simply consume transmedia narratives; rather, transmedia encourages playful participation. In my book, Convergence Culture (2006), I talk about attractors (things that draw together an audience) and activators (elements which give the audience something to do, especially in a network society, ways to interact with each other around the shared content). Narrative-inflected play is hardly new. Go back and reread the great children’s books of the 19th century. There’s Meg in Little Women developing a backyard game based on Pilgrim’s Progress. There’s Tom Sawyer in Mark Twain’s novel pretending to be a pirate or Robin Hood. There’s Anne, she of the Green Gables, who re-enacts the story of the Lady in the Lake. Each of these books remind us that children before the era of mass media actively engaged with stories told to them by adults and transformed them into resources for their own creative play.

In the 20th century, mass media displaced many traditional forms of storytelling, but children’s play with narrative remained meaningful as a way of trying on adult roles and expanding core stories that matter to them. And this is what this report means by transmedia play. Certainly, adults have some legitimate worries about commercial media “colonizing” their children’s imaginations, but keep in mind that the human imagination feeds upon the culture around it and children show enormous capacity to re-imagine the stories that enter their lives.

Transmedia encourages this kind of creative reworking. The scattered fragments of a transmedia story are like pieces of a puzzle; they encourage curiosity, exploration, experimentation, and problem solving. Transmedia’s process of dispersal creates gaps which require our active speculation: some call this negative capability. Transmedia processes show us that there are more than one way to tell story, that there is always more we can learn about the characters and their world, and that represents a provocation to imagine aspects of these characters that have not yet made it to the screen. Young people make these stories their own through their active imaginations. The stuffed toy becomes their avatar: they use it to work through their problems; they use it as a vehicle for their emotions; they project their own personality onto the plush or for that matter, they use it a a stand in for some other powerful figure in their life. For a short moment, as they are reading about or manipulating Grover, they become the monster, and again, that’s a valuable experience. The child psychologist Bruno Betellheim (1976) tells us that young people need to read stories which acknowledge the darker sides of life, because children know that they are not always good and they need resources for thinking through how they should respond to the things that frighten them in the real world.

So, there you have the core concepts of this report – transmedia stories, transmedia play, transmedia learning. Put them all together and something magical happens.

Transmedia is not the monster at the end of the book; it’s not something you need to be afraid of encountering. So far, we know more about transmedia in entertainment and branding contexts than in relation to learning. That’s not a reason to take off running down the street. That’s a reason for people who care deeply about insuring the most diverse learning opportunities for our children to take transmedia seriously, to try to understand how to link multiple media together to create new pedagogical experiences, to be ready to explore how we might play together around the materials of a transmedia franchise, to invite children to explore what it means to read a story across the borders and boundaries between different texts and different media. This report offers some rich exemplars of groups who are doing well by children through their creation of powerful and transformative transmedia experiences, and it offers some design principles so that educators and producers might generate more meaningful, even mind blowing, transmedia experiences for the coming generation.

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.

What’s All the Fuss About Connected Learning?

Last week, the MacArthur Foundation released a significant new report, Connected Learning: An Agenda for Research and Design, which should warrant the close attention of my regular readers, especially those of you who are strongly invested in thinking about the nature of education within a networked era. The report comes more than six years after the launch of the Digital Media and Learning initiative and represents an important re-assessment of what’s working and what’s not as institutions at all levels have responded to the changes which are impacting our information environment. The authors of the report include some of the most important American and British thinkers about youth, new media, and education:

Mizuko Ito…Kris Gutiérrez…Sonia Livingstone… Bill Penuel…Jean Rhodes…Katie Salen..Juliet Schor…Julian Sefton-Green….S. Craig Watkins 

The report is sobering in its acknowledgment of some of the real challenges confronting us, especially in its focus on the growing inequalities in terms of access not simply to the technological infrastructure but to the skills and opportunities required to meaningfully participate in the new media environment:

Despite its power to advance learning, many parents, educators, and policymakers perceive new media as a distraction from academic learning, civic engagement,and future opportunity. Digital media also threaten to exacerbate growing inequities in education. Progressive digital media users … are a privileged minority. There is also a growing gap between the progressive use of digital media outside of the classroom, and the no-frills offerings of most public schools that educate our most vulnerable populations. This gap contributes to widespread alienation from educa- tional institutions, particularly among non-dominant youth. Without a proactive educational reform agenda that begins with questions of equity, leverages both in-school and out-of-school learning, and embraces the opportunities new media offer for learning, we risk a growth in educational alienation by our most vulnerable populations….

This report is skeptical and hard-nosed, challenging some of the optimism which has fueled previous work in the Digital Media and Literacy tradition, raising concerns about what is happening to those who are being excluded from meaningful participation. The authors raise alarms about how all young people are impacted by an educational process which gives them few chances to pursue their own passions and interests within a regime of standardized testing and a fragmented media environment where children have much greater access to highly commercial sites than to those which speak to them as citizens and learners.

The report raises these issues while also recognizing the very real educational opportunities DML scholars have identified when we look at those communities which have proven rewarding for a growing number of young participants, communities which have a shared ethical commitment to encouraging and scaffolding their participation. The authors believe something valuable is taking place in many corners of the web (and in the context of young people’s everyday engagements with media.):

Young people can have diverse pathways into connected learning. Schools, homes, afterschool clubs, religious institutions, and community centers and the parents, teachers, friends, mentors and coaches that young people find at these diverse locales, all potentially have a role to play in guiding young people to connected learning. Connected learning takes root when young people find peers who share interests, when academic institutions recognize and make interest-driven learning relevant to school, and when community institutions provide resources and safe spaces for more peer- driven forms of learning.

Examples of learning environments that are currently integrating the spheres of peers, interests, and academic pursuits include athletics programs that are tied to in-school recognition, certain arts and civic learning programs, and interest-driven academic programs such as math, chess, or robotics competitions. These connected learning environments ideally embody values of equity, social belonging, and participation. Further, connected learning environments are generally characterized by a sense of shared purpose, a focus on production, and openly networked infrastructures.

The report is skeptical, not cynical. It asks hard questions precisely so we can empower meaningful change. The authors do not fall prey to the paralysis which consumes so much academic writing, but rather they offer a number of concrete recommendations about what new kinds of educational structures and practices need to emerge. What I admire most about this report is this movement between critique and advocacy, between analysis of existing problems and the willingness to find concrete solutions. I have admired these pragmatic qualities in many of these authors individually in the past. See, for example, my previous interviews with Mimi Ito, Craig Watkins, and Sonia Livingstone, about their research.  

The report includes rich case studies, demonstrating the kinds of experiences some youth have enjoyed through joining the Harry Potter Alliance, enrolling in New York City’s Quest to Learn School, or participating in the after school offerings of the Chicago Public Library’s YouMedia Center. Such projects illustrate what happens when everything comes together. Here, for example, is a bit from a sidebar written by Sangita Shresthova and Neta  Kliger-Vilenchik, two researchers from my Civic Paths team at USC’s Annenberg School, dealing with the learning culture which has grown up around the Harry Potter Alliance:

Although fun and social in nature, involvement in HPA pushes young people to connect their recre- ational interests to social and political issues that they might not otherwise be familiar with. Because HPA turns its attention to many issues, ranging from net neutrality to fair trade and voter registra- tion, this forces participants to study up in a range of new areas. Almost every campaign is accompa- nied by a period of learning about the new issue and making sense of it. Chapter leaders will often educate the group on a new issue. Participants also talk about how involvement in HPA helped them see the political messages within Harry Potter. One chapter has gone as far as opening a 6-week study group on “Harry Potter as a tool for social change,” discussing links between the narratives and real-world issues. In other words, HPA is a site of hybridization and translation between political and fantasy-centered frames of reference.

Coincidentally, Andrew Slack, HPA’s Founder and Leader, also released a new TED talks video last week, which is a wonderful illustration of the HPA approach at work.

Here, Slack is very much in his element, speaking to a room of youth, giving himself over to his inner fan boy, and at the same time, encouraging critical media literacies and informed engagement with social issues. You also get a sense here of how Slack and others in his organization are moving beyond a focus on Harry Potter fandom and seeking to demonstrate how we might learn from a range of popular media and literary texts.

Such educational opportunities are exciting — they have sustained my own enthusiasm over the better part of a decade now — but they are not in and of themselves enough, not as long as many young people lack the kind of adult mentorship which might help them to identify meaningful online experiences or make connections between what they are learning in these communities and the demands of more formalized education.

The heart of the report seeks to identify design principles which might address these concerns:

Our hypothesis is that in order to develop these cross-cutting repertoires of practice, young people need concrete and sustained social networks, relationships, institutional linkages, shared activities and communication infrastructures that connect their social, academic, and interest-driven learning. It is not enough for young people to have knowledge “in their head” and expect that they can apply it appropriately and effectively in varied settings on their own. They need caring adults, supportive peers, shared cultural references, and authentic ways of contributing to shared practices in order to mobilize their skills and knowledge. In contrast to the voluminous literature and research on cognitive and individual models of transfer, there has been very little work that looks more ecologically at the relational, infrastructural, and institutional settings that undergird effective translation and transfer between formal instruction and varied practices.

I can’t begin to do justice to this report. You need to read it yourself, and then, we need to launch some serious conversations about its implications for our own practices.

 

Once You Open Your Laptop…: Final Exam

For the past week, I have been sharing insights and materials from my Technology and Culture class last semester. As I described last week,  we had explored how to integrate transactional memory, collective intelligence, and participatory culture practices into the design and implementation of the class. We built collective problem solving into the class from day one, gradually formalized student’s membership into teams which would acquire skills at working through challenges together, and culminated the term with a collective final exam, which would demonstrate what these teams could do when they pooled knowledge and worked together under deadline pressure. What follows is the exam, exactly as it was presented to the students. We are offering it as an example to help other educators think about how they might redesign their teaching practice to encourage students to be more effective at producing and sharing knowledge through online networks.

 

Teams should select three (3) of the following four (4) questions to address on the exam. Collectively, you should strive to answer the questions as fully as possible. Be sure to address each part of the question.

Responses to three (3) of these questions should be emailed to your TA no later than 3:30 pm on Wed. Dec. 5.  Please be sure to list all of the members of your team who participated in responding to these questions and also identify any other people or resources you consulted with in preparing your answers.

1. In his short story, “To Market, To Market: The Re-Branding of Billy Bailey,” Cory Doctorow presents both a celebration and a sharp critique of pervasive marketing and advertising in the 21st century.  Through Billy’s character development, and his interactions with Mitchell McCoy and Ronnie Ryan, Doctorow touches on many of the larger contemporary debates around “spreadable media,” advertising’s most recent “creative revolution,” and the current state of the music industry.

Through an analysis of specific quotations and overall themes in “To Market, To Market,” write an essay that answers the following questions:

  • How does Doctorow present “the power of youth” in advertising?  How does this representation of young people relate to the various roles that youth may take in the consumption, creation, and spread of contemporary media messages?
  • How might the practices Doctorow depicts represent a logical next step in the evolution of the advertising industry’s relations to its consumers which Prof. Jenkins described in his lecture?
  • Does Doctorow portray advertising positively, negatively, or a combination of the two?
  • What tensions exists between “identity” and “industry” in the world of music among different players (specifically fans, artists, and record label representatives)?  How does Doctorow illustrate the ways that “identity” and “industry” converge and diverge?
  • What assumptions does the story make about the ways consumer’s choices are influenced by those made by other consumers? What might be other ways to discuss the role of consumers in contemporary culture?

To support your claims, use at least five (5) class readings (besides “To Market, To Market”), with at least one (1) reading being from each of the following three (3) different days of class readings:

10/29 “How Does Media Spread?”
11/12 “What Will Be the Future of Advertising?”
11/14 “Are Pirates a Threat to Media Industries?”

2. In the United States, women are currently the majority of registered voters, and vote in larger numbers than men.  In addition, the 2012 election ushered in a record number of women elected to the Senate.  However, issues directly related to women’s rights (e.g. reproductive health, equal pay) were infrequently discussed in the recent presidential election and debates.

Two sets of political memes in 2012 focused very specifically on women’s equality issues:

“Texts from Hillary” (http://textsfromhillaryclinton.tumblr.com/)
“Binders Full of Women” (http://bindersfullofwomen.tumblr.com/)

Through an analysis of EITHER “Texts from Hillary” OR “Binders Full of Women,” address the following questions. Based on what you’ve learned from earlier discussion section activities, trace the flow of these meme across at least three (3) online communities:

  • Which groups most readily embraced this meme?  How did these memes connect to ongoing discussions within these communities?
  • What kinds of commentaries do these memes make about gender inequalities and power?  How are these commentaries made using elements from popular culture?
  • Find responses to these memes from mainstream journalists. Do they see these kinds of participatory political practices as enhancing or detracting from meaningful political discussion?
  • Did the meanings associated with these memes change over time as they moved across different online communities? If so, how?
  • How open was this meme to expressing alternative ideological perspectives?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/24 “What Roles Do New Media Play in American Politics?”
10/29 “How Does Media Spread?”
10/31 “How Generative are Online Communities?”

3. Recent readings have focused on hopes and fears for the printed word, as well as the way narratives can extend across various media.

Describe how your group sees the format of two (2) of the following literary genres evolving over the next ten years: comic book, class textbook, religious tome, science fiction novel, technical manual, children’s picture book, newspaper or news magazine. Be specific in terms of the contexts in which they will be used, and by which communities. Keep in mind that communities are also always in flux. Address the following questions:

  • Which traditional functions of these publications are best served by print? What might digital publication offer that would create new value as compared to print-based counterparts?
  • Cite examples of current digital publishing in this space.  In what ways are these experiments are offering new affordances and demonstrating new relationships to the reading public?
  • What economic factors might push publishers to adopt digital publication, even in those cases where there is not “value added” features?
  • What aspects of these traditional publishing genres are being served by grassroots producers and online communities?
  • What concerns might critics, such as Sven Birkerts or Nicholas Carr, raise about the movement of these functions into digital media?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/31 “How Generative are Online Communities?”
11/26 “Is Print Culture Dying?”
11/28 “Has Networked Communication Changed the Ways We Tell Stories?”

4. Trace the rise of “Web 2.0″ and which of its components can still be seen in today’s web.

  • How was it a new paradigm? What are its key defining traits?
  • Cite several examples of exemplary Web 2.0 companies and the ways they relate to their consumers.
  • Discuss the relationship of Web 2.0 to other key concepts from the class, especially participatory culture, collective intelligence, and circulation.  What aspect of participatory culture are absorbed into Web 2.0 practices, what remains outside of commercial logic, and what are core sources of tension between Web 2.0 and these more grassroots practices?
  • Drawing on critics of Web 2.0, including Geert Lovink and Jenkins/Ford/Green, discuss what concerns people have raised about these emerging corporate practices. Which of these criticism do you agree with and which would you refute or qualify?
  • Does the current incarnation of the web facilitate discussion, self-expression and civic engagement?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

11/5 “Have There Been Twitter Revolutions?”
11/7 “What is Web 2.0?”
11/14 “Are Pirates a Threat to Media Industries?”

Once You Open Your Laptop… Activities from My Technologies and Culture Class (Part Two)

These next activities mark the shift towards graded group work in the class. By this point, the students are working in permanent teams and these activities are explicitly presented as practice runs towards the final exam.

Week 10 Tracking Viral Success (Henry Jenkins)

Each video on YouTube has a story. While it can be hard to trace the origins of some of these videos, each was posted by someone, for some reason. Most reflect ongoing conversations within particular subculture communities. Each may inspire comments either as written texts or response videos. And each may travel from YouTube to other communities through social networking tools. Teams should choose one example from amongst those which have spread the furthest and gained the most hits. Select from one of the following:

Gangnam Style
Call Me Maybe
S**t Girls Say
Someone I Used to Know

Your team’s task is to help us to  better understand where it came from, how YouTube users responded to the video (find at least two remix/response video), how it spread beyond its original community, and how mass media responded to the video’s sudden popularity .  Here are some steps which members of your team can take to get the information they need to answer this question.

  • Start with Youtube itself. Look at the video and the information that surrounds it.
  • Read the comments section on the YouTube page and see how people there responded to it.
  • Check to see if there are more than one versions of the same video on Youtube. You might also broaden your search to look at other common video sharing sites, such as Vimeo.
  • On Youtube, look for videos which responded to the original.  Or other related videos which surface alongside it and may help give us clues about its context.
  • Use a search engine to track references to the video on blogs or news coverage of its spread. See if you can find out anything about who produced the video and why.
  • Allow time to write out your answer using googledocs. You may want to take notes as you go so if you run out of time, we can at least trace the steps you took and what you found, before you consolidated your responses.

Your final response should include an evaluation of how such current theories as “viral media,” “Memes,”  and Spreadable Media might have addressed the specific patterns of production, circulation, and response you have identified.  Try to draw on at least three readings in a meaningful way. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment.

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Activity for Week 11: Kickstarter as a Web 2.0 Company (Andrew Schrock)

Kickstarter is a website for “crowd funding,” a way to finance creative and technical projects where small amounts of money are pledged with no guarantee of success, similar to a benefactor model spread across many parties. Projects must not be for charity, finite, and rewards should be intrinsically related to the project. Project proposals are reviewed by Kickstarter for adherence to guidelines, and funding is given only if projects meet their goal. About half of approved projects got funded in 2011, for an average funding rate of 46%, over a million pledges, with an average pledge of $86. The most popular projects are Film/video and music, although Technology has a larger average amount for successful financing.

 

Your assignment today is to summarize and contextualize a successful Kickstarter project, as selected from the list on the next page. Your tasks should include:

 

 

Your response should first be descriptive: tell us a story of who these people are, what their project is, and why you think this project succeeded over others. How does the project speak to particular communities through rewards and the video pitch? Second, you should draw on the readings from class to discuss the role Kickstarter played in the team’s personal / professional lives, and how crowdfunding operates in the larger funding ecosystem. Are they amateurs or professionals? How does Kickstarter serve as an alternative for established modes of funding, recall earlier models, or reinforce criticisms made of “web 2.0”? Were there controversies or discussions of this project on news sites and discussion forums? Be sure to employ concepts from at least three readings from this week.

 

List of Kickstarter Projects

 

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Week 12 Intellectual Property in the Music Industry (Rhea Vichot)

 

William Fischer, in discussing the role of technology within the contemporary media landscape, envisions an alternative system for artists to be compensated for their work.

Utilizing either the role you were assigned in lecture on Wednesday or, if you choose, one of four roles below:

 

  • Artist
  • Record Label
  • Intellectual Property Law Firm
  • Fan

 

Analyze FIscher’s Alternative Compensation system through one of these perspectives. In doing so, be sure to reference at least three other readings. What are the advantages and disadvantages to such a system for the specific role you are writing as? How does this model address piracy and does it do so to the satisfaction of your role? What is the role of advertising in this alternative system? What changes would you want to make to Fischer’s recommendation based on our readings and discussions?

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Week 14 Mapping Transmedia Worlds (Meryl Alper)

Transmedia storytelling, as defined by Prof. Jenkins, “represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.”  Each medium contributes something unique to the world of the story.  Images, characters, stories, and songs travel between different media platforms, shaped in various ways by both corporations and consumers.

 

Your team’s task is to choose a media franchise, physically map how individual texts stand alone but also contribute to a larger transmedia story, and answer some questions on how your transmedia franchise reflects larger historical, cultural, political, and economic factors.

 

Choose one (1) of the following global transmedia franchises (and just a few texts to consider for each – there’s many more for you to map than the examples listed listed here):

 

1. Harry Potter (J.K. Rowling, Pottermore, The Wizarding World of Harry Potter)

2. Wizard of Oz (The Wiz, ruby slippers, L. Frank Baum, Wicked)

3. The Muppets (“Sam and Friends,” Cookie Monster and Rowlf in IBM commercials (e.g. http://www.youtube.com/watch?v=ZJVU-7WinQc, Jim Henson, movies and movie trailers, “Sesame Street,” http://www.muppetsmahnamahna.com/)

4. Batman (Why So Serious? ARG, Batman Live, live-action and animated TV series)

 

Mapping (Approx. 20 min.)

 

Your group will receive a marker, a large piece of white paper, and a pack of Post-Its.  On the Post-Its you’ll write out different textual elements (e.g. for Harry Potter, on one Post-It you might write “Harry Potter and the Sorcerer’s Stone (The Movie)” and on another, you might write “Platform 9 ¾ in London’s Kings Cross Station”).  You’ll “map” the Post-Its onto one of the sheet of white paper, and use the marker to draw connections between the elements.  “Map” is a loose term and there’s no wrong way to do this – it doesn’t have to be neat and pretty, but should reflect connections and distance between elements.

Questions (Approx. 30 min.)

After the mapping exercise, your group should then answer the following questions.  In your responses, please meaningfully incorporate material from Prof. Jenkins’ book chapter, his blog post you were assigned, AND at least one of Nick DeMartino’s blog posts from this week:

1) How does the franchise engage different types of transmedia logics?:

  • Storytelling (e.g. recurring minor characters like Boba Fett in Star Wars, story arcs across texts like Kermit and Miss Piggy’s relationship)
  • Branding (e.g. iconography like the Ruby Slippers in Wizard of Oz, consumer goods)
  • Rituals (e.g. holiday movie viewings, Harry Potter movie premieres, Super Bowl commercials)

2) Explain how one of your Post-It note “texts” relates to specific trends impacting the entertainment industry at the time of its creation.

 

3) Identify who owns one texts in your transmedia franchise (e.g. The most recent Muppet movie was produced by Disney, not the Jim Henson Company, because Disney now owns the Muppets).  How does media concentration play a role in transmedia?

4) In his “Transmedia Storytelling 101” post, Prof. Jenkins writes, “Transmedia storytelling is the ideal aesthetic form for an era of collective intelligence.”  Based on your experience working collectively during the second half of the semester and in today’s section, why or why not do you agree with that statement?

Next Time: Final Exam