Confessions of an Aca-Fan by Henry Jenkins

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A Brief Outline of Kony 2012 and Initial Reactions to the Campaign

by Rhea Vichot and Zhan Li

The Kony 2012 video campaign by Invisible Children (IC) has been extraordinarily - even unprecedentedly successful - in spreading its message. It has also attracted criticism, both concerning the content and strategy of the video campaign and the general character of the organization itself.

This post offers a brief overview of the debate over the campaign as it evolved in the period between the release of Kony 2012 on YouTube on March 5, 2012 and the subsequent official response to critiques made by Invisible Children on March 7th. Of course, we recognize that the debate continued to develop in important ways after this time. This post simply offers an introduction to the early days of the campaign.

The Kony 2012 video was released by Invisible Children at 12PM PST on March 5th, 2012 on popular video sharing platform YouTube (the video had been hosted on Vimeo, another video sharing site, since February 20th, but may have been password protected until its public release).


KONY 2012 from INVISIBLE CHILDREN on Vimeo.

Narrated by Jason Russell, one of the founders of Invisible Children, the film aims to spread awareness about the crimes of Joseph Kony, head of the militant group the Lord's Resistance Army (LRA) which is operating in several countries in Central Africa: Sudan, South Sudan, The Democratic Republic of Congo, The Central African Republic, and Uganda. Kony was indicted for war crimes by the International Criminal Court in 2005, and the campaign calls for increased action and pressure to bring him to justice.

The video quickly became an astonishing success in the scale and speed of its spread. For instance, Invisible Children tweeted that the video had already received 800,000 hits online in the first 24 hours. Indeed, the scale and speed was so staggering that many people in the NGO and aid world felt that they had to pay close attention to this campaign by a NGO that many may have never heard of before (and some may have dismissed as an eccentric aid campaign organization aimed at an audience of high school kids). The impact of the campaign also attracted much attention from fields beyond the NGO and aid world - including the celebrity press and social media and marketing consultants.

By March 7th, the videos had attracted 40 million views on YouTube and almost 11 million views on Vimeo. IC's campaign planners had originally called for a target of a mere 500,000 views of the video by the end of 2012 and had thought the video would mostly circulate within IC's core audiences of (mainly US) high school and college students.

Besides raising awareness of the issues surrounding Kony and the LRA through encouraging spread of the video online, the Kony 2012  campaign also recommended to its supporters that they send communications (primarily via Twitter) targeting 20 "culturemakers" and 12 "policymakers" as selected by IC and identified on the Kony 2012 website

culture-policymakers.jpg


These designated celebrities and political figures range in experience and ideology. The "culturemakers" ranged from entertainment celebrities (including some with reputations for involvement with NGO and humanitarian causes such as Lady Gaga, Oprah Winfrey, and Bono - to major technology and financial entrepreneurs such as Bill Gates, Mark Zuckerberg, and Warren Buffet, as well as other leading shapers of public opinion such as Rush Limbaugh and Rick Warren. The range of policymakers focused on U.S. politicians such as former U.S. Presidents George W. Bush and Bill Clinton, Mitt Romney, and Harry Reid (President Obama and his Cabinet are notably not included here), while also including non-U.S. politicians Stephen Harper (Prime Minister of Canada) and U.N. Secretary-General Ban Ki-moon.


Criticisms as well as praise began to emerge online soon after the video's launch on Monday. These responses came via social networks (perhaps most notably Twitter and Reddit) as well as independent opinion blogs (for instance, a grassroots blog post whose critique of Kony 2012 started spreading widely early on was an opinion piece entitled  "We Got Trouble"  that was written by a Canadian college student) and mainstream media channels in the US and beyond (the UK Guardian for instance liveblogged early reactions to the campaign and quickly published multiple reports online about Kony 2012).


Key critiques of the Kony 2012 campaign included arguments that it greatly oversimplified the complexities of politics, conflict, and aid; that it displayed neo-colonial or patronizing attitudes towards Africans; that it distracted attention away from more pressing issues; that it was arguing for humanitarian military intervention without recognizing the immense difficulties and many unintended consequences of such policy; that the organization has inefficiently misallocated funds towards media/marketing and overhead at the expense of tangible on-the-ground development and aid efforts; and that there is something distasteful and counterproductive in the way that IC presents its message through glossy, stylish, and youth-centered popular culture savvy content.


On March 7th, Invisible Children released an article on their site which provided official responses that argued against key critiques levelled at their campaign - for instance, regarding IC's NGO credibility and transparency and IC's position in relation to human rights based criticisms of the Ugandan government. IC also attempted to deflect attacks on what some critics have seen as IC's "white savior" rhetoric by highlighting "that over 95% of IC's leadership and staff on the ground are Ugandans on the forefront of program design and implementation." They also addressed the related controversy regarding the photo of the founders posing with guns from 2008, with co-founder Jason Russell stating "that photo was a bad idea. We were young and we got caught up in the moment."


Overall, IC appears to have been both caught off-guard as well as feeling exhilarated and energized by the spread of the campaign so far. In a video posted on March 8th, Jason Russell thanked IC's supporters for the incredible success of the campaign's spread.


Wow. Thank You. from INVISIBLE CHILDREN on Vimeo.

Jason called the movement a revolution that will change the world and told his audience: "I need you to know something. I am here representing you - your voice. This is a collective. It's a We. And this story transcends borders. It is not about politics. It is not about the economy. This is about human beings - human beings waking up to the potential and the power that they have. That's what KONY 2012 is about and it's just the beginning - because we are starting something which cannot be stopped." IC has also announced that it is translating the Kony 2012 video into as many languages as possible.

Since IC published its response to critics, the attention towards Kony 2012 has only increased, with tallies at time of writing (end of day, March 11th) showing around 91 million views in total for the original YouTube and Vimeo versions (these figures do not count other versions that may be in circulation, including non-English language editions that may already have been released). Commentary critiquing and praising IC's Kony 2012 campaign continues to evolve and expand.

Zhan Li, a fellow member of the Civic Paths Project Research Group has created a Storify linklist , which presents a selection of these critiques and defenses.

How to Earn Your Skeptic "Badge"

Learning today happens everywhere But it's often difficult to get recognition for skills and achievements gained outside of school. Mozilla's Open Badges project is working to solve that problem, making it easy to issue, earn and display badges across the web. The result: recognizing 21st century skills, unlocking career and educational opportunities, and helping learners everywhere level up in their life and work.

Get recognition for new skills and achievements
The web and other new learning spaces provide exciting ways to gain skills and experience -- from online courses, learning networks and mentorship to peer learning, volunteering and after-school programs. Badges provide a way for learners to get recognition for these skills, and display them to potential employers, schools, colleagues and their community.

Through a simple framework that's open to all


Using Mozilla's Open Badges infrastructure, any organization or community can issue badges backed by their own seal of approval. Learners can then collect badges from different sources and display them across the web -- on their resume, web site, social networking profiles, job sites or just about anywhere. Unlocking new career and learning opportunities. 
By displaying skills and achievements that traditional degrees and transcripts often leave out, badges can lead to jobs, community recognition, and new learning opportunities. -- from Mozilla Open Badges Wiki


Let me make a few things clear from the start: First, I was an Eagle Scout. Technically, I am an Eagle Scout since what you learn in scouting is something you carry with you for the rest of your life. I not only made Eagle but I had multiple additional palms, which means that I earned a hell (pardon my un-Scout-like language) of a lot of merit badges through the years.

I certainly valued the learning which went into each of those badges, but I also took pride and joy in that full sash of merit badges, in and of themselves, and I was motivated to see how high a rank I could earn before I aged out of the organization.

Scouting does several things right where badges were concerned: there are some badges which every Scout is expected to earn if they want to move up rank but there are also a vast array of different badges which a scout chooses from as they map their own route through scouting. The badges I remember most vividly were those having to do with journalism, communications, drama, and photography, all aspects of the person whom I would become when I grew up. The skills which the badges represented were in most cases skills which we actively deployed in our life in Scouts, so they were not simply things which I learned to earn a badge. Well, there were a few of those -- in my troop, Basket Weaving was the joke badge we all earned at summer camp because the requirements were simple and pretty lame and it was funny to have the badge on your sash. We can say that Scouting thus combines intrinsic and extrinsic motivations to create a system within which the badges are meaningful to those who opt to participate.

That said, even as a lad, I knew that Scouting and its badges were not for everyone. Many of my friends, especially during the late Vietnam War era, did not like the idea of wearing a uniform of any kind, they did not really understand the appeal of badges, they did not want adults telling them what to do. (Today, I might add my own increased questioning of the values of the organization, which has today embraced overt homophobia in its dealing with queer scouts and scoutmasters.)

For the most part, the current drive for badges in education is being pushed by people like me -- people who were proud to wear merit badges, get good grades, or otherwise, display their achievements. The problem is that badges are being designed for people who may or may not share those values and assumptions.

Second, I believe fully and totally in the value of informal learning, seeing much that youth learn outside of school as more essential to who they are and who they become than the more narrowly restricted curriculum imposed by the national standards. I was always someone who learned more outside the classroom than inside, even if I played the game of school well enough to progress to a high place in the system. Scouting was part of that and so I was glad it had such a flexible framework. But, many of the things I did outside school -- like watch and develop a knowledge of 1930s monster movies, which, ultimately, led me to get graduate degrees in cinema studies -- were not something anyone every gave me a badge for. I see the importance of recognizing, respecting, supporting, and deploying the expertise developed through informal learning and fear that when schools seek to close it out of their formal practices, they also shut what is learned in school for what kids do with the rest of their waking hours.

I fully support the ideas about "connected learning" which were announced by the MacArthur Foundation at the recent Digital Media and Learning Conference. Something very important occurs when we develop a more integrated learning ecology and when kids know how to map what they learn outside of school into categories that they can meaningfully deploy inside the system. That's part of the power of Scouting -- to convert the activities into badges into ranks which can be read and appreciated as accomplishments by adult authorities, including those who decide whether we get jobs or can move through the system of higher education.

That said, I remain deeply skeptical of the massive push going on right now to promote the use of badges across a broad array of different informal learning contexts. I am writing this as I wait in the airport on my return from the DML conference, and what I heard there was a push for badges as if they were a one-size-fits-all-solution to a range of ills in the current educational system (at least from the podium) and then a lot of people on the fringes of the party asking each other whether we really believe that badges are uniformly the way to go. Many of us fear that MacArthur, Mozilla and other foundations have jumped too quickly on the badges bandwagon. I was happy to support badges as one interesting model for thinking about how to insure greater respect for the value of informal learning; I am less prepared to accept the premise that badges might someday be the universal currency by which young people get credit for (or in some models get motivated to participate in) a range of informal learning activities.

As someone who helped to build up the current field of Digital Media and Learning, I am concerned that, if badges start to feel too much like a "party line," many are going to feel excluded from the field. This has the potential to be the first major divide in a field which many of us see as our intellectual and spiritual home. We remain silent because we do not want to disrupt the party and because we respect the leadership of the DML initiative so much, but there is much that is at risk in that silence.

So, let me spell out some of the reasons why I want to see us go slower and think through the advantages and disadvantages of badges:

1. Many young people have deep ambivalences about the kinds of "credit" adults choose to give (or withhold) around their activities. There are plenty of smart kids who don't say things in class, may not do as well as they can on assignments, and certainly would not join an organization like scouting because these kinds of achievements are not "cool" within their peer cultures. Many of these kids are learning now outside of school through participating in activities that are intellectually demanding and socially rewarding without bearing the imprint of adult approval. Some of these activities even have an air about them of transgression or subversion which make them safe for their participation. So, what happens when the scoutmasters move into these spaces and start giving out merit badges, gold stars, cookies, whatever they do, to single out those kids they think are doing what the system wants them to do. Do we not run the risk of chasing away the kids who need these kinds of informal learning the most? Admittedly, there is a value in helping these youth find ways to value what they are doing as intellectual pursuits and there is a value in seeking to validate these experiences and help them learn how to mobilize that knowledge as they learn to work through the formal structures that exert power over their lives. Much of that value may come in helping them articulate for themselves what they are getting out of these kinds of experiences. But, making the badges too central to the process may alienate them before they have a chance to exert ownership over the knowledge they are acquiring. (This problem only grows when we seek to move the system of badges from its original American context into a global phenomenon, since badges will mean very different things across a range of different cultural contexts.)

2. Badges run the risk of becoming "gamification" by another name -- that is, a system which does not trust the power of intrinsic motivation and feels the need to add a layer of extrinsic motivation. Again, scouting, I would argue, succeeds in doing both. James Gee argues that games-based communities do also. But, some forms of gamification rely so heavily on points schemes that there is far less effort to make the activities meaningful in and of themselves, and it can be easy to replace learning with "playing the game." American education is already gamified: for too many students, even good students, it is already about collecting badges and they calculate carefully what they need to do to make the 'A'. I worry that badges can become just another points system and as a consequence, undercuts the motivational structures which have historically led young people to engage in these kind of practices. Otherwise, do we run the risk of turning game modding or fan subbing into the contemporary equivalent of my Basketweaving merit badge -- something kids do because it is an easy way to get recognition or because they think it is a joke. And, as they do so, what happens to those kids who value these activities on their own terms.

3. What's working about the kinds of informal learning which takes place in participatory culture is that it is emergent and ad hoc: activities spring up, last as long as they interest participants, disappear again; young people feel empowered to create their own activities and set their own goals within these organizations; young people can feel like the experts in a subject matter which has not yet been fully integrated into the systems of formal learning. Not every child participates in such activities, and our goal should be to expand the range of options available and to provide stronger motivations and scaffording for their participation. But, informal learning works because it is informal. Yet, any coherent system of badges requires systems and structure; there have to be requirements which help to standardize forms of participation and which rank some kinds of contributions as more valuable or at least more central to the group than others. In that sense, too quick a move towards badges runs the risk of destroying the complex but fragile ecosystem within which participatory learning thrives. Our philosophy should be above all do no harm. There is a high potential of harm in a badging system which is badly applied.

4. Another thing that's working about these informal learning communities is that they are relatively nonhierarchical. They are often spaces where youth and adults interact without fixed relations of power and authority -- the adults are not parents and not teachers, they are people who share interests with the younger participants, and the mentorship that emerges is organic to the activities in which they are engaged. In some cases, the adults even learn from youth who have developed greater expertise or have more experience. This fluidity of relations across generations is threatened by a system where some people (you can call them Den Mothers or Scout Masters, Teachers or Principals, you can even call them Fearless Leader and Grand Poohbah) are giving badges to others (who are now seen as their subordinates). These roles will not necessarily break down along conventional adult-child lines, but there's a high likelihood of those roles reasserting themselves into the process, especially if the granting of badges becomes more bureaucratic or requires communications with more formal institutions and organizations.

5. Badges may work well in some circumstances or for some participants. They should certainly be explored as one way of validating and supporting informal learning. But, the rush to badges means that we have not spent as much time in the past few years as we should be trying to understand what other mechanisms for promoting participatory learning might be. It means that we are overlooking or over-riding systems of support which already exist in many of these sites of informal learning. So, even if we think badges are a potentially good idea in some contexts (and, again, my first response to this badges talk was generally supportive), we may not think it is the best or only possible solution in every situation.

6, No system of badges is going to be adopted uniformly. Mozilla's description of where learning takes place encompasses mostly forms of learning which schools and employers are likely to already recognize as valuable -- "from online courses, learning networks and mentorship to peer learning, volunteering and after-school programs." Yet, much of the early work in DML focused on informal learning sites which many adults did not yet fully appreciate -- from gaming communities to fandom. If we move to see badges as a common currency of achievement in informal learning, then what happens to those activities which chose, on principle, not to give badges or which lack the formal infrastructure to even decide who should be issuing badges. Do these activities, in fact, become even more marginalized, because they are now neither part of the formal system of schooling or part of the informal system of badging. This is another way that badges potentially disrupts what's working about participatory culture.

I guess what I am saying is:

  • Experiment with badges but really experiment -- that is, try to figure out if these mechanisms really do what you hope they will do and be particularly attentive to the ways that they have unintentional consequences and damage the very activities you are seeking to recognize.
  • Also seed other kinds of research and experimentation which looks more closely at other mechanisms for promoting and appraising participation, including those which may already be in place within such communities of practice.
  • Be aware that the process of badging is going to make things more comfortable to those who are comfortable with getting recognition from adults and may make things less comfortable for those who have not yet fully bought into the values of the current educational system.
  • And above all, if you are embracing badges, make sure you are doing so because you agree with the core premises, because it's the right thing to do for your group, and not because someone is offering a bucket of money to those who are willing to "give it a try."

Connected Learning: Reimagining the Experience of Education in the Information Age

This weekend, I am attending the Third Digital Media and Learning Conference, hosted by the MacArthur Foundation, as part of their efforts to help build a field which takes what we have learned about young people's informal learning, often through the more playful aspects of participatory culture, and apply it to the redesign and reinvention of those institutions which most directly touch young people's lives -- schools, libraries, museums, and public institutions.

Today, the MacArthur Foundation is releasing an important statement about the underlying principles they are calling "connected learning," a statement which helps to sum up the extensive research which has been done by the DML network in recent years. Their goal is to foster a wide reaching conversation not simply among educators but involving all of those adults who play a role in shaping the lives of young people -- and let's face it, that's pretty much all of us. The document is a collective statement from some of the smartest people thinking about contemporary education:

  • Kris Gutierrez, professor of literacy and learning sciences who is an expert in learning and new media literacies and designing transformative learning environments, University of Colorado, Boulder


  • Mimi Ito, Research Network Chair, a cultural anthropologist with deep expertise in the implications of how youth are engaging with technology and digital media who led benchmark three-year study of digital youth, University of California, Irvine
  • Sonia Livingstone, a leading expert on children, youth, and the internet, including issues of risk and safety, and author of a massive study of 25,000 European children and their parents on internet usage, London School of Economics and Political Science


  • Bill Penuel, expert in learning with digital media in both formal and informal settings, literacy, and using digital tools for digital storytelling, University of Colorado, Boulder


  • Jean Rhodes, clinical psychologist with expertise in mentoring, adolescent development, and the role of intergenerational relationships in digital media and learning, University of Massachusetts, Boston


  • Katie Salen, a game designer who has founded two 6th-12th grade public schools that employ game principles for learning, Depaul University


  • Juliet Schor, economist and sociologist who has published broadly on work, family and sustainability, Boston College


  • S. Craig Watkins, expert on young people's social and digital media behaviors and is piloting new programs for in-school and out-of-school learning, University of Texas, Austin



  • I promised them that I would share this important statement with the readers of my blog, and I hope that you will in turn help pass this along to the many communities you represent.

    Although the name, "connected learning" could sound like another attempt to describe the impact of new media on our lives, it goes far beyond a focus simply on the technologies which connect us together, and instead, is focused on the cultural practices and social communities through which this connection occurs, and more generally, on the consequences of these new kinds of connectivities and collectivities on the learning process.

    I share with the authors a deep appreciation for the idea of a learning ecology, within which learning occurs everywhere, and with their goal to remove some of the obstacles which block the flow of information, knowledge, skills, and wisdom between different sectors. I especially value the focus here on participation -- in the learning process, in the governance of society -- since the struggle to achieve a more participatory culture remains one of the central battles of our times. Like other previous work from the DML realm, the focus is on valuing the kinds of learning that children and youth value, the kind that is deeply motivating and tied in meaningful ways to their construction of their identity, recognizing that the goal of education in the 21st century should be in allowing young people to discover and refine their own expertise as they follow their passions and inform their interests. It is not simply about providing rich databases of information, though such resources help, but rather about providing rich and diverse contexts which support many different kinds of learning and many different kinds of learners.

    As they suggest in the statement, the concept of "connected learning" remains a "work in progress," and the best way to make progress is for thoughtful people, across a range of fields, to read, debate, and respond to their provocation and for those of us who find something here to value, to try to put its core principles into play through our work.

    For more information, check out this website.

    CONNECTED LEARNING:
    REIMAGINING THE EXPERIENCE OF EDUCATION IN THE INFORMATION AGE

    We are living in a historical moment of transformation and realignment in the creation and sharing of knowledge, in social, political and economic life, and in global connectedness. There is wide agreement that we need new models of education suited to this historic moment, and not simply new models of schooling, but entirely new visions of learning better suited to the increasing complexity, connectivity, and velocity of our new knowledge society. Fortunately, we are also able to harness the same technologies and social processes that have powered these transformations in order to provide the next generation with learning experiences that open doors to academic achievement, economic opportunity, and civic engagement.

    Specifically, we now have the capability to reimagine where, when, and how learning takes place; to empower and motivate youth to pursue knowledge and develop expertise at a pace, to a degree, and on a path that takes advantage of their unique interests and potential; and to build on innovations across a growing spectrum of learning institutions able to support a range of learning experiences for youth that were unimaginable even 15 years ago.

    We propose a new approach to learning -- connected learning -- that is anchored in research, robust theories of learning, and the best of traditional standards, but also designed to mine the learning potential of the new social- and digital media domain and the heart of which is aimed at the following questions:



    • What would it mean to think of education as a responsibility of a distributed network of people and institutions, including schools, libraries, museums and online communities?


    • What would it mean to think of education as a process of guiding youths' active participation in public life that includes civic engagement, and intellectual, social, recreational, and career-relevant pursuits?


    • How can we take advantage of the new kinds of intergenerational configurations that have formed in which youth and adults come together to work, mobilize, share, learn, and achieve together?


    • What would it mean to enlist in this effort a diverse set of stakeholders that are broader than what we traditionally think of as educational and civic institutions?

    Connected learning is a work in progress, building on existing models, ongoing experimentation, and dialog with diverse stakeholders. It draws from social, ubiquitous, blended and personalized learning, delivered by new media, to help us remodel our educational system in tune with today's economic and political realities. Connected learning is not, however, distinguished by a particular technology or platform, but is inspired by an initial set of three educational values, three learning principles, and three design principles.

    At the core of connected learning are three values:

    Equity -- when educational opportunity is available and accessible to all young people, it elevates the world we all live in.

    Full Participation -- learning environments, communities, and civic life thrive when all members actively engage and contribute.

    Social connection -- learning is meaningful when it is part of valued social relationships and shared practice, culture, and identity.

    In order to realize these values, connected learning seeks to harness and integrate the learning that young people pursue in the spheres of interest, peer relations, and academics based on the following three learning principles:


    Interest-powered
    - Interests power the drive to acquire knowledge and expertise. Research shows that learners who are interested in what they are learning, achieve higher order learning outcomes. Connected learning does not just rely on the innate interests of the individual learner, but views interests and passions as something to be actively developed in the context of personalized learning pathways that allow for specialized and diverse identities and interests.

    Peer-supported - Learning in the context of peer interaction is engaging and participatory. Research shows that among friends and peers, young people fluidly contribute, share, and give feedback to one another, producing powerful learning. Connected learning research demonstrates that peer learning need not be peer-isolated. In the context of interest-driven activity, adult participation is welcomed by young people. Although expertise and roles in peer learning can differ based on age and experience, everyone gives feedback to one another and can contribute and share their knowledge and views.

    Academically oriented - Educational institutions are centered on the principle that intellectual growth thrives when learning is directed towards academic achievement and excellence. Connected learning recognizes the importance of academic success for intellectual growth and as an avenue towards economic and political opportunity. Peer culture and interest-driven activity needs to be connected to academic subjects, institutions, and credentials for diverse young people to realize these opportunities. Connected learning mines and translates popular peer culture and community-based knowledge for academic relevance.

    Connected learning builds on what we've long known about the value and effectiveness of interest-driven, peer-supported, and academically relevant learning; but in addition, connected learning calls on today's interactive and networked media in an effort to make these forms of learning more effective, better integrated, and broadly accessible. The following design principles involve integrating the spheres of interests, peers, and academics, and broadening access through the power of today's technology.


    Shared purpose -- Connected learning environments are populated with adults and peers who share interests and are contributing to a common purpose. Today's social media and web-based communities provide exceptional opportunities for learners, parents, caring adults, teachers, and peers in diverse and specialized areas of interest to engage in shared projects and inquiry. Cross-generational learning and connection thrives when centered on common interests and goals.

    Production-centered
    -- Connected learning environments are designed around production, providing tools and opportunities for learners to produce, circulate, curate, and comment on media. Learning that comes from actively creating, making, producing, experimenting, remixing, decoding, and designing, fosters skills and dispositions for lifelong learning and productive contributions to today's rapidly changing work and political conditions.

    Openly networked -- Connected learning environments are designed around networks that link together institutions and groups across various sectors, including popular culture, educational institutions, home, and interest communities. Learning resources, tools, and materials are abundant, accessible and visible across these settings and available through open, networked platforms and public-interest policies that protect our collective rights to circulate and access knowledge and culture. Learning is most resilient when it is linked and reinforced across settings of home, school, peer culture and community.

    The urgent need to reimagine education grows clearer by the day. Research has shown that too many students are disengaged and alienated from school, and see little or no purpose to their education. Business leaders say there is a widening gap between the skills of the workforce and the needs of businesses seeking competitive advantage. Additionally, technology and the networked era threatens to stretch the already-wide equity gap in education unless there is decisive intervention and a strong public agenda

    The principles of connected learning weren't born in the digital age, but they are extraordinarily well-suited to it. Connected learning seeks to tie together the respected historical body of research on how youth best learn with the opportunities made available through today's networked and digital media. Connected learning is real-world. It's social. It's hands-on. It's active. It's networked. It's personal. It's effective. Through a new vision of learning, it holds out the possibility for productive and broad-based educational change.

    To find out more about the connected learning community and ongoing research, please visit connectedlearning.tv and clrn.dmlhub.net.

    C Is For Convergence: How the Cookie Monster Reformed Canadian Health Care

    A few weeks ago, Glenn Kubish, an Alberta-based reader of this blog, wrote to me to share a remarkable story about the power of grassroots media and participatory culture. Like a typical U.S. yokel, I had no idea what had happened up in Canada, but was blown away by the story he told and asked him to share it with the other readers of this blog. Kubish is currently working on a thesis which explores more fully the implications of these events, and would be happy to receive insights or suggestions from you fine folks. With this in mind, I've included his contact information in the bio which follows this piece. For now, sit back, grab some cookies and milk, and read what happened.

    C Is For Convergence!
    by Glenn Kurbish

    It's fairly widely known that Canadians are passionate about health care and the state of hospitals, so what happened to the man who used to run Alberta Health Services (AHS) shouldn't have come as too much of a surprise.

    What was surprising was the role played by the Cookie Monster.

    Welcome to my astonishing introduction to convergence culture.

    You may not have heard of CTV Edmonton (the local television station in Edmonton, Alberta, Canada, where I used to work as news director) or Stephen Duckett (who used to work as president and CEO of Alberta Health Services, the government agency that oversees all aspects of health delivery in this province), but you have heard of the Cookie Monster, and I guess that is part of the point. But first, the facts.

    On the morning of November 19, 2010, we did what we in the broadcast news craft always did to start the day. We met around around a table and behind a door to discuss story ideas and decide the shape of the evening news. Emergency room wait times was again a big issue that day, as hospital leaders from around the province were themselves meeting around a table and behind a few sets of doors at a downtown hotel. Their goal was to establish new standards for care and admissions.

    The center of attention was Stephen Duckett. As he left the meeting, he was met by our reporter, who asked if she could ask him a question.

    Actually, my words won't do justice to the 2:14 encounter. Some 337,000+ others took a look at it on YouTube.

    Summary: Duckett wouldn't answer conventional media questions because he was:

    a) eating a cookie,
    b) still eating a cookie,
    c) interested in eating his cookie,
    d) of the opinion that the media should not question him, but, rather, go to a news conference at which an underling would speak about the day's discussions,
    e) crossing the street, and
    f) eating his cookie.

    Dubbed the Cookie Affair and Cookiegate, that piece of video made it to the highest office in the province. The Alberta premier told the legislature, "I think everyone in Alberta watched and saw the offensive comments. I'll just leave it at that." Of course, he didn't leave it at that; he fired Duckett later that day.

    And, as it turned out, Albertans did more than just watch and see the video. They posted thousands of comments in that new public square, the YouTube rectangle. Some found fault with the media:


    Damn! Let the man eat his cookie! #$#$ media! Would you even had to bother him if he was sitting in the toilet?!? (SpiderQED)

    Others defended the reporters' tack:

    what a F**ing jerk. He is just so rude, so inconsiderate...They were asking him questions about the state of Alberta's healthcare, something he is responsible for. (maymonk)
    And, predictably, others responded by playing some version of the Sesame Street card:
    COOOOOOOKIIIIIIIIEEEEEEEEEEMOOOOOOOOONNNNNNNNSSSSSSSAAAAAARRR!!!!!!!!!!!!!!!!!!!!!? (hunuthevolkswagen)

    (It is fascinating how one 61-lettered, upper-cased, misspelled word gets the message across, complete with a moving image, with audio, of The Cookie Monster!)

    And while many responded from their various perspectives, some recreated the video, using the video of the Duckett-media encounter as their own raw material in remixes that drew tens of thousands of views. Take a look (and tell me if you don't smile at the editing touch at :50!)

    Here's another creative, autotune remix effort

    And here's one that combines contributions from mass media current and past (Sesame Street's Cookie Monster, NBC's The Apprentice, CBS's Hee Haw) to make a grassroots media case against Duckett.

    All of this news and reaction dominated front pages, tops of newscasts, radio call-in shows, chat forums, political blogs, Twitter and Facebook pages. TV Tropes picked it up. I'm Eating My Cookie badges popped up.

    For his part, Duckett, a day after the video was posted on YouTube, responded, conventionally, with a letter to the media, which ended:

    Most regrettably, I did not convey what I deeply feel, which is the greatest respect for the difficult challenges our health care providers face every day, and their innumerable achievements, and what those challenges and achievements mean for our patients and their families. When I got back to my desk I finalized and uploaded a blog which conveys my feelings in my words.

    The blog was seen by AHS staff, but what struck me at the time was what strikes me now as I hit the keyboard letters, and that's how weak written words can be -- especially up against the Cookie Monster! Admittedly, that's not a new insight. Here, Lawrence Lessig in Remix makes the same point: "My favorite among the remixes I've seen are all cases in which the mix delivers a message more powerfully [emphasis added] than any original alone could, and certainly more than words alone could."

    But it was a new insight for me as a news director and for the newsroom I managed, even though the superior power of the image and the sound over the word was the price of admission into the TV news industry. This was different. It's not that our station's question-asking and video-recording sparked subsequent debate, because that was routine. It was that the media we produced in this case became the primary material for others, and not so much to produce their opinions as much as to express their opinions by producing their own media.

    This, for me, was new territory where, in the words of Henry Jenkins, "old and new media collide, where grassroots and corporate media intersect, where the power of the media producer and the power of the media consumer interact in unpredictable ways."

    It is surely the case that Duckett, an erudite and by many accounts friendly and caring citizen, was caught unaware not some much by the pitch of his opponents' attacks -- he was, after all, no stranger to public and political criticism -- but by the strange key in which it was composed, allowing notes from , well, muppets. Of course, this is my speculation, but it seems reasonable on the evidence that Duckett simply did not see the convergence culture moment he became trapped in and, ultimately, a victim of.

    The evidence is admittedly indirect, but his retreat into the written word, and his wife's subsequent written defence of her husband's actions suggest, at the very least, a discomfort with the mashup tools arrayed against them.

    "Alberta," wrote Duckett's wife in a letter the following month published in the capital city's broadsheet newspaper, "will not find a more passionate defender of publicly funded health care.

    "In retrospect...was it too flippant? Probably."

    This is all very reasonable. And it would have been very reasonable for the most vociferous of Duckett's critics to debate the statistics around emergency room admissions and treatment versus the targets for the same. Just like it was very reasonable for Duckett, who was bestowed by the University of Bath with a Doctor of Business Administration degree in Higher Education Management, to remind reporters that a news briefing on those very questions would take place within the half hour. (I should note that our news station also covered that news conference).

    But all this talk of reasonableness only makes Stephen Duncombe's voice louder and his argument more insistent. In his 2007 book, Dream: Re-Imagining Progressive Politics In An Age Of Fantasy, Duncombe chastises progressive leaders for hitching their star to the rationalism wagon.

    Appeals to truth and reality, and faith in rational thought and action, are based in a fantasy of hte past, or, rather, past fantasy. Today's world is linked by media systems and awash in advertising images...We live in a "society of the spectacle," as the French theorist-provocateuer Guy Debord declared back in 1967.

    Keep in mind the mediasphere that grew around the Duckett Cookie episode as Duncombe briefly surveys the work of cognitive linguist George Lakoff, who found in the mysterious human capacity for metaphor a radical admission that hard information, rationality, reasonableness are not enough. These categories and metaphors, he argues, allow us to "translate hard information and direct experience into a conceptual form familiar and comfortable for us." He continues:

    [P]rogressives need to think less about presenting facts and more about how to frame these facts in such a way that they make sense and hold meaning for everyday people.

    Quite apart from whether you are in the progressive chorus, this is a solid stage on which to build a case for what really happened in the Duckett Cookie episode. Those who used the tools of spectacle, including raw material culled from pre-existing media and a laptop edit suite, have heard Duncombe's admonition. Says Duncombe in a chilling remark: "Those who put their trust in Enlightenment principles and empircism today are doomed to political insignificance."

    As I continue to study this episode, and ask you for any thoughts or directions on finding and picking the theoretical fruit it contains, it is worth sharing a few provisional conclusions:



    1. It was not the bloggers nor the twitizens nor any other member of the new media who played the pivotal role of being in place to ask Duckett the questions and record his answers. The conventional media may indeed face a threatening business model, but we are not yet in the new world where public figures are directly asked questions by those other than the conventional media who have the resources (time, money) to do so.


    2. The Duckett Cookie episode is unthinkable without the contributions of mass media (Sesame Street) and the gamble, not much of one, that viewers of mashed up videos would immediately understand the Cookie Monster text.


    3. Laughter and ridicule remain potent politcal weapons. I am not the first to point out that once a public figure is ridiculed, he or she cannot be taken seriously.


    4. None of this would have happened if one unconventional decision was made in our conventional newsroom, and that was to post the raw video to YouTube in the first place. Why did we do this? For many reasons, including the feeling that the usual packaging of a television news story (heavily edited, 1:45 in length, reaction clips) did not serve our viewers in forming opinions about the issue.


    5. In convergence culture, the Cookie Monster matters.

    Glenn Kubish is working towards a Master of Arts in Communications and Technology at the University of Alberta in Edmonton, where his final research project will analyze what happened in the 2:14 of video and in its sharing across social media. He can be reached at glenn.kubish@gmail.com

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Three)



    Becky, you looked at Harry Potter fan culture as part of your involvement in the Digital Youth Project. What insights did you gain there about fandom as a site of informal learning and how did they feed into this current project about Harry Potter in schools?


    The research I did with Potter fans for the Digital Youth Project focused on understanding interest-driven participation and was primarily concerned with media makers--podcasters, fan fiction writers, artists, and so on. Key to the way we on the Digital Youth Project understood interest-driven participation was an element of independence from school curricula or conventional status hierarchies; the practices we examined were things that young people seemed to pick up on their own rather than embarking on them as part of a class project or because of shared interests with friends from school or their neighborhoods. (Of course, we found that interests rarely develop completely independently. There is usually a person/persons or shared experience that kick-starts interest-driven participation.)

    Working with fans was an amazing experience and extremely helpful for understanding learning in "informal" sites. I put "informal" in quotes here because one of the most interesting things I found working with fans was just how much organization, dedication, and expertise go into fans' practices. The rules and hierarchies of fandom are different from those that dominate school or the paid workforce--in general, more inclusive, less concerned with traditional markers of status (like age), and a bit more flexible--but I they certainly have a structure and logic to them. Some of the teens I interviewed in my research spent as much time producing podcasts, maintaining websites, or writing as they would if it were a full-time job. Others balanced Potter activities with others at school, such as working on the yearbook or school newspaper, mixing and matching the practices and skills involved in each activity to create their own style of production.

    My fandom research fed into Teaching Harry Potter in a number of ways. Most importantly, it's how Cathy and I met and became colleagues and friends! (We just happened to sit next to each other at the closing feast at E7--a Potter camp for families we describe in the book--and, as they say, the rest is history.) Beyond that, having seen numerous, diverse examples of rich learning and motivation for participation emerging around the Potter series helped me better understand and describe what was (and what could be) happening in schools. As readers will see in our chapters on technology and "imagining more," we believe that learners (regardless of the setting) have specific needs and rights that can be addressed through thoughtful, careful resourcing and approaches to teaching and learning. Further, we believe that civic participation and a commitment to social justice are essential to meaningful learning and participation--something we learned from our friends at the Harry Potter Alliance and various Wizard Rockers. (More on that in a minute.)

    One of the challenges I faced in shifting my focus to the school based research was not setting up a dichotomy of interest-driven fan practices versus what was happening in classrooms. Certainly, the students in Andrew, Allegra, and Sandra's classrooms had a different kind of shared reading experience than did many of the fans I worked with, one that was not independent from school but rather prompted and scaffolded by their teachers and shared with their classmates through specific assignments and classroom activities. This doesn't mean that it was inferior to what the fans were doing--just different. As we worked on Teaching Harry Potter, I think I came to a better understanding of how powerful school experiences can be for introducing and supporting interests on one hand--and just how treacherous it can be for teachers and students alike if schools do not allow for experiences that can lead to exploring deep interests.

    You close the book by imagining what a more perfect school structure would look like and what it would mean in the lives of the kids you studied. Can you share some of that vision?

    We use the image of the Mirror of Erised--the powerful magical mirror that allows one to see his/her deepest desires--to frame our discussion of what public education could (and should) look like. Although multiple reveals from the Mirror are not canon, we take four glimpses into the mirror to see the following things:

    Expert teachers engaged as leaders and trusted professionals: as the featured teachers' stories reflect, opportunities to exercise agency, make decisions about curriculum, and be creative in one's teaching are not always available to teachers. In our ideal vision of schooling, this situation would be different and teachers would be not only allowed to teach in the ways they feel are best for their students, but encouraged and supported in doing so.

    Universal access to technology and new media learning tools: in the book, we described some of the ways that schools use educational media and technology as similar to using the Polyjuice Potion--using technology to disguise bad pedagogy, resulting in those technologies being used in insignificant and spurious ways. Instead of continuing to "Polyjuice" technology and new media, we'd like to see schools learn how to adopt and integrate them in ways that support robust, student-driven learning.

    Emphasis on Experiential, Student- Driven Learning: We want to see students and teachers working side-by-side on projects that matter to them. As we mentioned earlier, there is a strong social justice component to the Potter series that has been picked up by various groups within the fandom, the Harry Potter Alliance in particular. The HPA is a great example of experiential learning, as its campaigns focus on getting young people out into the world to enact change. While we recognize that not every student nor every teacher will have the same commitment to social justice, we value the notion of experiential learning--whether that is in relation to world events or mathematics--and wish for more equitable access to such experiences.

    Authentic Tasks as the Central Form of Student--and Teacher--Assessment: in our final look in the Mirror, we see one outcome of the above-mentioned emphasis on experiential learning--an educational system that does not rely on standardized assessment and scripted curriculums. Instead, both teachers and students are assessed in ways that are sensitive to their particular needs and that encourage confidence in future practice.

    These four elements are certainly not the only positive changes we can imagine for schools, but they represent a significant start. They also represent a turn toward a more caring, trusting, and loving educational system. After all, it is the power of love, not magic, that is the most important lesson Harry has taught us.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Two))

    One of your teachers faced pushed back from students that the Harry Potter series were books for white kids. Perhaps many readers are thinking the same thing. Yet your title stresses their value for the "multicultural classroom." So, what do the books offer for children of color? How does this approach to "multiculturalism" differ from approaches which seek to match students with writers from the same ethnic and racial background?

    In the book, we talk about what we mean by "multicultural" education (all the students and teachers in Teaching Harry Potter are of color and therefore bicultural, meaning they negotiate their home and school cultures on a daily basis) and what we believe, and have seen, the Potter books contribute to the educational process within these settings. The first thing we question is the idea that the "whiteness" of the books negates their use in multicultural classrooms. The nature of the books themselves - their complexity and Rowling's willingness to take on difficult and contemporary issues such as racism, genocide, classism, and difference - make them uniquely valuable, and each of the three teachers illustrate this to great effect in their accounts.

    We discuss three features that make the Potter books central to the teachers in our book: Harry's status as a "newcomer" to the Wizarding world - to which Sandra's largely immigrant students relate, a normalization of difference - utilized to great effect by Allegra with her special education students, and the opportunity for multiple interpretations of the text - particularly useful for Andrew's students, but employed by all three teachers. Again, teacher capacity and quality are paramount here. We're looking beyond a base reading of the text; the quality of the approach, interaction and reading experience makes all the difference. One can certainly read Harry Potter simply as a book about white kids in an English boarding school. None of the Teaching Harry Potter teachers took that route - which one might call the dark and easy path. Instead, they challenged their students to use Harry Potter to help them tackle difficult social topics and academic exercises, and to do this with the belief that there was definitely something in Harry's story they could use to help them grow as learners and people.

    It's also important to note that we firmly believe in access to literature from multiple arenas; classics and books reflecting a diversity of authors, including those matching the students' background, are vitally important for young readers. But access to a particularly valuable popular work like Harry Potter is important because of its accessibility and all it has to offer. On another level, it is also important because so many white, middle to upper middle class kids DO have ample access to Potter and other popular series at home and at school. In many ways, building students' reading confidence, helping them discover that yes, they too can tackle a book of this length or "that style," whether they end up feeling it is ultimately for them or not, is the most valuable accomplishment.

    What's striking about the teacher stories running through the book is the degree to which each adopted their instruction to the particular needs of their students, finding the Harry Potter books to be a highly flexible resource in that regard. How does this customization and remixing process differ from the standard ways that schools are thinking about curriculum in this age of No Child Left Behind?

    Finding space for customizing/remixing curriculum was one of the biggest challenges the teachers in our book faced. By not following the standardized curriculum, they were doing something subversive--and, as their stories reflect, they often had trouble getting support from administration and colleagues. Despite the challenges they faced, however, each of the teachers featured in the book did a beautiful job of adapting Potter for their classrooms. Whether we are talking about Sandra, who read the book in Spanish with her ELL students, Allegra, who used the audio books to support her special education students' particular needs for reading support, or Andrew, who approached the book as an accessible gateway to challenging AP content, it is clear in each teacher's story that the needs of her/his students were primary influences on the decisions made around reading the books. In talking with the participating teachers, it seems that the rich stories in the Potter books provided unique opportunities for discussion, analysis, and connection with students' lives. Moreover, just the experience of reading an entire popular book together--as opposed to the excerpts and readers associated with the standardized curriculum--appears to have offered opportunities for deep, meaningful learning.

    This kind of responsive teaching is radically different from the standardized curricula commonly found in schools, not because teachers prefer standardization (although some certainly must), but because standardization is thought to be more efficient and its results more easily measurable. As we discuss in more detail in the book, most current policy initiatives reward efficiency and demand accountability--and neither reward nor require responsiveness, flexibility, or creativity. All of this adds up to a demoralizing and frustrating culture for teaching in which teachers' expertise is put to the side in favor of standardized content and methods. Fortunately, the teachers featured in Teaching Harry Potter pushed back hard against these negative forces, instead focusing on how they could provide meaningful learning opportunities for all of their students, even when reading Potter meant working around (and/or subverting) the prescribed reading curriculum--and taking considerable criticism from colleagues and supervisors for doing so.

    While each teacher had his/her own approaches to customizing the reading/learning experience, Allegra's story stands out as particularly salient to the topic of adaptation/remixing. A creative and dedicated teacher, Allegra wanted to support her students' developing reading skills and practices and felt that multimedia tools like the series' audio books could supplement the instruction and assistance she could provide for students one-on-one as well as to the class as a whole. As they worked through the first Potter book, Allegra's students moved fluidly between the printed text and multimedia by reading along with the audio books. The highly-engaging audio books provided students with a model for fluent reading as well as created a situation in which students could focus more attention on listening to and comprehending the story rather than struggling to decode every word themselves.

    Allegra's story also stands out in relation to adaptation because Allegra was working with special education students. As discussed in Allegra's chapter, Harry Potter is a great book series for use in special education for a number of reasons, a key one being the prominence of "difference" as a theme in the series. All Hogwarts students are special in that they have magical abilities; some (like Neville) require more support for learning than others (like Hermione), and others (like Harry) seem to benefit from an alternative, customized curriculum. As Allegra notes in her chapter, seeing varied, positive representations of difference was beneficial to her students.

    Harry Potter's status in the literary canon is still being debated and many teachers may see it as "mere popular culture" and not sufficiently literary to bring into school. Given the choices they face in schools with a diminishing focus on reading in any form, what's the case for why we should teach Harry Potter and not say Animal Farm?
    Why not both? Granted, the limitations you speak of do exist and districts, schools and teachers must make increasingly difficult decisions about what to include, there are creative ways to include popular books in the curriculum. Andrew, who is the high school AP English teacher in our book, never actually reads complete Potter books with his students. Instead, he uses key excerpts from both the books and the movies to support teaching particular literary aspects. In using these regularly, his students gain a sense of the stories and many end up reading the books on their own. Sandra does read one book a year with her students, but it takes a great deal of planning to make it work, including framing her rationale for using the books. The key for all three of the teachers in our book is a set of very clear goals for their students around using Harry Potter. They don't just read Harry Potter because it's fun or the teachers like the books.

    Each teacher uses the texts or movies to teach specific points in the curriculum, encourage habits of mind, or build stamina around reading. All three share the goal of building their students' confidence as readers; because Harry is accessible and also smartly written (it links to so many literary traditions, for example) each teacher uses it to catch his/her students by surprise - eventually each class realizes they've engaged the story, understand it, can connect it to other stories and text, and can discuss its merits and/or weaknesses, in many cases using high level academic language, as in the case of Andrew's AP English class. His students would certainly be primed to critically examine Animal Farm, for example. They hold a "literary confidence" not necessarily present previous to discussing/analyzing Potter.

    The debate around including popular texts in school curriculum will certainly remain a constant, especially since debates around which "classics" to include in English courses seems never ending. But there is certainly a current wave of coolness around reading - prompted by Potter and sustained by such series as The Hunger Games - that if recognized, harnessed, and used could serve to help students connect to the "classic" texts that have actually influenced a great deal of popular works.


    How do we measure the success of these teachers' attempts to use Harry Potter to engage with their students? And why do you think that school systems are so slow to recognize and reward this kind of success?

    Measuring teacher success - successful teaching - is probably the biggest educational debate right now. The growth over time data we talked about above is one example of how teachers are increasingly measured by one of the few types of hard data that are produced by teachers and schools en masse. Otherwise, the criteria for "success" becomes more objective and therefore difficult to define and evaluate in large numbers. In the book, we include a list of 9 "shared commonalities" - characteristics the Teaching Harry Potter teachers hold in common that we believe serve as the basis for (and evidence of) their success. One of these does include standardized test scores, but that serves more as one criteria, not the central identifiable aspect of the teachers' success. To our mind, these commonalities are identifiable and clearly contribute to student success. However, we spent time talking with the teachers, getting to know their philosophy and role in their respective schools. It took time to identify the roots of their success, something schools and districts don't have a lot of to work with.

    We also hold a particular view of what it means to be a successful teacher. For example, we believe popular culture and media are valuable in school and consider wise and appropriate use of them with students a mark of great teaching. Many would disagree, however. We could spend a long time arguing our point, which we've done, actually, and still not have any kind of consensus on the issue, let alone on how to measure what using popular culture successfully would look like. This is one of the major obstacles faced by each of the teachers in our book, they had to constantly justify their use of Harry Potter books and media and in some cases were actually allowed to use the books because of their successful testing records. So, in the end reading Harry Potter with one's students became the reward for the kind of "success" that could be easily and "objectively" measured - and that's where school districts and policy makers live right now.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part One)

    Catherine Belcher and Becky Herr- Shepardson's Teaching Harry Potter: The Power of Imagination in the Multicultural Classroom is quite simply one of the most powerful and engaging books I've read about American education in a long time, and I strongly recommend it to the full range of people who read this blog -- those who are fans, those who are teachers, and those who care about the future of learning.

    Teaching Harry Potter tells a powerful story about the current state of American education, one which contrasts the enthusiasm many young people and educators feel towards J.K. Rowling's remarkable book series and the constraints which No Child Left Behind-era policies have imposed on how reading gets taught in the classroom. Reading this book produced powerful emotional responses--an enormous respect for the teachers described here who are battling to engage with their students in meaningful and timely ways and despair over some of the obstacles they must overcome in doing so. There's much to be optimistic here in the ways these teachers care deeply enough about their students to take intellectual and professional risks and much that is disheartening about the ways that the system crushes opportunities that all recognize are valuable but which do not fit within the formal "standards."

    The two writers move back and forth between a nuanced reading of J.K. Rowling's books which considers how they represent the value of education, detailed accounts of what teachers have been doing with the books as they adapt them for a range of multicultural classes, and big picture considerations of educational policy and pedagogical practice. You can learn more about this book and its authors on Teaching Harry Potter's official website and on the authors' blog.

    The following is the first installment of a three part interview with the writers, during which they use Harry Potter to pose some powerful critiques of what's working and what's not in contemporary American education.

    Let's start with the question that frames your introduction -- Why Harry Potter? What does this book series help us to understand about the contemporary state of American education?

    We chose to use Harry Potter to explore American education because of the powerful things the series has to say about teaching and learning. Even though the magical school system in the Potter books more closely resembles British schools (and, one might say, a particular, nostalgic view of British schools) than the American public schools we discuss in our book, we saw important parallels between how issues such as childhood and adolescence, power (both political and personal), knowledge, literacy, and even media and technology were discussed in the books and how they are discussed in contemporary education. For example, teachers we have worked with have often discussed the challenge of balancing students' informational needs with the school district's desire for "safety" (which can mean anything from approved book lists to highly-restrictive firewalls on school networks); a similar theme is evident in Harry's interactions with Dumbledore and other Hogwarts faculty who struggled with questions about how and when to share information with Harry and his classmates.

    The Potter series also reminds us of the importance of looking carefully and closely at situations--as things are not always what they seem to be at first glance--and of the importance of listening to alternative narratives. Both of these things seem particularly salient in relation to the state of contemporary American education, which, when viewed as a whole, seems very much like a lost cause. Looking closer, however, it is apparent that there are great and creative teachers, committed administrators, communities dedicated to supporting their schools, and students who, when given the resources they need, do extraordinary things. It is unfortunate that these stories are so often drowned out by discussions of standardized policy and procedure, as they are important reminders of what is possible. The exclusion of the Harry Potter books themselves, or the "strangeness" of including them in school reading lists, speaks to this as well. The assumption that they are simple children's books belies so much of their meaning and potential.

    Further, we love the spirit of learning in Harry Potter: students taking ownership over their own learning and teaching one another; reading books from the restricted section of the library; finding secret passageways to Hogsmeade. Hogwarts students seem to have a sense of autonomy, adventurousness, and wonderment that we wish for all students.

    A few pages into the book, you have already framed it as a defense of teachers. Why do teachers need defending? Why do they deserve defending?


    Teachers, great teachers, definitely need defending in today's climate. We realize that not all teachers are created equal, and that there is a great need to improve teacher preparation, hiring policies, evaluation, and retention in public schools, particularly in large, urban school districts. However in the book, we talk about how the current climate around accountability, measuring teacher quality by test scores, and the role of teacher unions in protecting ineffective teachers has created a situation where the voices and needs of high quality teachers are being drowned out. Can we really afford that? We felt it vital to draw attention to the work of passionate, highly skilled teachers, to make the counter argument that they exist and are indeed out there - and that they are innovative and current in their approach. We also thought it important to highlight the tensions these teachers deal with in trying to continue their work and grow as creative professionals under the current political climate.

    We also believe it is important to discuss the fact that there is more than one way to talk about good teaching. Most of the public discussion today centers on measuring teachers in some manner, usually through their students' test scores, which in many ways make sense since those are the one set of hard, "objective" measures available. Scores also provide a quick and easy answer. But good teaching is about much more than test scores - as is evidenced by Sandra, Andrew and Allegra. We are straightforward about the fact that their students do indeed test well, but we don't focus on that particular aspect of their work. What becomes clear in these three teachers' accounts is that they do much more than test preparation in their classrooms. They work - and often struggle - with making their pedagogy more nuanced and layered as they strive to offer a richer experience for their students. It is also important to note that they work with urban, and/or high poverty students of color, who are more often "test-prepped" and remediated than their suburban counterparts. Do teachers such as these, who believe in their students and work against the grain to offer them a rich literary experience deserve defending? Yes, most definitely. The task is figuring out how to balance that need within a system that currently throws all teachers into the same pot, regardless of their track record with students.

    Harry Potter is a series of books about education. What insights might teachers take for their own pedagogical practice from studying the various teachers and administrators depicted in the book?


    One of the most important insights teachers might take from the characterizations of teachers and administrators in the books is an understanding of how students perceive them. The Hogwarts faculty members are, by and large, portrayed as archetypes: Minerva McGonagall (stern and confident), Severus Snape (bitter and cruel), Remus Lupin (caring expert), Gilderoy Lockhart (inexperienced and self-absorbed), Albus Dumbledore (wise sage), and so on. Because readers only learn about the teachers through Harry's experiences with them, we spend much of the series not knowing much about them, their backgrounds, or their motivations. Teachers in the series--like many teachers in American schools--knew much more about their students than vice versa. While we're certainly not advocating that teachers give up all rights to privacy, we do think that it's important to be aware of the fact that most students navigate schools with a very incomplete picture of who their teachers are as people--and that this lack of information can serve as an impediment to connecting with teachers, even those who are very skilled and willing to act as caring mentors.

    For the teachers we profile in Teaching Harry Potter, the Potter books provided a way to share a bit of themselves with their students by sharing a piece of media about which they were passionate. Now, not all of the featured teachers were die-hard Potter fans (though several definitely would describe themselves that way), but all enjoyed the books, identified their value for their students, and went to great lengths to share the books in their classrooms. Their dedication to brokering access to the books for their students and to creating engaging reading experiences that recognized students' different needs and desires is admirable.

    Another thing that teachers might take from the Potter series is the value it places on experiential education--that is, teaching and learning that is grounded in students' real lives, that gets them up, out of their seats, and interacting with one another as well as with people outside of the classroom. Take, for example, Professor Lupin's lesson on defeating Dementors with the Riddikulous spell--this exercise challenged students to use magic that was extremely relevant to their lives at that moment and, although the lesson itself was loud, rambunctious, and risky, it was also highly effective in teaching students a spell they could immediately apply outside of the classroom.

    Moves toward standardization of curriculum are generally moves away from experiential learning, as experiential learning needs to be connected to specific contexts, moments in students' lives and in the schooling process. It takes a great deal of creativity and bravery for teachers to privilege this kind of learning in the classroom, especially in the current educational climate in the U.S.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Internet Blackout: SOPA, Reddit, and Networked (Political) Publics

    This wednesday, Wikipedia, Reddit, and a range of other high profile on-line sites will go black in protest of SOPA and PIPA, legislation currently being considered by the U.S. Congress, which will impose regulations on net practices in the name of exerting greater control over "piracy." For those of us who have been involved in the digital world for a long time, this protest recalls another key moment in the history of the web when key sites went black in 1996 in protest of the Communications Decency Act, which would have similarly regulated the content and practices of the online world, in this case in the name of "protecting children" from obscenity. We should be cautious about the deployment of morally fraught terms like "piracy" and "decency" in framing public policies, since the stakes in these regulatory struggles are always more complex than such black and white language might indicate. Both are often deployed in ways that place the participatory ethos and free expression of the web at risk.

    One can argue that the broadcast media has already largely "gone black" over SOPA -- since they have shown a remarkable unwillingness to discuss this important media policy issue on the air, or at least had refused to do so prior to the statement the Obama administration issued this past week coming out in opposition to SOPA but defining alternative ways that they might confront the war on "piracy." (I recall having a CNN executive some years ago tell my class that they did not cover the Federal Communications Act because they did not think the public would be interested, a unique definition of the "public interest" if ever I heard one. Thankfully, my students were not buying this explanation, which is more than the public got in terms of the willingness of news media to cover issues where their own corporate interests are at stake.)

    Under such circumstances, those us in the blogosphere have a special obligation to help educate the public about matters that commercial media thinks is "over our heads" (or more accurately, "behind our backs.") So, I was delighted when Alex Leavitt, a PHD candidate in Communications at USC, offered to share his reflections on SOPA and especially on the online communities efforts to rally in opposition to it. Leavitt worked with the Convergence Culture Consortium at MIT and now is part of the Civic Paths Research Group I run here at USC.

    Internet Blackout: SOPA, Reddit, and Networked (Political) Publics
    by Alex Leavitt

    If you don't have time to read this article in full, the easiest way to skim information about this topic is to visit http://americancensorship.org/.

    In the past year, we've dealt with various novel political moments around the world that have been enabled or augmented with networked technology, from Anonymous' global "hacktivist" incidents to the numerous protests in the Middle East, topped off of course with the vibrant grassroots protests of the Occupy movement. Over the last few months, we've also seen another interesting case study taking place in American politics: rampant opposition to the Stop Online Piracy Act, dubbed as "the most important bill in Congress you may have never heard of" by Chris Hayes of MSNBC.com.

    Watch Chris Hayes' interview for a good introduction to the debate around SOPA.

    SOPA, a bill currently making its way through the House of Representatives (along with its sibling PIPA, the Protect IP Act, currently in the Senate) has faced weeks of protest from Internet companies and users alike. Why? Well, on Google Plus, Sergey Brin -- cofounder of Google -- likened the potential effects of SOPA to the Internet censorship practiced in China, Iran, Libya, and Tunisia. Basically, to protect against international copyright infringement, SOPA allows the US to combat websites (such as file lockers or foreign link aggregators) that illegally distribute or even link to American-made media by blocking access to them. Theoretically, the bill has dangerous implications for websites that rely on user-generated content, from YouTube to 4chan. Many have already written about the worries that SOPA and PIPA cause, such as Alex Howard's excellent, in-depth piece over at O'Reilly Radar. For more information on the bills, visit OpenCongress's webpages, where you can see summaries of the legislation, which companies support and oppose them, and round-ups of by mainstream and blogged news: SOPA + PIPA. The bills are one more step in a long line of anti-piracy legislation, such as 2010's Combatting online Infringement and Counterfeits Act (COICA).

    Within the first few weeks since SOPA was introduced, http://fightforthefuture.org/ introduced the hyperbolic http://freebieber.org/ to illustrate the fears ordinary Internet users should have in relation to the legislation. In essence, SOPA would radically undermine many of the fan practices that Henry and others have analyzed on this blog. Fight for the Future also released the following video (which was my first media exposure to SOPA):

    PROTECT IP / SOPA Breaks The Internet from Fight for the Future on Vimeo.

    However, for the most part, criticism -- or even basic coverage -- of SOPA remained an online phenomenon. While there have been a few online articles written on CNN and a couple other networks, the mainstream news coverage of the bills remain fairly nonexistent, reports MediaMatters, likely due to the fact that the television networks largely support the bill. The Colbert Report featured a pair of short segments on SOPA in early December.

    The Internet, though, largely worked around that problem.

    In his book, Two Bits: The Cultural Significance of Free Software, UCLA anthropologist Chris Kelty describes free software programmer-activists as a recursive public. Drawing from Michael Warner's concept of "publics and counterpublics" from Habermas's "public sphere," Kelty illustrates these programmers as a group that is addressed by copyright and code, and who work to make, maintain, and modify their technological networks and code as well as the discourse with which they engage as a public. This "circularity is essential to the phenomenon."

    Especially over the past two months, we've seen an exceptional effort on the part of online companies to engage users with the political process to oppose SOPA. For instance, on 16 November 2011, Tumblr blacked out every image, video, and word on each user's dashboard, linking at the top of the page to http://www.tumblr.com/protect-the-net, where users could call their local representative.

    The effort set of thousands of shared posts and hundreds of hours of calls.

    While other companies attempted similar experiments (like Scribd on 21 December), Internet leaders joined together to spread word and inform Congress (such as with this letter from Facebook, Google, and Twitter on 15 November, and later this letter by many others on 14 December) and even political opponents of SOPA reached out on social media, like when Senator Ron Wyden asked people to sign their names at so he could read the list at a filibuster. Other experts eventually spoke up too.

    But perhaps the most intriguing political effort occurred within one specific online community: Reddit.com.

    Reddit, founded in 2005, is a social news and discussion website where users submit and vote on content. According to Alexa.com, Reddit is currently the 53rd most-visited site in the United States. Due to its increasing popularity, Reddit's slogan is "the front page of the internet" -- pertinent, because when a link hits the front page of Reddit, it can lend hundreds of thousands of page views. Though members at times highlight the site's immaturity and incivility, its vibrant community -- combined with the hypervisibility of the front page, has particularly thrived over the past couple of years, especially in terms of political participation and charity. Co-founded Alexis Ohanian gave a TEDtalk about Reddit's dedication to strange things online and when that translates into a sort of political participation:

    Humorously, every activist-related post on the official Reddit blog is tagged with "do it for splashy.

    In terms of more prominent political activism, Reddit's community -- particularly it's subreddit, /r/politics, and the emergent subreddit /r/SOPA -- has unified around opposing SOPA, in line with the free-speech, utopian personality that pervades the site. For instance, a couple posts on /r/politics and r/technology that reached the front page [1, 2] helped bring rapid visibility to Senator Wyden's filibuster initiative.

    A more effective protest occurred in the form of a website boycott. GoDaddy, the domain register, was discovered to be a supporter of SOPA. After some discussion on Reddit, one r/politics thread reached the front page: GoDaddy supports SOPA, I'm transferring 51 domains & suggesting a move your domain day. Visibility of SOPA-related content was aided by a new subreddit, r/sopa, to which a global sidebar linked from the Reddit homepage. Less than 24 hours after the boycott started (even though, by numbers, it was deemed hardly successful), and with two more /r/politics threads that reached the front page [1, 2], GoDaddy reversed their stance and dropped support for SOPA.

    SOPA debate continued to be fueled by various posts, including one by cofounder Alexis Ohanian: If SOPA existed, Steve & I never could've started reddit. Please help us win.. At the end of December, r/politics joined together to place pressure on SOPA-supporting Representative Paul Ryan; eventually, he reversed his position and denounced the bill.

    Most notably, Alexis Ohanian recently announced on the Reddit blog that the entire site would voluntarily shut down on Wednesday 18 January 2012 for twelve hours, from 8am-8pm EST. Replacing the front page will be "a simple message about how the PIPA/SOPA legislation would shut down sites like reddit, link to resources to learn more, and suggest ways to take action." This blacking out of Reddit coincides with a series of cybersecurity experts' testimonies in Congress, at which Ohanian will be representing and speaking.

    In reaction to SOPA (and PIPA, to which the opposition is now growing, since the SOPA vote has now been shelved), a vigorous public emerged across the web and united around discourse about the bills, particularly on Reddit.com. But to return to Kelty: is this a recursive public? Do the political users of Reddit have enough power and agency to maintain and modify their public?

    I believe this question gets at a deeper question of ontology: what does political participation mean in a 1) networked, and 2) editable age? For instance, some users are able to promote their skills for discourse -- eg., My friend and I wrote an application to boycott SOPA. Scan product barcodes and see if they're made by a SOPA supporter. Enjoy. -- but in certain cases, participation in technological systems becomes participation in a recursive public because that participation helps modify the system. In the case of Reddit, participation can become political when content reaches extreme visibility. And this is particularly important when we reconsider that the mass media has barely covered SOPA as a topic: due to this conflict, participation on a network platform like Reddit becomes an inherently political action.

    And out of these seemingly-innocuous actions emerge more political moves. In reaction to the black out, other websites have agreed to join the effort, such as BoingBoing.net. Perhaps the decision with the most impact came on Monday, when Jimmy Wales announced that Wikipedia -- which receives up to 25 million visitors per day at the English-language portal -- would also shut down, but this time for a full 24 hours, after a lengthy discussion on Wales' personal Wikipedia page. Wales responded to the announcement on Twitter by saying, "I hope Wikipedia will melt phone systems in Washington on Wednesday."

    In a recent New York Times article, Reddit's political actions were noted. "'It's encouraging that we got this far against the odds, but it's far from over,' said Erik Martin, the general manager of Reddit.com, a social news site that has generated some of the loudest criticism of the bills. 'We're all still pretty scared that this might pass in one form or another. It's not a battle between Hollywood and tech, its people who get the Internet and those who don't." Of course, Reddit isn't the only platform that is part of this important recursive public, just as Twitter wasn't the saving grace of the Arab Spring or the Iranian Revolution. The efforts of hundreds of activists around the country have contributed immensely to the anti-SOPA effort. But keep in mind that Reddit has reached a pinnacle of political participation in the last few months, and I have a feeling that -- like YouTube in the 2008 presidential elections -- Reddit may be the site to watch in 2012.

    Alex Leavitt is a PhD student at USC Annenberg, where he studies digital culture and networked technology. Recently, his work has focused on creative participation in immense online networks, examining global participatory phenomenon like Hatsune Miku and Minecraft. You can reach him on Twitter @alexleavitt or via email at aleavitt@usc.edu; to read more about his research, visit alexleavitt.com.

    A Few Final Reflections at Year's End...

    Having made it, more or less, through the grading frenzy, I am now really and truly spent, and looking forward to some much needed rest and relaxation over the holidays. So, this is going to be the last blog post for 2011. We will be back by the Second Week of January with an exciting line-up of interviews, essays, and other resources, but for the time being, I am going to take a few weeks off to read, write, and other things that keep Henry healthy and wise, if not particularly wealthy.

    Before I do, I wanted to share a few loose ends which have come across my desk in the past few weeks.

    The first is the webcast created by the fine folks at the New School of Social Research depicting the public conversation I had with Liz Losh at the Mobility Shifts conference earlier this fall. Many of you will have seen photographs of Liz and I wearing the Team Critical Theory and Team Cultural Studies racing jackets which Liz's husband designed and produced for the event. They were our joking way of calling out some of the unproductive tensions which have existed between those two camps over the past few years and the desire to work beyond them in order to contribute to far more important public debates, such as those concerning the future of public education, and to contribute towards shared visions, such as those concerning the democratization of access to digital media.

    Here's how the program was billed:

    At Mobility Shifts: An International Future of Learning Summit Henry Jenkins (Team Cultural Studies) and Elizabeth Losh (Team Critical Theory) offer a progress report on whether and in what ways the public schools and universities are going to be able to absorb or meaningfully deploy what Jenkins calls "participatory culture." Rather than an abstract discussion of a theoretical construct drawn from their supposedly opposite positions studying fan culture and institutional rhetoric respectively, the two will discuss concrete experiences of young people acting appropriately or not, inside or outside the classroom. What might a participatory learning culture look like? What policies make it hard for even supportive teachers to achieve in their classrooms? What stakeholders would need to be engaged in order to change the current cultures of our school? How might participatory learning take place beyond the schoolhouse gates? What is everyone afraid of?

    The Mobility Shifts conference did a great job of combining multiple groups of people, from around the world, who care passionately about the future of education, many of whom are doing local projects designed to have a material real world impact that exist alongside and in relationship with their theory and scholarship.

    As you will see, the differences that might exist between Losh and I on paper start to break down when we deal pragmatically with the concerns that animate our work. We've sometimes disagreed through our blogs, but the more we worked on pulling together this event, the clearer it became that our shared values and commitments were far more significant than tactical disagreements. In the course of this conversation, we make strong arguments for why, tempting though it may be, we can not just blow up the public schools and walk away, we talk about some specific insights we've gained through our educational interventions, and we discuss the strengths and limits of the concept of participatory culture as a way of framing current struggles over access to the means of cultural production and circulation. If you want to learn more about Liz's work, see her blog here.

    Nikki Usher, a recently minted PhD from the Annenberg School of Communications and Journalism, has been using excerpts from Spreadable Media: Creating Value and Meaning in a Networked Society (which I co-authored with Sam Ford and Joshua Green and which will be released by NYU Press next fall) with her students at George Washington University. Nikki shared with us a video produced as part of a class project by her student, Sandi Moynihan, which applies our concepts of "spreadability" to describe the Occupy movement. The video is part of a larger set of resources around the movement you can find at her website, many of them dealing with Occupy's use of social media. I was so excited by her wonderful video that I asked if I could share it with you here.

    Last week, I was down in Rio. In Copacabana, there are the most remarkable sand sculptures, including several which reconstruct the city's landmarks. Somehow, this sculpture depicting Santa and friends caused me great amusement. It speaks to the incongruous way that Euro-American Christmas iconography and traditions work in the context of South America, where, after all, December is one of the hottest summer months, but we are hearing "Frosty the Snow Man" and "White Christmas" playing everywhere we go. I decided this particular version of Father Christmas might better be called "Sandy Claws." (By the way, while it does not show up very well in this particular image, the woman in the picture is actually wearing one of those "itsy bitsy polka dot bikinis" that one sees on the beaches here, though admittedly, the sculpture left very little to the imagination in this rendering, itself a marker of cultural difference, given how unlikely it is to see anything so "family unfriendly" in public spaces in the United States.)

    IMG_0995.jpg

    The Futures of Entertainment 5: The Videos (Day Two)


    Introduction (8:30-9:00 a.m.)

    Grant McCracken (author of Chief Culture Officer; Culturematic)

    MIT Tech TV

    The Futures of Serialized Storytelling (9:00-11:00 a.m.)

    New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

    Moderator: Laurie Baird (Georgia Tech)

    Panelists: Matt Locke (Storythings, UK), Steve Coulson (Campfire), Lynn Liccardo (soap opera critic), and Denise Mann (University of California-Los Angeles)

    MIT Tech TV



    The Futures of Children's Media (11:30 a.m.-1:00 p.m.).

    Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

    Moderator: Sarah Banet-Weiser (University of Southern California)

    Panelists: Melissa Anelli (The Leaky Cauldron), Gary Goldberger (FableVision) and John Bartlett (Houghton Mifflin Harcourt)

    MIT Tech TV


    The Futures of Nonfiction Storytelling (2:15-4:15 p.m.).

    Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have-and might-nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

    Moderator: Johnathan Taplin (University of Southern California)

    Panelists: Molly Bingham (photojournalist; founder of ORB); Chris O'Brien (San Jose Mercury News), Patricia Zimmermann (Ithaca College) and Lenny Altschuler (Televisa)


    MIT Tech TV

    The Futures of Music. (4:45-6:45 p.m.)

    The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

    Moderator: Nancy Baym (Kansas University)

    Panelists: Mike King (Berklee College of Music), João Brasil (Brazilian artist), Chuck Fromm (Worship Leader Media), Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard University) and Brian Whitman (The Echo Nest)

    MIT Tech TV

    "The Revolution Will Be Hashtagged": The Visual Culture of the Occupy Movement

    Since September 17, the Occupy Wall Street movement has produced an overwhelming array of visuals, offering a significant lens on the movement itself, its ties to history, its divergent voices, perspectives and styles, as well as its multiple distribution channels from mainstream outlets to social media. Despite the criticism from experts who do not necessarily see much potential in Occupy's "brand," the visual aspects of the protest clearly have impact and traction. Although it would be impossible to fully assess this rich visual output, this blog post attempts to understand its emergent themes as well as the potential uses and value attached to visual commentary and protest.

    Throughout history, visual culture has played an important role in protest and social change. Although "high" art had long been used to venerate political figures as well as members of the upper classes, with the revolutionary tides of the 18th and 19th centuries in Europe and America, we see a shift and an increase in pictorial depictions of political resistance. These historical examples demonstrate the way visual culture has been fundamental to the politics of protest. They serve as witness and document. They can incite and instigate action.

    Thus begins a rich, compelling, and timely post over at the blog maintained by the USC Civic Paths Research Group. Dr. Alison Trope, Clinical Associate Professor, and Lana Swartz, PhD Student, both in USC Annenberg, have assembled an amazing archive of images drawn primarily from the Occupy rallies from around the country and across the globe.

    As this opening suggests, their primary emphasis is on visual media -- the signs, costumes, spectacles, which have been deployed to define the terms of the debate. Given the visual rich nature of their post, I can't cross-post it here, so I can only send you there to examine it more closely. But, believe me, it is worth hitting the link...

    The Civic Paths team has been studying alternative forms of activism, especially those which involve the intersection between popular culture, participatory culture, and youth, for more than two years. We are affiliated with a research hub focused on Youth and Participatory Politics funded by the MacArthur Foundation and led by Mills College's Joe Kahne. Our own involvement stems from my long-standing interest in fan activism, the theme of a special issue our group is editing for Transformative Works and Culture, which will come out early next year. But, our interest has grown far beyond this.

    Our current case studies include work on the young activists who are working to pass the Dream Act to give greater educational and citizenship rights to undocumented youth (Arely Zimmerman), research on youth involvement in Libertarian politics (Liana Thompson), research on Nerdfighters, the Harry Potter Alliance, and Imagine Better (Neta Kligler-Vilenchik), and research into Muslim-American politics post-911 (Sangita Shreshtova). Along the way, though, we have also been looking closely at a broader range of case studies -- from Racebenders to labor organizing in Madison, Wisconsin. This site looks at some of our preliminary examples, which helped pave the way for our current research. Altogether, we have nearly 20 PhD and Masters students contributing to this research, many of whom have posted some preliminary insights through the Civic Paths blog, so if you come to visit the Occupy archive, stay around and check out some of their other contributions.

    I was lucky enough to have been able to pay a visit to Washington Square, the home of Occupy Wall Street, a few weeks ago, when I was in New York for the Mobility Shifts conference. An army of people in Zombie costumes, many of them from Zombiecon, a horror fan convention, had arrived at the Park just a few minutes before I did, and they were mingling with folks dressed up like characters from Game of Thrones and carrying signs warning that "the Winter is Coming." Elderly tourists were stopping them and seeking to better understand why they were dressed the ways they were and how they were connected with the Occupy moment, resulting in a series of exchanges which would further spread awareness of the protest. And that's part of the point.

    Occupy is not so much a movement, at least not as we've traditionally defined political movements, as it is a provocation. If the mainstream media has difficulty identifying its goals, it may be because its central goal is to provoke discussion, to get people talking about things which our political leadership has refused to address for several decades now -- the profound shifts in economic wealth which have created conditions of gross inequality in opportunity, the role of what Sarah Palin has called "crony capitalism" (and which is really an indication of the role of capital in shaping our political process), and especially the degree to which economic policies under both Republican and Democratic presidents have been written with more regard for Wall Street than Main Street.

    The values that Occupy represents are shared by the vast majority of Americans, if recent surveys are any indication, yet they are rarely expressed by mainstream political leaders or the mass media. So, part of the point of these protests is to provide what Stephen Duncombe might call an "ethical spectacle" as a means of focusing attention. And the old women who are asking Zombies questions are part of that process, no doubt sharing what they saw with their friends back home, and thus providing yet another chance to talk about what's been going on here.

    The blurring between fan and activist that I observed demonstrates a different relationship between popular culture and politics than we saw in previous protest movements. The Popular Front in the 1930s sought to influence the development of popular culture, giving rise to Aaron Copeland, Norman Rockwell, Frank Capra, and many others, whose work shaped our current image bank of what democracy looks like. The protest movements of the 1960s sought to tap into the language of popular culture -- especially those of rock and comics -- to create an alternative culture, one which was implicitly and often explicitly critical of corporately-owned media and which sought to express the worldview of a younger generation. The protest movements of the early 1990s embraced a DIY aesthetic, giving rise to the Indie-Media movement, and helping to fuel talk of a digital revolution which might democratize access to the channels of communication.

    The Occupy movement, by contrast, has laid claim to the iconography of existing popular culture as a set of cultural resources through which to express their collective identities and frame their critiques. Thus, we see a much more playful style of activism, one which owes much to the traditions of fan culture, one which assumes that images and stories from superhero comics or cult television series are shared by many of the participants (and will be understood by a larger public which has not yet joined the protests). So, they are dressing up, designing signs which re-ascribe meanings to familiar characters, creating their own videos, and sending them out into the world, where they will be seen by many who are not going to go to Washington Square, Los Angeles City Hall, or any other site of occupation.

    This is protest media designed to spread through social networks -- one which has the homemade qualities of the DIY movements of the past (thus, as Trope and Swartz note, the cardboard signs), the high tech qualities of digital activism, and the playful engagement of fan activism, all rolled into one heady combination. These tactics are not without their contradictions -- Trope and Swartz note that the Guy Fawkes masks, inspired by Alan Moore's V for Vendetta and now symbols of the Anonymous movement, are based on IP owned by Warner Communications who profits for everyone sold in this country.

    But, it does seem to reflect the way we are conducting politics in the early 21st century. We saw some of these same images "test marketed" as it were during the pro-labor protests in Madison, as Jonathan Gray noted a while back, and we are seeing these tactics play out on an even bigger stage with Occupy.

    There are many other aspects of the Occupy movement we recognize from our ongoing research. More and more contemporary political movements are decentralized, claiming loose affiliations with each other, yet playing out on very local levels, often with significant differences between the various chapters. This approach has proven highly effective for the Dream Activists, for example, where the struggle shifted from Federal to State and Local levels when Congress failed to pass the national Dream Act. These activists have tapped into social networking tools in order to be able to quickly learn from each other, allowing images, messages, and tactics to evolve rapidly. If traditional immigrant rights groups tended to observe ethnic, racial, and national boundaries, these young people have formed coalitions across different immigrant populations, and something similar is going on with Occupy, where many different ideological interests are organizing around the shared frame which Occupy offers.

    These groups are refusing to create a simple unified message of the kind that are familiar from "disciplined," hierarchical, and established political movements. Rather, they seek to multiply the messages and to expand the range of different media framings so that they may speak to a broader range of different participants. No one piece of media reaches everyone; rather, media is produced quickly and cheaply and spread widely so that each piece of media produced may speak to a different set of followers.

    As Sasha Costanza-Chock, a recent transplant from USC to MIT's Comparative Media Studies Program, wrote in his thesis about the Los Angeles Immigrant Rights Movement:


    Effective transmedia organizers are shifting from speaking for movements to speaking with them. Transmedia mobilization thus marks a transition in the role of movement communicators from content creation to aggregation, curation, remix and circulation of rich media texts through networked movement formations. Those movement formations that embrace the decentralization of the movement voice can reap great rewards, while those that attempt to maintain top down control of movement communication practices risk losing credibility.

    Occupy, if anything, pushes tactics of transmedia mobilization even further. Refusing to anchor a singular meaning behind the movement keeps the conversations alive, allows for more people to join and help reshape the message, enables quick and tactical responses to outside challenges, and supports creative responses from all participants. As they chanted in the 1990s, this is what democracy looks like. Or as Trope and Swartz write, "The Revolution Will Be Hashtagged."

    In the case of the Harry Potter Alliance and the Nerdfighters, there has been a move away from single issue activism to create structures that can be quickly deployed in response to a broad range of concerns and participatory structures that allow local chapters or even individual members to identify and take action around their own issues.

    All of this can be confusing to media that keeps looking for the one cause, the one message, and the one spokesperson. Such efforts also compound some of the division within academic thought, since the message of Occupy seems to come from the realm of Critical Studies and Political Economy, where-as much of the tactics and imagery reflect the domains of Cultural Studies.

    All of this suggests that we need to rethink the ways we've discussed the relations between politics and culture in the past. That's a central goal of the Civic Paths research group and we invite others to join us in researching not simply the Occupy movement but the ways it illustrates the nature of political engagement in a networked culture. We'd welcome hearing about what other research groups are doing to document and analyze the Occupy protests in their local areas.


    "What Is Civic Media" Revisited: A Conversation with John Palfrey (Part Two)


    JP: One of the tensions that emerged from my interviewing was around this issue (broadly) of what community means. It operated as a tension on various levels. One was a sense among the staff that they weren't quite sure what Knight Foundation had in mind about where to focus: locally near Boston, around the US, abroad. (I'm sure that Ethan Zuckerman's focus in his own work will have an impact on future thinking in this regard.)

    Another hard question related to the term "communities": what are they, do they really exist in the ways that paradigmatic examples might suggest, and so forth. I think there's good, hard, conceptual work still to be done about what it means to "meet the information needs of a community" and what empowerment looks like in the C4 model. I love the approach taken so far, and I think it can bear fruit in terms of informing theory, too.


    HJ: John, your questions about whether communities exist is a key one which I've struggled with from the start. Benedict Anderson tells us that communities are "imagined" in that no member of a community in practice has regular contact with every other member of the community but they act as if there were strong social ties and a shared identity among this somewhat abstracted group of people.

    So, when we talk about doing projects in "communities," what are we talking about? Are we describing an actual group of people who interface regularly with each other? Are we dealing with a population, such as prisoners, who are locked out of the dominant social institutions and yet seek some kind of interface with a community beyond the prison walls? Are we seeking tools, such as Hero Reports, which seek to strengthen the imagined ties between people who pass each other on the subway? Are we seeking to decrease social conflicts or to give people tools to more meaningfully engage with those conflicts, as seems to be the goals for some of Chris's projects?

    The mandate for the center assumes that we are working within existing communities, yet often we may be helping to constitute the communities the projects serve by giving them resources through which they may better "imagine" and start to more fully realize the potential ties between them. The range of projects the center has developed so far suggest many different understandings of what a community is and how media relate to communities, though we have a way to go before they/we articulate fully the theoretical implications of this work.

    JP: This concept of in fact "constituting" communities by giving them resources is completely fascinating. I think this is one of the common beliefs about the web, in particular: where there are humans who are far-flung in geographic terms, share an interest, find one another through the web, and then work together, have we "constituted" these communities in the process?

    An interesting case study might be Global Voices, the signature project that Ethan Zuckerman and Rebecca MacKinnon founded and which joins an extraordinary network of citizen journalists and activists around the globe. Was there a GV community before GV? Or was it in fact constituted by the creation of tools, the services, and the passion that went into the founding of GV?

    I realize that this is not exactly on point, vis-a-vis much of the existing work of the Center, which has defined much of what it's done in geographic terms, but I wonder if there might be insight there. Diaspora communities, connected by digital media in richer ways, might be another case to consider.

    HJ: I am struck by the contrast between the Center's view that civic media may enhance a sense of community among participants and the fears being expressed by political leaders and news media in Great Britain that social media may have contributed to the riots which disrupted community life across England last summer. How might we contrast between these two models for thinking about the impact of new media technologies on community life?

    There seems to have been a persistent strand of criticism that new media is leading to greater social isolation, that it is inspiring anti-social behavior, that it contributes to the disintegration of traditional civic associations, etc. In what ways can we see what the Center has done as an effort not simply to question those claims on a theoretical level but also to demonstrate on a practical level how new media can be used in the service of strengthening social ties?

    JP: This too is a tension worth exploring in my view. I've had the Arab Spring uprisings alongside the riots in the United Kingdom in my head. In terms of our reaction to these two events, why do leaders like the Prime Minister in the UK on the one hand say that we should be studying the Egyptian marches in our schools, while raising the specter of restricting social media use when people take to the streets in his hometown?

    OK, so the politics of the situation are obvious; also, there are ways to distinguish the two types of uprising. But the core problem remains the same: it's dangerous for us to make any assumptions about how a given "community" will use digital media tools in any given circumstance. They may have a salutary effect on one day, and a disruptive one on the next -- if your perspective if law-and-order. And from a social fabric perspective, we ought to note the possibilities for multiple outcomes as well, as you note.


    HJ: I am struck in your report by some comments which Chris makes about "disruptive technologies" rather than "gradual change." And that points to another creative friction that shaped the early days of the Center. It's not clear that we would have agreed about the model of social change underlying our work.

    Chris, certainly, embraces disruptive uses of technology, yet there is also an argument to be made for the use of civic media as a way of sustaining traditional institutions and practices, of maintaining social ties, which are being disrupted by other forces in contemporary life. This is not necessarily conservative in a political sense, but it may be conservative in the sense that it seeks to protect something vital in our communities which is being threatened by changes that are not under the control of community members.

    For example, I used to talk about town pageants as an old civic ritual which connected current residents of a town to their past -- and not simply on the level of representing their history. If the same pageant is performed year after year, there is a social sharing across generations that take place - shared memories, even shared identities (as people feel close to others who have played the same character in the performance). We don't have such rituals any more and so it is easy for people to lose sense of their own history or to feel disconnected across generations. I wondered what the contemporary equivalent of a town pageant might look like. And I am not sure whether this line of inquiry has born fruit yet in terms of the projects the Center has developed.

    JP: I like the connection around the word "disruption" between these various points. Of course, I was most influenced by what I heard from those in the Center as of the end of 2010 and start of 2011, so Chris's approach was dominant in the discourse and in the shape of the projects that I observed. I don't think that means that the questions you posed have been asked and answered yet; they seem to me still out there for exploration.
    HJ: Bringing on Ethan Zuckerman as the new Director of the Center almost certainly means a further expansion of our notion of community -- one which moves the Center much more decisively towards global interventions and pushes it further from a focus on its own backyard. There will be radically different conceptions of community life at play as we deal with national contexts radically different from the U.S.A. and where we will encounter a different set of challenges to community life.

    A central concern across such projects should be with who gets to participate, who gets to be a member of a community, given that all communities exclude as well as include, and given that access to and familarity with technologies are a central dividing line in our culture. As I sign off, I want to press the Center to remain attentive to the digital divide and the participation gap and to use technologies as a means of bridging between sectors of communities.

    JP: And as I sign off: thanks so much to everyone in the Center's community for letting me and Catherine Bracy go so deep into your work. It was fascinating. Plainly, what you are doing -- regardless of whether it is disruptive or gradual, local or international, place-based or virtual -- is so very important to the future of our culture and societies. And thanks, Henry, for the chance to reflect together on this great set of issues. You always push me in my thinking (your critique of the digital natives frame comes to mind, among many other examples) and I consider myself lucky to be able to learn from what you say and do.


    John Palfrey is a faculty co-director of the Berkman Center for Internet & Society, vice dean for library and information resources, and the Henry N. Ess III Professor of Law at Harvard Law School. He led a reorganization of the Harvard Law School Library in 2009. He is a principal investigator on the Open Net Initiative, a collaboration between Harvard and the University of Toronto and the University of Cambridge that studies the Internet filtering of countries such as China, Iran, and Singapore, among many others He is co-author or editor of several books, including Access Denied (MIT Press, 2008), Access Controlled (MIT Press, 2010), and Born Digital (Basic Books, 2008).

    "What Is Civic Media" Revisited: A Conversation with Harvard's John Palfrey

    Henry Jenkins: On September 20 2007, we officially launched the MIT Center for the Future of Civic Media, a joint venture of the Media Lab and the Comparative Media Studies Program.

    Our launching event include myself, Chris Csikzentmihalyi, Mitchell Resnick, Beth Noveck, and Ethan Zuckerman. At the time, Chris, Mitch and I were the co-directors of the Center. It was announced several months ago that Ethan Zuckerman would now be taking over the leadership of the lab starting this fall, and a review of the first four years of the Center's research by John Palfrey was made public. I was asked if I would be willing to participate in a conversation about the nature of Civic Media and the work of the Center with Palfrey, which will run on both my blog and the blog for the Center.

    As I thought about how to initiate this conversation, I went back to my original blog post about the Center, which asked the core question, "What Is Civic Media?" And this is a question which everyone who has been affiliated with this project continues to ask. My answer at the time was deceptively simple:

    Civic media, as I use the term, refers to any use of any medium which fosters or enhances civic engagement. I intend this definition to be as broad and inclusive as possible. Civic media includes but extends well beyond the concept of citizen journalism which is so much in fashion at the moment.

    I left the Center when I left MIT, though I've continued to do work on civic media through my new post at the University of Southern California.

    Here's how I defined the concept of Civic Media at the head of a syllabus of a class I taught last year on this topic:

    Civic Media: any use of any technology for the purposes of increasing civic engagement and public participation, enabling the exchange of meaningful information, fostering social connectivity, constructing critical perspectives, insuring transparency and accountability, or strengthening citizen agency.

    This much more elaborated definition reflects the conversations which took place through many meetings with the Lab's affiliated faculty, students, and researchers, especially through the exchanges I had with Ellen Hume, who was for a time the Research Director at the Lab, and Colleen Kamen, a CMS graduate student whom we asked to help think through our vision of civic media. It also has emerged through my classroom practice at MIT and now USC and more recently, my involvement in a MacArthur Research Hub focused on better understanding youth, new media, and participatory politics. For a rich snapshot of our early attempts to define "civic media," check out the series of videos at the Center's homepage.

    What the two definitions share is the idea that civic media is not simply citizen journalism, a framing which seems to limit the kinds of community practices we are describing and the ways they meet the information needs of communities, to use a phrase the Knight Foundation has been exploring in recent years. Both are technology agnostic -- which is to say any set of practices around any set of technologies can become civic media if it is applied towards certain ends. The more recent definition offers some expanded sense of what those ends are which grows out of a much deeper dive into the literature around the notion of the informed citizen and around participatory politics more broadly.

    From the start, I was most interested in understanding how the emergence of new media and participatory practices might be reshaping our understanding of the civic, responding to some of the disruptions of community life which had characterized the second part of the 20th century. It seemed like an important conversation to be having, and it was a key theme which emerged through the early Communication Forum events and conferences hosted by the Center.

    John Palfrey: Henry, I think your starting point, pushing on the definitional issue and driving from there, is right on. In my review of the Center's first four years, I worked with a close colleague, Catherine Bracy, to interview as many of the people involved in the Center as we could. Taken as a whole, the overwhelming view of the community was how valuable C4 has been in the lives of individuals involved and also in many of the environments where C4 faculty, staff, fellows, and students have been active.

    A secondary finding was a hunger for understanding civic media as a concept. People had plainly been drawn to what you'd set up, even with a nascent definition; I think a lot of participants came to help in the active shaping of what it would become. I like very much your refinement over time. I've found myself, also, puzzling over the definitional issues and enjoying the process of thinking about them.

    HJ: There was from the start some, hopefully productive, tension between the Media Lab participants who were strongly invested in the idea that we could design new tools which would be especially conducive to serving civic needs and the bias of the Comparative Media Studies participants who felt that we needed to be more focused on the social and cultural practices by which people integrated those tools into their everyday lives. We used to have heated debates about whether we should build the tools first and then apply them to communities or whether we should start with a deeper understanding of the community's existing practices and needs and then design to serve them better. Such debates are inevitable when working in an interdisciplinary space and could be generative or distracting depending on how well the people involved dealt with them.

    JP: Yes! This productive tension jumped out of the review that we did. I think the idea of tempering one approach with another, in a way that made more of whole, is a deeply profound concept. The critical nature of the CMS discipline and the "let's go build it!" nature of the Lab's discipline have a peanut butter-and-chocolate quality to them. I think those debates have been, and can be in the future, extremely textured and important. One question I have is how C4 can tease them out and make them more public than they've been so far, so others of us can share in them somehow.

    HJ:From the start, Knight wanted to keep the focus on geographically localized communities rather than more dispersed communities of interest, though we debated among ourselves how easily the two could be separated. For example, as the Center launched we were still dealing with the aftermath of Hurricane Katrina on New Orleans. George Lipsitz had described the working class communities of New Orleans as being "network rich and resource poor," that is to say, very strong social networks had emerged over decades which supported the sustainability of that community and insured the well-being of its members. But the hurricane had disrupted these networks on the ground, scattering the people across the country, and had done so in a way that made it difficult to imagine these communities ever being put back together again in the ways they had once functioned.

    So, for me, the question was always whether we could separate out the local community in southern Louisiana from the more dispersed, diasporic community of folks from New Orleans, still strongly identified with that city, now living across the country, once part of strong social networks which they now tapped into via digital and mobile technologies. Surely, any technology-enhanced practice which strengthened the bonds between these communities would be civic media.

    John Palfrey is a faculty co-director of the Berkman Center for Internet & Society, vice dean for library and information resources, and the Henry N. Ess III Professor of Law at Harvard Law School. He led a reorganization of the Harvard Law School Library in 2009. He is a principal investigator on the Open Net Initiative, a collaboration between Harvard and the University of Toronto and the University of Cambridge that studies the Internet filtering of countries such as China, Iran, and Singapore, among many others He is co-author or editor of several books, including Access Denied (MIT Press, 2008), Access Controlled (MIT Press, 2010), and Born Digital (Basic Books, 2008).

    Designing Woman: An Interview with Anne Balsamo (Part Two)


    You worked at Xerox PARC, which, as you note, has become a mythic locale in the early history of digital technology. What do you think the current myths about Xerox PARC get right and what do they misunderstand?

    Among the many lessons I learned during my time working at Xerox PARC is the understanding that the future is created first in the imagination, and then is enacted through the many activities of the research laboratory (among other places). Contrary to the old adage--that the best way to predict the future is to invent it--what I came to appreciate is the important role of narrative in creating an imaginary relationship between the FUTURE and the present. The first act of innovation is an act of story-making--which involves the spinning of a narrative that features technologies, materials, beliefs about "needs" and "opportunities," and is performed by researchers who (as in the case of Xerox PARC) are employed in the business of innovation. I'm not sure how that matches with the cultural work of Xerox PARC today--the scene has changed in the decade since I left. But I suspect that the researchers there are still eagerly engaged in the cultural processes--and performance--of innovation.

    You argue that technologists should "pay attention to the technological literacy of the intended users off the technology-under-development." What advice can you offer to technologists about the best way to "pay attention"? What are the "ethical responsibilities" of technologists in regard to those who will be left behind if their tools and platforms are more widely adopted?

    My approach to the topic of "paying attention" is grounded in the theory of "strong objectivity" developed by the philosopher of science, Sandra Harding. This argument is best situated within the debates about objectivity, scientism, and relativism of the late 1990s that were spurred by important work in critical feminist science studies. Harding argues that we need NOT to abandon ideals of "scientific objectivity"--as some feminists might have than been accused of advocating--but rather we need to be more RIGOROUSLY objective in understanding that reality is multidimensional; and that science, to be a truly objective explanatory enterprise needs to engage the minds and points of view of people who have been trained (socialized) to see the matter of the world from different perspectives.

    Perhaps the key issue here is that what we are to "pay attention to" is multidimensional; thus the ethical responsibility of any technologist is to actively seek to see the world through different eyes, and not to assume that the point of view that one embodies is privileged as the only "point of view." Haraway calls this the "god trick." The ethical response is to understand how one's perspective is always partial, and to seek out other points of view (as it were) when developing or experimenting with the creation of new technologies.

    I don't see the issue as one about people who will be "left behind"--because I understand that technologies are not simply objects, but rather a whole technocultural formation. Everyone lives in a current technological cultural moment that is constantly unfolding; an individual's position within that technocultural formation is what we really need to address when we think about "access to technology." No one is actually "left behind" in a cultural formation; they are differently positioned, constrained, enabled, empowered, with different (and often unequal) access to resources such as tools, knowledge, economic goods. I would argue that issues that are framed in terms of "people left behind" do not reflect a complex understanding about the nature of technoculture and cultural reproduction. To frame this question in this way presupposes an answer that puts the emphasis solely on "access to technology." Yet we know that simply providing access--dumping computers into classrooms for example--doesn't work to address the broader issues of inequality in power, economic resources, and intellectual support. Its time to start thinking more complexly about strategies for rearticulating dominant technocultural formations to allow for more liberatory and equal participation.


    What is Literacy? from Anne Balsamo on Vimeo.


    What does your book's focus on "design" contribute to the larger conversation around New Media Literacies and Digital Learning which has been sparked by the recent interventions of the MacArthur Foundation?

    As I elaborated in the book, I make explicit the connections between the processes of design thinking and the skills and sensibilities that you list as key 21st century literacies. I argue that we need to teach designing practices across the curriculum; I support the notion that "design is a new liberal art." The issue of designing (design thinking, critical design skills) emerges as an important topic as we come to appreciate the many ways in which young people use new digital technologies to create and participate in innovative learning experiences. As they are called to be "designers/authors" of their own learning experiences, they will be well served (I assert) by learning also important design methods and critical frameworks for the analysis of their designed efforts.

    The central premise of the book is that the work of design is one of the most important sites of cultural reproduction in a digital age. When I turn my attention to the designing/authoring efforts of students, I understand that even when these students think they are making it all up for the first time, they are actually engaged in the process of reproducing cultural understandings that came before them, and setting up the conditions for the reproduction of these understandings in the future. Thus for me to teach design also requires the teaching of ethics and the training of the historical imagination....both of these concepts are less fashionable to speak of these days

    DML efforts might cast these concerns as "civic engagement" or as topics for "learning games." While there is nothing wrong with that approach--who could argue against "civic engagement" as an important topic for contemporary new media and digital learning--as I elaborate in the book I believe that there are additional insights to glean from discussions about ethics and about history in the context of understanding the praxis of designing and the reproduction of culture.

    Given your discussion throughout about the need to reimagine the book, I am curious about the process which led you to develop Designing Culture as a print based book with digital extensions. What do you see each medium contributing to our experience of the whole?


    The book and the digital projects were designed/authored simultaneously; but at any point, one creative project would take precedence over the others. This is because I'm not really good about multitasking at the broadest levels. It is also because the knowledge making process that is invoked during the course of creating digital media applications is different for me than the knowledge making process that emerges through the act of writing/authoring.

    I wrote the book, as I explained in the conclusion, for personal, professional, and theoretical reasons. One of the most salient theoretical reasons is that the book is well suited to one of the most critical, but most commonly overlooked stages of designing: the stage when the designer returns to the design effort (and outputs) to critically assess the lessons learned and the cultural impact of the project. This stage of self-reflexive assessment is not easily accommodated in digital media genres of the museum exhibit, videos, interactive applications, and such.

    The technological form of the printed book allows for the theoretical elaboration of abstract concepts and of self-reflexive accounts of designing practice. The book I wrote was neither a factual account of a series of moments long past, nor was it a simply a work of speculative design fiction. It was an authored account that was both factual and fictional; that was highly determined by my own biography and set of theoretical commitments, but not able to be reduced to either biography or theory.

    If we return to C. Wright Mills notion of the "sociological imagination" we will hear him call for this kind of disposition--the sociological imagination for him was the capacity to make the connections between one's own personal biographies and the broader social and institutional forces and formations that invariably shape those biographies. This is the deep theoretical tradition I was trained in as a cultural theorist: to seek to make connections between my personal investments and biographical moments and the broader technocultural formation that I participate in as a subject/author and that I am "subjected to" through the work of ideology and other shaping forces.

    Moreover, the DESIGNING CULTURE project is an example of the technological imagination at work in that the project manifested across a range of media technologies: where each part of the project was realized and expressed in the modality that was best deployed for my particular authorial objectives. Here I borrow Mill's insight to suggest that the technological imagination is the disposition that allows one to make the connections among technological forms and more personal/authorial objectives. Other people might call this paying attention to the "media specificity" of different modalities of cultural expression. Indeed that is what a good story teller always does: chose the best medium for addressing the desired audience that is matched with the story one wants to tell.



    You are part of the leadership of the Annenberg Innovation Lab. What opportunities does the Lab offer you to push your concepts to the next level?

    My work with the Annenberg Innovation Lab is very exciting for me because it offers an opportunity to collaborate with other people on the project of technological innovation that begins by taking culture seriously. This is the challenge that is laid out in the book: it is time to treat culture as a serious concept in our discussions, learning activities, design projects, and technological inventions.

    Jonathan Taplin, Director of the Annenberg Innovation Lab, invokes the mantra for the lab as such: Every day culture eats strategy for lunch. This assertion resonates strongly with the main thesis of the Designing Culture project and sets the stage for a whole range of interesting experiments in the design of innovative technologies and the exercise of the technological imagination.

    Anne Balsamo holds joint appointments in the Annenberg School of Communication and the Interactive Media Division of the School of Cinematic Arts. Her interest in the relationship between technology and culture informs her work as a scholar, teacher, researcher, entrepreneur, and new media designer. She is the recipient of a recent grant from the National Endowment for the Humanities to create an interactive tangible interface for the AIDS Memorial Quilt. In 2008 she received a grant from the MacArthur Foundation to study the future of museums and libraries in a digital age. Her next project investigates tinkering as a mode of knowledge production in a digital age. Her on-going research-design projects focus on the role of public interactives as a stage for technology transfer from sites of innovation (university labs and research centers) to the general public.

    On Skepticism, News Literacy, and Transparency: An Interview with Dan Gillmor (Part Two)



    Some have argued that the criteria for evaluating news has shifted from
    impartiality to transparency. How would you rank mainstream news and citizen
    media in terms of their embrace of transparency as a civic virtue?

    An effort to be impartial - or "objective," to use the word most journalists revere - is not a bad thing. The problem is that it's impossible to achieve in the real world. We all come to our jobs with life histories, world views, and sometimes outright biases.

    That said, transparency is a definite virtue. It's one of several principles - though not enough by itself - that information providers of all kinds should embrace. Add transparency to thoroughness, accuracy, fairness and independent thinking, and we're getting somewhere.

    I would rank traditional media organizations low on the transparency scale. They're still among the most opaque institutions around. But there are glimmers of openness, here and there, that give me some hope that journalists are beginning to understand why they need to do this. Bloggers and others we might put in the "citizen journalism" sphere vary in their openness, too, though I'd say bloggers tend to be somewhat more transparent than professional journalists.

    It's about trust in the end. For people who are honorable in the way they work, transparency inspires greater trust.

    What role should the news media itself play in fostering basic civic skills,
    including those of critical reading and thinking? For example, how should
    the news media be responding to persistent rumors about Obama, such as those
    promoted by so-called Birthers? Is this a "teachable moment," as one would
    say in the Education Schools, and if so, how should teaching taking place
    via the news media?

    I wish the news media had made this a core mission a long time ago. They didn't, and still haven't. That's a real shame; it would have helped not just their audiences but themselves - because audiences would have gotten a better idea what it takes to do quality journalism and had more respect for it.

    If I ran a news organization and learned that a sizeable percentage of people in my community believed something that was false - birtherism, for example - I would make it part of my mission to help them learn the truth. That sounds easier than it would be, because people who believe lies are invested in those beliefs, but teachable moments abound in today's world.

    You also advocate in the book that in an era where many of us are playing
    more active roles as citizen journalists, that the status of journalism
    classes in colleges and universities shifts from training professionals to
    training all citizens. Should journalism now be a required subject as part
    of a newly configured liberal arts education?

    The principles and skills of journalism map extremely well to every other endeavor, when you think about it. They're part of being an engaged citizen in a variety of ways.

    So, yes, I would make some kind of 21st Century media literacy - call it journalism or whatever - a part of the core curriculum. At several schools, "news literacy" is becoming a required course, though in the ones I've seen the emphasis (for practical reasons) is on consumption of news. The emphasis should be on critical thinking as consumers , but we are not literate unless we are also creators.

    Many argue that the key difference between citizen and professional
    journalism is the role of fact checking. Yet, your book describes many
    different mechanisms on the grassroots level which are designed to check
    facts and otherwise insure the integrity of information, while, for many
    reasons, the place of fact checking in professional journalism is declining.
    So, how long can we frame this as a meaningful distinction? And if this is
    not the best way to think of the differences between amateur and
    professional journalism, what would be productive ways of understanding
    their relationship?

    I don't agree that the key difference between citizen and pro journalism is fact-checking. It can be a difference, but as you note, sloppiness is growing in traditional media and lots of bloggers are doing work that I trust a great deal.

    The real issue is that we all have to take more responsibility for what we know, and what we say. Certainly we have to trust some sources more than others, but we have to be skeptical in varying degrees of everything, and the more important something is to us the more we need to look deeper. I don't buy a car based on an advertisement, and if I see a story about some alleged medical breakthrough - especially if I am personally a candidate for that treatment - I'll check further.

    I'm trying to blur the distinctions between "pro" and "amateur" in the information world rather than highlight them, by improving the practices of both and encouraging audiences to take more responsibility.


    Your book maintains a healthy faith that the current shifts in journalism
    are going to not only maintain but expand diversity. As you know, many would
    disagree with this claim, suggesting that core news organizations are
    eroding amidst waves of consolidation of ownership and that this is going to
    result in a much narrower range of information and opinion. What would you
    say to those critics and skeptics of the current news ecosystem?

    There's no question that traditional journalism is in trouble as a business, and that some parts - vital parts - of what these organizations have done will go missing for a time. Consolidation of the traditional media into an ever-smaller number of corporate hands is also a reality.

    At the same time, there's never been more quality information about all kinds of things in some profitable niches, such as politics, technology, fashion, sports and a host of other things. Meanwhile, in a host of unprofitable (as media companies) niches, domain experts are telling us what matters. And new techniques for providing information, using APIs and databases among other tools, are leading to an explosion of social news gathering and dissemination.

    We're also starting to see some genuine innovation in business models, That's key to what needs to happen.

    Are we where we need to be? Not even close. But I have to stress that we're very early in this transition. If it's a baseball game we're in the bottom of the second inning or top of the third.

    What practices might emerge around citizen journalism which would increase
    its accuracy and reliability?

    The main one would be a recognition on the part of the information provider that it's better to be trusted than distrusted - and that following some basic principles (the ones outlines above) are the road map to be trusted.

    I stress principles because they don't change much, if at all. The rest is simply tactics, which do change, but if tactics have principles as a foundation, we'll be fine.


    Dan Gillmor is founding director of the Knight Center for Digital Media Entrepreneurship at Arizona State University's Cronkite School of Journalism & Mass Communication. The project aims to help students understand the startup culture, and ultimately to help them invent their own jobs.

    Dan's latest book, Mediactive, aims to encourage a better media supply in part by creating better demand -- to spur people to become active media users, as consumers and participants. His last book, We the Media: Grassroots Journalism by the People, for the People was the first to explain the rise of citizen media and why it matters. Dan also writes an online column for the Guardian and blogs regularly at Mediactive.com.

    Dan has been a co-founder, investor and advisor in a number of media ventures in the for-profit and non-profit worlds. From 1994 until early 2005 he was a columnist at the San Jose Mercury News, Silicon Valley's daily newspaper, and wrote a weblog for SiliconValley.com. He joined the Mercury News after six years with the Detroit Free Press. Before that, he was with the Kansas City Times and several newspapers in Vermont.

    More about Dan at http://dangillmor.com/about

    'Does This Technology Serve Human Purposes?": A "Necessary Conversation" with Sherry Turkle (Part One)

    After more than twenty years of living in the heart of the machine, I have concluded that there are two ways of doing humanities at MIT (perhaps anywhere): the first is entrenched and embattled, defending the traditions, from a broom closet, trying to civilize those who see virtue in the technological and who undervalue the cultural; the second is engaged, confronting the technological and demanding that it serve human needs, asking core questions about the nature of our species, and exploring how the cultural and the psychological reasserts itself through those media which we make, in Marshall McLuhan's terms, into extensions of ourselves. There is at MIT no greater advocate for humanistic engagement than Sherry Turkle, whose work on technologies as "second selves," as "evocative objects," as intimate tools and "relational artifacts", the central theme of her work.


    It has been my joy and honor to consider Turkle my friend for more than two decades. Our paths crossed too rarely in the years I was in Cambridge, but each time they did, I left the conversation changed by her insights about core questions which shaped both of our work. Here is a video recording of our most recent in-person exchange, a public dialogue about solitude and participation in the digital age, which we conducted at the Scratch conference hosted by our mutual friend, Mitch Resnick, at the MIT Media Lab. It will be clear there that our shifting alignments, sometimes agreeing, but often coming at the world a bit askew to each other, brought out some fresh thinking from both of us.

    MIT Tech TV

    Sherry Turkle shared with me some years ago the insight that we are both victims of the public's desire for simple answers. No matter what Sherry says, which is often layered and sometimes paradoxical, about the complexity of human's relations with technology, there will be those who see her as too pessimistic and no matter what I say, people are going to see me as too celebratory. In both cases, at the heart of our work is the desire to "complicate" our understanding of technological change through a focus on core human experiences.

    I was reminded of her statement when I saw the response to her most recent book, Alone Together: Why We Expect More From Technology and Less from Each Other. Critics and supporters alike tended to read the book as a diatribe against new media and as thus a turning of her back on the work of many at MIT who stress the ways new tools are expanding rather than constraining human potentials. Many wrote to ask me what I thought of the book, often with the expectation that we were fundamentally at odds with each other.

    I should have known better, but I found myself entering the book on the defensive, looking for points of disagreement, and there are certainly some of those as the following exchange will suggest. But, as I read, I found myself struggling to answer the challenges she posed, and finding the book anything but simplistic and one-sided. She is demanding that we all enter a new phase of the "conversation," one which accepts that technological changes are fundamental and unlikely to reverse course, but one which demands that we shape technologies to core human needs and goals rather than the other way around.

    This is the great theme which runs across the remarkable interview I am sharing with you this week, resurfacing again and again as she presses beyond simple one-sided perspectives and forces us to address our fundamental "vulnerability" to technological shifts. Do not enter into this interview expecting to disagree with Turkle or to simply reaffirm your own comfortable and well rehearsed arguments. Rather, use her comments to reshape your thinking and to redirect your energies to some of the core struggles of our times. What you will find throughout this discussion is a powerful intellect engaging with the shifting borders between the human and the mechanical, between psychology and technology, and between pessimism and skepticism. As always, I learn so much from reading Turkle's work, even where, or perhaps especially where, we disagree. But, again, I would stress, we disagree far less often than many, ourselves among them, might imagine.

    I was struck by one of the very first sentences in the book: "Technology proposes itself as the architect of our intimacies." Can you dissect that evocative phrase a bit for me? In what forms does the proposal take and how do we signal whether or not we accept?

    From the earliest days that I came to MIT, struck by the intensity of people's emotional engagement with their objects - and most especially with their computational objects - there were many people, and especially many colleagues, who were highly skeptical of my endeavor. And yet, I am inspired by Winston Churchill's words, who said, before McCluhan rephrased: "We make our buildings, and in turn, our buildings make and shape us." We make our technologies, and our technologies make and shape us. The technologies I study, the technologies of communication, are identity technologies. I think of them as intimate machines. They are not only, as the computer has always been, mirrors of our mind; they are now the places where the shape and dimensions of our relationship are sculpted.

    I think of the technological devices as having an inner history. That inner history is how they shape our relationships with them and our relationships with each other. Another way to think of this is in terms of technological affordance and human vulnerability. Technologies have certain psychological affordances, they make certain psychological offers. We are vulnerable to many of these. There is an intricate play between what technology offers and what we, vulnerable, often struggle to refuse.



    There would have been a time when technology was understood as the opposite of intimate -- as something cold, impersonal, mechanical, and industrial. In a sense your three books have mapped the process by which we have come to embrace technology as intimate. What factors has led to this shift in our relationships to technology?


    I think there are two ways of answering your question. The first is to say that technology has never been cold, impersonal, and industrial. We simply chose to understand it that way. Technology has always had a role in shaping the inner life, the intimate life. The telephone - surely a shaping force in the making and shaping of self. The telegram, the letter, the book.

    As a teenager living in Paris in the 1960s, I remember the telephone being shunned as too "impersonal" - for significant apologies, a request for a meeting, an assignation - it was explained to me that one sent a pneumatique. All the post offices of Paris were connected with pneumatic tubes. One wrote a letter in a sealed envelope. It was picked up at one's apartment and brought to the post, put in the tube, sent to the post office closest to the destinataire's address and hand delivered. The pneumatique had the touch of the hand on the correspondence. This, too, was intimate technology. There was nothing cold about the letter.

    Nor was there anything cold about how industrial technologies such as cars and trains shaped our sensibilities, our sense of self, of our sensuality, our possibilities. If we have succumbed to an ideology of technological neutrality that is something that needs to be studied as an independent phenomenon; it is not to be taken as a given.

    But there is another way of approaching this question. And that is to say that I do believe that information technology and the digital revolution has changed something fundamental in our way of seeing the world. There is something new in our current circumstance. The computer is a mind machine, not only because it has its own very primitive psychology but because it causes us to reflect upon our own.

    From the very beginning, people saw the computer as a "second self" - an extension and reflection of self. The computer seemed much like the psychologist's inkblot test: the computer as Rorschach, a projection of personal concerns. Indeed, I got the title of my first book on the computer culture from a thirteen year old who said, after an experience with computers: "When you work with a computer, you put a little piece of your mind into the computer's mind and you come to see yourself differently." A second self. So, one might say that in a context where I believe that all technologies shape and make us, the computer takes this vocation to a higher power. Or perhaps, one might say, this vocation is a centerpiece of its identity. I think of it as an intimate machine.

    This vocation has been heightened in the age of always-on/always-on-you communications devices, which of course are the focus of my current work. They move from being tools or perhaps prosthetics to giving people the sense of being near-cyborg. The devices seem like a phantom limb, so much are they are part of us.



    Your discussion of our shifting relations to Robots remains focused primarily on the actual technological devices and the roles they play in our lived experience. Yet surely our shifting understanding of the robotic has also been shaped in profound ways by the cultural imagination. After all, the very term, Robot, emerges from a work of science fiction -- Karel Capek's R.U.R. (1920) and surely our relations with actual robots have been shaped by science fiction representations from Asimov's I Robot and Robbie the Robot and Gort to C3P0 and R2D2. So, what relationship might we posit between the creative imagination and our shifting relations to the robots in our physical surroundings?

    This is a very important question for me. I have been tracking the flowering of a genre - there are of course antecedents - but now we have a flowering - of the robot who teaches people to love, and more than this, and crucially, teaches people how to be human. For me, the prototype here is WALL-E. The people have forgotten their sensuality, their capacity for love, their capacity for interconnectedness. It is a robot designed for industrial cleanup who rediscovers all of this, who falls in love and who, transcendent in this capacity, is in a position to teach it to humanity. In fact he saves humanity not just in the physical sense, but in the spiritual sense as well.

    In Alone Together, I talk about our having reached a "robotic moment." This is not because we have robots who are capable of loving us, but because so many of the people I interviewed say that they are prepared to be loved by a robot. There is no question that imaginative literature and film have been part of this shift. We used to look to machines for physical help. Now we feel we are missing things on an emotional and spiritual dimension and we look to the machine world.

    Sherry Turkle is Abby Rockefeller Mauzé Professor of the Social Studies of Science and Technology in the Program in Science, Technology, and Society at MIT and the founder (2001) and current director of the MIT Initiative on Technology and Self. Professor Turkle received a joint doctorate in sociology and personality psychology from Harvard University and is a licensed clinical psychologist.

    Professor Turkle is the author of Psychoanalytic Politics: Jacques Lacan and Freud's French Revolution (Basic Books, 1978; MIT Press paper, 1981; second revised edition, Guilford Press, 1992); The Second Self: Computers and the Human Spirit (Simon and Schuster, 1984; Touchstone paper, 1985; second revised edition, MIT Press, 2005); Life on the Screen: Identity in the Age of the Internet (Simon and Schuster, 1995; Touchstone paper, 1997); and Simulation and Its Discontents (MIT Press, 2009). She is the editor of three books about things and thinking, all published by the MIT Press: Evocative Objects: Things We Think With (2007); Falling for Science: Objects in Mind (2008); and The Inner History of Devices (2008). Professor Turkle's most recent book is Alone Together: Why We Expect More from Technology and Less from Each Other, published by Basic Books in January 2011.

    Imagine Better: "Open at the Close"

    As many readers will know, my Civicpaths team at USC is studying the Harry Potter Alliance as a key example of what we call "fan activism," seeking to better understand how the group helps young people who are culturally engaged become more politically aware and active. A few weeks ago, Neta Kligler Vilenchik, a PhD student working on this project, attended Leakycon where the HPA's Andrew Slack announced a new outgrowth of his efforts. Below is her report from the field.

    Imagine Better: "Open at the Close"
    by Neta Kligler Vilenchik

    I open at the close.jpg
    Fan art by ShadowKunoiciAsh

    In Deathly Hallows, the last book of the Harry Potter series, the phrase "I open at the close" is inscribed onto a golden snitch, a key part of Dumbledore's inheritance to Harry. Not knowing throughout the book how to open this mysterious object, Harry [spoiler alert!] finally realizes that it will open only when he is about to face his own death.

    Given this quite sinister plot connection, it is perhaps surprising that "open at the close" came to be the unofficial theme of LeakyCon 2011, this year's Harry Potter fan convention. At LeakyCon, the phrase held several meanings. "Open at the close" was the name of the event in which conference attendees could, for the second time, enter the Wizarding World of Harry Potter at Universal's Island of Adventure for a special night-time celebration, when the park would open -- only for the fans - as it closes for all other guests (see Henry's accounts from last year's "Night of a Thousand Wizards").

    But "open at the close" was also used in a wider sense. As both mainstream media and popular conversations wondered what will happen to the Harry Potter phenomena as the last of the movies was released, for the fans gathered in the conference halls this question carried deep personal meaning. As fans were breathlessly preparing towards their special fan screening of Deathly Hallows: Part 2 (6 hours before the official midnight release!), many talked about 'the end of an era'. "I can't believe there will be no more midnight screenings", fans said to each other, mirroring - perhaps more palely--many of the sensations that have been voiced before, as the last of the books had come out.

    If those fans from a few years back consoled themselves that they still had the movies to look forward to, the fandom now has latched onto Pottermore, J.K. Rowling's new online project, as the new lifeline. As Henry has discussed a few weeks ago, Pottermore is not free of potential controversy, and yet at LeakyCon, it was embraced by fans as a source supplying more valuable canonic information around Harry Potter, and was hailed as the pathway for a new generation of fans to enter the series. The sequenced order in which the digital versions of the Harry Potter books will come out was already exciting fans as an opportunity to have more countdowns on fan websites, and fans were eagerly awaiting the possibility of being the first to join the new site.

    The phrase "open at the close" thus served, at least metaphorically, for the fans to assure each other that this is not really the end of an era. Instead, it is the beginning of a new phase for Harry Potter fandom, one that will rely more heavily on fan production and fan creativity to keep the fire burning, and, in addition, one that excitedly looks forward towards Pottermore.

    Yet "open at the close" was also used at LeakyCon in another context: as part of the press conference launching the new organization "Imagine Better", which was described as "the future of the Harry Potter Alliance". Regular readers of this blog will probably be familiar with the Harry Potter Alliance, a key case study for our USC-based research team Civic Paths, which explores continuities between participatory culture and young people's engagement within civic life. The Harry Potter Alliance (HPA) has played an important role in shaping our understanding of how such processes may function. Creating metaphors between the Harry Potter narratives and real-life issues, as well as tapping into the structures of Harry Potter fandom, the HPA has succeeded in reaching over 100,000 young people, encouraging them to channel their love of the text and their connection to other fans around them towards civic-minded action in the real world. More on our work about the HPA can be read here and here.

    The HPA was also what had led me to LeakyCon--my first experience at a fan conference. For almost two years now, I have been following the HPA as part of our Civic Paths research, interviewing members about their experiences with the organization and attending their public events. LeakyCon, as a mecca for Harry Potter fans, garnered an impressive presence of HPA members as well--the organization boasted 37 volunteer members in brand new staff T-shirts, and an impressive repertoire of HPA programming, including hands-on sessions like "how to open an HPA chapter" and "all about the crisis climate horcrux".

    When examining the HPA as a civic organization, however, getting to know the Harry Potter fan community is a key component. The assertion that the organization's success thrives on the energies of the fandom, which had been expressed in many interviews before, could not be clearer than at LeakyCon.

    HPA Members.jpg

    There are good reasons to try to understand the "magic formula" behind the HPA. In addition to the organization's tangible achievements (raising $123,000 for Haiti in two weeks, donating 87,000 books to local and international communities, collecting 15,000 signatures on a petition for fair trade chocolate, achieving first place at the Chase Community Giving Competition to receive a $250,000 grant), it has received national media coverage as well as academic interest. The idea behind the launch of the new organization "Imagine Better" is to take the approach that has proven successful for the HPA - connecting fans around story worlds they love to create real world change - and to apply that to collaborations with other fandoms.

    This is a segment from the press release at LeakyCon, at which Andrew Slack, founder of the HPA, officially launches Imagine Better:[embed video: ]

    Strategically timed, the HPA chose the release date of Deathly Hallows 2 to launch Imagine Better. An activist in heart, as well as a man of symbols, Andrew Slack reminded audiences that July 14 is the date of Bastille Day, while the Imagine Better website was--also symbolically--launched on the 4th of July. From a more pragmatic point of view, the launch date secured some interest from mainstream and niche media outlets, who were looking for Harry Potter-related stories to cover around the movie release.

    The idea behind Imagine Better, however, has been looming in the head of Andrew Slack for several years now. In fact, as Slack revealed at LeakyCon, this had been his original idea when he envisioned linking narratives with activism: "taking a bottom-up approach to love to stories and the art, and connecting it to the world". In contrast to the strong links that the HPA has made so far to a specific canon, as well as their embeddedness within a specific fan community, Imagine Better seeks to tap into the shared ground of all kinds of fans, aggregating their respective energies towards shared social action.

    Leading towards this new organization were almost 2 years of research conducted by young HPA members. The volunteer "fandom team" received the task of searching and cataloguing other fandoms online, as well as identifying potential contact points within these fandoms. This legwork has enabled Imagine Better to list over 20 fan communities in its list of collaborators, including fan communities around popular books, shows and movies, as well as you-tube celebrities and young adult authors.

    This list, however, is still open-ended. At Leakycon, conference attendees had the chance to imagine Imagine Better together with its founders. In a break-out session devoted to the new organization, 35 LeakyCon attendees brainstormed possible fandoms they would want to collaborate with. In addition to the usual suspects, this brainstorming brought up surprising directions such as Sparklife, a community of regular users of Sparknotes. The group then focused on three fan communities: Glee, Hunger Games, and Doctor Who, and made a list of real-world issues that could be raised in conjunction with these texts. They then broke out into small groups, discussing potential campaigns the HPA could hold in conjunction with these other fan communities. The group discussing possible collaborations with 'Gleeks' (fans of Glee) thought of campaigns ranging from issues of LGBTQ rights and bullying to fighting ableism (discrimination towards persons with physical disability).

    Collaboration with other fan communities is a natural step for many HPA members. In our conversations with members we often hear long lists of texts they are passionate about, starting with Harry Potter, but moving on to a variety of genres and media (recurrent favorites are Doctor Who, the Hunger Games, Star Trek and more. The relationship with Twilight is a bit more contested). Many HPA members also identify as 'nerdfighters' - followers of the vlogbrothers John and Hank Green.

    In Textual Poachers, Henry builds on De Certeau's notion of readers as nomads to describe fans as being similarly nomadic: "always in movement, 'not here or there', not constrained by permanent property ownership but rather constantly advancing upon another text, appropriating new materials". Imagine Better seems to build on this idea of fan as nomads, whose passion may be directed towards any greatly told story, rather than towards a particular narrative. Moreover, it builds on the shared characteristics, and potentially shared identity, that fans (of different texts) may have with each other.

    Slack expresses this when he announces at the press conference that Imagine Better is going "to start with the most popular piece of fiction in human history and to go beyond that because, who here loves stories beyond Harry Potter? We all do. And we're going to continue to love Harry Potter and continue to love other stories and continue to love being engaged as heroes in the story of our world. This is our launch, as we open at the close." Here, "open at the close" takes on added meaning. It may refer to the end of the canon, but it is also preparation towards a possible decline, or at least decrease, of Harry Potter fandom.

    Yet at LeakyCon - the gathering of hardcore Harry Potter fans, let's not forget - this statement receives a slightly reserved reaction. As fans are spending the whole convention assuring each other that the fandom is alive and kicking, not everyone seems ready to quickly shed off the 'HP' part of the HPA, and stick only with the 'Alliance'. While Imagine Better is aiming to speak to the shared identity of "fans", or to the fan as nomad, many in the room may align themselves more as "fans of [Harry Potter]" (see John Edward Campbell's recent discussion of this notion).

    For them, their mode of engagement may be seen not as a fixed identity, but rather a relationship towards a particular text. Part of this may stem from the fact that to many, Harry Potter is a first experience within fandom, that hasn't necessarily (or perhaps, not yet) crossed into a more generalized fan identity.

    It seems that the HPA is aware of this potential tension, as the launch of Imagine Better happens parallel to continuing action of the HPA, and not as a new organization replacing it, as was previously suggested to us in our conversations with staff members. An important part in this decision may have been fan perceptions climbing bottom-up: With most of its staff being volunteer members and with its vast variety of participatory forums, the HPA as an organization has extremely close contact with its member base. The general consensus within Harry Potter fandom that it is alive and kicking, thank you very much (strongly aided by the announcement of Pottermore), may have been a contributing factor to launch Imagine Better as an additional venture, rather than a replacement of the HPA.

    As Slack reminded us at LeakyCon, few people - within the fandom and outside of it - had believed that the HPA would succeed as a civic organization. But it has. Imagine Better now takes on the next leap. Its attempt to apply a similar formula to other fan communities offers us a fascinating test case on the intersections between fandom and civic engagement. We are excitedly following it as it "opens at the close".

    Neta Kligler Vilenchik is a third year doctoral student at the Annenberg School for Communication & Journalism at the University of Southern California.Neta graduated Summa Cum Laude from Tel Aviv University, studying communication and political science, and received her MA in communication, summa Cum Laude, from the University of Haifa in 2009. Neta's research revolves around young people's involvement in civic action through participatory culture practices, an interest she has been pursuing as part of the Civic Paths research team under the guidance of Prof. Henry Jenkins.
    She is also part of an effort to develop a measure examining people's active construction of communication ecologies in pursuit of different goals, within the Metamorphosis team under the guidance of Prof. Sandra Ball-Rokeach. Finally, Neta is fascinated by the relations between individual and collective memories as they relate to the media, as well as in memory's role in shaping national identity. Her work takes an innovative approach to the study of collective memory, combining quantitative and qualitative methods to investigate the role of media memory in shaping collective memories.

    "Critical Pessimism" Revisted: An Open Letter to Adam Fish

    A few weeks ago, Adam Fish called me out through his blog, Savage Minds, for what he saw as a harsh and unfair representation of the Media Reform movement in the final paragraphs of my book, Convergence Culture: Where Old and New Media Collide. He did so for the most part by simply reprinting my own words to frame a story he wrote about the recent Media Reform conference.

    I was a bit surprised to find myself singled out as an enemy of the Media Reform movement. If I am the biggest obstacle to your success, you are much closer to victory than I had previously imagined. :-)


    The experience was uncomfortable for me, but in a very constructive way, in that it has forced me to revisit my own words and reflect on how much my thinking has changed since I wrote them. It also hit at the end of the term so I am only now able to share some of these reflections with you.

    Much of this change has been provoked through conversations with Eric Klinenberg, who I have gotten to know through several summers together at the Aspen Policy Institute, and through my participation in the Verklin Media Policy and Ethics Conference at the University of Virginia shortly before I left MIT. I have since written in my blog about some of these shifts in my thinking, making the argument that there is such urgency in the need for media reform right now that there is no longer any room for the usual infighting between critical and cultural studies perspectives.

    Through these experiences, I have had a chance to get to know some of the young leaders who are pushing the Media Reform movement in significant new directions, including a deeper embrace of the potentials of digital media and networked communication and a willingness to partner with fan activist groups in ways which moves them away from a history of dismissing popular culture and scolding those of us who are engaged by it. When I wrote the passages for Convergence Culture which critiqued some aspects of the media reform movement, I was speaking about a very different generation of leaders and a very different set of rhetorics and practices. Even so, my caricature was inadequate and inaccurate, but perhaps even more so now.

    Given these shifts in my thinking, I had very much hoped to attend and participate at the media reform conference this year, but was unable to do so because of a personal commitment. When I read Fish's post, I felt a need to speak out less my absence be misinterpreted. It still remains to be seen to what degree someone who comes with my theoretical and political commitments will be welcomed into the ranks of the media reform movement, all the more so because I am clearly going to be forced to eat my words. But I remain eager to revise even more my picture of the reform movement.

    There remain, as there have been, very real differences in emphasis and perspective. Many of those academics featured at the Media Reform conference come from critical studies and political economies backgrounds which have often dismissed the cultural studies traditions that inform my work. These traditions bring different things to the table, to be sure, and look at the world through very different lens, but what the world needs now is an approach to media reform which combines critical studies' focus on structural inequality and cultural studies' focus on agency and empowerment. We need to embrace the potentials of participatory culture even as we critique the exploitative practices of web 2.0. We need to understand the ways that digital media does and does not transform the terrain upon which debates about media policy are occurring.

    At the heart of Fish's account of Free Press's gathering was a question which has haunted my own recent work as well: "Is the open, decentralized, accessible and diverse internet - by which media production, citizen journalism and community collaboration have been recently democratized - becoming closed, centralized and homogenous as it begins to look and feel more like the elite-controlled cable television system?" And there is in this piece a celebration for "ancient movement of ordinary people taking back power from entrenched elites," which for him is embodied through the work of Free Speech TV. For the record, this "open, decentralized, accessible and diverse internet -- by which media production, citizen journalism and community collaboration have been recently democratized" is what I mean by participatory culture and Free Speech TV is participatory culture.

    We share common goals in providing the American public with the resources needed to sustain democratic citizenship, with a commitment to insuring diversity of perspectives, with a desire to expand the ranges of voices which can be heard, with a push to put the potential for media production in the hands of those who have historically been excluded and marginalized.

    My own way forwards towards these goals has been to promote what I call participatory culture, to expand opportunities for people of all backgrounds to produce and share media with each other. I work to promote media reform through advancing the cause of media literacy and defending opportunities to participate through new media channels. My initial frustration with the media reform movement stemmed in part from my disappointment that some of its leadership have historically dismissed media literacy and new media practices as meaningful contributions to the media reform movement, which is why shifts in the movement rhetoric starting with the "Save Our Internet" campaign and the struggles over Net Neutrality represented a significant improvement from my point of view over earlier media reform formulations.

    For many in the media reform movement, their strategy starts with a focus on concentration of media ownership. I certainly care about concentration issues, but see them as part of a much larger context of struggles over the nature of our communication and information capacities. The decline in journalism can only partially be understood as a byproduct of media concentration and has to also be understood as a product of other economic and technological shifts. I would, in any case, be as concerned if media was concentrated in the hands of governments, nonprofits, educational institutions, or the media reform movement itself as I am with the fact that it is corporately controlled. The goal should be to insure a world where media power is spread as widely across the culture as possible.

    The defense of participatory culture and the critique of media ownership are two sides of the same coin -- two flanks in a battle to democratize and diversify media in this country. One starts with a focus on agency (participatory culture), the other with a focus on structure (media concentration); one starts with an emphasis on the new world we are trying to build, while the other focuses on the system we are trying to dismantle; one is focused on what we are fighting for and the other what we are fighting against.

    These are the differences I was trying to get at in making a distinction between critical utopianism and critical pessimism. "Critical pessimism" is at least as accurate a description of what I see as the limits of the critical studies perspective as phrases like "cultural populism" and "techno-utopianism" have been at describing the limits of a cultural studies perspective. Neither set of terms is totally fair, yet they also have descriptive value in helping us to understand where our approaches, taken to their logical extremes, may lead us.

    For me, the term, "critical pessimism," captures the distinction between cynicism and skepticism. My hope is that a viable media reform movement will embrace skepticism, asking hard questions of government policy, corporate actions, and, yes, its own assumptions and beliefs. We are not served, though, when skepticism becomes cynicism, when the rhetoric forecloses any meaningful change, when all corporate action, say, is treated as equally repressive and reprehensible. And we are not served, on the other side, by rhetoric which sees digital media as inevitably democratizing and thus does not feel the need to struggle for social justice and media reform, which sees grassroots media as somehow adequate in taking on the concentrated power of mass media. A naive celebration of contemporary digital culture denies the need for struggle and a cynical perspective on grassroots change denies the value of struggle. These are the blind spots which we need to work together to overcome in our work.

    So, critical pessimism is not a bad term to describe certain forms of critical studies and political economy work at its worst, but I was wrong to imply that this is the only thing going on here, to conflate critical studies and the media reform movement, to simplify the media reform movement to a small number of highly visible figures, or to suggest we can dismiss the importance of the media reform efforts as a result of our disagreements in disposition and tactics. I have been struggling in some of my own recent work, much of it still not published, to try to work through a critique of Web 2.0 which combines the concerns for structural inequalities and the exploitation of free labor which comes from the critical studies camp with a defense of participatory culture (perhaps the best basis for such critiques) which reflects work from the cultural studies tradition.

    I hope we can find ways to bring these two camps together through political activism as well, and my own current work is focused on understanding how the mechanisms of participatory culture can be deployed to foster greater political participation and civic engagement, work partially inspired by watching how the "Save Our Internet" movement was able to bridge between different sites of participatory culture and use grassroots media as the basis for critiquing corporately-controlled media.

    Where my comments in Convergence Culture went too far was in my hyperbolic description of certain kinds of media reform advocates as seeking to "opt out of media altogether and live in the woods, eating acorns and lizards and reading only books published on recycled paper by small alternative presses". This was frankly sophomoric and beneath the standards I set for myself. Fish writes, "This is a false exaggeration of a movement that is providing a necessary check on corporate power and mindfully working for greater civic, community, and citizen involvement in media production." I agree.

    So, let me now publicly apologize for stooping to this kind of stereotype. It was a really dumb thing to say. I am, I'm afraid, still a work in progress on these issues.

    At the time I wrote this passage, I was frustrated by the recurring descriptions of popular culture as "weapons of mass distraction," as "bread and circuses," etc. I see popular culture as a much more complex terrain and respect those who would mobilize it for their own ends -- whether in the form of fan culture or Free Speech TV. I have been delighted to see many images now emerging from the Media Reform movement which are not anti-media or anti-popular culture, but rather raise legitimate concerns about the distribution of media power and in particular the decline in substantive journalism, issues very close to my own heart.

    I am sometimes struck that many critical studies writers are far more idealistic than critical utopianists insofar as their embrace of the ideal often does not allow them to recognize partial victories or contradictory advances. My own work talks often of "negotiations" between different forms of cultural power, of gains and losses, of progress made even if bigger battles remain to be fought, and for me, the recognition of the good, even when we can still imagine something better, is a necessarily fuel for media reform. To describe oneself as a "utopianist" is often to be accused of imagining that this is the "best of all possible worlds", but in fact, as Stephen Duncombe has been reminding us in some of his recent writing, the construction of utopias has historically been a vital form of social critique, one which can both focus attention on the ways current conditions fall far short of ideal and allowing us to imagine alternative structures that might better meet human needs.

    I have often heard critical studies writers accuse us of "not being at all critical," and I agree that this is a charge worth examining, but I want to challenge critical studies writers to be equally concerned with the charge that they are "not at all celebratory." There is something important at stake in our struggles to defend the Internet and if you can not recognize progress made, how can you realize what's at risk? Again, it comes back to the idea that any reform movement needs to be as concerned with what it is fighting for as what it is fighting against. But either way, we should not be fighting with each other, whether in the form of my original critique or Fish's more recent provocation.

    So, let me end by celebrating the strong ongoing tradition of media reform in this country as represented by the recent conference and let me urge all of us to work across artificial divides which may get in the way of us working together towards shared goals.

    From the VCR to YouTube: An Interview with Lucas Hilderbrand (Part Two)



    In talking with fans, it is clear that many of them began "recording" programs well before the availability of videotape. That is, many fans of the Baby Boom generation used audiotape to capture and replay moments from favorite films (smuggling it into the theater) and television shows (using alligator clips attached to their set). What would we learn about the prehistory of video by extending your count back further in time to account for the capacities of audiotape as a means of preserving and exchanging media content? This example suggests some of the challenges, since I gather such practices are rarely discussed in official records of the period, yet loom large in the popular memory of many fans of my age.


    It struck me that the histories of video, as they had been written, had not paid enough attention to audio. Not only was the technology for videotape based upon audio recording technologies, but it also seemed to me that popular uses and adoption of the format were similarly modeled upon audio cassette tapes. In addition, my thinking about the grain of videotape was enormously influenced by the histories on sound recording, sound art, and music--for instance, the way intentional distortion or snippets of tape played backward in a song calls attention to a technologically specific aesthetic. Of course video bootlegging had a prehistory in music bootlegging, and of course home taping started with audio. Such audio taping would have implicitly called attention to its own limitations: both in terms of low fidelity recording and the absence of a corresponding image. Yet, such recordings were deeply personal, and likely to either be listened to repeatedly or kept as part of a personal archive.


    Your discussion of Superstar highlights Todd Haynes' origins as an independent videomaker who used "bootleg" practices to create and circulate his work. As I am writing these questions, my Tivo is already set to record Haynes' high profile version of Mildred Pierce for HBO. What might a fuller elaboration of Haynes' career tell us about the ways grassroots and independent media production is helping to shape the commercial mainstream? Has anything remained from the "bootleg aesthetic" as he has made this transition?

    Todd Haynes was always a filmmaker rather than video artist, but his work is frequently citational. In other words, most of his work builds from pre-existing sources in cinema and popular music, which in and of itself suggests a sensibility of the video era, when one could have access to an array of old films from different periods, and to fan-based remixing. His appropriation has gone from unauthorized music use with Superstar to complicated fabulations of rock history with licensed and original music in Velvet Goldmine to a simulation of mid-century melodramas with Far From Heaven to a remake with intentions of fidelity in Mildred Pierce. Yet, even Mildred Pierce is filtered through 1970s cinematic representations of the 1930s. I don't subscribe to HBO, so I'll have to wait for the DVDs to be available on Netflix to see Mildred Pierce.

    Much of the fascination with video has rested with the ability to form our own collections, archives, libraries of materials, which reflect our own idiosyncratic tastes and interests. As you write, "VHS and other analog formats have allowed users to own texts and to make texts their own: to keep them, study them, rework them, copy them, and share them with their friends." Yet, with the drying up of the DVD market, some are predicting we are moving towards a world where we rent access to media but may not be able to collect and own it. Do you think this is a reasonable prediction and if so, what do you see as the losses to our culture implicit in this move towards a new model of access?


    I've already suggested something along these lines, but basically, as we move from a tangible media model based on purchasing an object (a physical cassette or DVD) to a streaming media model based upon licensing or subscription, we may lose access to a particular title at any moment when its contract expires or it goes offline. In the tangible model, what is paid for is the hard copy, not the "content", but that tangibility guarantees access to the recording until that copy becomes unplayable. In streaming scenario, we may find ourselves assuming that a particular video will always be available, only to find it's no longer there. I think we've probably all experienced this kind of unreliability with trying to watch something that has been pulled off of YouTube. But it can also happen on Netflix or Hulu. However, the content industry, as far as I know, has never gone to anyone's house and taken back VHS tapes and DVDs that someone has recorded or bought.


    You discuss the kinds of feminist media network which emerged through the practices and ethics of video "sharing." To what degree has this politicized conception of "sharing as caring" continued as we moved deeper into the digital era?


    We can find numerous examples of using YouTube or other sites for posting and circulating grassroots, activist, or expose videos. But we also see a couple different conceptions of community video emerge. One is Kickstarter, which has become an important way for raising financing for independent media projects, which depends on social networks of friends pledging small financial contributions and an ethos that personal investments are increasingly necessary to mount radical work in an age of limited public funding. But there also continues to be a less overtly politicized model of fan communities forming around reworked media texts that circulate on YouTube yet that may do so in ways that seek to remain stealth. For instance, I have a friend who has recently become deeply involved in the numerous Glee fan videos posted on YouTube centering on Klaine (the relationship between Kurt and Blaine). The comments reveal intense emotional--and eroticized--responses to these videos that essentially form a community based upon feelings, but they are also clearly aware that the videos are uploaded without network permission. So the comments reflect contradictory impulses: the profuse emotional expressions are always in tension with self-policing tactics to never mention the name of the show in the comments, in the hopes that Fox will not track the videos and issue take-down notices.


    In your concluding discussion of YouTube, you make a claim that one of its defining characteristics is that of "instantaneity", noting "Users post television clips almost as soon as they have been broadcast," a practice that can call attention to specific moments captured from the endless flow of the broadcast signal. From the start, video has been tied to "time shifting", so what does YouTube add to our relations to the time of Broadcast experience? And how do these new temporal relations shape what becomes the most valued content at this video-sharing site?


    One of the things that YouTube reminds us of is the complicated--and often seemingly arbitrary--rules of access for TV. Some broadcasts are truly fleeting, while other shows seem to never go away and recur in syndication with inexplicable frequency and longevity. But YouTube also expands and blurs our understanding of the boundaries of what counts as television by streaming network clips alongside webcam rants, fan remixes, and cat videos. When I've taught television, I have found it impossible to make any assumptions about what students watch now or what their cultural touchstones would have been growing up. The timeshifting of video, cable, and now YouTube only make this more complicated: new popular texts no longer have the same cultural dominance in their own moment, for better or worse, at the same time that our experiences of older texts seem to be less and less periodized. As YouTube comes to seem more everyday and less novel, we are amassing a history of viral videos, too, and so they may have less cultural penetration or staying power in cultural memory. What we see on YouTube are idiosyncratic viral phenomena and long tails.



    Lucas Hilderbrand is faculty in film and media studies at the University of California, Irvine. In addition to core courses on film and TV, he teaches classes on popular sound media, documentary, sex in cinema, Disney, and queer nightlife. He is a contributor to flowtv.org and is currently researching the cultural history of gay bars in the U.S.

    From the VCR to YouTube: An Interview with Lucas Hilderbrand (Part One)

    What happened before YouTube?

    It's a question we've addressed here many times before. Many different histories lead to our current moment of video sharing and DIY media-making -- some subcultural (the history of fandom and a range of other communities of practice which are generating new content), some economic, some technological. Lucas Hilderbrand, author of Inherent Vice: Bootleg Histories of Videotape and Copyright, holds some critical pieces of the puzzle, writing with historiographical sophistication about the emergence of video as a technology and as set of cultural practices, about the debates it sparked especially around shifts in control over production and distribution, about the communities which formed around the sharing of tapes, and about how all of this looks forward to contemporary digital practices. It is a book which raises vital questions and provides a rich historical context for our current debates.

    As someone who lived through the era when the VCR was launched, the book brought back many memories of things I had almost forgotten about the dramatic adjustments which the culture made to this transformative and transgressive technology. Working through the book for an interview, I was struck by the fact that I, like many other instructors, have had very little to say about videotape in my current course on new media and culture, something I will work on the next time I teach it.

    Given my enthusiasm for this book, I was delighted to be able to interview Hilderbrand and share with you his own reflections on the ways the history of video can help us to understand some contemporary media developments.

    As you note, the debates about videotape form an important precursor to current debates about digital technologies -- especially those concerning the implications of expanding grassroots control over media production and circulation and debates around copying and intellectual property. From the start, video was understood as "out of control," as shifting the balance of power between established media producers and distributors, new entrepreneurs, and consumers. What can we learn from tracing the history of video, which might better inform current discussions around file-sharing, piracy, and YouTube?

    For me, the stakes of the project were always largely historical and in response to a threat of cultural amnesia. On the one hand, I was interested in intervening in new media studies, which has historically focused on the newness and nowness of technologies. I was intrigued by work that rethought newness in a historical sense, by returning to the 19th century and examining old media in their own moments of newness. But even this more historical work seemed to erase recent and increasingly obsolete technologies from memory and from the histories of new media. It seemed to me that many of the functions and political struggles surrounding new digital technologies had already pre-existed with tape technologies. I thought that it was important not only to complicate the hype surround new media but also to look back at the lessons we could learn from these prior moments that shaped the present.

    In terms of questions of policy and sharing, I was struck that so much of the anxiety about piracy and the litigation around copyright seemed like a replay of the controversies that surrounded audiocassettes and videotape when they were introduced. Both the recorded music and the film industries fought tape because they feared that if audiences could make their own copies, that there would be economic collapse for the content industry. For the film studios, at least, VHS proved to be a huge economic boom. The challenge then, as more recently, was to find a new business model that didn't alienate the audience but also provided reasonable and accessible ways to market content.

    But the differences between digital distribution and analog tape sharing are also obviously significant in terms of efficiency and scale and in terms of their financial threat, so we need a technologically specific understanding of both the material practices and policy implications. But there's also a major difference between the ways file sharing and burning a DVD work, so even "the digital" needs to be complicated and differentiated.



    You describe video as the beginning of "on demand" culture, but also note that this culture has always been constrained on a practical level by issues of availability. How might we carry forward these tensions between the promises and reality of access to think about recent offerings by Amazon, Netflix, and others, that would make more movies and television shows available on demand?

    The innovations are largely changes in convenience: as you have suggested in Convergence Culture, convergence often means the availability of the same content across multiple platforms. Even before streaming video, Netflix was functionally the best video store in the world, insofar as it has more selection than any single brick-and-mortar store could, yet even Netflix's inventory was limited to content that had been released on DVD. There remain treasures and obscurities that have never been made available on DVD. And, of course, every tangible technology wears out eventually, so if Netflix's discs of a film got scratched, broken, or lost and that title had gone out of print, it could not be rented. So there is always the limitation of what is made materially available.

    For me, streaming video creates a different set of issues. On the one hand, people seem very enthusiastic about Netflix streaming and Hulu. These offer instant streaming access to an ever-increasing range of films and TV shows, and these have been two of the leaders in establishing a new business model that makes online distribution economically viable for the industry. But that model is based upon licensing and subscription rather than purchase. In other words, what is sold is time and access, but that access could be cut off at any time--if the user stops paying or the service's licensing agreement with the rights-owners lapses. Unless users figure out a way to hack, download, and store the material, we are moving toward a model where there is no longer fixity and the assurance of long-term access that a videotape or a DVD allows. We are also moving away from a collector model. This is potentially alarming for fans and especially for teachers and scholars. It will be very hard to teach film and TV when we no longer have stable access or recordings that can be cued. But in the meantime, most people seem to be embracing the streaming model for its convenience. It's been an economic boom for Netflix, and I frequently hear people complain if they have to wait for a DVD to be mailed rather than have streaming access.



    Your book argues that issues of access and copying give rise to an aesthetic that recognizes if not respects the reality of "degeneration" which characterizes all analog video. Yet the digital introduces the potential for a "pristine" copy, an image that does not wear down through use. In my own research, I've watched aesthetic shifts in the fan vidding world between early vids which showed rainbow lines and other technical imperfections which emerged from the process of copying and more recent work that uses digital editing techniques and uses DVDs for the source material. What changes do you think have occurred in "video" aesthetics as a consequence of the shift from analog to digital?

    First, I'd like to challenge the concept that digital technologies are perfect. Although in principle reproduction should not involve degeneration, most digital reproduction does involve compression, which is a different kind of loss. Perhaps I didn't think this through as clearly as I could have at the time when I was writing: analog reproduction operates through degeneration, digital reproduction through compression. In addition, so many of our interactions with new technologies involve frustration and troubleshooting, whether it's an unreadable DVD or a problem toggling a laptop to a projector or an email missing an attachment. Some of these problems are about mechanical failure, others about human error.

    In terms of resolution, I was struck that, when the electronics and content industries began the push for audiences to adopt HD TVs and DVD formats, we saw more rapid adoption of low-resolution video technologies, from YouTube to cameraphones. These low-res options have become increasingly refined to allow for clearer resolution, but it seemed to me that it was convenience rather than pristine quality that generated a massive response. That said, there are numerous instances on YouTube and elsewhere that viewers will prefer a high-quality copy when it's equally available. But we also see a blurring of the two models of "prosumer": producer-consumers often have access to professional-consumer grade technologies that allow for slick fan productions.

    Yet evolutions in video aesthetics, I think, make outmoded image resolutions not just dated but increasingly visible. When I started thinking through analog video aesthetics, there wasn't much analytical work to build from, but there are now many popular examples that suggest recognition of what old video technologies look like. The technology has become a style. A friend told me that his iPhone has a filter on its camera to make the image look like VHS. I've seen similar effects that make still images look like Polaroids. So now we have a fetishization of the retro.


    Lucas Hilderbrand is faculty in film and media studies at the University of California, Irvine. In addition to core courses on film and TV, he teaches classes on popular sound media, documentary, sex in cinema, Disney, and queer nightlife. He is a contributor to flowtv.org
    and is currently researching the cultural history of gay bars in the U.S.

    Akoha-- A Direct Action Game?

    For those of you interested in the work I've been discussing over the past week or so on civics and participatory culture, let me strongly recommend checking out the blog which is being run by the graduate students associated with our CivicPaths research group. Recent discussions there have included considerations of zombies as potential political metaphors, reflections on the nature of "engaged scholarship," thoughts on what we can learn from the Tea Party movement, and information about playful forms of civic education around economic literacy.

    Each of these pieces reflects the work of a particular PhD candidate, mostly from the Annenberg School for Communication and Journalism, though some come from the School of Cinematic Arts or elsewhere at USC. The students post about once a week and are doing a good job of reflecting the kinds of conversations we are having with guest speakers, interview subjects, and amongst ourselves as we try to make sense of the intersection of youth, new media, and political participation.

    Today, I am re-posting one of the recent blog entries -- some thoughts about how serious gaming might foster greater civic participation by Benjamin Stokes. Stokes has been deeply committed to the concept of games for change for over a decade, first as part of the leadership of the organization with the same name, then as a foundation officer at MacArthur working with Connie Yowell on the Digital Media and Learning Initiative, and now as a PhD candidate at USC. I have been lucky to have chances to work with him in each of these contexts. He's deeply earnest and serious-minded about how the world of play might influence our civic and social lives. He models what I admire most about my new USC cohort -- the ability to merge theoretical rigor with practices designed to have an impact in the world beyond the academy.

    Akoha - a Direct Action Game?
    by Benjamin Stokes

    How can we make everyday civic participation more compelling? There is a new kind of game on the horizon, one that experiments with real-world action. I call these "direct action games," because they restructure acts like volunteering, activist training, and charitable giving. One prototype is Akoha, which started as a card game, then reinvented itself online, and last year launched a mobile app -- largely off the radar of traditional civics organizations.

    At first glance, Akoha looks like a media hub for some do-it-yourself Boy Scouts. Their website reveals thousands of participants, many reporting success with real-world "missions," from going vegetarian for a day, to debating the "I Have a Dream" speech. The actual missions often take place offline, but are only rewarded if documented with photos and stories posted online or via iPhone.

    I think Akoha deserves real attention as a working example -- despite some prominent flaws. We desperately need concrete projects if we want to actually rethink civic life. The use of games to help "fix reality" has been a hot topic these past few weeks, thanks to the great traction of Jane McGonigal's new book. Yet the missions of Akoha are more straightforward than most of Jane's "alternate reality games," which tend to have futuristic narratives, puppet masters behind the scenes, and a preference for crowd-sourcing. Thus I propose we look to Akoha and its more raw building blocks to think about direct action games.

    Participants in Akoha are mostly adults, but the ages vary widely. The experience is deeply social, as friends create missions for each other, and share their stories. More formal recognition for participation comes as players earn badge-like awards -- such as "multi-talented" for those who complete one mission in every possible category.

    Most of Akoha does not look or sound civic. Only one of the mission categories explicitly addresses "social causes." The other nine concern self-actualization in various forms, from "health and well-being" to family time, engaging with popular culture, and the discovery of travel. Is this breadth an upside or downside? That depends on your civic goals, which might include:


    1. Fostering citizen journalism, as participants report on civic themes in their communities

    2. Informal civic learning, as participants reflect on their civic experiences in new ways through stories and pictures

    3. Building social capital, as participants create new ties across traditional social groups


    These civic goals may be structurally possible with Akoha, but they are rhetorically hidden. Even as Akoha's missions bring people into the real world, they avoid the "we are purely civic" framing that occurs on many activist and volunteering websites. For the Akoha community, it's OK to admit that you are mainly there to have fun, or are trying to improve yourself (and not simply sacrificing for others). Consider this screenshot from the social cause mission "I Am Not an Island":
    mission-not-an-island-red1.jpg
    Participation begins with the usual click of a button, yet the specific language of "Play Now" differs sharply from the tool focus of civic action websites (e.g., "Take Action Now;" or "Sign the Petition"). But what exactly does it mean to 'play' Akoha? Is it a game?

    Certainly Akoha is recreational, and like all games, there are rules. In particular, participants must describe what they did to complete a mission, and thus must certify that they have met the terms set forth by the original mission author. Points and profiles track progress across the Akoha system. All players' profiles feature their picture, personal statement, and a quantitative scoreboard -- including their "player level," number of missions completed, and awards. For a sense of what this looks like, here is one particularly high-achieving player, chosen from among the more than 10,000-plus who have registered:
    profile-mgk-per-Dec21-2010-sm3.jpg
    This public profile has evolved much as the community has coalesced. Just a few months prior, the player described himself in much more formal terms, emphasizing his offline profession -- a "freelance Air conditioning and Refrigeration engineer by qualification and profession," his belief in God, and how he found the site via Reader's Digest. Now, in this recent screenshot, the player has removed his backstory, and describes instead how his Akoha playing strategy is driven by his personality. His refined self-presentation aligns with the pragmatics of the Akoha community, which focuses on choosing missions and writing stories -- both depending more on personality than professional accomplishments outside the community.

    Akoha is a designed system, and so I recently interviewed Alex Eberts, co-founder of Akoha and an influential force behind its design. He spoke of his desire to find "psychological drivers that are common to the real-world, and to game play." His designs were informed by self-determination theory, which Eberts first came across in a session at the Game Developers Conference. (Academics, pay heed - these are not the usual dissemination channels for civic theory.)

    Self-determination theory describes how human motivation is driven by basic human needs, including competence, autonomy, and relatedness. Altruism is not on the list of needs, just as it is not central to Akoha's rhetoric. Pushing beyond traditional altruism in civic life is a theme that cuts across many of the projects we are tracking in Henry Jenkins' Civic Paths research group -- from the pop pleasure of Harry Potter, to the joy of diamonds as a precursor to political talk. Repositioning altruism is a battle, with fault lines between traditional civic organizations that have failed to engage youth, and new civic organizations that have failed to connect to politics. (See, for example, Bennett's content analysis (pdf) of youth civic websites.)

    Connecting games with the real-world necessitates a basic immediacy. This immediacy also distinguishes Akoha from most civic games, which focus on education for future civic life or future civic action. Here, the action and education are both in the present tense, which increases authenticity and the satisfaction of impact. The iPhone app for Akoha, released this past summer, underscores their immediacy -- here is a set of screen shots they provide:
    iphone-screenshots-sm.jpg
    Using the mobile interface, Akoha missions can be documented on a bus in real-time, or browsed from a neighborhood park. Their mobile tech is fairly basic, consisting mainly of reskinning their existing website, with little use of GPS or other mobile sensor data. As a result, Akoha's mobile interface is only minimally aware of the user's location.

    Place matters, especially in civics. (The neighborhood of our birth strongly predetermines a host of life opportunities, from income to education and governance.) This is an area for Akoha to grow. By improving their mobile support for place, its implications for civic activity would be more immediate and profound. In particular, Akoha might offer support for filtering missions for one's own neighborhood, or connecting with players who are geographically nearby for joint missions, or simply allowing missions to release new clues when players arrive at specific locations.

    Games are still discussed as individual indulgences. Yet increasingly, games are recognized as social forces. This is especially true for Akoha, where the social construction of value emerges over time, as a participant's "friends" share stories about their missions and accomplishments. Different communities are likely to form over time. It is not yet clear whether Akoha is dominated by preexisting networks of offline friends, or by more interest-driven networks of people who gather around a shared passion. (This difference matters - see the ethnography of Ito et al.) Yet if Akoha can introduce strangers based on activity interests, the platform might transcend the left/right regression of civic talk that is so feared online by Sunstein.

    Reimagining place is important civic work, just like the reimagining of societal values, tax policy, and even collective heroes. The value of games is to restructure this civic work around different rules - intrinsic motivations of the game, aligned with the desires of everyday people. Sometimes people want an excuse to be more civic. In my interview with Eberts, he confessed that one of the big surprises for his team was how much everyday people wanted Akoha to be even more civic. He hinted that future Akoha versions might well expand toward the civic.

    Even as mobile has reshaped the everyday experiences of place and time, so too we may see game-like activities begin to restructure the experience of public participation. Yet Akoha remains an "edge phenomenon" to both the civic and gaming communities. In the first case, nonprofits are still trying to understand games for training, let alone for direct action; in the second, the independent gaming community is struggling to understand games for art, let alone games that improve the real world. Akoha is likely to be seen as a risky investment for funders in either community. Thus the evolving Akoha business model may be as crucial as its innovations in civic participation. For example, Eberts hints that corporate engagement may be an area of growth for such games.

    Beyond Akoha, it might be useful to define a framework for direct action games. In a panel I organized last year at the Games for Change Festival, we explored the concept, and its historic manifestations; fellow panelists were game designer Tracy Fullerton and activist/scholar Stephen Duncombe (see embed below for video of the panel).


    As we seek to define new templates for civic games, cases like Akoha help us prioritize research questions, including:


    1. Can direct action games help us re-imagine civic activity under a different set of rules, solution frames, and feedback loops for engagement? (McGonigal's aforementioned book nicely explores several of these philosophical questions.)

    2. If only a portion of the activity is strictly civic, how do we compare to more traditional and pure civic engagement?

    3. When is it appropriate to teach citizens how to "game the system" of democracy, to "win" in Akoha, or to rewrite the rules of local politics?

    These issues will only become more important in coming months, as civic action goes digital and game culture grows. By examining cases like Akoha, we can develop frameworks for "direct action games" that better structure our civic designs.

    The Political Lives of Black Youth: An Interview with Cathy Cohen

    I have mentioned here several times before my participation in a new research network on youth and participatory politics, which has been funded and organized by the MacArthur Foundation as an extension of their work on Digital Media and Learning. Part of the pleasures of participating in this network has been the chance to engage in "mixed methods" research and in the process, to learn more about research methods that previously seemed very alien to my own. In graduate school, the qualitative and quantitative students walked past each other like ghosts: we shared the same offices, in some cases, but there was not much fraternizing across enemy lines. :-) Here, I've had a chance to learn about and contribute to the design of a large scale national survey as well as having the ethnographic work my team is doing informed by thoughtful questions from the social scientists and political philosophers on the team.

    I have especially loved getting to know Cathy Cohen, a political scientist who remains surprisingly open to our questioning of what counts as politics in the digital age and who is often leading the way to challenge the established wisdom in her field. Her previous books have included The Boundaries of Blackness: AIDS and The Breakdown of Black Politics and Women Transforming Politics: An Alternative Reader. She has done extensive research on the political lives of black youth and what they can tell us about the current state of democracy in America, work which led this fall to the publication of a important new book, Democracy Remixed: Black Youth and the Future of American Politics.

    The information here is transformative. Cohen tells us for example that more black youth have participated in buycotts, that is directing their consumer purchases towards social change, than in boycotts, that archtypical tactic of the civil rights generation of black leadership. She describes how black youth have been stigmatized not only by white racists but by many black political leaders who often pathologize youth culture as symptomatic of the problems confronting the black community today. Her approach combines statistical and cultural analysis to offer a multilayered portrait of contemporary black youth, their hopes, their fears, their frustrations, their values, and their politics. As she notes, these perspectives are often left out or remain undifferentiated in larger accounts of youth and political participation.

    The picture she paints will complicate further claims that the election of Barack Obama represent a "post-racial" era in American politics. As her comments below suggest, current politics are very much shaped by implicit and sometimes explicit assumptions about race at a time when the racial composition of the country is shifting dramatically.

    I was lucky to get Cohen to respond to some of my questions about this book, which I strongly recommend to my readers. What follows is simply a glimpse into the rich analysis that runs through Democracy Remixed.



    Walk me through your title. What do you mean by "Democracy Remixed"? Why is this an appropriate metaphor for the book's findings?

    I decided on the title of Democracy Remixed for a number of reasons. First, it seems to me that one of the interesting consequences of taking seriously the political ideas and actions of some of our most marginal citizens--black youth--is that it pushes, challenges, and changes the nature of how democracy currently functions in the United States. If it doesn't then something is seriously wrong.

    For example, if you begin to look at the participation rates of black youth, although there were historically high in 2008, there are still serious challenges to the full participation of black youth in our democracy. The issue of felony disenfranchisement and the general disproportionate impact of incarceration and policing in the lives of black youth are made visible when we focus on the political lives of black youth. Far too many young black people are unable to engage in the most basic of democratic practices--voting--because some states have taken away the franchise of those who have been convicted of a felony, even after they have served the terms of sentence. Thus, if we are serious about facilitating the participation of young black people in something as basic to democracy as voting, then we must examine and "remix" our ideas and laws about felony disenfranchisement.

    Similarly, when we include black youth as full and equal members of our political community, it means that we acknowledge their worth and will debate and pursue politics that reflects their priorities and needs. For example, if young black people were active participants in our policy debates, the political agenda might be "remixed" to include specific policies and programs such as quality education for marginalized youth, especially young black people who suffer from dropout rates of nearly 50 percent in some urban cities.

    As a country we might find ourselves designating more money to health programs accountable for erasing the disproportionate impact of HIV/AIDS, sexually transmitted infections, and mental health problems among black youth. It might mean that we would do more to ensure that young people are not killed while playing outside their homes or on their way to or from school; a way of life for black children in Chicago and other major cities.

    As equal members of our political community, the future of black youth must be recognized to be the future of the nation. Their suffering is our suffering. And their progress is our progress. Only by remixing our democratic ideals and practices can we truly become an inclusive and full-functioning democratic community.



    You begin your book with the story of your nephew Terry. How did his experiences inspire and inform the project? What would you like to see Terry and others of his generation take away from the ideas in your book?


    As you note in your question, it was the experiences of my nephew Terry and my other nieces and nephews that inspired this project. Terry, at least for me, represents many of the challenges of black youth today. He has faced and dealt with many of the issues that confront the lives of far too many young black people: violence, a failed educational system, incarceration, becoming a parent too early, and difficulty in finding a job just to name a few. While these are familiar themes that have been outlined in a number of books on black youth, what is different about Terry and hopefully my arguments in this book, is that we both try to provide a more nuanced representation of black youth than is regularly presented in other texts.

    I believe that too often we are publish monolithic representations of black youth that either focus exclusively on their failure or their success. Bill Cosby is an example of one celebrity who has garnered a lot of media attention through the simplistic degradation of black people and black youth. I try in the book to detail the complex lives of black youth. As my nieces and nephews as well as thousands of young black people who answered surveys, took part in in-depth interviews and participated in focus groups for this book demonstrate, one has to pay attention to both the agency and structures that are a part of the story of black youth.

    When I talk with Terry about the difficulties he has encountered, his is a balanced account, noting structural barriers such as the lack of jobs one can find with a criminal record, but also detailing how he has contributed to his own struggles by, for example, having children without being able to fully care for them, emotionally and materially. While Terry is willing to discuss the impact of being tracked at an early age into special education classes largely because the teachers in his school were unable or unwilling to deal with the learning challenges and energy of young black boys and girls, he also is quick to point out that he did not take advantage of the educational opportunities presented to him. It is the complicated story of being young and black in the United States today that I believe continues to deserve exploration and detail.

    I hope the young people who read this book will first and foremost see themselves throughout this book. One of the things that was really amazing about doing the research for this project was the willingness of young black people to take time out of their schedules to talk to me and other researchers associated with the project. Repeatedly, they told us they were willing and eager to talk to us because people rarely asked them their opinions about the issues facing them and their ideas for solutions. So I hope those same young people are able to hear their voices in the ideas and arguments of the book.

    Second, I hope the book reminds both young Blacks and the nation as a whole of the centrality of young black people to our democratic futures. Here I'm not only talking about the fact that black youth suffer disproportionately from some of the most important issues facing the country--unemployment, the decline of public education, violence, HIV/AIDS--but also they are a central part of what is promising about the next generation. In 2008 black and Latino youth came to the polls in record numbers to vote for the nation's first black president. Their excitement, determination, and unprecedented turn out is a signal of the promise of an expanding democracy.

    Third and finally, I greatly respect young black people for their political intellect, their determination, and their ability to honestly and openly state when they have made bad decisions. Like most of us, these are young people striving every day to do the right thing and be decent human beings. I hope this book affirms their efforts to work hard, to do what is right and their basic humanity.

    I was very interested in the mix of quantitative and qualitative research methods shaping this study. What did each contribute to your understanding of the political lives of black youth?


    I wanted to use a mixed methodological approach to the book to reach a level of breadth and depth in reporting on the political lives of young black people. Specifically, the research design started with a national representative sample of young people ages15-25 that included oversamples of black and Latino youth. By oversamples I mean including larger number of Blacks and Latinos than might be necessary to make a traditional random sample so that our statistical analysis of young Blacks and Latinos would be more reliable and thus the margin of error would be smaller. In addition to ensuring that the sample would allow us to highlight and analyze the ideas and actions of black youth in comparison to other racial and ethnic groups of young people, we also wanted to develop a survey that would focus on and be rooted in the lives of young black people.

    Many of the surveys used to explore the attitudes of young people start with white youth as the normative respondent. What I mean by that is the survey is developed with a young white person in mind. We developed a survey that tried to tap into the lives of young blacks. Toward that end we did things like include questions on rap music and rap music videos since we know that as both a cultural and political form hip hop and specifically rap music is central to the lives of black youth. Much of the statistical data included in the book comes from two original data sets--the Black Youth Project--and another survey we mounted before and after the 2008 presidential election--the Mobilization and Change Project. All of the data from these projects are available to the public and can be downloaded through the websites mentioned above.

    Once we had the data from our new survey instrument in hand, we knew that this data would only allow us to say general things about the population of young people from different ethnic and racial groups. It would not provide us with the depth of knowledge needed to write a book that would capture and detail the nuanced political lives of black youth. To gain greater knowledge and go deeper we utilized two methods to gather additional qualitative data. One strategy we used was to carry out interviews with about 40 black youth, most of whom had completed the national survey and lived in the Midwest. We targeted four cities--Chicago, Detroit, Milwaukee and St. Louis and conducted interviews with black respondents in their city.

    We were able to find respondents because at the end of the survey we included a question asking black respondents if they would be willing to be interviewed in the future. Over 90 percent of black youth answered affirmatively to the question, providing three contacts that might be able to find them within a year. Even with this information we were only able to find about 50 percent of the respondents who agreed to a future in-depth interview. After we confirmed the interview, graduate student researchers drove to their town and sat-down with respondents for over an hour, assessing in a more free flowing and detailed manner their thoughts on topics ranging from politics to the role of race in American society. Excerpts from these interviews are included as quotes throughout the book.

    Finally, in 2005 and after the 2008 presidential election we held a series of focus groups with young black people in Chicago ages 18-21. We used the early focus groups in 2005 to inform the development of our first national survey and our general work on the Black Youth Project. The focus group held in 2009 was used to get a sense of what young people thought about the election of President Obama and how they thought the policies of the nation's first African-American President would impact their lives. Again, I also use quotes from these focus groups throughout the book, especially in chapter six.

    Cathy J. Cohen is the David and Mary Winton Green Professor of Political Science. . She is also the Deputy Provost for Graduate Education and the former Director of the Center for the Study of Race, Politics and Culture at the University of Chicago. Cohen is the author of two books: Democracy Remixed: Black Youth and the Future of American Politics (Oxford University Press 2010) and The Boundaries of Blackness: AIDS and the Breakdown of Black Politics (University of Chicago Press 1999) and co-editor with Kathleen Jones and Joan Tronto of Women Transforming Politics: An Alternative Reader (NYU, 1997). Cohen is principal investigator of two major projects: The Black Youth Project and the Mobilization, Change and Political and Civic Engagement Project. Her general field of specialization is American politics, although her research interests include African-American politics, women and politics, lesbian and gay politics, and social movements.

    Media-Making Madness: #Arab Revolutions from the Perspective of Egyptian-American VJ Um Amel (Part One)

    Like many of the rest of you, I've followed with intense interest the developments over the past few weeks in North Africa and the Arab world, grabbing at anything which might help me better understand the perspectives of those involved in the various revolutions, protests, and uprisings, and in particular, to make sense of the back and forth debates about the role which new media may have played in what has been occurring. Talking to friends who know the region well, it is clear that more turmoil and transformation is on the horizon, and we will be sorting out what happened and why for many years to come.

    In this process, I've reconnected with Laila Shereen Sakr, akn as VJ Um Amel, an Egyptian-American artist, activist, and critic, currently a graduate student in the iMAP program at University of Southern California, and a student in my Medium Specificity class last term. Sakr has long been interested in developing tools which would allow her to better map the use of social media in the Arab world and has remained very interested in debates about the role of Twitter in social change movements impacting her region. Over the past few weeks, she's been working hard trying to map what's happening in Cairo and trying to share what she's learned through her video productions.

    Late last week, I asked if she would write up a report on this work to share with the readers of this blog, and she turned this around in record time. I hope you will find the work she is doing as interesting as I do.

    At her request, I am running both part one and part two of this post today given the timely nature of the content. You can either read them together or bookmark part two and return later. I will accordingly not be running a post mid-week but will be back with a new post come Friday.

    Media-Making Madness: #Arab Revolutions from the Perspective of Egyptian-American VJ Um Amel
    by Laila Shereen Sakr

    I have not yet been able to digest the magnitude of what has happened in Tunisia, Egypt, and is happening now Iran, Syria, Yemen, and other Arab countries. As an Egyptian-American VJ and media artist whose work concerns the Arab world, the revolutions of 2011 have deeply impacted me professionally, artistically, and personally. There is something extremely poignant for Egyptians living outside of Egypt at this exact moment in history. Most of us who emigrated from Egypt often did so for the same reasons that incited millions to rise and cause revolutions. Perhaps there is lingering guilt that stays with the emigrant for not having stuck it out--on top of repercussions of Diaspora accumulated over decades. Still, there is no doubt that all Arabs living in and outside of the region have been extremely inspired and mobilized by the collective power of the people in the region. I keep hearing, repeatedly: the time is now.

    The last couple weeks indeed have been a whirlwind. The Egyptian Revolution of 2011 happened in 18 days, while the world participated in this epic media making madness.
    Since January 2011, I have entered into communication with tens of thousands of people through a weird concoction of videos online, Twitter, Facebook, satellite TV, online journals, and data visualizations. I think it is significant to consider the relations among media, and I am in agreement with you, Professor Jenkins: The reality is that we have truly passed beyond the point of media convergence. Contemporary cultures--influenced by global trends and transnationalism--have become a fully designed and mediated phenomenon. From the built spaces we inhabit, to the paths of circulation we travel through--a set of expressive practices, professional skills, and making protocols--plays a critical role in the production of global culture. During the Egyptian and Tunisian revolutions, I believe that all media makers became like co-designers of the transformative, speedy, historic event(s) in the region--from the 800,000 posts on #Jan25 in Twitter, to the role of Facebook, YouTube, Al Jazeera, Democracy Now, to White House and Egyptian State Television broadcasting. Just as large numbers of Egyptian were flooding the streets of Egyptian cities throughout the country, pedabytes of data were mediated through various networks.

    And so when it all began in last month, my first reaction was to start to archive and aggregate this exponentially growing corpus of data into our prototype. I started by adding #Tunisia then #Jan25 to the existing R-Shief's Twitter Analytics. Despite what some scholars and journalists might have said before, Twitter (and other social networking sites) had undoubtedly been causal in recent events in the Middle East. Since August 2010, R-Shief has been data mining (pulling from Twitter and storing onto our own server every 15 minutes) tweets by selected hashtags. (A hashtag is Twitter nomenclature for 'subject heading'). After storing the tweets by hashtag, we chose to use language field by which to sort the data because language is able to offer culturally specific indicators of the Middle East beyond its current geopolitical place in the world.

    Effectively, R-Shief continues to make accessible all tweets following hashtags: #Wikileaks, #Tunisia, #Jan25, #KhaledSaid, #Abdulemam, #Gaza, and #Flotilla going as far back as September 2010. This simple, craigslist-like interface is meant to encourage users to filter searches through these hashtags by language and/or range of dates--while providing interesting word clouds and parsing out top contributors and hyperlinks within tweets.

    VIDEO URL



    Over the following days, I crafted a VJ remix in support of my fellow Egyptians, "#Jan25, Oum Kalthoum, Sadat, Latuff, #Video Remix," which I published on both Vimeo and YouTube on Monday, Jan 31, 2011, one week into the protest in Egypt. The entire country of Egypt was taken offline, which had repercussions beyond Twitter--ATM's were down, banks were closed; the Egyptian economy came to a "sudden stop." And so along with that there came a sudden urgency to spread the word. Secondly, I wanted to illustrate the irony of the recursive nature of history itself, incredible in the face of human integrity. It was ironic to me that the very same army which was responsible for the coup d'etat of 1952 that led to the expulsion of King Farouk was now being usurped by the people in the name of peace, solidarity, and unity. Whereas the previous generation was led by individual icons like Gamal Abdel Nassar, Anwar Sadat, Oum Kalthoum, images used to represent today's iconic power reflected the scale of the protests, the eagle multiplied into a flock of birds, The images that took the breath of the world revealed numbers and numbers of people--the beauty was in its plurality and diversity. Published only a week into the revolution for the Egyptian people, this video remixed significant milestones of that week with historical references, YouTube videos that rocked the world, a visualization of live Twitter posts of #Jan25, original music, and illustrations by revolutionary cartoonist, Carlos Latuff. The animations I made in After Effects and the recording of the Twitter visualization built in Quartz composer were added into Final Cut Pro for final editing. If I had enough time, I would have added translated too.

    VIDEO URL


    Using spatially designed information visualizations along with other representations, these remixes by VJ Um Amel demonstrate live media mixing as a research methodology whereby one can capture temporally specific conjunctures such that others can witness them.


    This next remix was a total inspiration--immersed in all the media coming from Tahrir square I began noticing patterns emerging. One thing that struck me was how instrumental were the Arab women and youth in this movement. Even though all generations, professions, classes, faiths came out to protest in unity, there were several key voices that swept through social media, new media, and even satellite media like hot fire--and they were that of women, young women. There were several photo albums specifically of Egyptian women protesting that got reposted around social media sites. And when I saw the video of the young girl leading the chants and waving the Egyptian flag, I realized I had to do another remix that captured the contributions women and youth were making to the revolution. The final motivation to do this piece came when DJ Lucxke pinged me on Facebook with a link to the dubstep and bass song he had just composed. Using this style of music allowed me to bring out the techno-feminist cyborg in VJ Um Amel.

    "Women & Youth of the Arab Revolutions (Suheir Hammad, Carlos Latuff, Dubstep Remix)" is done entirely differently than the previous one (published on YouTube on Feb 8, 2011). This video is a recording of a live VJ session where I edited the clips in real time--the cube effects, the rotoscoping, the layers and transitions, were all performed using real-time video processing software, VDMX and patches. This is a very different process than post-production editing in Final Cut Pro. Though the video is raw, I find that there is a certain poetics that real-time mixing was able to bring out.

    VIDEO URL



    Through my research developing R-Shief Twitter Analytics, I have accumulated over 800,000 tweets on the hashtag #Jan25 alone since Jan 25, 2011. And that includes the several days at the height of the conflict in Egypt, when 85 million inhabitants in Egypt were cut from the Internet--still the world tweeted. How did that happen? How were millions of tweets generated over protests in Egypt while the entire nation was offline? I wrote about my experience managing this Twitter aggregation in a recently published article in critical code journal, ThoughtMesh: "social media operates based on principles of uncertainty, where there are no groups, only formations of groups, and where non-linear time and space still create narratives and meaning vis-à-vis the database, and where objects (such as Twitter) have agency in a social network." (ThoughtMesh.net, Feb 5, 2011).

    This info vid below is a good example of what how computers can run semantic analytics on a set of strings (words), an interactive experience that demonstrates how a database narrative might express meaning through recombinant and indexical instantiations.


    VIDEO URL


    The purpose of these data visualizations is to capture that special something that makes Twitter (and other social media sites) so feared that a government would shut down the Internet to an entire nation during civil uprising and protest. This next information visualization below, also published Feb 12, 2011, was designed to have a more poetic (and less narrative) meaning to express. This is a running hashtag of all the tweets on #Egypt that were posted to Twitter the day Hosni Mubarak resigned as president of Egypt. Whereas the previous semantic content info vid is more like content analysis or data visualization, the hashmap presented here offers a sentiment analysis and is intended to be evocative.

    I programmed it in Processing, which runs as a Java applet. Crunching the data was not as straightforward as you might think. I have only begun to consider the design challenges to producing data visualization. Ideally, my process is to problematize the project's approach in order to get beyond the obvious and expected, i.e.: "Muslims" AND "Christians" combination. In future research, I will be conducting link analysis, term frequency analysis, creating a network map based on themes and links, and if possible identifying primary grouping. My aim is to make people say, "ah, that's what's going on with Twitter. That's how it participated in the #ArabRevolts."


    VIDEO URL


    What we need most at this point is illumination on the kinds of research questions we need to be asking plus a good perspective how others are going about content analysis. I am confident we can master the tools and generate data. I think the big challenge is designing it in a way that renders meaning. The revolution that started in Tunisia is having its Tsunami effect felt all the way over on the West coast of the United States. Next week I have been invited to attend a roundtable workshop on "Blogs & Bullets: Social Media and the Struggle for Political Change," hosted at Stanford University with US Institute for Peace and The Institute for Public Diplomacy & Global Communication at The George Washington University. Other participants will be from the Oxford Internet Institute and Meedan online translation along with Larry Diamond, Marc Lynch, Clay Shirky, and others. I am looking forward to this.

    I see the ecology in the field of database narrative making and visualizing as rich, undiscovered territory to explore. We need to consider various methodological approaches to social media analysis for both the expert and the student. In the months to come, I plan to provide suggested approaches of social media analysis for teachers. Also, I will be documenting the techniques used in the research practice as we uncover--all of this is work in progress.

    In parallel, my itch to create innovative VJ mixes continues. They are like my version of blog posts, a type of serialized commentary. Last week, I wanted to do a live remixing of tweets and people's YouTube videos and project it into Tahrir via Al Jazeera's bandwidth. I still want to do it, however, Tahrir no longer makes sense. So am connecting with friends and family there to find an appropriate time and place. One way this might go down is as a show comprised of performances of other Arab-American/ Egyptian-American artists like L.A.-based comedian, Ahmed Ahmed, Omar Effendum, Wesam Nassar, Rita Qatami, Leyya Tawil and others. Imagine projecting back to the people in Egypt the tweets from around the world--parsed out by language, Italian, French, Arabic, Japanese, etc...

    Common among the creative fields--the arts, science, technology and design--is a commitment to the production of new knowledge based on original research. This presentation hopes to have extended notions of how innovative methods might be applied in a Media studies or Middle East studies context. Through this VJed publication, my aim has been to demonstrate the notion of design/ art practice as transformative research. Most recently in Arab countries, social media and its surprising political usages have created interplay between the application of structure and resistance that have been transformative. In conclusion, I argue that social media in the Arab world be unique--both in terms of how the society is operating, tightly woven; and in terms of media's history in the Arab world, born in print form as an apparatus of the state since the Ottoman Empire. Where U.S. media, in principle, acts to ensure the power of the government remains under checks and balances, in the Arab world it functions quite differently. And so when, in Egypt, media became actively dependent on the social fabric, rather than institutional sources of information and analysis, that opened up an uncertain bag of worms for an entire region.

    ---
    Laila Shereen Sakr (a.k.a. VJ Um Amel) is a media artist whose practices include ambient visual projection, live cinema performance, game design, database design, and innovative research. In her live VJ performances, she explores the implications of juxtaposing the identity of "mother" and a techno-feminist construct of "cyborg" within local and transnational expressions of "Arab." Currently, she is pursuing a Ph.D. in Media Arts and Practice at the University of Southern California's School of Cinematic Arts where she was awarded an Annenberg Fellowship.

    Measuring New Media Literacies: Towards the Development of a Comprehensive Assessment Tool (Part Two)

    Measuring New Media Literacies: Towards the Development of A Comprehensive Assessment Tool (Part Two)
    by Ioana Literat


    Results

    Although all of our scale items collectively attempt to measure new media literacy levels, and the overall reliability of the scale was high (Chronbach's α=.903), we were interested in identifying the specific subcomponents that make up this concept. Our initial research question was whether the subscales of this survey instrument map well onto Jenkins' 12 NMLs. Particularly, we were interested in seeing if, as predicted, the scale would break down into components that were similar to those identified by Jenkins.
    To address this question, we performed a factor analysis on the 60 items, and then assessed the reliability of each separate subscale that emerged from the factor analysis. With the exception of 2 NMLs (collective intelligence and simulation), the factors identified in this analysis mapped well onto Jenkins' 12 NML skills, indicating the definite existence of subcomponents that tap into dichotomous skill sets. Thus, out of the 12 NML skills that make up Jenkins' framework, 10 were identified in the factor analysis of our scale; furthermore, all 10 of these components had adequate reliability. This is a rather impressive and encouraging finding, especially given the fact that all 60 items of the scale were completely randomized and thus the items that made up each of these 12 subscales never appeared in order. The two NMLs that did not distinctly emerged from the factor analysis were collective intelligence and simulation; rather than clustering together as distinct factor components, the items measuring these two dimensions ended up being spread out over the different subscales.

    Once the factor analysis revealed the various new media literacy skills that the scale constituted of, we proceeded to explore the relationship between these NMLs and patterns of media exposure and digital participation, by running multivariate analyses of variance (MANOVAs).

    We first looked at respondents' cumulative media exposure, which included time spent with all forms of media: Internet, television, print media, and videogames. According to our second hypothesis, we expected to see a significant difference in NML skills between high and low media users. The multivariate difference in media literacy levels assessed using MANOVA was indeed significant: F(10, 316)= 3.025, p=.001, with avid media consumers scoring higher across all NML skills than less enthusiastic media consumers. The univariate differences between the high and low media exposure groups were particularly pronounced in the areas of negotiation, networking, appropriation, play, multitasking, and transmedia navigation.

    Next, we explored the relationship between NMLs and exposure to specific media. In terms of Internet use, there was a significant difference between low and high users: F(10, 316)= 3.171, p=.001, with the most striking contrast occurring in terms of networking skills. Due to the interconnecting and socializing features of the Internet, less enthusiastic internet users scored much lower in networking skills than frequent users. For videogames, the difference between frequent and infrequent users was also significant (F(1, 316)=2.811, p=.002), with avid gamers scoring substantially higher than their peers in the domain of play, or experimental problem-solving.

    Our questionnaire addressed users' exposure to four different forms of media: two new ones (internet and videogames) and two old ones (television and print media). Interestingly enough, while the difference in NML skills between light and heavy users of the Internet and videogames - i.e. new media - was substantial, this difference was not significant in the case of traditional media. This is an interesting conclusion, which supports the view that new digital media, due to their interactive and highly socializing nature, are more adept at breeding the social and cultural competencies needed for a full participation in today's digital environment than traditional media, which are inherently more passive.

    In terms of digital participation, we hypothesized that higher levels of media literacy should predict a higher degree of engagement with Web 2.0 platforms, as well as an increased propensity for multimedia creation. This hypothesis was fully supported: the difference in NMLs between users with high digital participation levels versus those with lower participation levels was indeed significant (F(10, 316)=3.172, p=.001). Out of the digital platforms we explored in this study, the ones that emerged as particularly significant in this analysis were Facebook (F(10, 316)=5.294, p<.001), Twitter (F(10, 316)=3.181, p=.001), YouTube (F(10, 316)=4.553, p<.001), and blogging (F(10, 316)=4.747, p<.001).

    For Facebook, the difference between light and heavy users was especially pronounced in the area of networking, with enthusiastic Facebook users displaying extremely high networking skills. This result is unsurprising, given the function of Facebook as a social networking site, but this connection is important in regards to the applicability of such online-learned skills in the context of one's offline behavior.

    In the case of Twitter, the two main NMLs where light and heavy users significantly differed were networking and transmedia navigation. We found that light Twitter users (including non-users) scored much lower in these 2 NMLs than more enthusiastic tweeters. This conclusion makes sense, and can be explained by the hyperlinked and social nature of the Twitter platform.

    YouTube also emerged as an extremely significant platform in terms of NML skills.
    The NMLs that YouTube users excelled at were appropriation and transmedia navigation, but also, to a less astounding degree, performance and negotiation. These results are most likely explained by the primary functions of the YouTube platform as a crucial depository of popular culture clips (to be used in appropriation processes) and as a source of multimedia information (encouraging transmedia navigation), but also a democratic limelight for stardom and personal opinion (performance) and a transnational hub that facilitates intercultural learning (negotiation).

    Finally, blogging emerged as another particularly important platform in terms of NML skills. We found a significant difference in overall NML skills between bloggers and non-bloggers, and individuals who keep a blog scored much higher in appropriation and networking skills. Most likely, this is due to the increasingly interlinked nature of the "blogosphere", with writers linking to other blogs of interest, keeping a blogroll on their personal page, republishing relevant posts, and so on. This process of hyperlinked interconnectedness, while gradually transforming the personalized "blogosphere" into one global community, increasingly requires networking and appropriation skills that allow one to most effectively tap into this informal community.

    The results of this study also supported the connection between multimedia creation and NMLs. As hypothesized, higher NML levels predicted a propensity for multimedia creation, and the difference between frequent and infrequent digital creators was extremely significant (F(10, 315)=6.635, p<.001), with the most acute contrast occurring, not surprisingly, in the area of appropriation. This is in line with the literature in the field, which claims that the ability to creatively produce and distribute multimedia texts should correlate strongly with higher levels of media literacy.

    Similarly, the results also confirm the connection between new media literacies and civic engagement, which is emerging as a critical application of NML educational initiatives. Our hypothesis regarding the positive relation between media literacy and civic engagement was fully supported, with respondents that scored highly across the NMLs showing much higher degrees of civic engagement than their less media literate peers (F(10, 313)=3.516, p<.001).

    In conclusion, as evidenced by the support for our main conceptual hypothesis, the data gathered in this study will be instrumental in perfecting a validated quantitative assessment tool to complement NML initiatives built around this particular framework. So far, educational endeavors aimed at cultivating these skills only benefitted from qualitative evaluation tools, which are inherently unfit for use with large samples, and are much harder to implement due to logistical considerations. We therefore hope that this questionnaire, especially used as a baseline measure of new media literacies, will help provide a more accurate and comprehensive picture of individuals' abilities in this domain.

    Furthermore, the study provided critical information about the connections between new media literacies, media exposure, and engagement with different Web 2.0 platforms; this represented a much-needed addition to the literature on media education, which so far did not address these specific correlations. In terms of the validity of the present assessment tool, the fact that our hypotheses regarding the connection between media literacy and media use habits were strongly supported lends additional predictive validity to this survey instrument. This is a highly significant conclusion that adds further import to the current study. While the causal relationships between these variables would need to be examined longitudinally, over time, it is our interpretation that the relationship between media use and media literacy is a circular one, involving a virtuous feedback loop: for instance, while extensive use of the internet raises one's new media literacy levels, individuals with high NML levels are also more likely to access the internet considerably more.

    While further research is certainly needed regarding the feasibility and scalability of quantitative methods of assessment in the field of new media literacies, we believe our study is a valuable starting point in this direction, and a much-needed inquiry into the challenges facing such assessments in both national and international contexts. While this particular study represented a pre-test of the validity of the current survey instrument, we are now working on its practical application as a baseline measure of NML levels at the Robert F. Kennedy Community Schools, where Project New Media Literacies will be implementing an after-school program starting in February. Stay posted for updates regarding this initiative, and an upcoming report on the quantitative assessment of new media literacies among the high school students at RFK!

    Ioana Literat is a PhD student at USC's Annenberg School of Communication and a research assistant for New Media Literacies. She has taught digital storytelling and social justice curricula to children in the Dominican Republic, Romania, Uruguay and India, and spent the last year working as the field coordinator of The Modern Story program in India. At USC, Ioana is researching the social impact of media and its potential to stimulate positive change, with a special focus on the future of educational media and virtual communities. As a result of her extensive international experience, she is particularly interested in the global scalability of NML projects, and the applicability of such educational initiatives in the developing world.

    Measuring New Media Literacies: Towards the Development of a Comprehensive Assessment Tool (Part One)

    Last fall, I spread a message to my Twitter followers, asking for their participation in an online survey we were conducting, trying to assess new media literacies skills. Needless to say, people who follow this blog and my Twitter account are apt to have a higher degree of technical and cultural literacy than the general population, but we were looking for a sample base large enough to be able to test and refine our instruments before applying them to other populations, such as the students at the schools where we are doing after-school programs or which are adopting some of our curricular recommendations.

    Given the intense response we received, and our deep gratitude for everyone who participated in the survey, I wanted to make sure we shared the results with you in a timely fashion. Ioana Literat, a PhD candidate in the Annenberg School of Communications and Journalism at the University of Southern California, did the work as part of a class project in Lynn Miller's class, COMM 550: Research Methods in Communication. She also is part of the Project New Media Literacies research team and we are immediately putting her tool and her insights to work by pre-testing students entering our programs here in Los Angeles.

    Her results are interesting in that they do suggest that the skills we have identified through the White Paper I helped to write for the MacArthur Foundation do cohere in real world contexts and that these skills improve through engaging with new media platforms and practices. I should stress here that we believe that the relations between increased skills and increased use of new media tools does not simply mean that the people who consume more media get better at it.

    As writers like James Paul Gee have argued, these "affinity spaces" contain powerful forms of informal learning which motivate and support the acquisitions of these skills in a way that would not be true for most people watching films and television outside of the context of a fan community, which might perform similar work for its members. Further, we are not simply describing consumption per se, but rather we are talking about forms of participation which involve applying those skills rather than simply observing. At its heart, then, the argument is that participatory culture communities and practices actively support the learning of their members and reversely, that as we first asserted certain skills have emerged as characteristic of and often necessary for meaningful involvement in participatory culture. Today, we are going to lay out the methods behind this research; next time, the findings.

    Measuring New Media Literacies:
    Towards the Development of a Comprehensive Assessment Tool
    by Ioana Literat

    The present study was motivated by our observation that, in spite of the increasing popularity and impact of Henry Jenkins' New Media Literacies framework, there was a lack of an appropriate quantitative measurement tool to assess these new media literacy skills. Certainly, existing tools do not capture the full spectrum of skills and propensities suggested by Jenkins. Furthermore, the reliance on qualitative data - which is typical of most studies in this field - means that such assessment projects are not feasibly replicable with larger groups. Therefore, this study aimed to address methodological lacunae within the NML framework by developing and validating a comprehensive quantitative assessment tool that could be used to measure new media literacies (NMLs) in both adult and juvenile populations.

    Below, you will find an overview of the survey instrument and a summary of the results. If you would like to see the complete NML questionnaire that was used for this assessment, as well as the full report on the findings of this study (including all the statistical data), we encourage you to contact Ioana Literat at iliterat@usc.edu.

    In assessing the psychometric properties of this new assessment tool, survey data was first factor analyzed in order to assess the reliability of the measure, and determine how these emergent factors compared with Jenkins' original 12 NML skills. If the survey instrument was accurately constructed, we expected to see 12 separate subscales - similar to the 12 NMLs identified by Jenkins - resulting from the factor analysis. In terms of the relationship between media exposure and NMLs, we hypothesized that higher levels of new media literacies would correlate with a higher degree of engagement with media forms - particularly new digital media - and that there would therefore be a significant difference in NMLs between people with low versus high levels of media exposure. An increased degree of digital participation in various Web 2.0 platforms should also relate to high NML levels, with light users scoring lower in media literacy than heavy users of these digital platforms. Finally, we also hypothesized that high NML levels should predict a greater propensity for multimedia creation, and, respectively, civic engagement.
    The sample for this study (N=327) was a convenience sample of normal volunteers over the age of 18, who completed the survey online. In terms of gender distribution, the sample contained 131 male respondents and 187 female respondents. The average age was 33.7 years (SD=11.7). In regards to ethnicity, 83.9% of respondents were white, and 77.3% indicated English as their primary language. Income and education levels were normally distributed.

    Survey Design

    The survey was structured around 4 main sections: demographics, media use habits, new media literacies (NMLs), and civic engagement. All questions were randomized, so that each participant received them in a different order, to maximize the validity of the findings.
    The section on media use habits queried respondents about their access to a computer and to the Internet, the extent of their exposure to different media forms, their digital memberships and affiliations, and their creative engagement with multimedia. The NML section of the survey - the most extensive and critical part of this instrument - aimed to assess respondents' new media literacy skills (NMLs) by presenting them with a randomized series of 60 statements about their personality, social and cultural modes of engagement, online and offline peer interaction, learning styles, and media consumption and creation patterns. The statements were conceptually built around the 12 NML skills identified by Jenkins (2006): play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, negotiation, and visualization. To ensure an adequate factor analysis while minimizing the duration of the survey, we decided to include 5 items for each NML, for a total of 60 questions. These items addressed both technology-related and non-technology-related behaviors, in accordance with our view that the NML skills are social and cultural competencies that stretch beyond media expertise or technological capability.
    Finally, the last section of the questionnaire contained a set of 5 questions that attempted to measure the respondents' degree of civic engagement, by addressing three principal dimensions of civic engagement: self-efficacy, civic responsibility, and commitment to civic action.


    Ioana Literat is a PhD student at USC's Annenberg School of Communication and a research assistant for New Media Literacies. She has taught digital storytelling and social justice curricula to children in the Dominican Republic, Romania, Uruguay and India, and spent the last year working as the field coordinator of The Modern Story program in India. At USC, Ioana is researching the social impact of media and its potential to stimulate positive change, with a special focus on the future of educational media and virtual communities. As a result of her extensive international experience, she is particularly interested in the global scalability of NML projects, and the applicability of such educational initiatives in the developing world.

    Manifestos for the Future of Media Education

    A few months ago, I was asked if I might contribute a short essay to a United Kingdom based project to frame a series of arguments around the value of media education in the 21st Century. The project is intended to spark debate within the Media Studies field and beyond about the value of our contribution to secondary and post-secondary education.

    This week, Pete Fraser, Chief Examiner of OCR Media Studies & Jon Wardle, Director, The Centre for Excellence in Media Practice, Bournemouth University, launched a website which includes ten such manifestos, including mine, and which they hope will host ongoing discussions around these issues. Here's part of the rationale they provide for the project:


    There are those who would dismiss the very idea of studying the media. The Daily Mail might argue that it is only on the national curriculum and available at degree level to ensure that the participation numbers for young people engaged in formal learning and gaining good qualifications remains high- the 'dumbing down' agenda. They might argue that studying Soap isn't a serious pursuit and will be frowned upon by University admission tutors and employers. Implicitly this argument is promoting a high brow / lowbrow divide; we can't remember the last time we read an 'angry from Tunbridge Wells' letter complaining that the tax payers money was being used to fund the teaching of metaphysical poetry instead of physics....

    Twenty five years of scholarship have bought about broad consensus on the theoretical framework for Media Education - 1) that media is representation not reality, 2) that the media is produced by organizations and individuals and therefore can and should be read critically 3) that the media is now not only read and received, but reinterpreted by audiences. We would nonetheless argue that we are still some way from identifying a broader teaching and learning framework for media education and most critically - and the focus of this work - we are yet to articulate a clear purpose for the work we do. What is the point of media education? - whether it be media studies, media practice, media production, media literacy - what is the point?. You may argue the clue is in the title of each of these subsets of media education - as on the surface the differences between media production and media literacy seem pretty straightforward. However, the purpose of each still feels rather opaque.

    Are we seeking to develop the media producers of tomorrow, or to nurture individuals capable of holding power to account, are we seeking to hold a looking glass up to society in order for society itself to better understand itself, or perhaps we are hoping to develop a more media literate society capable of protecting itself from evil media conglomerates?...

    I used my own response to their provocation to reflect a bit on what we learned through the decade plus that I ran the Comparative Media Studies Program at MIT and especially how we might extend the thinking behind Project New Media Literacies to include more advanced studies in media. Here's part of what I had to say:


    We should no longer be debating the value of media education. The real question is whether media education should be a stand-alone discipline or whether expertise in media should be integrated across all disciplines, just as the ability to communicate is increasingly recognized as valuable across the curriculum....

    Beyond these core skills which need to be integrated into K-12 education [those in the MacArthur white paper], though, I might also argue for kinds of contextual knowledge which are vital in making sense of the changes taking place around us. All learners need to acquire a basic understanding of the processes of media change, an understanding which in turn requires a fuller grasp of the history of previous moments of media in transition. All learners need to acquire a core understanding of the institutions and practices shaping the production and ciculation of media -- from the Broadcast networks to the social networks, from Madison Avenue to Silicon Valley....

    Media education offers skills, knowledge, and conceptual frameworks we need in our everyday lives as consumers and citizens, members of families and communities, but they should also be part of the professional education of lawyers, doctors, businessmen, people entering a range of professions and occupations. At the present moment, there is a tremendous need across all sectors for what the industry calls "thought leadership" -- the ability to translate big picture change into language that can be widely understood and engaged -- as well as the capacity to deploy such media expertise to shape pragmatic and practical decisions.

    Grant McCracken (2009) has argued that this hunger for insights into how media and cultural change impacts economic decision-making may lead many business to hire "Chief Cultural Officers," ideally people who can bring humanistic expertise on culture and society into the C-Suite. If this vision came to pass, we might imagine media educated students entering not only the academy or the creative industries, but business of all kinds, policy think tanks, arts curatorships, journalism, advertising and branding, and a range of other jobs, many of which do not yet have names. Current media education tends to focus on reproducing the professoriate, despite declining numbers of jobs, and treating the vast number of our alums who get jobs elsewhere as if this was a failure of the system, an unfortunate byproduct of the decline of higher education. What if we reversed these priorities and saw the expertise media education offers as valuable in a range of different kinds of jobs and presented these options to our students at every step in the process.

    The kinds of media education required for such a context differs profoundly from what we have offered in the past. For starters, it requires a much more conscious engagement with the relationship between theory and practice -- not simply production practices (itself a big change given how often theory and production faculty sit at opposite ends of the conference table at faculty meetings) but the practices of everyday life. We need to compliment the current theoretical domains of media study with a more applied discipline, which encourages students to test their understanding through making things, solving problems, and sharing their insights with the general public.

    The site's participants include some of England's top thinkers about media and learning, including David Buckingham, David Gauntlet, Cary Bazalgate, Natalie Fenton, and Julian McDougall. Having just spoken at a British media literacy conference in November, I came away with a deeper understanding of the caliber of scholarship and pedagogy emerging there and of the particular nature of the political struggles they are facing over education at the moment. I welcome the chance to learn more about their thinking through the ten remarkable essays the site assembles.

    To whet your appetite for more, let me close by sharing a chunk of David Buckingham's manifesto. Buckingham notes that he often finds the rhetoric by which we justify our profession overblown and deterministic, so he labels himself a poor choice to write a manifesto. In fact, it is precisely because Buckingham is so cautious in the claims he makes, so skeptical in the way that he reads the world, that his work carries such weight and impact:


    I have always felt that media education suffers from an excess of grandiose rhetoric. We have all heard far too many assertions about how media education can change the world, save democracy or empower the powerless. As a classroom teacher, I was always painfully aware of the gap between this sort of rhetoric and the messy realities of my own practice (and I don't think that was just about being a useless teacher). While it can be morale-boosting in the short term, this overblown rhetoric does not serve teachers very well: we need to cast a more dispassionate eye on what really happens in the classroom, however awkward or even painful that might feel.

    In my view, we can make the case much more effectively by showing in concrete ways what and how children can learn about media. Most of the critics of media education do not have even the faintest idea of what it actually looks like in practice. Media education can be intellectually challenging; it can involve intense and rigorous forms of creativity; and it can engage learners in ways that many other school subjects do not. Even experienced teachers can be positively surprised by the quality and sophistication of students' thinking as they engage in media education activities - and by the forms of oral and written work that result from it. Like any other school subject, media education can also be undemanding and boring, and it can result in pointless 'busywork'. I am not calling here for rose-tinted accounts of 'good practice', of the kind that most teachers tend to find somewhat implausible. Rather, we need to come up with evidence that media education actually works - that it can engage, challenge and motivate young people, as well as enabling them to understand and to participate more fully in the media culture that surrounds them.

    A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part Two)



    You describe educators in the new culture of learning as mentors, rather than teachers. Can you explain the difference between the two?

    The key difference for us is that in the new culture of learning mentors are very likely to be peers who may have picked up something a little ahead of the curve or who may have more experience in something than their peers. Mentorship is a much more flexible concept and one which is tied less tightly to authority. Since so much of what we see as the key to future learning is passion-based, we think it makes more sense to understand the process of learning as something that can be guided by a mentor, as opposed to being taught by a teacher. No one can teach you to follow your passions, but they can help guide you once you discover what motivates you.
    You write about learning collectives. Often, when I try to describe this concept, I run up against the deeply embedded tradition of individualism, which has made all forms of collective sound, well, "socialist." Have you found effective ways of responding to American's ideological revulsion against collective identities and experiences?
    Collectives, as we use the term, have nothing to do with the politics or economics of socialism. Instead what we are trying to capture is the formation of new institutional structures that are radically different from more traditional notions of community. Collectives are literally collections of people who form around a central platform. What is interesting is that collectives tend to promote individual agency and may actually be more consistent with individualism than they are with even community based theories of social interaction. Collectives, as we use the term, are actually institutions that enable and enhance individual agency. And because the costs of entry and exit are usually negligible, they tend to have much less persistence than more traditional institutions have had in the past and hence they don't outlive their usefulness as the world changes around them.

    One of the key contrasts we need to draw is between notions of communities and collectives. Communities are institutions that are designed to facilitate a sense of belonging. Collectives are institutions that facilitate individual agency. Anyone who joins a collective looking for a sense of belonging is going to wind up disappointed, because that is not how they function. Collective are more social platforms than social entities. Communities may form within a collective, but they need not form in order for the collective to function. The key point is that because collectives are agency driven, they form the perfect environment for the cultivation of imagination. In other words, the collective amplifies what I can do by tapping its collective experience.

    In that sense "collective identity" is something of an oxymoron. Collectives are spaces in which individual identity is critically important. It makes no sense to talk about the "Facebook community" or the "Google community" because people are using those platforms in such incredibly different ways. Yet at the same time, Facebook and Google have become such common and shared practices that they are almost regarded as part of the fabric of online life. No one goes to Google for a sense of belonging, yet there is no denying it has had a powerful, even transformative, social effect. Our book is an argument for these collectives as environments where the cultivation of imagination is possible like it never has been before. But we are also very careful to say it is not just a matter of exposure. Cultivation is a purposeful act, not something that just happens as a result of exposure or access, but what we are discussing may also be a new sense of cultivation, one where the collective itself is committed to making the individual better.


    You draw on the concept of "concerted cultivation" or what others called the "hidden curriculum" to explain why what happens outside of schools has a powerful influence on young people's performance in the classroom. To what degree does it make sense to extend this well established educational principle to think about the informal learning which takes place online? Isn't part of the point the alignment of the values in a middle class home and the classroom? Would this principle work only if schools were ready to embrace the values of the online world? Yet, elsewhere, you suggest some core conflicts between the two.

    This goes back to the core thesis of the book. What we were able to identify were two radically different learning environments, one which was overly structured (such as the contemporary classroom) where boundaries are put in place to actually discourage play, experimentation and real inquiry based learning. The other environment is completely unbounded and unlimited, best represented by the information explosion on the Internet. Absent some sort of structure or boundaries, learning is not any more likely to happen in an unrestricted space than it is in a tightly controlled one. What we see happening in the most successful learning environments is a fusion of these two ideals. Like a petri dish, the best learning environments have boundaries which control and limit them, but within those boundaries permit almost unrestricted growth, experimentation and play. Neither innovation nor learning can happen in a vacuum and we have seen time and again that it is the constraints that students face that provide the opportunity for really innovative learning to happen.

    The core conflict is a matter of mentality. Our schools believe that teaching more, faster, with better technology is preparing our students for the 21st century. Their answer to dealing with change is to keep doing the same thing faster. To our way of thinking, this is like trying to fix a leaky bucket by pouring more water in it. We do think there needs to be more of an alignment on both sides. We hear over and over again how our schools are broken. That metaphor only works if you treat them as machines. When you think of schools as learning environments, it no longer makes sense to say the environment is "broken." What we hope this book does is, like the work on concerted cultivation, help people see that the line between schools and the world or the world place and daily life is illusory. Learning is happening everywhere, all the time.

    This brings us back to imagination and the last line of the book: Where imaginations play, learning happens.


    As you note, people not only learn in "different ways" but they also learn "different things" when confronting the same information. Yet, doesn't this insight run against the current culture of schooling with its emphasis on standardized testing? How can we as a culture work past this contradiction between our understanding of learning and our policies for measuring classroom success?

    What no one seems to pick up on is that innovation by its very nature runs counter to the idea of standardization. Something is innovative because it is outside of the standard. If we are serious about learning and embracing change in the 21st century, we need to also start thinking about evaluating learning in more sophisticated ways. Standardized testing is easy. It is also efficient. Again, these are the standards that we use to judge machinery. But we should be surprised when our students who go through the machine end up emerging looking like cogs.

    Another key distinction we are trying to make is to understand the difference between creativity and imagination, two terms that are often used interchangeably. Creativity is a much later stage and something that can not be taught. It is the product of a fertile imagination. Imagination, on the other hand, is something that can be cultivated in response to a learning environment. Much of what we found in our research was that there is no creativity without imagination and that imagination, the true life of the mind, is something that is not given much (if any) space in classrooms or workplaces. Part of why we think collectives are such powerful environments for learning is that they stimulate imagination by encouraging activities like play, experimentation, and inquiry.


    You describe inquiry as a core principle of the new culture of learning. In true inquiry, we follow our interests where-ever they lead us. Is true inquiry possible within the current structure of disciplines which shape our schooling practices?

    Is it possible within the current structure? Probably not. What this book is pointing to is the need for a complete overhaul in our educational philosophy. Our schools are training people for the jobs of the 20th (and sometimes 19th !) century. Inquiry is not a new idea. Is was a core principle of Plato's academy and it was the cornerstone of John Dewey's education philosophy. Until now, however, it has not really been possible on a large scale. We now possess a technological infrastructure which makes it possible to engage in inquiry and to truly follow our interests. But at the same time, we believe there need for some constraints or boundaries on how far and in what direction those interests go. In large part, the role of the teacher needs to shift from transferring information to shaping, constructing, and overseeing learning environments. We take the idea of cultivation very seriously. You don't teach imagination; you create an environment in which it can take root, grow and flourish.
    How do we understand the value of diversity in this new culture of learning? Do learning networks work better if they include homogenous mixes of people pursuing the same goals or heterogeneous groups pursuing different interests? To what degrees are our current schooling practices a product of a historically segregated culture?
    This is a great question that we don't get to go into much in the book. The thing that makes learning different in the 21st century from any other time in the past is the diversity of information, knowledge, experience, and interaction that is available to us in the digital age. This new culture of learning only works if it can be fed by an enormous influx of constantly updated information. It is driven by change, so it is a way of looking at the world that is maladjusted to homogeny. In the theory of inquiry we spell out, we talk repeatedly about the questions being more important than the answers and the idea that solutions to one problem are gateways to dealing with increasingly more sophisticated problems and deeper questions. People in learning environments are inherently curious. Diversity is not only a value; we would say it is the key ingredient in formulating a new culture of learning in the 21st century.
    What do you see as the value of remixing as a means of learning? Many teachers confuse remix culture with plagiarism, which they have been taught to prevent at all costs. How can you help educators resolve these competing understanding of what it means to build on the work of others?
    The crux of the issue is one of content versus context. Plagiarism is the intentional misrepresentation of someone else's ideas as your own; it is about content. Remix is an effort to fundamentally transform meaning by shifting or altering the context. The idea of making meaning through context is a relatively new one, because it is only recently that we have had the technological tools available to us to reshape contexts and then disseminate that information on a large scale.

    What we have had, however, are things like parody, social satire, and commentary, all of which rely on very similar mechanisms to make arguments about meaning. Once you start thinking of remix as reshaping context rather than content creation, it becomes much easier to understand both its power and it utility. Of course as an added benefit, the easier it is for the average user to manipulate context, the more transparent the tradition of mainstream media doing the same thing becomes. There are countless examples of editing, tight focus, perspective and so on which have radically remade the meaning of events and have reshaped national and international perspectives.


    You talk about learning, making, and playing as the core mindsets that support education. Despite a decade now of work on games for learning, many will be surprised to see "playing" on this list, in part because our schools are shaped by a puritan work ethic which distrusts play as frivolous. What would need to change for formal education to fully grasp and embrace the value of play?

    There are two critical things to realize. First, play is not trivial, frivolous or non-serious, in fact, quite the opposite. Play can be the place where we do our most serious learning. And second, it is something we do all the time. When we explore, we play. When we experiment, we play. When we tinker or fiddle, we play. Science is play. Art is play. Life, to a great extent, is play. Every great invention of the past hundred years has had an element of play in its creation. So we are using the word in a very deep and serious way. A big influence on our work was Johan Huizinga's book Homo Ludens, which goes so far as to make the argument that culture grew out of play, not the other way around. So, from Huizinga's perspective play is the most basic and most human part of us.

    When education became more "mechanized" it began to lose that sense of play. After all, who wants "play" in their machinery? Play is not precise or efficient; it is messy. But play also exemplifies what we think of as the ideal learning environment. Play is defined by a set of rules which form a bounded environment. But within those rules players have as much freedom as they like to create, innovate and experiment. Just think of all the amazing athletic feats that have emerged from a game like soccer, simply from the rule "you may not touch the ball with your hands." It is that boundary that sets off an incredible set of innovations and ideas and in doing so, forms an extremely rich learning environment.

    Those same principles can be applied to any environment that values learning and we believe that if we follow those ideas, we will see a revolution in education that will create a new generation of explorers, innovators, and people who understand both the ways to and value of embracing change.


    Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

    John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

    Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

    A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part One)

    It is my privilege and pleasure from time to time to showcase through this blog new books by important thinkers who are exploring the relations between digital media and learning, concerns which have become more and more central through the years to my own interests in participatory culture. Today, I want to call attention to a significant new book, A New Culture of Learning: Cultivating the Imagination for a World of Constant Change, written by two of my new colleagues at the University of Southern California -- Douglas Thomas and John Seely Brown.

    Asked to write a blurb for this book, here's what I had to say:


    A New Culture of Learning may be for the Digital Media and Learning movement what Thomas Paine's Common Sense provided for the American Revolution -- a straight forward, direct explanation of what we are fighting for and what we are fighting against. John Seely Brown and Douglas Thomas lay out a step by step argument for why learning is changing in the 21st century and what schools need to do to accommodate these new practices. Using vivid narratives of people, institutions, and practices at the heart of the changes and drawing from a growing body of literature outlining new pedagogical paradigms, they place the terms of the argument in language which should be accessible to lay readers, offering a book you can give to the educator in your life who wants to become an agent of change. My hope is that our schools will soon embrace the book's emphasis on knowing, making, and playing.

    This book really is a gift, one which arrived too late for the Christmas season, but just in time for the start of the new semester. I know that I will be drawing on its insights to shape my own New Media Literacies grad seminar this term and to inform the new afterschool program we are launching at the RFK Schools here in Los Angeles. I admire it for both its clarity of vision and clarity of prose, not a common combination. In the interview which follows, I play devil's advocate, challenging some of the core premises of the book, with the goal of addressing critics and skeptics who may not yet be ready to sign on for the substantive reforms in pedagogical practices and institutions they are advocating.

    Doug, you shared a story of how your students gradually took over control of your class. On one level, this sounds like teachers' worst nightmares of where all of this may be leading, but it sounds like you discovered this process has its own rewards. Can you share some of what you learned about student-directed learning? How might you speak to the concerns of educators who are worried about their jobs and about satisfying various standards currently shaping the educational process?

    This was a fascinating experience for me and it speaks directly to the distinction we are making throughout the book between teaching and learning. Even after having thought long and hard about what it means to be an educator and being open to ideas such as student-directed learning, I still found that I was carrying a whole lot of baggage about what it meant to be a responsible educator. Primarily, what that meant was transmitting valuable information and testing how well that information was received, absorbed, and processed. What I had not really thought about was the ways in which that limits and cuts off opportunities for exploration, play, and following one's passions.

    The fear is easy to understand. What we are essentially doing when we move to student-directed learning is undermining our own relatively stable (though I would argue obsolete) notions of expertise and replacing them something new and different.

    That doesn't mean there is no role for teachers and educators. Quite the opposite. One of the key arguments we are making is that the role of educators needs to shift away from being expert in a particular area of knowledge, to becoming expert in the ability to create and shape new learning environments. In a way, that is a much more challenging, but also much more rewarding, role. You get to see students learn, discover, explore, play, and develop, which is the primary reason I think that most of us got into the job of teaching.



    "Lifelong learning" has become a cliché. What is it about the world of networked computing you describe which transforms this abstract concept into a reality? Are the kinds of learning experiences you discuss here scalable and sustainable?

    We take it as a truism that kids learn about the world through play. In fact we encourage that kind of exploration. It is how children explore and gain information about the world around them. Since the time of Piaget we have known that at that age, play and learning are indistinguishable. The premise of A New Culture of Learning is grounded in the idea that we are now living in a world of constant change and flux, which means that more often than not, we are faced with the same problem that vexes children. How do I make sense of this strange, changing, amazing world? By returning to play as a modality of learning, we can see how a world in constant flux is no longer a challenge or hurdle to overcome; it becomes a limitless resource to engage, stimulate, and cultivate the imagination. Our argument brings to the fore the old aphorism "imagination is more important than knowledge." In a networked world, information is always available and getting easier and easier to access. Imagination, what you actually do with that information, is the new challenge.

    Essentially what this means is that as the world grows more complicated, more complex, and more fluid, opportunities for innovation, imagination, and play increase. Information and knowledge begin to function like currency: the more of it you have, the more opportunities you will have to do things. To us, asking if this kind of learning is scalable or sustainable is like asking if wealth is scalable and sustainable. But instead of finances, we are talking about knowledge. Education seems to us to be one of the few places we should not be afraid of having too many resources or too much opportunity.

    You argue that many of the failures of current teaching practice start from "the belief that most of what we know will remain relatively unchanged for a long enough period of time to be worth the effort of transferring it." Granted the world is changing rapidly, how do we identify the narrowing range of content which probably does fall into this category and which provides a common baseline for other kinds of learning?
    The problem is not with facts remaining constant. There are some things we know that we have known for a very long time and are not likely to change. The force that seems to be pushing the knowledge curve forward at an exponential rate is two fold. First, it is the generation of new content and knowledge that is the result of simply participating in any knowledge economy. This leads to a second related dimension: while content may remain stable at some abstract level, the context in which it has meaning (and therefore its meaning) is open to near constant change. The kind of work you have been examining from the point of view of convergence culture is a prime example: users are not so much creating content as they are constantly reshaping context. The very idea of remix is about the productions of new meanings by reframing or shifting the context in which something means. The 21st century has really marked the time in our history where the tools to manipulate context have become as commonplace as the ones for content creation and we now have a low cost or free network of distribution that can allow for worldwide dissemination of new contexts in amazingly brief periods of time.

    If you look at something as simple as Google News, the simple act of viewing a news story provides data which is fed back into the system to determine the value and placement of that story for future users. Millions of micro-transactions, each of which are trivial as "content" powerfully and constantly reshape the context in which news and current events have meaning.


    You challenge here what James Paul Gee has called the "content fetish," stressing that how we learn is more important than what we learn. How far are you willing to push this? Doesn't it matter whether children are learning the periodic table or the forms of alchemy practiced in the Harry Potter books? Or that they know Obama is Christian rather than Muslim?

    Ah, this question throws us into one of the key traps of 20th century thinking about learning. Learning is not a binary construction which pits how against what. In fact, throughout the book, we stress that knowledge, now more than ever, is becoming a where rather than a what or how.

    Where something means or its context raises questions about institutions and agency, about reliability and credibility and it always invites us to interrogate the relationship between meaning and context.

    In our framework, we stress that every piece of knowledge has both an explicit and a tacit dimension. The explicit is only one kind of content, which tells you what something means. The tacit has its own layer of meaning. It tells why something is important to you, how it relates to your life and social practices. It is the dimension where the context and content interact. Our teaching institutions have paid almost no attention to the tacit and we believe that it is the tacit dimension that allows us to navigate meaning in a changing world.

    Knowledge may maintain consistency in the explicit, while undergoing radical changes in the tacit and we believe that understanding how knowledge is both created and how it flows in the tacit is the key to understanding and transforming learning in the 21st century.

    Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

    John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

    Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

    Multitasking and Continuous Partial Attention: An Interview with Linda Stone (Part Two)



    Some have argued that new media have diminished our attention span, but you are arguing for more nuanced shifts in the ways we pay attention and process information. Do you see these shifts as a product of the technology or of the ways we have learned to inter-relate with those technologies?

    Our most resilient selves are able to tap the attention strategy that best matches any given activity or situation. As we create and adopt new technologies, we do a dance with them -- we are figuring out what they offer and the trade offs (how they optimize us and how we optimize the technologies). The shifts are a result of this dance. Over time, as we internalize the costs and benefits of our inter-relationship with technologies (the "what"), and we make choices as to the "how."

    When we talk about information overload, it's as if we believe the information is committing the crime. When Nicholas Carr talks about "the web shattering focus and rewiring our brains," we turn the finger of blame toward the worldwide Web. Carr even asks, "What kind of brain is the Web giving us?" Excuse me, the web is giving us a brain? Can we really be so certain about cause and effect?

    If we shift our focus to the how, we can find new options. This is a call to action, not a call to a war of technology vs. humans. In our relationship with technology, we are powerful. The HOW is up to us.

    For more on these ideas, check out these posts.

    There has been a good deal of debate about the value of multitasking. Is it a logical adaptation to the intensified flow of information and demands we face in the current media environment?

    There are so many degrees of multi-tasking. There's simple multi-tasking and complex multi-tasking. Most people lump it all together, but there are very different impacts physiologically and mentally. What I call continuous partial attention is complex multi-tasking. I wanted to more clearly differentiate. In any case, this is _not_ black and white. Sometimes it's good to multi-task, sometimes not. Attention strategies need to match intentions and situations.
    What are the educational implications of your research on attention? Many educators are opposed to bringing new media tools into they classes because they see them as a potential distraction for their students. Is this a legitimate concern or should they be helping students develop skills at managing their attention which may allow them to more productively engage with such technologies?
    Long, long answer possible here. The short story is that, as a former teacher, I think there's room for all kinds of experiences. There are times when NO technology is the best match and times when a thoughtful integration of technology is best.

    This may sound a little out there, but I've come to believe that it's time for students to learn breathing techniques that help regulate the autonomic nervous system. Autonomically regulated, we have the best command of our attention, of using the strategy we choose that best matches the activity and situation.

    honestly, I do believe, the single most important thing educators can do is to teach breathing techniques that regulate the autonomic nervous system and help up regulate parasympathetic response. This is at the heart of attention, social and emotional intelligence, and contributes to cognition. Further, educators can consider how reflection time might be integrated into the school day. Between media, technology and the 24/7 lifestyle, this precious processing and integration time doesn't exist. Art, music, leisure time - these contribute to our humanity, and often are cut in a productivity obsessed society. A post productivity society will value them again. It is not an accident at the TED Conference that art, music, dance and wordless videos are as important a part of the program as the talks. This variety contributes to the "music" of the human body and human learning.... Rests and notes.

    Time and environments for self-directed play - also essential. We have replaced self-directed play with homework and guided learning. Both of the latter have value. The former is significant. Self-directed play is where our emergent questions find expression, our passions find us, failure is iteration - there isn't an emotional charge, it's part of a compelling process of discovery.

    I am eternally grateful to my mother for having an art/art supply table set up in the family room. When we weren't outside playing, we were often creating books, objects, works of art -- we were given freedom to express. Questions were indulged with trips to the library, opportunities to build, make or create experiments. We were welcomed in the kitchen, one of the greatest labs, ever, for me. When I wanted to start a cookie baking company, selling cookies door to door at age 8, I was encouraged to do so and had to pay cost of goods before I could take profits.

    Today, in the name of "safety"/danger, so much is declared dangerous -- so much of what feeds curiosity and wonder. Granted, some of it may be dangerous, but so much of it can be explored -- just ask Geever Tulley.

    In the name of "teacher-proofing," everything from schedules (2 minutes of health and safety, 30 minutes science, 70 minutes reading, etc) to content (which book, which page), to measures (least common denominator student learning objectives, uni-dimensional tests that teachers are compelled to teach toward), is prescribed.

    This alienates imaginative, passionate teachers and, honestly, it's time to assess the overall (in my opinion) damages caused by this hyper productivity approach to learning. I'm a fan of diane ravitch and highly recommend her latest book on the rise and fall of American schools. She is a wise woman.

    It's not the fault of the unions and a war with the unions is not going to improve education. We need re-assess both the what and the how of education and find a way to enlist all parties in re-creation vs destruction.

    I would be remiss if I failed to mention school lunches. This program was started after world war II, to support an under-nourished populous. Today, it is one of the cornerstones contributing to childhood obesity and poor health, and potentially, the learning challenges that can stem from poor nutrition.

    This program must be a role model for healthy nutrition. It is one of the central ways to infuse information and experience around healthy food choices.



    Social critics, such as Walter Benjamin, have long raised questions about distraction, seeing it as a phenomenon of the modern age. Is there a reason to think that contemporary forms of distraction are profoundly different from those encountered in cities at the beginning of the 20th century? If so, in what ways?

    Different, but at heart, the same impact. Distraction is like a broken glass. Embracing a spectrum of attention strategies and having the flexibility and skill to match intention and activities to attention strategy is the prize. Understanding and being able to manage breath and emotion contributes this (and it's commutative -- managing attention helps manage breath as much as managing breath helps manage attention).
    You noted recently that there are new tools emerging which seek to block some of the distractions we encounter on line. What is motivating these tools and are they a good response to the situations you are observing?

    I'm in favor of approaches that tap the wisdom of the body or that enhance the wisdom of the body, the cooperation/integration of mindbody.

    I'm not opposed to using technologies to support us in reclaiming our attention. But I prefer passive, ambient, non-invasive technologies over parental ones. Consider the Toyota Prius. The Prius doesn't stop in the middle of a highway and say, "Listen to me, Mr. Irresponsible Driver, you're using too much gas and this car isn't going to move another inch until you commit to fix that." Instead, a display engages us in a playful way and our body implicitly learns to shift to use less gas.

    Personal technologies today are prosthetics for our minds.

    In our current relationship with technology, we bring our bodies, but our minds rule. "Don't stop now, you're on a roll. Yes, pick up that phone call, you can still answer these six emails. Follow Twitter while working on PowerPoint, why not?" Our minds push, demand, coax, and cajole. "No break yet, we're not done. No dinner until this draft is done." Our tyrannical minds conspire with enabling technologies and our bodies do their best to hang on for the wild ride.

    With technologies like Freedom, we re-assign the role of tyrant to the technology. The technology dictates to the mind. The mind dictates to the body. Meanwhile, the body that senses and feels, that turns out to offer more wisdom than the finest mind could even imagine, is ignored.

    Our opportunity is to create personal technologies that are prosthetics for our beings. Conscious Computing. It's post-productivity, post-communication era computing. Personal technologies that enhance our lives.

    Thirty years ago, personal computing technologies created a revolution in personal productivity, supporting a value on self-expression, output and efficiency. The personal communications technology era that followed the era of personal productivity amplified accessibility and responsiveness. Personal technologies have served us well as prosthetics for the mind, in service of thinking and doing.

    How do we usher in an era of Conscious Computing? What tools, technologies, and techniques will it take for personal technologies to become prosthetics of our full human potential?

    For more on conscious computing, follow this link.


    Widely recognized as a visionary thinker and thought leader, Linda Stone is a writer, speaker and consultant focused on trends and their strategic and consumer implications. Articles on her work have appeared in the New York Times, Newsweek, The Economist, Boston Globe, Harvard Business Review, and hundreds of blogs.
    Previously, she spent close to twenty years as an executive in high technology. In 1986, she was persuaded to join Apple Computer to help "change the world." In her 7 years at Apple, she had the opportunity to do pioneering work in multimedia hardware, software and publishing. In her last year at Apple, Stone worked for Chairman and CEO John Sculley on special projects. In 1993, Stone joined Microsoft Research under Nathan Myhrvold and Rick Rashid. She co-founded and directed the Virtual Worlds Group/Social Computing Group, researching online social life and virtual communities. During this time, she also taught as adjunct faculty in NYU's prestigious Interactive Telecommunications Program. In 2000, CEO Steve Ballmer tapped Stone to take on a VP role, reporting to him, to help improve industry relationships and contribute to a constructive evolution of the corporate culture. She retired from Microsoft in 2002. She is an advisor for the Pew Internet and American Life Project (www.pewinternet.org) and is on the Advisory Board of the RIT Lab for Social Computing.

    DIY Video 2010: Political Remix (Part Two)

    This is the second in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following selections were curated and commented upon by Jonathan McIntosh, who describes himself as "a pop culture hacker, video remix artist and fair use advocate."



    Music Videos

    Music Videos - Vidding, AMVs and many political remix videos use music and lyrics to complicate or even subvert conventional understanding of a particular series of images. Music and lyrics can significantly change the tone or emotional register of otherwise familiar images, and lyrics in particular can provide a complicated counter-narrative to common-place visuals.

    Star Trek: Too Many Dicks

    Sloane's first vid is a hilarious visual critique of the 2009 Star Trek movie re-boot. Sloane takes the popular ironically sexist song, "Too Many Dicks on the Dance Floor" by Flight of the Concords and edits together clips of the largely male Star Trek cast to critique the male dominated storyline. Sloane says of her vid "I was disappointed that J.J. Abrams had dramatically rewritten so many elements of Star Trek canon - and had largely ignored women. I was surprised how many people didn't seem to think that was a problem, or even that the issue existed." This video also serves as a strong argument for the use of cam recordings for visual criticism and critique. Cam or bootleg recording of current theatrical releases make it possible for fans and critics to make their critiques in a timely fashion while films are still fresh in the collective consciousness of the public. If vidders and political remixers have to wait for a DVD release to make their visual arguments then the window for sparking public debate and discussion might have largely passed.

    Video Games: Too Many Dicks

    Inspired by Sloane's Star Trek Dance Floor vid Anita Sarkeesian of FeministFrequency.com appropriates the same "ironically sexist" song to critique the male domination, hyper masculinity and glorification of violence in popular video games, using source material from 39 different game titles. Once paired with the misogynist lyrics, the games' imagery of guns, swords and chainsaws become hilarious phallic metaphors for patriarchal power inside virtual worlds. Anita also uses the lyrics to highlight two games as alternatives (both with women of color protagonists) that help counter the genre's male dominance: Portal, a first person action puzzle game which utilizes mostly non-violent problem solving strategies, and Mirror's Edge, a less-violent adventure game involving the navigation of a dystopian city maze.

    Club Iraq

    A warning before viewing: this remix contains clips of military personal using explicit language, mimicking sexual acts and otherwise being racist bullies. The video will most likely leave you feeling at least slightly ill.

    "Club Iraq" is a very disturbing and powerful remix from the Wreck and Salvage video art crew. It combines 50 Cent's famous song "In Da Club" with audio of Bush's invasion speech mixed with scores of home videos uploaded to YouTube by US soldiers stationed in Iraq. The juxtaposition of the song with the amateur footage of US soldiers acting like immature boys and saying horrific things about the Iraqi population makes for a sickening, depressing yet poignant remix video. Wreck and Salvage provide us with a behind the scenes view of US military operations never seen in corporate media. These troubling and deeply unflattering home videos (and the thousands like them posted online) were a PR disaster for the Pentagon and are likely part of the reason the Military banned myspace and YouTube from military bases in 2007.

    Supercuts
    A supercut is an obsessive video montage created by meticulously collecting every phrase, action or cliche from a television show or movie and then editing those clips together into one single video. This can be a powerful way to reveal or highlight something otherwise missed during casual viewing.

    The Price is Creepy

    In this remix, Rich Juzwiak illuminates the sexist behavior of the famous TV game show host Bob Barker form the The Price is Right. Rich collected and placed back-to back a series of short clips of Barker making patronizing and downright creepy comments to female contestants. Rich's use of 1970's era episodes of the popular game show demonstrates the potential power of the supercut remix genre perfectly with this remix.


    A Whole Day Of Tony Hayward's Obfuscating In Four Minute

    In the wake of the gulf oil disaster people all over the Internet worked to creatively counter the public relations machine unleashed on us by the company formally known at British Petroleum. There were hilarious logo re-designs, the very entertaining BPGlobalPR spoof Twitter feed and a swarm of videos remixing BP commercials. Here Ben Craw uses a supercut to reduce many long hours of C-Span hearings down to 4 minutes. We see BP CEO Tony Hayward refusing to answer question after question and giving intentionally ambiguous responses over and over again to the House Energy & Commerce Subcommittee on Oversight and Investigations.

    Synchronized Presidential Debating

    Ever wonder why watching the 2008 presidential election debates gave you a funny feeling of déjà vu each time? This re-cut debate video from 236.com (now part of the Huffington Post) might provide some insight. Rather than placing each clip back to back, this supercut uses carefully synched CNN footage from all three presidential debates to highlight the repeated use of well rehearsed talking points by both candidates.


    Identity Correction

    Identity correction is a term popularized by political pranksters the Yes Men for their many impersonations of corporate officials - when applied to remix video the term refers to re-editing of corporate or government public relations efforts to make them more truthful.


    The Red Stripe

    YouTuber freeyourpixels offers a short yet eloquent critique of the US Marines "Red Stripe" online advertising campaign. The remix uses still images, commercial clips, new text and precise match-action editing techniques to perfectly mimic the style and tone of the original ad while highlighting the often brutal imperialist history of the US Marine Corps.

    World Economic Forum Spoof Videos

    The Yes Men spoofed the 2010 World Economic Forum in Davos, Switzerland with an official looking but erroneous website. As part of the project they created a series of re-dubbed video interviews with global economic, government and corporate leaders. In each video, leaders appears to speak in strikingly honest terms about real global economic problems and solutions. The re-dubs succeed in presenting us with a brief look into a possible alternative world. The remix of Patricia Woertz, CEO of the Archer Daniels Midland Company (ADM), apparently did not sit well with the agro-business giant because they quickly filed a takedown notice through YouTube. Luckily for us the video is still live on vimeo and elsewhere.

    ADM CEO Patricia Woertz
    (1:10)

    Davos Annual Meeting 2010 - ADM CEO Patricia Woertz from World Economic Forum on Vimeo.

    Klaus Schwab (1:03)

    Davos Annual Meeting 2010 - Klaus Schwab from World Economic Forum on Vimeo.

    Queen Elizabeth II of England (0:52)

    Davos Annual Meeting 2010 - Queen Elizabeth II of England from World Economic Forum on Vimeo.

    Transformative Storytelling
    Transformative storytelling combines existing narratives to create new stories often keeping the popular character's original personalities intact while placing them in new contexts and situations. These are particularly popular when they build on the sympathetic use of fictional characters or narrative and utilize them to critique another source.

    The Dark Bailout

    Matthew Belinkie remixes one of the most famous scenes from The Dark Knight to present the Joker's take on the big bank bailouts. The gangsters in the blockbuster Batman film are re-cast as taxpayers watching President Bush's September 2008 speech urging Americans to support the $700 billion TARP bailout of Wall Street. Through the Joker, Matthew expresses the widespread public anger at the massive transfer of wealth from Main Street to Wall Street.

    Jake Gyllenhaal Challenges the Winner of the Nobel Peace Prize

    An ambitious remix project by artist Diran Lyons who creates a new narrative critical of President Obama's foreign policy. Diran pulls footage from two films starring actor Jake Gyllenhaal (Donnie Darko & Jarhead) and combines it with news footage of the US President. As Barack Obama wins the Nobel Peace Prize, Gyllenhaal's character becomes disillusioned with Obama's seemingly hypocritical pro-war rhetoric, escalation of the war in Afghanistan and the failure to pull all troops from Iraq.

    Buffy vs Edward: Twilight Remixed

    Lastly I have included one of my own remix videos. It's a remixed narrative in which Edward Cullen from the Twilight Series meets Buffy the Vampire Slayer at Sunnydale High. It's an example of transformative storytelling serving as a visual critique of Edward's character and generally creepy behavior. Created by re-editing and re-combining clips from the Twilight movie and scenes from 36 different television episodes of Buffy the Vampire Slayer. Seen through Buffy's eyes, some of the more sexist gender roles and patriarchal themes embedded in the Twilight saga are exposed.


    Jonathan McIntosh is a pop culture hacker, video remix artist and fair use advocate. He blogs at PoliticalRemixVideo.com and is a member of the Open Video Alliance. He also facilitates workshops with youth that utilize remix video and a crucial media literacy tool. His latest remix "Right Wing Radio Duck" along with the rest of his work, can be found on his website RebelliousPixels.com.

    DIY Video 2010: Political Remix (Part One)

    This is the second in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following curator's statement was written by Jonathan McIntosh, who describes himself as "a pop culture hacker, video remix artist and fair use advocate."

    Political Remix Video can empower people to assert their creative voice, tell alternative stories and critically engage with mass media systems. It is a form of critical DIY media production which challenges power structures, deconstructs cultural norms and subverts dominant social narratives by transforming fragments of mainstream media and popular culture.

    The practice of remixing and re-framing moving images for political purposes has been around since the invention of film. The tradition dates back to the 1920's when Russian re-editors (many of them women) would repurpose American Hollywood films to create different political narratives and class messages. During World War Two, the Allies propaganda machine re-edited footage from Nazi rallies for newsreels to poke fun at the German Army making it seem less threatening. These early re-mixes were painstakingly done by hand, splicing strips of film and setting them to a new audio track.

    The 1980s and 1990s brought video tapes and home VCRs allowing artists, activists and fan-vidders to make remixes via tape-to-tape editing. The media tools and technology of the 21st century have made the power of critical remix available to anyone with access to the web, a computer and some extra time.

    Increasingly we are becoming a global culture that communicates in an audio-visual language. All political remix videos are made without the permission of the copyright holder and rely on the fair use doctrine. However despite the fact that they should be protected under fair use many critical remixes are especially vulnerable to DMCA takedowns and automatied content ID matching systems.

    Today a small number of large corporations own, control and produce most of our popular culture. The remix video process provides creators a powerful way of talking back to this mass media machine. It is a way to communicate using that audio-visual language in poetic, humorous, poignant and entertaining ways.

    I curated the political remix portion of the DIY 24/7 Video show at USC in the Spring of 2008. I was asked to put together a new show for 2010 highlighting some of the best remixes of the last two years. Here I have collected videos representing several distinct remix styles, covering a wide variety of social, cultural and political topics. I have focused in particular on re-cut trailers, identity correction, transformative storytelling, supercuts, and music videos. These works comment on, subvert, critique, ridicule, celebrate, illuminate and build on aspects of mass media by utilizing pieces of mass media. The topics of these videos vary widely; some focus on big "P" political issues like war, elections and government policy while others highlight small "P" political issues like race, gender and sexuality.


    Re-cut trailers
    Re-cut trailers are probably the most popular form of video remix online today. Some dramatically shift the genre and tone of popular movies while others remix straight characters to create new queer relationships and queer narratives from heteronormative Hollywood films.

    Pretty Women as a Horror Film


    Becca Marcus re-imagines the popular romantic comedy Pretty Woman as a terrifying thriller. The 1990 movie stars Richard Gere as a wealthy businessman endearingly obsessed with a women who prostitutes herself on the streets of New York City played by Julia Roberts. Becca re-cuts the films trailer adding a new soundtrack and transforming Richard Gere's character from "wealthy saviour" to a more appropriate violent controlling predator. Interestingly, the original film was written as a dark drama dealing with the difficult lives of sex workers but prior to production, Walt Disney Motion Pictures rewrote the film making it into a lighthearted Cinderella-story with the tagline "Who knew it was so much fun to be a hooker?"

    Gay Marriage Storm Chasers

    Mary C. Matthews of VideoPancakes remixes the now infamous anti-gay marriage "gathering storm" ad created by the National Organization for Marriage (NOM). She couples it with footage from the Discovery Channel show Storm Chasers, she creates a promo for a new fictitious reality show called "Gay Marriage Chasers". Matthews' seamless combination produces a hilarious critique of the absurd fear mongering embedded in religious anti-gay PR efforts.

    Harry Potter and the Brokeback Mountain

    By now there are thousands of Brokeback Mountain parody videos online, some edging on ridicule and homophobia and others successfully subverting heteronormative Hollywood narratives to create new queer relationships. This Harry/Ron slash remix, by 19 year old vidder MissSheenie, re-casts the stars of the heteronormative Harry Potter films as young, queer wizards struggling with magic and their feeling for each other. Slash fiction using film trailers as a foundation allows makers to easily queer nearly any on screen straight relationship and is an especially important tool for LGBT fans who have so few characters to identify with in mass media.

    Jonathan McIntosh is a pop culture hacker, video remix artist and fair use advocate. He blogs at PoliticalRemixVideo.com and is a member of the Open Video Alliance. He also facilitates workshops with youth that utilize remix video and a crucial media literacy tool. His latest remix "Right Wing Radio Duck" along with the rest of his work, can be found on his website RebelliousPixels.com.

    DIY Video 2010: Activist Media (Part Two)

    This is the first of an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following selection was curated and described by Sasha Constanza-Chock.


    What follows is the full selection of videos that I sent to the DIY Video 2010 organizers, structured by the 10 social movement categories that I mentioned above. Short clips of many of them were remixed into the screening program, where they were placed in interesting juxtaposition with other kinds of DIY video by style, technique, and narrative and visual strategy. Here, you can watch the complete set of Activist Media videos, as well as some that didn't make it into the theatrical screening. Enjoy, and I hope that they inspire you to action!


    DIY Video Activism Program

    Meta: Video Activism

    The opening selection is a compilation of key clips from the first two years of the human rights video Hub at witness.org. Witness is a widely respected video advocacy organization, based in New York City, that uses video as a tool to defend human rights. They've trained hundreds of video activists, and produced a number of good resource kits around the complex issues raised by video advocacy - representation, privacy, repression, agency, etc. They've also grappled with the tradeoffs between relying on YouTube and video hosted on corporate platforms vs. creating their own space online. I thought it appropriate to start with a retrospective they put together of recent human rights videos that have had an impact.

    2 Years of the Hub - A Look Back (1:03), By Witness



    2008 Election

    The 2008 election was full of DIY video all over the spectrum, but I chose to highlight two works that emphasize the role of DIY video outside the formal political process, and that were connected to activity in the streets and at the polls.

    Terrorizing Dissent (Trailer) (2:07), By the Glass Bead Collective

    I was invited by a video journalism organization called iWitness Video (not to be confused with Witness, above) to help document protests against both the Democratic and Republican National Conventions during the 2008 campaign cycle. At the RNC in the twin cities, iWitness video was repeatedly raided by federal agents who, among other ludicrous claims, at one point insisted that they didn't need warrants because the DIY media outfit was holding 'hostages.' The raids proved to be totally baseless, but were effective in part at disrupting our video trainings and production schedule. There's at least a 40 year history of mass protest at the national conventions, and every year there seem to be more riot police, with more 'less lethal' weaponry, beating up more nonviolent protestors who oppose both parties of War and Empire. At the same time, every year there's also more and more DIY documentation of police abuse. This is great for legal teams, who in recent years have had a lot of success winning class action lawsuits in city after city over rampant first amendment violations (peacefully assemble!). Activists I was working with managed to pull together nearly a terabyte of video footage for the legal team in the Twin Cities. Over time, people have also found innovative new ways to remix protest footage in ways that can capture attention.

    I contributed footage, editing, and coordination work to the feature length documentary Terrorizing Dissent. This trailer for the film (edited by the Glass Bead Collective) uses the giant American flag projected behind McCain's head as a bluescreen to show the police brutality taking place on the streets just outside the convention center.

    Video the Vote 2008: Why Would Anyone Want to Stop You from Voting? (3:41), By Video the Vote

    After the theft of the 2000 election, and widespread irregularities again in 2004, In 2006, Ian Inaba of Guerrilla News Network, John Ennis of Shoot First, Inc., and James Rucker of ColorOfChange.org launched a nationwide network of citizen videographers to try and document voting problems on election day. They ended up getting buy-in from major foundations, public media, and corporate partners, and thousands of people across the country volunteered to participate and help ensure that young people, low income people, and people of color wouldn't be systematically denied the right to vote again. It was all coordinated via web, email, and conference calls. It was inspiring to participate in and will hopefully keep growing during future elections.

    Iran

    It was obvious that this program would have to include the anonymous video of Neda Aghan-Soltan's death during the mass uprising against the theft of the Iranian election. This DIY video was seen worldwide, won the Polk award in a new 'videography' category, and did more than any other single media text to complicate Western publics' monolithic antipathy to Iran by compelling audiences to differentiate between Iranian leadership and the Iranian people. But I didn't want to just include the clip - I wanted to show it situated within a text that draws from a remix aesthetic familiar from daily cultural practices (slideshows mixed with music and short video clips), but applied to mass mobilization.

    Neda Soltan [warning: graphic content] (2:22), By AliJahanii:


    Iraq & Afghanistan

    The massive, worldwide antiwar movement that generated the largest coordinated protest in human history on February 15th, 2003 (a date decided on via the World Social Forum process - see http://www.wsftv.net/) was unable to avert the US invasion and ongoing occupation of Iraq and Afghanistan. Thousands of dead soldiers and hundreds of thousands of civilian deaths later, increasing numbers of US veterans of Iraq and Afghanistan are getting organized to end the wars - and they're using DIY video as part of their tactical arsenal. These short videos (by IVAW) highlight creative protest tactics and direct moral appeals by veterans against the war. The third clip is from Brave New Films, an activist documentary shop that is a little too big to be called DIY but not big enough to really be 'industry' either. I included it anyway since they often incorporate DIY footage into their projects.

    Iraq War Veterans Raid Gas Station
    (1:09), By IVAW

    Iraq Veterans Against the War: End the War Now
    (0:30), By IVAW



    Veterans to Obama: Do Not Escalate in Afghanistan
    (1:53), By Brave New Films - Rethink Afghanistan


    LGBTQ movement

    The LGBTQ movement has made great strides over the last decade, but California's Proposition 8 dealt a cruel blow to proponents of full equality. Protests and creative actions against "PropH8" exploded into the streets, and it was all documented by protest participants, DIY videomakers, small online journalism startups, and LGBTQ movement organizations. For more background check out "Tactical Media and Prop H8".


    National Equality March Madness
    (1:34), By NatlEQMarch:

    Immigration

    The successful struggle to defeat the Sensenbrenner Bill in 2006 brought immigrant communities to the streets in the largest wave of mass marches in U.S. history. Hopes of legalization for over 11 million undocumented immigrants, fanned by Obama's election, which had heavy backing from Latino voters, have by now been largely derailed. The Obama administration has pursued detention and deportation even more aggressively than the Bush administration, with 370,000 deportations in 2008 and 390,000 in 2009. This DIY video from Detention Watch Network documents a nationwide grassroots effort to lobby Congress for a more just and humane immigration policy. If you're interested in the use of social media by the immigrant rights movement check out "The Immigrant Rights Movement on the Net". If you're _really_ interested, check out my diss, "Se Ve, Se Siente: Transmedia Mobilization in the Los Angeles Immigrant Rights Movement".

    Making Our Voices Heard in DC (3:12), By Will Coley for Detention Watch Network:


    Police Brutality

    When BART officer Johannes Mehserle shot and killed Oscar Grant on the Fruitvale train platform on January 1st, 2009, it was recorded by multiple videographers who documented the event on camera phones and a handheld video camera. Soon, the footage was circulating on YouTube, seen millions of times and reposted across the web, then picked up by broadcast TV news. DIY video is one of the most powerful tools in the ongoing struggle against police brutality, and in response police departments across the country are attempting to enforce laws against filming police. To follow this battle more closely check out and for a gallery of creative memorials to Oscar Grant.

    Oscar Grant Shooting (1:59), By ? (multiple reposts)


    Economy & Gentrification

    Many of the best DIY activist videos have always been music videos. Music videos are woefully underrepresented in this program, I'm not sure how it turned out that way. But this one, produced by an amazing crew of Detroit artists, makes up for it all. It begins with beats and rhymes that highlight issues of neoliberal globalization, deindustrialization, battles against gentrification, community led development, movement building, and more, all without feeling preachy and while keeping your head nodding to lyrics by the D's very own Invincible. Then it morphs into a minidocumentary about Detroit organizers who are taking back their city for the next generation, featuring civil rights legend Grace Lee Boggs . It won the Housing Rights award from Media that Matters.

    Locusts
    (6:29) Directed By Iqaa The Olivetone, Produced By Invincible for Emergence Media, Joe Namy, and Rola Nashef

    Haiti

    It was incredibly difficult to find DIY video produced by Haitians about what was going in Haiti in the wake of the earthquake. A youth film school called Cine Institute started putting out regular short video stories in the days and weeks after the quake. This compilation provides a taste of their work. It's not exactly social movement media but I felt it was important to include some DIY video from Haiti.

    After the Earthquake: A Compilation of Cine Institute Coverage (3:45), By Cine Institute:

    After the Earthquake: A Compilation of Ciné Institute Coverage from Ciné Institute on Vimeo.



    Climate justice

    To close the program, I chose two DIY video selections from the climate justice movement, both related to the Copenhagen COP15 climate summit that, unfortunately, failed to deliver a fair and binding agreement. The first is by the 350 movement , and weaves together stills and short clips from people all around the world who participated in a global day of action to demand a carbon target of 350 parts per million. The final clip is an interesting short by the Copenhagen Bike Bloc that provides a visual history of civil disobedience and serves as a a call to tactical innovation. I wanted to end with this because it's a direct commentary on the way that social movements constantly create new tactics - including new forms of tactical media - in order to push forward towards a more just and sustainable world.

    The Day the World Came Together: October 29th, 2009
    (2:10)
    By The 350 Movement



    Put the Fun Between Your Legs: Become the Bike Bloc
    (1:38), By the Copenhagen Bike Bloc



    Sasha Costanza-Chock
    is a researcher and mediamaker who works on the critical political economy of communication and on the transnational movement for media justice and communication rights. He holds a Ph.D. from the Annenberg School for Communication & Journalism at the University of Southern California, where he is currently a postdoctoral research associate. He's also a Knight Media Policy Fellow at the New America Foundation, a Fellow at the Berkman Center for Internet & Society at Harvard University, and a member of the community board of VozMob.net.


    Risks and Safety on the Internet: The Perspectives of European Youth

    Sonia Livingstone is no stranger to this blog. She was one of the two keynote speakers at last year's Digital Media and Learning Conference on "Diversifying Participation." And around the time the conference was announced, I featured an interview with her here about her most recent book, Children and the Internet: Great Expectations and Challenging Realities.

    She's a tough-minded academic, one who challenges the easy answers offered by digital critics and supporters alike, insisting we "get it right" if we are going to "do right" by young people. She certainly values the benefits of the kinds of participatory culture and informal learning which has become a key focus of the American DML community, but she also cautions us not to move too quickly over risks and inequalities that still surround young people's lives online.


    Digital Media and Learning Conference 2010 Closing Keynote and Closing Remarks from UCHRI Video on Vimeo.

    In her talk at the DML conference, she argued that many young people lack the skills and resources to learn online outside of the classroom environment, facing frustrations and distractions which make it difficult for them to achieve the full benefits we've seen in other instances of youth engagement with participatory culture.

    This past week, Livingstone contacted me to help share the results of a large-scale survey she and a team of researchers (Leslie Haddon, Anke Görzig and Kjartan Ólafsson) conducted with 23,420 young people drawn from 23 European countries and intended to get data on a number of "online risks," including "pornography, bullying, receiving sexual messages, contact with people not known face to face, offline meetings with online contacts, potentially harmful user-generated content and personal data misuse."

    This data could not be more urgently needed given the ways that the American and international media has been focusing on issues of cyberbullying and teen suicide in the wake of a series of devastating cases of gay, lesbian, and bi youth taking their own lives over recent weeks. What follows is taken from the Key Findings section of their report:

    12% of European 9-16 year olds say that they have been bothered or upset by something on the internet. This includes 9% of 9-10 year olds. However, most children do not report being bothered or upset by going online.

    Looking across the range of risks included in the survey (as detailed below), a minority of European 9-16 year olds - 39% overall - have encountered one or more of these risks. Most risks are encountered by less than a quarter of children - as reported under specific findings below.

    The most common risks reported by children online are communicating with new people not met face-to- face and seeing potentially harmful user-generated content. It is much rarer for children to meet a new online contact offline or be bullied online.

    Significantly, risk does not often result in harm, as reported by children. Being bullied online by receiving nasty or hurtful messages is the least common risk but is most likely to upset children.

    Since most children do not report encountering any of the risks asked about, with even fewer having been bothered or upset by their online experiences, future safety policy should target resources and guidance where they are particularly needed - especially for younger children who go online.

    Sexual risks - seeing sexual images and receiving sexual messages online - are more encountered but they are experienced as harmful by few of the children who are exposed to them.....

    The more children in a country use the internet daily, the more those children have encountered one or more risks. However, more use also brings more opportunities and, no doubt, more benefits.... In other words, internet use brings both risks and opportunities, and the line between them is not easy to draw.

    Among those children who have experienced one of these risks, parents often don't realise this: 41% of parents whose child has seen sexual images online say that their child has not seen this; 56% of parents whose child has received nasty or hurtful
    messages online say that their child has not; 52% of parents whose child has received sexual messages say that their child has not; 61% of parents whose child has met offline with an online contact say that their child has not. Although the incidence of these
    risks affects a minority of children in each case, the level of parental underestimation is more substantial.


    Later, the report provides some specific information about the prevalence of cyberbullying:

    Nearly one in five (19%) 9-16 year olds across Europe say that someone has acted in a hurtful or nasty way towards them in the past 12 months. Bullying is rarely a frequent experience - 5% say someone acts towards them in a hurtful or nasty way more than once a week, for 4% it is once or twice a month, and for 10% it is less often, suggesting one or a few instances have occurred in the past year....

    The most common form of bullying is in person face to face: 13% say that someone has acted in a hurtful or nasty way towards them in person face to face compared with 5% who say that this happened on the internet and 3% who say that this happened by
    mobile phone calls or messages.

    Although overall, younger children are as likely to have been bullied as teenagers, they are less likely to be bullied by mobile phone or online. In other words, it seems that for teenagers, being bullied in one way (e.g. face to face) is more likely to be accompanied
    by bullying online and/or by mobile....

    Although overall, the vast majority of children have not been bullied on the internet, those who have are more likely to have been bullied on a social networking site or by instant messaging. Bullying by email, in gaming sites or chatrooms is less common, probably because these are less used applications across the whole population....

    Among children who say "yes, I have been sent nasty or hurtful messages on the internet", one third (30%) of their parents also say that their child has been bullied online. But in over half of these cases (56%), parents say that their child has not been bullied, and in a further 14% of cases, the parent doesn't know....

    Parents appear more aware that their child has been bullied if the child is a girl, or in the middle age groups (11-14) than if they are either older or younger.

    Parents appear over-confident that the youngest group has not been bullied, when the child says they have, though parents also most often say they 'don't know' about the 9-10 year olds.

    Where-ever one stands on the value of youth's online experiences, such numbers are at once sobering and empowering. The team's nuanced research helps us to put into perspective a range of competing claims about the risks of going online. For some of us, these numbers are higher than we'd like to believe, while for others, they are lower than some of the news coverage might have suggested. It is especially helpful where they give us contrasts between the risks online and those kids confront in their physical surroundings, as we've shared above in regard to bullying. We should be concerned that so many young people are confronting these problems without their parents being aware. I've written here before that young people may not need or deserve adults snooping over their shoulders as they interact with their friends but they need adults who are watching their backs, who understand the risks and benefits of what they are doing online, and can help them talk through the challenges they confront there.

    For more information on the Livingstone et al report, check here.

    Digital Media and Learning: New Video Series

    Last spring, I expressed my dismay over what I saw as the failure of PBS's Digital Nation documentary to adequately express the work being done as part of MacArthur's Digital Media and Learning Initiative, a project which has brought together some of the smartest contemporary thinkers about formal and informal learning in the digital age. I was not the only one disappointed in the documentary and so I was delighted to be working with folks from the Pearson Foundation who were producing an alternative account, which is scheduled to be aired on PBS stations around the country next spring. Their project will be called Digital Media, New Learners of the 21st Century.

    In advance of the broadcast, they have started to release a series of video profiles of leading thinkers about media and learning via a temporary Vimeo site. They have said that there are more profiles coming and that they are in the process of building a spiffier website to showcase the material. But I wanted to take advantage of my inside knowledge to give you a sneak peak at the forthcoming project.

    Here is the profile they constructed about my work. It was shot in and around my new digs at the Annenberg School of Communications and Journalism at the University of Southern California.


    Henry Jenkins from New Learning Institute on Vimeo.

    One of the things I really admire about this series of videos is their attempt to situate each "thinker" in their real world context -- to show where we live and/or work and to suggest some of the factors in our surroundings which shape our thoughts. This next one focused on John Seeley Brown does a beautiful job of showing the natural environment that surrounds his home in Hawaii and how he draws insight from the surfing culture there that shapes how he thinks about the learning process. (I am not sure what to make of the focus on athletics in their depiction of me -- trust me, I'm no jock, though I do enjoy an office which backs up to the field where the USC Marching Band practices.) The profile of James Paul Gee, which you can find at their site, also situates the educator taking a walk in a beautiful natural setting, again refusing to construct images which pit the digital (or the life of the mind) against the natural.

    John Seely Brown from New Learning Institute on Vimeo.

    This profile of Katie Salen offers us some intriguing glimpses into the Quest to Learn School, an innovative charter school in New York City which uses game design principles to encourage young people to develop systems thinking. You might contrast the respectful way that the school is depicted here with the disorientating representation the project received in the Digital Nation documentary. Here, we have a sense of what young people are doing, why they find it engaging, and how it relates to traditional curricular standards.

    Katie Salen from New Learning Institute on Vimeo.

    Check out their Vimeo site to see the other profiles of James Paul Gee, Mimi Ito, Nicole Pinkard, and Diana Rhoten. Each makes important and inspiring contributions to our understanding of digital media and learning.

    Towards a New Civic Ecology: Addressing the Grand Challenges

    Last week, I was asked to deliver one of the keynotes for the National Academy of Engineering Grand Challenges conference which was hosted on the USC campus. I had not been aware of the Grand Challenges program previously, but it seems to bring together engineering students and faculty to work together to confront some of the major problems of the 21st century, seeking to inspire them to direct their research towards the public good and social betterment. I was asked to open a panel on Communications by telling them what they needed to know about how to share their insights and ideas with key stakeholders in the current media landscape.

    What follows is my attempt to capture some of the key insights that I shared during my presentation.

    Towards a New Civic Ecology

    If you are going to confront and overcome the Grand Challenges, you are going to need to learn how to navigate through an increasing complex communications infrastructure. Communicating your core insights is the responsibility of all of us in this room -- the engineers and educators, the journalists and communicators. As you do so, you are going to need to be able to deploy a range of different media platforms and practices. And like the rest of us, you are going to need to do what you can to build and support a robust, diverse communications system which can allow you to educate and motivate all of the many people you are going to have to work with to overcome the obstacles and achieve the solutions you are here to discuss.

    Seen through that lens, the contemporary communications system is at once struggling with the threat that many major news outlets which have been the backbone of civic information over the past century are crumbling in the face of competition from new media. We may not be able to count on the traditional newspaper, news magazine or network newscast to do the work we could take for granted in the past. We are already seeing science, health, and technology reporters as especially vulnerable to lay-offs as the news media struggle to maintain economic viability and cultural relevance. At the same time, we are seeing expanded communications opportunities in the hands of everyday people -- including in the hands of academics and other experts who traditionally had little means of direct communication with the various publics impacted by their work. The problem at the present time is that existing channels of professional journalism are crumbling faster than we are developing alternative solutions which will support the kinds of information and communication needed for a democratic society.

    Often, this moment of transition has been framed in terms of the concept of citizen journalism. As someone who blogs, I have many problems with this concept and not simply the one which Morley Safer raised when he said "I would trust citizen journalism as much as I would trust citizen surgery." This comment was a sharp defense of the professional skills which our students acquire through journalism schools and apply in the course of their working lives in the news media. As I've noted here before, citizen journalism is a transitional concept at best. Like the phrase, horseless carriage, it defines what is emerging in terms of legacy practices. Today, if I asked you to list ten things about your car, it is unlikely most of you would identify the fact that it is not pulled by horses, yet there was a time when the salience of this description was strong enough that it framed our understanding of what an auto was. Now, we seem to be determined to describe what citizens are doing in a language which pits them in competition with rather than in collaboration with professional journalism. In doing so, we set up several false oppositions.

    First, last time I looked, most journalists were also citizens and there is a big danger in them abstracting themselves from their status as citizens when they write about the news. Second, there is often an implication that those who are not journalists are amateurs. But, when I write this blog, I am not writing as an amateur journalist. I am writing as a professional in my own right, someone who has expertise which I seek to share with a larger public, and someone whose expertise is only passed along in fragments by the traditional news media. And finally, I see what citizens as building as more expansive than journalism. We are collectively creating a communications system to support our civic engagement. For the purposes of this argument, I am going to be calling this infrastructure the civic ecology.

    Thinking about a civic ecology helps us to recognize that while journalists do important work in gathering and vetting the information we need to make appropriate decisions as citizens, they are only part of a larger system through which key ideas get exchanged and discussed. We understand this if we think about the classic coffee houses which Habermaas saw as part of the ideal public sphere. The proprietors, we are told, stocked them with a range of publications -- broadsides, pamplets, newspapers, journals, and magazines -- which are intended to provide resources for debate and discussion among the paper who are gathered there on any given evening. We might think about the ways that the newspapers in colonial America were supplemented by a wide array of different kinds of political speech -- from petitions, resolutions, and proclamations to various kinds of correspondence (both personal and collective), from speeches, parades, sermons, and songs to street corner gossip.

    By this same token, the present moment is characterized by both commercial and noncommercial forms of communication. As the comic strip, Zits, explains, "If it wasn't for blogs, podcasts, and twitter, I'd never know whar was going on." And of course part of the joke is that these new forms of communication are part of how his entire generation follows and makes sense of civic discourse, though often, what they are doing is monitoring and directing attention towards information which originated through professional news channels.

    The 2010 State of the News report
    found that Americans were getting an increasing amount of news and information in the course of their day but they were doing so by "grazing" across the civic ecology -- consuming bits and pieces of information across their day from many different news channels rather than sitting down to read the morning newspaper or watch the evening news from start to finish. They flip on the television to CNN while getting dressed, they catch a few minutes in the radio in the car or listening to their ipod on the subway, they flip across a news app on their iPhone while waiting for class, they pick up a discarded newspaper at lunch and flip through it, they follow a link sent via twitter and brouse around a site on the web, and so it goes across the day and across the week. Their civic education doesn't rest on a single profession, publication, or platform, but is rather constructed across platforms. The news system is porous -- enough so that ideas flow from community to community -- until we do not always know where they originated.

    A recent report from the Knight Foundation
    on the information needs of local communities identifies three core challenges which impact the future of news which you need to factor into the solutions you propose to the Grand challenges:


    • Maximize the availability of relevant and credible information to all americans and their communities;

    • Strengthen the capacity of individuals to engage with information; and

    • Promote individual engagement with information and the public life of the community.

    • Let's consider each of these challenges in turn as we think about the strategies you need to adopt to reach the folks who will be most effected by your discoveries and innovations.

      Challenge One: Maximize the availability of relevant and credible information

      The good news is that this new civic ecology maximizes the potential of scholars -- scientists, engineers, researchers of all kinds -- to communicate directly with the publics they seek to inform without going through professional intermediaries. The bad news is that most of you are so bad about communicating your ideas in languages that laypeople can understand and most of you see doing so as below your pay grade.

      It is going to be up to the generation currently in graduate school to turn this around -- seeing science writing as something more than scrawling formulas on the blackboard. This means learning how to use the wide array of tools and platforms the digital media makes available to you. This means figuring out how to translate what you know into content which is going to engage the interests of non-specialist readers, and that means figuring out the conversations they are already having and providing the resources they need to conduct those changes better. You need to build a trusted relationship with those readers; they need to recognize the value of the information you provide and learn to respect the expertise you offer.

      When should you start? There's no time like the presence. I regularly encourage my own graduate students to start a blog around their research topics. Doing so expands their research networks. Many of them get jobs based on the reputations they build through these practices. Many of them discover that they have something new and important to add to ongoing conversations. If this is going to be a regular part of your professional practices in the future, graduate school is the best time to practice these skills. Form partnerships with other graduate students either at your own institutions or elsewhere, and see if you can set a regular schedule for sharing what you know with the world.

      But keep in mind that blogs are only one possible mechanism for contributing your expertise to larger conversations. At the talk, I shared a visualization of the science entries on Wikipedia. I did so for two reasons: 1) to encourage scientists, engineers, and educators to contribute what they know to the larger project of collaborative knowledge production that Wikipedia represents and 2) to reflect on the ways that new tools for producing and sharing visualizations, such as those offered by the Many Eyes project, expands the resources through which STEM experts can share what they know with others.

      As you reflect on these new opportunities, you also need to recognize that the new communication environment does not respect national borders. I was struck recently talking to some veteran journalists that they kept insisting that Americans did not value "foreign news" and I responded that part of the problem is that professional journalists still think of it as "foreign," when Americans now come from all of these countries and are often seeking information from their mother countries, when American youth are actively seeking out entertainment content from many corners of the world through digital sharing platforms, and where America's political and economic interests are global and not geographically local. The point is not to construct some "foreign" place -- those people over there -- and try to engage us with it but rather to insert global insights into all of the conversations we are having as a society. And as you do so, also to recognize that American news escapes our borders and because a resource which gets deployed, sometimes embraced, sometimes attacked, in all of these other conversations.

      For many of the problems you want to confront, you are going to have to break through national silos and speak to a global population which needs to understand the changes you are proposing. As you do so, you need to embrace whatever works, whatever constitutes the most appropriate technologies for reaching those varied populations. And that means mixing high tech and low tech communication strategies. What begins as digital content in the developed world may be translated into images which can be printed out and pasted on walls in the developing world. What begins as a podcast in the global north may become a cassette tape which is passed hand to hand in the global south.

      Again, thinking of this as a civic ecology helps us to understand how different channels reach different niches and how communication may occur between different sectors or nations by translating content from one medium to another and passing information from one person to another. This process is central to my forthcoming book on Spreadable Media. There, we distinguish between distribution, which is a top-down process under the control of mass media, and circulation, which is a hybrid process which involves movement between commercial and noncommercial participants.

      Challenge Two: Strengthen the capacity to engage with information

      The Knight commission correctly notes that educational reform should go hand in hand with our efforts to restructure the civic ecology. As I've shown in my work for the MacArthur foundation, young people need to acquire a range of skills and competencies if they are going to meaningfully engage in the new participatory culture. As they scan the media ecology for bits and pieces of information, they need more discernment than ever before and that comes only if they are able to count on their schools to help them overcome the connected concerns of the digital divide, the participation gap, and the civic engagement gap.

      The Digital Divide has to do with access to networked communication technologies -- with many still relying on schools and public libraries to provide them with access. The Participation Gap has to do with access to skills and competencies (as well as the experiences through which they are acquired). And the Civic Engagement Gap has to do with access to a sense of empowerment and entitlement which allows one to feel like your voice matters when you tap into the new communication networks to share your thoughts.

      Unfortunately, we've wired the classrooms in this country and then disabled the computers; we've blocked young people from participating in the new forms of participatory culture; and we've taught them that they are not ready to speak in public by sequestering them to walled gardens rather than allowing them to try their voices through public forums. To overcome these challenges, scientists and engineers may need to work against their own vested interests in the short run. Despite constant cries against scientific illiteracy, our public funding for education has strip-minded the funding for all other subject matters in order to support STEM education decade after decade with devastating effects. Certainly, we need to be more effective at training kids to think in scientific and engineering terms, but that does not mean we should crush humanities, arts, and social science education in order to do so. The problems you identify are as much social problems as they are technical problems and if you want your solutions to work, you have to have an educated and empowered citizenry who are able to act upon the information you provide them.

      As we do so, we need to recognize that in the new civic ecology, we are going to confront conflicting regimes of truth, which is why so many Americans believe that evolution and global warming are myths or that Obama is a secret Muslim, an alien, or even someone who comes from Star Trek's mirror mirror universe. We need to understand those other regimes of truth if we are going to find ways to communicate across them. Again, this may be a social or cultural problem but it can not be left to us humanist and social scientists if you are going to achieve your goals.

      Challenge 3: Promote engagement with information

      It is no longer enough simply to inform. You must inspire and motivate, you must engage and enthrall the public, if you want to cut through the clutter of the new media landscape. I've often talked about the ways entertainment franchises are both creating cultural attractors which draw like-minded people together and cultural activators which gives them something to do.

      Jessica Clark and Pat Aufderheide have written about Public Media 2.0, suggesting that we should no longer think about public service media (as if the knowledge simply flowed from above) but rather public facilitating and public mobilizing media that creates a context for meaningful conversations and helps point towards actions which the public might take to address its concerns. It is no longer enough to produce science documentaries which point to distance stars without giving the public something it can do to support your efforts and absorb your insights into motivated action.

      I've been inspired lately by the efforts of Brave New Films, the producers of progressive documentaries, to motivate grassroots activism. Initially, the films were distributed via dvds which could be mailed to supporters who would host house parties where they would be discussed and where local activists might point towards concrete steps that could be taken. Now, they are distributing them as online videos which can be embeded into blogs and social networking sites and thus place the burden of their circulation into the hands of their supporters. This strikes me as a strategy which could be embraced by scientists and engineers who want to build a base of support behind their projects.

      Historically, one of the best tools for capturing the imagination and rallying the support of scientifically literate segements of the population was through science fiction. Science fiction was designed as an intervention into the public debates around science and technology -- pushing us to the limits of known science, speculating about the implications of new technological discoveries, and creating a community ready to discuss what they read. The science fiction fan world became major supporters of NASA and remained supporters of manned space flight well after the rest of the public turned their eyes elsewhere. Indeed, several key science fiction blogs still publish NASA photographs of deep space exploration as "space porn" -- that is, images of heavenly bodies that will remain untouched by human hands. As you move forward with your grand challenges, see if you can find ways to engage with science fiction writers and deploy them as key allies helping to shape the public imagination so we as a society are ready for the great discoveries and innovations you generate through your research.

      So there you have it, the three core challenges of communication. Each of these requires bold action just as much as will be needed to solve the energy crisis or to confront global hunger or climate change. This is why it becomes so important for you to forge cross-disciplinary partnerships throughout your graduate career. You need to walk across campus and engage in conversation with people who are pursuing other majors, who are trying to make a difference through other sectors.


    Wanted: Post-Doc to Help Research Youth and Civic Engagement

    I sent word via Twitter and Facebook a few days ago that we are now searching for a Post Doc who can work with out Media, Activism, and Participatory Politics research group. This is a project that is being funded by the MacArthur Foundation as part of a larger network of affiliated researchers seeking to understand young people's civic engagement. You can learn more about our research here and our group blog is here.


    USC's Annenberg School for Communication is seeking a Postdoctoral Research Associate to join its Media, Activism, Participatory Politics (MAPP) Case Studies Project.

    The Postdoctoral Research Associate will assume significant responsibility in conducting case study based research for the Project. This research will investigate the continuities between participatory culture and civic engagement. As such, qualified candidates should be aware of current research trends in fan studies, civics, globalization and/or media studies and should be ready to apply that knowledge to the case study research.

    The Postdoctoral Research Associate will have earned an advanced degree and/or conducted previous qualitative research in one or more of the above listed areas. Successful candidates must be able to work independently and apply knowledge of domestic and international participatory cultures and civic action to the development of innovative models of civic learning and identity. Fluency in one foreign language, especially Spanish, is strongly preferred. The Postdoctoral Research Associate will report to the Project's Research Director.

    The University of Southern California (USC), founded in 1880, is located in the heart of downtown L.A. and is the largest private employer in the City of Los Angeles. As an employee of USC, you will be a part of a world-class research university and a member of the "Trojan Family," which is comprised of the faculty, students and staff that make the university what it is.

    Job Accountabilities:


    • Serves as a research trainee for the purpose of enhancing and developing research competencies. Participates in planning, designing and conducting highly technical and complex research projects under the direction of a supervisor. May or may not work independently.

    • Identifies, researches, compiles and evaluates data sources, background information and/or technology related to area of specialization.

    • Analyzes and evaluates research data utilizing computers and provides interpretations requiring significant knowledge of a specialized area of research. Searches literature, utilizing all available resources including electronic, regarding new methodology and designs experiments accordingly.

    • Contributes to the development of research documentation for publication and/or prepares technical reports, papers and/or records.

    • Performs other related duties as assigned or requested. The University reserves the right to add or change duties at any time.

    • The University of Southern California values diversity and is committed to equal opportunity in employment.

    Start date is as soon as possible.
    Position is open until filled.

    more information about posted position and application details

    Perhaps a revolution is not what we need

    A few weeks ago, Malcolm Gladwell, he of the Tipping Point, set off a fire storm in the blogosphere and twitterverse in response to a pointed critique of the political value of Twitter, Facebook, and other social media. Gladwell's comments drew a sharp comparison between the kinds of activism which fueled the civil rights movement of the 1950s and 1960s and the kinds of activism which emerge through the new digital platforms. From where I sit, Gladwell is comparing apples to oranges or in this case, movements and platforms. The Civil Rights Movement certainly tapped into networks of all kinds -- from the congregations of churches to the sisterhood of sororities, and deployed a broad range of communications technologies available at the time. Twitter is however simply one of many communications platforms through which we forge politics in the 21st century. There's a tendency to look at it and try to read its features as totally embodying a new kind of public, but that is profoundly misleading. We do not live on a platform; we live across platforms. We choose the right tools for the right jobs. We need to look at the full range of tools a movement deploys at any given moment -- including some old fashion ones like door to door canvasing, public oratory, and street corner petitions, to understand the work which goes into campaigns for social change.

    In any case, I think critiques like Gladwell's does important work -- it stirs the pot; it forces us to articulate what we really mean; the debates which follow clears away old stereotypes and cliches. That's why I am as interested in what people are saying in response to Gladwell as I am interest in Gladwell's original comments. So, for example, my former student, Ramesh Srinivasan, now a faculty member at UCLA and someone who spends lots of time getting new media technologies and practices into the hands of marginalized and disenfranchised groups around the world, has written an excellent post over at his blog. Here's a little of what he had to say:


    It's hard for me to think about revolutions without remembering the incredible Battle of Algiers film, which apparently the CIA studied when the government was deciding to take the curious step of invading Afghanistan. The success of the resistance network in Algiers was its horizontal structure. There was no point of centrality that could be attacked to then take down the overall network. Classic studies of effective movements of this sort have been conducted by the Rand Corporation, for example, in their research on Information Wars and Networks. Examples as these show that even if Gladwell is correct in that networks largely lack organization, they certainly are difficult to stifle, as we see throughout history around examples of guerilla, distributed wars.

    What is notable in the Algerian example is that this effective movement was not hierarchical, but a coordinated network! And that these networks are actually extremely well organized. Organization and decentralization thus need not be mutually exclusive, though of course in some cases they may be (as did indeed seem to be the case in the iran example as well). Thus, perhaps Gladwell is making the mistake of comparing apples and oranges by contrasting most uses of social media (which are passive, require little commitment and are indeed weak ties) with the committment and organization needed within successful revolutions.

    Instead, I would suggest that some elements of social media *can be utilized* to generate and cement ties and coordination between those committed to the revolutionary cause. Moreover, by spreading awareness via weak ties, other social roles can be defined and filled, perhaps by some individuals less strongly committed the cause but important in terms of their positions within the network (hit the 'donate here' button!). This is exactly what my colleague Adam Fish and I uncovered in our analysis of oppositional political bloggers in Kyrgyzstan (Internet Authorship in Kyrgyzstan: Social and Political Implications). We found that while it was not the medium itself that 'tweeted revolution', it did serve a purpose of refining a message and philosophy, and most importantly connecting a small but influential group of activists. It was the strong, not weak ties, associated with social media, that made the difference.

    There's more great insights on his blog.

    Speaking of blogs, we recently launched a blog to support the ongoing research my team at Annnenberg School of Communications and Journalism have been doing around youth, activism, and participatory politics. Here, too, we've been closely dissecting Gladwell's arguments. Kevin Driscoll, an alum of MIT's Comparative Media Studies Program and now an Annenberg PHD Candidate, offers his perspectives below, including links to a wide array of other reactions and critiques of the original New Yorker piece.

    Perhaps a revolution is not what we need
    by Kevin Driscoll

    Malcolm Gladwell joins a rising chorus of skeptics in his latest piece for the New Yorker, Small change: Why the revolution will not be tweeted. Responding to what he calls an "outsized enthusiasm" for social media technologies as activist tools, he argues that the weak ties enabled by services like Twitter cannot inspire the kind of commitment and bravery required of "high-risk activism" like the civil rights movement.

    It's a compelling argument and, to his credit, Gladwell works hard to name the sources of this "enthusiasm". Among his slacktivist hall of shame: oversold "Twitter Revolutions" in Moldova and Iran, massive awareness campaigns on Facebook, and the Legend of the Stolen Cellphone (as told by Clay Shirky).

    Despite careful attention to some very real weaknesses of network activism, Gladwell's argument suffers from a lack of detail in two important areas: technology and history.

    What is "Twitter"?

    Three different Twitter clients

    Twitter is the representative social media technology throughout most of Gladwell's article. But as an admitted non-user, Gladwell overlooks features and user scenarios that would add a critical complexity to his argument. Like email or the telephone, Twitter is a non-prescriptive communication platform. Each user experiences "Twitter" differently depending on the time of day and frequency she checks her feed, the other people she follows, and the interface(s) she uses to access the network. Because of this flexibility, norms emerge, mutate, collide, and fade away among Twitter users with a fluidity that may not be easily apprehendable to a non-user like Gladwell.

    Twitter may feel like a new phenomenon but listen closely and you will find echoes of older technological paradigms at its borders. A Twitter feed is expressed using the same protocols that syndicate blog content and its famous 140-character limit ensures compatibility with a text messaging standard from 1985. These design decisions afford Twitter data a powerful mobility. You can subscribe to a Twitter feed with an blog reader and send a tweet from any old mobile phone. Technically speaking, there is little "new" about it.

    Although Andrew Sullivan and others initially reported that the 2009 protests in Iran were coordinated by Twitter, it turns out that most of the Twitter activity was taking place in Europe and the U.S.. This narrative meets the needs of Gladwell's argument - Twitter use did not contribute to direct action on the streets of Tehran - but misses an opportunity to investigate an odd parallel: thousands of people with internet access spent days fixated on a geographically-remote street protest.

    Who was that fixated population? Amin Vafa suggests that young diasporic Iranians like himself ("lucky enough to move to the US back in the late 1980s") may have played a critical role in the flurry of English-language activity on Twitter. He recalls obsessively seeking information to retweet, "I knew at the time it wasn’t much, but it was something." Messages sent among family and friends within and without Iran provided countless small bridges between the primarily SMS-based communication paradigm in Iran and the tweet-based ecology of the US/EU.

    Such connections among far-flung members of Iranian families represent strong ties of a type similar to those that Gladwell admires in the civil-rights movement. And Vafa's experience suggests that the specific technological affordances of Twitter enabled people to exercise those ties on a transnational scale. This is not to recommend either Twitter or SMS as effective tools for organizing an uprising (when things get hectic, cell phone service is the first to go) but instead to highlight the critical importance of including technical detail in any discussion of social media activism.

    What is "the civil-rights movement"?

    Leaves blowing away

    Gladwell presents the civil-rights movement as a touchstone for "traditional" activism. In vivid narrative passages, he recounts moments of breathtaking heroism among black activists in the face of hate, discrimination, and brutality. This bravery, he argues, was inspired by strong local ties and enabled by support from hierarchically-structured organizations like the N.A.A.C.P. The movement, as he finds it, was "disciplined", "precise", and "strategic"; systematically mobilizing thousands of participants in the execution of long-term plans toward well-defined goals. "If you're taking on a powerful and organized establishment," he concludes, "you have to be a hierarchy."

    Absent from this discussion, however, is consideration for the role of history in our present-day understanding of the civil-rights movement. During a visit to our research group last week, Steven Classen reminded us that our cultural memory of the civil-rights era is built on an incomplete record. Civil-rights activism was, in Gladwell's terms, "high-risk" activism and carried the threat of injury or death. For this reason, activist communication was covert and empheral; the kind that does not leave traces to be collected and preserved in an archive.

    Before the civil-rights movement can provide data to support an analysis of hierarchical activist organizations, consideration must be made for the thousands of "silent heroes" whose whose risks and labor were not recorded in any official history. Classen's interviews and archival research revealed an enlarged history of the civil-rights movement in which the highly-visible actions of centralized organizations were accompanied by small acts of resistance among seemingly autonomous groups in rural communities throughout Mississippi. How should researchers account for these gaps and discrepancies? In spite of the sheer quantity of data produced by today's social media use, there will always be aspects of social movements that are lost, forgotten, obscured, and excluded.

    The same risk of injury that once obscured many human stories from the dominant history of the civil-rights movement is fundamental to Gladwell's categorization of different types of activism. On one hand, he is right to distinguish "high-risk" activism like the civil-rights movement from comparatively safe acts like joining a Facebook Cause but when he writes that, "activism that challenges the status quo [...] is not for the faint of heart", he seems to imply that violence is a necessary condition for effecting social change. In response, Linda Raftree recalls the nerve-wracking experience of carrying a politically-themed t-shirt through the streets of El Salvador in the early 1990s. The very same act that seems innocuous to a U.S. citizen can be extremely risky within a different political regime. As social media networks and their users increasingly cross national boundaries, the line between "high" and "low" risks will blur. Depending on one's geographic, cultural, and religious position, participation in social media activism may involve considerable risks: social ostracization, joblessness, displacement, or spiritual alienation.

    What works?

    Screenshot from an It Gets Better video

    The most hierarchical organizations in the civil-rights movement focused on (and succeeded in changing) the most hierarchical problems they faced: discriminatory laws and policies. But racism is not a highly-structured problem. In fact, racism is a dispersed, slippery evil that circulates, mutates, and evolves as it moves through groups of people across time and space. The hierarchical civil-rights movement defeated Jim Crow, an instantiation of racism, but could not eradicate racism itself.

    Perhaps network problems like racism require non-hierarchical, network solutions. Stetson Kennedy's "Frown Power" campaign of the 1940s and 1950s was an effort to address racism in a network fashion. To combat everyday racism, Kennedy encouraged anti-racist whites to respond to racist remarks simply by frowning. Dan Savage's It Gets Better project is a similar present-day example. Angered and saddened by the persistence of homophobic bullying among high school students, Savage asks queer adults to speak directly to victimized teens using web video. Both campaigns are activism for the "faint of heart". They effect a slow, quiet change rather than large-scale revolution.

    And maybe a focus on outcomes is what this conversation needs. Creating a hard distinction between "traditional" activism and "social media" activism is a dead end. Whether the medium is Twitter, pirate radio, a drum, or lanterns hung in a Boston church tower, "real world" activism depends on the tactical selection of social media technologies. Rather than fret about "slacktivism" or dismiss popular new tools because of their hype, we should be looking critically at history for examples of network campaigns like Frown Power that take advantage of their culture and technological circumstances to effect new kinds of social change.

    Sites of Convergence: An Interview for Brazillian Academics (Part Two)



    Participation in a culture of convergence requires the development of certain cognitive capacities. Multitasking, for example, is a skill that young people, the digital "natives," seem more comfortable with than those of older generations, who lived in less complex media environments and were expected to think linearly. In the current media environment, what do we lose and what do we gain in terms of cognitive skills? And can new ways of learning co-exist with old forms of knowledge?

    I am often reminded of Plato, who reacted with horror at the thought that writing would displace oral language at the center of Ancient Greek culture; he feared that we would lose the capacity to remember the core values and traditions of our society as we became overly reliant on the technology of writing. He was right in some ways. We do not command the kind of oral-based memory that dominates in pre-literate societies, but it is hard to argue that we would have been better off as a society in the absence of writing - or later, of print.

    Every new technology opens up rich possibilities for human communication and expands in significant ways our cognitive capacities. Yet, at the same time, there is always a loss of some skills, which have been valuable to us in the past. We are in such a moment of transition. It's hard to see with any certainty all of the trade-offs we are going to be asked to make, but it is also clear that what is coming will dramatically expand our capacity to create, to learn, and to organize.

    The question is how to balance the new skills with the old, how to embrace the capacity of the young to process multiple channels of information with the values of contemplation and meditation, which were the virtues of older forms of learning. We need students who can learn from computers and from books, rather than forcing a false choice between the two. We need young people who can embrace and deploy a range of different cognitive strategies to confront a range of different sources of information and to express themselves across a range of different discursive contexts.

    For me, this is never about displacing traditional literacy with new media literacies, but rather expanding the ways young people learn to encompass what is most valuable about the new and retain what was most effective about the old.



    How can humanist traditions of critical thinking survive the overflow of information that comes with new media?

    To be honest, I don't know. But we will need critical thinking now more than ever if individually and collectively we will navigate through a much more complex information-scape and be able to make quick, effective decisions about the reliability and value of the sea of documents and videos that pass over our eyeballs in the course of our day. One way forward is to embrace what Pierre Levy calls collective intelligence. Levy argues that, in a networked society, nobody knows everything - get rid of the idea of the Renaissance man and rid education of the concept that every student should learn the same things. Everybody knows something - foster a culture of diverse expertise and multiple ways of knowing. And what any given member knows is available to the group as needed - enhance mechanisms for allowing us to compare notes, to deliberate together, and learn from each other. Individually, we are no match against the tsunami of data that crests over us every day of our lives, but collectively, we have the mental capacity to tackle complex problems that would be far beyond our personal competencies.

    For us to achieve that potential we have to embrace collaborative learning at every stage of our educational process and we have to allow individuals to develop their own distinctive expertise rather than push our schools towards greater standardization.



    From this perspective, the use of new media can in fact help build communities. The opposite, however, also seems to be true. Some media scholars have insisted, for example, that YouTube undermines this promise of community building and collective action precisely because of the huge amount and wide range of information published by its users. Making information publicly available is not the same thing as organizing community or mobilizing action. How would you respond to those who argue that fragmentation and dispersal, rather than purposeful collective action, are the likely outcomes of information overflow? Does access really translate into agency?

    I would argue that YouTube represents the opposite of fragmentation. It is a site where media producers of diverse backgrounds and goals pool their resources and share with each other what they have produced. We are more aware of the diversity of our culture when we look at YouTube in large part because it has brought us into contact with forms of cultural production that were once hidden from our view, drowned out by the amplified voice of mass media, and isolated from us by all the various structures of exclusion that shape our everyday cultural experience. This is the heart of what Yochai Benkler argues in The Wealth of Networks - that many of these new sites represent a meeting ground for diversely motivated groups and individuals.

    There is, at least potentially, much greater flow of information across groups at the grassroots level now than ever before. Groups that were once invisible are now gaining greater public impact through bringing their cultural productions into these new common spaces. These materials move much more fluidly through the population because they do not have to rely on traditional gatekeepers.

    I don't want to overstate this point. Much recent research on social networks suggests that they reflect other kinds of segregation in our culture: people tend to gather online with people they know in their everyday lives rather than exploit the full capacity of a networked culture; they tend to seek out people like themselves rather than use the technology to build "bridging" relationships. And this tends to blunt the potential of a participatory culture to diversify our experiences and knowledge.

    I would agree that access does not necessarily translate into agency: it certainly doesn't in the absence of knowledge and skills to deploy the affordances of these new social networks effectively; it doesn't in the absence of a mindset that places a real value on diversity or respects the dignity of all participants; it doesn't in the absence of new forms of social organization that help us to leverage the potentials of digital media to confront the challenges and problems of the 21st century.



    The concepts of authorship and intellectual property are key to current debates on new media. On the one hand, digital culture encourages appropriation and popular uses of mass cultural texts, offering increased public exposure to fan creativity. On the other, the surge in what you call "grassroots creativity" has met with growing efforts on the part of the media industry to control the use and circulation of information. Is the notion of intellectual property on the wrong side of history? And what role - if any - can it play in the world of media convergence?

    Intellectual property is the battleground that will determine how participatory our culture becomes. In some ways, the mass media industries are opening up greater space for participation, are accepting more appropriation than I ever anticipated. But they are not likely to give up the fight to own the core stories, images, and sounds of our culture without some pretty serious pushback from the public.

    If we look at the history of culture, we can see some broad movements, which argue against the long-term viability of our current models of intellectual property. First, there was a folk culture, which supported broad participation, which drew few lines between amateur and professional creators, which stressed the social rather than the economic value of our creative acts, and which relied on peer-to-peer teaching of skills and practices. Second, there was a mass media culture, where the production of culture was privatized and professionalized, where most of us consumed and a few produced, and where none of us could lay claim to the cultural traditions that had sustained us or to the stories that had captured our imagination.

    Now, the rise of participatory culture represents the reassertion of the practices and logics of folk culture in the face of a hundred years of mass culture. We now have greater capacity to create again and we are forming communities around the practices of cultural production and circulation. We now have the ability to share what we create with a much larger public than was possible under folk culture, and yet our templates for what culture looks like are still largely formed around the contents and practices of mass culture. This is why fan culture thrives in this new environment. Participatory culture cannot grow without the capacity to archive, appropriate, and recirculate media content; it cannot sustain itself long term without an expanded notion of fair use and a reduction on the capacity of corporate media to exert a monopoly control over our culture.

    Everyone sees that the future will be more participatory, but we are fighting over the terms of our participation. New business models seek to liberalize the terms, opening up more space to consumer control, much as autocratic regimes are often forced over time to allow some kinds of democratic practices and institutions as they struggle to stay in power. But my bet is that the public demand is going to be greater than their capacity to let go of their control over the mechanisms of cultural production and circulation. They are not going to be capable of moving far enough fast enough. More and more of us will become "pirates" as we seek to pursue our own interests in a media environment that supports greater participation and a legal environment that seeks to channel that participation in ways that serve the interest of major media conglomerates.


    Vinicius Navarro is assistant professor of film studies at the Georgia Institute of Technology. He is the co-author (with Louise Spence) of Crafting Truth: Documentary Form and Meaning (Rutgers University Press, 2011). He is currently working on a book on performance, documentary, and new media.

    From Fear to Facebook: An Interview with Matt Levinson (Part Two)

    This is the second part of an interview conducted by Erin Reilly, Research Director, Project New Media Literacies.


    Now that you've established a one-to-one laptop initiative at Nueva, do you see a need to think ahead on integrating mobile devices into the system as well, especially with the lure of the iPad being promoted for schools?

    There's always the need to think ahead, and of course with technology, it can be a challenge to keep pace. The iPad is cheaper and lighter than a laptop, it has a great screen, it's fun to use, and the number of apps is growing.  There is no video creation capability, it's hard to type on it (unless you have purchased the keyboard), you can't take photos with it, though you can view and manage your photos.  Will it gain traction as a stand alone device for schools?  I'd like to think so, but it may take some time.

    Will students really use the iPad exclusively and primarily for the "academic enhancement" of the courses?  Probably not.  The iPad will double as a learning and social/entertainment tool. Schools need to go into these endeavors with both eyes open to the possibility that students will take the devices in directions not anticipated or even imagined, and that's what is exciting.

    The iPad is a fantastic, alluring consumption device, and transforms navigation, reading, and viewing.  The key question is how to turn it into a content creation tool.  That will be the challenge for schools to face as they move to adoption of the iPad.
    Can you share more about how the iLab at Nueva School works?  ...From how you established a relationship with Stanford University, to how you work with them on going, to how the iLab is used in students' learning.
    The iLab opened its doors in 2007, the same year we launched the laptop program.  We have a superb iLab director who partners with teachers to create curriculum that embeds design thinking and incorporates engineering principles.  Our iLab director is an engineer, and she is working to develop a K-12 design thinking curriculum.  The exciting part about the iLab is the way teachers bring an interdisciplinary lens into their planning and approaches, and design thinking asks kids to step out of their comfort zones to go deeper into idea development.  The premise of the iLab is to be explicit about teaching creativity.  Beyond class projects, kids also have the opportunity to explore in the iLab during lunch recess with robotic arms, for example.  Each summer, we send teams of teachers to Stanford's Design Thinking Workshop, and that has helped with teacher development and curricular implementation. 
    How do you encourage your teachers to push the boundaries?  Can you provide an example of an exemplary teacher? 
    Nueva is about pushing boundaries for kids and for teachers.  We love it when teachers come up with new ways of looking at curriculum or have a new idea about how to implement technology.  One teacher in particular, a science teacher, has been a self-starter and leader with technology from the start of the laptop program.  This past year, she was a Google fellow.  She is always thinking about technology, and bubbles with ideas and implementation.  She is eager to figure out how to make iPads work in the classroom.  Her whole class is digital - lectures, labs, assignments - and she takes pride in the "green" aspect.  Her enthusiasm has spilled over to others and there is an organic approach to teacher development with technology.  Also, there is nothing better than to see a teacher beaming with being able to imagine possibility with kids and technology.  
    In talking with other schools and teachers, we've heard that bringing in experts or other adult role models into the classroom are one of the hardest things to do.  Do you find this the case at Nueva?  And if not, can you share some insight to others on how to facilitate these connections?
    One big lesson we've learned at Nueva is that you can't go it alone.  Reach out to experts in the field.  Don't be afraid to ask for help.  We try to foster an environment at Nueva where we are all learners.  We have speakers come and speak to parents, teachers, and kids and we hear similar messages. It sends a signal to kids that we are all trying to learn.  During the first year, we reached out to Common Sense Media, and to cyber safety experts like Steve DeWarns.  In the second year, we brought Alan November to work with our teachers, and to inspire our students.  The big takeaway is that we are comfortable knowing what we don't know and then we try to learn more.  Technology is endlessly fascinating, and there are always new iterations.  We want to keep learning along with the kids. 
    I completely agree that "finding the balance between appropriate oversight and student's rights and needs for privacy is anything but easy".  In your chapter on Privacy and Little Brother, you talk about how Nueva School uses ARD (Apple Remote Desktop) technology to monitor what the student is doing on his / her laptop. How do you respond to those who might argue that this is a violation of student privacy? Another concern that could arise with use of ARD in schools is the removal of teachers having to discuss with students what they are doing on their laptops during class time.  How would you address this concern?
    The key thing about ARD is that it cannot serve as a stand alone to manage student behavior in the classroom.  It's so critical to invest time in the classroom with kids to create the culture and build the relationship.  It's also so important to be transparent with kids about why ARD is being utilized by the school.  The ultimate goal is for kids to gain the ability to regulate their behaviors.  At times, it can be a challenge for kids, particularly in their first year of the laptop program, to control their use, and to keep the focus on using the laptop as a tool to enhance teaching and learning.  A big challenge for schools, and we've seen this with Lower Merion in Pennsylvania, is the issue of transparency and communication.  We have ARD as one tool to use, but the most effective tool is the relationship among student, teachers, and parents.

    A graduate of Teachers' College, Columbia University, Matt Levinson is the assistant director and head of the middle school at the Nueva School in Hillsborough, California. Prior to moving into school administration, he taught middle and upper school history for fourteen years at Princeton Day School in Princeton, New Jersey. Matt Levinson is the author of From Fear to Facebook: One School's Journey, published by ISTE in August 2010. He writes and thinks about technology, parenting, and schools.

    Doing Drag in Wal-Mart and Other Stories of Rural Queer Youth: An Interview with Mary L. Gray (Part Three)



    You argue that queer identities are "achieved, not discovered." What do you see as the process by which youth outside the metropolitan areas "achieve" a sexual orientation?

    I think that what makes queer youth identities organized outside metropolitan areas so different is that they must be negotiated in communities where everyone assumes a deep familiarity with each other. If anonymity, access to critical masses of queer folks, and unfettered exploration of queer-controlled counterpublics define urban queer identity formation (and I think they do for white, middle class queers in major cities), familiarity, an absence of visible queer presence, and circumscribed sharing of boundary publics shape the achievement of rural sexual orientations and gender identities. So, crafting and articulating a sense of queer self where one has, as a talk about in the book, never met a stranger is a vastly different project than what young people able to access a city's LGBT Center or youth program can do.

    Rural youth and young adults definitely travel beyond their small towns to larger cities to recreate the sense of being in the majority (and just to find dates!) but their day-to-day lives gives them fewer tools on hand to build an identity that approximates what they see in popular media. And, at the end of the day, many of the youth I met were trying to achieve queer identities that looked like what they saw on television or in film.

    The hard part was that rural places, if depicted at all, are not part of that queer achievement. Small towns and rural communities play out like evil characters (think Deliverance or Boys Don't Cry or Brokeback Mountain). So young people in Rural America have to enact their identities in ways that don't disparage their small towns so much so that they become inhospitable. In that regard, popular media has left them little they can use.



    You challenge many preconceptions about how small town gay youth use the web to find a world beyond the paroachialism of their own communities in favor of a much more complex picture. What roles does digital media play in the kinds of struggles you account in your book?

    I did start out my research assuming that youth simply used digital media to escape their dreariness of their lives. Isn't that what most of us assume?

    What I found was that rural youth used digital media to interject their own voices and experiences into the mix. So I follow the case of one young trans-identifying person who used a website to chronicle his gender work. He shared this website with family and friends--both local and living elsewhere. Digital media were at once his tools for articulating his experience and for finding resources and support that weren't available to him locally. In short, they use digital media not to find a queer world elsewhere but to augment the world they queer through their presence and actions.


    How does rural youth's "complicated, and often, compromised, access to computers and internet connections...hamper" their capacities to engage with online spaces that are meaningful to them?

    I think what worried me most is that queer organizers will believe that the internet is the window through which we will see the lives of rural queer youth. In fact, the majority of youth I worked with did not have access to a personal computer in their home. Several communities still did not have household broadband service available in their area. Schools were the only institutions that had reliable net access but all them, without exception, had both monitoring software and filtering software installed so that students could not search for information with the word "gay" in it without receiving some sort of sanction. Most of the public libraries in these communities have recently started blocking the most common social networking sites.

    All of these social barriers to access deepen what DiMaggio and Hargattai describe as digital inequality. It's no longer about whether the hardware is present or not (even though, in several cases, that digital divide still persists); if our social understandings of youth culture increasing involve young people's capacity to build out social spaces for themselves through networked connections, these rural young people will be left even further marginalized by the mainstream. To make my point concrete: the more queer-specific content, whether commercial or non-profit, tracks to an imagined consumer who's cruising with the speed of broadband and looking for hook ups through geo location applications that only exist for the city connoisseur, the further distanced rural queer youth will be from taking part in creating what "queer culture" means.



    As you worked on the book, you were often pulled into these local controversies as an outside resource or consultant for local queer activists. How did this dual role complicate and/or enrich your research process? Has the book's publication changed your status as a public intellectual working on these issues?

    This book came out of my desire to see what the internet did and could mean to rural queer youth. It's a very personal project in that I was an aged-out former queer youth activist from the sticks of the Central Valley and I wanted to know what would make life better for someone like me if I hadn't left my hometown.

    Carrying my commitments to queer organizing into my fieldwork meant that there were some people who would not want to talk with me and would not let me in. So, for example, I did not spend anytime in schools or with many teachers uninvolved in LGBT organizing so I lost a sense of how they fully fit into the lives of the youth I did work with. But I know I gained quick access and found the number of teens I did because I had a backstory that looked something like their lives.

    My commitment to seeing what my work could bring to their lives also gave me a focus beyond an academic conversation. It's allowed me to feel like this work can and will have a life of its own as it makes its way to queer rural organizing projects and media activists trying to think through how to reach those with socially compromised access to information. It has been so surreal to see other scholars pick up what I've learned from these rural queer youth and their communities. It's really a dream come true for me to be able to make a living bringing legitimacy to these questions and model the kind of scholarship that inspired me to go into this wacky line of work we call "the academy."


    Mary L. Gray is an Associate Professor in the Department of Communication and Culture at Indiana University, Bloomington. Her research looks at how everyday uses of media shape people's understandings and expressions of their social identities. She is the author of In Your Face: Stories from the Lives of Queer Youth (1999). Her most recent book, Out in the Country: Youth, Media, and Queer Visibility in Rural America (NYU Press) examines how young people in rural parts of the United States fashion queer senses of gender and sexual identity and the role that media--particularly the internet--play in their lives and political work.

    Doing Drag in Wal-Mart and Other Stories of Rural Queer Youth: An Interview with Mary L. Gray (Part Two)



    You pose some critiques of the way national gay rights organizations are structured based on an assumption of large urban bases of supporters. How has this limited their ability to serve the needs of the kind of communities you discuss in your book?

    The limits of current national organizing models really hit home for me as I watched rural LGBT Kentuckians attempt to battle an anti-gay marriage constitutional amendment campaign. It was 2004 and the elections were heating up. Like so many other states that year, Kentucky not only had the Presidential candidates on the ballot, it also had this amendment to contend with. Every effort spent on fighting this amendment looked like the best of legislative politics--voter drives, campaign fundraisers, door-to-door campaigns to not only get out the vote but also educate voters about the incendiary amendment likely to hurt unmarried opposite-sex couples as much as it would ban same-sex couples from marrying.

    But these strategies so central to how most non-profit organizations "do" social justice organizing don't have legs in rural communities. Voter drives in communities where the same wealthy, landowning families have controlled elected seats for generations; fundraisers in communities where unemployment rates hover around 40%; and door-to-door campaigns in communities where publicly debating or disagreeing with a neighbor threatens the "getting along" venire necessary to daily life are all strategies that work against queer organizing in rural communities.

    What national gay rights organizations need to do is identify what needs and values they share with rural communities. And this cannot happen until national gay rights organizations identify the ways they have privileged building movements on not only an urban base of supporters but also an upper middle class to wealthy, overwhelmingly white base that prioritizes issues from that vantage point. Arguing for marriage equality because it will give partners equal access to their inheritance and healthcare benefits falls flat in communities where the median income is below the poverty line and communities do not have access to medical care let alone health insurance. Most urban-based gay rights organizations imagine that their key constituencies live in Chicago, Miami, or New York City. That limits how much they pay attention and therefore how much they can effectively address the needs of the youth living in the communities I discuss in the book.


    You write, "Historically, an unspoken agreement operated in rural communities: queer difference was allowed to quietly exist, if not flourish, as long as it did not interfere with one's commitments to family and community." How has that "unspoken agreement" impacted the kinds of arguments which must be made as queers struggle to find acceptance and tolerance in small town communities?

    I think this ethos of "live and let live, quietly" has, until now, defined what acceptance and tolerance look like for queers living in small towns because to do otherwise threatened the reliance on familiarity that I talk about in the book. But it might also define how any queer person, who lacks unconditional, uncompromised social privilege, has to live as well.

    I would argue that we haven't examined the utility of this ethos in rural communities or communities at the margins of social privilege. There are few people who can afford to live unconditionally, without compromise and have the social power to set the terms of how they are to be treated. The ethos of letting queerness exist quietly serves a critical role in maintaining community solidarity while still creating room to queerly roam in places that often cannot count on the nation-state for any kind of social safety net but demand everyone's allegiance to each other, first and foremost.

    To know someone, for decades, is to feel you can rely and call on them for help. But as our broader cultural expectations of what made for a "good gay life" began to incorporate the notion of being visibly out and acknowledged as a queer person--when we began to define queerness as an intrinsic part of our identities rather than something we can or should have the right to do--that created a fundamental tension between rural communities and queer communities and allies based in cities. Demanding respect for a queer-identifying person, noting, again, that this, in part, came out of academic trends in psychology and sociology, became fundamental to much of the social change and acceptance we see today.

    I wouldn't argue that we should return to requiring that queer difference remain unspoken. However, that means that queers struggling for acceptance in small towns or in any communities that demand allegiance to other social identities (being part of a community of color, for example) must fight to maintain their status as locals while also making a case that the kind of difference they bring to their communities is an asset rather than a harbinger of all the bad that "outsiders/citydwellers" have wrought on their communities.

    As I note in the book, rural-based organizers have the best outcomes when they use the salient notion of "family" to remind local communities that these queer kids in their midst are still valued local sons and daughters. Organizing fails whenever it smacks of outsiders from cities providing education and outreach to rural folks assumed to be just plain ignorant and hateful. It's much more complicated than blind hate. We've done very little, academically or politically, to see rural queerness in more complicated terms.



    You argue that in small town America, the issue is rarely about visibility but often about familarity. Can you explain the difference? How does a small town politics based on familiarity allow us to form a critique of an urban politics based on visibility
    ?

    This is a tough one to answer. I think a small town politics based on familiarity allows us to critique single issue urban politics invested in solely queer visibility. If the only right I fight for is my right to be queerly me, I can't work in solidarity with anyone beyond the class of individuals who also consider the right to queer identity their primary goal.

    Small town politics require coalitions and translation. For example, a small town high school might have 2-3 students interested in environmental justice; 2-3 students interested in racism and social justice; another 2-3 students interested in LGBT rights. Together, these students can form a working coalition that has to constantly explain to each other and potential members what these different movements share in common and why they should help each other. There will never be enough "critical mass" for any of these single issues to gain the attention and sway the hearts and minds of the majority of students at any one school but as a bloc, students invested in these issues as a set of concerns that speak to something bigger can not only survive but thrive and maintain the presence.

    Gay and lesbian organizers might look at the queer students in that social club and say "but where's your gay-straight alliance?" Small town politics that use the familiar of longstanding friendships and relationships to build their strength have something to teach us about the place and value of visibility vs. the place and value of transforming what seems like someone else's concern into something akin to my own issues.



    I am fascinated by your concept of "boundary publics." In what ways does this push us not only beyond Habermas but also beyond the critiques of Habermas posed by Frazier and Warner?

    Thank you! The notion of "boundary publics" is meant to do two things: it forces us to consider how critiques of Habermas' Public Sphere, Fraser and Warner's notion of counterpublics in particular, implicitly reinforce a reliance on material wealth to imagine public dialogue. The other goal I had in mind was to draw on the analytic power of "boundary objects"--a concept developed by Susan Leigh Star, a sociologist and extraordinary thinker--to get at how enmeshed "online" and "offline" experiences are for the youth I worked with.

    On the first point: if Habermas hoped to theorize the ideal possibilities of deliberative democracy and Fraser and Warner attempted to account for who was left out of those deliberations and how they responded to those exclusions, I wanted to offer a conceptual rubric for examining the metrocentric underpinnings of how we have imagined the Public Sphere and responses to it and consider what people with little access to public space and place do to stand their ground and eek out social recognition.

    My hunch was that media, a range of media not just the emergent kind, are a part of the contemporary construction of our sense of social space. Rural areas and small towns have such limited access to capital--privately organized or publically mobilized--that they underscore the kinds of resources necessary to set public discourse in motion. In fact, rural areas and small towns are arguably left out of national debates (or spoken about rather than spoken with) because they have such a tentative hold on anything that resembles a robust Public Sphere or counterpublic as imagined by the theorists you note above.

    The sociological tradition of symbolic interactionism has traditionally paid keen attention to how people navigate their social worlds. The late Susan Leigh Star was one of the first to consider how different groups might approach a specific set of tools and lay claim to them in ways that made those tools or objects brokers or translators among social worlds.

    Media, for me, are the perfect example of this process. The youth I worked with used media to translate and therefore transform the different social worlds they inhabited. They did not have the option to create a stand-alone counterpublic of their own as they had neither the capital to start them nor, as minors, the social standing to legally maintain them. But youth could experience media as a space that stretched the boundaries of their local queer scene. As I discuss in the book, they could do drag in the aisles of Wal-Mart and post the photos of their experiences online to sew together their different social worlds. So, my hope is that the model of "boundary publics" helps media scholars attend to the ways individuals' ideas about media, their everyday experiences of media, and the broader social structures and institutions that both extend and constrain media's possibilities intersect.

    You describe the ways that a group of queer high school students engaged with Wal-Mart to illustrate the fragility and instability of these boundary publics. Can you walk us through that case study and what you learned from it?

    In the course of my research (2 years with 14-24-year olds in rural parts of Kentucky, TN, West Virginia, Indiana, and Illinois) I came across a group of young people who regularly went to a Super Wal-Mart in their region and catwalked up and down the aisles of the store either in drag or putting on clothes and make-up at the store to build a drag persona on the fly. I was utterly shocked that they did this yet they found it so mundane and were surprised that I was surprised. After all, where else could they go after 9pm to hang out together and have fun with friends from different counties?

    They were also friends with young people who worked at the store so it increased their sense of belonging and safe access. And, as they told me, this was "their Wal-Mart" their backyard, really, so they felt it was a place they knew and were known locally.

    At the same time, they did not and could not completely control this space. It was a "borderland," as queer theorist Gloria Anzaldúa might say, in that the Wal-Mart was a place beyond binaries--most everyone in the area circulated through that store as it was one of the only resources for basic commodities in a 50-mile radius. Their access to the store and any tolerance of their queer presence was tentative at best, certainly impermanent.

    But it was this fragility and instability--they could be asked to leave or chased out by antagonists any moment--that, paradoxically, set the terms for them to occupy the Wal-Mart in the first place. As long as they tacitly agreed to share the space rather than own it as queer-only turf and as long as they agreed to have their fun but, ultimately, leave the space when their antics pushed others to the limits of their patience, these rural queer youth could hold regularly court. If they had tried to make this space exclusively and permanently theirs, they would have certainly been barred from the store altogether.

    These kinds of compromises and brokering of resources define their rural lives. Unlike their urban or suburban peers, they cannot muster the means to create a stand-alone space of their own but through their willingness to accept the delicate and ephemeral nature of their time in Wal-Mart they can be queens for a day and come back to do it again when the timing is right.

    Mary L. Gray is an Associate Professor in the Department of Communication and Culture at Indiana University, Bloomington. Her research looks at how everyday uses of media shape people's understandings and expressions of their social identities. She is the author of In Your Face: Stories from the Lives of Queer Youth (1999). Her most recent book, Out in the Country: Youth, Media, and Queer Visibility in Rural America (NYU Press) examines how young people in rural parts of the United States fashion queer senses of gender and sexual identity and the role that media--particularly the internet--play in their lives and political work.

    Doing Drag in Wal-Mart and Other Stories of Rural Queer Youth: An Interview with Mary L. Gray (Part One)

    Mary L. Gray's Out in The Country: Youth, Media, and Queer Visibility in Rural America is an extraordinary book -- accessible, engaging and engaged, combining vivid storytelling and sophisticated theory-building. Gray captures the powerful stories of young people of varied sexuality as they construct and defend their identities in parts of the country which have been overlooked by most previous scholars focusing on queer culture and politics. They took Gray into their lives and she in turn shares with us what their world looks and feels like in ways which will challenge many of our preconceptions about what it means to be gay-les-bi-trans in America. You will learn here about the fragile publics that get constructed by these youth when they gather in Christian bookstores, church basements, even the aisles of Wal-Mart and seek to find common cause with each other. As she does so, she avoids the temptation which ensnares so many academics to score cheap yucks at the expense of the Red States and "flyover country." Instead, Gray tries to help us to understand what is happening in rural America, why this region has become culturally enbattled as it becomes economically and demographically at risk, and why some of these queer youth will continue to live there even given the contradictions shaping their own experiences. This is what good cultural analysis should look like.

    This book should be read by anyone who is shaping the lives of American young people because it tells the stories we don't hear about the people we often don't see or think about. Gray makes the case that many of our current theories about sexual politics have a deep urban bias, which in turn impacts the policies and tactics we use to address these concerns. What does it mean to push for visibility in a world where, as one young man explains, everyone in his community already knew he was gay well before he had a language to describe what that meant to him?

    Gray has much to say in the book about media -- about the ways these young people form their sense of what it means to be queer through media constructions, about how they struggle to find narratives which they can use to reconcile their loyalties to and their differences from their local communities. She pushes us beyond the cliche of rural queer youth seeking escape or refuge on line to examine what they are doing with digital media that allows them to survive where they are.

    What follows is a three part interview with Gray which will challenge many of your preconceptions. As they say in The Matrix, what happens next is up to you.



    Your opening chapter can be seen as a critique of what you call "metronormativity" within queer studies discourse. Why do you think queer scholars and activists have been so preoccupied with the urban experience? What do you help to learn by digging deeper into the experience of queers living in small towns and rural areas?

    I would argue that queer scholars' and activists' preoccupation with urban scenes is two parts serendipity and one part willful ignorance.

    First the serendipity: Around the late 1980s, queer scholarship gained traction and visibility in universities through its historical and literary studies of urban-based gay and lesbian networks. This scholarship, inspired by feminist scholars seeking a similar recognition for the depth and richness of women's lives, highlighted the lives of queerly-identifying people in cities. In part the focus on urban lives was because the scholars doing this work were queer-identifying people living in cities! Describing the historical urban migrations of gay and lesbian-identifying people post World War II or discovering/recovering the queer subtext that shaped the Harlem Renaissance put queer studies on the map as a viable body of knowledge contributing to broader disciplinary conversations worth attention. No one really noticed that history, literary studies, and other humanities-based scholarship seemed fixated on urban subjects. Queer scholars probably didn't notice that they were following suit.

    At the same time, disciplines like Anthropology and Sociology, and particularly Psychology, played key roles in recognizing and validating the social justice and civil rights efforts of gays and lesbians fighting for the decriminalization of homosexuality and, later, protections for gay and lesbian-identifying people. When the American Psychiatric Association removed homosexuality from the 1973 Diagnostic and Statistical Manual of Mental Disorders (DSM) list of mental disorders, it literally redefined homosexuality. Emboldened by politically progressive civil rights movements of that era and the previous decade, psychology and psychiatry no longer sought cures for homosexuality. Instead, those disciplines looked for fundamental differences that could explain the origins of homosexuality. That led to a spate (what social psychologist Ritch Savin-Williams has called a "cottage industry") of stage theories to map the coming out process.

    Here's where the willful ignorance comes in. Most of the studies we have of queer life reinforce the belief that individuals start out different and find others who share their sense of difference and move on to create a queer life together out of the "family we choose." To be sure, pioneering scholarship in queer studies had good reason to examine urban centers, particularly as gay and lesbian liberation movements gathered momentum and political clout as early as the mid 60s to form vibrant communities and chosen families to replace the biological families they left behind to come out as queer.

    These movements gained steam by drawing on the resources and alliances available to them in cities. For example, Harvey Milk, a San Francisco City Supervisor and one of the first widely known, gay-identifying men to enter politics, relied on his connections to local unions, businesses, and other burgeoning civil rights campaigns, to win his seat on the Board of Supervisors and take a leading role in coordinating a countermovement to the now infamous Proposition 6 (or Briggs Initiative), a measure that proposed banning gay and lesbian people and their advocates from working in California's public schools. Local and statewide legislative action on behalf of gay and lesbian-identifying people has, historically, come out of the confluence of the material, political, and physical presence of gay and lesbian people that can only amass in a city.

    What queer scholars and activists did not do and are only now beginning to do is reexamined what life might have been like or could be like for someone who doesn't live in a place that fosters or values standing out as queerly different. We have never considered how our origin stories about queer life implicitly privilege the visibility of cities and the visibility of queer individuals in those landscapes. Until now. I think the main reason we now ask the question "What is life like for those living beyond the city limits?" is because it is now imaginable that someone can (and many do) live a queer life in non-metro areas.

    By digging more substantively into the lives of queers living in small towns and rural areas, I hope to accomplish two things: 1) I hope that my work allows us to examine how lives without the material and cultural benefits that many city dwellers and upwardly mobile folks take for granted can still be rewarding, beautiful, and models of a "good queer life" and 2) I hope that my work helps queer activists in particular see the limits of assuming we need (only) the specific resources of cities to expand queer rights. Until we understand why our political strategies work well in NYC but not in rural Maine, for example, we will be unable to advance the causes or needs of anyone living outside a metropole.


    What do you think are some of the biggest misconceptions we have about the experience of growing up queer in Rural America?

    Our biggest misconception is that growing up queer in Rural America is, by definition, awful. Our second biggest misconception is that it must be uniformly better for queer youth living in cities. And the third misconception: that the Internet must make it better for all these kids.

    I would argue that growing up queer anywhere in the United States presents challenges. Nothing is more punishing and potentially soul crushing to queer youth than the experience of navigating the institutionalized heteronormativity that defines the primary and secondary education experience. Simply put, our nation's schools are in the business of producing young men and young women. We are still (and likely will be for some time) brought up to believe that what defines men and women are 1) the differences that distinguish them and 2) the sexual attractions that bring them magnetically together. Any young person that troubles the clarity of these core beliefs--suggests that masculinity and femininity aren't so easily or naturally separated or that sexual attractions might not be so clear cut--threatens an entire social system built around these 2 suppositions.

    Now, the assumption is that Rural America is more invested in these gender and sexual norms than its city cousins and that is what makes them more hostile to queer difference. While I think there are different investments in these norms in rural communities, I wouldn't argue that their investments in norms are more heartfelt. The issue for rural areas and small towns is that they have been ravished over the past century as sources of raw materials and expendable extraction. They rely on each other and their deep familiarity with locals to keep their communities alive and afloat.

    When rural young people identify themselves as queer, they not only mark themselves as different, they link themselves with identities that are unequivocally associated with city life. They also upend and potentially undo the most important identity they have in their communities: a familiar son or daughter, a local from that town. When Rural America seems to reject queer folks, whether with its voting record or in sound bites from its townspeople, we are witnessing a much deeper tussle over who rural community members feel they can trust and who they feel they can turn to in times of trouble (which, in this economic crisis, they feel everyday).

    And this is why the Internet, and emerging media more broadly, can make a difference to rural queer young folks but it cannot change their overall experience of oppression. For the youth I worked with, the Internet did 3 things: 1) it helped rural queer young people tell their own stories so that there was something other than bleakness to be said about rural queer life; 2) it allowed young people to feel connected to broader communities of LGBT-identifying people that could not physically, demographically be present in these young people's daily lives; and 3) it allowed young people to plant a queer flag locally that said "I'm here" and strengthen existing networks of queer-identifying youth in the region. What the Internet could not do is address the underlying poverty that made even Internet access hard to come by and it could not make advocacy around difference more palatable to communities defined by and organized around (and deeply invested in) sameness and familiarity.

    Mary L. Gray is an Associate Professor in the Department of Communication and Culture at Indiana University, Bloomington. Her research looks at how everyday uses of media shape people's understandings and expressions of their social identities. She is the author of In Your Face: Stories from the Lives of Queer Youth (1999). Her most recent book, Out in the Country: Youth, Media, and Queer Visibility in Rural America (NYU Press) examines how young people in rural parts of the United States fashion queer senses of gender and sexual identity and the role that media--particularly the internet--play in their lives and political work.

    Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Three)



    You've drawn heavily on the work of the MacArthur Digital Media and Learning initiatve. What do you see as the most significant continuities and differences between their approach and what you are finding in Argentina?

    I've been reading all the work done by the initiative, and for me it stands out as the most encompassing and organized effort to understand what is going on. I think I provided some of our keys for reading this work already, but let me try and summarize them. One is the idea of a public culture. That there is something such as a common public sphere that has to be reconceptualized beyond Habermas' notion of the argumentative skills and rhetorical plays but that still includes some notion that there is something to be done together and for everybody, is an uncommon approach in most studies of new technologies. I think we share an engagement with an idea of public culture that remains open and subject to debate, and does not get captured by the state, the market, or the isolated individual.

    The second has to do with the kind of learning that young people are doing with and in new media, trying to approach in an honest, more open way these new practices. We liked very much the notion of "genres of participation," as they help organize what we are seeing in our research. And what I liked particularly is that schools are not left out of the map, but are considered as part of this media ecology. I support the idea that schools can be helpful in organizing interesting and relevant experiences for young children which are not immediately accesible to everyone, and which bear other issues in mind than merely the audiences' tastes. Of course, this means changing the ways in which schools are working with new media, which, as said before, have been focused around issues of safety and potentials threats to children's integrity, when they have not been totally derogatory on the value, ethics, or productivity of young people's activities in and with new media.

    We also agree with the general search for a balance between the celebration of new, creative, and democratic forces that are mobilizing the digital culture, and the skepticism about some trends that we do not see as democratic and that tend to extend and reshape current social divisions and inequalities. [When I use "democratic," I am pointing to some discussions in contemporary political philosophy that show how evanescent this term might be, but that still hold to an impulse towards more justice and equality (for me, Jacques Rancière or Bill Connolly are good referents of this kind of view).]

    Finally, it is difficult for me to point to a difference, but I would say that we bring to our study different concerns that have to do with different "localities" and cultures, as I was saying in the last question. Lately, with the team at Flacso we've been reading more about changes in authorship, in the balance between the emotional and the rational in terms of learning, in our notions of a common culture, archive or memory (and memory is a cherished thing in Argentina, where it immediately refers to the last dictatorship and to a quest for human rights and justice), and also the need to maintain the differences between simulation and "real life" (I've been reading with great pleasure Sherry Turkle's discussions on this). I would say they are more politically- and ethically-oriented issues. These topics are not directly addressed by the MacArthur papers, but there are none the less many links to their approaches.



    As you do so, you seem to be very aware of the existing visual culture of schools. For example, you told me about research which suggests students are sometimes overwhelmed by films they see in the classroom and do not always remember what they were supposed to teach. How can designers of educational games sidestep those problems?

    In the research we are doing on the visual culture of schools, many students referred to their memories of remarkable activities organized by teachers using fiction films or documentaries, or asking them to bring pictures about social issues. Students liked them a lot, and valued them as great learning experiences. But when we asked about what they thought they had learned with those activities, they could not refer to any specific content. For example, a student said that her Biology teacher showed the class an image of the cell and that it caught her attention, and that she learned like in a fingers' snap, but she could not name any concept nor "title" for that image. The same happened in social studies or history lessons: students had vague memories about the activities, but all remembered the intensity of the feelings provoked by the viewing.

    This is something that interests me a lot, and that I put along a series of readings I've been doing on visual studies, attention and learning. Historically, pedagogy has thought that there is an equivalence, a direct relationship, between seeing and knowing, but psychology and our own historical experience shows that that is not the case. We need to "know" something to be able to "see" it (I am aware that these are complex terms and there are deep philosophical debates around each one but let's keep it simple for the sake of the argument). What are children learning when they "see" something in the classroom? Are they learning what we want them to learn, or something completely different?

    The examples mentioned above relate, for me, to something that you've referred to in previous works: the "wow" effect, the emotional impact of media on people. When using images in classrooms, we might get that "wow" feeling, as when the first student says, "wow, the teacher caught my attention," but from that we cannot deduce that she learnt the structure of the cell or anything in that neighborhood.

    How to sidestep this problem is a difficult question. The first thing I would say is not to take learning for granted. We have to be aware that the intensity of stimuli and the excitement of the game might provoke them to learn something altogether different from what we wanted them to learn with these activities.

    And the second thing I would say is that this doesn't imply that we have to become more explicit of our message or the "content" we want to convey. On the contrary, my reading of these examples is that form and content are divorced in some pedagogical activities, and that "forms" are compelling and complex while "content" is straightforward and unidimensional, and so young people's attention is caught by the more complex and interesting stimuli and do not attend to the content. So, I would say we should struggle to produce better materials that are more consistent in their forms and contents.


    You also told me about research you have been doing about the image banks which teachers draw upon in thinking about the world and how these may differ from those which their students bring into their classes. Can you share some of this research with my readers?

    Yes, of course. I wrote an essay on teachers' visual culture, based on the findings of an activity I've done in online courses with teachers. I ask them to post a powerful image of our culture. The idea of "powerful image" draws on visual studies and refers to images that impact us for any reason, that have a lasting effect not only personally but also socially.

    In this activity, it struck me that most of the teachers chose shocking images that come from photojournalism: the Biafra child, Kevin Carter's Pullitzer picture of a little girl in a Sudanese village, anonymous pictures of children in famine, in war refuges, or hurt or killed by political violence. They endorse a "hyperrealism" that, while it aligns itself with a progressive rhetoric, might have troubling effects as a visual discourse on the social. Most pictures were of children, and children were almost always depicted among ruins. No "happy," meaning no optimistic, narrative was to be found in most pictures (and when it appeared, it was in the line of the Benetton-multiculturalism: black child with white child taking hands and smiling to each other). Also, it was surprising that the Argentinean teachers spoke a "Global visual Esperanto," as Nick Mirzoeff calls it: the images were from Albania, Africa, Palestina, New York, Central America, Brazil, and not many depicted Argentina's landscapes or events. The pictures are all serious, and engage in the performance of denunciation. There is almost no ironic image, nor images that refer to advertising or cultural industries. My guess is that, if the same question was posed to young people, the number of advertising images, and of images of their own production, would be much more significant than in the teachers' selections.

    My interest in this essay is with global visual imaginaries, and the visual culture of teachers. There is much more I could say on this, but let's refer the reader to the essay that has been published in a book edited by the National Society for the Study of Education, whose title is Globalization and the Study of Education, and edited by Fazal Rizvi and Tom Popkewitz.

    You have been involved in a number of games and learning initiatives. Can you describe some of the work you are doing and explain what kinds of pedagogical and design principles are informing this work?

    With my research team at Flacso, we started doing educational documentaries in 2002. We produced eight 30-minutes videos that developed a program to address issues of discrimination and inclusiveness in middle and secondary schools. We tried to build complex and subtle plots, to present the stories always in a dignified way, and never construct people as passive victims. We were always thinking of how and when the teacher would be using these materials, so time constraints and also pedagogical problems of what to show and how to show it were present from the beginning (and we made pilot tests with teachers to make room for that).

    But seen from today, I think that at the beginning we were more aware of the conceptual and political dimensions of our work than about the aesthetic aspects of it. And it was a great experience, because we learned a lot about the tensions between content and form. As soon as we started to work with teachers and students, we realized that there were many unexpected things in their reactions to our videos, and that they had to do with the context in which they were seen, with their prior experiences with these type of videos, and with our own pedagogy. And most of all we had to learn to work through and with the emotions elicited by the documentaries.

    This drove us to media studies and also to visual studies, and this intersection is still very interesting to me. The question of which type of knowledge is produced by an image, as posed by the French historian Georges Didi-Huberman, remains a potent, even a burning issue, as he says. Sometimes images touch us at a sensitive level, without being able to put it into words, and yet they do produce important effects on us. Could these effects be called a learning or be considered as knowledge?

    I am not interested in measuring it, but on understanding what is it that they do to us. Will it last? Will it be attached in our memory to some meanings? Will we, as the students I found in our recent research, just remember the intense emotion we felt without being able to conceptualize or rationalize anything about it? Maybe this is not a bad thing, but we should be aware of which kind of learning or effects some images produce on us.

    We then moved to do an animation piece on global warming which was also very exciting, and since 2007 I've been engaged in a team run by Analía Segal, a colleague and friend of mine, that produces videogames. Analía had extensive experience on simulations and games in social studies, and some years ago she decided to experiment with new media, and I joined her. We wanted to explore the potentialities of videogames for learning: they can offer complex narratives, they use a visual language that is closer to young people's visual culture than the schools', they promote learning through immersion in a given situation and mobilize intuitive, bodily language that is scarcely mobilized by traditional schooling, among many other possibilities. The team includes people from different disciplines in the social sciences and young game designers who are key to the project. We know that educational materials are not magical solutions to anything, but believe that they can contribute to make classroom more interesting and more challenging. This might be a poor goal for an educational reformer but it is good enough for us as development team.

    One of our principles was to produce materials that were not offered by the cultural industries, neither by their topics nor by their aesthetics. We did research on alternative groups that are working on serious games, and decided to focus on sustainable development and produced three or four games on this subject. The first one is called "Urgent, Message" and is about a messenger in the near future who has to deliver different things to different places, always considering time, cost, and environmental impact.

    The second one is called "Villa Girondo" and is a multi-player game. We wanted to explore a different game structure. This one deals with the relocation of a village due to the planned construction of a water dam. Players are asked to assume different roles in the community and decide whether the village will be relocated or not. The tension between progress and sustainability is explored, as well as the centrality and complexity of citizens' involvement in environmental issues.

    In the development of the videogames, we included a working group with teachers with whom we discuss and test the games at different stages. And we are doing research on the first developed prototypes to understand how they interact with the real dynamic of classrooms. The questions that interest us are both related to the design of the game and to the pedagogical skills needed to use it in classrooms. Which kind of interactions are promoted by the rules of the game? How important and effective are teachers' interventions? What kind of strategies do young people use when playing the game? Are there constraints by playing the game at school? Which reflections are opened up by the game? Which ones are picked up by the teachers and which ones are left aside, and why? These are some of the questions we are investigating in schools these days.


    I was impressed by the distinctive look and feel of the games you shared with me. To what degree is the goal to create games which reflect the national culture of Argentina as opposed to following the "neutral" or "odorless" design practices that shape many commercial video games? Why might it be important for students in your country to see games which look and feel like the culture around them?

    Well, I like your comment and take it as a compliment. As I said before there is a relation between form and content. We believe that it is important to provide students with different aesthetics, less standardized and more related to their daily life. But it doesn't mean that one has to close down aesthetic diversity. So while we don't want to follow mainstream games in their options, we do not support any kind of localism that tends to isolate cultural productions. On the other hand, this would be impossible as we are all visual subjects in a global culture.

    We hope our games can be played by any child or young person who is interested in these topics. For example, the relocation of villages has been a common problem in Latin America. We include some excerpts from documentaries that give more information and context about real life situations. We believe it is important that schools pick up these debates and provide interesting and challenging opportunities to unfold the complexities involved. In that respect, videogames can be really helpful.

    Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

    Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Two)


    Can you tell us something about the context of this debate in your country? For example, how much access to students have to new media technology outside of school? How much exposure do teachers as a class have to new media in the course of their everyday life?

    I would say that most students have access to technology, although the frequency and intensity is heavily dependent on socio-economic backgrounds. The main divide is between urban and rural/semi-rural populations, because even in low-income groups in big cities there is a push towards having multi-functional cell phones that allow most of the operations one can do on the internet. Of course, the problem is the soaring costs of the broadband or the phone service, which are still terribly high in the region. In Portugal, and in some Brazilian cities, there are state policies being effected that subsidize broadband connections to low-income populations (5 euros per month or less). This might be a really democratic move in the near future in most of Latin American countries, but we are not there yet. Anyway, I was surprised to read some recent educational research that shows that almost 50% of the children from low-income families report to have Internet connections at home. This means it is spreading quickly.

    But the divide, as many people are arguing, is moving from access to use. In a research we are currently doing at FLACSO on schools and visual culture, we find a clear distinction between the type of uses young people from middle and upper classes are doing, and the ones done by young people who come from low-income families, and especially those in semi-rural areas. The first ones are making sophisticated videos, have large collections of images and music, and produce multimedia reports for schools, while the latter make basic powerpoints and have smaller collections of pictures and music, generally with less reflection on what it is, and what for, they are collecting. As always, there are exceptions, but this seems to be the trend. That is why I believe schools could be very important in providing a wide range of experiences that enrich young people's engagement with the media.

    Teachers, on the other hand, do not have a special relationship to new media as a class, that is, because they are teachers. Quite the contrary: pre-service training has started to include it as a curricular content only in the last two years, and it is still a marginal trend, though increasingly important in some groups (who can be considered as "early adaptors," as in the work you are doing in the New Media Literacy project). But most of the times, one can see young teachers in low-income schools who do not have an email account or don't even know about the possibilities that new media offer. I ask myself how it is that nobody in their training, which did not happen in the 1980s but only three or five years ago, told them that having an email account and navigating the internet is important not only for them as professionals who are concerned with knowledge or as citizens of this world, but also for them as teachers in their relationship and their cultural offer to their students.

    I think that this has to do with some prejudice on the part of the teacher training institutions that assume that new media is kind of a "sumptuous consumption" for low-income populations who are not getting the basics (decent employment, food, electricity or water) and so that it should not be included as a basic content. What they are overlooking is that today access and use of new media is part of the "basics," of being a member of the local or global community, of getting to be informed and participate in a public culture, even of getting a job.

    And children and young people know this better than the training institutions, which are falling behind. In our research, we found multiple examples of young people from low-income families whose relatively-poor use of IT is still pivotal for themselves and their parents in doing budgets for contract works, making a website for home repairs or other informal jobs, or connecting to family in other provinces or neighbouring countries. These uses might not be as sophisticated as others, but are none the less very effective and important in helping them get better material and emotional conditions.

    Most teachers do not use new media in these ways, nor do they recognize that their students are doing these kind of things with the computers. The kind of activity they privilege in classrooms, when they do anything, is that of seeking information (all they see in the internet is a gigantic library), and sometimes asking their students to write a report, preferably text-only, or produce a powerpoint with some images, but generally without further reflection on the combination of text, sound, special effects or rhythm that is implied in multimodal texts, as Gunther Kress and many others have emphasized.

    So, as research notes in other countries, in Argentina the uses promoted by schools are poor when compared to the actual things young people are doing at homes or with their friends in cybercafés. It is slightly different in middle- and upper-classes, but overall I would say there is still a small proportion of schools that are promoting richer, innovative uses of new media.

    How has new media been perceived by the Argentinian public? Is it still read mostly as a threat or is there an awareness of the opportunities it represents?

    Well, part of the answer refers to what I said before. For some people, those in the middle classes, new media are a luxury that comes after some basic issues have been guaranteed for the society as a whole. And while this argument is sensible (you cannot think about the internet if you're not eating or have no electricity), it is not true that one thing can be solved without the other. As the examples mentioned above show, low income families use the internet to improve their work opportunities and to enrich their support networks in multiple respects. It is part of having a wider horizon and range of possibilities.

    On the other hand, the public debate is still organized around moral terms which are dichotomic, and I would say that they tend to go for the pessimistic side of the dichotomy. Talks of threat, safety, danger, not only for the children but also for the Spanish language (fear of Anglo-influence) or for "the world as we know it," are visible in most of the media coverage on new media. Teachers tend to endorse this view, and complain about the supposed empoverishment of writing and oral skills that new media are causing in young people (with the support of traditional agencies like the National Academy of Letters, who has produced a report on this, with doubtful empirical evidence but with lots of media coverage).

    But there are some perspectives that are trying to build a more balanced approach, which value the opportunities while they point to the challenges the new media are posing to us. My own concern has been to produce something in that line. I believe that a deeper discussion is needed that addresses the profound changes brought about by new media, part of which I signaled when talking about the 1-to-1 strategy. I particularly like Bernard Stiegler's discussion in The YouTube Reader on the breakdown of the synchronized access to a flux of programmed texts such as the ones provided by broadcast TV, and the emergence of a cardinal access that can be produced and controlled by the user. I think that there are many issues to be debated around the possibility of a common, public culture that goes beyond what each ones of us chooses to look at, consume, produce in our individual screens and in our own time or pace; and that is why I also do not want to give up on the presence of a common screen in the classroom, be it the blackboard, the smart board, or any other common point of attention. In that respect, I also align myself with the comments done by you, Mimi Ito, and many others, on the reports done through the MacArthur Foundation initiative, that posit the discussion of new media in the light of the production of a public culture.



    I got a sense from some of the questions I was asked that new media is understood through some of the same paradigms that were applied to broadcast media -- concerns that it exposes Latin Americans to cultural imperialism from Hollywood and elsewhere. How big a concern do you think this is for parents and educators?

    I believe that anti-Americanism is more prevalent among progressive intellectuals (including educators) than among the general public, but I do not know of any serious study on this so I will speculate in the next paragraphs. There might be a reemergence of a certain nationalism or LatinAmericanism in the last decade, after the 2001 crisis which put the region in the verge of a collapse, and also backed by the center-left governments in the region that have stressed a rhetoric of autonomy and self-determination for Latin Americans. And of course Bush's government has done lots to increase the anti-imperialist rhetoric. I know that the rates of disapproval of Bush in Argentina were among the highest in Latin America, and that people welcomed Obama's election as a hope of a new external policy in the US.

    But these are the only data I recall to make a statement about the public's relation to the US, and I don't think this translates into a relationship to broadcast media or anti-Hollywood: blockbusters are the same ones than in the US, with the exception of some Argentinean films. But even speaking of "Argentinean films" is ambivalent: the best Argentinean filmmaker today is Juan José Campanella, whose movie El secreto de sus ojos(The Secret in Their Eyes) won the Oscar for foreign films in 2010. Campanella works in LA and has directed some episodes of House, M.D. and other major TV series in the US. So whether his narrative style and aesthetics is anti-Hollywood remains quite debatable... I don't think he even considers that a problem or a question that deserves attention.

    Anyway, in some respects, your perception is right in terms that anti-imperialism is a significant force in terms of how educators react to new media (I'm less sure about parents). Many teachers feel that they have to defend the nation and the Spanish language against any kind of imperialism, and that they have to do it in the schools, through their teaching. I would say that, as a general rule, teachers in Latin America are more politicized than in the US, and think of themselves as constructors of the nation, as producers of a new type of citizen.

    I did my Ph.D. in the US, at UW-Madison, and I was surprised when teachers said that their primary task was to develop the full potential of the individual child and spoke almost exclusively in psychological terms. You don't see that kind of talk in Argentina or in most Latin American countries. Even the less politicized teachers make reference to the nation, to the society, to social functions and ideals. They might do it in a conservative way, but they still feel part of a social mission, of a political project.

    But the question you raised takes me in another direction, that is how the global and the local are negotiating in and through new media. Being an otaku in New York or in a small village of Salta, Argentina, is similar and different, in ways that we need to analyze much more carefully than simply celebrating cosmopolitanism and global culture, or rejecting it by refuging ourselves in an anti-Hollywood or anti-US culture position. Watching a TV series like 24 in the US might reaffirm a certain power narrative about geopolitics and the imperial domination, but when seen in Latin America it might say quite the opposite.

    I like very much the work done by Carlos Monsiváis, a wonderful Mexican cultural critic who just passed away, on the dispositions and sensitivities of the audience in our region -which is extremely diverse, of course. He said that, contrary to Hollywood's happy ending movies where the cowboy saves the girl, it is very likely that in Latin American melodramas the girl dies right before her hero comes to her rescue. For him, melodrama was a "structure of understanding," a "unifying device for experience" that was built into politics, religion, and social bonds. This structure (which he thought of as something loose, not rigid) comes from the verbal blocks of 19th century novels, the filmic melodrama, or TV's telenovelas.

    So, following his lead, I would say that for most Latin American viewers there is not an epic of triumph when seeing these TV series, but we put them along or inside a narrative that is sadder, more nostalgic, definitely not victorious (may be it derives in identifications with the bad guys, which is extremely dangerous). Images and audiovisual texts might be the same, but the locality of the viewing makes a great difference in understanding the narratives in which they are inscribed, and the meaning which we produce. So yes, going back to your question, I would say that locality plays a role in new media, and the structures of understanding still seem more local than global.



    Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

    Games, New Media and Learning in Argentina: An Interview with Inés Dussel

    Earlier this summer, I shared with you some of my experiences in Buenos Aires where I was a speaker at the VI For Latinoamericano de Educacion, hosted by the Fundacion Santilla, an event attended by education ministers and educational researchers/policy makers from many of the Latin American countries.

    My host for the event was educator and public intellectual Inés Dussel who is one of the co-authors with Luis Alberto Quevedo of a new white paper exploring the impact of new media on education in Latin America, Educacion y nuevas technologias: los desafios pedagogicos ante el mundo digital. I was deeply impressed by Dussel and her colleagues: she is highly engaged with the work we've been doing through the MacArthur Digital Media and Learning initiative, as well as the debates taking place in South America around these same topics. I wanted to be able to share more of her perspectives with English-language researchers and educators in hopes of brokering more conversations between educators in the North and the South who are confronting the ways that rapid media change is reshaping the lives and interests of their students.

    While I was in Argentina, you released a significant report which sought to explore the impact of new media on educational practices in Latin America. What were your major goals for this project?

    The report was commissioned by the Organization of IberoAmerican States (OEI) and the Foundation Santillana, which is affiliated to a major publishing house in the Spanish-speaking world. They organize annual conferences that bring together Ministers of Education from throughout the Southern Cone, educators, and media people. It is an important venue for public policy and debate in education.

    The 2010 Forum, on which you were the guest speaker, was devoted to the pedagogical challenges of IT technologies in the region. Luis Alberto Quevedo and myself were asked to write the discussion paper, which actually turned into a 60+-pages report. Both Luis Alberto and myself have been working on these issues for a number of years, and run together an online course on education, visual culture and media designed primarily for educators. Above all, we share an active engagement with public debate in and around media, both in public and commercial media, although Luis Alberto has a more sociological take on this and I bring a pedagogical concern with what people learn from their experiences with the media.

    Our goal with the report was to provide a broad frame that helps organize a discussion around the different alternatives that are being explored either by public policies or by the schools themselves in the introduction of IT. We talk about four major strategies: a) organizing computer labs in schools, b) getting one laptop to every child (1-to-1) either by joining the OLPC initiative or through major commercial firms, c) having portable carriages with laptops for planned, alternate usage in classrooms, and d) introducing electronic boards in each classroom. Each strategy has different assumptions about the extent to which IT should permeate the daily life of schools and of course imply different costs and mobilization of resources.

    In the report, we were also interested in taking a look at the production of content, especially the work done by teachers with the use of blogs or video production for educational purposes, and by the Argentinean Ministry of Education, which has done an interesting TV series for rural schools called Horizontes (Horizons) whose impact on school practices we want to investigate. These schools usually have only one teacher with multi-grade classrooms, so IT technologies can be a great help in supporting teachers who usually exhaust themselves in their daily work.

    We could only get a glimpse at content issues and DIY media production in the report but it seems promising, and we are currently doing research to get a better understanding of what is going on. And finally, we made a review on the changes on teacher training, looking in particular at changes in curricular contents, and discussing whether there are new teaching figures appearing in the landscape of schools (IT specialists or audiovidual assistants, among others). So, as you can see, the scope was broad and it calls for more research and more writing, which is the step in which we are currently engaged.



    Which models have gotten the greatest traction in Latin America and why?

    So far, the most extended strategy in the region is to equip computer labs, but research shows that, while it was helpful in the 1990s to get at least some teachers interested in IT, today it tends to confine the novelty to a marginal place in the curriculum and does not contribute to a deeper discussion on the big changes brought about by digital culture in the production and circulation of knowledge in our societies. Also, it has been noted that computer labs usually get trapped in the micro-politics of schools, with power games around who's got the key or privileged access to the lab (the same can be said about any innovation in schools, of course, but the concentration of computers in one space contributes to a more centralized struggle around access and control).

    There is also a particular Argentinean context that has to do with the scarcity of resources: the first reaction of school principals and teachers when they get computers or even books is to lock them off so that they are not lost or ruined by usage. This sounds absurd, but it has to do with an entrenched learning that in schools you don't get good things too many often, so you better preserve them, even though this might mean not using them at all...

    So, as we all know but tend to forget, innovations and new technologies in schools have to negotiate with multiple levels of adaptation and with different school dynamics that produce unexpected effects. Sometimes they are able to mobilize creative, wonderful energies and forces in the schools, and sometimes these effects are undesirable. When involved in the innovations, we tend to forget about the latter.

    The second alternative, which is actually becoming the most common nowadays, is the 1-to-1 strategy of equipping every child with a netbook. In Uruguay the Plan Ceibal, effective since 2007 and based on OLPC, has been very successful in doing that with all elementary school children in public schools (around 320,000 students, ages 6 to 11). Uruguay is a relatively small country, with a flat land, and is one of the most socially egalitarian in the region, so in many respects it has not gone through the challenges of connectivity that other countries are undergoing right now, especially when there are high mountains with blind spots for telecommunication, lots of isolated villages, or heavily marginalized groups with a predictable feeling of resentment towards State policies (which might derive in high levels of theft or destruction of equipment), challenges that countries such as Argentina, Chile, or Perú are facing. Argentina's government has recently started a program called ConectarIgualdad (ConnectEquality) that will provide 3,000,000 secondary school students in public schools with netbooks, manufactured by commercial firms. It is probably the largest single investment in the region, and we are all eager to see how it will work.

    The third and fourth alternatives (portable carriages with laptops and smart boards) are being implemented in small scale, and more research is needed to understand their effects. Both seem interesting ways of making a smoother transition into the digital culture than the 1-to-1 strategy, because they are closer to the way in which classrooms are organized today. But apparently the 1-to-1 option is the route that the educational systems are taking in our region. It might be interesting, though, to keep these other possibilities in mind, as we don't know yet how effectively the 1-to-1 strategy is going to work, and also because we don't think this should be an "either/or" option: school systems are large conglommerates of people and institutions and they should be able to incorporate new media through many different strategies that might be useful for different purposes.


    What are the goals of Latin American governments in seeking to expand access to new media?

    Our reading of initiatives like the 1-to-1 option is that they are great strategies for digital inclusion, and the main effects are not only to be seen on children's lives but on their families'. In Uruguay and Argentina, the fact that the netbooks are going to public school children means that they are helping to bridge the digital gap in terms of access (middle and upper classes have fled to private schools some decades ago).

    There's an ad from the Plan Ceibal in Uruguay that is rich in images about the social progress that rural children will make with their laptops. The song is performed by Jorge Drexler (Oscar winner with the film The Motorcycle Diaries, about Che Guevara's youthful journey across South America) and says something like this: "I want to be a sailor/ on the Austral sky/ without getting away from my haven/ under the shadow of my ceibal" (which is a common tree in the pampas). The symbolic aspect of having an opportunity for growth and development without being forced to migrate to a big city or to a foreign country is something that is really strong in the Latin American context, and points to a transformation in the economy and the politics of our societies. I want to stress the complexity of the symbolism that is being mobilized: it is conceived as part of the rights of every citizen; it also has overtones of deep quests for social justice in Latin America and it implies an affirmation of local development not in a nostalgic mood but with hope for the future. This is a major change, and, from my point of view, quite an interesting and promising one.

    Surrounding these initiatives there is, however, a significant lack of discussion about what it will mean for schools and classrooms to have children connected to individual screens, presumably moving at their own pace in a rich environment with multiple alternatives and pathways to be followed. This sounds fantastic on one level, but it is also terrifying for most teachers who have no clue about how to handle these new situations.

    A person who is doing research in Uruguay told me some days ago (two or more years after they started) about the kind of problems teachers get when some students are not able to connect, which sometimes can happen to almost 50% of the class. The netbooks might have software or hardware problems, and at any rate teachers are not prepared to deal with them and do not have a technical aid at hand. Thus, the classroom sequence they prepared most likely starts to sink. When you encounter this kind of problems, you cannot simply tell the students with failing equipment to shut up and let other children work (in fact you can, but this won't make things any better!). There are things to be done in these situations, but what I mean is that teachers should have a repertoire of alternatives that they don't have yet.

    The training they are receiving is on software and, as far as I know, there is no organized training or discussion about the pedagogical situations they are facing. This is something that could be dealt with if there were more concerns about pedagogical issues and about the skills and practices that are needed to implement these changes.

    There is also not much reflection on the demand for new content and sequences for teaching that this change will place on teachers and school administrators, and unfortunately there has been no significant investment so far to put up to this challenge. In educational journals and in mainstream media there are lots of apologetic talks on the "School 2.0," most of the times in de-politicized terms, that propose an ideal of a direct (un-mediated) access to information and knowledge and that assume the model of the business websites for participation. In this view, with the Internet 2.0 children will (finally!) be free from the domination of the teacher and the institution of schooling, and the rhetoric promises that, instead of having ill-trained teachers, young people will be able to access any site and get all the expert advice that they want from top scientists and thinkers.

    The mainstream rhetoric is no different, at least from what I've read, from what you hear in the U.S. or in Europe. I have many problems with these arguments, among them, the derogatory view they have of actual schools and teachers and the uncritical privileging of expert knowledge, but probably the largest difference lies in the assumption that there is an access to knowledge that is un-mediated by existing social knowledge or institutions.

    Let me give just one example of this difference, referred to the type of production children and young people do with digital media. As Sonia Livingstone, Mimi Ito and Julian Sefton-Green have shown in their work, tyoung people's uses of digital technologies are not necessarily creative, but tend to be shaped by their own culturally-mediated practices with existing media. For instance, some years ago the Ministry of Education developed an interesting program on short-film making with digital media (camcorders, simple editing programs, a notebook) in low-income schools in the northern provinces of Argentina -the ones with the highest levels of exclusion and poverty, and lower performance rates in schools. The program was led by a great team that included popular educators and young filmmakers (interestingly, Argentinean film industry is booming and the film schools are producing many graduates who have trouble finding a job, so teaching is actually an option for many of them, and while this is bad for the young graduates, this is a great opportunity for schools to involve people from the creative industries).

    During its first year, the program was very open about the kind of topics and styles that students could use, and the short films that young people produced were all in the line of TV reality shows, with topics such as drug addiction, juvenile crime, teenage pregnancy, etc. The aesthetics was mimicking that of the TV shows such as Cops or alike. Most of these young people lived in small villages with different problems than the ones narrated by these sensationalist shows, but the students, when left on their own, had a hard time imagining other narratives or alternative aesthetics than the ones they learned from the TV shows (Julian Sefton-Green and David Buckingham's work in the UK show the same thing). So, after discussing this development, the second year of the program the organizers decided to ask the students to produce short films based on their dreams and with a surrealistic approach. The range of genres and of topics was much more interesting this second time, when actually the framing was more clearly defined in a top-down manner.

    For me, this example speaks about the inescapable connections between the kind of productions and uses that young people do with new media and the cultural industries. When I say this, I do not intend to demonize cultural industries; but being naïve about the kind of constraints that are at play is no good either. I like very much Mimi Ito's Engineering Play, because it shows all the nuances of media production in the case of videogames, the different genres, but also all the range of practices in media use or consumption by young people. What I want to stress is that the most likely outcome of this "non-mediated" (which in fact means non-mediated by schools or teachers) access will be in fact mediated by young people's experience with the media outside schools, which is far from being pure or uncontaminated by social class, cultural habitus, etc..

    Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

    Ethics and Game Design: A Conversation (Part Two)



    One goal of the book is to help identify design principles that encourage game designers and players to reflect more deeply on their ethical choices. What would a designer learn from studying the contents of this book?

    COLLEEN: You ask the question I'm super invested in and excited about! On one hand, I think we have to be careful about what we mean by ethical choices in the context of designing and playing. Both design and play are inherently transgressive (if they are any good). They push against the boundaries of rules and norms to create new experiences. At least, this is what many of us (designers and players) aspire to. I think what's really exciting about the collection of essays in the book is how each author defines ethics on their own terms, but also in complementary ways. I think the book gives designers the freedom to consider ethics not just as a property of games (to shoot or not to shoot?), but as an active engagement with players, context, and culture. Considering ethical choices as a way of thinking about game design and where and how games take form expands the boundaries of what we think about when we consider a game. The playing field extends beyond the game itself to the social context and the rhetorical perspectives (intentional or otherwise) of its creators (to borrow from Ian Bogost's model of persuasive games).

    Do ethical concerns emerge differently in single-player and multi-player games? If so, how are the social dimensions of games being harnessed to encourage greater ethical reflection?

    MIGUEL: Even though much of my work is focused on single-player games (as I understand them being the singularity that allows us a deeper understanding of games as ethical systems), I think the right answer to this questions is to say that we, scholars and sometimes developers, don't often think about ethics and multiplayer, and how to harness the social for creating this kind of meaningful play. I mean, the social is always moral (and political), so I guess we are taking it for granted, and focusing much more on this solitary experience (clearly influenced by other media that some could understand operate this way, even though careful reading of say Brecht shows that even epic theatre understood the audience as a social body, even though the experience of the play was individual - but I digress). In other words: we tend to forget multiplayer, and social dynamics, when thinking about the design of ethical gameplay, and we focus too much on either single player, or how the rules/mechanics of a system will affect a single player, even in a multiplayer game.

    I think there is much work to be done regarding multiplayer ethical gameplay design. I feel that games like Diplomacy, or Defcon, or even RPGs (specially the swedish school of "jeepen games") have understood how to design particular multiplayer mechanics that generate ethical gameplay. Of course, backstabbing is one: but how does it work? Does it always generate ethical gameplay? How about harnessing empathy, solidarity, other values that are at play in multiplayer contexts? This question you're asking points us, I think, in the right direction: how to include the social, that which cannot be proceduralized, into the design of ethical gameplay?

    My answer? By understanding how does a game system operate when creating ethical experiences (high abstract order), and then trying to think about mechanics that translate that into player-to-player behavior. I think the "Fragile Alliance" multiplayer mode in Kane and Lynch does this very well, for example: being a traitor is fun, but it's also a moral decision, one that is recognized so by both the game system and the game players, both reacting to a particular ethical choice.

    COLLEEN: Adding another real person into the equation certainly changes the game. Interacting with unpredictable real people demands dynamic ethical choice-making from the start. You can't really grief an NPC! I think, however, it's more difficult to for designers to harness ethical choice-making in these social situations. In MMORPGs to grief or not to grief is really a player choice - like bluffing in human-human poker - these are not "designed" ethical choice moments. They are emergent aspects of play which designers don't always anticipate. This unpredictability is the magic of games and I think it's also where ethical play is more complicated and interesting. The complexity of emergent play - particularly in social play - can't always be harnessed, but it can be sought after. I think the flip-side to this fairly optimistic view of social and ethical dimensions is where we see social games designed around behaviorist concepts to
    generate responses like addictive play, social coercion, and perhaps the worst evil of all, spam. I think there are definitely some ethics to consider here. Do we need a game design code of ethics?



    Several of the writers note that all games are in some sense "ethical systems." Yet, certain games recur across many of the essays, suggesting that there may already be a canon of "ethical" games within this new field. What are these games doing which makes them such rich examples for research?

    MIGUEL: Well, what the games I tend to analyze do right is to think about ethical gameplay beyond the basic consequentialist dilemma posing in a black-and-white moral universe. When we think about ethical gameplay, we immediately fall prey of the binary dilemmas, of the clashes between right or wrong, or between greater and lesser evils. Which I think it's often both too ethically coarse and a waste of time. Games can contribute to fostering our moral values, but they can only do so inasmuch as they first address us, players, as moral beings, then challenging our values and forcing us to reflect about our very notion of morality.

    Binary dilemmas just help us corroborate our values - we don't need to challenge them, we act by them. The canon of "good" ethical games presents us with challenges beyond choices, a way in which we can use play to learn, develop and evaluate our own morality, both as players and as citizens. The games I find the most interesting are those in
    which either there are no choices (Shadow of the Colossus) or the choices have effects I cannot easily predict by trying to understand the algorithms behind the game, therefore effectively making me develop ethical, and not instrumental strategies (Fallout 3).

    KAREN: There are quite a few games that were mentioned regularly throughout the book collection and across multiple authors--games that could be considered part of a growing canon. These were typically games that attempted to include some type of ethical components or questions, or game play that ascribed some type of morality points to how you behave in the game. Some of these games, such as Mass Effect, Red Dead Redemption, and Fallout 3, incorporated a system (which varied from being transparent to opaque), where depending on your choices (e.g., actions in the game, or your dialogue selections), your avatar would be placed on a scale that was related to his or her ever-changing honor, ethics or morality. As a result, different options or interactions would open up due to your avatar's status on this scale. Other games did not use an ethical lever as part of describing your avatar, but offered an ethical choice that had certain direct outcomes, such as in Bioshock I/II. There are also some games that bring up specific ethical issues or concerns through their game content, narrative or other mechanics, such as Super Columbine
    Massacre RPG
    or the Grand Theft Auto series. Thus, many of the authors in this collection analyzed the extent to which these games truly support ethical thinking, and provide the ability to experiment with one's own ethics and values, as well as which types of principles might better support this. I am personally interested in the moments in games when players have difficulty deciding what is right or appropriate to do, and how they think through those decisions.

    On the other hand, I believe that all games (and any type of artistic expression) to some extent embody and express values--from everything through their modes of production and distribution, their mechanics and rules, to their cultural touch points and the ways subcultures form around them. For example, how a game is staffed or advertised may
    have ethical implications, and there are values embedded in the way a particular game's world is designed. Again, while many games mentioned in the books more directly present ethical content and mechanics around ethics, potentially any game could be a site of interest because of the ways they were used, written about, or played with other people. For example, what is the function of using cheat codes in games?; how do players negotiate with each other in a given game, particularly ones that require social interaction?; and what are the rules around play? Any game can be a beneficial site for exploring ethical issues.

    Interestingly, I've noticed that in the past few years, many games, particularly RPGs, have had more direct ethical components and have been quite popular. I believe this may be because games enable you to experience a new perspective--a new role--and one's ethical identity is an important part of this perspective. Being able to access diverse
    ethical perspectives is perhaps even necessary for fully appreciating humanity. Through play, we are able to access new ways to experience the world, understand humankind, reflect on our identities, our destinies, our pasts and our mysteries. We may never fully answer these questions, but hopefully games can help us approach them.



    Other essays describe so-called "serious" or "educational" games which are created specifically to foster ethical reflection. What are these games doing that's different from those already on the market?


    COLLEEN: I'm not sure these games are doing anything different on a formal level, but they are certainly coming out of different development contexts from AAA titles, or "mainstream" videogames. Many of the games referenced in the book are the result of a different economic model: research funding and university/not-for-profit labs. In the last 5-10 years some exciting models have taken form in New York (I have heard it referred to as "The New York School") where there's lots of cross-pollination between academia and industry, enabling lots of low-risk experimentation and new funding possibilities/models. Out there in Cali you guys have some very exciting things happening as well, particularly at your institution, Henry! I think in order to build games that take risks with content and gameplay, there needs to be these kinds of alternative spaces and collaborations to experiment and learn.

    The market is definitely changing and diversifying as well. Over the last month console sales dropped and mobile game sales skyrocketed. More distribution platforms for all kinds of games will definitely also help "serious" and "educational" games reach wider audiences, and exist across different platforms and in different contexts.



    Games encourage what James Paul Gee describes as "projective identification." How is this concept linked to notions of "empathy"? What role does "empathy" play in fostering ethical reflection through play?

    MIGUEL: As a Virtue Ethicist, I would argue that empathy is one of the core virtues that needs to be fostered in order to achieve the good life. However, in games, empathy presents itself in a different way. Let me start with a question - what or who do we feel empathy for in games? In the case of multiplayer games, the answer is easy: other players. Therefore, any game that includes some kind of systemic reward for behaviors that are empathetic will foster that value, and hence maybe not provoke ethical reflection, but have an ethical outcome.

    In single player games, though, what is the object of empathy? AI researchers aspire to create empathy for artificial agents, but I am not certain we are there yet. We do feel empathy though for characters and locations, that is, not for the way a particular agent behaves, but for the role a particular agent plays in the game narrative or fiction. So using this instinctive care for the plot (if you wish to call it so - there is no story requirement, and open-world games also foster care for the place), developers can create engaging ethical
    experiences based on one of the values that are cardinal to fulfilling the good life. Play, then, becomes valuable.

    COLLEEN:
    I love how you connect empathy to Gee's concept, because in many ways I think Gee has developed a more nuanced - and realistic - model for empathy in games. The role of empathy is key to ethical thinking, since ethical possibilities are always in flux and specific to the situation and people/entities involved. Gee's concept of projective identification goes beyond just trying to understand another person through reflection or thought, it's a verb - learning how to think like someone else by playing them - and by practicing them. That said, I think bridging these experiences between the game and the real world is where the reflection is potentially more potent. The game is a practice space, but it is inherently limited. In many cases, players are not just identifying with the roles they are playing, they are trying to understand what the game - or the game's designers - will reward and they'll play accordingly. In "trw" (the real world) there
    are many more possibilities and while stuff learned in the game can be tried out, it will likely produce very different results.

    KAREN: This question is of particular interest to me, as I am currently
    writing my dissertation on the relationship among play, empathy and ethical thinking! It was also an integral part of the game I co-designed, called Mission U.S.: For Crown or Colony? I outlined the design process for this game in one of the chapters in the book, called, "Using Mission U.S. For Crown or Colony? to Develop Historical Empathy and Nurture Ethical Thinking." Mission U.S. is developed by Channel 13/WNET, Electric Funstuff, historians from CUNY and researchers from EDC. It is an adventure game that teaches historical thinking skills to Middle School students. The game, which centers around the Revolutionary War and Boston Massacre, invites the player to explore 1770 Boston as printer's apprentice, Nat. We argue that through playing the game, the player and avatar form a new avatar-self relationship that embodies both the social conventions of 1770 Boston and the modern-day knowledge of the player. In a sense, we can argue, the player projects his or her identity onto this avatar, thereby
    strengthening the ability to see through the eyes of Nat, and empathizing with Nat's 1770 context.

    So, although I'm still thinking through this complicated question, my hypothesis (and gut reaction) is that empathy plays a strong role in fostering ethical reflection and reasoning (in games and outside games), because it enables a person to take on a new role, project
    one's self into that role, and to perceive the world through those new eyes and from within a new ethical system. Similarly, empathizing with another person in any context allows one to think through their perspective, and start to consider other's points of view, which is
    helpful when deciding what is right and wrong in a given situation. In the practice of argumentation, for example, it's one thing to tell your side, but it's a stronger argument if you know what the other side is thinking, and how to incorporate that into your thesis. People are really good at stating their opinion, but not as good as considering other's opinions and building an argument that predicts and addresses contrary opinions. Yet, as citizens in a democracy, it is absolutely necessary to be able to empathize with others so we can judge ethical issues more holistically, argue our opinions more substantially, and decide the best solution to complex issues. From my experience with Mission U.S. and beyond, I think that games have the potential for helping support "projective identification" and empathy,which in turn can help people become better ethical thinkers--and more
    engaged citizens.



    Karen, the American Revolution was the subject of both your thesis project at MIT and your new initiative, described in the book. What lessons did you learn from your student work that has informed your new project? Why do you think the American Revolution is especially rich as a context for exploring the kinds of historical questioning that have been at the center of these projects?

    KAREN:Yes! How lucky was I to work on two interesting history-focused projects?! Working on my MIT Comparative Media Studies masters thesis project, Reliving the Revolution, was definitely a strong impetus for developing this book collection. It also helped me to shape the game design for Mission U.S, a game that teaches kids historical and ethical thinking skills. Reliving the Revolution is a location-based GPS-enabled game that lets players to step into the shoes of historic figures involved in the Battle of Lexington, and relive the events leading up to and after the battle, so they can figure out together who fired the first shot. To do this, the players explore present-day real-world Lexington, MA, and also interact with virtual historic figures and objects accessed through a mobile device. The purpose of my project was, in part, to help students start to realize that historic moments are interpretable, and that there were many perspectives on what happened during this specific moment. Likewise, I believe all moments--both past, present, and future--are interpretable. I believe that being able to critically analyze these moments, and consider other's perspectives, helps us be better at deciding what is right or wrong in a given context.

    History is a great way to practice interpretation, analysis, multiple perspectives and empathy--all important components of understanding complex social and ethical issues. Some may balk, but historical thinking and ethical thinking are, to me, not very different. History just adds another dimension to a moment--time--which affects how you
    analyze a particular context. To be a good historian, you need to embody a historical time period, and its unique values, morals and norms. I would argue that historians could (and do) readily apply their skills to current and future moments. When playtesting Reliving the Revolution with Middle School students, I was pleased to see how
    naturally the students translated their skills to thinking about current events, and wondering how, for example, the War in Iraq would be written about differently in textbooks there versus here.

    Fortunately, I had the opportunity to apply my experience to a new game, Mission U.S.: For Crown or Colony, which was developed as part of a Corporation for Public Broadcasting grant, and as I mentioned earlier, designed by Channel 13/WNET, Electric Funstuff, historians at CUNY, and EDC. The climax of Mission U.S. is the Boston Massacre, which the player, in the role of a printer's apprentice named Nat,
    experiences first-hand. Yet instead of showing one version of the event, we built the game so that each student in a class could potentially see totally different versions of what happened. To do this, we created eight different vignettes about the Massacre, some
    that displayed the Loyalist/British take on what happened, and some that leaned more to the Patriot perspective. The choice of vignettes that are presented are randomized for each player. After playing the Boston Massacre module of the game, the students then have the opportunity to discuss with their peers why there were multiple interpretations and perspectives on the event. Later, they also have the ability in the game to participate in a deposition where they could tell an officer what they think happened at the event--their testimony even has consequences on their game play. I know it sounds
    crazy, but even just the idea that there can be other points of view on the past--and that kids can be active arbiters of historic moments--is an epiphany for many young students. Most students just get fed history facts from a textbook! But being critical thinkers of past
    and present moments is necessary for developing engaged citizens in a democracy and a globally interconnected world. No one opinion or interpretation is enough, so we all need to be responsible for considering many points of view and appropriately expressing our own.

    I hope this collection will inspire everyone to find ways--perhaps through games and play--to teach these important skills to young people (and adults, too!).


    Colleen Macklin is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on developing new games, simulations, and play experiences for experimental learning and social issues. Projects range from a curriculum in game design for the Boys and Girls Club, a card game for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of the design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative mobile learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation's Digital Media and Learning Initiative. Member of the game design collectives Local No. 12 (see backchattergame.com) and The Leisure Society. India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

    Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games.

    Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College.

    Ethics and Game Design: A Conversation (Part One)

    A year or so ago, Karen Shrier, an alumna from the MIT Comparative Media Studies program, asked me to contribute a forward to a book she was co-editing on Ethics and Games with David Gibson. The opening of the piece I wrote for her book gives some sense of how I personally think about these issues:

    What a videogame does at heart is teach you how, in the midst of utter chaos, to know what is important, what is not and act on that" -- Colonel Casey Wardynski

    "I'm reviewing the situation. Can a fellow be a villain all his life?" or so asks Fagin, the scheming and ruthless mastermind of an army of thieving young boys, at a key moment in Oliver!, the musical based on Charles Dickens's Oliver Twist. Fagin's "situation" may be an odd place to start in thinking about the potential role of games in providing ethical and moral instruction--after all, Dickens used Fagin to embody the negative influences which besieged young men when society turned their backs on them--but bear with me.

    In Oliver!, through the song, "Reviewing the Situation," we have a character digging deep into his own goals, values, and place in the world, and openly proclaiming that his experiences as a "villain" make him ill-suited to most of the trappings of a "normal life." Fagin's self-reflection leads him to construct and test a series of scenarios (marrying, joining respectable society, getting a job, living alone, freeing the young men in his employee, reaching old age), each embodying an alternative version of himself. Fagin plays out their consequences as a series of thought experiments, before pulling back and deciding to "think it out again." In the course of "Reviewing the Situation," Fagin engages in a range of different cognitive processes--projecting alternative versions of himself, and speculating about possible choices and anticipating their consequences--all in a particular kind of mental space that has no immediate consequences for his current social situation, though it has the potential to reshape the way he sees himself and his place in the world. Here, for example, he explores what it would be like to work for a living: "Is it such a humiliation for a robber to perform an honest job? So a job I'm getting, possibly, I wonder who my boss'll be? I wonder if he'll take to me...? What bonuses he'll make to me...? I'll start at eight and finish late, At normal rate, and all..but wait! ...I think I'd better think it out again."

    Now consider a typical adolescent, seated in front of her computer screen, beginning to construct a character for a role playing game, and facing the same range of questions about her potential identities and goals. Should she join the dark horde, embrace a life as a villain, commit atrocities on other players, and in the process, begin to experiment with and potentially exorcise the darker side of her own personality? Or, should she become one of the good ones, going out to do heroic deeds, sharing the loot with others in her party, rescuing those in distress and helping newbies learn to play, and developing a sense of responsibility and accountability to others in her guild? Should she design an avatar that reflects the way she sees herself or should she embrace a fantasy radically different from her real world personality or situation and in so doing, see what it might be like to walk in a different set of moccasins?

    Like Fagin, she can try on different personas, test different scenarios, and imagine alternative moral codes through which she might navigate the challenges of her day-to-day existence. She has the option of taking risks, dying, rebooting, and exploring another course of action: "I think I'd better think it out again." While young people have often found it difficult to anticipate the future consequences of their current actions, the game offers her a powerful tool through which to accelerate life processes and thus play out in the course of an afternoon several different scenarios and their consequences. And through in-game cameras that allow players to record and replay their actions, she can literally review the situation, going back to key choice points and retrospectively evaluate where she went wrong and how bad decisions led to negative consequences. Seen in this way, the computer game constitutes an incredible resource for self-reflection and personal exploration, one with rich potentials for moral and ethical education. No other current art form allows such an intense focus on choices and their consequences; no other art form allows us this same degree of agency to make our own decisions and then live through their outcomes.

    Over time, Karen's project expanded into two edited collections, the first of which is already out in the market, the second of which will appear late this year or in early 2011. If you want to buy the first book, Ethics and Game Design: Teaching Values Through Play, Karen's publisher is generously offering readers a chance to buy a copy at half price if they follow this link. You can see the table of contents for the collection here. The second book will be called Designing Games for Ethics: Models, Techniques, and Frameworks.

    Taken together, the two books bring together an impressive array of game designers, theorists, and critics, representing a mix of people working on mainstream commercial and alternative "serious" games production, a global community of people trying to think through the core issues implied by the books' titles. I read the first volume with great interest (and no small amount of pride at seeing my former student at the center of such an effort): the topic is one which deserves more attention than it has and the book offers us some important ways to complicate the typical arguments around games and media effects. These books are important not only to those deeply invested in games but to the growing community of people invested in new media literacies and education, given the centrality of games to the cultural lives of young people and the importance of encouraging self reflection and ethical skills.

    In the hopes of calling more attention to this project, I asked Karen if she would do an interview for this blog. The interview has grown into a conversation between Karen and two of her contributors, Miguel Sicart (IT University of Copenhagen) and Colleen Macklin (Parsons The New School), which explores games (in many forms) as ethical systems and as vehicles for shaping the empathy and identification of their players.

    As the book's preface suggests, ethics and games is an "emerging field of study." What role do you see this collection playing in generating interest and awareness around this topic?

    Karen: A major goal of my co-edited collection, Ethics and Game Design:Teaching Values through Play is to bring together the diverse and growing community of voices and begin to define the field of ethics and games, identify its primary challenges and questions, and establish the current state of the discipline. To start to unpack this, I brought together experts from a variety of perspectives--such as computer science, art history, education, philosophy, law, game design, management, media studies, and psychology. These designers, practitioners, educators and researchers wrote almost 40 chapters on everything from the ethics of Farmville's game mechanics; to a case study on designing Train, a non-digital game about the Holocaust; to the types of ethical play styles of teenagers. Our goal is to encourage game designers to think through and address ethical questions and issues in their designs; to motivate educators to seek new ways to support ethical thinking and reflection through play; and to inspire researchers to develop relevant frameworks and methodologies, design principles and theories for understanding this complex field. Attention to this field is essential for developing citizens who can think deeply about ethics; fully engage with complex issues; reflect on their values; and decide what is right for them, their families, their societies and the world.

    My hope is that the collection will provide the foundation to start an engaged, rigorous dialogue around games, play, and ethics. The book collection, however, is just the first step in building a larger community of researchers, policy makers, journalists, educators, game players, and designers who are interested in moving the question beyond whether games are inherently good or bad, to how games and play can support ethics and citizenship skills.

    And wow, it was a lot of work putting this collection together, but it was totally worth it.

    Games and play are fundamental to all human societies and have historically been used explicitly and implicitly to teach values. What lessons can we learn from thinking about pre-digital games as "ethical systems"?''
    MIGUEL: First of all, I am not sure we should make a pre-digital/digital divide without mentioning what makes digital games so unique. It may be possible to argue that in fact, there is nothing unique to digital games, and therefore what we learn from thinking about non-digital games is also valid for digital games.

    In the case of ethics and games, I'd argue that there are at least two unique elements in digital games that differentiate it from the past: one, the possibility of single player games, and more importantly, of solitary play. Digital games have afforded single player games that make players engage alone with the game system. Two, the black-box effect (rules are invisible to players and have to deduct them from play - and they are not discussable/easily modifiable) is stronger in games. Of course, there are mod communities and hackers, but still, the access to rules and their configuration is much more complicated than in non-digital games.

    In terms of thinking about morality, this implies that there are significant differences with the non-digital world. Essentially, I'd claim that morally interesting non-digital games make it complicated to claim that games can be understood as ethical systems, since the role of the social (which is, in my opinion, always bringing in the political and the moral) is deeply intertwined with the systems design. In other words: how much of the ethical analysis of a non-digital game can argue for the morality embedded in the system, and how much can it refer to the moral social play? With digital games, specially with single-player games, we can have an optimal sample: from the rules, through the player, we can deduct the values, and given the black-boxing of the system, we can claim that those values are inscripted there by designers.

    So, after this digression (apologies!), what I want to say is that maybe we can learn from digital games how to look at non-digital games as ethical systems, without the role of the social. And therefore, what we can learn from pre-digital games is that multiplayer is always ethically interesting, and that negotiation of rules, sportsmanship and player-to-player behavior, that is, many of those elements external to a systems-centric understanding of games, are fundamental for the ethics of play. Because what pre-digital games tell us is precisely that: play is moral (regardless of Huizinga's claims), not only because there are many players, but also because the systems are of ethical interest.

    I guess I haven't much answered the question as rephrased it and answered what I actually wanted to answer. I'll give a shot at a short answer then: pre-digital games can help us trace the history of play as a moral activity, as one used to teach, educate and promote a number of values in our society by means of systems designed to embody
    and foster a number of values.

    COLLEEN:
    I think we can learn a lot. From a cultural perspective, looking at
    the historic trajectory of games engaging with social and political issues is pretty exciting. I am thinking here of Situationist Games, The New Games Movement, Buckminster Fuller's World Game and the recent surge of "big games" fostered by festivals like Come Out and Play and (for the first time this year) IndieCade. In fact, many big games bridge pre and post digital games, gaming in and with the real world, which might happen to include and use computers (i.e. mobile devices). These kinds of games take place out in the streets actively blurring the edges of the magic circle and raising all kinds of interesting questions about what happens when public space and game space, game rules and social norms collide. If an ethics is a dynamic negotiation between people and/or entities, I think this kind of negotiation between spaces - inside and outside the game, digital and nondigital - is a productive place to start thinking about "ethical systems."

    In the chapter I contributed, I talk about the design of a big game called Re:Activism, which so happens to have "serious" content, but that's not the part that is so interesting to me on an ethical level. What I think is interesting are the complex relationships between the designer, the player and the publics that encountered the game.

    Much of the debate about video game violence would assume that games as a rule exert a negative moral and ethical influence on players. How might the essays in this book complicate such an understanding of their impact on players?
    MIGUEL: Even though this is something Karen should answer, since she's the editor, let me chip in: I think this collection helps describing why players are moral beings, arguing strongly against the implicit discourse of the computer game player as a moral zombie that is so ubiquitous in popular press and anti-videogame literature. Players are ethical agents, and they have moral fail-safe systems that help them engage with the ethical complexities of computer game play.

    KAREN: Again, the purpose of this book is to move the conversation away from simply demonizing games as violent or inappropriate, to really understanding why games are so controversial, and determining the potential (and limits) of games to help us think about and reflect on ethical issues and complex social dynamics. Building on what [one Ethics and Games collection contributor] Nick Fortugno said at a talk a few years ago, there are books that embody what many would consider negative ethics (e.g., Mein Kampf) and books that embody positive values (e.g., The Bible), but we should not deem books themselves as evil or good as a result. As we have seen throughout history, the introduction of each new medium incites fear that it will negatively affect our youth. This happened even during the movement from orality to the written word, where educators were worried that writing things down, rather than memorizing all texts by rote, would destroy young minds. We need to be open about what games can do, rather than focusing on some specific content in a few particular games. Or, at least let's talk about why certain violent content bugs us, or let's reflect on what types of cultural dynamics are at work when some people strive to ban all games.

    Thus, many of the authors in this book start to complicate ethics surrounding games, and investigate the nuances of the player and game relationship. For example, Erin Hoffman takes a philosophical approach to understanding the purpose of death in games, and how violence and death may serve to help us contemplate the human experience. J. Alison Bryant and Jordana Drell take a more educational approach and investigate how families play video games together to see how to better foster dialogue about values through group play. Just like ethics themselves, no one feels these issues are black or white, but something to be discussed and deliberated.

    Moreover, I want to make it clear that in editing this collection, or designing games, I personally do not seek to decide for someone else what is right or wrong, morally appropriate, or socially acceptable. Rather, I believe there is a need to equip young citizens with the ability to reflect on their values, consider other perspectives, make
    complex arguments, and decide what is right in a given context. After all, values are constantly shifting from offline to online, transnationally, and across peer groups and social contexts. How you act at work is different from how you would act on an online parenting discussion group. What is appropriate in one country may not be relevant in another, and what you on the playground may be interpreted differently than in the boardroom. The way we individually and collectively vote on issues today may be different to how we cast our ballot in twenty years. We need to be our own arbiters of right and wrong during complex moments and shifting contexts.

    I do feel that games provide a unique opportunity to practice these types of skills.



    Colleen Macklin
    is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on developing new games, simulations, and play experiences for experimental learning and social issues. Projects range from a curriculum in game design for the Boys and Girls Club, a card game for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of the design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative mobile learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation's Digital Media and Learning Initiative. Member of the game design collectives Local No. 12 (see backchattergame.com) and The Leisure Society. India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

    Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games.

    Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College.

    The Future of Teenagers: My Interview in O Globo


    Here is the interview I did with Bruno Porto of O Globo, a publication targeting youth, during my time in Rio. The newspaper devoted three full pages to this interview which was prominent on its cover and I heard lots of great responses to it as I traveled around the country. I suspect what will be striking to readers in the United States is how much the questions being asked there by parents, teachers, and others about new media are very much those being asked in our own country. For those who prefer to read this in Portuguese, here's the link.

    What´s the main difference between the teenagers that lived in 2000 and the ones that live nowadays? Do you see them as completely different beings or the prior generation already had cultural elements that are present in the next one?

    First, the continuities across generations are much greater than the differences. Young people today listen to different bands and often acquire music through different platforms than teens a decade ago, yet one's taste in music is still a key indicator of one's personal and social identity for teens. Young people play different games on different game platforms yet young people acquire and display mastery through competitive play. Young people use different social networking platforms and communicate with their friends through text-messaging, yet forging a place for oneself within the social system of their schools remains a central goal of adolescence. We can go down the list and most of the new digital practices which seem alien to older people are serving purposes which, if they are being honest, they recognize from their own teen experiences. That said, there are also significant differences, which I know we will get to as this interview goes forward. What does it mean to have immediate contact with your friends as a support system as you move throughout your day, to know that you will remain connected with your friends no matter where you move in the planet, and that you can form intense, intimate social ties with people who you may never meet face to face? Or to know, but not yet fully grasp, that those pictures you shot at a party when you were 16 could resurface at a job interview when you are 25 or end up being used against you in a political campaign when you are 45 because they have persistence online and can be accessed by many unintended audiences? These are some of the questions that contemporary teens face which are different from those confronting previous generations of teens.

    Do you think that the leap between the 2010 generation and the 2020 will be as significant as the leap between the 2000 and 2010 generations? Or have the main, structural changes, already happened?


    We are in the midst of a profound and prolonged period of media transition which is inspiring changes on every other level -- economic, social, cultural, political, legal... and I don't see the rate of change slowing anytime soon. Youth are often the earliest adapters and adopters of those emerging technologies and cultural practices as they seek out some place they can call their own, some place where their parents and teachers are not going to be nagging at and snooping on them. Young people, thus, embody the change that media is bringing and they are thus likely to be the advanced guard for most cultural practices. (Interestingly, this is not true for Twitter which has spread from the professional classes outward and downward to reach youth rather than the other way around). As this happens, they are going to create differences in style and taste which signal their differences in identity and affiliation. So, yes, I think that youth ten years from now will be significantly different from youth today -- with my above caveat that it will still be the case that the continuities in experience and interests will far out distance the differences.


    Which aspect of the DIY/collaborative philosophy, that transformed the youth (and the world), seems more intriguing and relevant for you now?


    For the past three decades, I have studied fan cultures as the springboard for grassroots creativity. Fans are people who are inspired by the stories that circulate through the mass media, who take elements of those stories and deploy them as the raw materials for their own creative expression, and who bond together over their shared investments in these rich cultural materials. I don't call this "do-it-yourself" but rather "do-it-ourselves," because of the deeply collaborative nature of these forms of cultural production. They are collaborative both in the sense that they build on existing stories, including those of mass media, within our culture and because they depend on each other to create the infrastructure which supports their creativity. Fan fiction is collaborative from conception -- as fans talk through story ideas as cafe table conversations, as they give each other feedback through Beta-Reading (peer-review) processes, as they read and comment on each other's shared works, and as they build the very platforms through which they circulate their creations. The fan fiction writer exists alongside the cosplayer who creates costumes and embodies characters, the fan musician who creates, records, and circulates songs, the vidder who re-edits and remixes footage, and so forth. All of them form communities which embrace new participants, which generate new forms of creative expressions, which teach each other the skills needed to participate, and who support each other's creations. This kind of participatory culture has existed for more than a hundred years, but the web has made it accessible to a much broader array of participants. Because it can innovate outside the constraints of the market or the art world, it is endless generative and thus a source of ongoing fascination to me.


    The transformations that the web caused are already present in almost all the Western world, but parents and teachers are still trying not only to understand it, but to accept it. Why do you think they´re still in denial?


    Some parents are in denial; some are in a state of panic. The first sees no change occurring, the second fears the change that is coming. Few are finding the middle ground between the two which allows young people plenty of space to navigate between neglect and constraint. I just heard the story of a young man, who came from a conservative religious family, who was told by his parents that he could not watch Family Guy or other Fox shows on television. The kid watched it on the internet instead without guilt, since his parents hadn't set up any restrictions on what he did on line. As someone who is the parent of a 29 year old son, I can tell you that most of parenting is reactionary. You are uncertain about the right way forward and so you fall back on what your parents did, even if they were dealing with different times and situations. You end up saying everything you thought you would never say to your kids because the script you have in your head bears the early imprint of your parent's philosophy. And you have to make a very conscious effort to change or reverse those impulses. You may change it some of the time, through sheer act of will, but then you will find yourself reverting back on other fronts. Most parents now do not have a script in their heads for thinking about what young people are doing with their iPhones. The young people are encountering situations which seem on the surface totally different from anything they faced growing up. That's why I always stress the continuities first. They may not know what the value is of having lots of friends on Orkut, but they do know that forming friendships is a vital part of adolescent culture. As the next group of parents grows up, they will have a better mental framework for thinking about these issues but unfortunately, their kids still won't believe they have any clue what they are talking about. :-)

    During years journalists, teachers and other specialists considered videogames as a media that causes much more damages than benefits. Do you think that that perception changed?


    Yes, somewhat. The good news is that the group of people entering the teaching profession over the past five or so years probably grew up playing Super Mario Brothers and so they have a much more normative understanding of what games can be used for. The bad news is that research shows that of ten different professional classes, teachers are the least likely to still be playing games today. Teachers are consumate creatures of the book and if anything, they are becoming more defensive about these new media as they fear that print culture may be displaced by digital. So, you have some teachers who do get the value of games as recreational and teaching tools, that want to see better games developed which they can deploy through their teaching, that may respect and value the kinds of teamwork and leadership skills being fostered on World of Warcraft, who may understand the simulations of history and government offered by Civilization or Sim City, We are seeing libraries embracing gaming as a community building activity for their patrons. And among educational researchers, games for learning constitute a high growth area of research. On the other hand, you see schools locking out most forms of participatory culture, closing out not only games but also Facebook, YouTube, and Wikipedia. You are less likely to see teachers who believe that playing Grand Theft Auto is going to turn their students into school shooters, but you are more likely to see teachers who believe video games are simply distractions from real learning, rather than recognizing how at least some games can be vehicles for the learning process. I will be happy when our government officials stop telling kids to turn off their XBoxes and do their homework, and start telling them to turn on their XBoxes and do their homework, but that's going to be a long time coming.


    Survivor, The Matrix and American Idol are some of the franchises you used as example in Convergence Culture. Any other relevant examples appeared recently?


    Franchises still dominate our media production. If I were writing the book today, I might have chapters focusing on Lost, Heroes, Glee, Avatar, and District 9, each of which represent a somewhat different way of thinking about the media's relationship to its consumers. Indeed, each of these franchises plays a role in my next book, which I hope to be writing later this summer, on spreadable media. So, let's take Lost. On the one hand, Lost represents one of the biggest hits on contemporary commercial television. When the Lost finale airs later this week, it is going to attract a massive audience. It is event television on a global scale. People will gather in large theaters all over the United States to watch it. They were flood Twitter and the other social networking sites with their responses. On the other hand, Lost represents all of the properties we would have associated with niche television a decade ago. It is a complex and demanding program. It draws a hard core, socially active, culturally generative audience. It challenges the collective knowledge and thinking of large scale social networks of people who pool their knowledge, compare notes, and try to figure out the mysteries of the island. And as they do so, they follow Lost through podcasts, websites, wiki projects, alternate reality games, and countless other platforms. Lost is television outside the box -- television in a transmedia environment. Each of the other examples I cite represent the further move of television into a transmedia and participatory world. With Glee, we might pay attention to it as a vehicle for selling music -- in that sense very much like Rock Band and Guitar Hero -- and we might talk about it as inspiring lots of amateur performances -- check out all the amateur performances of the songs from Glee which spring up on YouTube within hours of the airing of a new episode. With Avatar, I am of course interested in 3D but also in the ways that activists around the world have embraced the identity of the Na'Vi and their struggle against the cloud people as a language through which to talk about their own local struggles to protect their environments and their way of life. With District 9, I am interested in the ways that a small scale movie gains the level of public interest this film did through strategies which rely heavily on the most engaged and socially networked segments of their audience. And the list continues.

    Ten years ago, in Brazil and many other countries, kids found it hard to feel attracted by their schools. Now, with their connection with technology and the internet, it´s ten times worse. Do you think that most countries are facing this problem properly?

    I teach a class at USC on the New Media Literacies. One of the assignments is to have my graduate students interview a teenage student or a teacher they know. My students come from all over the world and since they tend to interview people in their own families, I see projects on people who live in many different countries. Almost without exception, every young person they interviewed had a more intellectually rich life outside of school than inside. The things they cared about, they things that provoked their curiosity and passions, were often things which had no place in the current configurations of schooling. The ways they learned best often involved tools and platforms which were blocked in the classroom. And they felt like what was turning them on intellectually was largely unknown by the adults in their lives. The teachers also expressed frustration about how much new technology they needed to absorb or about how hard it was to change the presumptions of school administrators that such tools were distractions from the core business of learning. This is bad enough as a global problem if we think about schools shutting down the brains of our most networked young people, but we might feel that they still get extra educational opportunities and cultural experiences outside the school hours. But then consider all of those young people who only get access to these technologies at school, for whom the teacher or librarian may be the only adult they know who has any understanding of the technical, social, cultural, and ethical challenges and opportunities they represent. If we shut these practices out of our schools, we will have denied those young people the support they need to meaningfully engage as citizens, workers, learners, and expressive individuals in a world where these technologies are going to be taken for granted. Young people are not better off being told to learn about technology on the street corner the way my generation learned about sex. Our schools need to develop a coherent, informed, creative approach to technology which incorporates the best tools and practices into their pedagogical approaches.

    How do you think that the new generation is absorving so much information? Do you think they absorb less - after all, the information is at reach all the time - or less?

    First, I think there is a shift away from an emphasis on learning information towards learning how to find information. The emerging generation tends to offload much of what they know into technological devices which they use to enhance their thinking. Take away my laptop and you chop off a chunk of my brain. This is not necessarily a bad thing because the information is changing at such a rapid pace. Yet, it only works if we don't fill our heads with misinformation, if we develop skills at evaluating information and recognizing what kinds of information we need to solve particular kinds of problems. Second, they are learning to depend on each other for information they may lack. This is what we call collective intelligence -- a world where nobody knows everything, everybody knows something, and what an individual knows can be shared with the group as needed. Young people are learning to recognize the expertise of their friends and others in their networks and learning to work together to solve complex problems which they would not be able to tackle on their own. So, there are two ways of processing the massive amount of information which the web makes available to us -- deploy tools which sort and filter the information or tapping into collaborative communities which appraise the information together from many different perspectives. The later, for example, describes how I use Twitter. I subscribe to the feeds of the smartest people I know in many different fields and trust them to insure that I at least get exposed to the key developments in those fields each day. Young people are tapping this in a more informal way, which is why young people often know a lot about current events without ever seeming to read a newspaper or watch the news. A lot falls through the cracks this way, which is why we need to foster these skills more, but it is still a pretty shrewd approach to dealing with what previous generations have described as information overload.

    As schools, many companies that hire young people are not prepared for all the changes that are happening. How does that affect young people? They will try to adapt or look for new kinds of jobs?


    Our young people have much more to give the world than they are being allowed to contribute. No question about it. When we read reports of fans developing online reference works for Lost, say, there's often a dismissive response that says they had too much time on their hands. I don't want to undercut the value of this grassroots production of knowledge and culture on its own terms, but I also want to ask - whose fault is that? Such activity emerges in a world which undervalues the creativity and knowledge, the skills and intelligence, of every day people -- undervalues it in school, undervalues it in the work place. As a result, young people create alternative spaces where they can learn and share what they learn with each other. It can be enormously frustrating to watch the company where you work make bad decisions because it is ill-informed about alternative possibilities, even as you sit there, knowing about new ways forward, and not being solicited to contribute, or sitting there going through mind-numbing repetitive activities while you know a high tech way which would be more effective and efficient. Just as schools need to change to embrace new ways of learning, companies need to change to embrace new ways of working. The most forward thinking companies have relatively flat organizations which allow new ideas to emerge bottom up from any corner of their staffs. They reconfigure teams so that everyone has a chance to lead and people can contribute based on their skill and expertise. As we think about who might be best at working in such an organization, it may well be someone who grew up playing massively multiplayers games, swaping roles, trying new identities, tackling new challenges. Hell, don't just hire an individual gamer. Hire an entire squad or guild, since this team of people already knows how to work together to achieve its goals, already knows what each member can contribute, and already trusts each person to carry their own weight. It isn't just that companies need to embrace new technologies; they also need to recognize and value new cultural processes which come out of young people's experience of growing up in a networked society.

    Last week Rio received his first TEDx (a version of the original TED) and the main attraction was a 13 years old boy that knows how to program apps for iPhone and iPod Touch. Many scientists are trying to understand the brains of people like that boy, that could be the next Bill Gates or Steve Jobs. Do you think that makes sense, that they´re treated that way? Or in some years there will be thousands of kids like that one everywhere?


    Our focus should not be on prodigies. There have always been child prodigies. There will always be child prodigies. That tells us little about the state of our culture. What we need to pay attention to are the remarkable achievements of perfectly normal girls and boys who are doing things that would have been inconceivable for earlier generations. Their ability to tap into social networks, to deploy new tools and technologies, to process complex information, is astonishing, yet often dismissed by their parents and teachers because it doesn't fit within the grids through which we evaluate their educational performance. It may well be the case that what this young man is doing will become much more widespread in another generation's time, especially as the processes for designing aps are better understood and toolkits more user friendly. In any case, I would want to understand not just how the boy's brain works but also the social support system around the child. What kinds of help has he received from parents, teachers, other adults along his path to this level of accomplishment, since no kid gets to this point alone. In general, we need to understand such developments not as singular cognitive accomplishments but as windows into the kinds of learning ecology which is needed to make it possible for every young person to achieve their full potential.

    Helping Teachers Learn About New Media Practices (Part One)

    Jessica K. Parker's new book, Teaching Tech-Savvy Kids: Bringing Digital Media into the Classroom, Grades 5-12 manages to be visionary and pragmatic in equal measures. Drawing heavily on the work done by researchers affiliated with the MacArthur Foundation's Digital Media and Learning Initiatives, especially the Digital Youth Project, the book offers educators, especially classroom teachers, new ways of understanding young people's online lives and how the resources of new media and participatory culture can be effectively integrated into their pedagogical practices. The book brings together smart people -- researchers, classroom teachers alike -- to talk through the implications of our present moment of media changes on the kinds of learning which are taking place in school. The authors move deftly from considering the big picture to explaining specific activities which might be deployed in the classroom. I was proud to see some discussion of the work we've been doing through Project New Media Literacies sprinkled throughout the book and not simply because our Research Director, Erin Reilly, has contributed an essay on learning through remixing.

    I am using the release of the book this week as an excuse to bring together several key contributors to the volume, including Reilly and the book's editor Parker, for a conversation about the ways that this new research is challenging some of the assumptions that govern how teachers and administrators often respond to the potentials of new media and learning. And while you are at it, check out this rich website developed to provide teachers with resources around the book.

    Can you give me a sense of your goals for this book? In some ways, it is translating or popularizing insights from the Macarthur Digital Media and Learning research for an audience of teachers. What do you see as the value of this research for impacting the decisions which teachers make everyday in the classroom, given, as you note, the primary focus of this research was on informal learning outside the classroom?


    Jessica:
    With this book, I wanted to invite educators, specifically classroom teachers, into this larger discussion of digital media and learning (DML). I felt that if I wrote a book for teachers my invitation needed to connote, "I trust you. Here is something that I want to share with you. I value your opinion and your insights." In the DML community, there is a sense that this current moment is a defining one. It is a profound moment. And I don't think my collective academic community has reached out enough to classroom teachers to say, "Join us in this moment." Join us--even though we may exist as researchers, educators, and mentors in different learning environments--join us as we analyze these important educational concepts and discuss how learning, literacy and knowledge creation and sharing are changing. Changing the culture of learning within schools starts with teachers.

    I wanted to share this research with classroom teachers and listen to their responses. And yet, I realize that the book that I created with 28 collaborators will force educators to shift their perspective of learning by going beyond a normative understanding of formal education. I don't think this discussion will be an easy one: in fact, this book might take readers out of their comfort zones. And that is why it was important for me to "invite" teachers into this discussion. We desperately need this kind of philosophical discussion. In order to do this, I followed in the footsteps of the MacArthur Foundation and wrote a book that focuses on "learning" rather than "education" or "schooling." We must take a different angle on learning in order to see beyond the constraints of our own educational system.

    I also wanted to avoid framing the book as a teacher's guide with a focus on one single subject with cut-and-paste activities for the classroom. This kind of thinking seems to promote an educational system devoid of curricular connections and deep participatory learning, and lacks application to everyday life. I framed the book as a philosophical discussion regarding learning in the 21st century in the hopes that we could take a step back from the everyday realities of the classroom and reflect on what it means to be an educator in these changing times. I know too well the teacher-mode of the treadmill, where from August to June I would run from unit to unit and chapter to chapter and miss making connections between topics, across disciplines or even daily lessons. We need to stop running on our treadmills and start asking serious questions about what it means to learn, to be literate, and to know something in a mediated culture.

    In terms of the value of the research from the MacArthur Digital Media and Learning Initiative, it is an excellent opportunity for teachers to explore pioneering research in this emerging field. Additionally, I don't buy into the notion that informal learning and formal learning are completely separate entities that have no bearing on another. I realize that they usually exist in separate settings and have different properties, but as a teacher and a learner, I have always viewed them as fluid. I don't want to draw a line in the sand and promote one over the other or frame our discussions as an either/or issue; in fact, I advocate that we should learn, reflect on, and analyze both settings. This can only make us better teachers and--most importantly--better learners.

    You frame the book around issues of what learning, literacy, and knowledge mean in the 21st century. While it is clear you want educators to continue to ponder these issues, you also clearly have some thoughts that guide this book towards certain answers. What do you know about these concepts at the end of the process of writing this book that you did not know before?


    Jessica:
    In my current work with pre-service and in-service teachers in Northern California, when I introduce the topic of reassessing learning, literacy and knowledge, it takes more than just reading research to unpack these issues. It takes more than just having a class discussion; it takes more than just testing out an idea in their own classroom. Analyzing and re-visioning these core educational concepts takes a lot of effort and it is really a combination of factors that allow teachers to really grapple with these topics: reading, discussing, experimenting and testing out ideas in their classrooms, and then coming back to our graduate class and reflecting and getting feedback from peers. This is a process that needs to be woven into the daily life of teachers--and it's hard to create time and space to accomplish this. We have to know ourselves as teachers and be willing to analyze our own philosophies of education. It's not an easy road to take but it is required if we are to rethink school-based learning.

    Many teachers fear that new media practices -- such as texting - leave students less literate. Yet, your book challenges this presumption. How do you see new media practices changing the range of expressive opportunities available to students?


    Maryanne:
    With regard to new media practices making youth less literate, it's a version of an old argument that surfaces every time there's a new wave of practice. Each new wave of media practices encounters resistance. Literary scholar, Nina Baym (2006), chronicles magazine and journal articles from the early 1800's in which editors asserted the need for reviewers to exercise surveillance and provide direction to the newly literate masses who had taken up the habit of reading fiction. Novels were dangerous! There was a similar kind of backlash in response to comic books. If anyone had taken that criticism seriously we would never have the incredible array of graphic novels we enjoy today.

    As Henry Jenkins has pointed out, the critical change in the latest of the new literacies is that of convergence. The problem with "either/or" thinking with regard to traditional and digital literacy is that it fails to capture the experiences of youth. The child who is reading a novel from a traditional text, or listening to it on her ipod, downloading it onto her e-book, and visiting a website where she can play a game as a character from the book, participate in a forum discussion, and answer challenge questions, is transforming the practices of reading and writing. The sad fact is that she is not allowed to bring her e-book to school, even though some of her classmates wear outfits that cost more than her Kindle. She only sees a computer when her teacher beats out the thirty other teachers attempting to sign-up for the school's only computer lab on Wednesday, after lunch. Though at home she rarely writes with a pen, during the school day it is the only tool she is allowed to use in most of her classes. Even her cell phone must be kept in her locker or it will be confiscated.



    Phil:
    Students express themselves through a variety of media. Kids are writing independently more now than they have since I started teaching in1992. What is new is the range of digital communication modalities that kids are adopting with zeal and creativity. That they are doing so using communication tools that are new to all of us and somewhat foreign to many teachers is immaterial. They are practicing the skills we teachers value on a daily basis. When teachers build on students' passion, they are capitalizing on an opportunity to help kids deepen both their use of communication tools and their understanding of (hopefully) relevant course content.

    You note that teachers often want to be told how they can use specific technologies in their classes. But you argue that this is not an adequate approach to the potentials and challenges of new media. Explain.

    Erin: When technology was first being used in the classroom, everyone involved in the process (from the developers to the school administrators, to the teachers working with the students) tried to replicate one to one what was already happening in the classroom. But we learned that this is the wrong approach. Integrating technology into the classroom provides new practices and scenarios that don't exist when technology is not there.

    On top of that, technology moves at such a rapid pace that to introduce teachers to specific technologies to use in the classroom would be doing them an injustice in better understanding how to incorporate new practices in the classroom. If teachers only learned how to use specific types of tools, they would not be prepared to adapt and negotiate new spaces and new innovations that continuously happen in this rich media landscape.

    No one technology is the savior for the classroom. It's not about asking ourselves what technology should I be using but instead we should be asking ourselves, "What practices enable my learning objectives?" This shift in question will encourage teachers to not be betrothed to a tool but instead encourage acquiring the new ways of thinking and doing through participating in new forms of practices.

    New Media Literacies (NML) is working with the state of New Hampshire on a project called the Early Adopters' Network. This is a group of teachers from schools across New Hampshire who we collaborate with through NML's Community to better understand our pedagogical approach and try new methods and tools to increase collaboration among educators. One of the participating New Hampshire educators recently wrote us a reflection on her experience, "No longer am I looking to transfer some tech skill for use of an application but facilitating thoughts and skills through them. It's funny, because I always thought I did this, but the reality was my model basically encouraged to seek support from a classmate. The activities and lessons themselves were not thought-provoking or designed to encourage collaboration."

    Though I don't endorse teaching teachers specific technologies, I think its important to provide ample time during each week to play. Play is one of the new media literacies, and we define it as the capacity to experiment with one's surroundings as a form of problem-solving. What about setting up a digital tool playground for your school as part of your teachers' professional development and as a way for students to share their expertise with the adults in their lives? This would provide a new space for teachers and students to come together wearing different hats than what we see in the classroom. In an unstructured format, this digital playground would allow teachers and students to collaborate in new ways and make visible the value of the different expertise available right in their own school.

    This is messiness at its best where teachers and students struggle together to better understand the social and cultural competencies and in a place where one isn't judged on outcome but on participation, teachers and students would have time to practice and reflect on what it means to be part of this networked world.



    Jessica:
    To reinforce what Erin said it isn't as easy as insert technology, out comes student learning. The excitement, sleekness, and allure of contemporary technology should not suggest that educators only have to incorporate laptops and webcams into their classrooms for students to magically acquire technical skills and understand academic concepts. We need an educational mindset that views technology as more than a mere tool--using technology in a classroom is in fact an application of a philosophy of learning. It is possible to incorporate digital media in a way that simply reproduces a particular kind of knowledge, a static notion of student identity, and a rigid understanding of teacher-student relationships. Viewing technology as both a philosophical issue and pedagogical practice offers teachers a way to avoid an overly deterministic approach to integrating technology.


    Maryanne:
    As a classroom teacher myself, I do not think that teachers want "canned" products that they can only employ in a particular way. Rather, they want tools and environments that can be used to extend and support the worlds they are creating in their classrooms. Excellent teaching involves a degree of risk and sadly today there are many constraints on teachers that keep them from trying anything new. Being too cautious can cause a teacher to miss the wave of enthusiasm that can generate real engagement in learning. I think that teachers need to look at how students use particular tools, how they participate in particular practices, how they act in particular virtual environments and then ask themselves, 'how can I use this to forward the subject I teach?'

    I saw how much my students enjoyed instant messaging when it first became available to them and so I devised a project through which students used IM to discuss literature. The point is to try and play with the forms, bend the rules to serve learning in school. I made strict guidelines about IM-ing. I didn't want the conversations to be superficial. Students had to support their ideas with quotes from the text. There is a way of balancing the excitement of a new practice with the rigor demanded by a particular discipline.

    With regard to specific uses of technology in classrooms we should be wary of practices that standardize student investigation and expression of knowledge. What the five-paragraph essay has done for writing, the powerpoint has done for presentations. Standardization of practices kills innovation as well as what we used to call "voice" in writing. While we want to introduce practices that help students organize their thinking, we also want to ensure that students will have opportunities to exercise agency in their own educations. I worry about this with regard to virtual worlds. Quests and adventures could be very exciting narratives through which students might learn all kinds of subjects, but there also needs to be studios and stages, places where young people can determine how to use the environments.

    After an initial surge of interest, many schools have started to dismiss virtual worlds such as Second Life as potential distractions from the learning process. What was missed in this first wave of experimentation with virtual worlds for education? How valuable are such immersive experiences for learning? Which educational groups have been most effective at deploying virtual worlds?

    Maryanne: Of the reading I've done, the most interesting work has been in the field of medicine, not only with technical training but through experiments with virtual patients. Studies indicate that pre-service health care professionals respond to virtual patients as they would to actual ones--they have physical responses of anxiety and empathy when interacting with virtual patients.

    With regard to virtual worlds, I think we will learn important lessons from Second Life. Before the recession there were 50+ virtual worlds emerging. I'm hopeful that we'll see lots of innovation in the development of immersive environments. What I envision happening is that schools and perhaps individual teachers will have access to virtual environments that they will be able to customize for their own uses. In the meantime, teachers should investigate virtual environments of all kinds, but especially immersive ones in order to experience how their literacy practices change when one dons an avatar. In Second Life, a teacher could join the very large and active education group and participate in virtual conferences and programs, in order to familiarize themselves with the possibilities. Teachers can visit http://simteach.com to get started.


    Maryanne Berry enjoys a high school teaching career that has spanned a
    quarter of a century. The longer she teaches, the more fascinated she
    becomes with the ways young people learn. She is currently a doctoral
    candidate in the Graduate School of Education at U.C. Berkeley

    Phil Halpern is the lead teacher of Communication Arts and Sciences, a
    small school within Berkeley High School, where he teaches a variety of
    English and communications classes. He traces his interest in media
    education to the weekly television news program he helped produce while in
    high school back in the earliest days of videotape.

    Erin B. Reilly is the research director for Project New Media Literacies
    first at MIT and now at USC. She is a recognized expert in the design and
    development of thought-provoking and engaging educational content powered
    by virtual learning and new media applications, known best for her work
    with women and girls in Zoey's Room.

    Jessica K. Parker is currently an assistant professor at Sonoma State
    University, and she studies how secondary schools integrate multimedia
    literacy into academic literacy learning. She has taught middle school,
    high school, and college students for over a decade and has also created
    and taught professional development courses for teachers.

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    The Struggle Over What Gets Taught in Texas: An Interview with Rebecca Bell-Meterau

    Like many of you, I have been reading with some horror about the culture war which has been taking place down in Texas over the revision of their social science standards, especially because Texas remains a key influence on national curriculum and textbook development. A group of highly reactionary candidates have gotten elected to the school board there, in some cases in races where they ran without opposition and where voters had limited access to information about their views, with the result that they are striping aside anything from the standards that may run afoul of their narrow ideological perspective. Even readers who have expressed concerns in the past about "political correctness" in American education probably are not happy at the thought that Thomas Jefferson no longer has a place in Texas schools.

    Enter Rebecca Bell-Meterau, a media scholar from Texas State University, who has decided to run for the Texas School Board in order to provide a corrective to these reactionary trends. In the interview which follows, she shares her own story of how and why she got into this race. You have to admire her courage, intelligence, and civic responsibility, since I know very few academics in our field who have ever sought elective office, let alone who would be willing to engage under such trying circumstances. It's sad to think how novel the concept of an educator running for the school board has become! She can use our support -- moral or otherwise -- as she gets ready for this tough race.

    You are a university professor who is running for the Texas Board of Education. Can you share some of your academic interests?

    I began my academic career looking at gender in film, but when I got to Texas, I quickly developed an interest in how race and cultural identity influence the production of film and other art forms. I participated in seminars on the study of the Southwest and learned a great deal about the history of Texas, Mexico, and surrounding states. I conducted numerous workshops for public school teachers on ways to incorporate media into their classes in English, history, and other subjects, including AP classes.

    I also developed a service-learning curriculum, finding ways to connect the college classroom with the larger community, so that university students participate in service projects and group problem-solving activities and then "publish" their work for fellow students. I was asked by Texas State University President Jerry Supple to serve on president's cabinet for two years to improve our retention of freshman students. We began at 68%, below average for an institution of our size, and we now have a 79% freshman retention rate, which is above average for a university of about 30,000 students. My experience is relevant in light of the soaring high school dropout rates in Texas.

    How did you come to run for this office?

    A number of colleagues had suggested that I run for the board, and then I began attending meetings, thinking that I would support anyone who emerged as the strongest candidate. After speaking before the group about what I would do as a board member (hypothetically), I received an email from a political consultant who told me I was clearly the best person to run. Our younger daughter saw this email and then convinced me to run by pointing out that I could actually improve the state of education in Texas, saving students from the boredom and frustration she experienced in public school. At that point, I decided that if I really cared about education, I needed to step up and do something to rescue Texas from disaster.
    Many readers may not know that the Texas Board of Education has been involved in a series of heated "culture wars" over the state-wide curriculum in Social Studies. Can you share with us some of the context of these struggles?
    Over the last ten years, extreme right-wing candidates have quietly taken over local and state school boards. In District 5, my opponent, Ken Mercer, ran unopposed by any Democrat in 2006. Their actions went under the radar of most people until recently. With the last round of curriculum decisions, the board has angered a number of Democrats, independents, and reasonable Republicans across Texas and the nation. Extremists on the board have voted to make outrageous revisions to a curriculum suggested by their own review committees--people they, themselves, selected. I will list a few of the more egregious examples, with my own responses:

    In one of the most outrageous revisions, they removed "Enlightenment ideas" from the standard. They require instead that students learn about the "writings" of various thinkers. They removed Thomas Jefferson from a world history standard about the influence of Enlightenment thinkers on political revolutions from the 1700s to today, and the board placed Thomas Aquinas, John Calvin and William Blackstone in the standard instead. Even conservative Republicans find elimination of founding father, Thomas Jefferson, one of the most important Enlightenment thinkers, and replacing him with Aquinas and Calvin to be absurd.

    Democratic member Mavis Knight suggested this amendment: "Examine the reasons the Founding Fathers protected religious freedom in America by barring government from promoting or disfavoring any particular religion over all others." Cynthia Dunbar and her fellow extremists maintained that the Founders did not intend to have separation of church and state.

    They removed the concepts of "justice" and "responsibility for the common good" from a list of characteristics of good citizenship for Grades 1-3. I can't imagine why they would find the concepts of justice and responsibility for the common good to be objectionable.

    They removed a reference to propaganda as a factor in the United States entry into World War I. Most historians would acknowledge that every nation uses propaganda, and historians try to sort out what is an accurate portrayal of the facts of history. The board should reexamine the definition of propaganda.

    They changed the word "imperialism" to "expansionism" in a U.S. history course standard about the United States' acquisition of overseas territories in the late 1800s and early 1900s. The board should keep the term "imperialism" in order to avoid confusing students, especially when they go on to higher education, where the term is used to describe forceful acquisition of territories, particularly during this period.

    Former Chair, Mr. McElroy, once called critical thinking "gobbledygook," and the board's systematic censorship of common terms supports this view. The board voted to delete any references to the term "democracy," substituting the term "representative republic." They also deleted the word "capitalism" and substituted the words "free enterprise" throughout the curriculum. They removed discussion of distinctions between sex and gender, fearing this would lead students to think about transvestites and transsexuals.

    These battles matter well beyond Texas because Texas is one of the largest buyers of textbooks in the country and thus these standards have the potential to impact what's included in the books taught in schools across America. Can you share some of the history of how Texas has impacted textbook publishing?

    At one time, texts chosen by Texas were sold all over the country with no changes. Now, with the advent of desktop publishing, Texas still influences the content of textbooks, because publishers and authors do not want to create numerous small revisions. This is a nightmare for publishers and textbook authors, who do not want to produce inadequate, inaccurate texts, but they are essentially blackmailed into censoring information or altering content, for fear of not being selected by this huge market.

    In addition to the textbook issue, Texas also serves as a model for the takeover of local and state school boards by extreme right-wing groups. These groups generally believe that the earth is 6,000 years old, that the United States is a Christian nation, that global warming is a myth, and that creationism should be taught alongside evolution in the biology classroom as an alternative scientific theory.

    While some may argue that most students don't pay that much attention to textbooks anyway, those few students who do study their books tend to be the most conscientious and likely to succeed. Thus, the far right may be able to create a whole generation of extreme right-wing leaders who will take their place running the local, state, and national government of the future.

    Is there an over-arching vision behind the changes the Texas Board of Education seeks to impose on textbooks?

    The vision they have is a return to a worldview that was prevalent in earlier decades and earlier centuries. They do not respect modern science, teachers, reason, or critical thinking. Their notion of history is "American exceptionalism," which maintains the idea that we are a special nation, chosen by God to fulfill a manifest destiny and spread Christianity throughout the world. Any criticism of the United States' actions is viewed as treasonous, and any attempt to include more minorities or women in history is disparaged as liberal "political correctness." They do not want to depict conflict or nuances in history; rather, they want to present the benefits of free enterprise and a unified portrait of the United States as superior to other nations and cultures in every way imaginable.

    What do you think concerned citizens around the country can do about these issues?

    Concerned citizens can comment in newspapers and on blogs, contribute to reasonable candidates for State Board of Education, spread the word among their social networks, and take concerted action to defeat this movement to return to the dark ages. They can request that The Daily Show and The Colbert Report provide a venue for good candidates to tell their side of the story. The current board makes for good comedy, but we also need to push the idea that there is hope, that the majority of Texans oppose the ridiculous changes these extremists propose to the curriculum and textbooks.

    What changes would you try to implement if you were elected to the Texas Board of Education?

    I would return to a reasonable process that respects the work of the review committees and scholars in the various subject areas. I would also recommend that we develop strict criteria for selection of the experts who comment on review committee recommendations. To whatever extent it is possible, I would explore how to repair the damage done by the current lame duck board. Actual textbook development and selection will be the responsibility of the next board. The board needs to take a leadership role in coordinating efforts to improve the state's abysmal dropout rates. It needs to step back from partisan battles and stop micromanaging teachers and forcing publishers and schools to adhere to the outdated personal views of an extreme minority faction.
    How many seats would have to change before the revisions in the curriculum could be reversed?
    Seven seats of the fifteen-member board are up for election in November 2010. Theoretically, it would only take one new reasonable person on the board to shift the balance from extreme right to a moderate middle. The calculus is somewhat complicated by the fact that some Republicans who are unopposed promise to be more reasonable members of the board. Moderate Republican Tom Ratliff has beat extremist Don McElroy in District 9, and moderate George Clayton came out of the blue to defeat long-time Republican board member Geraldine "Tincy" Miller in District 12 (Dallas).

    Democrat and Trinity University professor Mike Soto will probably replace Democrat Rick Agosto, who is not running in District 3 (San Antonio). Agosto often voted with the Republicans on social issues.

    To assure a solid majority, the key disputed districts that must be won are 5 and 10, which have been gerrymandered to insure that no Democrat represent Austin. My opponent, incumbent Ken Mercer in District 5, has a strong extreme-right network, with which he defeated a moderate Republican opponent in the primaries. In District 10, Democrat Judy Jennings will run against whichever Republican wins the April run-off.

    The board meets in the third week of May, and their proposed changes will be posted on the Texas Education Association website for thirty days prior to that for public comment. The meeting to finalize their proposed curriculum changes should bring protests from Texas and around the country. The final election will be on November 2, 2010.


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    Is New Media Incompatible with Schooling?: An Interview with Rich Halverson (Part Two)

    In this second installment of my interview with Rich Halverson, we explore some of the trends impacting contemporary schooling, including the significance of home schooling, his vision for transforming schools, his research on fantasy baseball leagues as a literacy practice, and his thoughts on how and why schools should foster failure. As always, Halverson remains a provocative and yet substantive thinker about technology and learning.


    Your book writes extensively about home schooling as an alternative to the current educational system. What advantages do home schoolers have in dealing with technological change? What are the limits of home schooling?


    Home schooling is an interesting phenomena on several levels. First, it represents an effort to sever the traditional ties of institutional schooling and learning, individualizing instruction while keeping many of the curricular goals and sequences in place. Second, it cuts across cultural boundaries - many families on the left home-school for academic reasons, while families on the right home often homeschool for predominately cultural and religious reasons. Finally, the integration of technology with homeschooling may well signal a new path toward individualizing instruction in traditional schools. The predominant instructional model in the K-12 world aims toward moving students toward common learning goals, playing down individual difference in the interests of standardized outcomes. Home schooling has clear limitations - it is clearly too expensive (in terms of time, materials and money) to be conducted at scale, and the virtual curriculum used by many homeschoolers is typically based on very conventional page-turning pedagogies. But homeschool communities use technological resources to provide instructional coherence while maintaining individualized attention in ways that is would be smart for traditional school designers to watch.


    You describe in the book some aspects of what an emerging educational system might look like. Can you share some of that vision with my readers?


    The current state of education looks like an unlikely federation of uneasy partners - some for profit, others non-profit; some non-denominational, others ideological - who provide services to students without apparent coordination. NCLB legislation alone has sparked a vast expansion of third-party tutoring, assessment and coaching services that threaten schools and can be seen as competitors for future school funding. Digital media production, social networking, mobile computing, gaming and blogging operate entirely outside the control or influence of schooling. This motley collection of education services appears more like a consumer-driven market that could not cohere into a an educational system.

    However, there are several key steps that might be taken to link these services together into an emergent system. We'd like to highlight two possible steps: 1) when administrative information technologies come to integrate user-driven networking practices, and 2) when some classroom subject-matter areas move to embrace digital learning tools. Schools are developing sophisticated tools for tracking student learning and teacher quality - but these systems are largely constructed about, but not for or by students and teachers. Social networks would provide a personalized complement to such systems that could link technologies designed to measure learning with tools to facilitate the activities of learners. It is not hard to imagine profile software that students and teachers could use to link educational activities, calendars, support services, interest groups, etc. The emergence of these personalized information tools may help usher in an integration of where schools are to where they might be.

    In the classroom, one key indicator may be the degree to which non-tested subjects in schools embrace new approaches. Most K12 systems are experimenting with new kinds of media-based extracurricular activities and clubs. A threshold will be crossed when core instructional efforts in vocational education, arts, physical education and language programs follow the extra-curricular example toward greater integration of learning technologies. These subject areas are currently on the fence between embracing the standards-and-accountability practices of literacy and math or moving in another direction. Significant changes in these vital disciplines could serve as an example for how digital media technologies may transform teaching and learning.



    In your historical account of the evolution of American education, one key difference between the apprentice and public school systems was how they dealt with the possibilities of failure. You suggest that in the apprentice system, it was taken as given that most students would learn, eventually, what they needed to know, while the public school system starts from the premise that only a small portion of the population can fully master its expectations. Many argue that we learn through failure -- through making mistakes and correcting them -- but that for this to work, we have to lower the costs of failure. How can we do this?


    The idea that the apprenticeship model was successful for individual learning is by and large true. Because the master could work closely with the learner in apprenticeship, most learning failures could be mitigated or averted. In contrast, the American public school system provided little guidance for individuals to learn from local learning errors. Public schools were expected to provide opportunities for interested students to learn, and students who took advantage of these opportunities were able to progress. Public schools structures have typically lacked scaffolded support for individual learners to learn from mistakes - particularly across grades and classes. At the system level, comprehensive public high schools, community colleges and undergraduate programs addressed the learning failure issue in part by providing abundant course and program options for learners who failed in their initial efforts. But the long-term individualized attention to learning-from-failure that came with apprenticeship learning was not a part of traditional public schooling.

    The issue of learning from failure in public schooling became more complicated by the civil rights movement. In the early years of public schooling, students (and families) bore the responsibility of taking advantage of educational opportunities. However, beginning in the 1950s, public education priorities in the US began to shift. The 1954 Brown decision demonstrated that providing access to educational opportunities was no longer sufficient. The War on Poverty of the 1960s and the IDEA act and reauthorizations of the 1970s-90s shifted the national discourse from the opportunities to the outcomes of learning. It was no longer appropriate for states to provide schools where students could choose to learn (or not); instead states increasingly saw their role as creating schools that guaranteed learning outcomes. The 2001 NCLB Act make these new expectations into law by holding public schools accountable for improving the learning of all students. Thus the premise of the early public school model was turned on its head - instead of a system that created opportunities for all students to succeed now expected schools reach all students successfully. Public schools as institutions were expected to take responsibility for educational outcomes, while at the same time absolving students and families from responsibility for learning.

    We can either learn from failure, or try to avoid it. Connecting high stakes consequences to institutional failure has led many public schools to pursue a risk-avoidance approach to instruction. This intolerance for failure at the system level has been translated into a similar intolerance to experiment at the classroom level. Contemporary public school policies insist that all students show learning progress, which has led to dominant models of instruction that emphasize efficiency, smooth learning trajectories and predictable outcomes. Schools are often reluctant to experiment with high-yield, high-risk, instructional practices. Innovation is risky - most innovations fail, and even the ones that succeed are usually fundamentally transformed before achieving wide dissemination. The federal educational research policies that emphasize "what works" seem to take for granted that we already know what we need to know to improve learning for all students, and that what is mainly needed is thorough vetting and rigorous implementation of tried-and-true instructional practices. Still, high school dropout rates have held steady, the achievement gap has not closed significantly, and the love of learning continues to drain out of schools that emphasize "what works" over genuine inquiry. To paraphrase Thomas Jefferson, the tree of learning must be refreshed from time to time by the failures of policy makers, teachers and students. The wild market swings in digital media - in hardware, software and virtual worlds - continue to demonstrate the power of failure to spark new innovation. It seems that schools feel that walling themselves off from the digital media/learning circus will insulate a path toward eventual elimination of learning problems. A more likely scenario is that by cutting off opportunities for interesting failure, schools will continue to apply the same time-tested practices that resulted in contemporary institutional inequalities in the first-place.

    Richard, apart from this project, you've been looking at fantasy baseball leagues as a site for learning and participatory culture, seeing them as a fusion of fan and gaming culture. What insights do you think educators can gain by looking at these kinds of alternative knowledge communities?

    Participatory cultures, such as fantasy sports, highlight three critically important aspects of learning missing from many school learning activities: motivation, production and legitimate audience. Fantasy sports team owners are motivated to play because they are fans, and this (typically) far-reaching set of beliefs, passions and knowledge spark owner interest in competition. The development and maintenance of a team requires owners to produce a competitive roster and to iteratively adjust their production in terms of competitive feedback within the league. Other team owners present a legitimate audience for game play - owners are praised, ridiculed, emulated or resented based on moves against other players. Because typical fantasy leagues persist for months, owners get reputations for game play within the league. Owners acquire status as players, particularly in anonymous leagues, because of their demonstrated abilities within the game.

    Many school settings have features of participatory cultures as well, but the participatory culture of schooling is often unrelated to the topics learned. Students are often motivated (or not) to succeed in academic contexts for non-academic reasons; production is typically valued (if at all) as a means toward other forms of reward (grades, etc.), and academic prowess often fares miserably as a path toward peer culture acceptance. Fantasy sports communities provide existence proofs of how learning activities can intrinsically connect motivation, production and audience in assessment rich contexts. It is not a trivial task to select the kinds of tasks around which school-based fantasy leagues can be organized, although activities such as stock-market games or Model UN can bring some common structures to bear in traditional schools. The question is not really how to make a direct translation of fantasy leagues to school settings, but for this and the next generation of educators to understand how the underlying principles of these kinds of learning environments work, then to think about how to design local environments around similar principles.


    Allan Collins is Professor Emeritus of education and social policy at Northwestern University and formerly co-director of the U.S. Department of Education's Center for Technology in Education.

    Richard Halverson is an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group.

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    Is New Media Incompatable with Schooling?: An Interview with Rich Halverson (Part One)

    This week, I want to use my blog to call attention to a provocative recent book, Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America. The authors of the book are Allen Collins, formerly co-director of the U.S. Department of Education's Center for Technology in Education, and Rich Halverson, an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group.

    I have gotten to know Halverson through the Games, Learning, and Society conference, where I will be speaking this summer, so I was curious to look at this book when it came out. Given its authors, it's no surprise that the book is well informed about contemporary debates surrounding new media and education, and like the best books that have come out in the past year or so (including those by Sonia Livingstone and S. Craig Watkins, which I have profiled here), it strives to balance between the inflated hopes of early digital advocates and the inflated fears of those who would lock technology out of the classroom.

    The authors offer sage new proposals for how we might deal with the apparent tensions and incompatabilities between education as it has been conducted in this country and the new media landscape as it is lived beyond the schoolhouse gates. But the real surprise and strength of the book is the ways they are able to situate the contemporary moment of media transition in relation to the several hundred year history of American education. In doing so, we avoid the breathless sense of the "unprecidented" or "Inevitable" consequences of new media and we also avoid the sense that things have always been this way and are thus not subject to change. They show how American education's processes, policies, and structures shifted over time in response to, for example, the industrial revolution and thus give us a context for imagining the gradual yet decisive transformation of schooling which will grow out of our current moment.

    I was lucky enough to get Richard Halverson to agree to an interview about the book, which I will be running over the next two installments. Much of the interview focuses on the historical insights and how they contribute to putting the present into a greater perspective.

    My father used to have the expression, "never let schooling get in the way of your education." You make a similar distinction across the book. In what ways is schooling getting in the way of more informal kinds of learning today and why?

    Your dad's expression was really the state of the art once upon a time! The rise of institutional schooling in the 20th century- from preK to lifelong learning - can be seen as an effort to permanently weld schooling to learning. Beginning in the early 1900s, schools rooted in formal learning environments expanded to incorporate most areas informal learning as well (consider widely available classes on knitting, oenophilia and game design). On the other side, if you didn't go to a class from a recognized institution, if you didn't have some sort of certificate/credit statement of completing, then by the mid 20th century people came to question the legitimacy of your learning. This double-movement of expansion and legitimation came to define learning in terms of schooling.

    The digital media era began to call this definition into question. The inertia of maturing institutions meant that early design decisions got locked in place, and it became more difficult for schools to change core assumptions. Digital media provides a path to personalizing and customizing learning that is often at odds with the batch processing model of, especially, K-12 schooling. This has meant that digitally literate young people have come to understand that there are at least two living channels for learning - 1) an institutional channel, and 2) a peer-driven, interest-driven, and unregulated digital media channel. The bifurcation of learning experiences for young people is bound to call the institutional identification of schooling and learning into question in the coming years. We don't yet know the consequences of how this shift will play out, but unless schools figure out how to adapt to digital media our children may end up hearing their fathers say "remember when we went to school for an education?"

    You open the book with the provocative statement, "There are deep incompatibilities between technology and schooling." Explain. Are these incompatibilities insurmountable? If so, what is going to change -- schooling or technology?

    Our statement about the incompatibilities of schooling and technology was stated with a historical perspective in mind. There was a time, in the early 20th century, when schools were developed in concert with the most innovative technological advances. Schools grew up around the mass publication and dissemination of texts and the widespread availability of writing tools. More importantly, schools took full advantage of cutting-edge bureaucratic technologies. Although we now look back in horror at the eagerness with which early schools adopted industrial production and efficiency models, these then-innovative ideas provided important organizational techniques for delivering services at the scale required for the successful implementation of public schooling. It is difficult for us to remember just how daunting the task of mass schooling was for early school designers, who grew up with personalized pedagogies, one-room schoolhouses and agricultural-based school calendars. Early public schools took full advantage of cutting-edge technologies to gain quick and sure foothold in the American psyche.

    Schools that emerged at the advent of the 21st century were, in a sense, victims of the success of the prior generation's technology, and found it very difficult to adapt to new models of information production and exchange sparked by the Internet. Technological developments later in the century, such as computing and digital media, provided a level of individualization that ran directly counter to the mass-production technologies from earlier in the century. The new information technologies that have been easiest to adapt to prior industrial models, such as standardized testing, have made the most headway into established school practices. The technologies that called on schools to alter the basic classroom relationships between teaching, learning and curriculum have met with the most difficulty. The conclusion we want to draw is that schooling and technology are not necessarily opposed, but instead are necessarily related. When considered over time, we can see the effects of institutional resistance are a consequence of the embrace of prior technologies, rather than a simple opposition of stodgy old schools to hot new technologies.



    Our current educational system emerged gradually overtime in response to the pressures of the industrial revolution. What parallels can we draw between the ways the current structure took shape and the prospects of transforming education to reflect the information/knowledge revolution your book describes?

    We propose that the "seeds of a new system" are already emerging as pieces of an alternative approach to education. Home schooling, for example, provides a technologically-driven alternative to institutional schooling. Distance education and your idea of participatory cultures organized around a transmedia complex provide powerful alternative visions for education. The main difference between the eras is that the 1800s system seeds such as kindergarten, common schools, textbooks and land-grant universities, converged in an era without a monolithic institution already in place. It is a much different problem to define than to redefine an institution.

    We feel that digital media will continue to spark alternative forms of learning environments and to push for change in traditional learning institutions. We must not underestimate the tenacity of our collective belief in the transformative power of education. Without a civil religion, common belief in education is as close as Americans come to a common creed. If we come to feel that digital media need to be a core aspect of the learning experience of our youth, then we will re-make our institutions accordingly. As a culture, though, we seem to carry ambiguous feelings about the value of digital media for learning. For every advocate who extols the potential of media production, programming, game design or social networking, concerned citizens highlight the dangers of porn, digital bullying, appropriate use policies, child predation and, of course, GTA. This split in the perception of the value of digital media and culture may, in the mean time, create a new kind of digital divide along cultural, rather than demographic, lines. Further, locating these alternative, digital-based approaches to learning outside of public education means that families with the interest and wherewithal will access new forms of learning will, and those who won't or can't will not.

    Allan Collins is Professor Emeritus of education and social policy at
    Northwestern University and formerly co-director of the U.S. Department
    of Education's Center for Technology in Education.

    Richard Halverson is an associate professor of educational leadership
    and policy analysis at the University of Wisconsin-Madison, where he is
    co-founder of the Games, Learning and Society group.

    Meeting of Minds: Cross-Generational Conversations About Digital Ethics (Part Two)

    You found that adults and teens had different understandings of the identity play which occurs online. Where do these differences come from?

    GOODPLAY: In the dialogues, we asked what the participants saw as acceptable, and what they viewed as the risks and benefits of experimenting with and exploring one's identity online. Both adults and teens cited the ability to test out an "ideal self" as one of the primary benefits of online identity play. The two groups also identified common risks associated with identity play, such as not being true to yourself or becoming disconnected from your offline self.

    However, as you note, we did observe differences between adults and teens in their attitudes toward online identity play. In addition to testing out an ideal self, teens mentioned the opportunity to recreate themselves online. Adults, on the other hand, were more likely to celebrate the ability to accentuate existing aspects of their personality. To make sense of this difference, we consider the fact that adolescence is generally regarded as a critical period for identity formation. Adolescents begin for the first time to ask themselves: "Who am I?" While this question is never answered once and for all, identity tends to become more stable as people leave adolescence and enter adulthood. Therefore, it's perhaps not surprising that the adult participants focused on minor alterations of existing identity elements, whereas teens considered more dramatic self-transformations.

    With respect to the perceived risks of online identity play, teens focused to a greater degree than adults on the danger of developing relationships on a false or inauthentic basis. Again, this finding isn't surprising if we consider its developmental underpinnings. Interpersonal relationships become central during adolescence; it's in the context of reciprocal, trusting relationships that adolescents explore their identities. The feedback they receive from friends plays an important role in their decisions to highlight certain personal attributes and hide others. It's likely due to the centrality of peer relationships that our teen participants were more concerned than the adults about building inauthentic friendships online.



    Some have argued that the emerging generation cares much less about privacy than preceding generations. Did your research bear out this oft-cited claim?

    GOODPLAY: To a certain extent, yes. We found that teens are generally more comfortable sharing their lives online than adults. Teen participants had considerably more to say than adults about the benefits of sharing personal information with others online. Teens discussed the opportunities that the Internet affords them to express themselves freely, to get things off their chests, and to learn about friends and have their friends learn about them. In contrast, adults focused to a greater degree on the privacy concerns related to such self-disclosure. That's not to say that teens didn't express any concern about their privacy online. On the contrary, they were quite clear about their desire for privacy from adults!

    How so?
    Well, consider this quote from one teen participant: "Let me make it clear, for me Facebook is for socialising with my friends and expanding my friend circle and when my parents add me as a friend it really pisses me off so when my dad joined Facebook and added me as a friend I rejected his request that instance because I knew he was doing that to keep a check on me. for Gods sake!!! Parents should let us have our own privacy and not meddle in between as it may hinder the relationship we share." All joking aside, what sentiments like this point to is that teens aren't unaware of privacy issues, they simply have different norms when it comes to negotiating them.


    Youth are often described as "the Napster generation" and accused of having little respect for intellectual property. What did you discover about the way adults and youth thought about attribution and authorship?

    COMMON SENSE MEDIA: This question is interesting because both youth and adults identified how difficult it was to know what constitutes "best practice" given that the norms of the industry are in flux and because of the varying messages that artists convey to the public about how to buy their albums and from where. For instance, there are bands who have allowed customers to download their albums for the amount the customer believes is appropriate, while other bands abhor this practice.

    GLOBAL KIDS: We saw both teens and adults actually call for new business models that addressed problems with downloading and made sure that authors got their fair share, while at the same time a majority of youth indeed admitted to downloading, with some being conflicted and some not about doing so. On the other hand, teens seemed quite adamant about both wanting attribution for their own work and about the importance of giving attribution to others when relevant, likely because they're creating more online remixes/mash-ups etc. than adults.

    GOODPLAY: Interestingly, while a lot of teens were adamant about wanting attribution for their own work and giving attribution to others, fewer seemed to connect this to the issue of illegal downloading. When they did talk about the negative aspects of illegal downloading, they mostly worried about the negative consequences to themselves rather than the potential negative effects for the artists.

    You cite one young person as saying, "the internet is a way for people to do what they want without getting in trouble." How characteristic is this of the attitudes displayed by young people in these conversations?
    GLOBAL KIDS: Well, I think it's definitely representative of a certain subset of teens, though certainly not a dominant perspective. As we watched the dialogues progress and then conducted analysis of who said what, we noticed that the youth involved stratified into certain categories of thinking with regards to ethics, some that were more advanced and others less so, as GoodPlay mentioned above. We felt it was important to highlight that this sort of "do what you want without consequence" sort of thinking is indeed there, especially for teens on the younger end of the spectrum. We didn't want to be alarmist when sharing our results, as there's been plenty of alarmist rhetoric out there about young people's participation online, but rather be realistic about the views that exist and the resulting need for adult involvement in these conversations.

    What insights did you get from this research which might inform the decisions made by parents? by educators?

    COMMON SENSE MEDIA: I think that the biggest takeaway was that adults and teens are truly able to participate in meaningful dialogue about some of the tougher issues that emerge about life online if there's an honest and open setting to do so. Dialogues like these could be tailored to a variety of settings and could focus on a wide array of issues that might be specific to local needs in a given community. There are a lot of easy to use online tools (out of the box social networks like Ning, free forum and Listserv services, etc.) out there that can allow educators and youth workers to run online dialogues with their school communities during the school year. Increased dialogue online between teens and adults is not only important because the two groups generally inhabit the digital world in very different ways right now, but also because adults provide important guidance in terms of the ethical development of young people. Adults have always played this role in kids' lives and the more they are educated about talking about the digital aspects of their kids' lives the better. GLOBAL KIDS: It's also important to note that this kind of cross-generational dialogue doesn't just need to happen online. We found that there are some real advantages to an online context, like a changed power dynamic where youth might feel more confident sharing openly. However, we know that having face to face conversations about these issues is critical whether it's in the home, in classrooms, in afterschool spaces or in other sorts of youth groups.

    GOODPLAY: Actually, Henry, the recent collaboration between your NML team and the GoodPlay team is a great example of a school-based initiative aimed at promoting these types of conversations between adults and youth. The curricular activities that we created together - called Our Space: Being a Responsible Citizen of the Digital World - attempt to engage high school students in a thoughtful examination of the ethical issues that arise online. We hope that these activities will be an effective way for teachers to enter into conversations with youth and scaffold their ethical thinking.


    COMMON SENSE MEDIA And by bringing parents into the conversation we can strengthen home-school partnerships to help young people navigate the ethical challenges of the digital world. With the aging down of online life, it's become imperative to begin these conversations in middle school and so we are working in collaboration with the GoodPlay Project to create a 5th-8th grade digital citizenship curriculum - Digital Literacy: Citizenship in a Connected Culture Check back at www.commonsense.org in late Spring for more information and access to these materials.


    Katie Davis is a Project Specialist on several research projects led by Dr. Howard Gardner at Project Zero, including the GoodPlay Project, the Developing Minds and Digital Media Project, and the Trust and Trustworthiness Project. She is also an advanced doctoral student in Human Development and Education at Harvard Graduate School of Education. In recent work, she conducted a study investigating how girls in late adolescence and emerging adulthood use blogging as a way to express and explore their identities. For the Focus Dialogues, Katie and Carrie James, a Research Director and Principal Investigator at Project Zero, developed the framework that informed the dialogues, developed dialogue prompts, and synthesized findings.

    Shira Lee Katz is the Digital Media Project Manager at Common Sense Media, where she manages the research and creation of a forthcoming Digital Citizenship curriculum for 5th-8th grade students. She is also a key point person for the Digital Media & Learning grantee network funded by The MacArthur Foundation. Shira holds a doctorate in Human Development and Psychology from Harvard Graduate School of Education. For the Focus Dialogues, Shira and Linda Burch, Common Sense Media's Chief Education and Strategy Officer, co-conceptualized the project, developed dialogue prompts, recruited adult participants, and produced the final report.

    Rafi Santo is a Senior Program Associate in the Online Leadership Program at Global Kids, Inc. Rafi specializes in the design and implementation of educational technology projects and has done work as varied as online youth dialogues, youth advisories focused around digital media, social media civic engagement programs and youth leadership development and peer education in virtual worlds. He has collaborated on projects with many organizations and with MacArthur Foundation Digital Media and Learning grantees to strengthen their initiatives through youth voices and perspectives. Rafi has over 10 years of experience in youth development and education. For the Focus Dialogues, Rafi and Barry Joseph, Director of Global Kids' Online Leadership Program, conceptualized the project, developed dialogue prompts, recruited teen participants, housed and monitored the dialogues on their website, a wrote the final report.

    Meeting of Minds: Cross-Generational Conversations About Digital Ethics (Part One)

    Earlier this year, Common Sense Media, Global Kids, and the Good Play Project, three highly regarded groups, each working in different ways to promote the new media literacies, issued a report, Meeting of Minds: Cross-Generational Conversations About the Ethics of Digital Life, which summarized their collaborative efforts to get adults and youth discussing some core issues of online ethics. All three groups were active presences during the recent Diversifying Participation conference hosted last week by the MacArthur Foundation. I very much wanted to share the thinking behind the report with my readers and am happy today to offer you some insights from the three groups involved.

    I have long believed in the importance of opening chains of communication across the generations around the uncertainities we face in the digital era. I modeled what such a conversation might look like between parent and child in an essay I wrote with my son on Buffy the Vampire Slayer for Fans, Bloggers, and Gamers, and I published a study guide for adults and youth to conduct conversations in the wake of Columbine which appeared in the Spring 2003 issue of Telemedium (now the Journal of Media Literacy).

    In some ways, such conversations may be easiest to frame between adults and youth who are not directly related, since it gets us out of the raw emotions which often surround adolescence within the family space, but it is also very important for parents to have frank exchanges with their children about their values, their concerns, and their experiences with digital media. I've sometimes said in the past that young people do not need adults "snooping over their shoulders," they need them "watching their backs." By this, I mean that we often reduce such issues to questions of "monitoring' youth activity (with or without their knowledge) and we really should be creating channels of communication. The news this week that a Pennsylvania school had installed spyware on their school-issued laptops and were watching what teens did outside of school is a demonstration of what happens when adults rely on surveillance rather than conversation to shape youth behavior. None of us know for sure the best course of action in confronting some of the new situations which emerge in this still evolving space. Young people deserve our best wisdom as adults, but they also deserve our respect and trust, as they try to develop their own ways in life.

    I am really excited to see what these three groups have been able to accomplish using online forums as a tool for getting adults and youth to reflect more deeply about their relations to the digital realm.

    Can you describe each of the three groups and some of your previous work in this area? Why did you decide to develop a collaborative project together and what did you each bring to the collaboration?

    GLOBAL KIDS: Sure. For us at Global Kids, this project was in many ways a continuation of work we've been doing for almost ten years to promote youth voices about important social and global issues. We began youth projects that used online dialogues to do this as early as 2001, when we ran E.A. 911, short for "Everything After September 11th", an online dialogue that took place six months after 9/11 where youth from around the world came together to talk about the impact of the attacks. We continued for years running youth dialogues on current events with a project called Newz Crew, a collaboration with PBS's News Hour.

    The Focus Dialogues, which formed the basis for the Meeting of Minds report, were born out of the desire to bring youth voice to the emerging conversation about how new media are changing kids' lives. We held the first round of the dialogues, which were teen only, back in 2007, and we heard pretty forcefully from the participating teens that adults were checked out when it came to providing guidance in this area, which prompted us to take a cross-generational approach for the next round of dialogues. We were already familiar with GoodPlay's work on ethics online as well as Common Sense Media's work with parents, and it just seemed natural to reach out to them as collaborators.

    GOODPLAY: For our part, we welcomed the opportunity to incorporate some of our research methods into this exciting initiative. Since 2006, with the support of the MacArthur Foundation, the GoodPlay team has been studying young people's understanding of the ethical dimensions of their online activities. In the first phase of our study, we conducted in-depth interviews with over 60 young people, ages 15-25, who were living in the Greater Boston area. In these interviews, we posed hypothetical ethical dilemmas involving digital media and asked participants how they would respond if confronted with a similar situation.

    For the Focus Dialogues, we decided to adapt some of these hypothetical dilemmas and present them as points of discussion. We also identified several compelling quotes from our interviews in which youth participants expressed various opinions about the boundaries of acceptable behavior in online contexts. In total, we created 2-3 prompts for each of the five issues that we believe to be ethically charged in the new digital media:


    • identity (When does identity play cross over into deception?),

    • privacy (What are the boundaries of sharing information about oneself and others online?),

    • ownership/authorship (How has the act of creation been altered by digital media and with what effects on claims to ownership and authorship?),

    • credibility (How do people signal their trustworthiness online and judge the trustworthiness of others?),

    • participation (In a context of rapidly forming and disintegrating communities, how are norms of behavior established, maintained, and respected online?).

    Each day, dialogue participants were presented with a prompt relating to one of these five ethical issues and asked to respond in a discussion thread. This approach generated some rich conversations between teens and adults.

    COMMON SENSE MEDIA : As a non-profit, we were founded on the principle that dialogue among parents, teachers, and students is the way forward! One way we encourage discussion across the generations is by asking all parties to use our online ratings and reviews of movies, books, websites, and music, and to write reviews of their own. We have also conducted quantitative research about the attitudes towards media of adults and children, including a recent national poll examining hi-tech cheating with more than 2000 teens and parents. The dialogues were a creative, new way to conduct research and foster dialogue and we welcomed the chance to collaborate with Global Kids and GoodPlay on the project. We knew the dialogues would inform our parent resources, policy work, and educational programs. We are in fact in the midst of creating a Digital Literacy and Citizenship curriculum for 5th-8th grade students that focuses on empowering kids to harness the power of digital technology responsibly. The curriculum, grounded in the research of the GoodPlay Project, is meant to be fun and engaging, and challenges kids to think critically about the perils and possibilities of life online. These dialogues and other focus groups and pilot research that we are conducting across the country all serve to inform this curriculum, which takes a whole community approach to engaging parents, teachers, and students in learning. As with GoodPlay, our work on digital citizenship is also supported in large part by the MacArthur Foundation.
    Your key finding in the press release you've issued is that youth often lack access to valuable adult guidance in their online lives. Many have assumed that youth who are "digital natives" who do not necessarily need or appreciate adult interference. How do you respond to that argument?
    GLOBAL KIDS: I think that there are a lot of ways that the digital natives argument has become more complicated and has shifted as the years have gone on. Just as people have realized that not all youth are equal in terms of technological access or the kinds of online participation they're exposed to, there's also been a growing awareness that there are many different aspects to what it means to be digitally fluent. For us, this doesn't just mean having digital skills, but also engaging online as a digital citizen. A teen might be a technological whiz and seem completely at home within complex games, but if he or she is regularly cheating new players out of virtual cash while playing those games, that's problematic. Digital skills and fluency can't exist in a vacuum, there has to be a values component to this conversation.

    COMMON SENSE MEDIA: In that respect, even adults who aren't very technologically savvy can add a lot to their kids' understanding of digital life. After all, kids may possess great technology know-how, but parents and teachers have a lot of wisdom and experience grappling with "life" issues like privacy and community. At the same time, there are some distinctly new ethical challenges (that the GoodPlay Project outlines so well in its white paper) that adults should understand, many of which we address in the report. Given that adults and teens bring different prior knowledge and life experience to the online space, we believe that the conversation and subsequent learning around these issues is a two-way street. Right now the online space is seen very much as a peer dominated space in which teens talk and interact mostly with one another. In most cases, it is even looked down upon for adults to have contact with teens online. We believe that the more dialogue and mentoring that adults and teens can have online - as long as it is monitored and safe - the better.


    Describe for us the process of getting adults and young people engaged in an honest exchange about ethics and digital culture. Did you learn things here that would be helpful for other groups seeking to replicate this process at a local level?

    COMMON SENSE MEDIA AND GLOBAL KIDS: In terms of activity in the dialogues, we were surprised that teens participated more readily than adults, on average, especially since we saw two adults sign up for every teen that did. We chalked up the participation differences to the fact that we had a lot of youth in the dialogues that were pretty involved in online communities and were used to sharing their views online from both a social as well as technological perspective. Adults overall were a little more hesitant and some had trouble navigating the technology, and we also got the sense that many were parents that had less experience with forum based discussions and didn't realize that they actually had to build in time to participate fully. There was a learning curve involved for some adults in terms of using an online environment, and that should certainly be taken into account for people looking to start similar exchanges in their communities. At the same time, the kind of youth engagement we saw was incredible, and we think there's something to be said for that. So often it's hard for adults to engage in dialogue about touchy issues with kids, but we found that online we saw very active sharing from the youth side.

    Importantly, despite some of the differences that we observed between the two groups, it seemed that both generally saw the gray ethical areas for what they were. Adults overall did not seem too didactic or disrespectful of teens' opinions and teens generally seemed to appreciate adults' point of view. The interaction in many ways was characterized more by a kind of mutual exchange reminiscent of peers than the sort of stereotypical "parent yells at kid/kid storms off to their room" arguments that can come up when discussing difficult topics. We think that part of why this happened was that the whole interaction was framed from the beginning as a dialogue between groups, which is rare for adult/youth interactions. There's probably some lesson there for those that want to run online dialogues themselves. Both sides need to be respected and valued from the outset for this kind of exchange to work.



    You report that teens are more likely to engage in moral thinking than ethical thinking. Can you explain the distinction you are drawing and what your findings were?

    GOODPLAY: The distinction we make between moral and ethical thinking has its roots in the different roles and relationships that individuals experience. Moral thinking arises in the context of interpersonal relationships, such as the relationship between close friends or between a parent and child. It is perhaps most simply conceived of as "Golden Rule thinking" - treat others how you would want them to treat you. In contrast, ethical thinking requires a more abstract, disinterested frame of mind. Specific forms of ethical thinking include reflection on roles and responsibilities in online spaces; perspective taking - or the ability to take the standpoints of multiple stakeholders in an online context; and consideration of community-level benefits or harms associated with different courses of action online.

    In the Focus dialogues, we found relatively few instances of either moral or ethical thinking among teens, although there were some notable exceptions. For the most part, teen participants demonstrated what we call consequence-based thinking, since they tended to focus on how each scenario would affect them personally. For instance, when participants were considering the pros and cons of illegal music downloading, they were more likely to discuss such personally relevant factors as expense, convenience, and the risk of getting caught. Less frequent were references to the potential effects on other interested parties, such as artists and music companies.


    Katie Davis is a Project Specialist on several research projects led by Dr. Howard Gardner at Project Zero, including the GoodPlay Project, the Developing Minds and Digital Media Project, and the Trust and Trustworthiness Project. She is also an advanced doctoral student in Human Development and Education at Harvard Graduate School of Education. In recent work, she conducted a study investigating how girls in late adolescence and emerging adulthood use blogging as a way to express and explore their identities. For the Focus Dialogues, Katie and Carrie James, a Research Director and Principal Investigator at Project Zero, developed the framework that informed the dialogues, developed dialogue prompts, and synthesized findings.

    Shira Lee Katz is the Digital Media Project Manager at Common Sense Media, where she manages the research and creation of a forthcoming Digital Citizenship curriculum for 5th-8th grade students. She is also a key point person for the Digital Media & Learning grantee network funded by The MacArthur Foundation. Shira holds a doctorate in Human Development and Psychology from Harvard Graduate School of Education. For the Focus Dialogues, Shira and Linda Burch, Common Sense Media's Chief Education and Strategy Officer, co-conceptualized the project, developed dialogue prompts, recruited adult participants, and produced the final report.

    Rafi Santo is a Senior Program Associate in the Online Leadership Program at Global Kids, Inc. Rafi specializes in the design and implementation of educational technology projects and has done work as varied as online youth dialogues, youth advisories focused around digital media, social media civic engagement programs and youth leadership development and peer education in virtual worlds. He has collaborated on projects with many organizations and with MacArthur Foundation Digital Media and Learning grantees to strengthen their initiatives through youth voices and perspectives. Rafi has over 10 years of experience in youth development and education. For the Focus Dialogues, Rafi and Barry Joseph, Director of Global Kids' Online Leadership Program, conceptualized the project, developed dialogue prompts, recruited teen participants, housed and monitored the dialogues on their website, a wrote the final report.

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    Learning in a Participatory Culture: A Conversation About New Media and Education (Part Four)

    This is the final part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. Here, we discuss learning games, mobile technologies, civic engagement, and my advice to parents and teachers.

    Our challenge is then building bridges between culture and participatory democracy. Can you explain more?

    The challenge is how we can help build the bridge between participatory culture and participatory democracy. I am starting to do research on what I see as proto-political behavior: the ways that these hobby or fan or game groups educate and mobilize their members around issues of collective concern. I believe that if we better understand these practices, we will be in a position to foster a new kind of civic education which starts where young people are already gathering but helps them to expand their understanding of their roles as citizens. A striking feature of these new social structures is that they are defined less through shared geography than through shared interests.

    They may be better suited to support national or even global models of citizenship than those based on purely local levels of engagement. Yet, we need to be careful about making too many hasty assumptions about this. Jean Burgess tells the story of photographers in Queensland who connected through the photosharing site, Flickr. They began meeting up on weekends to visit local sites and photograph them together. As they began to share these photographs, they connected with former residents of the region who now lived elsewhere who shared older images and stories and remain linked to the local through the platform. As they began to take photographs, they began to look at their community through new eyes, starting to identify local problems and eventually working together to increase public awareness and lobby for solutions. So, a platform which is not particularly local in its organization never the less resulted in local political engagement.



    You say that these on-line communities could be a new way for people practice being citizens. Could you explain these ideas a little further?

    Robert Putnam's book, Bowling Alone, sees bowling leagues as a cornerstone of American civic life in the 1950s. He suggests that communities gathered regularly at bowling allies to spend time together, increasing the social connections within the community. When they were not bowling, they were engaged in conversations -- some simply gossip, others dealing with local policies and concerns. The strong social ties which emerged in this context helped to strengthen their collective identities as citizens and thus increased voting and public service. Putnam fears that television pushed Americans out of the bowling allies and into their private homes, resulting in much greater social isolation and a breakdown of community life.

    So, how do we understand the new social structures which are emerging around online gaming -- the guilds in World of Warcraft, for example. Here, people form strong shared identifications, gather together regularly to play and socialized, develop leadership which can deploy the diverse skills of the guild membership to confront complex challenges and pursue long term and short term goals. Often players say they come back night after night out of a sense of obligation to each other as much as out of a pleasure in the game play. In short, there are many of the foundations here which Putnam argued allowed bowling to seed a robust civic culture in the mid-20th century.



    And video games? What can children learn from them?

    Will Wright, the designer behind Sim City, the Sims, and Spore, has suggested we think of games as problem sets which students pay to be able to solve. What he means is that a good game poses complex challenges which are just on the threshold of the player's abilities, creates a set of scaffolded experiences through which they acquire the knowledge and skills needed to solve those problems, and offers them a chance to rehearse, make mistakes and learn through them. An even stronger game allows them to manipulate the simulation, shifting variables and learning what the consequences of their changes are. A great game creates a context where they are encouraged to share what they learned and what they produced with other players, enabling peer to peer learning to occur.

    As James Paul Gee has suggested, games put into action many of the core principles being discussed by the best work in contemporary learning sciences. And they do so in ways that are highly motivating. Young people have clearly defined goals and compelling roles which motivate them to actively and intensely engage in the learning process. We've all seen kids who will quit early when they hit a problem with their homework and yet beg to stay up later if they hit a challenge in a game.

    Could then video games have a place in classrooms?

    Schools would do well to see what they can learn from games. Some are arguing that schools should build activities on and around existing commercial games which already have strong learning potentials; others that educators should be developing compelling new games which connect school content with good game design; and others are suggesting that we redesign school activities to include elements of play and game design. All of these models point to the need to incorporate a more playful mode of learning into our educational institutions and to harness the power of games for more formal kinds of education.

    Right now, games are teaching young people skills -- problem solving, design, simulation -- but it is up to teachers to couple those experiences to specific domains of knowledge which get valued in the curriculum. My experiences in developing educational games suggest that the first step is trying to rethink why we want kids to learn what they are required to learn -- that is, what it allows them to do in the world. Because information that is latent in a textbook has to be deployed actively in a game, otherwise there is no learning taking place.


    Do you think video games can help break down barriers between what is learned inside and outside school?

    Playing the game is only a small part of gaming culture and in the case of The Sims, Spore, or Little Big Planet, it may be the least significant part of the experience. These games encourage young people to remix and reprogram their contents. Sims players may develop their own avatars, design their own furniture, and exchange it online at the Mall of the Sims. The Sims players may use an ingame camera to collect images for their scrapbooks and then use the images to construct original fictional narratives. They may use the game engine as an animation platform to construct their own movies. In Little Big Planet, they may design and program their own levels and exchange them with other players. In many games, they form communities online to teach each other the skills they need. And in games like the Civilization series, which simulate historical societies, they include teaching about real world history as well as ingame strategies and tactics.

    In each case, the game becomes the entry point for a broader range of cultural expressions and in the process, helps to create sites of learning. Young people are learning to program, design, tell stories, or become leaders through their social interactions through and around games. These accomplishments need to be recognized and valued through schools just as schools have historically supported the activities of Boy Scouts and Girl Scouts or after school programs like yearbook, newspaper, drama club, and the like. These activities become a crucial part of how young people define their identities and form social affiliations.

    But the principles that work there to support informal learning can also be carried over into more explicitly educational activities. For example, Mitchell Resnick at the MIT Media Lab has developed the Scratch program which uses these same participatory culture principles to enable young people to learn how to program; they've created a platform where young people develop their own projects, share them with each other, borrow and remix codes, building upon and improving each other's work, through principles derived from the Creative Commons and Open Software movements. Young people around the world are using these platforms to acquire digital skills through the classroom, after school programs, and on their own.

    I would like to ask you about the context of learning related to the new mobile media, for example a small NDSi or the iPhone. What implications could have this have for education?

    In many parts of the world, these new social and cultural practices are developing around mobile media rather than networked computers. Cell phones are dramatically cheaper than laptops, say, and thus we are broadening who gets to engage with the new social networks. Twitter, for example, is designed to allow contributions from both mobile phones and computers, creating a system where information flows fluidly across media platforms.

    A short term consequence of these developments is that young people will be able to access the information they need from anywhere and everywhere. These mobile phones will become a new kind of knowledge prosthesis which expands the capacity of their memory, allowing them to mobilize information in new ways on the fly. We call these practices distributed cognition because they involve off-loading parts of our thinking capacity onto a range of appliances and see it as a fundamental literacy.

    Of course, we need to be concerned about an over-reliance on such devices if it decreases other kinds of learning, yet we also need to know multiple ways of solving a problem and the ability to off-load some tasks to our tools makes it possible for us to explore other questions at greater depth. Yet we are just starting to explore the implications of location-awareness for education. Eric Klopfer at MIT has developed a tool kit which allows educators to design augmented reality games. Augmented reality games are played in real spaces using digital handheld devices. In some cases, they allow students to access fictional information which is GPS enabled alongside their own observations of the real world.

    Through the games developed for these platforms, young people learn to see the world through the eyes of urban planners or environmental scientists; they get to see their local communities as they might have been a hundred years ago. David Williamson Schaffer talks about these practices as "epistemic games," that is, games which help us learn to think like a particular professional group, deploying their real tools and practices to confront authentic problems in the real world.

    Young people may not simply play such games; they might also work to develop them, interviewing people in their neighborhoods as they build games around local history or civic problems, translating what they learned in their textbooks into resources which they can deploy on the ground to solve compelling problems.



    What aspects do you consider to be essential in teacher education to help kids and young peopleto develop new literacies by using these new media?

    Teachers, librarians, and other educators have a vital role to play in this new electronic culture. They will become research coaches who help young people set reasonable goals for themselves, develop strategies for tracking down the information they need, advise them on the ethical challenges they confront as they enter new social and cultural communities, and recommend safe ways of dealing with issues of publicity and privacy which necessarily shape their digital lives.

    In order to perform that role, they have to become comfortable with the new technologies and their affiliated practices. It is not enough to know how to use the tool; they have to master the cultural logic and social norms which are emerging around these online communities. This is too much for any teacher to take upon themselves. So, they must each take responsibility for acquiring different skills and understandings and be prepared to draw upon each other as resources for themselves and for their students. In doing so, they will be applying the principles of collective intelligence and social networks to their own practices and thus will be immersing themselves more deeply in these new media literacy skills.

    We've been experimenting with an 'unconference' model for developing curriculum which bridge between traditional school content and new media literacy skills as an alternative model for professional development. The unconference starts out fairly chaotically as participants dump onto the web or exchange in person ideas, resources, practices, and activities which they think might be valuable to this subject area. Gradually, you gather together these resources, start to construct categories, and refine the activities. In the process, participants get to know each other and what each member can contribute to the group.



    Many families are afraid of new media, and may even prevent their children from using them in the same way as they use a book, or a comic, a novel and so on. What would you say to them?

    In many ways, parential concerns about new media are understandable. As parents, we are facing new experiences which were not part of the world of our childhood. We don't know how to protect our children as they enter these spaces and we may not know how to advise them when they encounter problems there. But those basic concerns can easily be turned into fear and even panic as they get manipulated by a sensationalistic press , political demagogues, and culture warriors. As adults, we owe it to our children not to foreclose important opportunities out of ignorance and fear. Instead, we have an obligation to learn more about the emerging cultural practices we've been talking about here. I certainly don't think we want to turn our backs on our children nor do we want to be snooping over their shoulders all the day. We need to be informed allies who can help watch their backs as they enter into situations that none of us understand fully.

    We need to be there to celebrate their accomplishments; we need to be there to advise them as they confront ethical challenges; we need to be there as they acquire skills at accessing and deploying information. We need to do this because it is important to our children, their development, and their well-being.



    Maybe you can tell a little more by using some example

    Here's a few practical examples of things you can do: When my son was three, my wife and I began to help him develop some basic media literacy skills. Some nights, we read him a bedtime story. Other nights, we asked him to tell us a bedtime story. We recorded his stories on the computer; we could print them out and let him illustrate them, then we'd photocopy the whole and send it to his grandparents as a gift. They would read and respond to his stories. Many of his stories dealt with the media he consumed -- games, television, comics, films, toys -- and we would use this storytelling practice to talk through with him his fantasies and fears, sharing our own values about the issues he was exploring.

    Telling the stories gave him a sense of being an author -- a key experience as we think about the new participatory culture -- and it paved the way for later creative experiences he would have as he moved on line.

    Or imagine an older child -- a teen or preteen -- who is first becoming interested in social networking sites. Perhaps you could ask her advice in setting up your own Facebook page. This would allow you to learn more about how social networks work but also to create a context for talking about how people represent themselves on line. If she's like most teens, she is going to be at least as concerned about being embarrassed by her parent's public presentation as you are going to be about how much information she shares on line and it is through those conversations that you can exchange your values.

    Teens still need adult involvement and parential advice as they move into this new world, but they also deserve to have that advice informed by direct experience and careful research into the nature of the world we are preparing them to enter. This is no different in its logic than what previous generations of parents have faced given the pace of technological change across the 20th century, even though the specifics are going to be different from anything your parents confronted in raising you.


    In conclusion: How can we transform schools by using new media? Please, give us one or two suggestions for institutions, even governments, that are considering this challange, what would you say?

    The first point I'd make is that we have to understand the new media literacies as a paradigm shift which impacts every school subject, not as an additional subject which somehow has to be plugged into the over-crowded school day. The push should be to have every teacher take responsibility for those skills, tools, and practices that are central to the way their disciplines are practiced in the real world rather than locking away the technologies in a special lab or a special class where it gets isolated from the real work of the school. The school needs to work together, as a community, to develop strategies for full integration across the curriculum, and to identify those skills which each member might contribute to the community as a whole.

    Schools need to operate much more along principles of collective intelligence and social networking -- to identify and deploy the expertise they have in their community and to reach beyond their community to other sources of experience and knowledge, whether parents, educators at other schools, or others within their larger community. They need to create ways of sharing best practices and failures, offering advice and feedback to each other as they make this challenging transition. They need to be as concerned with how they teach as they are with what they teach.

    Where possible, schools need to introduce complex problems which require their students to track down information from multiple channels and to work together to pool knowledge and combine skills . They need to develop opportunities for young people to share what they have produced with the world, getting feedback and recognition from a larger community, and taking greater responsibility for the quality of information they circulate.

    Schools need to lower existing barriers which make it difficult to deploy participatory platforms through education, stepping back from software that filters or blocks access to the internet. But in doing so, they also need to work with the students to develop norms of use that respect the particular character of the school community and its goals rather than adopting an "anything goes" attitude.

    Will New Law Block Many Slash, Anime, Manga Sites in Australia?

    The following guest blog post came about as a result of some e-mail correspondence with Australian researcher Mark McLelland, who described to me some significant shifts in media policy in his home country, Australia, which we both felt should be better understood not only by fans there but around the world. Certainly, the issues around this new internet filter policy have cropped up in many other parts of the world and serve as a helpful reminder that fans need to understand how local, national, and international laws may impact their fan writing practices -- especially those writing and circulating controversial or risky stories. The issues raised here are important ones, especially in the context of an increasingly globalized fan culture.

    Australia Set to Introduce Internet Filter that Could Block Access to Thousands of Anime, Comics, Gaming (ACG) and Slash Fan Sites

    Mark McLelland, University of Wollongong

    In December 2009 the Australian government announced that it would be proceeding with legislation to introduce an ISP-level internet filter aimed at blocking access to material that would be 'refused classification' (RC) under the National Classification Scheme. 'Such material includes child sexual abuse imagery, bestiality, sexual violence, detailed instruction in crime, violence or drug use and/or material that advocates the doing of a terrorist act'.1

    A report by three leading Australian media studies scholars also released in December 2009 pointed out a large number of gray areas which might lead to censorship creep and vastly increase the number of sites that could end up on the government's blacklist. These include sites debating the merits of euthanasia, sites set up by community organizations promoting safe drug use, sites for LGBT youth where some participants detail their sexual experiences and sites discussing the geo-political causes of terrorism that cite actual material published by terrorist groups.2

    However, so far in the debate, no-one has taken into consideration how Australia's anti- 'child abuse publications' legislation might massively increase the scale of sites requiring blacklisting. How so? Because in both federal and state legislation in Australia 'child abuse publications' refer not just to pictures (whether real or digitally altered) of actual children, but to any 'representation of a person', fictional or otherwise, 'in a sexual context' or 'as the victim of torture, cruelty or physical abuse'. The definition of 'person' is very broad and covers depictions in a computer game, animation, comics, art work and even text.3

    Different State legislatures have exhaustively detailed the nature of prohibited representations. In New South Wales (Australia's most populous state and home to Sydney), the Crimes Act 1900 SECT 91FA, states that '"material" includes any film, printed matter, electronic data or any other thing of any kind (including any computer image or other depiction)' (italics mine). The reference to 'any other thing of any clearly leaves no scope whatsoever for imagination and fantasy outside the law.

    This legislation has been tested in the courts. In 2008 an appeal against a conviction on the charge of possession of child pornography (in this case digitally manipulated images of The Simpsons children, Bart and Lisa) was launched on the basis that cartoon characters could not reasonably be described as 'persons'. In his interpretation of the legislation, Justice Adams disagreed, and upheld the judgement of the original magistrate, commenting:

    In my view, the Magistrate was correct in determining that, in respect of both the Commonwealth and the New South Wales offences, the word 'person' included fictional or imaginary characters and the mere fact that the figure depicted departed from a realistic representation in some respects of a human being did not mean that such a figure was not a 'person'.4

    This ruling is of great importance for Australia-based ACG and slash fans, since it clarifies that in Australia child pornography legislation applies equally to 'fictional or imaginary characters', even in instances when such characters 'depart[..] from a realistic representation'. Given the ubiquity of such representations on both ACG and slash fan sites, it is easy for fans to stumble across material that would put them at the risk of prosecution. As the Commonwealth Criminal Code Act 1995 makes clear, an individual is guilty of an offense if said individual, among other things, 'uses a carriage service' to access child-pornography material, cause the material to be transmitted, distribute, publish or otherwise make the material available.5

    Hence Australian fans of ACG and slash who routinely access sites that may contain or link to representations of under-age characters in sexual or violent scenarios run the risk of arrest, prosecution and entry into the sex-offenders' list. This material is already illegal to create, posses, access or share in Australia, but once the filtering legislation is enacted it will become difficult if not impossible to access these fan sites from Australia.

    But surely this is the price we must pay as a society to fully protect our children? Is it not the case that allowing even fantasy representations of child sex creates a 'climate of acceptance' that encourages the acting out of the real thing? This is certainly the government line and those who have spoken out against the censorship creep endemic in the filter proposal have been criticized for failing to 'think of the children'. However, if we look at some scenarios of content that may be blacklisted this naïve media effects argument makes little sense.

    Take for example, the massively popular 'Boys Love' (BL) fandom, a genre of anime, manga and illustrated novels originating in Japan in the early 1970s which imagines sexual interactions between 'beautiful boys' (in this context adolescents). In Japan, Boys Love novels are sold in high-street stores, circulated at fan conventions and shelved in public libraries. This fandom went global in the late 1990s and now has a massive fan base in China, Korea and North America - the US even hosts a Boys Love convention - Yaoi-con 'A Celebration of Male Beauty and Passion in Anime and Manga'.

    There are over 52,000 Google hits for "Boys Love manga" in English alone. These stories are overwhelmingly authored by women for an audience of young women and schoolgirls - but don't imagine these to be manga versions of Harlequin romances, for as fan scholar Kazumi Nagaike points out, 'BL narratives include all kinds of sexual acts, such as hand jobs, fellatio, digital penetration of the anus and S/M'.6 If Japanese schoolgirls can handle fantasy depictions of boy-on-boy sex without turning into raging pedophiles, you'd think that Australian adults would be able to look at these depictions without going off the rails? Apparently not.

    Let's take as another example, 'Wincest', that is, imagined sexual scenarios between the two Winchester brothers in the hit TV show Supernatural. 'Wincest slash' turns up 109,000 Google hits - a lot to filter out. But surely Wincest is OK because the brothers are adults? Not so, because under the existing classification system 'incest fantasies' are refused classification. Hence, although it is not currently illegal to read Wincest in Australia, since incest merits an RC category, Wincest is eligible to be placed on the blacklist to be filtered out. Again, I would be interested to see research into the Wincest fandom that could establish links between these fantasy narratives and the increase of actual incestual relations among the fandom.

    But maybe these concerns are just a storm in a tea cup? After all, the proposed filter blacklist is to be compiled on a complaints-based system. The government is not proposing to recruit an army of censors to track this stuff down (and given the scale it would require an army) but has instead entrusted the Australian Media and Communication Authority (ACMA) to investigate and make referrals to the list on the basis of complaints. Surely no-one in their right mind would waste ACMA's time referring BL stories of boys bonking or Sam and Dean Winchester getting it on to ACMA?

    Sadly, this is not so, as we saw just a few years ago in the 'Great LiveJournal StrikeThrough of 2007'. This saw the mass deletion of fanfic blogs containing, among other things, Harry Potter slash (because of its underage content) and Supernatural slash (because of the incest). The take down was prompted by threat of legal action against the site's administrators launched by a right-wing Christian group, Warriors for Innocence, who accused the site of harbouring material that promoted 'rape, incest and pedophilia'. The administrators suspended a large number of journals based only on key words listed in their profiles and without checking for the context. The majority were fan sites but others included support sites for sexual abuse survivors.7

    Although an instantaneous and massive backlash by fans saw the administration reverse their policy and reinstate most of the deleted material, such a balanced approach could not eventuate in Australia. As outlined, the law in Australia is clear, the material discussed above would be refused classification because of its content and as such would be eligible for the blacklist. Australia has no First Amendment rights to freedom of expression. End of story. This makes Australian fans and the academics who study fandom extraordinarily vulnerable to right-wing pressure groups.

    If the filter proposal becomes law, it could shut down Australian fans' engagement with broad and well-established international fandoms. The filter will also make it impossible for Australian academics to study ACG and slash fandoms, at least while they are resident in Australia. This would result in the absurd situation that academic inquiry carried out routinely in the US would become impossible in Australia. Critics of the proposal have highlighted how introducing this level of internet filtering will place Australia in a similar category to states such as Iran and Saudi Arabia. Where fan activities and fan studies are concerned, this is no hyperbole.
    To take action against the Australian government's proposed filter, go to nocleanfeed.com.

    1. Consultation Paper, 2009, 'Mandatory Internet Service Provider (ISP) Filtering: Measures to Increase Accountability and Transparency for Refused Classification Material', December, available online, (accessed 16 January 2010).
    2. Catherine Lumby, L. Green and J. Hartley, 2009, 'Untangling the Net: The Scope of Content Caught by Mandatory Internet Filtering', online, (accessed 19 January 2010).
    3. Criminal Code Act 1995 (Commonwealth) s.473.1, available online, (accessed 6 December 2009).
    4. McEWEN v SIMMONS & ANOR [2008] NSWSC 1292, 2008, online, (accessed 7 December 2009), para 41.
    5. Commonwealth Criminal Code Act 1995, 474.19, online: (accessed 6 December 2009).
    6. Kazumi Nagaike, 2003, 'Perverse Sexualities, Perverse Desires: Representations of Female Fantasies and Yaoi Manga as Pornography Directed at Women', U.S.-Japan Women's Journal, 25, 76-103. For a description of the globalisation of the fandom see the essays in Mark McLelland, ed., 2009, Japanese Transnational Fandoms and Female Consumers, Intersections, issue 20, (accessed 7 December 2009).
    7. John Casteele, 'LiveJournal StrikeThrough '07', online:


    Mark McLelland is an Associate Professor in the Sociology program at the University of Wollongong, Australia. He has published extensively about Japanese popular culture and was the 2007/08 Toyota Visiting Professor of Japanese at the University of Michigan. His paper 'Australia's Proposed Internet Filtering System and its Implications for Animation, Comics and Gaming (ACG) and Slash Fan Communities' is forthcoming in issue 134 of Media International Australia, in February 2010.

    Never Mind the Bollocks: Shepard Fairey's Fight for Appropriation, Fair Use, and Free Cultre (Part Two)

    This is the second part of an essay written by cultural report and USC Annenberg student Evelyn McDonnell, being reprinted here with the author's permission.

    Barack Obama "Hope" poster, original...

    Image via Wikipedia

    "Hope"

    It was into this battleground that Fairey wandered with seemingly noble intentions. Since the mysterious and ambiguous days of the Andre stickers, Faireyʼs work had become increasingly political. Influenced by punk and Constructivism, he unabashedly referred to his work as propaganda. He made a series of posters attacking George W. Bush and the war on Iraq during the 2004 election. He also created posters for the campaign of Ralph Nader.

    For the 2008 election, he decided to take a different tack.

    "Iʼd spent a lot of time criticizing the Bush administration, the war in Iraq -- things unfortunately didnʼt have enough power to prevent but I could at least try to dissuade people from mistaking the same mistakes again," he says. "A lot of people really respond to negative images because venting is cathartic. I had started to think about why my anti-Bush images and other peopleʼs anti-Bush images had not kept Bush from being reelected in 2004. Maybe it makes more sense to support rather than oppose. And I looked at Obama as the unique opportunity to endorse a mainstream candidate... The ceiling to a lot of the rebel culture and the real activism and quasi-activism was these people are glad to talk but donʼt do anything to engage in this process enough to make an actual difference. I said Iʼm going to engage in this process. One of the most compelling things was having a two and a half year old and being about to have another baby. And thinking itʼs far more important to have them not growing up under McCain as for me to maintain my brand as anti mainstream."

    So in January 2008, as Obama was emerging as a front runner in the Democratic race but before the Super Tuesday primaries, Fairey made the Progress poster. "I made the Obama poster just like I made any other poster. The week before it was a ballot box with a speaker on the front saying ʻEngage in democracy, vote.ʼ To me it was just another political image ... I had no idea it was going to be such a hit." Fairey purposefully created a piece that showed him reaching beyond the grassroots cultures that had been his comfortable home.

    "I did purposefully try to make it something that I thought could cross over that would have enough appeal to my fan base to stylistically work for them and also not be quite as edgy or threatening. And not in any way to be ironic, to be sincere. And patriotic. My feeling was that all my friends are already going to vote for Obama. The people that hopefully this image will appeal to is the person whoʼs on the fence. It needs to be something thatʼs nonthreatening. Something -- this sounds really corny -- but something that would maybe be hopeful and inspirational."


    Fairey originally did with the "Progress" poster what he had done with its predecessors: Made a limited print run of 3-400 that he sold, then used the money to make more posters to distribute for free. Oprah Winfrey and Michelle Obama held a rally at the University of California, Los Angeles, at which he gave away 10,000 copies. In the meantime, Fairey had been in contact with people inside the Obama campaign, who liked the artwork but preferred it carry a different textual message. "Hope" and "Change" were the keywords they were trying to promote, Fairey says. So he made a new version for the campaign. "I chose ʻhopeʼ because I think a lot of people are complacent and apathetic because they feel powerless," he says. "The first thing to motivate people to action is a level of optimism that their actions will make a difference. Hope is important because so many people feel hopeless."

    The rest, as the saying goes, is history. Faireyʼs artful yet simple, dramatically chromatic message struck a chord. He made the poster available as a free download on his website, with the condition that any proceeds from sales go to the Obama campaign. Soon, "Hope" was everywhere, a powerful illustration of the way in which the Internet enables fast and direct communication. Fairey received a letter of thanks from the presidential candidate on February 22, 2008, that said in part: "The political messages involved in your work have encouraged Americans to believe they can help change the status-quo."25

    On January 17, 2009, the Smithsonian unveiled a mural based on "Hope."For the artʼs maker, the experience, at that point, was a positive lesson in civic engagement.

    "Iʼm proud of the image. I put all the money from it back into making more posters, giving money to the campaign, organizing the Manifest Hope art shows. It was all related to supporting Obama. There was no goal for personal gain. Of course publicity wise, it was great for me. Iʼm very fortunate that Iʼm doing that well in my career that I can dedicate that much time to supporting a candidate and not have to have an ulterior motive, like the ambassadorship to Puerto Rico. It was something that was really heartfelt and Iʼm really glad Obamaʼs President."

    Backlash

    No good deed goes unpunished. "Hope" catapulted the already successful Fairey to a level of notoriety enjoyed by few contemporary artists. He was the subject of numerous articles and was commissioned by Leviʼs to design a line of jeans. He was hired to draw covers of Time and Rolling Stone. The style of the "Hope" poster was itself widely appropriated and parodied (more on that later). But with fame comes friction.

    In February 2009, the prestigious Institute of Contemporary Art in Boston debuted an exhibition of Faireyʼs work. The show had been planned before "Hope," the artist says. But of course, the opening got a lot more attention as a result of Faireyʼs heightened profile. Not all of this attention was positive. The night of the opening, Fairey was arrested by Boston police for acts of vandalism related to Faireyʼs public admission that he had performed numerous acts of street art during his lifetime, including when he lived in nearby Providence.

    "The Boston arrest was a lot of different things converging," he says. "I made the
    mistake of being very candid about my practice as a street artist. The Boston police said
    thatʼs an affront to the Commonwealth."

    Fairey had been arrested for vandalism before. But he had never been sued by a large corporation for copyright infringement. Actually, it was the artist who, in response to letters and phone calls from AP lawyers, threw down the formal legal gauntlet; on Feb. 9, 2009, with the Stanford University Fair Use Project as his legal team, he filed suit in US District Court in New York to vindicate his rights to the image. AP, saying in a statement that they were disappointed that Fairey had broken off negotiations over the Garcia image, filed a countersuit.

    Faireyʼs case centers on fair use. The suit argues that Fairey "altered the original with new meaning, new expression, and new messages," and did not create the art for commercial gain; that he "used only a portion of the Garcia Photograph, and the portion he used was reasonable in light of Faireyʼs expressive purpose"; and that his use "imposed no significant or cognizable harm to the value of the Garcia Photograph or any market for it or any derivatives; on the contrary, Fairey has enhanced the value of the Garcia photograph beyond measure."26

    The AP argues that Faireyʼs use of the photograph was substantial and not transformative: "The Infringing Works copy all the distinctive and unequivocally recognizable elements of the Obama Photo in their entire detail, retaining the heart and essence of The APʼs photo, including but not limited to its patriotic theme."27 It also charges that as of September 2008, Fairey had made $400,000 off the image. In a statement available on the website, AP spokesman Paul Colford said the organization was itself acting in defense of creators: "AP believes it is crucial to protect
    photographers, who are creators and artists. Their work should not be misappropriated by others."28!

    In October 2009, there was a significant, but troubling, development in the case. Fairey admitted that he had misstated which Garcia photo he had originally used for the poster. Instead of a photo in which Obama was shown next to actor George Clooney, he used a photo of Garciaʼs face alone. He also admitted that he had altered evidence to cover up his misstatement.Faireyʼs lawyers have resigned from the case; he has replaced them with new counsel. He also faces possible legal censure.

    Fairey says he was initially mistaken about the source and then, embarrassed, tried to hide his mistake.29 The change in source affects one tenet of his fair use argument: that he "used only a portion of the Garcia Photograph, and the portion he used was reasonable in light of Faireyʼs expressive purpose."

    "I made some poor decisions that I can only blame myself for," Fairey says.

    Does Shepard Have a Posse?

    Even before Faireyʼs admitted lie, he had a credibility issue. The Internet is full of Shepard-haters. Diehard punks and radical left-wingers accuse Fairey of selling out not just because of his Leviʼs and Sakʼs Fifth Avenue campaigns, but because of the Obama posters. Thereʼs a whole website devoted to listing the artists and works Fairey has copied. Undoubtedly some attacks are from artists who are jealous of his success. Others have fairly well-thought-out critiques. When I wrote an article on Fairey for The Miami Herald in November 2009, it quickly accrued comments both from kneejerk radicals and reasoned liberals troubled by Faireyʼs questionable integrity (a fan posted first). Sometimes, it seems as if Fairey has a posse -- one thatʼs out to hang him.

    Most disturbing are allegations that while Fairey unapologetically appropriates, he has been litigious toward people who have in turn appropriated his work. In 2008 he sent a cease and desist letter to Baxter Orr, an Austin artist and art dealer who had made a version of Faireyʼs Andre image with a surgical mask on it (this was during the SARS crisis). Orr told The Austin Chronicle, "It's ridiculous for someone who built their empire on appropriating other people's images. Obey Giant has become like Tide and Coca-Cola."30

    Fairey says he was upset because Orr had been profiting off the artistʼs work by buying posters cheaply from Faireyʼs website -- in true punk rock fashion, Fairey keeps prices for his work low -- then flipping them for a substantial profit. Since this practice is only unethical, not illegal, Fairey went after the "parasite" over IP infringement instead. Orr, who later made the disturbing "Dope" poster parodies of Obama as a cokehead, had publicly bragged about his actions and needled Fairey. Fairey now says the letter was a mistake. "I didnʼt think about how it looked hypocritical. I was operating out of anger and frustration."

    One could argue that Faireyʼs admitted "mistakes" make him human. Or the artist could just be caught up in the tangle of sometimes competing, sometimes converging editorial and market logics that drive contemporary media work, as defined by scholar Mark Deuze.31 My personal assessment is that as a white kid from South Carolina, Fairey will always be an outsider in the outsider worlds of punk and hip-hop. This makes him both vulnerable to attacks from those who consider themselves insider purists (like Orr) and insecure. I think Fairey considers the current, constrictive rules of copyright law a burdensome and unreasonable hindrance to the cultural practices to which he, and increasingly many new media workers, are accustomed, and that he felt therefore above the law when it came to admitting the source of the Obama image. His
    hypocritical defense of his own IP against an intruder both reveals his ego and shows just how complicated copyright can be. Even those who see it as being intrusive may see it as also necessary, especially when it comes to their own works.

    Fairey is not against IP. DJ Diabeticʼs views of copyright are influenced by his love of hip-hop.

    "I completely believe in the concept of intellectual property. I just think itʼs got such broad latitude for interpretation that when someone wants to make someoneʼs life hell over some sort of creative transformation of something, itʼs far too easy. What I think IP is about is when someone makes something that directly impairs the market of the creator, thatʼs a problem. When something builds its own new market and may enhance the creatorʼs market, thatʼs a good thing. I think most hip-hop that uses samples should be fair use. I think itʼs completely unfortunate for that art form that the laws have gone the way they have, and thatʼs due to lawyers."

    Fairey is much more careful about attribution and appropriation these days. He has begun a project on American pioneers in art, music, and culture, starting with Rauschenberg associate Jasper Johns -- thus saluting some of the figures others have accused him of stealing from. On his website, he carefully notes the Johns image is by photographer Michael Tighe.32

    "Iʼm not trying to steal peopleʼs images and exploit them," Fairey says. "I feel like anything I make, Iʼm adding new value that doesnʼt usurp the value of the original. At the same time I donʼt want people to feel taken advantage of, so if I can make it be mutually beneficial, I will. This has never been about me trying to be selfish or greedy about the art I make. I try to use my art for good causes. Almost every print I do has some philanthropic element."

    Free Speech + Free Culture = Democracy

    Lessig and Litman have both described at length how the companies who are able to buy the most lawyers and legislators are currently winning the copyright wars. AP says it is out to defend the rights of creators, but the creator of the Obama photo has both contested the organizationʼs ownership of the image and said he thought Faireyʼs use of it had been a mostly positive experience:

    "I donʼt condone people taking things, just because they can, off the Internet. But in this case I think itʼs a very unique situation ... If you put all the legal stuff away, Iʼm so proud of the photograph and that Fairey did what he did artistically with it, and the effect itʼs had."33

    The Recording Industry Association of Americaʼs cynical deployment of the band Metallica aside, copyright wars are not being waged by creators against users: They are being waged by the companies who have purchased the rights from the creators and are now cynically fighting to control creativity. Copyright law was invented precisely to counter such monopolization, when England passed the Statute of Anne to break the stranglehold booksellers had on literature. Todayʼs mediacracy is every bit as powerful as those 18th century word lords.

    In terms of legal precedent, Fairey may have a tough battle. You can read lawyersʼ own mixed takes on the case, if you want a bit of a head spin. But many scholars who are closely studying the way new media is redefining cultural practices see the case as an important landmark. Jenkins argues that images of public figures should be particularly seen as fair game, as the art practices of Reid and Prince have already put into practice.

    "Artists -- whether professional or amateur -- need to be able to depict the country's political leadership and in almost every case, they are going to need to draw on images of those figures which come to them through other media rather than having direct access..."
    "The question, then, boils down to what relationship should exist between the finished work and the source material. And my sense is that Fairey's art was transformative in that it significantly shifted the tone and meaning of the original image. The photograph as taken has nowhere near the power that Fairey's deployment of it had. The photograph was quicklyforgotten amid the flood of such images. And many other photographers captured essentially the same shot. Fairey's poster, on the other hand, is so iconic that it is likely to be reproduced in American History textbooks decades from now. The mythic power comes from what Fairey added to the image -- not from any essential property of the original, which was workmanlike photojournalism."34

    The most disturbing ramification of the case against "Hope," should Fairey lose, may be not just its possibly deleterious effect on free culture, but its impact on free speech and civic engagement, the backbones of democracy. If Fairey were less of a punk-steeped radical and were to consider making the Obama poster now, he might not simply license the fee; he might remain silent all together. "I still donʼt regret it, though Iʼm a lot closer to regretting it than I ever thought I would be," he says. "Itʼs such a nightmare that Iʼm going through. Itʼs been really hard on my family."

    Not just to punks, rappers, and appropriation artists, but to a large, growing segment of the population that is finding in the frontier world of the Internet a thriving creative environment, Faireyʼs actions make sense. Appropriation is part of how they create and communicate every day. "[Fairey] embodies this new dispersed, grassroots, participatory culture about as well as any contemporary figure," says Jenkins. "The battle between AP and Fairey is an epic struggle between the old media and new-media paradigms, a dramatization of one of the core issues of our times."35

    In Free Culture, Lessig argues that the divergence between copyright law and
    public practice is turning regular citizens into outlaws, and thus undermining the rule of law. Fairey probably didnʼt exactly mean to launch a grenade into this battleground when he created the most populist, crossover work of his life. But since his entire ouevre was rooted in practices attacking mediacracy, perhaps he couldnʼt help but be a guerrilla.

    The "Hope" poster won its first objective: Barack Obama was elected president on Nov. 4, 2008. It made Shepard Fairey a celebrity. And it could just change the way we think about, and litigate, cultural creation.

    1 Henry Jenkins, et al., Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, Chicago: MacArthur Foundation, 2006,
    2 Jenkins, Convergence Culture: Where Old and New Media Collide, New York: New York University Press, 2006, location 188-192, ebook version.
    3 Lawrence Lessig, Free Culture, New York: Penguin, 2005, page 11.
    4 This and all subsequent quotes from Fairey that are not footnoted are from an in-person interview conducted by Evelyn McDonnell Nov. 18, 2009.
    5 Shepard Fairey, talk given at University of Southern California, Nov. 4, 2009.
    6 "Sex Pistols Artwork," SexPistolsOfficial.com.
    7 Shepard Fairey, et al, Obey: Supply and Demand: The Art of Shepard Fairey, Berkeley: Gingko Press, 2009.
    8
    Richard Whittaker, "Artist Cage Match: Fairey vs. Orr," The Austin Chronicle, May 16, 2008.
    9 Peter Shapiro, The Rough Guide to Hip-Hop, London: Penguin, 2005, pages 160-61.
    10 Fairey et al, page 18.
    11 Randy Kennedy, "If the Copy Is an Artwork, Whatʼs the Original?", The New York Times, Dec. 6, 2007.
    12 Jason Rubell, phone interview with Evelyn McDonnell, Oct. 28, 2009.
    13 Rene Morales, email to Evelyn McDonnell, Nov. 23, 2009.
    14 Greg Milner, Perfecting Sound Forever: An Aural History of Recorded Music, New York: Faber and Faber, 2009, page 302.
    15 Lessig, pages 129-30.
    16 Lessig, page 9.
    17 Jenkins et al, page 32.
    18 Jenkins et al, page 33.
    19 Jessica Litman, Digital Copyright, Amherst, NY: Prometheus, 2006, page 13.
    20 Paul Goldstein, Copyrightʼs Highway: From Gutenberg to the Celestial Jukebox, Stanford, Calif.: Stanford University Press, 2003, page 15.
    21 Goldstein, page 27.
    22 See Nas, Hip-Hop Is Dead, Def Jam Records recording, 2006. Also Sasha Frere-Jones, "Wrapping Up: A Genre Ages Out," The New Yorker, Oct. 26, 2009, and Simon Reynolds, "Notes on the Noughties: When Will Hip-Hop Up and Die?", www.guardian.co.uk, Nov. 26, 2009.
    23 Lessig, page 181.
    24 Litman, page 14.
    25 Fairey et al, page. 273.
    26 COMPLAINT FOR DECLARATORY JUDGMENT AND INJUNCTIVE RELIEF, SHEPARD FAIREY and OBEY GIANT ART, INC., against THE ASSOCIATED PRESS, page 11.
    27 ANSWER, AFFIRMATIVE DEFENSES, AND COUNTERCLAIMS OF DEFENDANT, THE ASSOCIATED PRESS, SHEPARD FAIREY and OBEY GIANT ART, INC., against THE ASSOCIATED PRESS, page 10.
    28 Paul Colford, AP Statement on Shepard Fairey Lawsuit, Feb. 9, 2009.
    29 Fairey, Nov. 4, 2009.
    30 Whittaker.
    31 Mark Deuze, "Media Work & Institutional Logics," Deuzeblog, July 18, 2006.
    32 "Jasper Johns," Obey website, Dec. 10, 2009, http://obeygiant.com/.
    33 Randy Kennedy, "Artist Sues the A.P. Over Obama Image," The New York Times, Feb. 9, 2009.
    34 Jenkins, email to Evelyn McDonnell, Nov. 22, 2009.
    35 Jenkins, Nov. 22, 2009.

    Evelyn McDonnell is doing life backwards: After more than two decades of writing about popular culture and society, she's getting her Master's in arts journalism as an Annenberg Fellow at the University of Southern California. She is the author of three books: Mamarama: A Memoir of Sex, Kids and Rock 'n' Roll; Army of She: Icelandic, Iconoclastic, Irrepressible Bjork; and Rent by Jonathan Larson. She coedited the anthologies Rock She Wrote: Women Write About Rock, Pop and Rap and Stars Don't Stand Still in the Sky: Music and Myth. She has been the editorial director of www.MOLI.com, pop culture writer at The Miami Herald, senior editor at The Village Voice, and associate editor at SF Weekly. Her writing has appeared in numerous publications and anthologies, including Rolling Stone, The New York Times, Spin, Travel & Leisure, Interview, and the LA Times. She codirected the conference Stars Don't Stand Still in the Sky: Music and Myth at the Dia Center for the Arts in New York in 1998. She has won several fellowships and awards. "Nevermind the Bollocks" is part of a larger project Evelyn is researching on artists in the age of content. You can contact Evelyn at evelyn@evelynmcdonnell.com.


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    Never Mind The Bollocks: Shepard Fairey's Fight for Appropriation, Fair Use and Free Culture (Part One)


    One of the many highlights of my first semester in LA was the chance to see and meet Shepard Fairey. who I regard as one of the most significant visual artists of our times and a focal point for debates about the politics/poetics of appropriation and fair use. Fairey spoke on stage with my new colleague, Sarah Banet-Weiser.

    I have been following Fairey for some time since he was an art student at the Rhode Island School of Design and "Andre the Giant has a Posse" stickers started to appear on lamp posts and underpasses around Boston. At first, I envisioned the stickers as a new kind of fan art -- since I was deeply into the World Wrestling Federation at the time -- and only gradually came to understand them as a form of culture jamming. Now, having seen and talked with the guy, I suspect they were an odd blurring between the two -- a bold experiment in tapping the power of participatory culture to spread images across the planet and relying on local contexts to shape what those images meant to participants. Pretty cool.

    One of the students in my New Media Literacies class last term, Evelyn McDonnell took advantage of Fairey's visit to USC to interview him for the Miami Herald. McDonnell is a cultural reporter of the highest order -- the kind of student you hope you will get at a place where journalism and communications students co-mingle. She's already written three books and edited two more, mostly dealing with rock music, and she's now working on a project dealing with the shifting relationship between artists (popular and high) and their publics. She really dug deep for the Herald story and found out much more than could make it into a newspaper piece, so she asked if she could expand this work as her final paper for the class.

    I was certainly intrigued to learn more about her thoughts on Fairey and especially on the current legal struggles he is engulfed in. But what she gave me was so much more -- an exploration of artistic and musical appropriation since the Punk era, how they have shaped Fairey's aesthetic project and how they have impacted the current state of law around Fair Use. Her interest in rock is very visible in the opening which shows how the album design for the Sex Pistal's Never Mind the Bollocks helped to inspire Fairey.

    I timidly asked her if she'd be willing to share it via my blogs, knowing that the topics would be relevant to some many different readers, and I was grateful she agreed. I am running the essay in two installments -- today's part takes the long view situating Fairey's work in the larger trajectory of artistic appropriation; the second part, which will run on Friday, deals specifically with the Obama Hope poster, how and why it was created, and the legal battle that now surrounds it. Enjoy!

    Never Mind The Bollocks: Shepard Fairey's Fight for Appropriation, Fair Use and Free Culture
    By Evelyn McDonnell


    Every sk8ter boi with a Clash album and a can of spray paint wants to change the world. In late January 2008, Shepard Fairey may have done just that. Thatʼs when he decided to create something he had never, in some 20 years of producing stickers, T-shirts, prints, stencils, tags, and canvases, made before: a poster endorsing a popular political candidate.

    Since Barack Obama was not exactly available to pose for some grassroots graphic artist, Fairey found a photo of the senator online. With a couple mouse clicks, he copied a shot taken by Mannie Garcia in 2006 for the Associated Press. Then he turned a news photo into a propagandist art statement.

    Fairey replaced the natural tones of the photo with the strong lines and bold colors -- in this case, red, white, and blue -- of Russian Constructivist art. He added oversized cartoon hatch-mark shadings in the style of Roy Lichtenstein. Across the bottom, he wrote: "Progress." In later iterations, he changed "Progress" to "Hope."

    Faireyʼs Obama "Hope" poster is the most iconic, widely seen art work in recent history. Its dignified profile telegraphed both patriotism and change better than any other single image in a mediagenic campaign. "Hope" both captured and helped enable a historic moment.

    And it got its maker into a heap of trouble. In ʼ09 Fairey and the AP sued each other over the artistʼs use of Garciaʼs photo. "Hope" may not have merely helped the United States elect its first African-American president. It could set new legal precedents for one of the most important issues of the digital age: intellectual property.

    Faireyʼs lawsuits with the Associated Press are a test case for the changing rules of IP and a case study in what media studies scholar Henry Jenkins et al have described as the new media literacy of appropriation.1 The meeting of an underground artist with mainstream and commercial ideology is also an example of what Jenkins calls convergence culture: "a cultural shift as consumers are encouraged to seek out new information and make connections among dispersed media content."2 The story of the "Hope" poster is the story of divergence as well: of increasingly closed copyright law deviating from increasingly open-sourced public practice. In this case, the law and mainstream media are working at odds to both market capitalism and anarchist street culture.

    A close analysis of the Fairey/AP battle -- or what could be called the case against "Hope" -- provides key insights into the status of appropriation, fair use, free culture, and engaged citizenry as we enter the final year of the first decade of the 21st century. The battle could be a strategic turning point in what Harvard professor Lawrence Lessig has called the war against free culture. "There is no good reason for the current struggle around Internet technologies to continue," he writes. "There will be great harm to our tradition and culture if it is allowed to continue unchecked. We must come to understand the source of this war. We must resolve it soon."3 By studying Faireyʼs employment of appropriation, we take another step toward understanding that war. Lessig may be optimistic in saying understanding can lead to resolution, but it can certainly inform further activism and creativity.

    Anarchy in the Public Domain
    Faireyʼs use of Garciaʼs image, and the entire NML conception of appropriation, have historical precedents in the cultural traditions in which the artist was steeped: punk, collage, street art, and Pop art. Frank Shepard Fairey grew up in Charleston, South Carolina. He discovered punk rock and its connected skateboard subculture as a teenager. "The Sex Pistols changed my life," he says. "That was the gateway band for me."4

    The English band the Pistols, who sang about "Anarchy in the UK" in a music driven by over-amped guitars and Johnny Rottenʼs sarcastic snarl, were Faireyʼs gateway out of conservative Southern culture and into a global youth subculture characterized by rebellion against mainstream and corporate values. "Thereʼs not a lot of progressive culture there," he has said of his hometown. "I got into the skateboarding and punk life. That opened my eyes to political and social critique: How art could work with things that are political."5

    The cover of Nevermind the Bollocks, Hereʼs the Sex Pistols, the bandʼs 1977 debut album, was designed by an English artist named Jamie Reid. Reid did for punk music what Fairey did for the Obama campaign, providing a distinctive iconography of cut-up, Xeroxed images and ransom-note-style lettering. In one famous piece, he put a safety pin through the lip of a reproduction of a photograph of Queen Elizabeth II, providing a visual complement to the Pistols song "God Save the Queen." As far as I can tell, Reid was not sued by royal photographer Peter Grugeon -- though there was certainly intense uproar over the song and artwork.6

    There was a purpose to this playfulness. Do-It-Yourself -- the notion that culture should actively
    be in the creative hands of the people, not just something produced by corporations and consumed by a passive audience -- is a guiding ethos of punk. In reaction to the showy musicianship of art-rock, such bands as the Clash advocated that music be simplified and demystified, so that anyone could play it. Cut-up art is similarly a way of claiming images that permeate public spaces (the queenʼs face was omnipresent in ʼ77 England, the year of the Silver Jubilee), asserting individual expression over them (the safety pin), and making them public domain (Reidʼs image was stickered around town). Through media bricolage, Reid and other punk ʻzine creators asserted individualsʼ right to exploit and manipulate commercial imagery, since commercial imagery exploits and manipulates the public. They were appropriating, creating visual remixes and mashups -- long before those were digital-culture buzzwords.

    The graphic creation that first made Fairey famous in underground circles was also a punk sticker, one that looks strikingly like "God Save the Queen." Fairey went to the Rhode Island School of Design to study illustration. In 1989, he made a stencil of Andre the Giant and added the words "Andre the Giant Has a Posse," plus the wrestler/actorʼs height and weight. He plastered the stickers around Providence enough that a local weekly, The Nice Paper, took note. Soon, the Andre campaign spread to nearby Boston and New York. Fairey sent stickers to friends who put them up wherever they lived. He advertised in punk magazines and sold the stickers by mail order for five cents each.

    Within seven years, he had printed and distributed a million of them. Fairey also made Andre posters and stencils. André René Roussimoff died in 1993, but he and his make- believe posse were ubiquitous on urban street lamps and walls for years afterwards.7

    According to one news account, Fairey had to alter the image of Andre, as the owners of World Wrestling Entertainment threatened to sue over it.8 The face evolved into a Constructivist-inspired abstraction, and now the words just said "Obey" or "Giant." The forced change actually enabled Faireyʼs art to become more sophisticated and distinctive. The style that was to become famous with "Hope" was apparent in the "Obey" series of works of 1995.

    In his street-art campaign, Fairey was inspired by another musical culture of the 1970s. Graffiti is considered one of the four main elements of hip-hop (the other three being DJing, breakdancing, and rapping). It, like punk cut-up art, is also an assertion of the individualʼs right to self-expression in the public domain, with the legal concept of public domain meant quite tangibly -- on subway cars and abandoned buildings. The art of spray-painting tags (aliases of graffiti artists) and street murals exploded during New Yorkʼs fiscal crisis, as colorful balloon letters and stylized characters proliferated. Such practitioners as Futura 2000, Rammellzee, Lady Pink, Revs, Cost, and Claw became famous for going "all-city."9 Street artists Keith Haring and Jean-Michel Basquiat were also accepted into the world of fine art, becoming celebrities of the Downtown scene of the 1980s.

    Fairey saw this work all around him on a 1989 visit to New York, shortly before he launched the Andre sticker. "I saw graffiti in risky places that gave me new respect for the dedication of the writers," he writes in Obey: Supply and Demand: The Art of Shepard Fairey. "Stickers and tags coated every surface in New York City. I left the city inspired ..."10

    Reclamation and transformation of commercial or public images is also an accepted method in the art world of museums and galleries. Marcel Duchamp virtually invented conceptual installation art with his famous urinal sculpture. Robert Rauschenbergʼs combines and collages of the ʻ50s mixed found objects and images. In the 1960s, Andy Warhol made brightly colored silkscreens of Campbellʼs soup cans, Marilyn Monroe, and Elvis Presley. In the ʻ70s Richard Prince rephotographed commercial shots of Marlboro Men and Brooke Shields.

    Such appropriative art has been both highly successful -- a Prince work sold for $1.2 million in 2005 -- and controversial: He was sued over the Shields shot, and reportedly settled out of court for a small fee.11 Still, appropriation has become largely accepted as an artistic practice. "Good artists borrow, great artists steal," Pablo Picasso is reputed to have said. In 2009, Miamiʼs Rubell Family Collection named an exhibit of 74 of its artists engaged in various forms of mimickry, including Mike Kelley, Rashid Johnson, David Hammons, Paul McCarthy, and Sherrie Levine, "Beg Borrow and Steal." "Artists are acting as cultural curators; through their work theyʼre recurating history and recontextualizing it," says Jason Rubell, one of the exhibitʼs curators. "Theyʼre appropriating and reassessing imagery that came before."12

    In the same way that Reid and the punks utilized it, appropriation by fine artists may be an effective tool against mass media bombardment. "Thereʼs an enormous difference between imitation and appropriation," says Rene Morales, a curator at the Miami Art Museum, which co-produced an installation by Fairey in December 2009. "Appropriation is a creative act; itʼs become one of the most effective ways to make art in a media-saturated word."13

    The Pop Art of Rauschenberg, Warhol, Prince, and others influenced Fairey. "My favorite artists are people like Jamie Reid and Rauschenberg and Warhol, who incorporated existing art work in their work but did it in a way that made something that wasnʼt very special incredibly special," he says.

    To those who decry lack of originality in Faireyʼs work, the artist agrees. "The idea of originality is pretty ridiculous. Itʼs virtually impossible to be original. Language is based on reference. To me as a visual artist, I use reference in my work all the time, both images that have a specific
    connotation and styles that have a specific connotation."

    For instance, in the Andre artworks, Fairey wrote "Obey" in red capital letters. This was his homage to ʻ90s art star Barbara Kruger, whom he calls "the most political, outspoken artist" of that time. "I liked her work and I thought that if I used that style, people were going to wonder what I was trying to say. I think she understood she should be flattered."

    Russian Constructivism, Reid, Warhol, Kruger: The influences on Faireyʼs work are clear. The artist is as unapologetically derivative in his image choices as in his styles. He doesnʼt draw or paint the central figures of his pieces. He uses images created by others, either by photographers with whom he is collaborating, or images he finds online, or at agencies that sell stock photos, or that are already well known (such as his series on famous musicians). "Thereʼs no shortage of images," he says with a twinkle of ironic mischief. "Itʼs just that thereʼs an abundance of lawyers as well."

    Prince simply rephotographed some of his most famous images, without modification. Fairey alters, sometimes radically, the works he appropriates, with exacto knives, computer tools, or by hand illustrating them. He defends his methods philosophically.

    "Iʼm biased to my own idea that images are abundant but making them special is whatʼs important. Looking at how to distill what will make something iconic is what I think my skill is. Thereʼs some people who have great brush strokes and others who come up with cool color combinations. This is my skill, and whether the law says itʼs okay or not, itʼs what my skill is. ...

    "Thereʼs a huge debate with new technology about what constitutes legitimate art. Does it have to be done with a paintbrush or with your hands? I enjoy illustrating with my hands. But really, your eyes make the art. You make the decisions by looking at things and transferring what you want to do in any number of ways, whether itʼs with your hands or digitally or with photography. The end result is whatʼs important. You may be Jeff Koons and have fabricators build it and never touch it. That to me is whatʼs art about: Whether that end result, however you got there, affects people and says what you wanted to say."

    Sampling and Appropriation

    Digital technology is radically changing the way the arts are made, transmitted, communicated, marketed, taught, learned, and controlled. Nowhere is this clearer than in the development of remixing and sampling. The ability to duplicate audio clips with commercially available technology became the basis for two important musical forms born in the 1970s: Jamaican dub and its descendent, hip-hop. In a Kingston recording studio, engineer King Tubby took preexisting musical tracks brought in by the artists and producers who had recorded them and cut and pasted, electronically tweaking along the way. "The salient point about Tubby is not that he invented the remix (although he did). Itʼs that the concept of the remix reinvented modern music," writes musical historian Greg Milner.14

    A few years later in the Bronx, such DJs as Grandmaster Flash and Koolmaster Herc plugged their sound systems into lampposts and performed for block parties. MCs rapped over instrumental tracks; thus hip-hop was born. DJ/producers mixed hooks and beats from multiple records, obscure or famous, to create whole new songs -- the audio counterpart to Rauschenbergʼs combines, or Reidʼs and Faireyʼs collages. The commercial development of cheap samplers made what had been the high-art form of appropriation easy and ubiquitous. It also fueled the most important creative outpouring of music of the last 30 years, as rap artists emerged from ghettos, barrios, suburbs and small towns around the world. Hip-hop is an example of the environment of creativity that law professors James Boyle and Lawrence Lessig both argue is the core context of intellectual property law.15

    The art of cutting, pasting, and remixing -- whether in word-processing software, Photoshop, iMovie, wherever -- is now intrinsic to computer culture. Lessig and many others see this as part of the radically transformative power of digital culture. "For the Internet has unleashed an extraordinary possibility for many to participate in the process of building and cultivating a culture that reaches far beyond local boundaries," Lessig writes. "That power has changed the marketplace for making and cultivating culture generally, and that change in turn threatens established content industries."16

    Since 2006 the MacArthur Foundation has been funding a $50 million study of digital culture and learning. In a 2006 white paper written under funding from that study, Jenkins et al identify the skills that are enabled by new media and explore how they might be implemented in classrooms. The paper identifies appropriation as one of these main skills. "The digital remixing of media content makes visible the degree to which all cultural expression builds on what has come before," Jenkins et al write. "Appropriation is understood here as a process by which students learn by taking culture apart and putting it back together."17

    Faireyʼs "Hope" poster is a definitive example of appropriation, as launched by his artistic and musical predecessors (Fairey also spins records under the name DJ Diabetic) and described by the white paper. "Appropriation enters education when learners are encouraged to dissect, transform, sample, or remix existing cultural materials," Jenkins et al wrote.18 Fairey was engaged in the essential appropriative processes of analysis and commentary when he remixed Garciaʼs photo.

    The Clampdown
    " Appropriation may be recognized and respected by artists, punks, rappers, scholars, and educational foundations. But it has become the center of a legal battleground. As an artist being sued for copyright infringement, Fairey follows in the footsteps of Richard Prince and rappers 2 Live Crew. But he is the first creative person to be engaged in litigation with a news giant during a time when internet communication technologies have fundamentally unsettled media organizations (or what I like to call the mediacracy).

    IP law is complicated, to say the least. As Jessica Litman quips, "Copyright law questions can make delightful cocktail-party small talk, but copyright law answers tend to make eyes glaze over everywhere."19 Essentially, the law in America historically seeks a balance between the need to guarantee creators and inventors a financial incentive to create and invent, and the right of the public at large to participate in the free exchange of ideas. The overall goal, as stated in the Constitution, is "to promote the Progress of Science and useful Arts."

    !ntrinsic to that progress and free expression, certain uses of copyrighted material are protected as fair use. "The Copyright Act allows the copying of copyrighted material if it is done for a salutary purpose -- news reporting, teaching, criticism are examples -- and if other statutory factors weigh in its favor," writes legal scholar Paul Goldstein.20

    The Miami bass group 2 Live Crew took their fight for the right to appropriate all the way to the Supreme Court. In 1990 music publishers Acuff-Rose sued the salacious rappers for sampling the Roy Orbison song "Oh, Pretty Woman," to which they owed the rights. 2 Live Crewʼs lawyers defended the use as an act of parody and therefore an example of fair use. The Supreme Court agreed. "The goal of copyright, to promote science and the arts, is generally furthered by the creation of transformative works," Justice David Souter wrote, in a decision that has ramifications for Fairey.21

    But other acts who have used samples have not been able to claim the parody fair use defense and lost their cases. Since the rapper Biz Markie was forced to remove a track from his 1991 album I Need a Haircut, musicians have repeatedly been sued over royalties. Now record companies are paranoid about any and all use of samples. What some artists and critics have called the genreʼs current demise could be in part related to the legal crackdown on sampling.22

    Indeed, there is something about the digitization of pop music that has caused jurists and legislators to side with multimedia corporations in a clampdown on copying that is changing the rules of intellectual property. The courts shut down music distribution systems Napster and MP3.com and issued restrictive, expensive licensing rules that effectively silenced Internet radio for a time. Lessig, the founders of the Electronic Frontier Foundation, and others have documented and argued against this erosion of free culture. "In the middle of the chaos that the Internet has created, an extraordinary land grab is occurring," Lessig writes. "The law and technology are being shifted to give content holders a kind of control over our culture that they have never had before. And in this extremism, many an opportunity for new innovation and new creativity will be lost."23

    Litman refers to this land grab by the vested interests of media conglomerates as the Copyright Wars. "If current trends continue unabated, however, we are likely to experience a violent collision between our expectations of freedom of expression and the enhanced copyright law," she writes.24
    ******************************(MORE TO COME)*******************************************************
    Evelyn McDonnell is doing life backwards: After more than two decades of writing about popular culture and society, she's getting her Master's in arts journalism as an Annenberg Fellow at the University of Southern California. She is the author of three books: Mamarama: A Memoir of Sex, Kids and Rock 'n' Roll; Army of She: Icelandic, Iconoclastic, Irrepressible Bjork; and Rent by Jonathan Larson. She coedited the anthologies Rock She Wrote: Women Write About Rock, Pop and Rap and Stars Don't Stand Still in the Sky: Music and Myth. She has been the editorial director of www.MOLI.com, pop culture writer at The Miami Herald, senior editor at The Village Voice, and associate editor at SF Weekly. Her writing has appeared in numerous publications and anthologies, including Rolling Stone, The New York Times, Spin, Travel & Leisure, Interview, and the LA Times. She codirected the conference Stars Don't Stand Still in the Sky: Music and Myth at the Dia Center for the Arts in New York in 1998. She has won several fellowships and awards. "Nevermind the Bollocks" is part of a larger project Evelyn is researching on artists in the age of content. You can contact Evelyn at evelyn@evelynmcdonnell.com.

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    Public Media, Public Education, and the Public Good: An Interview with Heather Chaplin (Part Two)

    Editor's note: This is my last post of 2009. See you in the new year. I am going to take some time off with my family.


    Much of your discussion centers around the impact of public media on public education. How would you describe the ideal learning environment for the 21st century and what blocks us from achieving that ideal?

    One could write a book on that topic! Well, one of the intriguing things about creating a more intimate relationship between public media and public education is that public media is in possession of a national treasure of historical materials. Part of NPL would be assisting public media in digitizing that material and retooling it for teachers to use while teaching.

    So imagine a science class where the teacher can pull out a segment from Nova on the spot to illustrate the answer to a particular question asked by a student. Or using a bit of an interview from a Jim Leher interview to make a political point. The examples could go on for ever. And, unlike the archives of corporate-owned media, these arches belong to the American public. We paid for them and we should take advantage of them.

    There are also real opportunities for public media to be involved teaching kids media skills. Imagine a local PBS station also being a hub where kids could take classes on video editing, or putting together sound pieces, or making videogames. Part of public media 2.0 calls for local stations to take a greater role in serving their local communities directly.

    In terms of the classroom of the future in general, I see digital media as a huge opportunity. I don't believe, however, that digital media tools replace things like smaller teacher-to-student ratios. And I do worry, on some level, about having so much of our lives mediated by machines. I see these digital media tools being used when appropriate to enhance the teaching experience and not as a replacement for teacher to student contact. For example, the idea of using 3-D models of molecules to teach science: that's probably just a better and more effective way of teaching what a molecule is than giving a lecture on one. Therefore, since it's something we can do, we should. On the other hand, discussing a great novel is probably best done by teacher-student discussion. That should go away. It's a matter of understanding the technology now at our disposal and making good choices of when to use it.

    What blocks us from achieving these goals? A lot of things. The public school system in this country is messed up almost beyond belief and on every level. Bush's push towards more standardization certainly didn't help - it meant teachers teaching kids to pass certain standardized tests, and not teaching them to be critical thinkers, to be genuinely literate in the sense of being able to create meaning. Our schools are wildly underfunded, and even when money is available, the resistance to change is staggering. I asked one former state school superintendent what she'd do to fix the public education system in this country and she - a mild-looking women in a tweed suit - said she'd blow the whole thing up and start from scratch.

    What's so scary is how high the stakes are. Democracy requires an educated citizenry. Without that, you regress to mob rule. Part of being free is knowing how to use your mind.


    You are calling for improvements in the broadband infrastructure to bring richer media content into schools but schools are also seeking to police the flow of content into the classroom, blocking off access to social networking and media sharing sites, for example. How might we resolve this tension between the desire to broaden and to regulate access to information in the 21st century classroom?

    Another excellent question and I wish I had the answer. It is true that schools and teachers fear the Internet desperately. In part, I think people fear the lack of control the vastness of the Internet implies, I think they fear the new, and I think on some level they simply fear and distrust new technology. People tend to think the things they didn't grow up with are somehow bad.

    To me, however, it's like we've built a high-way system, said hey! our whole world is now going to be based on this new highway system - but we're not going to teach anyone to drive. It's sheer lunacy.

    I think schools need to learn to teach kids how to use the Internet, not hide them from it. The reasons for this are too numerous - and too well elucidated by you, Henry!, to even go into right here. As to some sort of solution, I can't help but think the answer is working with teachers and parents.

    We need to educate people as to what 21st century literacy will require - because being literate in the 21st century is going to be very different from being literate in the 20th century. You simply will not be literate in the future if you don't know how to handle the Internet in a meaningful way. I teach journalism, and I do several classes where everybody brings in their lap top and we do experiments on Internet research, for example. But then that's at the college level and I have freedom over what I get to teach. Again, I can't say enough how high I think the stakes are.

    Think of the kid growing up in a small rural town that doesn't even have Internet access. How is that kid going to manage as an adult competing against kids who've been using the Internet since they were toddlers? If the schools don't take this on, children in rural and poor areas will suffer the most and will be left behind even more than they already are.

    You argue that concerns about "station by-pass" have sometimes placed public television at war with the new digital tools and participatory culture. Explain. How might we resolve this conflict?

    Local public media stations are afraid for their existence. If everything is digital and handled via the Internet, and broadcast becomes a thing of the past, the question does arise of why they even exist. What is their purpose?

    The answer to this lies in re-envisioning the role of the local station in its community. A lot of the public media community is starting to image the local station as a community hub, doing serious local journalism, creating forums and town-hall-style meetings, and providing resources for solving local problems. Also, as I mentioned above, taking a greater role in teaching youth to be media literate. The network of local stations is an infrastructure aimed at serving the public good already in place; we shouldn't waste it. But we do need to re-imagine it.

    A decade ago, the push to respond to the digital divide led to the wiring of classrooms often without adequate pedagogical goals or professional development. We wired the classroom-now what? How do we avoid the replication of this same problem where the expansion of technical infrastructure outstrips the educational vision needed to use these tools towards meaningful pedagogy?


    This is another great question and I feel woefully unqualified to answer it. It's so easy to say what ought to happen, and another thing entirely to actually make something happen.

    I think you put your finger on it before when you asked about teachers' wanting to keep the Internet, social networking, etc. out of the classroom. Or Jim Gee talks very eloquently about classrooms very methodically making kids leave everything they're interested in at the door, thus essentially ensuring the kids will be uninterested in the classroom, and, most obviously, failing to take advantage of a kid's natural interests to facilitate learning. Or I love the example I've heard you give of your Moby-Dick project getting stymied because the word "dick" had been blocked by school administrators from Internet searches.

    I totally agree with you that having fancy technology is of no use whatsoever if there's no vision of how to use it.

    Part of what NPL advocates is also providing content for teachers to use in the classroom and a major push for teacher training when it comes to digital tools. But I know that's kind of a cop-out answer, because how do you actually implement these things? How do you inspire vast change in a system notoriously mired in bureaucracy and seriously allergic to change? This is one of those questions of the ages.

    It's probably worth remembering that we are in a period of transition. In another ten years or so, the people signing on to become teachers will have grown up with digital technology and may feel more comfortable using it. In the meantime, I think an assault from all sides is necessary - pressing the Obama administration, which seems pretty savvy and progressive regarding digital technology, to get involved; working with parents to understand what's at stake in terms of their kids' education; educating teachers, etc

    .


    Educational games figure prominently in this report. This is not surprising given your previous work on games. Why might games be a particularly rich test case for the kind of expanded public media system you are describing?


    Yes, I am very passionate about using games to teach and foster civic engagement. One example: right now simulations exist at all levels of the government for all kinds of things, from weather predictions, to budget issues, to military scenarios. Simulations can be incredibly powerful tools for learning how things work - why not take these simulations, which already exist and which we, as tax payers, financed, and turn them into games made available to the public to play with?

    It would be cheap, could reach vast amounts of people quicly and easily, and could educate people about important things like how tax cuts or break will effect the economy, what the potential outcomes of military decisions might be, etc. In other words these could be powerful tools for fostering transparancy, which is key to a real democracy. We now have more data than we know what to do with.

    Making games so that people can play with the data is one way to help people make sense of everything that is out there. Government data should be available to the public so that we can make informed decisions about what our government ought to be doing. Taking something that already exists- government-created simulations - and making them available as games to people seems a really obvious way to foster democracy.

    I also think public media needs to begin funding games in the same way it funds educational television. The inspiration for the act of Congress that funded the Corporation for Public Broadcasting and created PBS and NPR in the first place was this idea that here was this new media - TV - and that we ought to be using it for more than just entertainment purposes. Well, that was 1967. It's more than 30 years later and there's a new new media on the block and that's the videogame. Why leave such a powerful tool in the hands of corporate entertainment companies? As a society we want it in our arsenal of tools to educate the next generation of Americans to be active and engaged participants in our democracy.

    Heather Chaplin is a professor of journalism at The New School and author of the book, Smartbomb: The Quest for Art Entertainment and Big Bucks in the Videogame Revolution. She recently participated in a Ford Foundation grant looking at issues of the public interest in the next generation of the Internet. She also works with the Corporation for Public Broadcasting on issues of digital literacy and journalism. She has been interviewed for and cited in publications such as The New Yorker, The Atlantic Monthly, The New York Times Magazine, Businessweek, and The Believer and has appeared on shows such as Talk of the Nation, and CBS Sunday Morning. Her work has appeared in The New York Times, The Los Angeles Times, GQ, Details, and Salon. She is a regular contributor on game culture for All Things Considered.

    Public Media, Public Education, and the Public Good: An Interview with Heather Chaplin (Part One)

    Heather Chaplin is one of the good guys -- she wrote one of the best books about the place of video games in contemporary culture; she's doing journalism which challenges some of the preconceptions about youth and new technology that run through most mainstream coverage; and she's been doing consulting work with some leading foundations -- MacArthur, Ford, among them -- as they think through what needs to be done to reallign public institutions with the risks and opportunities of the digital age.

    Heather interviewed me recently for the Digital Media and Learning project website, talking about participatory culture and public engagement. She was nice enough to allow me to turn the microphone (or in this case, the keyboard) the other way to talk with her about her recently published white paper, National Public Lightpath: Documentation and Recommendations, which seeks to map some future directions for how the internet might serve the public good.

    Here's part of the summary of the white paper:

    It's hard to remember life before the Internet. In the span of two decades it has entirely reshaped the way we do business, gather information, shop, play, and socialize. It's all moved so quickly, it's been hard to even stop and think. But do for a minute. Stop. Think. In all our rush to buy books and shoes online, and to find our lost high school friends on Facebook, we have failed to consider one thing. What part of the Internet is going to be devoted to the public interest?"

    In part one of this interview, Heather offers some frank and provocative comments about how the internet might better serve the public good and critiques the "libertarian" perspective on how the web should grow. In the second part, which will run later this week, she shares some thoughts about digital literacy and public education.

    Your white paper opens with the provocative question, "what part of the Internet is going to be devoted to the public interest?" How would you answer that question?


    It's actually a really hard question to answer, based on what your notion of "in the public interest" is. I mean, NPR and PBS have presences on the Internet. And I suppose you could argue that there are probably millions of sites out there that serve the general public good. So, if I were to play devil's advocate against myself, I suppose I would argue that the very nature of the Internet - the anyone-can-publish idea - is in itself a public good.

    But here's the thing, I'm not really the libertarian type. I don't believe that things will necessarily just sort themselves out if left alone. When I talk about creating a piece of the Internet in the public interest, I'm really talking about both public ownership of the infrastructure and content created specifically to educate, enlighten and enrich in the interests of genuine literacy and civic engagement.

    I think ownership of the infrastructure is important here. There is no inherent financial incentive to create something like NPL so there is no reason on earth for Verizon or AT&T to get involved. As it is they want to create a pay structure where people pay more for faster connections, which would in effect wipe out any chance for the "little guy" to compete with corporate players. People forget in this country that corporations despite their sunny logos and appealing products, are not our friends. They have a PROFIT MOTIVE. This means, as the phrase would imply, they're motivated by profit not the public good. In fact, they're legally set up so that they're breaking the law if they stop to consider the public good over profits.

    I have a real bee in my bonnet about the way the Internet infrastructure belongs to these companies when it was created by tax payer dollars. It's the same with the pharmaceutical companies - they make billions off drugs, the research for which was done by public universities funded by public citizens like you and me.

    But now I digress.

    What was the original question? Ah yes, well, in reality, I FEAR no part of the Internet will be devoted to the public interest in any sort of "official" capacity. I HOPE, however, that we are able to build an infrastructure that would, at first, connect public media to the schools, for educational purposes, and then build out from there to people's houses, libraries, museums etc.


    Your paper proposes what you are calling the National Public Lightpath. What specifically are you advocating?


    NPL proposes creating a publicly-owned piece of the Internet that links together important institutions devoted to the public good, such as public media, the public schools systems, and, eventually, museums and libraries. Ideally, it would eventually spread so that people could plug into NPL at home as well, to , say, complete a homework assignment given at school.

    What many people don't understand is how the Internet works - that there are different modes of connecting households and institutions. Some Internet connections, for example, are still run over copper wires, even though copper wires don't permit for very fast transmission. The reason? In the early 1990s, a couple of the big providers bought a lot of copper wire, and don't want to lose out on their investment. NPL advocates using high speed fiber optic cable, which in essence means the "pipes" to your house or school or whatever, would be fatter and thus capable of transmitting a greater amount of data at faster speeds. This is something Japan, Korea and many European countries already have. Many scientific universities are also connected on a network they own communaly called National LamdaRail, a non-profit set up specifically for that purpose. (NPL would build off of the National LamdaRail infastructure, as it already circles the country.) Fatter pipes gives you the ability to transmit vast amounts of data in real time. Imagine your kid in school learning biology by playing with 3-D molecular models being piped into the classroom from a university on the other side of the world - or engaging in peer-to-peer learning by sharing, in real time, virtual worlds they'd built with kids in other country. The possibilities are endless.


    Your talk about "empowering an agency to oversee these efforts and become the steward of the internet in the public interest" speaks of a centralized model of public media which is precisely what the internet has in many ways sought to overthrow. Have we gone too far towards decentralization and if so, what areas do require governmental intervention to promote the public interest?


    This is a great question. As I mentioned, I don't really go with the whole libertarian thing. I don't have a problem with a society deciding, you know what, education is really important and we're going to create a way to make sure that kids all over the country, no matter where they're from or what color they are get a top notch one. I do think the culture of the Internet is so gung-ho on this idea of "freedom" that they sometimes forget what that word even means. I would argue that the kid who isn't given the skills she needs to be a functioning and engaged part of her society because she wasn't given the critical thinking skills for independent thinking is not really free. That's more important to me that making sure that no agency anywhere ever gets to decide about anything. I'm sick to death of the post-deconstructionist idea that nothing has any inherent meaning, that everything is subjective, etc. It's led to a lot of very smart people adopting a hands off attitude that I think is very dangerous to our future.

    You note that most of the key tools which now support public discourse are owned by companies that are "designed to serve shareholders -- not the public." In what ways are these systems being deployed in ways which hurt rather than facilitate the public good?


    Well this goes back to my earlier rant. I just always think it's worth pointing out what an organization's goal is. The goal of a for-profit corporation is to earn profits. That is its legal responsibility. So, if making money happens to coincide with the public good, than fantastic, everybody wins. But what happens when it doesn't? Say, keeping drug prices so high that most people in the world can't afford to buy them? Or letting cars go out on the road known to be dangerous because a recall is more expensive then settling law suits?

    In the case of the Internet, one needs look no farther than the issue of Net Neutrality. The providers want to be able to charge more for faster speeds. Sounds OK. But all you need to do is think about it for one minute and realize that that's the end of the wonderful, brilliant democracy of the Internet right there and then. Why are they doing this? It's certainly not for the public good; it's to make money. Which, again, is their mandate.

    I don't have a problem particularly with a company making money - we live in a capitalist society - I just don't think we should kid ourselves about the implications. We've gone so far towards being market-worshipers, and we've come to view anyone who wants to see the government get involved in any way as being anti-"freedom," that I think we've gotten ourselves into a bit of a mess. With this mind set, we've handed over a vast amount of power to extremely large entities who dont' even nominally have our best interests at heart. This is a problem.

    Heather Chaplin is a professor of journalism at The New School and author of the book, Smartbomb: The Quest for Art Entertainment and Big Bucks in the Videogame Revolution. She recently participated in a Ford Foundation grant looking at issues of the public interest in the next generation of the Internet. She also works with the Corporation for Public Broadcasting on issues of digital literacy and journalism. She has been interviewed for and cited in publications such as The New Yorker, The Atlantic Monthly, The New York Times Magazine, Businessweek, and The Believer and has appeared on shows such as Talk of the Nation, and CBS Sunday Morning. Her work has appeared in The New York Times, The Los Angeles Times, GQ, Details, and Salon. She is a regular contributor on game culture for All Things Considered.

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    How Fictional Story Worlds Influence Real World Politics

    Last time, I shared with you the first of a series of occassional field reports and thought pieces from a team I have been putting together at MIT and USC to reflect on what we perceive as a potential continuum from engagement with participatory culture (especially fan communities and practices) and public participation in civic and political activities. As we described last time, this work is currently at a conceptual level as we gather examples of groups which are using elements from popular culture to provide a bridge into real world social and political concerns. Eventually we hope to do more indepth case studies working with organizations and their members to identify best practices that may be increasing young people's civic engagement and from there, develop materials which may foster even greater public participation. This reserarch has been funded in part by the Center for Future Civic Media at MIT (funded by the Knight Foundation) and reflects my involvement in a new John D. and Catherine T. MacArthur Foundation initiative focused on youth, new media, and public participation.

    This time, Flourish Klink, a Master's Candidate in the MIT Comparative Media Studies Program, shares some of our current thinking about "fictional story worlds" which offer resources that these groups are deploying to think through and intervene in complex real world problems.

    The idea may seem radical at first -- breaking with the largely rationalist drive of most contemporary activism. We have had less trouble accepting the premise that works of realist literature -- Uncle Tom's Cabin, The Jungle, The Grapes of Wrath -- can become the focal point for movements for social change than we have buying the idea that fantastical realms may do so, even though there is a long history. As someone who has spent much of my life in fandom, I have long seen examples of science fiction inspiring fans to rally support around NASA and manned space flight, say, or more recently, slash fans being moved to actively engage with issues of concern to the gay-lesbian-bisexual-transsexual community or to join fights against censorship and for free expression.

    But what has intrigued me the most in recent years is the way fan communities, especially around fantasy texts, are inspiring activism around human rights issues. The green politics often implicit in Anime has sparked growing awareness of environmental issues while J.K. Rowling's background in Amnesty International helps to explain why the Harry Potter books are leading young people to be concerned with repressive governments and human dignity.

    The temptation is to evaluate such movements through a focus on the author's implicit or explicit political commitments, yet we may also explore how fans have used these popular platforms as raw materials for their own public engagement, seeking inspiration there for ways they might work through complex real world issues. It is this focus on fandom as a site for exploring and engaging with social concerns that is the central focus of this second installment in the series.

    If you know of any groups who are doing interesting work which fuses participatory culture and public participation, please contact me at hjenkins@usc.edu. We are trying to identify as many examples as we can at this stage in our research.

    How Fictional Story Worlds Influence Real World Politics by Flourish Klink

    Once upon a time, a hare saw a tortoise ambling along, and began to mock him. The hare challenged the tortoise to a race, and the tortoise accepted. When they began, the hare immediately shot ahead. After running for some time, the hare was very far ahead of the tortoise, so he decided to sit down and have a rest before continuing the race. Sitting under a shady tree, the hare soon fell asleep. The tortoise, plodding on, overtook him, and by the time the hare woke up, the tortoise had already passed the finish line. The moral of this story is that slow and steady wins the race.

    As they read stories like this one, out of Aesop's fables, children are primed to seek meanings and morals in the stories they read. What we are taught as children follows us throughout our lives. As teens and adults, we continue to look for meanings in the stories we read. "That was such an inspiring book," we say, or "that movie was so depressing. It really made me feel like there's nothing I can do to fix this messed-up world."

    Sometimes, we are inspired to emulate aspects of our favorite stories. For example, when reading The Lord of the Rings, a fan might be inspired by Frodo's willingness to embark upon a long, perilous and dangerous journey, even before he really knows what it will entail, and even though every part of him wants to take the easier route:
    "

    A great dread fell on him, as if he was awaiting the pronouncement of some doom that he had long foreseen and vainly hoped might after all never be spoken. An overwhelming longing to rest and remain at peace by Bilbo's side in Rivendell filled his heart. At last with an effort he spoke, and wondered to hear his own words, as if some other will was using his small voice. 'I will take the Ring," he said, "though I do not know the way."

    Frodo's self-sacrifice and bravery might inspire us to take a chance - to try something new, perhaps. One can imagine that a person might read about Frodo's choice and decide that they, too, can take a journey to a dangerous place for the good of mankind - and sign up for the Peace Corps. Or, on a smaller scale, someone might just decide to start serving the homeless and mentally ill, overcoming her cultural revulsion against and fear of people less fortunate than herself.

    This kind of inspiration really relies on you "buying into" the story's world. It doesn't matter whether Frodo is saying heroic things if you find Lord of the Rings boring and Tolkien's style dry as dust. In some sense, if you really care about a story, the characters in it become figures that live in your mind, role models, if you will.

    Now think of a different situation. Imagine that, instead of our fictional do-gooder being inspired by Frodo's speech, she is inspired by a persuasive person. Perhaps she goes to a lecture about the issue of homelessness in her town, and at this lecture she meets a woman who runs a soup kitchen and who convinces her to overcome her nervousness at volunteering there. How is this situation different from the first? How is it the same? Is the first situation even realistic? Is the second situation? These are some of the sub-questions we're struggling with in our civic engagement research.

    It is well known that people who are involved in the high arts are more likely to volunteer in their communities. However, the reasons for this correlation are not clear. Are people actually inspired to volunteer by high arts? Is it only high arts that can inspire people to become more civically engaged, or can popular culture do it, too? Or is there a more complex situation underpinning the NEA study and these questions?

    As Anna ably chronicled in the last post in this series, there are plenty of civically engaged organizations which, to a greater or lesser degree, have formed around particular pop culture texts. There's a wide variety of ways that these organizations activate popular culture. Some of them grew organically out of a fan culture; others were concerned with a particular issue and then decided to use a story to make that issue more compelling. Some started off as very tightly focused on one issue - for instance, Racebending began life as a protest against white actors being cast in Asian roles in the movie The Last Airbender - and eventually branched out into more concerns. Others have always cast their net a bit wider. Still others began as tightly focused and continue to be tightly focused, such as Verb Noire, an e-publishing company dedicated to publishing fiction about groups that have been historically underrepresented in sci-fi and fantasy. What all these organizations have in common, however, is that they mobilize stories to encourage people to become more civically engaged - and in many cases, they were inspired and mobilized by stories.

    There's a lot more complexity in the way that these organizations deal with the stories they refer to than might initially meet the eye. In Textual Poachers, Henry refers to fandom as a mix of "fascination and frustration." Never is that more clear than in these organizations. Some of them, like Verb Noire, are dealing directly with aspects of their fandom that they don't like. Other organizations have to negotiate complex and differing understandings of their core story: the Harry Potter Alliance's "What would Dumbledore do?" campaign relies on a perception of Dumbledore as a positive or "good" character, which not all Harry Potter fans share. Some, like Racebending, are dealing with multiple instantiations of a single story and their slight variations, drawing inspiration from some but not all of these versions.

    Then, too, relatively simple fictional worlds often provide a starting point for hard thinking about the nuanced real world - hard thinking that goes beyond just "I want to be like Frodo." For example, the Harry Potter Alliance is doing this sort of hard thinking about the issue of witch hunts in Nigeria. In these witch hunts, parents are persuaded to ostracize and abuse their disobedient children, calling them "witches," in the name of performing an exorcism. The pastors who perform the exorcisms frequently charge a great deal of money for the service; if the parents cannot pay, they are told their only option is to completely ostracize or even kill their child. The children who survive often have suffered horrific wounds and incredible emotional trauma, and they are left alone in the world, if they aren't lucky enough to be taken into an orphanage or shelter.

    Naturally, witches and wizards are an important part of the Harry Potter books - and the persecution of witches and wizards is an important part of the Harry Potter books. In fact, Harry's aunt and uncle subject him to fairly horrible neglect as a result of his wizarding talents. On the surface, there would seem to be a very direct correlation between the witch-hunts in Nigeria and Harry Potter's childhood in the Harry Potter books, a correlation which the Harry Potter Alliance might rally around.

    In reality, however, this correlation was only the start of the conversation. Rather than simply seeing the similarities between Harry's life and the life of a persecuted African child, members of the Harry Potter Alliance also looked for the differences. They discussed, and are still discussing, how the cultural differences between Africa and the developed West might be clouding their understanding of the issue. They discussed the differences between the witch hunts in Nigeria and persecution of Wiccans in the United States (and came to the conclusion that Harry Potter fandom's typical claim - that the books don't lead to witchcraft - is, on some level, complicit with the idea that it is wrong to be Wiccan). And they discussed the ways that cultural flows between churches in the United States and churches in Africa may have contributed to the increased number of witch hunts that are taking place today. In fact, the conversation is still continuing, as they struggle with the question of how to make an intervention without behaving paternalistically towards the African groups involved.

    This sort of discussion can take place because the Harry Potter Alliance exists in the context of participatory culture. Rather than receiving information from a central source, group members have access to a social network and to easy email communication with organizers: there's plenty of opportunity for group members to become engaged in debate about the organizations' understanding of the stories they're focused on, and the organizations' actions. This increased communication can sometimes lead to unending debate, it's true: in some more decentralized groups, it can be difficult to come to a decision. When making choices quickly is important, there's nothing like centralized authority. But sometimes, like when the Harry Potter Alliance was thinking about witch hunts in Africa, a longer, slower thought process is appropriate, leading to better decisions. To quote a story with a moral: "slow and steady wins the race!"

    On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation

    One of my proudest moments at the Futures of the Entertainment 4 conference was moderating a session on Transmedia for Social Change, which closed off the first day of the event. This panel brought together a number of people who I have encounter recently through my research on the relations between participatory culture and public participation: Stephen Duncombe - NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy (The New Press); Andrew Slack - The Harry Potter Alliance; Noessa Higa - Visionaire Media; Lorraine Sammy - Co-creator Racebending; and Jedidiah Jenkins-Director of Public & Media Relations, Invisible Children.

    For many attending this event, their discussion of new forms of activism that have emerged around the borders of transmedia entertainment were particularly eye opening While we were able to draw connections across these various projects, none of the panelists had met before and most did not know what the others were doing. It was exciting to see the shift in tone at the conference as we moved from talking about business plans to talking about human rights and social justice. I wanted to share the video of this session with you here.

    During my introduction to the panel, I referenced the research we've begun to do trying to better understand how engagement with participatory culture, especially with fandom, may be teaching the skills and creating identities which can be applied to campaigns for social change. This project has launched since my move to California and is being conducted jointly with researchers at USC, MIT, and Tufts. What follows is the first of a series of reports on this still new research initiative, written by members of my team. Anna Van Someren, who wrote this first installment, joined the team having already served as the production manager on Project New Media Literacies, and with a background in media production, media literacy instruction, and social activism. Here, she gives an overview of what we are trying to do.


    On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation
    by Anna Van Someren

    I was on my 8th (excruciating) rep, struggling with some kind of bowflex-looking machine when my personal trainer asked what I do for work. As usual, I had the fleeting wish that I could say something short and concrete, something like "preschool teacher" or "novelist". Because really, did this woman care any more than the typical dentist who asks such questions with both hands inside your mouth? Could I finally come up with something a little less opaque than "researcher at MIT"? If I did, could I for once muster the self-discipline it takes not to ramble incomprehensibly?

    I tried a new approach, and asked if she had a favorite television show. "Battlestar Galactica!" - her face lit up as she described the Starbuck costume her friend was helping her create for Halloween. "Well, say a Battlestar Galactica fan group became interested in doing some work for social change, work that maybe addresses an issue brought up by the show. The group I'm working with is looking at how people who organize around a story they love, and then decide to take some kind of public action." She seemed genuinely interested, so I continued with more detail during front lunges. I think I may have gotten a bit rambly, but I'll try not to here.

    As readers of this blog know, Henry has moved to LA and is now the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Although he has relinquished his role as principal investigator at MIT's Center for Future Civic Media (funded by the Knight Foundation), his work on participatory culture and civic engagement has spawned a new research project supported in part by the center. This project is bi-coastal; on the east coast we have myself, research advisor Clement Chau and research assistant Flourish Klink. Representing the west coast out at USC with Henry we have research director Sangita Shresthova (CMS alum '03) along with more than a dozen Annenberg School students whose work relates directly to our research interests.

    Our early conversations circled around the skills needed to become involved in public discourse. We discussed emerging forms of engagement, such as the Carrotmob project, which might be considered civic because of its socially beneficial goal of protecting the environment. Carrotmob organizes competitions in which local businesses pledge to make ecological improvements to their practices. The business with the best pledge enjoys an environmentally-motivated flash mob: 'carrotmobbers' receive instructions via blog posts and twitter about where and when to show up and spend.

    The 'Finale & a Footlong' Save Chuck campaign is another recent initiative working to leverage consumer power. In April 2009, organizers mobilized fans of the television show Chuck to buy footlong sandwiches at Subway, a main sponsor, on the night of the show's finale. Fans were instructed to leave a note in the Subway suggestion box mentioning the campaign, and Chuck star Zach Levi described it as "a way for non-Nielson fans to show their love of the show by directly supporting one of Chuck's key advertisers".

    These two projects have entirely different goals, and some might say Save Chuck is a far cry from civic engagement, but it's interesting to note that the skills and strategies being used are so similar. We began to wonder if participants in campaigns like Save Chuck might stand to gain some of the skills and knowledge needed to become active citizens. With so many young people so engaged with popular culture, this potential is critical to understand. In Convergence Culture, Henry describes how popular culture can function as a civic playground, where lower stakes allow for a greater diversity of opinions than tolerated in political arenas. "One way that popular culture can enable a more engaged citizenry is by allowing people to play with power on a microlevel ...popular culture may be preparing the way for a more meaningful public culture."

    Of course, there are differing definitions of what an 'engaged citizenry' looks like. CIRCLE, the Center for Information and Research on Civic Engagement, works with three primary categories: civic activities, electoral activities, and political voice activities. In Civic Life Online, Kate Raynes-Goldie and Luke Walker define civic engagement broadly and simply as "any activity aimed at improving one's community". In his book Bowling Alone, sociologist Robert Putnam considers civic engagement to be on the decline, and bemoans the social ties we've lost now that we spend more time "isolated" in front of the television. Some share his pessimism, worrying that the millennial generation lacks an interest in the workings of government, but it's important to remember that we're not talking about something static or stabilized. In their paper Young Citizens and Civic Learning: Two Paradigms of Citizenship in the Digital Age Lance Bennett, Alison Rank and Christopher Wells remind us that "citizenship is a dynamic social construction that reflects changing social and political conditions."

    So how does the dimension of popular culture fit into our understanding of citizenship? Voting, joining a political party, or doing community service are concrete, measurable activities that have long been defined as civic. What does loving a television show have to do with any of this? It's helpful here to consider two opposing views of democracy described by Stephen Coleman in Civic Life Online. Although he's talking specifically about youth e-citizenship here, he offers a useful model, describing the conflict between democracy viewed as "an established and reasonably just system, with which young people should be encouraged to engage" and as "a political as well as cultural aspiration, most likely to be realized through networks in which young people engage with one another". The second view is expansive; it describes a realm where citizens are empowered not only to participate in the public arena, but to shape it. It's a view that does not contain activity within a strictly political sphere, but embraces cultural citizenship. This aligns well with Peter Levine's definition of civic engagement as not only political activism, deliberation, and problem-solving, but also cultural production, or participation in shaping a culture.

    If we want to see how engagement with popular culture can fuel social action, Loraine Sammy and her activities with racebending.com provide a rich case study. Fans of Nickelodeon's Avatar: the Last Airbender animation series were frustrated and disappointed by the casting process for the live-action movie version. Paramount cast the main characters, who are Asian in the original series, with white actors. Avatar fans came together to create the LiveJournal-based Aang Ain't White campaign, which attempted to pressure Paramount with a letter-writing campaign. Loraine, who spoke on the Transmedia for Social Change panel at Futures of Entertainment 4, helped grow Aang Ain't White into the racebending movement, "a coalition and community dedicated to encouraging fair casting practices". She and other participants volunteer their time, talents and skills to advocate on behalf of this cause, which has now reached beyond the Avatar movie and may begin to play a watchdog role in Hollywood.

    There are so many aspects we want to explore about the racebending community, and others like it. It's intriguing to think about how fiction and fantasy can captivate us on an emotional level, providing a narrative structure that can motivate us to seek change in the real world. We're also curious about how individuals develop their identities as citizens - is it possible that participants in the Save Chuck campaign were developing a sense of empowerment and efficacy in the world - exercising their civic muscles, as it were? Our primary interest right now lies with the nature of participatory culture communities, like racebending.

    We consider a participatory culture to be one where:

    1. there are relatively low barriers to artistic expression and civic engagement
    2. there is strong support for creating and sharing one's creations with others
    3. there is some type of informal mentorship whereby what is known by the most experienced is passed along to novices
    4. members believe their contributions matter
    5. members feel some degree of social connection with one another

    How do these characteristics work together to encourage and support civic engagement? To find out, we'll be looking at participatory culture communities engaged in some type of social or public action. We're specifically interested in groups which originally gelled around shared interest in popular culture and then become somehow involved in public discourse. Racebending is an excellent example, and is one of our planned case studies, along with the Harry Potter Alliance, Invisible Children, Browncoats, Anonymous, and possibly the hacktivism inspired by Cory Doctorow's novel Little Brother.

    This winter we'll be conducting interviews with members and founders of these groups, asking questions about their operations, their membership, and their activities. By spring we hope to have a stronger grasp on our research question, how do the characteristics of participatory culture environments support the kinds of social learning, deliberation, debate, and advocacy practices that allow entry into a shared public discourse? In order to share our thoughts and findings in advance of our white paper, we'll be posting updates here. This introduction marks the start of our series, so stay tuned for more from our team, and please share your ideas, critiques, and comments.

    If you know of other groups or projects who are deploying fan culture/popular culture as a springboard for social change, please let us know. We are trying to cast a wide net right now to identify examples which might help us better understand these emerging forms of activism. We are especially interested in examples from outside the United States.

    If you are interested in this discussion of civic engagement and participatory culture, you might also want to check out this video produced by the MacArthur Foundation and showcasing the thinkin of Joe Kahne, who is part of the new research hub MacArthur is creating to think about these issues.

    Joe Kahne on Civic Participation Online and Off from Spotlight on Vimeo.

    Inside the Computer Clubhouse (Part Three of Three)


    Would it be possible to do what the Computer Clubhouses do in the context of more formalized educational structures? Why or why not?

    YASMIN: We have many examples of schools that adopt the premise of self-directed work for students who with assistance of teachers and other peers dig deeply into projects rather than to follow textbooks. Schools and classrooms like these think about themselves as communities of learners rather than as a collection of individuals. Examples are the recently opened "Quest to Learn" school in New York City; here in Philadelphia, I know of the Science Leadership Academy.

    But to become a school like this requires some fundamental changes in how we organize learning in general, what the roles of students and teachers are, and what the role of technology is - how it's being used for research, exchange and production. The Computer Clubhouse also reconceptualized the role of the coordinator. We conducted many interviews with coordinators, community organizers and network administrators to get a better sense on what a job description for clubhouse coordinator would be like - part social worker, youth support, art teacher, mentor - it's not a traditional role when you're there to support youth in creative endeavors. I think the same would apply to teachers, principals, and administrators who want to adopt the principles of the Computer Clubhouse model in their schools.


    You write, "The Computer Clubhouse is not a computer lab." Explain the difference.

    YASMIN: Actually Gail Breslow, the director of the Computer Clubhouse Network made this statement in an interview that we conducted with her. The picture that people have of a computer lab is one with rows of computers facing walls and students not interacting with each other as they're running programs. The picture of a Computer Clubhouse is very different: computers in clusters so that youth can talk to the person right next to them and see what they're doing and a green table in the middle with no computers on it that serves as play and meeting space.

    ROBBIN: Computer labs provide an invaluable service by making digital technologies available to its clients. These labs, however, are not designed to generate a learning community and to respond to needs and situations outside of the use of computer equipment and computer resources. The Clubhouse provides access to digital technology, but that is just the beginning. In fact, the Clubhouse is primarily a learning community, both for learning to use technology for creative expression and becoming a lifelong learner.


    You place a strong emphasis on helping young people to learn how to program. What do you see as the value of programming, as opposed to other kinds of digital skills, such as networking or storytelling?

    KYLIE: It's not really an either/or proposition. Certainly, social networking and digital storytelling are important skills in the 21st Century. Learning to computer program is really about learning the language of the computer. Now, I'm an artist and not a programmer by trade, so it's probably surprising that I would see the value in learning to program. By championing programming as a critical skill for today's youth, I'm not advocating for a generation of hackers insomuch as I'm seeing programming as a key step in moving youth from consumers to producers, and learning to program provides transparency into how software and computers operate and give youth some degree of control over their interactions with the computer. Casey Reas and others have called this "software literacy" because at the heart of using the computer as a creative medium is learning how to manipulate it and to create your own software in a sense. You really don't need to look far to see how people are taking up this type of literacy on a widespread scale--The iPhone app phenomenon is one example where everyday people are creating their own apps. This is also catching on in youth communities. It's not as hard to do as it might seem--As the book illuminates, the field has produced several shortcut tools (see for example Scratch or Processing) that allow youth (and adults alike) to use programming concepts in a way that is more user-friendly to novices. As evidenced by burgeoning online communities of tween/teen game designers, animators and digital artists, learning to code creatively is becoming to today's generation what learning to read and write was to those growing up in the 20th Century. Furthermore, media projects (like the Scratch projects described in the book) emphasize graphic, music and video -- media at the core of youths' technology interests and thus provide new opportunities to broaden participation of under-represented groups in the design and invention of new technologies.

    ROBBIN: Programming constructs can be viewed as another instance of Papert's "gears." In Papert's case, his play with gears gave him insight into more powerful mathematical ideas of differentials, etc. Programming can give learners insights into more powerful ideas such as convergence, iteration, etc. However, I disagree with the phrasing of your question, as it presupposes storytelling is not as important an activity at the Clubhouse as programming. Storytelling, or more specifically, being able to tell a good story, is important whether you're a researcher telling the story of your data or a Clubhouse member telling the story of your learning. Storytelling embodies many powerful ideas, including non-determinism. Storytelling also engages learners in various modes of critical reflection.


    You write that when the Clubhouses started in 1993, 70 percent of your visitors had never used a mouse before. How have the users of the Clubhouses changed over this time and what shifts have you needed to make to keep pace with the nature of your learners?

    ROBBIN: Members come into the Clubhouse with a greater familiarity and comfort with computer technologies. There are regional variances, of course. As a result, members can dive right in to using the equipment. At the Clubhouse, it is important that mentors support the members starting "where they are" along the user spectrum. What is unique about the Clubhouse experience is members are challenged to create and be expressive with rather than just use technology. If a member wants to play computer games, she must first create a computer game to play.



    What processes have you built into the Computer Clubhouses to insure that participants reflect on their own practices and share what they have learned with others?

    ROBBIN: At the Flagship Clubhouse, members use software called, Pearls of Wisdom, to share their meta-learning and creative experiences around their project development. There are also project showcases and presentations that take place at the Clubhouse. Additionally, the Clubhouse-2-College/Clubhouse-2-Career program provides opportunities for members to reflect on how their Clubhouse learning can leads to job and education opportunities beyond the Clubhouse itself.


    How have you been able to tap the international network of Clubhouses to help foster greater global consciousness in your participants?

    KYLIE: One experience that really stands out in my mind is the Teen Summit in Boston in 2006. I attended this summit along with several of the youth from the Youth Opportunities Unlimited, Inc. Computer Clubhouse in South Los Angeles. To give you a bit of background, the Computer Clubhouse Network hosts a teen summit every couple of years. Every Clubhouse is able to send a couple of their top members (15 years and older) to the event as well as one or two members of their staff to help with supervision. The youth come from across the globe and speak a variety of languages. Keep in mind that Clubhouses are mostly located in very low-income areas by design, so this is the first time that most of the youth have been outside of their city, let alone on a plane to another country or state. The youth coming from the Los Angeles Clubhouse really blossomed as a result of this experience and met youth from South America and elsewhere. Like with most similar experiences for teens, the intense amount of time spent together day and night forge deep bonds that were made deeper as they engaged in meaningful collaborative work during the workshops. Participating youth signed up for a range of workshops to explore new types of software and project ideas, including video workshops where they learned interview and editing techniques, Adobe Photoshop workshops, robotics labs, social network analyses labs and the list goes on and on. All of the youth participated in multiple workshops and were also able to visit local college campuses, museums, and stay in campus dorms. Some of the groups made videos about their darkest fears or learned new programming skills to put the latest Chris Brown dance video together. When the youth returned to Los Angeles, you could see their horizons had expanded and they worked hard to remain in contact with their new friends. The book highlights many other examples, including how a traveling puppet named Cosmo, which was based on the Flat Stanley books, moved between Clubhouses worldwide, bringing together youth from all over the world to create a collective narrative about the puppet's journeys in each country. Youth's stories were well documented on the intranet and new chapters (as well as Cosmo's arrival) were much anticipated by the youth. Additionally, in countries like Israel, there are Clubhouses in the Israeli and Palestinian areas of the country, which are geographically close to one another. Coordinators use creative projects to bring youth together and foster cross-cultural tolerance in meaningful ways through creating musical compositions or fostering meaningful dialogues among participants.


    Yasmin Kafai, professor of learning sciences at the Graduate School of Education at the University of Pennsylvania, has led several NSF-funded research projects that have studied and evaluated youth's learning of programming as designers of interactive games, simulations and media arts in school and afterschool programs. She has pioneered research on games and learning since the early 90's and more recently on tween's participation in virtual worlds, which is now supported by a grant from the MacArthur Foundation. She has also been influential in several national policy efforts among them "Tech-Savvy: Educating Girls in the Computer Age" (AAUW, 2000). Currently, she is a member of the steering committee for the National Academies' workshop series on "Computational Thinking for Everyone". Kafai is a recipient of an Early Career Award from the National Science Foundation, a postdoctoral fellowship from the National Academy of Education, and the Rosenfield Prize for Community Partnership in 2007.

    Kylie Peppler is an Assistant Professor in the Learning Sciences Program at Indiana University, Bloomington. As a visual and new media artist by training, Peppler engages in research that focuses on the intersection of the arts, media literacy, and new technologies. A Dissertation-Year Fellowship from the Spencer Foundation as well as a UC Presidential Postdoctoral Fellowship has supported her work in these areas. Her research interests center on the media arts practices of urban, rural, and (dis)abled youth in order to better understand and support literacy, learning, and the arts in the 21st Century. Peppler is also currently a co-PI, on two recent grants from the National Science Foundation to study creativity in youth online communities focused on creative production.

    Dr. Robbin Chapman is currently the Manager of Diversity Recruitment for the MIT School of Architecture and Planning and Special Assistant to the Vice-Provost for Faculty Equity. She is responsible for strategic leadership and development of Institute-wide faculty development programs and graduate student recruitment initiatives. She is PI on a Department of Education grant project that is underway in schools in the Birmingham, Alabama public school system.

    Reflections on Cultural Politics: My Interview for Poli (Part Two)

    Today, I am running the second part of the English language translation of an interview I did last year with Maxime Cervulle for Poli, a French magazine of media and cultural theory. Last time, the focus was on cultural politics and cybercitizenship. In this part, I turn my attention more fully to issues around Web 2.0. Enjoy and as always, let me know what you think.


    In the current context, user-generated content faces new forms of media concentration, and new types of worrying alliances between governmental power and media conglomerates (for example in the Italian and French political context). Is this a paradoxical situation, or does "participatory culture" sometimes serve as a smoke screen for new economic and political configurations?

    At the current moment, participatory culture, user-generated content, web 2.0, refer to a range of different corporate and grassroots practices, some of which are more tightly controlled than others. Certainly, as writers like Tzianna Terranova have suggested, user-generated content can become another word for "free labor", allowing for the outsourcing of expressive activity at considerable cost to those working in the creative industries. Certainly, as Trebor Sholtz and others have suggested, social networks seek to lock down our information, making it harder for us to port our data from space to space. As John Campbell has suggested, many of these sites invite us to trade privacy for access to powerful tools for producing and circulating media content, engaging in various forms of surveilance which may or may not be acknowledged to the users.

    As I have suggested, a participatory culture is not necessarily a diverse culture. Indeed, sites like YouTube, which rely on user-moderation, often operate on majoritarian premises which place very little value on access to minority perspectives and in some cases, may be less diverse at their most visible levels than forms of public broadcasting which have a strong mandate for broad representation. So, we really do need to look all of these gift horses in the mouth and try to understand the paradoxes and contradictions of web 2.0 culture.

    That said, the sheer proliferation of tools has made it much easier for grassroots communications to route around official censorship, whether corporate or governmental. For example, Huma Yusuf has studied the ways that a range of different media channels -- YouTube, SMS, Facebook, Flickr, among them -- were deployed by activists and citizen journalists to get word out about what was happening in Pakistan during the 2007-2008 state of national emergency. She argues that no sooner did the government seek to close off one channel, then activists rerouted towards a different platform. And when activists were
    stiffled at the geographically local level, they were able to tap the participation of a larger diasporic community which remain strongly connected to Pakistan through these various participatory power.

    The trick, in other words, is to see participatory culture as having some real potentials for grassroots empowerment even as we maintain a healthy skepticism towards
    specific web 2.0 practices which restrain rather than enable meaningful participation.

    Many of the European writers about web 2.0 raise important concerns that we all need to factor into our analysis, but they are also, in my opinion, too quick to dismiss any claims that these tools and platforms can be used to effect meaningful social, cultural, and political change. The evidence is all around us that even in their most corrupted forms, they offer significant new
    opportunities for activism, for cultural experimentation, and for new kinds of knowledge production. This is at the heart of what some people are describing as Networked Publics. It's easy to characterize my perspective as utopian, which often occurs in European responses to my work, yet if this is the case, I am not a blind utopian. For me, a recognition of the progressive potentials of these technologies and practices provides a basis for critiquing the abuses and manipulations which block such a deployment.

    Does the recent turn to "creative industries" (in cultural studies as well as in public policy ­ see UNESCO for example) mark an obsolescence of the notion of "cultural industries"? How does this new notion might help us map new terrains in the relationship between culture, economy and society?

    The term, "culture industries," is so closely associated with the Frankfort School tradition that I'm afraid that it locks us into old theoretical models of how the entertainment industry operates. There is some danger that the term, "creative industries," may similarly be coopted, especially as it gets deployed through public policy advocates, into a particular neo-Liberal inflection which may blind us to some of the critical issues I've raised above.

    Yet, in the short run, it seems to me that the emergence of a new vocabulary allows us to ask some important questions about shifts in the patterns of cultural production and distribution, changes in the way information gets produced and deployed, and the degree to which our whole economic system may be shifting from commodity capitalism to a service economy to a creative economy, which has significant implications for culture and for education.

    As we've seen, the power relations created around mass media, which formed the basis for many of our cultural theories, have been altered through the expansion of social networks and the increased visibility and centrality of participatory culture.This is not to say that commercial interests do not exert a strong influence over the communication environment. Of course, they do, but their power is no where near as totalizing as those classical accounts would suggest. This is not to say that these commercial interests do not seek to shape the hearts and minds of their consumers, but they are adopting rather different models of persuasion which depend upon our active participation and which are subject to our collective critique.

    So, the most powerful reason to shift from talking about "culture industries" to 'creative industries" is to signal that we need to question and challenge old assumptions and rethink old theories as we deal with some fundamental changes in the way media gets produced,circulated, and consumed in this era of convergence culture.

    What do you mean by "creative economy"? Are you refering to the concept of "cognitive capitalism" ?

    I was not familiar with the phrase, "cognitive capitalism," but I took the logical next step in an era of collective intelligence: I looked it up on Wikipedia, where there happens to be a particularly good summary of its core ideas. Here's part of what Wikipedia says: "The production of wealth is no longer based solely and exclusively on material production but is based increasingly on immaterial elements, in other words on raw materials that are intangible and difficult to measure and quantify, deriving directly from employment of the relational, affective and cerebral faculties of human beings." The Wikipedia entry stresses that these "immaterial elements" are getting translated into "intellectual property" and are thus generating rents through copyright protections. So, based on this definition, then I would say there's a close relationship between the two concepts.

    The "cognitive capitalist" model seems to adopt a largely critical stance on these developments, where-as most of those who use "creative economy" are celebrating the shifts. Both are describing a series of moves from commodity and industrial based modes of production towards a service based economy towards an economy based on brands and intellectual property. And there's no question that the struggles over intellectual property will be the core conflicts which will shape our cultural and political lives for the coming decades. The good news is that we are seeing considerable activism emerging around issues of fair use, net neutrality, privacy, and control over personal information and these groups are gaining some ground in institutional change and much more ground in terms of actual cultural practice. The general public today embraces a model of intellectual property which differs fundamentally with the stated goals and
    interests of the corporate sector, as they are increasingly taking media into their own hands, and that is forcing legal and economic changes that have to acknowledge, incorporate, and respect the emerging power of participatory culture.

    So, if the intellectual property industries represent a form of "cognitive capitalism," might we argue that Wikipedia itself represents a kind of "cognitive socialism?" After all, the content of the site is freely given by those who choose to participate; participates seek no material rewards but
    rather are sharing knowledge for the common good; I was able to access that information without paying rents; and I was just able to deploy it in responding to your question. And that's precisely the challenge I would pose to the most critical accounts of these trends.

    There is something different taking place here in social organization and political behavior in a world where information can become a source of power and wealth, where social networks allow for new forms of collaborations between groups and individuals, where information can circulate with little to no direct costs, and where much information is being provided for free from groups which are not motivated primarily on a commercial basis. Certainly, we need to be very aware of how commercial interests may feed upon and exploit this grassroots effort at the production of information. But we also need to recognize the alternative economy which is represented by the growth of these new social networks.

    In some current work, I've been looking closely at Lewis Hyde's book, The Gift which talks about the ways that commodity capitalism intersects with the gift economy. I'm finding this as a very helpful starting point for understanding the tensions which are now defining our economic and legal systems. Many of the groups which have emerged on or moved to the web have historically operated not only according to different values than commodity culture but they have explicitly argued against making profits from the circulation of their work. This is certainly true of the female-centered fan culture which was the focus of my book, Textual Poachers, several decades ago. And the movement to the web has enabled them to lower costs of production and circulation even more, transforming their cultural goods into gifts which are freely bestowed on anyone who is interested. We can't romanticize this new "gift economy." We have to understands the strengths and limitations of its models. But we can't
    ignore it as a counterforce on "cognitive capitalism" if we are to develop a full understanding of the new information landscape.

    The model of "cognitive capitalism," at least as represented through Wikipedia, seems incomplete if it emphasizes only the mechanisms by which capitalism is reproducing itself in an era where intellectual property is king, and does not confront the alternative systems of production and distribution which are emerging from participatory culture. So, the wikipedia definition, based on the writings of Ed Emery, continues: "The subjection of the worker within the production process is no longer imposed in disciplinary fashion by direct command (foremen etc); most of the time it is introjected and developed through forms of conditioning and social control. Individualised contractual relations are the order of the day, and this tends to introduce individual competitiveness into people's working behaviours." Yet, we can also argue that
    a networked society has enabled new forms of informal, noncommercialized collaboration and cooperation in which information is freely shared for the benefit of all.

    Even as this new stage of capitalism you're refering to could completely remap power relations and economic opportunities in new and imprevisible ways, it also implies that unequal access to technologies, computation power or high-speed connection might result in unequal economic developments. What kind of "access politics" should be deployed?

    I make a distinction between the digital divide, which has to do with access to the technology, and the participation gap, which has to do with access to skills, knowledge, and cultural/social capital. In many ways, the first is a problem which can be and is being addressed through the provision of access to networked computers via schools and public libraries. The second, on the other hand, is a much more difficult problem to confront.

    The Participation Gap is an educational issue: how do we insure that every citizen has access to the social skills and cultural competencies required to be a full participant in the new media landscape? It is also a cultural issue: how do we insure that all have a sense of "empowerment" or "entitlement" which insures that they feel comfortable entering into these emerging networked
    publics? And in some ways, it is an economic one, having as much to do with the distribution of time as it does with the distribution of wealth and power, though it is hard to separate the three. So, certain classes of people, because of the restructuring of work, have more flexible or disposable time through which they can interface with networked publics, while others have lives
    structured by routinized labor and the demands to struggle to support their families which makes it much harder for them to enter the rhythmns and flows of digital communications.

    The participation gap refers to all of these obstacles to full participation. In my case, the work I am doing with the MacArthur Foundation around new media literacies is intended to represent a model for the kinds of "access politics" required to confront the participation gap. It starts from the recognition that the informal forms of participation and social networking which are part of the
    lives of many American young people are not available to all. These sites of informal learning are the new "hidden curriculum." Historically, educators note, those kids who have access to encyclopedias and opera records, dinner table conversations about politics and trips to the art museum, performed better, and were perceived to perform better, in schools than those young
    people who lacked these experiences. These informal, domestic activities shaped their cultural capital as they entered institutional learning. Similarly, research shows that such kids are much more likely to go to public art institutions even if you lower economic barriers than those kids who lack this kind of cultural capital. Pierre Bourdieu's work is a great illustration of the relationship between education and these forms of cultural distinction and discrimination. So, we are trying to develop resources which help broaden access to the kinds of skills, competencies, and self perceptions which emerge through these informal online activities. We are doing so as part of a network of researchers, across a range of disciplines and institutions, working with
    the MacArthur Foundation, to reshape the core institutions that impact young people's lives in response to the shifts in the cultural and informational environs.

    Do new modes of knowledge production made possible by web 2.0 actually change the politics of knowledge? Can "collective intelligence" become a counter-hegemonic sphere or does it tends to reproduce -as you underlined with YouTube- majoritarian premises?

    The first thing I'd stress is that the technologies in and of themselves guarantee nothing. What matters are the social practices, cultural norms, and institutions which emerge around these technologies. Too much early digital theory talked about the democratizing impact of new media without recognizing that those tools and platforms can be deployed towards many ends as they get inserted into different political, economic, and social contexts.

    We can argue that there are a range of different models of collective intelligence shaping the digital realm at the present time. We might distinguish broadly between three different models: 1)An aggregative model which assumes that we can collect data based on the autonomous and anonymous decisions of "the crowd" and use it to gain insights into their collective behavior. This is the model which shapes Digg and to some degree, YouTube. 2)a curatorial model where grassroots intermediaries seek to represent their various constituencies and bring together information that they think is valuable. This is the model which shapes the blogosphere. 3)a deliberative model where many different voices come together, define problems, vet information, and find solutions which would be impossible for any individual to achieve. This is the model shaping Wikipedia or even more powerfully alternate universe games.

    Of the three, the deliberative model offers the most democratic potentials, especially when it is tempered by ethical and political commitments to diversity. This is the model which Pierre Levy describes in his book, Collective Intelligence. Levy's account stresses the affirmative value placed on diversity in such a culture. The more diverse the community, the broader range of possible information and insights can inform the deliberative process.

    So, the Wikipedians talk about "systemic bias" to reflect the kinds of gaps or excesses in their information which comes from the predominance of geeks and the limited participation of some other groups in their authoring community. Some topics get extensive treatment while others get neglected as long as some groups are over-represented and others under-represented in the process. Yet, Wikipedia's norms as a community stress the importance of insuring that as many
    different points of view get represented. The group seeks to lower obstacles to more diverse participation and to make room for those viewpoints which might otherwise get silenced. This was seen as a way out of "edit wars" which would stall the project, but it also has the effect of creating a possitive value on broader representation and inclusiveness.

    No such mechanism exists in YouTube, say, which does adopt a more majoritarian model. It isn't that minority perspectives can't be found on YouTube: the platform can be used by many groups who circulate its contents in their own communities through the curatorial processes of blogs and social network sites. But there's nothing that places a positive value on insuring that this diversity gains visibility at the highest levels on the site: you can come to Youtube and
    not be exposed to views or content which operates outside the dominant perspectives of its user base (though keep in mind that those perspectives may or may not align with those which govern "mainstream" mass media and so YouTube may still represent a challenge to old style hegemony.)

    We are at a moment where a lot of social experimentation is taking place around collective intelligence. We have lots of models to chose from and there's some key work for media scholars and theorists to be reflecting on the social mechanics and technical affordances of different sites to see which may best promote the democratization of knowledge production. There's plenty of room for healthy skepticism in this process as well as I hope, some space for the utopian imagination. But, we get nowhere if the theorists adopt a purely cynical and critical perspective, seeing it all as more of the same, as capitalism in new bottles, and thus failing to make meaningful distinctions between different social and cultural practices that are emerging in cyberspace.

    Reflections on Cultural Politics: My Interview for Poli (Part One)

    Earlier this fall, the French cultural theory magazine, Poli, ran an extensive interview with me conducted by Maxime Cervulle. The interview explored a range of topics surrounding the cultural politics of participatory culture and web 2.0, specifically addressing concerns raised by European intellectuals about some of the themes I explored in Convergence Culture. I saw it as an opportunity to identify points of contact as well as differences in how we thought about digital media and political/economic change. The readership of this interview was academic so the language deployed may be a bit more high-flying than I usually would run in this blog. But I felt it would be valuable to distribute an English language translation of the exchange. By prior arrangements with the magazine's editors, I've waited several months since it's appearance in France and am now sharing it with you. Many of the themes are ones which have surfaced on this blog before but some of the topics were new to me and opened up some interesting lines of thinking. The interview came back to my mind this past week because of a series of exchanges with USC students about the relationship between work in cultural studies, such as my own, which was influenced by the work of John Fiske, my graduate mentor, and work in political economy, which has tended to be far more critical of developments in digital media.


    When you first published Textual Poachers: Television Fans and Participatory Culture in 1992, the active audience you analyzed through the figure of the fan seemed to be quite a marginal phenomenon. With the development of interactive cultures, participative audiences seem now to have taken center stage. How does this 20 years reconfiguration of media audiences change the way we think the relationship between culture and audience?

    When I began my career, some cultural and media scholars were prepared to acknowledge an "active," "resistant" or "participatory" audience as a theoretical possibility. When I first began to document fan practices, it was assumed that this was a "minority" practice, that fans were "exceptional" readers. Increasingly, in the era of YouTube and FaceBook, it becomes clearer that many more people than even I imagined might want to actively engage with media content, appropriating and reshaping it to better reflect their personal and shared interests.

    Today, it is meaningless to write about the changing media scape without paying close attention to various forms of audience participation and the various business models which have emerged under the banner of "web 2.0" to capitalize on the desire of consumers to play a more visible and active role in shaping the production and circulation of media content. It is inconceivable to study YouTube without understanding the behavior of media consumers in a way that previous generations of film scholars might have dealt with cinema exclusively through the analysis of auteurs.

    It doesn't mean that media creators and media industries don't matter. Of course,
    they do and they exert much more power than the more wide-eyed cyberenthusiasts might acknowledge. Contrary to what you may have heard, we do not yet and probably never will live in a world without gatekeepers. We need to be paying close attention to the mechanisms by which media industries frame some kinds of audience participation as acceptable and others as unacceptable, even as they claim to expand the power of consumers and diversify the contents of our culture. We need to be attentive to the limits of participation even as we are excited about the broadening franchise which consumers do enjoy in this new convergence culture.

    The fans I described in Textual Poachers were in many ways the shock troops of
    this cultural transformation: they lived in virtual communities decades before the rest of us; they knew how to tap collective intelligence long before the general population had ever heard of this context; they were remixing video and circulating it amongst themselves decades before Youtube; they were writing their own stories and sharing them with each other before anyone termed the phrase "user-generated content."

    And it is significant that much of this early fan practice was done by women who are increasingly being written out of the history of digital media. Fan women played an important role in helping their friends make the transition into the new media scape and they modeled what a more participatory culture might look like when it meant patching two vcrs together. We should not forget that history even as we are fascinating with the broadening of participation that is being enabled by the lowering costs and ease of use embodied in the latest digital platforms.



    How can we move from consumer participation to citizen participation, from a participatory culture to a participatory democracy? Are the two connected?

    I am just now launching a new project to explore this issue more closely, so I can only paint in broad outlines here. I am interested in better understanding the mechanisms within fan communities that enable and sustain participation and in particular, the ways fan communities educate their members in order to prepare them to take collective action. So, for example, I think there's a lot we can learn about new forms of activism by understanding how fan communities launch letter-writing campaigns to keep their favorite programs on the air or to defend their appropriations of intellectual property in the face of threats from studio lawyers.

    From there, we might look at some recently launched organizations which self-consciously fuse together the identities of fan and citizen. I am thinking about groups like the HP Alliance, which has mobilized Harry Potter fans in the global human rights movement, or The
    Organization for Transformative Works, which has brought together fan professionals to develop a
    more rigorous defense of Fair Use, or Global Kids which is using Second Life as a platform for kids to educate each other about issues impacting youth around the world.

    Such organizations tap the playful fantasies and popular metaphors and grassroots infrastructure of the fan community and turn it towards the goal of transforming the society. In some cases, they are relying on a politics of volunteerism, sometimes governmental advocacy, but in every case, they have lowered the threshold for participation and engagement with political change. I am interested in how popular culture may offer a different set of metaphors for thinking about the political processes. Those of us who are academics forget how exclusionary and specialized much of political discourse can be. You really can't understand this policy wonk talk unless you are already initiated into the language of politics and governance.

    So, these groups are modeling a new kind of political language. They are also sites where average people are acquiring core skills at social networking, media production, collaborative problem solving, which are being turned to political causes.

    What do you think of the use by political leaders, such as Barrack Obama in the U.S, of the rhetoric of "citizen participation" and/or "citizen expertise"?

    The Obama campaign is a powerful example of how politics might play out in convergence culture. For one thing, the Obama campaign understood the need to spread its message across every available media platform. They not only worked with established media -- television networks, newspapers -- but they also experimented with the use of games systems, mobile phones, social networks, and YouTube as vehicles through which they could reach out and connect with voters. They saw campaigning not as the one-time delivery of a pitch but the building of a long-term network which linked the voters to each other to form a community of support. They embraced popular appropriations and remixing of Obama's image so that people felt a great sense of possession over this man and his message. They adopted a "we" language which was highly compatible with their supporters lived experiences of social networks and collective intelligence.

    In many ways, the Obama campaign was less a political movement and more a fandom. And that's why the McCain people so actively sought to pathologize the emotional investments which Obama's supporters made in the candidate and the campaign. There were a number of commercials ridiculing the candidate as a "celebrity" and his supporters as "fans," suggesting that they were spooked by the "enthusiasm gap" between the two candidates -- justly so, as it turns out, because Obama was drawing record crowds at his campaign stops and this translated into an extraordinarily diverse and far-reaching base of support. I am certain we are going to see similar tactics emerge in countries all over the world, because the Obama campaign so perfectly tapped the affordances and "structure of feeling" of the new participatory culture.

    Since you are speaking of the "fan base" of Obama, and of the way he was sometimes seen as a "celebrity", I'd like to ask you how you understand the political and cultural meaning of celebrity culture ? Can "celebrities" still be understood as a "mode of displacement" - as Richard Dyer argued in Stars - displacing politics to the "private" sphere, and displacing collective issues to a singular experience ; or is there a new relationship to celebrity
    emerging ?

    Richard Dyer's work on Stars was enormously important in opening up a whole new model for the analysis of motion pictures, one which recognized that stars were a central organizing principle of the Hollywood entertainment system and that the meanings of stars needed to be constructed intertextually -- across a range of different texts and media. I've learned a tremendous amount from his work.

    But it's also worth keeping mind he is describing how stars functioned in a very particular information environment. He's describing a time when the meanings of stars were largely if not entirely articulated top down through mainstream media -- either through the studio's publicity mechanisms or through the scandel sheets which existed in parallel and sometimes in opposition to the studios. The stars, themselves, were under contracts which severely restricted their ability to exert their own voices through the public sphere and which thus gave them very little say in how the public perceived them. And the public might construct alternative fantasies around these stars, as we now know through, for example, Dyer's account of how the gay community took up Judy Garland, but those meanings could not be easily spread from local communities to a larger public.

    All of this has changed. Today's celebrities are, for better and for worse, free agents who have their own publicity machines which help to shape their images. Many of them follow older patterns with an emphasis on their private lives and much of the news media focuses on the same kinds of romantic, sexual, and substance abuse scandals that titilated readers decades ago. But other stars are speaking out about political issues, endorsing candidates, lobbying for legislation, and supporting activist efforts. We might, for example, cite the example of the Will.i.am video produced for Obama in response to his "Yes We Can" theme as work that emerged from celebrities working together and using their power of publicity to increase public awareness of civic concerns. Or we might point to the role which hip hop performers like Chuck D, Kanye West, or Russell Simmons have played in rallying opposition to the Bush administration. Even a celebrity who might seem totally apolitical and focused purely on the private sphere may be pulled into political debates, as occurred when Paris Hilton produced her own video responding to McCain's comparison between her and Obama. The video was partially humorous but it also gave her a platform to speak out about global warming.

    At the same time, the public has a much greater ability to appropriate, remix, transform, and recirculate celebrity images than ever before, mobilizing them towards alternative fantasies or politics. Because celebrities are widely known, appropriations of their images circulate more widely and swiftly than more conventional kinds of political messages. Because they are mythic, larger than life figures, their meaning is always up for grabs. This phenomenon is not unique to the United States: film stars in India often cross over from Bollywood into politics, carrying with them mythic associations from their best known film roles, while in Mexico, Lucha Libre wrestlers can become powerful spokespeople for the underclass.

    PBS's Digital Nation: Another Great Resource For Teaching the New Media Literacies

    Early last summer, I sat down with a production crew from PBS's Frontline at the Games for Change conference in New York City. They were producing web-based content for a new documentary, Digital Nation, which was intended to be a follow up to their Growing Up Digital documentary. To be honest, I had some concerns about the depiction of young people's online experiences in the earlier production. It seemed to me to be sensationalistic in its choice of topics, mostly depicting generational conflicts around the use of the web. In most cases, there was a bias towards the adult perspectives offered by parents and teachers over those advanced by young people, who often lacked a language through which to defend experiences which were clearly meaningful to them. In this case, the decision not to include academic experts worked against having a fair hearing for young people, since the adults were advancing arguments which were oft staged through other news outlets while the young people were trying to get grown-ups to reconsider entrenched biases.

    In many ways, the Digital Nations site is correcting this over-sight, providing a rich array of indepth interviews with some of the top thinkers about young people's online lives. I was very pleased to see extensive use made of my interview, talking about the value of multitasking in an era of information overflow, how collective intelligence may displace the ideal of the Renaissance Man, participatory culture, parents and video games, the myth of game addiction, the nature of virtual reality, what schools are misunderstanding about the new media literacies and why so many teachers are ding book culture at the expense of embracing new skills and experiences. (Unfortunately, the site's producers have made it extremely difficult if not impossible to embed clips from this site onto blogs, showing how much they still have to learn about how to communicate ideas through digital media. So I am not able to offer you clips directly here on the blog but have to rely on links to direct you back to the PBS site. Trust me, if the content wasn't so good, I wouldn't bother!)

    I've already found the site a useful resource for teaching my graduate seminar on New Media Literacies, finding the short segments an ideal length to spark discussions and provide students access to key thinkers, sharing their ideas in their own words. I haven't watched every segment yet but here are some of the ones I would highlight:

    Marc Prensky, who is widely credited with coining the terms, "digital natives" and "digital immigrants," sums up his perspective about how young people learn and process knowledge differently than previous generations, thanks to their time spent engaged with new media.

    Second Life's Philip Rosedale on the ways that we are using virtual reality's contributions to human evolution.

    danah boyd on our shifting understanding of privacy and young people's desires to control disclosure in the world of Facebook and other social networks and her critiques of the anxieties about internet safety being fostered by sensationalized news reports on "stranger danger."

    Net Family New's Anne Collier talks about the challenges of parenting for the digital age.

    James Paul Gee on the kinds of learning that take place through computer and video games and on the ways that schools are regulating youth's access to participatory culture.

    Secretary of Education Arne Duncan on the responsibility schools carry to help close the "opportunity gap" surrounding digital literacy.

    The Dumbest Generation
    's Mark Bauerlein on why digital media threatens traditional literacy skills and may leave us knowing less rather than more.

    "Old School, New School,
    " a documentary segment showing the very different ways teachers understanding what it means to read in an age of digital media.

    These short segments are provocative; they ask hard questions and offer contradictory advice, and that's why they represent such a valuable resource for the classroom. I am using them to start discussion; you may use them as probes for writing; but the topics they raise are ones we need to be discussing with our students.

    You might want to bring one of these segments into your class as the world pays its respect this week to "One Web Day" and calls attention to the need to diversify and expand opportunities for participation in the new media landscape.

    Is Facebook a Gated Community?: An Interview With S. Craig Watkins (Part Two)

    Today, I am sharing the second part of my interview with sociologist S. Craig Watkins about his recently released book The Young & The Digital.

    From the moment I read his manuscript, I knew that his chapter, "Digital Gates: How Race and Class Distinctions Are Shaping the Digital World" would be the one which generated a lot of the heat and the controversy here. Those of us who see the web as key to our vision of a more participatory culture have to be concerned with the obstacles which block many from full involvement. And those of us who celebrate the "virtual community" being achieved through digital media need to be especially concerned with the various forms of exclusion running through our online lives. Indeed, one could argue that for many, going digital involves a kind of "white flight" as they escape the "dangers" of their real world communities by seeking out other like-minded people in cyberspace. Watkins joins a growing number of writers who are asking in what ways our social networks online replicate -- for better and for worse -- our friendship networks offline, networks we know are shaped by continued segregation.

    I was struck by a chart Watkins offers showing the language people use to describe and distinguish between Facebook and MySpace, language with long historical associations to our assumptions about race and class in the American context.
    MySpace is described as "crowded, trashy, creepy, uneducated, immature, predators, crazy" while Facebook was praised as "selective, clean, trustworthy, educated, authentic, college, private." In other words, MySpace takes on values we associate with inner city slums, while Facebook is tied to the values one might associate with a gated community.

    In this installment, I ask Watkins to reflect on these findings and how they might add another layer to our understanding of race in America; I also ask him to discuss the relationship between this new project on youth's digital lives and his earlier work on hip hop culture.



    What challenges are educators facing as they try to teach the generation which has come of age in the era of web 2.0?


    This is a fascinating question and, I believe, one of many that we are just beginning to reckon with as educators, researchers, and society. Part of my research included spending some time in the classroom and talking with teachers and school administrators.

    What I soon discovered is that they are on the front lines of the move to digital. Teachers face a generation of students armed with more personal media than any other generation. Most teachers will tell you that the trend of permitting students to bring mobile phones, iPods, and other devices to school is a big mistake. Just think. The idea that I would have been permitted to bring a personal media device to school would have been out of the question. But it reveals how our values, behavior, and culture are shifting in the digital age.

    The main concern among teachers is the degree of distraction these devices encourage in the classroom. It turns out that parents insist that their children carry mobile phones--easier to communicate and coordinate family schedules that are growing more challenging.

    In The Young and the Digital I deal with some of the learning and educational challenges/opportunities posed by digital media. There are two kinds of technologies in today's classroom-- technologies that pull students away from the classroom, and technologies that pull students into the classroom. I give some examples of both.

    But I am also interested in the social and behavioral challenges educators face in regards to technology. These include issues like citizenship, community, and helping students and educators make smart decisions regarding their engagement with digital media.

    Most schools are being forced to deal with student conflicts that occur online and away from school. More and more, administrators are having to contend with issues like cyberbullying or the circulation of photos that reveal some sort of misconduct. These kinds of issues raise questions about privacy and authority (i.e., when is a student's behavior away from school an administrator's concern?) Their are no rule books or precedence for what is happening in the digital world and online lives students build.

    I was surprised to learn that many principals are struggling not only with the online behaviors of students but of teachers also. A growing number of teachers and practically all recent college grads going into the profession maintain a personal profile. As you can imagine this raises many questions about the conduct of teachers away from school. Some teachers "friend" their students in places like MySpace and Facebook while others vehemently reject the idea. Like the rest of society schools and the people who run them are learning what it means to "be digital."



    Building on work by danah boyd and others, you argue that Facebook has operated not unlike a "gated community" and may directly contribute to racial and class segregation in the online world. How can scholarship on race in the physical world help us to better understand how race operates in the virtual world? What steps should be taken to combat segregation in the online world?

    It is easy to get caught up in the wonders of what scholars have variously referred to as "being digital," 'life behind the screen," or the "second self". But as the Web has become a more common experience it has also become a more local experience. That is, we use the World Wide Web to communicate most frequently with our friends, work colleagues, and acquaintances--that is, people we know, like, and trust. To use Putnam's language regarding social capital we use the Web to "bond" more than "bridge." This is certainly true with race.

    When danah distributed her blog commentary about the class divisions in MySpace and Facebook, it struck me as a reasonable even predictable outcome, especially if you understand that what happens in our lives online is intimately connected to our lives offline. Some Web enthusiasts, however, were either surprised or annoyed by her claims.

    But as your work and that of others show there is still a real "participation divide" that creates varying degrees of Internet engagement. No matter if we are talking about virtual worlds, mobile technologies, or social network sites race matters in the digital world. Most of the movers and shakers in the branding and marketing of the current generation Web show little, if any, interest in the social divisions that still mark the digital world. Mentioning the social divisions that are a part of the social Web is a kind of inconvenient truth. We learned a lot while studying young collegians embrace of Facebook. In reality, most of us use Facebook to connect to people that we know--we "friend" friends not strangers in our computer-mediated social networks. And who our friends are is usually influenced by race, class, education, and geography.

    In examining the hundreds of surveys and one-on-one interviews we collected my grad assistant and I noticed a strong preference for Facebook among young white collegians and students more generally with a middle class orientation. It was more than a casual preference; it was also an intense rejection of MySpace. Our research found an interesting "racialization" of MySpace and Facebook among young people.

    I began reading some of the research on the rise of gated communities in America and found some interesting parallels in the language used by residents living in physical world gated communities and young white collegians who preferred Facebook (a kind of virtual gated community) over MySpace. They both use words like "safe," "clean," "private," and "neat" to describe attachment to their communities. They both practice what cultural anthropologists call "gating," that is, the tendency to build physical/virtual, social, and cultural walls that are exclusive.

    I also turned to French sociologist Pierre Bourdieu's work. I've used his work before to think about the kinds of cultural capital that young people accumulate, especially in the places that they create and inhabit, and how it works as a source of power, pleasure, and mobility. But in this case I was interested in what Bourdieu refers to as the "distinctions", that is, matters of taste, aesthetics, and values that middle class communities reproduce to maintain social and even physical separation between them and those that they view as below their own social status and class position.

    When we began our work it was common to see college students switch from MySpace to Facebook. Among other things, the switch was also a bid for a social status upgrade, a move up the digital ladder. Today, middle class students in middle and high school are moving straight to Facebook. Social class distinctions like everything else in the digital age are trickling down to younger and younger users.

    I was also intrigued by Bill Bishop's "Big Sort" argument. In short, Bishop argues that starting around the 1970s Americans underwent a massive social experiment that changed one of the most basic features of everyday life--where and with whom we live. The change in geography, Bishop maintains, is really a sorting by lifestyle. Racial and class segregation have been a fact of American life since the early 20th century (see Douglas Massey and Nancy Denton's work on residential segregation). But Bishop argues that American neighborhoods are now being stratified along ideological and lifestyle lines--not simply "red" and "blue" states but even more carefully sorted and homogenous neighborhoods. There are some interesting parallels in the digital world.

    I'm a trained sociologists so I find it quite natural and instructive to look at wider sociological trends to understand what is happening in the online world. I simply can not separate the two.

    Finally, social network sites do not cause racial divisions or the desire for homogenous online communities. Insofar as what we do online is intimately connected to the lives we lead offline the fact that a kind of digital sorting is happening is not that terribly surprising. Still, it is striking that among a generation that played a key role in electing America's first Black president race plays a crucial role in their use of social network sites and who they bond with online.


    Tell us about the group you call "Four Pack." What did they help you to understand about the social dimensions of gaming?


    The four pack is a group of young gamers I got to know quite well while working on the book. I first met Derrick. I interviewed him about his use of social network sites. During our conversation it was clear that most of his media time is spent playing games. I asked Derrick to identify a handful of his peers to join a panel of gamers I wanted to put together. The idea was to get to know them and follow them for a period of time to learn more about their experiences with games. Several young men in Derrick's peer group responded to my inquiry and I eventually settled on four of them.

    I affectionately began calling the group the "four-pack." I visited them in their residential hall and established a rapport with them that lasted about six months. The four-pack provided me with what amounts to a life-history of their engagement with interactive media. Every two weeks I issued them questions via email to address in the media journals that they agreed to keep. One week the diaries, for example, may have been devoted to games, and the next week, to television. The diaries were honest, rich in detail, and provided intimate access to a group of young men who embody the rising generation of gamers. Each of the diary entries were followed up with one-on-one conversations.

    I learned a lot from the four-pack--their thoughts about addiction, virtual worlds, and the appeal of games. I witnessed up close what many game scholars and industry insiders refer to as "social gaming."

    Gaming among the four-pack and their peers was mainly a social experience. Rarely, if ever, did they play games alone. Often games were a way to have fun and also spend time with friends. In their own unique way, each member of the four-pack talked a lot about games as both a social lubricant and a social glue. The former refers to how games can make it easier to strike up conversations with new acquaintances, while the latter is a reference to how games give established friends a fun way to grow closer to each other. Games, it turns out, are the common denominator in their strongest and most meaningful social ties.


    Some of your earlier work dealt with hip hop culture. What similarities and differences do you see between the technological and social practices of the hip hop culture and that you've found in your work on digital youth culture?

    I've spent all of my academic career studying young people's relationship to media industries and technologies. The work I'm doing on digital youth culture is greatly informed by my earlier work on hip hop culture.

    As you know their has been a substantial change in the way scholars examine the cultural practices and identities young people produce. Hip hop, like digital culture, is participatory and performative. Hip hop, like the social media practices of youth today, has always been about young people expressing themselves, building community, while also finding places of leisure, pleasure, and empowerment.

    In my last book, Hip Hop Matters, I wrote a chapter titled "The Digital Underground." It was really an attempt to understand how the Web has become the new town square in hip hop culture--the place to find relevant and urgent dialogue about a host of issues facing young hip hoppers. To engage a community of young hip hop enthusiasts about a host of important social issues today you don't turn on corporate radio or read a corporate run magazine. You go online.

    The innovative use of technology has been a part of hip hop's story from the beginning. That's how everything from graffiti art to mix tapes has been produced bearing a striking resemblance to the DIY culture of social media today.

    My work has maintained a steady focus on understanding the world young people create and inhabit. It's clear that if you want to understand that world today you have to dig deep into the digital practices, identities, and communities young people are building. Writing The Young and the Digital gave me an up-close look at this world. The book and the blog we will be building is an effort to share what we are learning.


    S. Craig Watkins teaches in the departments of Radio-Television-Film and Sociology and the Center for African and African American Studies at the University of Texas at Austin.

    His new book, The Young and the Digital: What the Migration to Social Network Sites, Games, and Anytime, Anywhere Media Means for Our Future (Beacon) explores young people's dynamic engagement with social media, online games, and mobile phones. Craig participated in the MacArthur Foundation Series on Youth, Digital Media and Learning. His work on this ground breaking project focuses on race, learning, and the growing culture of gaming. He has been invited to be a Research Fellow at the Center for Advanced Study in the Behavioral Sciences (Stanford).

    Currently, Craig is launching a new digital media research initiative that focuses on the use and evolution of social media platforms. For updates on these and other projects visit theyoungandthedigital.com.

    Diversifying Participation

    CALL FOR SESSION PROPOSALS

    FIRST ANNUAL DIGITAL MEDIA AND LEARNING CONFERENCE
    CONFERENCE THEME: "DIVERSIFYING PARTICIPATION"

    February 18 - 20, 2010

    Cal IT2
    University of California, San Diego
    La Jolla, California

    We are pleased to announce the first Digital Media and Learning Conference, an annual event sponsored by the MacArthur Foundation. The conference is meant to be an inclusive, international and annual gathering of scholars and practitioners in the field, focused on fostering interdisciplinary and participatory dialog and linking theory, empirical study, policy, and practice.

    For this inaugural year, the theme will be "Diversifying Participation". Henry Jenkins is the Chair of the Digital Media and Learning Conference.

    We invite submissions for session proposals that speak to the conference theme as well as to the field of digital media and learning more broadly. Those wishing to present work should look to propose or participate in a panel topic (see submission process outlined below).

    DIVERSIFYING PARTICIPATION

    A growing body of research has identified how young people's digital media use is tied to basic social and cultural competencies needed for full participation in contemporary society. We continue to develop an understanding of the impact of these experiences on learning, civic engagement, professional development, and ethical comprehension of the digital world.

    Yet research has also suggested that young people's forms of participation with new media are incredibly diverse, and that risks, opportunities, and competencies are spread unevenly across the social and cultural landscape. Young people have differential access to online experiences, practices, and tools and this has a consequence in their developing sense of their own identities and their place in the world. In some cases, different forms of participation and access correspond with familiar cultural and social divides. In other cases, however, new media have introduced novel and unexpected kinds of social differences, subcultures, and identities.

    It is far too simple to talk about this in terms of binaries such as "information haves and have nots" or "digital divides". There are many different kinds of obstacles to full participation, many different degrees of access to information, technologies, and online communities, and many different ways of processing those experiences. Participatory cultures surrounding digital media are characterized by a diversity that does not track automatically to high and low access or more or less sophisticated use. Rather, multiple forms of expertise, connoisseurship, identity, and practice are proliferating in online worlds, with complicated relationships to pre-existing categories such as socioeconomic status, gender, nationality, race, or ethnicity.

    We encourage sessions that describe, document, and critically analyze different forms of participation and how they relate to various forms of social and cultural capital. We are interested in accounts of the challenges and obstacles which block or inhibit engagement to different forms of online participation. We also encourage session proposals that engage with successful intervention strategies and pedagogical processes enabling once marginalized groups to more fully exploit the opportunities for learning with digital media. Conversely, we are interested in hearing more about how marginal and subcultural communities find diverse uses of new and emerging technologies, pushing them in new directions and navigating a complicated relationship with "mainstream" forms of participation. Specifically, we seek to understand the following:

    * What can research on more diverse communities contribute to our understanding of the learning ecologies surrounding new media?
    * What are the technologies, practices, economic, and cultural divides that lead to segregation, "gated" information communities, and differential access?
    * When and how do diversity and differentiation in participation promote social and cultural benefits and opportunities, and when do they create schisms that are less equitable or productive?
    * What strategies have proven successful at broadening opportunities for participation, overcoming the many different kinds of segregation or exclusion which impact the online world, and empowering more diverse presences throughout cyberspace?
    * Are there things occurring on the margins of the existing digital culture that might valuably be incorporated into more mainstream practices?

    In addition to these questions directly addressing the conference theme, we welcome submissions that address innovative new directions in research and practice relating to digital media and participatory learning.

    SUBMISSION DETAILS

    Submissions should be in the form of full session proposals. Proposed sessions may range from 1 to 2 hours in length and may include traditional paper presentations, hands-on workshops, design critiques, demos, pecha kucha, or roundtable discussions. We welcome and encourage submissions of innovative formats, but request that the proposals come in the form of session proposals rather than individual papers or presentations.

    The goal of the event is to foster dialog and build connections. To that end, sessions should have at least three to four presenters and/or discussants. Session organizers should reserve substantial amounts of time for open discussion and exchange.

    We have established an open wiki for potential participants to engage in session organizing. The wiki can be used to call for contributions to a briefly outlined session topic, to seek out partners to develop a topic together, to brainstorm about co-presenters, and any other functions potential participants find valuable. The wiki can be accessed at: http://dmlconference2010.wikidot.com/forum:start

    Session organizers should submit proposals that consist of a title and a 200-word abstract (including proposed presentation topics and formats and the speakers and/or discussants). In addition, names and contact details for the session organizers and participants will be required. The submission system will be available at the end of September 2009.

    Each individual will be limited to participation on no more than two panels at the conference. Participants will be expected to fund their own travel and accommodation. Registration for the conference will be free.

    Conference Website: http://dmlcentral.net/conference

    Conference Wiki: http://dmlconference2010.wikidot.com/forum:start

    KEY DATES AND DEADLINES
    Submission System Available: September 30, 2009
    Deadline for Submissions: October 30, 2009
    Notification of Acceptance: November 30, 2009
    Registration System Opens: December 15, 2009

    Conference Program Announced: December 15, 2009
    Registration Deadline: January 15, 2010
    Evening Reception: February 18, 2010

    CONTACT INFORMATION
    Digital Media and Learning Research Hub
    UC Humanities Research Institute
    University of California, Irvine
    Email: dmlhub@hri.uci.edu

    Over the next week, I am going to be focusing this blog on issues of digital inclusion, which is the theme of this year's One Web Day. A global event, One Web Day has been celebrated each year since 2006 on September 22. Bloggers all over the world are using their space to call attention to the value of the web in our everyday life and to some of the issues which are blocking full participation. This year's theme is "One Web. For All." So it seems particularly appropriate to be announcing this conference call in the midst of the blogosphere's growing focus on issues surrounding the "digital divide" and the "participation gap." For more on One Web Day, go to their homepage.

    Youtube in the Amazon: Rural Peru's Transition to the Internet

    The following account will appear later this month in an issue of In Media Res, the newsletter of MIT's Comparative Media Studies program. It was written by Audubon Dogherty, one of the graduate students I am working with this year. She is affiliated with the Center for Future Civic Media, which is funded by the Knight Foundation.

    Youtube in the Amazon: Rural Peru's Transition to the Internet
    by Audubon Dogherty

    We arrived in Cajamarca in northern Peru just in time for an information and communications technology (ICT) training session for local internet entrepreneurs from rural villages across the country. The training site was picturesque - a large house surrounded by cows, streams, mountains, dirt. The minister of technology was in attendance, as was the project manager from FITEL - a public fund distributing subsidies to national telecommunications companies to set up wireless internet in thousands of villages - as well as representatives from various NGOs. I had come to film some of the trainings and try to get a sense of how technology for development was being implemented.

    All this was part of a documentary I was making on the use of new wireless internet in extremely rural areas of the Peruvian Andes and Amazon, a project funded in part by the Carroll Wilson Award via MIT's Entrepreneurship Center. An old friend of mine had become the chief project manager for Rural Telecom, a Peruvian company based in Lima. The company had won a government subsidy to provide internet and basic tech and business management training to people in 2,000 rural villages, locals who volunteered to become entrepreneurs and start their own internet "cabinas" or cabins.

    The idea was that cabina proprietors would independently finance the purchase of a few computers (often by selling cattle or taking out bank loans), and Rural Telecom would build a wireless tower to provide internet access and sometimes public pay phones, then conduct an initial training with end users in the community. Entrepreneurs would charge a small hourly fee for local internet users, often young people, which they would use to pay monthly connection fees (about $40 USD) to the telecom.

    The project, dubbed Banda Ancha Rural, began in 2007, and I had come to assess its progress and the impact the internet was having on communities. Due to safety and language concerns, I hired Maurice, a bilingual Peruvian photographer and videographer, to accompany me on the trip and help conduct interviews in Spanish with entrepreneurs. He was an invaluable asset, but neither of us really understood what we were getting into.

    Over the course of six weeks, we spent endless hours on buses, planes, taxis, four-by-fours and hiking on foot to visit communities in Andean regions (Cajamarca, Huancayo), rural areas outside Lima (Cañete, Huaral) and tribal areas in the Central Amazon (Satipo, Pangoa). I had expected to find mixed reactions by villagers: perhaps the adults are wary of the internet and computers, I thought. Perhaps they don't feel it's valuable for agricultural societies. Perhaps some entrepreneurs have gained advanced skills from the technology trainings and are now using the internet to sell their goods online and improve their local economy. Perhaps they've learned to blog but don't want to write about their village because they're not interested in encouraging tourism.

    I was wrong about all that.

    What we did find were communities that had embraced internet implementation, understood its value and its potential for education and business development, but who had not received enough training to fully utilize internet services and most often had huge problems with the wireless connection. We visited over 40 villages, more than half of which had slow or broken connections.

    But telecom representatives had no idea there were problems because the government subsidy they received was not sufficient to cover further technical assessments or in-person trainings for every internet cabina, especially since these communities were often difficult or impossible to access by public transportation. And the communities that did have working internet still needed help promoting its use since their financial intake was usually barely enough to break even after paying for electricity and internet.

    To counter this, Rural Telecom has endeavored to forge private contracts with NGOs, universities and technology corporations interested in supplementing funds for the project. They also hold ICT trainings a few times a year for groups of internet entrepreneurs who have the time and money to attend. Presently they are beginning a pilot project to provide online trainings (via the open source platform Moodle) to 120 entrepreneurs with reliable internet connections.

    'Critical Hub' for Learning

    What struck me was how internet proprietors see themselves: sure, they are entrepreneurs running a business, but they also see themselves as contributing to the cultural and technological development of their community. A majority of cabina owners define themselves as educators, responsible for training children and young adults in media literacy. Most villages have one local school, usually without internet, and no library; the internet cabina therefore becomes a critical hub for learning.

    Cabina proprietors help kids with their homework online, teach them how to search for information and make sure they don't visit questionable websites. Although many adults lack the time or literacy level to use computers, some farmers come to research agricultural prices; mining areas often receive business from engineers and other professionals who rely on the internet for communication; and some local adults learn to use email and chat for communicating with family members in other areas.

    It was striking to see how important computers became for cabina proprietors whose standard of living was otherwise extremely low. In one village outside of Cajamarca, we visited a cabina that was part of the entrepreneur's house. It had dirt floors, thatched roofs, chickens everywhere and an outhouse several meters away. But for the proprietor, keeping the computers in his home was a top priority. This man had studied computer science and was also an elementary schoolteacher; local kids saw him as a resource, and began to rely on the internet cabina as a place they could go to get help online with math or history lessons.

    The proprietor's six-year-old son worked quietly at one computer as we interviewed his father. When the interview was finished, I asked the child what he was doing on the internet. "I'm looking for my favorite video," he told me in Spanish, inputting the word "dinosaur" (in English) into YouTube's search field. "This is it," he said, clicking on an animation about dinosaurs and hooking up external audio speakers into the hard drive so he could hear the narration. A few minutes later, he was searching for juegos, online games, from an educational gaming site in Spanish.

    Although the proprietor joked with me about his son's technological prowess, it spoke to a crucial need for ICT projects in rural communities: sustainability. Many entrepreneurs start internet businesses but then leave the area to pursue job opportunities elsewhere; conversely, older cabina owners rely on their children to run the business, only to be left without managerial or technical skills once their kids go elsewhere for college or to find employment. Training the younger generation is essential, the proprietor told me, not just for their own education but for the continuation of the business itself, and to enable villagers to communicate with the outside world.

    A few hours away was another teacher who doubled as an internet entrepreneur. She complained about the inconsistent internet connection and the competition from cheaper internet cafés in the nearby city of Cajamarca but explained that young customers from the village still preferred to come to her cabina because of the personal assistance they received. She envisioned turning her small cabina into a library of sorts, not with books but with online references and one-to-one teaching. She wanted to learn VoIP applications like Skype to allow users to make free calls online, as well as upload news and information about her community to a website. Although Rural Telecom offers a section of their website for entrepreneurs to upload information about their village (contactorural.com.pe), many proprietors don't receive enough training on the web interface or don't fully understand citizen journalism and the incentive for publicizing their village.

    Paying for Access

    The downside of garnering a loyal clientele is that internet users become upset when the connection goes down. We met young users, now used to relying on the internet for information and communication, who will commute to the nearest city to find an internet café - a trip that is often long and unsafe. A few proprietors we met have begun to supplement internet services with offline gaming consoles, such as Playstation, so that thy can stay open and make a little money even when the internet connection breaks. One woman used the revenue from gaming to pay her electricity bill, which had gone up with the installation of new computers.

    Some entrepreneurs we met were also artisans, hoping to sell their stone carvings or painted crafts online, although still without the tech knowledge to do so. Alejandro Cipriano lives in a mountainous area outside Huancayo and runs a family business making traditional painted gourds (mates burilados). He became an internet entrepreneur after a friend in Lima started taking orders for his crafts via email, which came in from as far away as Japan. Although his internet connection has been down for months, he still hopes to eventually have his own website and sell his goods directly to international consumers online.

    We also heard about a nearby Andean village that had transformed their economy through online self-education. A governmental ICT manager told us how the community made money from selling fresh river trout but could only sell the fish to local buyers. With the arrival of the internet, they found online resources outlining the process for canning trout. This revitalized their industry, allowing them to sell preserved river trout as far away as Lima.

    The Peruvian jungle presented a completely different context. Native tribes still live throughout the Amazon, and despite tribal protests over land disputes that blocked roadways for weeks, we were able to visit two native villages where internet had been set up. Although leaders from both villages were wary of tourism and wanted to preserve their traditional way of life, culture and language, they saw technology as a critical means through which to develop their community - to further education for children, to stay informed about the latest prices for agricultural products, and to communicate with people in other areas.

    We spoke to a teacher in one native community who emphasized the need for more governmental support for technology education, including more computers and lower rates for internet connections. "I would also like my school to have a video camera like yours," he told me, "so the students would be able to put footage from this village online."

    Perhaps if I embarked on this project five years from now, I would be able to focus on the innovative uses of internet and communication technology in areas previously cut off from all forms of communication. But the rural internet project is still in development. Until the government or private telecoms can increase funding to secure stable, affordable wireless connections and expand training for entrepreneurs, there is little progress.

    While pressing needs for basic services in extremely rural areas remain - for better education, phone lines, improved roads - there still exists a great desire by rural Peruvians to develop their communities through technology. Cell phones, for instance, have become the primary means of communication in remote areas. Perhaps the next time I visit Peru, internet will be in wider use through mobile devices, and I can make an entirely new documentary - from my phone.

    Audubon Dougherty is a filmmaker and digital activist interested in the role of media in international development. She studied writing at Emerson College before transferring to Smith College to complete a degree in anthropology with a focus on visual culture. This led her to the field of human rights, where she traveled to Southeast Asia in 2006 as a blogger and photographer to assess disaster relief projects assisting tsunami survivors. She returned to Thailand the following year to provide multimedia training for an organization serving Burmese migrants and undocumented workers. As a communications specialist for a labor union, she helped develop a new media program which utilized e-communication, streaming video and mobile messaging to help organize 22,000 home care workers in Massachusetts. Outside of work, Dougherty formed her own video production collective, producing and directing films for exhibition at festivals and on the web.

    New Media Literacies -- A Syllabus

    Last week, I shared the syllabus for my Transmedia Storytelling and Entertainment class and was blown away by the intensity of interest out there. I don't expect the same level of excitement over this class, since there are many such classes out there around the world, but I figured I would share it just the same. This course is pretty much over-subscribed at USC so I am not trying to attract new students -- just sharing models and resources with others doing work in this area.

    What does it mean to be "literate" and how has this changed as a consequence of the introduction of new communication technologies? What social skills and cultural competencies do young people need to acquire if they are going to be able to fully participate in the digital future? What are the ethical choices young people face as participants in online communities and as producers of media? What can Wikipedia and Facebook teach us about the future of democratic citizenship? How effective is Youtube at promoting cultural diversity? What relationship exists between participatory culture and participatory democracy?

    How is learning from a video game different than learning from a book? What do we know about the work habits and learning skills of the generation that has grown up playing video games? Who is being left behind in the digital era and what can we do about it? And how might research on pedagogy and learning contribute more generally to our understanding of media audiences? Much of the reading in this course will be drawn from a series of books recently produced by the MIT Press and the MacArthur Foundation. These books reflect a national push by the MacArthur Foundation to explore how young people are learning informally through the affordances of new media and what implications this has for the future of schools, libraries, public institutions, the workplace, and the American family.

    This emerging body of research represents an important place where media and communication studies is interfacing with learning researchers and public policy makers. Understanding these debates helps shed light on long-standing debates in media and cultural theory, especially those having to do with the social production of meaning around media content and the nature of online communities. A better understanding of how informing learning, cultural collaboration and knowledge production takes place through fan and game communities may offer key new insights into media audience research and may also help journalists to better understand shifts in how young people access and deploy news and information. At the same time, translating this theory into practice poses challenges which may force our field to rethink some of its core assumptions. This course is intended to be a meeting point between students interested in communications research and cultural studies, media production, and educational research.

    The course is structured in two parts: Part One, Learning in a Participatory Culture, seeks to provide an overview of our contemporary moment of media change, of the kinds of informal learning which is occuring in the context of participatory culture, of how schools are responding to the challenges posed by new media technologies, and of core debates between those who value and those who criticize the new media literacies. Part Two, Core Skills and Competencies, digs deeper into what young people need to learn if they are going to become full participants in the emerging media culture, adopting the framework of social skills and cultural competencies which shapes the work of Project New Media Literacies, and illustrating them by looking more closely at such cultural phenomenon as computer game guilds, youtube video production, Wikipedia, fan fiction, Second Life and other virtual worlds, music remixing, social network sites, and cosplay. We will be examining more closely new curricular materials which have emerged from Project New Media Literacies, Global Kids, The Good Play Project, Common Sense Media, the George Lucas Foundation, and other projects which are seeking to introduce these skills into contemporary educational practices.

    By the end of the course, students will be able to:

    • Map the ways the changing media landscape has impacted the way young people learn
    • Identify how participatory cultures work to support the growth and contributions of their members
    • Recognize and be able to respond to core debates surrounding the value of bringing new media technologies and participatory culture practices into the classroom.
    • Outline some of the ethical challenges which youth face in their roles as media producers and members of online communities.
    • Describe our current understanding of the connections between participatory culture and civic engagement, including the relationship between the digital divide and the participation gap.
    • Summarize and critique core theorists working in the field of New Media Literacy
    • Comprehend the framework of basic social skills and cultural skills associated with the new media literacies
    • Apply their theoretical understandings to the development of curricular resources for use in school or after school programs.
    • Critique existing curricular resources designed to teach "the new media literacies"
    • Deploy course concepts in the development of an independent research project which makes a substantive scholarly contribution.
    •

    Course Assignments:


    • For each class session, the student should make one thoughtful contribution to the class forum, describing their response to the readings, and offering some topics or questions we should explore during the class discussions. This process is designed to jump start the conversation before class so students should make an effort to read their classmate's contributions. Keep in mind that contributions here also allow me to assess your mastery over the course content so try to anchor your comments closely to the readings. You need not, however, reference all of the readings for that week but should focus your discussion on salient points of interest. (10 percent)
    • Deploying their emerging understanding of the literature on New Media Literacies and their own personal experience as a user of new media tools and platforms, the student will write a five page response to Mitoko Rich, "Literacy Debate - Online, R U Really Reading?", New York Times Book Review, July 27 2008. The response should consider what counts as literacy, how literacy changes in response to the new media landscape, and what value we should ascribe to the new forms of communication that are emerging online. (Due Week Three) (10 percent)
    • The Student will do a short interview with a student or educator, identifying some of their core beliefs about the value of new media technologies and practices for learning, and sketching out how much and in what ways they use such tools and techniques inside and outside of school. Drawing on the literature we've read so far in the class, the student will write a short five page essay which paints a portrait of their interview subject and links them to larger trends impacting how young people are learning through and about new media. (Due Week Six) (20 Percent)
    • The Student will develop one challenge for the Project NML Learning Library. Challenges may deploy videos produced by the project or other material that already circulates online. The challenge should reflect their understanding of the "new media" skills and should introduce young people to some aspect of digital culture. (Due Week Ten) (20 Percent)
    • The student will complete a paper or project of their own design, with consultation with the instructor, which makes a significant scholarly or pedagogical contribution to our understanding of the new media literacies. A written paper should be roughly 20 pages in length. (due at end of the term) The scale of projects should be negotiated with the professor. The student will make a brief presentation of their paper or project to their classmates during the final class session. (Due Week Fifteen) (40 Percent)

    Required Books:
    Cory Doctorow, Little Brother (New York: Tor, 2008).
    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006).
    Peter Lyman, Mizuko Ito, Barrie Thorne, and Michael Carter, Hanging Out, Messing Around, And Geeking Out: Kids Living and Learning With New Media (Cambridge: MIT Press/MacArthur Foundation, 2009).
    John Palfrey and Urs Gasser, Born Digital: Understanding the First Generation of Digital Natives (New York: Perseus, 2008).
    Colin Lankshear and Michele Knobel, New Literacies: Everyday Practices and Classroom Learning (Maidenshead: Open University Press, 2006).
    S. Craig Watkins, The Young and the Digital (Boston: Beacon Press, 2009).


    PART ONE: LEARNING IN A PARTICIPATORY CULTURE

    Week 1 (August 25) Growing Up Digital

    Recommended Readings (For after the first class session):

    Mark Prensky, "Digital Natives, Digital Immigrants" (2001)

    Henry Jenkins, "Reconsidering Digital Immigrants," Confessions of an Aca-Fan, December 5 2007.

    Henry Jenkins, "Eight Traits of the New Media Landscape," Confessions of an Aca-Fan, November 6 2006

    Henry Jenkins, "Nine Propositions Towards a Theory of YouTube," Confessions of an Aca-Fan, May 28 2007

    Renee Hobbs, "The Seven Great Debates in the Media Literacy Movement"

    Week 2 (September 1) The New Media Literacies

    Henry Jenkins et al, Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century. , pp.3-23.

    James Paul Gee, Good Video Games + Good Learning (New York: Peter Lang, 2007), chapter 8, "Affinity Spaces", pp.87-103.

    Colin Lankshear and Michele Knobel, New Literacies: Everyday Practices & Classroom Learning (Maidenhead: Open University Press, 2006). Part One: "What's New?", pp.7-101.

    Richard Sennett, The Craftsman (Yale University Press, 2008), Chapter 6 "Expressive Instructions," pp. 179-193.

    Week 3 (September 8) The New Digital Landscape: Differing Perspectives

    Peter Lyman, Mizuko Ito, Barrie Thorne, and Michael Carter, Hanging Out, Messing Around, And Geeking Out: Kids Living and Learning With New Media (Cambridge: MIT Press/MacArthur Foundation, 2009).

    Mark Bauerlein, The Dumbiest Generation: How the Digital Age Stupefies Young Americans and Jeopardizes Our Future. (New York: Tarcher, 2008), Chapter One: "Knowledge Deficits," pp. 11-38 and Chapter Two, "The New Bibliophobes," pp.39-70.


    Week 4 (September 15) The Ethics of Participation

    Carrie James with Katie Davis, Andrea Flores, James M. Francis, Lindsey Pettingill, Margaret Rundle and Howard Gardner, "Young People, Ethics, and the New Digital Media," pp.1-62.

    John Palfrey and Urs Gasser, Born Digital: Understanding the First Generation of Digital Natives (New York: Basic, 2008), "Privacy" pp. 53-82, "Safety" pp. 83-110, "Pirates" pp. 131-154, "Aggressors" pp. 209-222.

    Thomas McLaughlin, "The Ethics of Basketball", Give and Go, Basketball as Cultural Practice, State University of New York Press, Albany, 2008. 23-45

    Ellen Seiter, "Practicing at Home: Computers, Pianos, and Cultural Capital" in Tara McPherson (ed.), Digital Youth, Innovation and the Unexpected (Cambridge:MIT Press/MacArthur Foundation, 2008), pp. 27-52.

    Week 5 (September 22) The Politics of Participation

    Cory Doctorow, Little Brother (New York: Tor, 2008).

    Justine Cassell and Meg Cramer, "High Tech or High Risk: Moral Panics about Girls Online" in Tara McPherson (ed.), Digital Youth, Innovation and the Unexpected (Cambridge:MIT Press/MacArthur Foundation, 2008), pp. 53-76.


    PART TWO: CORE SKILLS AND COMPETENCIES


    Week 6 (September 29) Play

    Jenkins et al, pp. 22-25.

    James Paul Gee, "Learning and Games" in Katie Salens (ed.) The Ecology of Games: Connecting Youth, Games and Learning (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 21-40.


    Kurt Squire and Shree Durga (in press), "Productive Gaming: The Case for Historiographic Game Play," in Robert Fedig (ed.), The Handbook of Educational Gaming (Hershey, PA: Information Science Reference), pp. 1-21.


    Mary Louise Pratt, " Arts of the Contact Zone," Profession 91 (1991), pp.33-35.

    Eric Klopfer, "Augmented Learning," Confessions of an Aca-Fan, July 7 2008

    David Williamson Shaffer, "How Computer Games Help Kids Learn," Confessions of an Aca-Fan, January 25 2007


    Week 7 (October 6) Performance

    Jenkins et al, pp. 28-31.

    James Paul Gee, "Pleasure, Learning, Video Games, and Life: The Projective Stance," in Michele Knobel and Colin Lankshear (eds.), A New Literacies Sampler (New York: Peter Lang, 2007), pp.95-114.

    Shelby Ann Wolf and Shirley Brice Heath, "Living in a World of Words," in Henry Jenkins (ed.) The Children's Culture Reader (New York: New York University Press, 1998), pp. 406-430.

    Gerard Jones, Killing Monsters: Why Children Need Fantasy, Superheroes, and Make-Believe Violence (New York: Basic, 2002), "The Good Fight," pp. 65-76 and "Fantasy and Reality," pp.113-128.

    Geraldine Bloustein, "'Ceci N'est Pas Un Jeaune Femme': Videocams, Representation and 'Othering' In the Worlds of Teenage Girls," in Henry Jenkins, Tara McPherson and Jane Shattuc (eds.) Hop on Pop: The Politics and Pleasures of Popular Culture (Durham: Duke University Press, 2002) pp.162-186.


    Week 8 (October 13) Appropriation

    Jenkins et al, pp. 32-34.

    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), Chapter 5, "Why Heather Can Write," pp. 169-205.

    Rebecca W. Black, "Digital Design: English Language Learners and Reader Reviews in Online Fiction," in Michele Knobel and Colin Lankshear (eds.) A New Literacies Sampler (New York: Peter Lang, 2007), pp.115-136.

    Angela Thomas, "Blurring and Breaking Through the Boundaries of Narrative, Literacy, and Identity in Adolescent Fan Fiction," in Michele Knobel and Colin Lankshear (eds.), A New Literacies Sampler (New York: Peter Lang, 2007), pp.137-166.

    Lankshear and Knobel, "New Literacies as Remix," pp.105-136.


    Week 9 (October 20) Transmedia Navigation and Multitasking

    Jenkins et al, pp. 34-36, 46-49.

    Gunther Kress, Literacy in the New Media Age (New York: Routledge), Chapter 4 "Literacy and Multimodality: A Theoretical Framework," pp. 35-60.

    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), Chapter 3 "Searching for the Oragami Unicorn," pp. 93-130.

    Mimi Ito, "Technologies of the Childhood Imagination: Yugioh, Media Mixes, and Everyday Cultural Production" pp.31-34.

    David Buckingham and Julian Sefton-Green, "Structure, Agency and Pedagogy in Children's Media Culture," in Joseph Tobin (ed.), Pikachu's Global Adventure: The Rise and Fall of Pokemon (Durham: Duke University press, 2004), pp.12-33.

    Week 10 (October 27) Collective Intelligence and Distributed Cognition

    Jenkins et al, pp. 37-43

    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), Chapter One "Spoiling Survivor," pp.25-58.

    Jane McGonigal, "Why I Love Bees: A Case Study in Collective Intelligence Gaming" in Katie Salens (ed.), The Ecology of Games: Connecting Youth, Games, and Learning (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 199-228.

    Andrew Clark, Natural-Born Cyborgs: Minds, Technologies and the Future of Human Intelligence (Oxford: Oxford University Press), Chapter Two "Technologies to Bond With," pp. 35-58.

    T.L. Taylor, "Does WOW Change Everything?: How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause," Games & Culture, October 2006, pp.1-20.


    Week 11 (November 3) Simulation and Visualization

    Jenkins et al, pp. 25-30.

    Ian Bogost, "Procedural Literacy: Problem Solving in Programming, Systems and Play," Telemedium: The Journal of Media Literacy, 52, 2005, pp.32-36.

    Rachel Prentice, "The Visible Human," in Sherry Turkle (ed.), The Inner History of Devices (Cambridge: MIT Press 2008), pp. 112-124.

    Sherry Turkle, Life on Screen: Identity in the Age of the Internet (New York: Touchstone, 1996), Chapter Nine "Virtuality and Its Discontents," p.233-254

    Barry Joseph, "Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework," in Katie Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 253-266.


    Week 12 (November 10) Networking

    Jenkins et al, pp. 49- 52.

    danah boyd, "Why Youth Social Network Sites: The Role of Networked Publics in Teenage Social Life," in David Buckingham (ed.) Youth, Identity and Digital Media (Cambridge: MIT Press/MacArthur Foundation, 2009), pp. 1-26

    W. Lance Bennett, "Changing Citizenship in the Digital Age" in W. Lance Bennett (ed.), Civic Life Online: Learning How Digital Media Can Engage Youth (Cambridge: MIT Press/MacArthur Foundation, 2009), pp. 1-24.

    Yasmin B. Kafai, "Gender Play in a Tween Gaming Club," in Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun (eds.), Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming (Cambridge: MIT Press, 2008), pp.110-123.

    Elizabeth Hayes, "Girls, Gaming, and Trajectories of IT Expertise," in Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun (eds.) Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming (Cambridge: MIT Press, 2008), pp.217-230.

    Vanessa Bertozzi, Unschooling and Participatory Media (Master's Thesis, Comparative Media Studies, MIT, 2006), "Carsie's Network: Connecting a Geographically Dispersed Population," pp. 98-123.



    Week 13 (November 17) Negotiation

    Jenkins et al, pp.52-55.

    S. Craig Watkins, The Young and the Digital (Boston: Beacon Press, 2009)

    Antonio Lopez, "Circling the Cross: Bridging Native America, Education, and Digital Media" in Anna Everett (ed.), Learning Race and Ethnicity: Youth and Digital Media (Cambridge: MIT Press/MacArthur Foundation, 2008). pp. 109-126.


    Week 14 (November 24) Judgement

    Jenkins et al, pp. 43-46

    Henry Jenkins, "What Wikipedia Can Teach Us About the New Media Literacies," Journal of Media Literacy,

    Axel Bruns, "Educating Produsers, Produsing Education," Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage (New York: Peter Lang, 2008), pp.337-356.

    Andrew J. Flanagin and Miriam J. Metzger, "Digital Media and Youth: Unparalleled Opportunity and Unprecedented Responsibility,"In Andrew J. Flanagin and Miriam J. Metzger (eds.), Digital Media, Youth, and Credability (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 5-28.


    Week 15 (December 1) Student Presentations


    "Why So Socialist?": Unmasking the Joker

    Last fall, I spoke at the University of Oregon about the role of popular and participatory culture in the American Presidential campaign. Many of the ideas in that talk had taken shape through this blog. For example, here's a post which looked at the role of photoshop mash-ups in shaping how the public responded to the announcement of Sarah Palen as McCain's VP candidate. I also made passing reference in this talk to a discussion of the Anonymous movement which one of my graduate students posted on this blog.

    In the audience for the talk was a PhD candidate Whitney Phillips who is doing research on transgressive humor on the internet with particular focus on the group 4Chan. This past week, she shared with me a thought piece she had drafted about some recent images of Obama which are making their rounds online and have been deployed on both the left and the right in response to current debates about health care. In the piece below, Whitney Phillips dissects where these images come from and the different ways they have been deployed as they have circulated across the web. It's a compelling case study of the politics of spreadable media.

    Unmasking the Joker
    By Whitney Phillips

    obama-joker-poster.jpg

    A few weeks ago, a photoshopped image of President Obama surfaced online. In it, Obama is presented as Heath Ledger's Joker, complete with ghastly, blood-stained grimace and spooky blackened eyes. The image, which is disturbing enough on its own, is accompanied by the word "socialism," begging the question--who created this, and why?

    So far, no one seems to know the answer. Rightwing bloggers insist that the image proves Obama's growing unpopularity. Tammy Bruce, a conservative radio host, tagged the photo with an almost audibly giddy caption proclaiming that "You know B. Hussein is in trouble when... "; on conservative blog Atlas Shrugs, the photo is filed under "The Worm Turns," complete with emoticon smiley-face .

    obamajoker.jpg

    In liberal circles, the Obama/Joker image is causing much more consternation. According to Philip Kennicott of the Washington Post, the poster equates Obama with everything that is dangerous and unpredictable within the urban landscape, and by extension, links the President to all those dark bodies that threaten the purity of some Palin-approved "real" America. Forget the ghoulish whiteness of the Joker's makeup; forget the apparent claim that Obama is a socialist; according to Kennicott, the take-away point is that Obama is quite literally a wolf in sheep's clothing.

    One's political orientation, then, determines one's reaction. Either the Obama/Joker poster is yet another example of Wingnut lunacy or is proof that the Kenyan Usurper is finally getting his due.

    That said, there is one point of agreement. No one knows who the culprit might be, leaving both sides quite puzzled. In an era of democratized fame, in which infamy is little more than a mouse click away, why wouldn't the artist take credit? Is he/she afraid to be outed as a Secret Republican? Is he/she lying low, as Patrick Courrielche suggests, to shield him/herself from the wrath of an Obama-worshipping art world? Or is it something else, something more sinister?

    The answer to this riddle can be found on 4chan, an enormously popular--and much maligned--image board home to gamers and trolls. And, most significantly, to Anonymous, a loosely-organized Internet hive-mind responsible for, among other things, the hacking of Sarah Palin's personal email account and myriad attacks against the Church of Scientology. Intimate knowledge of this group is not necessary to feeling its influence; generally speaking, whenever an internet meme reaches critical mass, it is safe to assume that Anonymous had something to do with it.

    Such is the case with the Obama/Joker image. When The Dark Knight was released in 2008, Anonymous immediately embraced the film and generated a veritable fleet of new memes. In one, several stills of Batman and the Joker are superimposed with the phrase "I just accidentally a Coca-Cola bottle is this bad"; in another, a particularly unflattering shot of Christian Bale is offset by the seemingly nonsensical claim that "this is why we can't have nice things."

    Whysoserious.jpg

    Most notably, however, Anonymous became obsessed with and delighted by an early viral ad campaign that featured one of the first official images of Heath Ledger's Joker. His head twisted like a psychopathic rag doll, the Joker has just scrawled the phrase "why so serious?" in what appears to be blood. Anonymous collectively revved up its photoshop engines, sparing very few targets. A simple search of the phrase "why so serious" on Encyclopedia Dramatica, Anonymous' unofficial archive, reveals the full extent of this meme, as cats , babies , Miley Cyrus and even Al Gore (modified slightly to read "why so cereal") have all been given the "Joker treatment."

    Ysocereal.jpg

    Srs_Cat.jpg

    It shouldn't be surprising, then, that images of Obama as the Joker have been in circulation since before the election; it was only a matter of time before some clever Anon incorporated the Wingnut/ Birther/Teabag contingent into the joke.

    Thus, why so socialist.

    It is impossible to know how and when "Why so socialist?" was replaced by the simpler "socialism." Perhaps a Rightwing blogger encountered the original image somewhere, assumed the author was playing for his team, and tweaked the message in the name of clarity and/or font size. A more likely possibility, however, is that this image is the handiwork of some Anonymous troll who did it for the "lulz," a term trolls and gamers use to indicate shenanigans. A corruption of "lol," "lulz" is a kind of laughter associated with deliberate trickery. The more confusion one causes, the more "lulz" he/she earns; in the case of the Obama/Joker poster, the lulz have been epic.

    Still, the question remains--what are we to make of this controversy? What does the image really mean? What were the author's intentions? So far, all evidence points to Anonymous; Anonymous is less concerned with politics than with controversy; more likely than not, the original artist wasn't trying to do anything, meaning there's a very real chance that the Obama/Joker image is in itself meaningless. This is not to say, however, that the context is meaningless, or that the image is worthless. Quite the contrary, in fact--just because we can't affix objective meaning to a given cultural artifact doesn't mean there is nothing to learn. Indeed, I would argue that what something actually says is less important than what it does.

    In this case, the Obama/Joker poster elicits one of two reactions. The Birther crowd, for example, has taken particular interest in--and, amusingly, credit for--the Obama/Joker image. Their argument is simple: Obama is trying to destroy the country with Socialism, just like the Joker destroyed Gotham City. Of course, the Joker failed, but that's beside the point--to a Birther hell-bent on discrediting the Obama administration, the Joker image is just what the doctor ordered. Furthermore, because the image was plastered all over Los Angeles a la Shepard Fairey's "Hope" poster, Rightwing bloggers have tried to package its existence as an organized, grassroots effort to contest Obama's so-called Socialist agenda. Of course, there is no solid evidence to corroborate this assumption--the image may have been posted onto Conservative blogs, but that's the extent of the connection. This, however, is the narrative they have chosen to adopt.

    Similarly, after weeks of racially-charged attacks against the president, including one particularly ham-fisted birth certificate forgery, liberals were primed to see racism in the Obama/Joker image--despite the fact that even the most careful analysis cannot account for its downright contradictory message(s). The argument might go something like this: Obama presented himself as a reasonable candidate; in short he presented himself as white. But now that he's revealed his Socialist agenda, he has unmasked himself as a psychopathic killer, one whose true face...actually...is white...which merely calls attention to the fact that he is Un-American, and therefore black, which is why he wants to euthanize both your grandmother and Trig Palin. If the Obama/Joker image were two images instead, one of Obama as the Joker and one featuring the President with the word "Socialism" stamped over his chest, such a conclusion might be plausible. As it is, the image of Obama/Joker simply does not make any sense--but by positing this argument, liberal commentators inadvertently reveal the extent to which they expect lunacy from Republicans.

    In short, despite the fact that both camps have harnessed the Obama/Joker image for their own purposes, and despite the fact that no one, no one, has provided an airtight (not to mention fully coherent) account of what the Obama/Joker image is trying to express, each group has used the image to prove something nefarious about their political opponents. Whether or not the image was intended to take on any of the aforementioned meanings, it has--and good luck trying to wrench either set from those who need them to be true. Why so serious, indeed.

    In 2004, Whitney Phillips graduated from Humboldt State University with a BA in Philosophy; in 2007, she received an MFA in Creative Writing (fiction) from Emerson College. Currently she is a second-year PhD student and writing instructor at the University of Oregon. Although her department is English, her research focuses on transgressive humor within online subcultures, specifically trolling and gaming communities. She is particularly interested in the political dimension of online humor, and the ways in which participatory culture frames and responds to cultural events.

    I thought I would add a few more images, using the same trope of the Joker, but applied to GOP figures, such as George W. Bush, John McCain, and Sarah Palen, all of which had surfaced on my radar last fall when I was monitoring the role of Photoshop manipulations in the Presidential campaign.

    Joker McCain.png

    Joker Bush.png

    Here are a few other variations which link Obama with the Joker, which are also in circulation at the moment. Clearly, once a powerful template exists out there for mapping politics onto popular culture, our shared expertise as fans allow for a wide array of different permutations and mutations over time.

    joker 1.png

    joker 2.png

    For other examples of Batman images deployed during the campaign, check out this post from last fall.

    Get Ready to Participate: Crowdsourcing and Governance

    A year or so ago, Mark Deuze (Media Work) and I edited a special issue of the journal, Convergence, which explored some of the issues around "Convergence Culture." One of the best essays we received in our open paper call came from Daren C. Brabham, a Ph.D candidate at the University of Utah, who was doing his dissertation on "crowdsourcing." I've remained in touch with Brabham ever since and recently encouraged him to share some of his own recent thinking about how the crowdsource model can and is being adapted from the commercial arena to address issues of social welfare and public policy. I am happy to share Brabham's insights with the readers of this blog.

    Crowdsourcing and Governance
    by Daren C. Brabham

    It's been three years since Jeff Howe coined the term "crowdsourcing" in his Wired article "The Rise of Crowdsourcing." The term, which describes an online, distributed problem solving and production model, is most famously represented in the business operations of companies like Threadless and InnoCentive and in contests like the Goldcorp Challenge and the Doritos Crash the Super Bowl Contest.

    In each of these cases, the company has a problem it needs solved or a product it needs designed. The company broadcasts this challenge on its Web site to an online community--a crowd--and the crowd submits designs and solutions in response. Next--and this is a key component of crowdsourcing--the crowd vets the submissions of its peers, critiquing and ranking submissions until winners emerge. Though winners are often rewarded for their ideas, prizes are often small relative to industry standards for the same kind of professional work and rewards sometimes only consist of public recognition.

    Crowdsourcing is a killer business model, effectively stitching the market research process into the very design of products, minimizing overhead costs, and speeding up the creative phase of problem solving and design. Theories of collective intelligence and crowd wisdom help to explain why crowdsourcing works: broadcasting a challenge online taps far-flung genius in the network and aggregating that talent can, for some types of problems, be just as effective as solving the problem in-house.

    What I have argued for a few years now, and what I am trying to make clear in my dissertation, is that crowdsourcing has the potential to work outside of for-profit settings. In fact, it may be a suitable model for solving government problems, supplementing traditional forms of public participation to help government make better decisions with more citizen input.

    Though you'd be hard pressed to see them ever use the word "crowdsourcing," one such example of crowdsourcing in governance is Peer-to-Patent. Begun in June 2007, Peer-to-Patent is a project developed by New York Law School's Institute for Information Law and Policy, in cooperation with the U.S. Patent and Trademark Office (USPTO). The pilot project engages an online community in the examination of pending patent applications, tasking the crowd with identifying prior art and annotating applications to be forwarded on to the USPTO. The project helps to streamline the typical patent review process, adding many more sets of eyes to a typical examination process.

    Another attempt to use crowdsourcing in public decision-making is Next Stop Design, a project with which I am involved that asks the crowd to design a bus stop for Salt Lake City, Utah. With Thomas W. Sanchez and a team of researchers from the University of Utah, we're working in cooperation with the Utah Transit Authority (UTA) and funded by a grant from the U.S. Federal Transit Administration. On the Next Stop Design Web site, you can register for free, submit your own bus stop designs and ideas, and rate and comment on the designs of others. Launched on June 5, 2009, the project runs through September 25, 2009, and the highest rated designs will be considered for actual construction at a major bus transfer stop in Salt Lake City. Winning designs will be publicly acknowledged and included on a plaque affixed to the built bus stop.

    Traditional public participation methods, such as town hall meetings and design charrettes, often involve relatively few voices in the decision-making process. The goal with Next Stop Design--as with all crowdsourced governing projects--is to draw in more voices by taking the process online. And though the realities of the so-called "digital divide" persist with any online process, crowdsourcing may still bring in a more diverse set of viewpoints than typically exists at town hall meetings. Finally, broadcasting the process online may attract innovative ideas from everyday Web users that might not have ever appeared in local face-to-face processes or among even large panels of experts.

    There is much potential for crowdsourcing in government, certainly as one of an array of social media methods quickly being embraced by all levels of government. President Obama has made his intentions with technology and transparency in government clear. His appointment of Beth Noveck, the New York Law School professor who launched Peer-to-Patent, as Deputy Chief Technology Officer for Open Government, makes his intentions very clear. I predict over the next two years we'll see in the U.S. a rapid proliferation of government by the crowd, for the crowd. Get ready to participate.

    Daren C. Brabham is a Ph.D. candidate and graduate teaching fellow in the Department of Communication at the University of Utah. His article, "Crowdsourcing as a Model for Problem Solving," appearing in a special issue of Convergence edited by Mark Deuze and Henry Jenkins, was among the first research articles published on the crowdsourcing model. Directed by Professor Joy Pierce, his dissertation makes the case for crowdsourcing in public problem solving contexts.

    The Struggle Over Local Media: An Interview With Eric Klinenberg (Part One)

    Earlier this summer, I moderated a panel on "News, Nerds and Nabes': How Will Future Generations of Americans Learn About the Local" as part of a conference which the MIT Center for Future Civic Media hosted for the Knight Foundation. My panelists were Alberto Ibargüen, president and CEO of the John S. and James L. Knight Foundation and Eric Klinenberg, professor of sociology at New York University and author of Fighting for Air:The Battle to Control America's Media. Our topic of discussion was the crisis in American local media -- particularly the decline in local newspapers. In this exchange, I tried to take panelists through core assumptions about the value of local media, the current threats it confronts, and possible scenarios through which citizens could play a more active role in reshaping the flow of information in their communities.

    Following from conversations we had at the conference, Klinenberg agreed to be interviewed for this blog. His book, Fighting for Air, emerged prior to the increased public visibility which has surrounded these issues and so it may not be fully on the radar of many invested in rethinking the infrastructure for civic media. I'd gotten to know Eric through our mutual participation in a series of conversations hosted by the Aspen Institute on media policy and was delighted to have the chance to share his perspective with the readers of this blog. In the conversation that follows, we not only discuss issues surrounding local media but also talk a little bit about the cultural politics of media reform.

    You published Fighting For Air almost two years ago. How would you evaluate the state of local media now as opposed to then?


    Let's start counter-intuitively, with some good news: There's actually strong demand for local news and information. We all know that paying subscribers of print newspapers are an endangered species, that fewer of us watch local news on TV, and that, except for a few public stations, local news and music on the radio died in the 1990s. But local content is flourishing online. For instance, no matter where you're reading this, odds are that the overall readership for your local paper is higher than it has been in years. The problem is that fewer of us are willing to pay for journalism, and now, as a consequence, stories that you may want or need to know are beginning to disappear.

    Some have faith that the supply of local reporters who do primary journalism will be replenished by new players in the emerging media eco-system. Today they can point to any number of innovative local news websites, from Crosscut to Voice of San Diego, which offer a glimpse of the world after newspapers. Others go further, arguing that the next generation of news outlets will be better than the one that is now dying off. After all, how many of us were satisfied with our local news options before the current media crisis?

    I'm not persuaded. At the very least, it would be hard to argue that bloggers and citizen journalists have already replaced the beat reporters who, not long ago, were the best watchdogs we had at the Statehouse, City Hall, the school system, the local business scene, and the like. And what a time to lose them! The federal government is spending trillions of dollars on an economic bailout and stimulus package, and much of this money will go directly to states, municipalities, or the private sector. Does anyone trust them to police themselves, especially now that so few reporters are covering them?

    I agree with David Simon (creator of The Wire), who recently told Congress that there's never been a better time to be a corrupt politician.

    Right now, the focus is on the closing or threatened closing of a number of local newspapers around the country. Yet, Fighting for Air situates this decline in local newspapers in a larger context where the consolidation of media ownership has also impacted local radio and television. To what extent is the current concern about newspapers linked to that larger set of trends?

    Directly. First of all, key elements of the journalism crisis pre-date the broader economic crisis. Take the loss of reporters. The layoffs started when big chains - Gannett is the classic example - began buying up papers throughout the country, driving out their smaller competitors (sometimes by violating antitrust law, as Fighting for Air reports), and then slashing their own editorial staffs to raise revenue. As monopolies, newspapers were fantastically lucrative, earning annual profit margins of 20, 30, or 40 percent, while the typical Fortune 500 company was getting a margin of 5 or 6 percent. The most entrepreneurial companies - Gannett, Tribune, and Knight Ridder, to name a few - went on feeding frenzies. They borrowed heavily to finance acquisitions of new papers, television stations, and all kinds of entertainment enterprises. They wanted to become giants, but to do so they had to load up with enormous debts.

    As we now know, many of the properties they acquired turned out to be losers. Today newspapers have plenty of competitors for revenue. They've lost most of their classifieds. Their advertisers are cutting back, or posting ads online at a fraction of the price they used to pay to be in print. Their audience is refusing to subscribe if they can get content for free. The local TV stations they purchased are also in trouble. And the industry's technological fantasy, that they could merge print, TV, and Internet reporters into efficient and more profitable multimedia operations, just hasn't panned out.

    The challenges of transforming newspaper companies for the digital age are formidable. The current economic climate is brutal, especially because the most reliable sources of newspaper ad dollars - car dealers, real estate developers, and department stores, to name a few - are all on life support. But what's driving newspaper companies over the edge is that they cannot just deal with these crises. They also have to service their crippling debts, and some just can't pull it off.

    Look at what's happened to the great newspaper chains: Knight Ridder is out of business. Tribune is bankrupt. Gannett may well follow. Even the New York Times is teetering. When we autopsy these great corporations, the rise of the Internet or the recession may well look like the primary causes of death. Less visible, but equally lethal, is the self-inflicted damage done by their own executives. They weren't satisfied to run newspapers. They wanted to run conglomerates. And now we are all paying the price.



    Throughout your book, you keep returning to the question of how local communities respond to disasters -- from storms to chemical leaks. Can you use that problem as an example to walk through some scenarios for how local communities may receive information in the future?

    Disasters have always shaped U.S. media policy. Miscommunication on the airwaves after the Titanic went down helped to inspire the nation's first broadcast regulations, and (as the opening of Fighting for Air reports a dramatic failure of communication after a toxic spill in Minot, North Dakota triggered the most important development in recent media policy history: the emergence of millions of media activists, who collectively helped block a radical de-regulatory push from President Bush's appointees on the FCC.

    Since the Cold War, the core public service responsibility of American broadcasters has involved issuing alerts during emergencies (who doesn't remember those radio announcements saying, "This is a test of the Emergency Broadcasting System. It is only a test"?), and then reporting on the aftermath. But that system has broken down, in part because of technological failures, and in part because digital voice tracking systems have replaced so many of the live human beings who once worked as radio reporters and DJs. Given our tempestuous climate, today all of us should know where we would turn for information if disaster strikes. But if the power goes out and your Internet service shuts down, what are you going to do?

    In theory, mobile communications technologies are ideal for circulating emergency alerts (with, say, a reverse 911 program) and urgent news items. In practice, however, they haven't worked because our communications infrastructure is so shoddy. If you were in New Orleans during Katrina or New York City on 9/11, you were much better served by a battery operated radio than by a cell phone. There are many lessons from these events, and one of them is that "securing the homeland" (as our federal officials like to say) is going to require a far greater investment in building an information infrastructure than we are currently making.

    Eric Klinenberg is Professor of Sociology at New York University. His first book, Heat Wave: A Social Autopsy of Disaster in Chicago, won six scholarly and literary prizes (as well as a Favorite Book section from the Chicago Tribune). A theatrical adaptation of Heat Wave premiered in Chicago in 2008, and a feature documentary based on the book is currently in production.

    Klinenberg's second book, Fighting for Air: The Battle to Control America's Media, was called "politically passionate and intellectually serious," (Columbia Journalism Review). Since its publication, he has testified before the Federal Communications Commission and briefed the U.S. Congress on his findings.

    Klinenberg is currently working on two new projects. One, a study of the problem of urban security, examines the rise of disaster expertise, the range of policy responses to emerging concerns about urban risk and vulnerability, and the challenge of cultivating a culture of preparedness. The other project is a multi-year study of the extraordinary rise in living alone. He reported on parts of this research in a recent story for NPR's This American Life, and is now working on a book, Alone in America, which will be published by The Penguin Press.

    In addition to his books and scholarly articles, Klinenberg runs the NYU Urban Studies seminar, and writes for popular publications such as The New York Times Magazine, Rolling Stone, The London Review of Books, The Nation, The Washington Post, Mother Jones, The Guardian, Le Monde Diplomatique, and Slate.

    Risks, Rights, and Responsibilities in the Digital Age: An Interview with Sonia Livingstone (Part Two)


    A real strength of your new book, Children and the Internet: Great Expectations and Challenging Realities, is that it combines ethnographic and statistical, qualitative and quantitative approaches. What does each add to our understanding of the issues? Why are they so seldom brought together in the same analysis?

    I'm glad you think this is a strength, as it's demanding to do, which may be why many don't do it. The simple answer is that I am committed to the view that qualitative work helps us understand a phenomenon from the perspective of those engaged in it, while quantitative work helps us understand how common, rare or distributed a phenomenon is.

    Personally, I was fortunate to have been trained in both approaches, starting out with a rigorous quantitative training before launching into a mixed methods PhD as a contribution to a highly qualitative field of audience research and cultural studies. While I don't argue that all researchers must do everything, I do hope that the insights of both qualitative and quantitative research can be recognised by all; as a field, it seems to me vital to bring these approaches together, even if across rather than within projects.



    You begin the book by noting the very different models of childhood which have emerged from psychological and sociological research. How can we reconcile these two paradigms to develop a better perspective on the relationship of youth to their surrounding society?

    I hope that the book takes us further in integrating psychological and sociological approaches, for I try to show how they can be complementary. Particularly, I rebut the somewhat stereotyped view that psychologists only consider individuals, and only consider children in terms of 'ages and stages', by pointing to a growing trend to follow Vygotsky's social and materialist psychology rather than the Piagetian approach, for this has much in common with today's thinking about the social nature of technology.

    However, this is something I'll continue to think about. It seems important to me, for instance, that few who study children and the internet really understand processes of age and development, tending still to treat all 'children' as equivalent, more comfortable in distinguishing ways that society approaches children of different ages than in distinguishing different approaches, understandings or abilities among children themselves.



    One tension which seems to be emerging in the field of youth and digital learning is between a focus on spectacular case studies which show the potentials of online learning and more mundane examples which show typical patterns of use. Where do you fall?

    Like many, I have been inspired and excited by the spectacular case studies. Yet when I interview children, or in my survey, I was far more struck by how many use the internet in a far more mundane manner, underusing its potential hugely, and often unexcited by what it could do. It was this that led me to urge that we see children's literacy in the context of technological affordances and legibilities. But it also shows to me the value of combining and contrasting insights from qualitative and quantitative work. The spectacular cases, of course, point out what could be the future for many children. The mundane realities, however, force the question - whose fault is it that many children don't use the internet in ways that we, or they, consider very exciting or demanding? It also forces the question, what can be done, something I attend to throughout the book, as I'm keen that we don't fall back into a disappointment that blames children themselves.
    As you note, there are "competing models" for thinking about what privacy means in this new information environment. How are young people sorting through these different models and making choices about their own disclosures of information?
    There's been a fair amount of adult dismay at how young people disclose personal, even intimate information online. In the book, I suggest there are several reasons for this. First, adolescence is a time of experimentation with identity and relationships, and not only is the internet admirably well suited to this but the offline environment is increasingly restrictive, with supervising teachers and worried parents constantly looking over their shoulders.

    Second, some of this disclosure is inadvertent - despite their pleasure in social networking, for instance, I found teenagers to struggle with the intricacies of privacy settings, partly because they are fearful of getting it wrong and partly because they are clumsily designed and ill-explained, with categories (e.g. top friends, everyone) that don't match the subtlety of youthful friendship categories.

    Third, adults are dismayed because they don't share the same sensibilities as young people. I haven't interviewed anyone who doesn't care who knows what about them, but I've interviewed many who think no-one will be interested and so they worry less about what they post, or who take care over what parents or friends can see but are not interested in the responses of perfect strangers.

    In other words, young people are operating with some slightly different conceptions of privacy, but certainly they want control over who knows what about them; it's just that they don't wish to hide everything, they can't always figure out how to reveal what to whom, and anyway they wish to experiment and take a few risks.



    You reviewed the literature on youth and civic engagement. What did you find? What do you see as the major factors blocking young people from getting more involved in the adult world of politics?

    I suggest here that some initiatives are motivated by the challenge of stimulating the alienated, while others assume young people to be already articulate and motivated but lacking structured opportunities to participate. Some aim to enable youth to realise their present rights while others focus instead on preparing them for their future responsibilities.

    These diverse motives may result in some confusion in mode of address, target group and, especially, form of participation being encouraged. Children I interview often misinterpret the invitation to engage being held out to them (online and offline) - they can be suspicious of who is inviting them to engage, quickly disappointed that if they do engage, there's often little response or recognition, and they can be concerned that to engage politically may change their image among their peers, for politics is often seen as 'boring' not 'cool'.

    In my survey, I found lots of instances where children and young people take the first step - visiting a civic website, signing a petition, showing an interest - but often these lead nowhere, and that seems to be because of the response from adult society. Hence, contrary to the popular discourses that blame young people for their apathy, lack of motivation or interest, I suggest that young people learn early that they are not listened to. Hoping that the internet can enable young people to 'have their say' thus misses the point, for they are not themselves listened to. This is a failure both of effective communication between young people and those who aim to engage them, and a failure of civic or political structures - of the social structures that sustain relations between established power and the polity.


    Sonia Livingstone is Professor in the Department of Media and Communications at the London School of Economics and Political Science. She is author or editor of fourteen books and many academic articles and chapters on media audiences, children and the internet, domestic contexts of media use and media literacy. Recent books include Audiences and Publics (2005), The Handbook of New Media (edited, with Leah Lievrouw, Sage, 2006), Media Consumption and Public Engagement (with Nick Couldry and Tim Markham, Palgrave, 2007) and The International Handbook of Children, Media and Culture (edited, with Kirsten Drotner, Sage, 2008). She was President of the International Communication Association 2007-8.

    If you've enjoyed this interview, you can hear Sonia Livingstone live and in person this summer at the 2009 Conference of the National Association for Media Literacy Education
    (NAMLE)to be held August 1-4 in Detroit, MI. Her keynote address for this biennial conference -- the nation's largest, oldest and most prestigious gathering of media literacy educators -- is scheduled for Monday, August 3 at 4:00 pm in the Book Cadillac Hotel in downtown Detroit.

    The conference - four days of non-stop professional development on topics such as teaching critical thinking, gaming, media production, literacy, social networking and more! -- will feature more than sixty events, including keynotes, workshops, screenings, special interest caucuses and roundtable discussions. Among the special events are the launch of the new online Journal of Media Literacy Education, the Modern Media Makers (M3) production camp for high school students, and a celebration of the 50th
    anniversary of Detroit's famous "Motown Sound."

    The conference theme, "Bridging Literacies: Critical Connections in a Digital World" speaks to the educational challenges facing teachers, schools and administrators in helping young people prepare for living all their lives in a 21st century culture. Complete details and online registration are available here.

    "Geeking Out" For Democracy (Part Two)

    A close look at the recent presidential election shows that young people are more politically engaged now than at any point since the end of the Vietnam War era. 54.5 percent of Americans ages 18 to 29 voted last November, constituting a larger proportion of the total electorate -- 18 percent -- then Putnam's bowlers, people 65-years-and-older (16 percent). The youth vote was a decisive factor in Obama's victories in several states, including Indiana, North Carolina, and possibly Florida. John Della Volpe, director of polling for the Harvard Institute of Politics, told U.S. News and World Reports that the desire to make the world a better place was "baked into the millennials' DNA" but "they just didn't believe they could do that by voting." Political scientist Lance Bennett has argued that unlike Putnam's bowlers, this generation's civic identities are not necessarily defined through notions of "duty" or through once-every-four-years rituals like voting; rather, he argues, they are drawn towards "consumerism, community volunteering, or transnational activism" as mechanisms through which to impact the larger society.

    The Obama campaign was able to create an ongoing relationship with these new voters, connecting across every available media platform. Log onto YouTube and Obama was there in political advertisements, news clips, comedy sketches, and music videos, some created by the campaign, some generated by his supporters. Pick up your mobile phone and Obama was there with text messages updating young voters daily. Go to Facebook and Obama was there, creating multiple ways for voters to affiliate with the campaign and each other. Pick up a video game controller and Obama was there, taking out advertisement space inside several popular games. Turn on your Tivo to watch a late night comedy news show and Obama and his people are there, recognizing that The Daily Show or Colbert are the places where young people go to learn more about current events. This new approach to politics came naturally to a candidate who has fought to be able to use his Blackberry and text-messaging as he enters the White House, who regularly listens to his iPod, who knows how to give a Vulcan salute, brags about reading Harry Potter books to his daughters, and who casually talks about catching up on news online. The Obama campaign asked young people to participate, gave them chances to express themselves, enabled them to connect with each other, and allowed them to feel some sense of emotional ownership over the political process.

    What has all of this to do with schools? Alas, frequently, very little.

    Let's imagine a learning ecology in which the youth acquires new information through all available channels and through every social encounter. The child learns through schools and after school programs; the child learns on their own through the home and family and through their social interactions with their peers. They learn through face to face encounters and through online communities. They learn through work and they learn through play. The skills they acquire through one space helps them master core content in another. Through the New Media Literacy project, we have been developing resources which can be deployed in the classroom, in afterschool programs, and in the home for self-learning, seeking a more integrated perspective on what it means to learn in a networked society. Yet, right now, most of our schools are closing their gates to those cultural practices and forms of informal learning that young people value outside the classroom and in the process, they may be abdicating their historic roles in fostering civic engagement.

    In a 2003 report, CIRCLE and the Carnegie Corporation of New York sought to document and analyze "the civic mission of schools." Historically, schools had been a key institution in fostering a sense of civic engagement. While their parents were bowling, their children were getting involved in student governments, editing the student newspaper, and discussing public affairs in their civics classes. The Civic Mission of Schools reports: "Long term studies of Americans show that those who participate in extracurricular activities in high school remain more civically engaged than their contemporaries even decades later.... A long tradition of research suggests that giving students more opportunities to participate in the management of their own classrooms and schools builds their civic skills and attitudes.....Recent evidence indicates that simulations of voting, trials, legislative deliberation, and diplomacy in schools can lead to heightened political knowledge and interest." Yet, the committee that authored the report ended up sharply divided about how realistic it was to imagine schools, as they are currently constituted, giving young people greater opportunities to participate in school governance or freedom to share their values and beliefs with each other. Student journalism programs are being defunded and in many cases, the content of the student newspaper is more tightly regulated than ever before. Schools no longer offer opportunities for students to actively debate public affairs out of fear of a push-back from politically sensitive parents.

    In reality, young people have much greater opportunities to learn these civic skills outside school, as they "hang out," "mess around," and "geek out" online. This may be why so many of them use social network sites as resources to expand their contact with their friends at school or why they feel such a greater sense of investment in their game guilds than in their student governments, or why they see YouTube as a better place to express themselves than the school literature magazine. Meanwhile, our schools are making it harder for teachers and students to integrate these materials into the classroom. Federal law has imposed mandatory filters on networked computers in schools and public libraries. There have been a series of attempts to pass legislation banning access to social network sites and blogging tools. Many teachers have told Project New Media Literacies that they can't access YouTube or other web 2.0 sites on their school computers. And the Student Press Law Center reports that a growing number of schools have taken disciplinary action against students because of things they've written on blogs published outside school hours, off school grounds, and through their own computers.

    In other words, rather than promoting the skills and ethical responsibilities that will enable more meaningful participation in future civic life, many schools have sought to close down opportunities to engage with these new technologies and cultural practices. Of course, many young people, as the Digital Youth Project discovered, work around these restrictions (and in the process, find one more reason to disobey the adults in their lives). Yet, many other young people have no opportunities to engage with these virtual worlds, to enter these social networks, on their own. These school policies have amplified the already serious participation gap that separates information-haves and have-nots. Those students who have the richest online lives are being stripped of their best modes of learning as they pass into the schoolhouse and those who have limited experiences outside of classroom hours are being left further behind. And all of them are being told two things: that what they do in their online lives has nothing to do with the things they are learning in school; and that what they are learning in school has little or nothing of value to contribute to who they are once the bell rings.

    One of the goals of Project New Media Literacies has been to bring this participatory culture into the classroom as a key first step towards fostering a more participatory democracy . This isn't a matter of making school more "entertaining" or dealing with wavering student attention. It has to do with modeling powerful new forms of civic life and learning, of helping young people acquire skills that they are going to need to enter the workplace, to participate in public policy debates, to express themselves creatively, and to change the world. As we are doing this work, we are bumping up, again and again, against constraints which make it impossible for even the most determined, dedicated, and informed teachers to bring many of these technologies and cultural practices into their classrooms. It isn't simply that young people know more about Facebook than their teachers; it is that for the past decade, schools have sought to insulate themselves from these sites of potential disruption and transformation, hermetically sealing themselves off from these social networks and from the mechanisms of participatory culture. The first we can overcome through better teacher training, but the second is going to require us to rethink basic school policies if schools are going to pursue their traditional civic missions in ways that enhance these new forms of citizenly engagement.

    This article was written for Threshold Magazine's special issue on "Learning in a Participatory Culture." Read more about Project New Media Literacies here.

    "Geeking Out" For Democracy (Part One)

    On the eve of our conference at MIT on "Learning in a Participatory Culture," Cable in the Classroom has joined forces with Project New Media Literacies to edit a special issue of Threshold which centers on the work we've been doing and the vision behind it. Among the features are a wonderful graphic showing the new learning environment and how informal, individual, and school based learning can work together to reinforce the core social skills and cultural competencies we've been discussing; a transcribed conversation with Benjamin Stokes, Daniel T. Hickey, Barry Joseph, John Palfrey, and myself about the challenges and opportunities surrounding bringing new media into the classroom; James Bosco adopting a school reform perspective on these issues; and a range of pieces by the core researchers on our team describing what happened when we introduced some of our materials into schools or after school programs.

    If you wanted to attend the conference but just couldn't make it to Cambridge, you can follow along through the live webcasts of the event. Check here for details.

    Over the next few weeks, I am going to be showcasing the work of Project New Media Literacies and introducing you to some of our curricular materials which are just now going public. Along the way, you will get a chance to read several pieces from the Threshold magazine, including one from our award-winning research director Erin Reilly, get some reflections from some of our students about how they learned about and through popular culture, and learn about how spreadability may impact education. Today and next time, I will be running the essay which I wrote for the magazine, which maps the ways I am starting to think about the relationship between participatory culture and participatory democracy.

    And if that's not enough New Media Literacies thinking for you, check out this great podcast put together by Barry Joseph and others at Global Kids, one of our research partners, which includes a conversation between Mimi Ito and myself and an interview with Constance Steinkuehler.

    "Geeking Out" For Democracy
    by Henry Jenkins


    In his book, Bowling Alone, sociologist Robert Putnam suggests that many members of the post-WWII generation discovered civic engagement at the local bowling alley. The bowling alley was a place where people gathered regularly not simply to play together, but talk about the personal and collective interests of the community, to form social ties and identify common interests. In a classic narrative of cultural decline, Putnam blames television for eroding these strong social ties, resulting in a world where people spent more time isolated in their homes and less time participating in shared activities with the larger community.

    But what does civic engagement look like in the age of Facebook, YouTube, and World of Warcraft? All of these new platforms are reconnecting home-based media with larger communities, bridging between our public and private lives. All offer us a way to move from media consumption towards cultural participation.

    During a recent visit in Santiago, I sat down with Chilean national Senator Fernando Flores Labra who believes that the guild structure in the massively multiplayer video game, World of Warcraft, offers an important training ground for the next generation of business and political leaders. (Guilds are affiliations of players who work together towards a common cause, such as battling the monsters or overcoming other enemies in the sword-and-sorcery realm depicted in the game.) The middle aged Labra, with his slicked back hair, his paunchy midsection, and his well-pressed suits, is probably not what you expect a World of Warcraft player to look like. Yet, he's someone who has spent, by his own estimate, "thousands of hours playing these games, with hundreds of people, of all ages, all over the world."

    Labra recently invited leading business and political leaders to come together and learn more about such games, explaining: "I am convinced that these technologies can be excellent laboratories for learning the practices, skills and ethics required to succeed in today's global environment, where people are increasingly required to interact with people all over the world, but still have a hard time working with their colleagues in the office next door, never mind with their new colleagues, whom they have never met, on the other side of the world. If an organization is to survive and thrive in today's era of globalization, its leaders must ensure that members of their organization become experts in operational coordination among geographically and culturally diverse groups; build and cultivate trust among their various stakeholders, including their employees, their customers and their investors, all of whom may be culturally and geographically diverse; cultivate people that are able to act with leadership in an era of rapid and constant change."

    Playing World of Warcraft requires the mobilization of a large number of participants and the coordination of efforts across a range of different skill groups. Experienced players find themselves logging into the game not simply because they want to play but because they feel an obligation to the other players. Participants often network outside the game space to coordinate their efforts and soon find themselves discussing a much broader range of topics (much like Putnam's bowlers). Participants develop and deploy tools which allow them to manage complex data sets and monitor their own performances. And the guild leadership, many of whom are still in their teens, learn to deal with their team member's complex motivations and sometimes conflicting personalities.

    Whatever these folks are doing, they are not "bowling alone." If Putnam's correct, bowling was more than a game for post-war citizens, and World of Warcraft is more than a game for many students in your classrooms.

    But let's take it a step further. Game guilds and other kinds of social networks are as central to what we mean by civic engagement in the 21st century as civic organizations were to the community life of the 20th century. If bowling helped connect citizens at the geographically local level, these new kinds of communities bring people together from diverse backgrounds, including adults and youths, and across geographically dispersed communities. Such dispersed social ties are valuable in a world where the average American moves once every four or five years, often across regions, and where many of us find ourselves needing to interact with colleagues around the planet.

    I use the term "participatory culture" to describe the new kinds of social and creative activities which have emerged in a networked society. A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another. Participatory culture shifts the focus of literacy from one of individual expression to community involvement.

    The work we are doing through the MacArthur Foundation's emerging Digital Media and Learning Initiative, a network of scholars, educators, and activists , starts from the premise that these new media platforms represent important sites of informal learning. The time young people spend, outside the classroom, engaging with these new forms of cultural experience foster real benefits in terms of their mastering of core social skills and cultural competencies (the New Media Literacies) they are going to be deploying for years to come. While much has been said about why 21st century skills are essential for the contemporary workplace, they are also valuable in preparing young people for future roles in the arts, politics, and community life. Learning how to navigate social networks or produce media may result in a sense of greater personal empowerment across all aspects of youth's lives.

    In a recent report, documenting a multi-year, multi-site ethnographic study of young people's lives on and off line, the Digital Youth Project suggests three potential modes of engagement which shape young people's participation in these online communities. First, many young people go on line to "hang out" with friends they already know from schools and their neighborhoods. Second, they may "mess around" with programs, tools, and platforms, just to see what they can do. And third, they may "geek out" as fans, bloggers, and gamers, digging deep into an area of intense interest to them, moving beyond their local community to connect with others who share their passions. The Digital Youth Project argues that each of these modes encourages young people to master core technical competencies, yet they may also do some of the things that Putnam ascribed to the bowling leagues of the 1950s -- they strengthen social bonds, they create shared experiences, they encourage conversations, and they provide a starting point for other civic activities.

    For the past few decades, we've increasingly talked about those people who have been most invested in public policy as "wonks," a term implying that our civic and political life has increasingly been left to the experts, something to be discussed in specialized language. When a policy wonk speaks, most of us come away very impressed by how much the wonk knows but also a little bit depressed about how little we know. It's a language which encourages us to entrust more control over our lives to Big Brother and Sister, but which has turned many of us off to the idea of getting involved. But what if more of us had the chance to "geek out" about politics? What if we could create points of entry where young people saw the affairs of government as vitally linked to the practices of their everyday lives? "Geeking out" is empowering; it motivates our participation and in a world of social networks, pushes us to find others who share our passions. If being a "wonk" is about what you know, being a "geek" involves an ongoing process of sharing information and working through problems with others. Being a political "geek" involves taking on greater responsibility for solving your own problems, working as a member of a larger community, whether one defined in geographic terms or through shared interests.

    Maybe "geeking out" about politics is key to fostering a more participatory democracy, one whose success is measured not simply by increases in voting (which we've started to see over the past few election cycles) but also increased volunteerism (which shows up in survey after survey of younger Americans), increased awareness of current events, increased responsibility for each other, and increased participation in public debates about the directions our society is taking. "Geeking out" might mean we think about civic engagement as a life style rather than as a special event.

    We still have a lot to learn about how someone moves from involvement in participatory culture towards greater engagement with participatory democracy. But so far, there are some promising results when organizations seek to mobilize our emerging roles as fans, bloggers, and gamers. Consider, for example, the case of the HP Alliance, an organization created by Andrew Slack, a 20-something activist and stand up comic, who saw the Harry Potter books as potential resources for mobilizing young people to make a difference in the world. Slack argues that J.K. Rowling's novels have taught a generation to read and write (through fan fiction) and now it has the potential to help many of those young people cross-over into participation in the public sphere. Creating what he describes as "Dumbledore's Army" for the real world, the HP Alliance uses the story of a young man who questioned authority, organized his classmates, and battled evil to get young people connected with a range of human rights organization. Slack works closely with Wizard Rock bands, who perform at fan conventions, record their music as mp3s, and distribute it via social network sites and podcasts. He works with the people who run Harry Potter fan websites and blogs to help spread the word to the larger fan community. So far, the HP Alliance has moved more than 100,000 people, many of them teens, to contribute to the struggles against genocide in Darfur or the battles for worker's rights at Wal-Mart or the campaign against Proposition 8 in California.

    Many parents and educators grumble about this generation's lack of motivation or commitment, describing them as too busy playing computer games to get involved in their communities. For some teens, this may be sadly true. But, Global Kids, a New York organization, has been using Second Life to bring together youth leaders from around the world and to give them a playground through which they can imagine and stage solutions to real world problems. Global Kids, for example, used machinima -- a practice by which game engines are deployed to create real time digital animation -- to document the story of a child soldier in Uganda and circulate it via YouTube and other platforms to call attention to the plight of youth in the developing world. Much like the HP Alliance, Global Kids is modeling ways we can bridge between participatory culture and participatory democracy.

    Critical Information Studies For a Participatory Culture (Part Two)

    One of the most productive things to come out of the University of Virginia conference was some rapproachment between political economy (which dominates the current media reform movement) and cultural studies (which has been much more closely associated with the participatory culture paradigm). The cliche is that political economy is all structure and no agency and cultural studies is all agency and no structure. We are, as Robert McChesney suggests, at a "critical juncture" because there are structures and constraints which could be locked down, resources that can be lost, and rich potentials which are fragile. In such a time, we need to look at both agency and structure and so we need to end the theoretical conflict in favor of identifying shared goals -- working together when we can, working separately but in parallel where our goals and tactics differ, but wasting little time on squabbles on the borders between fields. I learned more from conference participants about what steps had already been taken within the media reform movement to embrace some of these same principles. What follows might be described as a partial agenda for media reform from the perspective of participatory culture, one which looks at those factors which block the full achievement of my ideals of a more participatory society.

    "The Only Thing We Have to Fear is Fear Itself": Right now, much of our public policy is being fueled by fear and anxiety about cultural change. There is a gender dimension to this politics of fear -- we fear our sons (through anxieties about media effects, school shootings, and video game violence) and for our daughters (through anxieties about sexual molestation through social networking sites or sexual exposure through content-sharing sights). Such fears surfaced in response to recent efforts by the Internet Safety Technical Taskforce to shift the terms of the debate about youth's digital access. The group dared to question the "sexual predator" myths which currently shape public policies, only to become the target of aggressive smears by sensationalistic news, cultural warriors, and political leaders, who have found fear-mongering a productive strategy for raising money, capturing eyeballs, and mobilizing voters. As Anne Collier (Netfamilynews) recently suggested, people can not meaningfully participate in these emerging social and cultural structures if they are worried about their physical well being or emotional safety, yet safety concerns should not be deployed to block access and restrict participation. Rather, there is a need for education which stresses ethical responsibility and civic awareness; trained teachers and librarians need to help young people to grasp the potentials and route around the risks of online communication. Before we can make progress on most of the other policy issues here, we need to develop strategies for decreasing the role of ignorance and fear in public debates about new media.

    From Digital Divide to Participation Gap: For the past decade, there has been a concerted effort to wire schools and libraries as a means of overcoming the digital divide and insuring that every American child has access to networked computers. This ongoing struggle around technological access has brought about some real changes, but it has also revealed deeply cultural divides. The participation gap refers to these other social, cultural, and educational concerns which block full participation. Ellen Seiter, for example, has explored how inequalities in cultural capital undermine school-based programs for media education. Unequal access to free time outside of school and the workplace make it much harder for some to contribute content or participate in online communities than others. Much as the old "hidden curriculum" determined which young people did better in schools, the new "hidden curriculum" is shaping who feels empowered and entitled to participate.

    Remaking Schools: The MacArthur Foundation's Digital Media and Learning Initiative has brought together hundreds of researchers around the country who are seeking to reinvent public institutions (schools, libraries, museums) to reflect this alternative understanding of participatory culture. Mimi Ito, Michael Carter, Peter Lyman, and Barrie Thorne's Digital Youth Initiative has undertaken a large scale ethnographic study of the many different sites (inside and outside schools, inside and outside homes) through which young people connect with the online world and the kinds of informal learning which occurs through their friendship-based and interest-driven networks. Their project maps a "learning ecology" based on participatory culture principles yet many of the most valuable practices -- especially those which involve young people linking through social networks or producing and sharing media -- are blocked by federal and local educational policies. While schools and libraries may represent the best sites for overcoming the participation gap, they are often the most limited in their ability to access some of the key platforms -- from Flickr and YouTube to Ning and Wikipedia-- where these new cultural practices are emerging. As these insights get translated into curriculum and pedagogical practices through schools, we need to avoid narrowing this emphasis onto 21st Century Skills which prepare young people for the workplace rather than the model of expressive citizenship suggested by the MacArthur Foundation's emphasis on New Media Literacies. The reliance on standardized testing is in some cases shutting down the potentials for intervention through education and in other cases restricting our understanding of these new skills to only those which can be tested and measured.

    Rethinking Collective Intelligence:
    As writers like Yochai Benkler, Jane McGongel, Thomas Malone, Axel Bruns, and others have suggested, activities such as writing Wikipedia or solving Alternative Reality Games offer vivid examples of the ways that social networks may pool their resources, share their expertise, and solve problems more complex than any individual could imagine. O'Reilly's "Web 2.0" model, consciously or otherwise, blurs the line between Pierre Levy's notion of "collective intelligence" and James Surowiecki's "Wisdom of Crowds." Levy's model is deliberative, depending on people forming communities to work together towards shared ends, and he sees it as a cornerstone for any future vision of democracy in the digital era; Surowiecki's "Wisdom of Crowds" is aggregative, relying on a model of a market driven by individual consumer choices. Needless to say, the "wisdom of the crowds" model is proving much easier to assimilate into corporate logic since it still relies on the autonomous and isolated consumer rather than a recognition of the collective bargaining potential of networked publics. We need to continue to push for alternative platforms and practices which embrace and explore the potential of collective intelligence so that we better understand what kinds of ethical, pedagogical, and political principles must be in place before we can realize new forms of citizenly engagement.

    Promoting Diversity:
    While expanding who has access to the means of cultural production and distribution has the potential to broaden the range of stories and ideas in circulation, other mechanisms are working to contain the diversity of the online world. As John McMurria has noted, the most visible content of many media-sharing sites tends to come from members of dominant groups, even as minority content continues to circulate within minority communities. Most models for user-moderation of content start from majoritarian principles with no commitment to diversity. Minority participation is intimidated through the hate speech which goes unregulated on the forums surrounding such sites. At the same time, writers like danah boyd and S. Craig Watkins are arguing that social networks act like gated communities, cementing existing social ties rather than broadening them. As people seek out "like minded individuals," social divisions in the real world are being mapped onto cyberspace, reinforcing cultural segregation along class and race lines. John Campbell has explored the ways that online affinity portrals, which claim to serve minority communities, serve the interests of advertisers for data mining and impression management more than they serve any identity politics agenda, further isolating minority participants from being able to speak to a more generalized audience. We might add to this more generalized concerns raised by Trebor Sholz and others about how social networks lock down our membership by making it hard to move our own data or friendship networks from one commercial site to another, suggesting that the segregation of cyberspace may be difficult to overcome.

    Reasserting Fair Use: As writers like Lawrence Lessig, Siva Vaidhyanathan, Jessica Litman, and others have suggested, struggles over intellectual property may be the most important legal battleground determining the future of participatory culture. While corporations are asserting a "crisis of copyright", seeking to police "digital "piracy," citizen groups are seeking to combat a "crisis of fair use" as the mechanisms of corporate copyright protection erode the ability of citizens to meaningfully quote from their culture. D.J. Spooky's Sound Unbound: Sampling Music and Culture brought together contemporary artists and media makers who saw remix and sample practices as central to their own artistic expression, undercutting the claim that such battles are being fought in the name of author's rights. The Center for Social Media has launched a series of "best practices" documents designed to help remix artists, documentary filmmakers, and media literacy teachers to identify and assert their fair use rights to build on the existing cultural reservoir. Sites like YouTomb are mapping the ways that web 2.0 platforms are responding to these corporate pressures, often by sending out "take down" notices to their contributors, which would stretch well beyond any existing legal understanding of copyright. And now, because these "take downs" are being automatically generated by the company itself, it is increasingly difficult for contributors to overturn them on the basis of fair use arguments. The Organization for Transformative Works has emerged from the fan world as a way of redefining fan practices as falling within the protections of fair use, creating a place where fans can turn when they receive cease and desist orders, while another grassroots organization, Tribute Is Not Theft, has been deploying YouTube itself as a platform to educate fellow contributors about their Fair Use rights and about the value of remix practices.

    Critiquing Free Labor
    : Tziana Terranova was among the first academic critics to call attention to the "free labor" model which remains implicit in O'Reilly's discussion of "Web 2.0." As one joke puts it, "we produce all the content, they make all the money." Talk of an "architecture of participation" masks over the often conflicting interests of grassroots media producers and the commercial platforms they increasingly rely upon for the distribution of their works. The lack of revenue sharing, for example, has been charged with further undercutting the economic base for independent media production, with outsourcing creative labor at the expense of jobs for industry professionals, and commodifying yet not protecting long-standing grassroots practices of cultural production which were historically based on gift economy models. Some are responding with the development of alternative platforms for distribution based on other kinds of political or economic models, whether those which Witness is developing for distributing videos produced by human rights activists or those being developed by the Organization for Transformative Works to protect the rights of fan media makers. Initially, it has been a struggle even to get a recognition that the creation of "user-generated content" should be understood as a form of creative labor as opposed to simply a new form of consumption or an alternative kind of play. As such, the debates over "free labor" represent the most visible part of a larger effort of consumers and citizens to reassert some of their rights in the face of web 2.0 companies, including increased scrutiny over terms of service, growing concerns about issues of privacy and surveilance, and expanded understanding of the consequences of ceding control and ownership of personal data more generally.

    Designing Civic Media:
    As the economic crisis deepens, American newspapers are folding, news media are tightening their budgets and reducing their coverage, and journalists are losing their jobs. While some have argued that we are moving from an age of informed citizens to one based on a more monitorial model, all of these discussions of civic engagement rest on having a source of reliable and meaningful information which can form the basis for our deliberations and collective actions. The idea that professional journalists will be replaced by a volunteer army of "citizen journalists" is profoundly misleading, even if citizens may deploy new technologies to serve other informational needs of their society. Talk about "citizen journalists" is like talk of "horseless carriages," an attempt to understand an emerging system by mapping it onto legacy technologies. American University's Center for Social Media, The Norman Lear Center at the University of Southern California, Harvard's Berkman Center, and MIT's Center for Future Civic Media, among others, are exploring alternative systems for the production and distribution of documentary, alternative resources which support community building and information sharing, and alternative tool sets which allow citizens to transform their society. Huma Yosuf's study of the use of civic media in Pakistan during the recent national emergency suggests that citizens can use these tools to work around censorship, to organize in the face of oppressive regimes, and to alert the outside world about what was happening in their country. Yet, in many cases, these alternative practices still rely on the raw materials provided by professional news coverage and thus we all need to be concerned about the health and independence of the news media.


    Thinking Globally:
    The emergence of new platforms for media sharing and social networking represent alternative models for thinking about the politics of globalization. Throughout the Bush years, when the American super power embraced a unilateral perspective on world affairs, a growing number of American young people were consuming media produced from outside our national borders, often by deploying illegal or semi-legal channels of distribution which connected them directly with fans from other parts of the world. Activists who in the future may be engaged with the politics around poverty, AIDS, environmentalism, energy, or Human Rights, may have first connected around the trade of anime, Bollywood films, telanovelas, or K-Dramas. The practices surrounding the circulation of such materials can be eye-opening as participants discover the protectionist policies and practices which block timely access to international media.

    Restructuring Activism:
    Many of the battles we are describing here are being fought by grassroots organizations framed according to new models of citizenship and activism which emerge from participatory culture. In his recent book, Dream:Re-Imagining Progressive Politics in an Age of Fantasy, Stephen Duncombe makes the case for a new model of social change which is playful and utopian, channels what we know as consumers as well as what we know as citizens, and embraces a more widely accessible language for discussing public policy. We can get a sense of what such a new model of activism might look like by examining movements like the HP Alliance which uses J.K. Rowling's Harry Potter franchise as a shared framework for discussing human rights and social justice issues or the Anonymous movement which deployed imagery from V for Vendetta to mobilize protests against the Church of Scientology. There's much we need to know about what this new kind of political discourse looks like, what its strengths and limits are, and whether it can effect meaningful change. How do we build a bridge between participatory culture and participatory democracy?

    In each of these debates, there is a need for critical theory which asks hard questions of emerging cultural practices. There is also a need for critical utopianism which explores the value of emerging models and proposes alternatives to current practices. There is a need for theory which deals abstractly with these shifts in cultural logic and there's a need for interventions which test the value of that theory through practice. There is a need for academic scholarship which trains the next generation and there's a need for conversations which overcomes the isolation between the various groups which are struggling over these issues. There is a need for people who stand outside the system throwing rocks and there's a need for people who can move into the boardrooms and engage in conversation with those in power. It is too easy to draw false divisions between these various causes, too hard to identify the common ground. I am hoping that this conference will allow for meaningful exchanges around these shared concerns.

    Sources

    The following might be a basic reading list for those of you wanting to understand more about media policy and participatory culture. Most of these names will be familiar to regular readers of this blog, though a few of them have recently been added to my own reading list and will figure in future posts.

    Benkler, Yochai (2006). The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven: Yale University Press.

    Bruns, Axel
    (2008). Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. London: Peter Lang.

    boyd, dana (2008). Taken Out of Context: American Teen Sociality in Networked Publics. PhD Dissertation. University of California-Berkeley, School of Information.

    Campbell, John Edward (2008). Virtually Home: The Commodification of Community in Cyberspace. Dissertation in Communication at University of Pennsylvania.

    Center for Social Media (2008). Code of Best Practices in Fair Use For Media Literacy Education.

    Center for Social Media (2008). Code of Best Practices in Fair Use For Online Video.

    Center for Social Media (2005). Documentary Filmmakers' Statement of Best Practices in Fair Use.

    Clark, Jessica and Pat Aufderheide (2009). Public Media 2.0: Dynamic, Engaged Publics. Washington DC: Center for Social Media.


    Collier, Anne
    (2009). "Social Media Literacy: The New Internet Safety," NetFamilyNews.

    Duncombe, Stephen (2007). Dream: Re-Imagining Progressive Politics in an Age of Fantasy. New York: New Press.


    Hyde, Lewis (2007). The Gift: Creativity and The Artist in the Modern World. New York: Vintage.

    James, Carrie with Katie Davis, Andrea Flores, James M. Francis, Lindsey Pettingill, Margaret Rundle and Howard Gardner, "Young People, Ethics, and the New Digital Media."

    Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press.

    Jenkins, Henry,Xiaochang Li, and Ana Domb Krauskopf With Joshua Green (2009). "If It Doesn't Spread, It's Dead." Confessions of an Aca-Fan.

    Jenkins, Henry with Ravi Purushatma, Katherine Clinton, Margaret Weigel, and Alice Robison,Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century.

    Lessig, Lawrence (2005). Free Culture: The Nature and Future of Creativity. New York: Penquin.

    Levy, Pierre (1999). Collective Intelligence: Mankind's Emerging World in Cyberspace. New York: Basic.

    Litman, Jessica (2006). Digital Copyright. New York: Prometheus.

    Lyman, Peter, Mizuko Ito, Barrie Thorne, and Michael Carter, Hanging Out, Messing Around, And Geeking Out: Kids Living and Learning With New Media. Cambridge: MIT Press/MacArthur Foundation, 2009.


    Malone, Thomas (2004). The Future of Work: How the New Order of Business Will Shape Your Organization, Your Management Style and Your Life. Cambridge: Harvard Business Review.

    McGonigel, Jane
    (2008). "Why I Love Bees: A Case Study in Collective Intelligence Gaming" in Katie Salens (ed.), The Ecology of Games: Connecting Youth, Games, and Learning.Cambridge: MIT Press/MacArthur Foundation.


    McMurria, John (2006 ). "The Youtube Community,"

    Miller, Paul (2008). Sound Unbound: Sampling Music and Culture. Cambridge: MIT Press.

    O'Reilly, Tim (2005)."What is Web 2.0: Design Patterns and Business Models for the Next Generation of Software."

    Seiter, Ellen (2008)
    . "Practicing at Home: Computers, Pianos, and Cultural Capital" in Tara McPherson (ed.), Digital Youth, Innovation and the Unexpected. Cambridge:MIT Press/MacArthur Foundation.

    Sennett, Richard (2009). The Craftsman. New Haven: Yale University Press.

    Scholz, Trebor (2006). "Collaboration and Collective Intelligence." Panel organized as part of the Media in Transition conference at MIT.

    Sureicki, James (2005). The Wisdom of Crowds. New York: Anchor.

    Terranova, Tizianna (2004). Network Culture: Politics for the Information Age. London: Pluto Press.

    Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York: New York University Press.

    Yusuf, Huma (2009). Old and New Media: Converging During the Pakistan Emergency (March 2007-February 2008, Center for Future Civic Media.

    Watkins, S. Craig (Forthcoming). The Young and the Digital. Boston: Beacon Press.

    Critical Information Studies For a Participatory Culture (Part One)

    Last Saturday, I spoke at a conference being organized by the Media Studies Program at the University of Virginia, Connections: The Future of Media Studies. Among the others speaking were Jeff Alexander, Michael Delli Carpini, Henry Jenkins, Eric Klinenberg, Marwan Kraidy, Sonia Livingstone, Robert McChesney, Paddy Scannell, Jonathan Sterne, Lisa Gitelman, and Eszter Hargittal.

    I thought I would share my remarks for the "critical information studies" panel through the blog since they represent a pretty good summary of some of the things I've been thinking about and working on over the past few years.


    Tim O'Reilly's concept of "web 2.0" was first promoted at a 2004 conference of key industry leaders and later spread via his "What is Web 2.0" essay. "Web 2.0" has become increasingly institutionalized as the definitive account of the business plans and cultural practices defining the digital realm in the early 21st century. O'Reilly's concept is now spreading into discussions about politics and government, education, and grassroots cultural practices, becoming increasingly defused as it travels. There have been surprisingly few attempts to seriously understand its core assumptions or propose other models for describing the shifting relations between media producers and consumers.

    O'Reilly's original essay encoded the "best practices" of those companies (Amazon, Yahoo, Google, among them) which had survived the dotcom meltdown, offering advice for venture capitalists and entrepreneurs who wanted to seize the next new business opportunity. O'Reilly describes a world where companies are able to "harness the collective intelligence" and circulate "user-generated content" from their consumers, where the key component of any new digital service or platform involves designing an "architecture of participation," and where user-led innovation fuels the ongoing innovation and retooling of new technologies. The term, "Web 2.0" arrived just in time to offer a handy explanation for Wikipedia, YouTube, Second Life, Facebook, and Twitter.

    Initially, the discourse of "web 2.0" was embraced as offering a progressive alternative to the alienation of the consumer from the means of cultural production and circulation and these companies have been understood as enabling a more diverse media culture. Yet, over the past few years, struggles between users and owners (still operative distinctions in most web 2.0 companies), such as debates around FanLib (the attempt to commodify an existing participatory culture), Live Journal (the attempt to censor user-generated content), Facebook (shifts in privacy standards and the terms of service), and YouTube (automatic take-downs which impinge on fair use), are starting to reveal some of the contradictions and conflicts masked by O'Reilly's "architecture of participation."

    There is an urgent need for serious reflection on the core models of cultural production, distribution, ownership, and participation underlying "web 2.0." Almost everyone involved sees our culture as moving in a more participatory direction, yet struggles over web 2.0 will help to determine the terms of our participation.

    As we seek to complicate and modify the "web 2.0" model, academic theory needs to move beyond blunt critiques, which read these new developments as "business as usual" and reflect a knee-jerk distaste for consumerism, towards more nuanced accounts which understand the specific mechanisms being deployed and understands the public's stake in participation. The pitches of web 2.0 companies respond to real shifts in the ways that the general public understands their role in the culture or their political agency which need to be respected. The platforms represent a radical change in mechanisms for filtering and circulating media content which need to be acknowledged if we are to fully understand what's at risk in these discussions.

    At the same time, those of us who have long advocated for a more "participatory culture" need to better define our ideals and identify and confront those forces that threaten the achievement of those ideals. This should be a moment for renewed communication across theoretical paradigms and political perspectives so that we may frame cogent responses. As we learn from each other, we need to adopt a multifront perspective: offering critiques of the corporate web 2.0 model, shoring up the alternative grassroots model of participatory culture, promoting educational and political reforms which may empower more people to meaningfully participate in the production and circulation of culture.

    Theory -- both academic and vernacular -- becomes a key resource in these struggles, but only if we can build bridges between university researchers and those involved in other sites of media change. Academics need to be engaging with policy makers, media producers, fans, citizens, educators, and other constituencies who are part of the ongoing conversations which will redefine our cultural future. Right now, our theories are struggling to keep up with the change and falling far behind what's needed on the ground as people think through their own relationships to new cultural systems and emerging corporate practices.

    Across a range of recent projects, I have been returning to a term I coined very early in my career, participatory culture, and seeking to refine it into what might be considered an alternative model for understanding the shifts in cultural production and economic relations. "Web 2.0" is not the same thing as "participatory culture," though its promoters often seek to absorb grassroots expression fully into its business model. In Convergence Culture: Where Old and New Media Collide, I made the case that our current cultural landscape is being changed as much by bottom-up pressures from consumers and citizens as from top-down pressures from media conglomerates. Across the 20th century subcultural deployment of emerging technologies have paved the way for a greater public expectation that they will be able to meaningfully reshape the media they consume. The rise of digital networks is facilitating new forms of "collective intelligence" which are allowing groups of consumers to identify and pursue common interests. Alternative forms of cultural production, such as those surrounding fandom and other subcultural communities, are gaining much greater visibility as they move through emerging platforms. Skills acquired through participation in popular culture are spilling over into education, politics, and religion, reshaping the operations of other core institutions.

    In Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century, a white paper drafted for the MacArthur Foundation, I develop a framework for thinking about educational policy which reflects these changes, identifying eleven social skills and cultural competencies we believe need to be fully incorporated into educational practices if all young people are going to become full participants in this shifting media landscape. There, we offer one definition of participatory culture:

    "A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another. Participatory culture shifts the focus of literacy from one of individual expression to community involvement."

    More recently, I have been seeking to better understand the mechanisms by which consumers curate and circulate media content, rejecting current discussions of "viral media" (which hold onto a top-down model of cultural infection) in favor of an alternative model of "spreadability" (based on the active and self conscious agency of consumers who decide what content they want to "spread" through their social networks. This work argues that what I am calling participatory culture might best be understood in relation to ideas about the "gift economy" developed by Lewis Hyde in The Gift. "Web 2.0" might then be read in terms of negotiations around value and worth which occur at the intersections between commodity culture and the gift economy. Richard Sennett's recent book, The Craftsman, offers a rich account of how cultural labor has historically been motivated by forces other than pure profit, reflecting desires for personal achievement and expression and for a "job well done," which might help explain what motivates the pro-am productivity within our current digital economy.

    This new emphasis on "participatory culture" represents a serious rethinking of the model of cultural resistance which dominated cultural studies in the 1980s and 1990s. Cultural resistance is based on the assumption that average citizens are largely locked outside of the process of cultural production and circulations; De Certeau's "tactics" (especially as elaborated through the work of John Fiske) were "survival mechanisms" which allowed us to negotiate a space for our own pleasures and meanings in a world where we mostly consumed content produced by corporate media; "poachers" in my early formulations were "rogue readers" whose very act of reading violated many of the rules set in place to police and organize culture. Increasingly, audience participation is factored into the business plans and are central to the design of media franchises; media companies alternatively seek to court and control an increasingly unruley audience as fans and other consumers recognize that collectively we exert much greater influence on the cultural agenda and are helping to generate the content that others are consuming.

    As consumers and citizens have taken media into their own hands, they are becoming more aware of the economic and legal mechanisms which might blunt their cultural influence and are defining strategies for using these new platforms in ways that promote their own interests rather than necessarily those of their corporate owners. In this new context, participation is not the same thing as resistance nor is it simply an alternative form of co-optation; rather, struggles occur in, around, and through participation which have no predetermined outcomes. Both producers and consumers may now be understood as "participants" in this new media ecology, while recognizing that they do so from positions of unequal power, resources, skills, access, and time.

    Next time: I will identify some of the core conflicts/issues which are shaping media policy and critical information studies in the early 21st century.

    Where Citizens Gather: An Interview with The Future of Public Media Project's Jessica Clark (Part Two)

    Today, we continue our discussion with Jessica Clark, co-author of Public Media 2.0, an important white paper recently issued by American University's Center for Social Media.

    What does your research suggest about the relative roles of professional media producers and Pro-Am media makers in the new ecology of public media?


    Professionally produced content is central to public media 2.0--right now, more people than ever are consuming and linking to newspapers and broadcast news sources. Some forms of public media are expensive to produce and difficult to make using only volunteer energy and resources: investigative journalism, long-form documentary, international coverage. Those should continue to be subsidized by taxpayers, by new business models for news, and by social entrepreneurs interested in supporting "double bottom line" projects.

    What's different in this new ecology is the way in which publics are using content. They are adopting roles up and down the production chain --funding news and information through projects like Spot.us, collaborating in investigations on sites like Talking Points Memo, reporting directly via mobile phone from war zones using tools like Ushahidi , analyzing and critiquing news sources at sites like NewsTrust and disseminating relevant content through social networks, Twitter, Digg, and many other channels. This fundamentally challenges the agenda-setting powers of legacy media, making it much harder to create and maintain an artificial consensus, a "conventional wisdom."

    Jay Rosen writes about this in a January Post on his PressThink blog titled "Audience Atomization Overcome: Why the Internet Weakens the Authority of the Press."

    In the age of mass media, the press was able to define the sphere of legitimate debate with relative ease because the people on the receiving end were atomized--meaning they were connected to BigMedia but not across to each other. But today one of the biggest factors changing our world is the falling cost for like-minded people to locate each other, share information, trade impressions and realize their number. Among the first things they may do is establish that the echosphere of legitimate debate as defined by journalists doesn't match up with their own definition.

    In the past there was nowhere for this kind of sentiment to go. Now it collects, solidifies and expresses itself online. Bloggers tap into it to gain a following and serve demand. Journalists call this the echo chamber, which is their way of downgrading it as a reliable source. But what's really happening is that the authority of the press to assume consensus, define deviance and set the terms for legitimate debate is weaker when people can connect horizontally around and about the news.

    We can see this expansion of public dialogue in action via new tools for visualizing connections and authority online. One really fun tool is the Political Video Barometer, designed by Morningside Analytics. This shows the dissemination of online videos across the spectrum of the political blogosphere. Some of these videos are clips from mainstream media, some are produced by advocacy groups, some by individuals. Some are strident, some are artistic, some are snarky. The range of expression and debate is wider than we got used to seeing on TV, but now these new forms of communication are expanding the boundaries of legitimate public discourse.



    You note that public media is "rarely loved," yet participatory culture is passion driven. How can you build the base of support for public media in the absence of the passions that fuel other kinds of fan culture?

    Audiences are actually passionately loyal to public broadcasting, and for many it's the most trusted source for news. Politicians sometimes love it less, because it can generate controversy or cast a critical eye. The main problem is that many of the programs and stations haven't kept up with either technological changes or shifts in tone over the last two decades. It's hard to make the case that public broadcasting, especially PBS, serves the whole country adequately--the programs tend to appeal to the very young and those approaching or enjoying retirement. Finding ways to connect with people's civic passions through new platforms and new voices will be paramount if public media is to maintain a broad base of support as its core audiences age. The idea that the populace at large is apathetic is not only wrong, it's condescending; by opening up and innovating, public broadcasting can evolve into public media 2.0.

    Does Public Media 2.0 rest on the assumption of a generalized public or do the same arguments apply to smaller scale niche audiences and social networks?

    We think the concept of a generalized public is a fiction perpetrated by pollsters and demagogues. Not only are there very few issues that engage the entire adult population of a country, but in our framework, publics can form across national boundaries, and in places that don't yet have stable democratic governments. For example, online censorship is an issue that mobilizes a discrete but impassioned group of people around the world. The Global Voices Access Denied Map is an example of public media 2.0 dealing with that issue. Here's how they describe it:

    The Access Denied Map will lead interested readers to content that enables them to support anti-censorship movements and keeps readers abreast of the filtering situation in various parts of the world. It will also facilitate collaboration between activists, allowing them to find each other, share tactics and strategies and experiences.

    So, public media 2.0 definitely applies to niche audiences and social networks. In our definition, we privilege debate over partisanship. The idea isn't to make media that attracts a group of like-minded users around an issue or a figure--what you note as "pools" or "hubss" in the terminology of Lara Lee from Jump Associates. It's to offer up high-quality content around an issue and provide contexts/platforms that allow people to grapple with it.

    A public is also distinct from a "community," which might form casually through physical proximity or shared interests. Publics can rise out of communities, but are more pointed.


    Your report defines public media around primarily political and civic functions, yet public broadcasting has tended to define its mission much more around cultural programming--in part because of the ideological climate around its funding process. Does the new media environment free media producers to embrace a more explicitly
    political mission?

    Right now what we're terming public media 2.0 is in its "first two minutes"--many projects are taking place outside of the context of federally funded outlets or production companies, which means they can be as political as is appropriate to the issues being tackled. In the future, separating the funding and production of content from that of online engagement will help to heat-shield public media 2.0 from political attacks. If publics themselves are producing, curating and discussing content, it's harder to unilaterally dismiss them as biased or hegemonic. Individual discussions and projects might draw fire from partisans, but the idea is to create contexts and platforms that allow users from across the political spectrum to access and engage with reliable information. The result will be more wide-ranging, honest and authentic interactions. Of course, there will be flame wars, commercial incursions, and propaganda in the mix. But those existed in the analog world too. We're still early in the process of negotiating new standards and rules for open media, but we'll get there.

    A range of explicit policies will be needed to support public media 2.0. These range from infrastructure policies (net neutrality, universal broadband access), to support for content (via taxpayer funding and tax incentives), to copyright reforms (for instance,
    making it easier to use copyrighted works when you can't find the author, or orphan works) and copyright education (for instance around the utility of fair use), and support for public engagement and media literacy.

    Some forms of public media have historically been paternalistic-- giving people what they think is good for them rather than commercial culture's desire to give people who they desire. There are all kinds of problems for this framing, but in so far as this stereotype has some truth, how do we shift this mindset to embrace much greater public participation in framing issues and shaping content? Are most of the current public media producers ready to embrace the kind of relationship to the public you describe here?

    We're seeing all kinds of interesting experiments within traditional public broadcasting, many of which we document in our white paper. There is also a long-running strain of participatory media in public media, as embodied in projects like StoryCorps or This I Believe. Sharing significant cultural and social experiences, crafting personal narratives, capturing reality in all of its bumpy, quirky texture-- these are all impulses intrinsic to oral history and documentary, practices central to legacy public media. The difference now is that people can participate directly in producing public media 2.0.


    Jessica Clark is the research director of the Center for Social Media at American University, where she heads up the Future of Public Media project. She is currently working on a book about the evolution of the progressive media sector with Tracy Van Slyke of The Media Consortium. Together they edit a related blog, Build the Echo. She is also the editor-at-large for In These Times, an award-winning monthly magazine of progressive news, analysis and cultural reporting.

    Where Citizens Gather: An Interview with The Future of Public Media Project's Jessica Clark (Part One)

    Amidst all of the dire talk these days about the fate of the American newspaper, the Center for Social Media at American University has issued an important white paper exploring the future of public media more generally. When most of us think about "public media" these days, we are most likely to be talking about Public Broadcasting, where the Public refers as much to Public Funding as it refers to any conception of the Public Sphere. The report, Public Media 2.0, embraces the affordances and practices of an era of participatory culture and social networks to identify strategies for public media which emphasize its capacity to attract and mobilize publics. This reframing of the issues shows ways that we can expand who produces and who consumes public media, taking advantage of new stakeholders -- independent media producers, engaged online communities -- who have not always felt well served by the increasingly conservative fair on offer from public broadcasting.

    After several decades of getting caught in the crossfire of culture war politics, PBS and NPR sometimes seem a bit gun shy. The new report suggests ways that we can use emerging technologies and practices to enable a more rigorous discussion of public policy, one which bridges across generational gaps and racial divides a like. Public Media 2.0 imagines ways that civic discussions can engage people like my students who are much more likely to seek out information via The Daily Show than Washington Week in Review.

    My hope is that this report will spark informed discussion across a range of different publics and in that spirit, I am presenting over the next two installments an interview with Jessica Clark, the director of the Future of Public Media Project and one of the two primary authors (along with Pat Aufderheide) of the report.

    Can you share your definition of Public Media 2.0? How does it differ from what you are calling "legacy media"? What are the biggest factors shaping this change?

    "Legacy media" is top-down, one-to-many media: print, television, radio, even static web pages. We're advancing a more dynamic, relevant definition of public media--one that's participatory, focused on informing and mobilizing publics around shared issues.

    "Publics" can be a slippery term: we don't simply mean audiences, or the general populace (i.e. "the public interest"). Instead, it's a term based on the work of theorists like John Dewey and JÃrgen Habermas, who suggest that media are intrinsic to democracy itself. Publics are what keep the powers-that-be accountable--government, corporate or other--by investigating them, discussing them, and deliberating about how to deal with them. Publics are networks of people--often ad hoc, sometimes organized--with a shared civic purpose. Media content, tools and platforms are needed for publics to form, because face-to-face communication is too inefficient--especially now that we all operate within a global economy.

    Typically, legacy public media have been contained in noncommercial zones within the commercially defined media system: public broadcasting, cable access, satellite TV set-asides. But in our white paper, we note, "The open digital environment holds out the promise of a new framework for creating and supporting public media--one that prioritizes the creation of publics, moving beyond representation and into direct participation.This is the kind of media that political philosophers have longed for." In other words, Web 2.0 platforms are fantastic vehicles for democratic communication and action. Voila: public media 2.0.

    If you think of public broadcasting as the Pachelbel canon (again), Wayne's World and Antiques Road Show, then the concept of public media as an active process of forming, informing and organizing publics may seem like a completely different animal. But really, our definition isn't that far from the original goals for public broadcasting.

    When he signed the Public Broadcasting Act in 1967, Lyndon Johnson said "At its best, public television would help make our Nation a replica of the old Greek marketplace, where public affairs took place in view of all the citizens." We're seeing glimmers of that with the promises that the new administration has made about government transparency, but also in the work that bloggers and open government activists do to haul controversial documents out into the open and debate them online. (See the Sunlight Labs for examples).

    Johnson also said "I think we must consider new ways to build a great network for knowledge--not just a broadcast system, but one that employs every means of sending and storing information that the individual can use." We've got that capacity now, and are continually adding both old and new content. The challenge is making sure that
    citizens can retain access to that network, and learn how to use it creatively and responsibly.


    What lessons can we take from the 2008 election in terms of understanding the public's desire for new forms of information and new modes of participation?

    This election demonstrated both the power and the appeal of participatory, digital communication. A campaign is a very instrumental way to use Web 2.0 technology. Its goals are simple--get users to identify with the candidate, pony up cash, and turn out voters. Having such focused goals makes it easier to measure outcomes: dollars raised, districts won. But the campaign's outreach strategy had a qualitative impact too: an increased sense of hope and connection that's still translating now into widespread trust that Barack Obama can get us out of the fix we're in. For a number of reasons, Obama is very easy for people to relate to--he's equable, not entirely white or black, Midwestern (recently at least), he doesn't come from a privileged background, he's got a family that he clearly loves, and a sense of humor. But what's more, Web 2.0 tools allowed voters to relate to one another. Participatory platforms facilitate identification; as Kurt Vonnegut noted, "Many people need desperately to receive this message: 'I feel and think much as you do, care about many of the things you care about, although most people do not care about them. You are not alone.' "

    Public media 2.0 will allow for even richer, more complex interactions around a variety of issues and events--from the financial crisis to environmental issues to gay marriage and well beyond. Users are already crazy about participatory platforms--in the white paper we identify five rising habits around media: choice, curation, conversation, collaboration and creation. Applying those habits to the issues that they care about creates new possibilities for connection, coproduction and investigation. My hope is that the election served as training wheels; that we'll all learn to go faster and farther with participatory practices.

    Under the Bush administration, several FCC chairmen have argued that the diversification of the media environment has rendered many traditional notions of public service media obsolete. Why do we need PBS when we have the History Channel, Discovery Channel, BBC America, Nickelodeon, etc? You seem to be making the case, though, that there are urgent needs for public media in this new media environment. How might you counter the diversity and plenitude arguments? What functions should public media play in this era of exploding media options?


    The primary goal for public media should be to support the formation of publics around issues. Given the radically disruptive ways our familiar economic and information regimes are shifting, it's more important than ever that people have reliable sources for learning, communicating and innovating around shared problems. Traditional forms of public media--educational content, journalism, documentary films, current affairs commentary, performing arts--can all play a role in this process, whether they are produced by commercial or noncommercial outlets.

    Scarcity of information is no longer the central problem. The pressing need now is for content and contexts that allow users to make sense of the multiple inputs. High-quality public media 2.0 projects set standards that make it clear where information is coming from, provide contexts for users to engage in civil discourse, and connect users with other relevant sources. They engage users directly in issues via interaction, problem solving, creation and imagination. Take World Without Oil, a multiplayer alternative reality game produced by the Independent Television Service (ITVS) that attracted almost 2,000 gamers from 40-plus countries. This is an example of the hybrid nature of public 2.0, in which content moves fluidly across noncommercial and commercial sites, across boundaries of professional and amateur producers, and from online to off. Participants submitted reactions to an eight-month energy crisis via privately owned social media sites, such as YouTube and Flickr--and made corresponding real-life changes, chronicled at the WWO Lives blog. As it turns out, many of the real-world reactions to the spike in oil prices mirrored the in-game reactions.

    Wikipedia provides another model for public media 2.0. It sets a context for interaction--a familiar form, the encyclopedia article. It sets standards for participation--the "neutral point of view" policy, which states "All Wikipedia articles and other encyclopedic content must be written from a neutral point of view, representing fairly, and as far as possible without bias, all significant views that have been published by reliable sources." Within those parameters, users debate the truths about contested issues. In the white paper, we write about the furor that erupted around Sarah Palin's entry when it was announced that she'd be John McCain's running mate. Someone involved with the campaign made a number of flattering changes to the Palin entry, and then others came in to correct them, setting off a firestorm of editing. In the past, this sort of debate would have been mediated by reporters and pundits. In this instance, it was hashed out by Wikipedia users directly, creating a coherent, crowdsourced entry and forming a public in the process.

    What's the government's role in ensuring that public media 2.0 can continue to evolve and flourish? We argue that there are two clear needs: support for content, and national coordination that will ensure stable, robust platforms for engagement around media. This doesn't mean that there will be some Big Brother overseeing users' conversations around issues, or that the national platform will be controlled from inside the Beltway. What it means is that we can't depend on commercial sites like YouTube and Twitter to indefinitely provide platforms for public engagement. We see the current system of public broadcasting stations as a possible scaffolding for a national network that has deep local roots and inputs from a variety of media sources outside of traditional public broadcasting, including citizen media makers. But they would need to transform their agenda, which currently is focused on delivering a broadcasting signal filled mostly with syndicated content, into an agenda focused on engaging people where they live, work and meet around issues of public importance. Decoupling content creation from engagement gives publics more power to dynamically form around issues that they identify as important, rather than being forced to respond to the agendas set by reporters, editors and newsmakers. We think this will help to increase the diversity of content and conversations, and to make public media 2.0 vital.



    Much research suggests that there's an age gap in terms of who consumes current public media (skewing older and older) but also in terms of who participates in the online world (skews younger). How might Public Media 2.0 be used to close the gap between these two demographics?


    Younger people are already creating many forms of public media 2.0-- they just don't call it that yet. We're hoping that giving this constellation of practices a name and a focus will help to create pipelines, networks and hubs for future generations of public media makers. One good example of this is the Public Radio Exchange (PRX), which provides an interface between independent and citizen radio producers and traditional public stations. They recently convinced the FCC that the public deserved a stake in satellite radio, given the merger of XM and Sirius. Now, PRX is starting to program a 24-hour satellite channel with content that moves well beyond the stereotypical NPR sound that many of us have grown up with and often like to mock. (See the NPR Dancers).
    .
    Another recent project that provides a segue between the old and new media worlds is Mojoco.org, a project of the National Black Programming Consortium, which is funded by the Corporation for Public Broadcasting. "Mojoco" is a short name for "Mobile Journalism Collective," and the project is designed to provide resources, tools and coproduction opportunities for "Mojos" interested in making new forms of public media.

    Add these sorts of projects--explicitly tied to legacy public media forms--to the new kinds of content being created by citizen makers such as those working with The Uptake, Global Voices or Current. Each of these media projects has produced content that made its way onto legacy print or broadcast platforms. Soon these distinctions will become meaningless, as more and more viewers of all generations are consuming converged content on mobile devices. Public media 2.0 will be one of the many choices a media consumer has, and will become particularly relevant in times of crisis, or moments of local/national/ global decisionmaking.



    Jessica Clark is the research director of the Center for Social Media at American University, where she heads up the Future of Public Media project. She is currently working on a book about the evolution of the progressive media sector with Tracy Van Slyke of The Media Consortium. Together they edit a related blog, Build the Echo. She is also the editor-at-large for In These Times, an award-winning monthly magazine of progressive news, analysis and cultural reporting.

    Locating Fair Use in the Space Between Fandom and the Art World (Part One)

    Earlier this year, I received the following account of the experiences of Stacia Yeapanis, a young artist who straddles the art world and fandom: she produces videos which appropriate footage from popular television shows for the purposes of critical commentary and artworks which use as fannish television shows or deploys The Sims game world as their raw materials.

    Her videos, produced for art installations, very much resemble those produced by female fan vidders. As an experiment, she posted one of her vids on YouTube to see how people would respond and as a consequence, she found herself confronting the mechanisms by which corporate media regulates the production and circulation of participatory culture.

    I found that her story raised important issues which I wanted to focus attention on through this blog. It came at a time when organizations like the Electronic Frontier Foundation have been raising concerns about YouTube policies to police content which push well beyond established norms in copyright protection and erode Fair Use rights of contributors. The EFF's Fred Von Lohmann posted some important critiques of YouTube's new practices in early February, including some recommendations which would have a big impact on the vidding world: "YouTube should fix the Content ID system. Now. The system should not remove videos unless there is a match between the video and audio tracks of a submitted fingerprint." While I have sometimes been critical of the EFF for adopting stances which undercut the Fair Use rights of fans, this time they are defending the rights of anyone to make transformative use of media content via videos.

    Today, I am sharing her story and her video. On Friday, I will be sharing response to the stories from others who have been on the front lines of the struggles over fair use and grassroots expression. I'm hoping this will spark some further discussions in fandom, in the art world, and in the circles that shaping intellectual property law.

    "Confessions of an Aca-Arta-Femi-Fan"
    By Stacia Yeapanis

    On December 1st, 2008, I received a takedown notice from YouTube in reference to my first fanvid "We Have a Right to Be Angry." Fox Broadcasting had blocked the video using an automated video ID system that identifies copyrighted content. After much anxiety, I removed my video on December 5th.

    In "We Have a Right to be Angry" I appropriate footage from Buffy the Vampire Slayer, Xena: Warrior Princess, and Charmed. It is edited to "Invincible" sung by Pat Benatar. By uniting the fictional feminist icons of my adult life, Buffy, Xena, and the Halliwell sisters, with a real-life feminist icon from my childhood, Pat Benatar, I explore my own complicated position as a feminist in contemporary society. The women in the video vacillate between running, lying low, and fighting back. As these women from different TV shows pass a sword around, they share collective power that extends beyond the boundaries of their fictional universes. They are fighting cultural patriarchy on its own terms and they are doing it together.

    During the 5 days between getting the notice and removing the video, I was extremely conflicted about what to do. As an appropriation artist, I already had a basic understanding of copyright law, and I believe my video falls under fair use. But I was only vaguely aware of the Digital Millennium Copyright Act (DMCA) and the takedown notice procedures. For example, YouTube did inform me that I had the option to dispute Fox's claim, but I didn't know how long I had to make this decision. If I took too long to consult an attorney, could the situation escalate to an official Cease and Desist letter? If I disputed based on the doctrine of fair use, would Fox back down or take me to court?

    I watched my own fanvid over and over again. It seemed to have the answers. In light of the takedown notice, a new meaning that was floating beneath the surface emerged for me. The video was always about the struggle of any feminized (read: marginalized or disadvantaged) group. It was about aggression and injustice. It was about collective power that takes place on many fronts. But now it is also a metaphor for the struggle over meaning between producers and consumers. Mass media corporations are clinging to rigid ways of thinking about who controls meaning and how meaning is made. The feminist icons in my video are now also fighting outdated copyright laws that have begun to prevent the free flow of culture. Their swords are metaphors for fair use. I felt that if I didn't dispute, I would be letting Buffy and the others down. I wanted to fight with them.

    At the same time I also began to worry about the difference between theory and practice. Theoretically, fanvids fall under fair use. Most legal scholars who are writing about fanvids in law reviews come to this conclusion, at least where the video is concerned. I would argue that even the uncut audio, which is more often assumed to be infringing, is transformed merely through juxtaposition with the video. But there don't seem to be any case precedents to this effect. Theoretically, appropriation art also falls under fair use. But as we learned from Rogers vs. Koons, conceptual art that rests on a foundation of postmodern theory does not fare well in court. Understanding appropriation art, like fanvids, it isn't a matter of intelligence. It's a matter of having specialized information and understanding how context affects meaning. The Art World is a subculture that is as misunderstood by non-members as Fandom is.

    In all of my research since the takedown notice, I have yet to find any discussion online about the shared interests of the Contemporary Art World, Media Fandom and Media Scholarship. Professional appropriation artists seem to have flown under the radar, except in cases when the artist begins to make a lot of money. The few cases I know of (Jeff Koons, Andy Warhol, Richard Prince) have all involved appropriation of printed images and only Koons actually had his day in court. (He lost.) At this stage in my research, I'm not aware of any cases involving appropriation art that uses video or audio. The distribution of contemporary art seems to still have the invisibility that fanvid distribution used to have before the advent of the Internet.

    I have this suspicion that if I just show my work inside the traditional gallery system, I will be safer from litigation. But if I want to reach across the boundaries of the art world and blur the line between mass-media culture and fine art by posting my work on YouTube, I better watch out. It's almost as if the law is barring me from pursuing hybridity. And that's really the foundation of my practice. My work is a synthesis of conceptual art, already a synthesis of cultural theory and art, and fandom. I'm responding to the ironic appropriation art of the '80s and '90s by adding my sincere Fandom into the mix in order to question cultural hierarchy (i.e. the idea that "high" culture is better or more important than "low" culture). If I can't appropriate, then I can't make my work.

    I removed the video from YouTube with the intention of arming myself. It was clear I wasn't quite ready for the big battle against the Big Bad. I want to be part of the movement for reform of copyright law, but there are two problems. One is financial. I don't have any money to go to court. Even if I were to win the case, the costs alone could have a devastating effect on my life. I am an emerging conceptual artist. That means I don't really get paid to make artwork at this point in my career. And two, I'm not sure if I could win. I fear that my hybrid position as artist/ fan and the fact that my art practice rests on conceptual, not visual, strategies would be detrimental to my case and to the cause.

    In the next 5 years, maybe this fear will seem absurd. Maybe by then, the law will have stretched itself to make room for the various cultural developments of the last 40 years, namely, postmodern theory and the destabilization of cultural hierarchy through appropriation art, fanvids and other forms of remix culture. In the meantime, it would be beneficial to have more conversation about the parallel development of appropriation in the Art World and in Fandom. It seems pretty significant that fanvids and appropriation art have been developing simultaneously since the '70s and yet their creators seem utterly unaware of each other. There needs to be a stronger acknowledgement of the overlap in the cultural work we are all doing as scholars, artists, fans and lawyers. We are all producers and consumers of our culture. We are all warriors, slayers and witches.


    Stacia Yeapanis is a Chicago-based emerging artist and a media fan. Using strategies of accumulation, collection, appropriation and juxtaposition, she explores the emotional, political, and philosophical significance of various forms of cultural participation. By creating hybrid works that employ the histories and languages of both "Low" Culture and "High" Culture, she reveals the cultural and personal spaces where these binaries overlap. Yeapanis currently uses embroidery, video and photography to explore how individuals create meaning from mass media products.

    Can African-Americans Find Their Voice in Cyberspace?: A Conversation With Dayna Cunningham (Part Three of Four)

    Dayna Cunningham: Thank you for reminding me that we are talking about institutions and cultures and politics and that media are nothing more than tools within these contexts. We need social organizations, not just technology. Drat. I was hoping for a quick fix.

    I saw a Washington Post poll, reported on Inauguration Day, of black and white Americans asking their views on the persistence of racism in the US. Only 44% of African Americans polled said that racism is still a major problem. A majority of blacks said it was not (whites, true to past patterns, in large majorities said that racism is no longer a major problem). However, a follow up question asked whether the respondents still witnessed or experienced racism in their daily lives and a significant majority of African Americans said that little had changed for them in their local communities and in their daily experience of racism. Most blacks reported continuing denials of service and jobs, less access to housing, and racialized police harassment.

    Yet, the majority of blacks interviewed chose to say that racism is no longer a major problem. I think that shows a pretty sophisticated parsing of the moment--its huge symbolic significance and its limited practical reach. I think that black responses to the poll suggest that perhaps patriotism, the flag, the Capital building, the White House, and other icons that have been very fraught for African Americans for a very long time, have a more elastic meaning than they did before this election. See, Funkadelics, "Chocolate City" for a longer and more danceable discussion of the cultural possibilities of a black presidency. I believe that this moment is not just an artifact of a black person having been elected: Obama's personal integrity, intelligence, political stance and skillful communication have done a lot to create it. And while this is not always the substance of freedom discourse, it certainly sets a welcoming stage.

    Thinking about that welcoming stage, and in the vein of the barbershop comment you mentioned, there have been mountains of micro-gestures since the Inauguration that have gotten a lot of air time (mainly phone conversations in my case) in the black community but appear largely to have gone unnoticed in the mainstream. Small as they are, I have to say that these gestures have evoked very strong positive reactions for me and, I imagine, for many other African Americans. Rev. Joseph Lowery began his benediction with "Lift Every Voice and Sing," the Negro National Anthem. He did not sing it. He simply spoke it as a prayer. He did not name it and the black audience at the Inauguration did not openly respond to it in the moment. Just a quiet reminder amongst the folks that this was Black President Day. Several friends sent me the links to it on You Tube. My heart leapt each time I heard it and I felt full of energy, optimism and even ambition. There was footage of the new President doing the Bump, a very popular dance in our college days. Perhaps I am over-thinking it, but these clips said to me that this man has shared cultural and social experiences that defined our coming of age as black people making our way as the first generation to integrate at some scale into elite white institutions. The quip was that he went home and played Parliament and the Funkadelics ("One Nation Under a Groove") in the (black) Inauguration after-party at the White House.

    My black friends are also gleeful about the moment, replayed again and again in the press, when Biden is cutting up before the second swearing-in and Obama, deadpan, grabs his arm, turns him firmly in the direction of the podium and signals it is time to get to work. When I told a friend about it, a cultural linguist, he said, "thank you, that story is a gift." Another came from an unlikely source: Nancy Pelosi in her remarks first made reference to Malcolm X's "ballot or the bullet" before invoking King. Hmmm, interesting, that she began there.

    Obviously these are each the smallest of gestures that could mean nothing. We can recall that Clinton, when first elected made a few choice micro-gestures: playing the saxophone, visiting black churches, showing obvious comfort in the company of blacks, even earning himself the now patently insulting moniker "first black president" in some circles--but in my view, he quickly squandered the trust and enthusiasm those signals generated when he failed to make a significant investment in urban policy, anti-poverty measures, civil rights laws and other matters important to blacks.

    Yet, much in the same way that racism and degradation are often conveyed in tiny signals that over time crush the spirit, Obama's little moments, I think, so far are building hope and a sense that something might shift. They are creating space. I see a broad discourse now evolving, an Obama mythology celebrating his wisdom, principles, strength and resoluteness against the Republicans. His daily triumphs--one day against corporate greed, the next, his kids' Midwestern flintiness in the face of DC snow. I hear the stories again and again told by people hungry for strong humanist leadership and feeling relief as they begin taking stock of how bad things became under Bush. They speak of enjoying and sharing with friends the moments that are available on YouTube. I always participate in these happy exchanges, adding my own favorites--and of course I replay the savory moments on YouTube. This little ritual fixes the small daily victories in my mind and prepares me to continue the struggle another day.

    The struggle. No surprise, as the Washington Post respondents testify, the real work of unwinding the racial privilege and disadvantage produced in the last several centuries continues and we need much more than symbols. The critical question for us, then, is can we fill this new space Obama is creating? Can we create or revive the practices, institutions, and discourses that you talk about, such that we might advance black freedom discourse, and through that, improve democracy? What might it actually look like to do so, and how might technology help?

    Let's be specific. Everyone loves a good crisis (paraphrasing journalist, P. Sainath). The economic collapse and Obama stimulus package give us a chance to fix some of the more polarizing weaknesses of the New Deal which, with labor protections, mortgage and educational assistance, gave whites a powerful pathway back to the middle class and, by withholding these protections and benefits from black and brown, created new tools to entrench and racialize poverty. The stimulus will likely provide enough material aid to cities, where the majority of black and brown people live, to make some progress and Obama's powerful populist messaging inspires hope. At the same time, the money is coming fast and many of the current institutional arrangements, from community revitalization and workforce development protocols to banking practices to local government procurement policies will likely help reinforce the inequitable status quo.

    Yet, a good chunk of the money to cities is infrastructure spending and, in an amazing turn, the Building Trades, once seen as among the most conservative and racially exclusive unions in the labor movement, have come to understand that the future of their unions as older white members begin retiring en masse in the next five years, is black and brown youth. They train 100,000 new workers a year and have made a commitment to open their doors to black and brown youth as the stimulus opens up the job market for their members. Finally, a lot some of the money is targeted for green infrastructure, an area so new that there may not be as much establishment in place to thwart opportunity.

    What practices, institutions and discourses might help avoid the dangers and align the possibilities now arising to address poverty and exclusion in a fuller and deeper way? There are loads of community organizations in minority and white communities that will need to figure out right now how they will respond. What role could black freedom discourse and your idea of a "self-consciously multiracial and multicultural community of practice" have? How can the world of networked publics help here?

    A customary black discourse about the dangers of this moment ("Remember, the New Deal threw us overboard") is entirely in keeping with the historic role of the freedom discourse to remind us that the best-laid plans can overlook or punish the vulnerable and despised. But historically the discourse coupled dire warnings with inspired hopes and perhaps the Obama presidency gives inspired hopes new grounding--not just in micro symbols but in a senior White House staff that includes black people who know the full, sad, history of the New Deal, lived the multi-generational consequences of its exclusions, and have the expertise and the authority to help avoid the same mistake. A Facebook network (my son created a page for me about a year ago and it remained completely inactive until last month when about 10 people my age sent me friend requests) like the one used to support Prop 8 in California could help build base support for their efforts, bringing pressure through on-line mobilization where they need it and pressuring them when they veer off.

    But we need more to get this opportunity right. We have to figure out how to use new media to go beyond what, at its best, I think it currently does best for most people-- serving as an exchange for faith-sustaining or mobilizing stories.

    We need vehicles to quickly transmit legislative developments and funding implications to networks of community organizations as the stimulus hits the states and cities.

    We need technology-enabled learning environments to share lessons about implementing government funding programs and best practices in green building.

    We need creative platforms for community groups to collectively discover overlooked local resources like brown fields that could be redeveloped, and then to collectively plan how to rebuild their neighborhoods.

    And perhaps this is where your idea of consciously multiracial hush harbors comes in: we need spaces for older white workers to explore how they can find common identity and make common cause with the young black and brown turks coming into their hiring halls and apprenticeship programs.

    I desperately hope that these ideas aren't just more of my ill-advised hope for a quick technology fix and that somewhere, better minds than mine are already at work on tools that can help these projects. What do you think?

    Can African-Americans Find Their Voice in Cyberspace?: A Conversation With Dayna Cunningham (Part Two of Four)

    Henry Jenkins: Thanks for this really rich provocation, Dayna. These are questions which we need to be discussing as a society and they should be central to our understanding of "civic media," "social media," whatever we want to call it.

    As a media scholar, my first response to any request to develop new "tools" is to ask what we are really looking for. As I review your language in the closing paragraph, you variously call for "media technology," "new spaces," "tools and platforms," "venues and mechanisms." This range of terms suggests the degree to which it is not easy to separate out technological resources from the cultural practices which grow up around them.

    So, the African American Press was powerful not because of specially made tools (the newspaper had a long history) but rather because of the institutions which emerged that allowed those tools to be used in a way that served a specific community, because of the editorial decisions made by Black journalists, editors, and readers which allowed newspapers to serve a particular kind of community (one defined along racial rather than purely geographic terms and thus in some senses a virtual community in our modern sense of the term), one which allowed for the emergence of a particular kind of discourse which took shape through news coverage, editorials, and letters to the editor, and so forth. Similarly, the black church wasn't so much a technology or a platform as a particular kind of social organization, a particular appropriation or articulation of religious oratory to serve historically specific needs of the black community.

    At the risk of betraying my MIT heritage, my first response is to say that the issues you pose are least likely to be addressed on a purely technological level. These are fundamentally cultural, social, political, economic, and institutional problems and only secondarily issues of technology. It isn't as if what the world lacks is a hammer and then suddenly we can nail everything down.

    It may be that what's required is getting existing tools into different hands or insuring that those who are apt to deploy them for certain communities have access to the skills and resources they need to turn them towards new purposes. So, rather than looking for new "tools," we should be looking for new practices, new institutions, and new discourses. And indeed, everything else here points us in that direction, starting with your emphasis on "black voice."

    One of the challenges of achieving a "black public sphere" in the modern media landscape is precisely the porousness of contemporary communications. Most of the historic institutions and practices you discuss here were hiding in plain site. Historians have talked about the "hush harbor" tradition in black America -- going back to slavery days -- the need to find black-only spaces where communication could occur within the race. Both the black press and the black church as you discuss them here are in some senses "hush harbors" where blacks could communicate with blacks largely outside of the vision of white America.

    Yes, in theory, as a white southerner growing up in Atlanta, I could have read the black Atlanta press. I certainly knew it existed. I may have even seen a copy or two. But it wasn't something that I would have regularly come into contact with. Watch a documentary series like Eyes on the Prize and one of the most powerful things you get is the sense that black camera crews working for black broadcasters captured very different voices and perspectives, saw the world through fundamentally different eyes than white camera crews working for "mainstream" broadcast networks. There was a sense that what was said in the black church stayed in the black community. What was said in the black barbershops and beauty parlors, to cite another important locale for framing black critique, stayed there. A black public sphere was possible because African America was in many very real ways a bounded community.

    Now, let's compare this to what happened to Rev. Wright, whose sermons were directed at a predominantly but no longer exclusively black congregation, who would have understood them as part of this tradition of "freedom discourse." But in the modern media scape, messages are much harder to contain; they travel and spread everywhere. So, the Wright videos get inserted into a platform like YouTube, which embodies what Yochai Benkler (Wealth of Networks) might discuss as a shared space for differentially interested groups to conduct their communications business. The videos get picked up by bloggers and podcasters; they get broadcast and reframed on Fox News; they end up in the Washington Post; they get discussed on talk radio; they get referenced in political debates; they get reframed in political advertising; etc., etc., etc.

    What Wright's comments might have meant in a black-only or black-dominanted discursive space is very different from what they meant once they got inserted into these other contexts. And that's the very nature of the modern media landscape: messages can't be locked down; they move fluidly from community to community. The black and white churches or barbershops were in different neighborhoods. Today, black-oriented and white-oriented websites are only a mouse click apart. In an odd way, the kind of autonomous black voice you are discussing may be a byproduct of segregation. Not that America today isn't in many ways still a deeply segregated society but segregation operates through different mechanisms, follows a different logic, and so this requires a new set of communication strategies and practices.

    We need to distinguish between "black voice" as directed at a bounded black community ("the hush harbor" model) and black voice as directed at a mixed audience. Clearly someone like Frederic Douglas who you cite here was very adept at both kinds of communications. His historic impact had as much to do with his ability to form alliances and maintain relations with white journalists, activists, and literary figures and to speak to white audiences as it had to do with his ability to communicate within the black community. The same would be true of someone like Sojourner Truth, who got a large chunk of her support from those white middle class women involved in first wave feminism.

    Implicit in your model here, though, is the idea that there needs to be a relatively independent space for communications within a racial minority where ideas can be formed, tested, debated, and refined, where communities can be mobilized, which may function outside of spaces which are primarily focused on communications across the races.

    Is there no possibility that in the future "freedom discourse" will come through a self-consciously multi-racial and multi-cultural community of practice rather than within one defined through segregation? I am not talking about a "post-racial" society which seeks to imagine that racial categories (and the injustices attached to them) are no longer operative. But rather, some kind of communication space where people of mixed backgrounds come together to identify common interests as they work through our complex and troubling history of racial relations. I'm not sure we know yet what such a community looks like in practice, but does this theoretical possibility necessarily mean a loss of "black voice"? Can "black voice" only be defined in isolation? Maybe I'm just looking for a revived and retooled version of what Jesse Jackson used to call a "rainbow coalition".

    Obama's strength has been his ability to communicate across the remaining racial divides in our society -- to speak a language which can gain acceptance from white, hispanic, and Asian-American voters even as it inspires high participation by black voters. Early on, there was some speculation that he might not be able to gain the support of the black community because he did not speak the language of the black church and the civil rights movement. In some ways, he does borrow their metaphors and cadence when he speaks, but as you note, he's had to distance himself from some of the spaces where black critique has historically been framed.

    In one of the interviews after the election, Obama suggested that he was no longer able to go to his barbershop to get a haircut. The "mainstream" media treated this comment as an example of how the president-elect gets cut off from the practices of everyday life, ceases to be an "average American." But, given the historic role of the barbershop as a "hush harbor," it struck me that the comment could be read at a deeper level as suggesting his growing isolation from the black community and its critical practices and political discourses.

    One is tempted to argue that African-Americans (and other minorities) enjoy greater opportunities to communicate beyond their own communities now than ever before. But we need to be careful in making that claim. Recent research suggests that there are far fewer minority characters on prime time network television shows this season than there were five years ago. There remains an enormous ratings gap between white and black Americans: the highest rating shows among black Americans often are among the lowest rated shows among white Americans. The exception, curiously enough, are reality television programs, like American Idol, which historically have had mixed race casts.

    We've seen some increased visibility of black journalists and commentators throughout the 2008 campaign season -- and they may remain on the air throughout an Obama administration -- but we need to watch to make sure that they do not fade into the background again. But, if we follow your argument, even those figures who make it into the mainstream media are, at best, relaying critiques and discourses which originate within the black community and at worse, they are involved in a process of self-censorship which makes them an imperfect vehicle for those messages.

    The paradox of race and media may be that black Americans have lost access to many of the institutions and practices which sustained them during an era of segregation without achieving the benefits promised by a more "integrated" media environment. And that makes this a moment of risk -- as well as opportunity -- for minority Americans.

    I suspect we are over-stating the problem in some ways. There are certainly some serious constraints on minority participation in cyberspace but a world of networked publics also does offer some opportunities for younger African-Americans to deliberate together and form opinion, which we need to explore more fully here. But before I move in that direction, I want to throw this back to you to react to what I've written so far.

    Can African-Americans Find Their Voice in Cyberspace?: A Conversation With Dayna Cunningham (Part One of Four)

    One of the most powerful sessions of my class on New Media Literacies and Civic Engagement last fall came as a result of a visit from Dayna Cunningham from MIT's Community Innovators Lab shortly after the 2008 election. Cunningham challenged me and my students to think about whether new media tools and platforms might help address the erosion of the black public sphere. She argued that the structures that had sustained the black community during the Civil Rights era were collapsing without the emergence of new structures that would provide the basis for strong critiques of the operations of power and that might be used to hold Obama accountable to his own community. And she asked those of us who were trying to build tools or curriculum to support democratic citizenship to factor these concerns into our design and planning process.

    Wanting to bring this exchange to a larger audience, I asked Cunningham if she would be willing to engage in a written conversation which I could share with the readers of this blog. Such conversations across disciplinary and racial borders are rare these days even as the election of the first African-American president mandates that all of us re-examine our country's racial politics from whatever vantage point we may see the world. This exchange took place over more than a month's time. I will be sharing it here in four installments, hoping that each piece may spark further reflection and conversation within the community of people invested in better understanding the future of media and its impact on our society. What follows ranges from the history of the black press and the black church to speculations about the design of democratic structures in cyberspace.

    Dayna Cunningham: It was great to have the opportunity to talk to your Comparative Media Studies class and pose questions about how new media might help to address the paradox I have been grappling with: the US has elected its first black president at a time when black institutions are weak and black civil society is in deep disarray. What will happen to black voice now that we have this black president? By black voice I mean in particular the longstanding tradition of bottom-up critique of American culture, society and democracy by one of its most despised groups.

    Let me start by saying that from where I stand, collective discourse, debate, dissent and demand are crucially necessary for building the political will to advance African Americans' equity claims. Black voice is critical to this process. I am focused here on that part of black voice that prioritizes political strategies and collective action. Thus, I use the terms "black voice" and "freedom discourse" interchangeably. Because our struggles are counter-majoritarian, because therefore, the "sensible" thing to do is to ignore them and go on with the existing frameworks that make these struggles invisible, it is critical for black people to be able to come together and make sense of their conditions, determine what they want to change and then to figure out how they will make change. This is very different activity from supporting a particular candidate or even a legislative agenda. Electoral and legislative campaigns by definition demand cultivation of the white electoral majority's opinions and carry inherent risk that they will censure claims or interests that are unpleasant to that majority. Without a prior agenda-setting discourse enabling African American communities to arrive at some collective decisions about their shared future, I can't imagine either innovation in support of, or accountability to, black concerns.

    Black voice stems from the schizophrenic daily experience of being un-free in a society that claims freedom as its first principle. Black voice provides a unique, and I would argue, necessary, perspective on the failures of American democratic institutions. Frederick Douglass, asked to address an abolitionist group on the subject of Independence Day, captured it best when he chose to "see, this day, and its popular characteristics, from the slave's point of view:"


    [Y]our high independence only reveals the immeasurable distance between us. . . .. The
    rich inheritance of justice, liberty, prosperity and independence, bequeathed by your
    fathers, is shared by you, not by me. . ... This Fourth [of] July is yours, not mine.
    You may rejoice, I must mourn. . ."


    Douglass, "What to the Slave is the Fourth of July?" July 5, 1852


    Black voice has been shaped throughout its history by a vibrant and diverse intellectual and popular tradition with wide-ranging debate about black conditions and freedom strategies. From Frederick Douglass's Abolitionist Movement in the mid-1800s, through the Black Power Movement of the late 1960s and '70's, each successive wave of African American intellectual and political currents also was supported by organization in the black community that enabled discourse, agenda-setting and collective action. All of these elements were critical to the unfolding of black freedom movements. The multiple intellectual, political and cultural sub-currents that emerged from these movements also led to the formation of a diversity of local organizations and efforts.

    Black voice cannot be separated from the black church and its prophetic tradition--an unsparing, scripturally-grounded moral judgment against the immoral exercise of power and a calling to account of the government and powerful institutions for mistreating the powerless. From Douglass, who compared the US to "a nation whose crimes. . . were thrown down by the breath of the Almighty, burying that nation in irrecoverable ruin!" to King, who declared, "America is going to hell if we don't use her vast resources to end poverty and make it possible for all of God's children to have the basic necessities of life," the African American hope for freedom is bound up with God's love of justice and there is little separation between the struggle for justice and the preaching of the word.

    The African American press also played a crucial role in popularizing and deepening black freedom discourse and in inspiring collective black political action. The nation's first black newspaper, Freedom's Journal began in 1827 with the declaration: 'We wish to plead our own cause. Too long have others spoken for us.'' The Chicago Defender and the Pittsburgh Courier were among the largest national black newspapers, reaching circulation in the hundreds of thousands. The Defender was read extensively in the South, smuggled across the Mason/ Dixon line by black Pullman porters and entertainers, passed from person to person, and read aloud in barbershops and churches. Both the Defender and the Courier engaged in explicit and effective political campaigns such as the Defender's support of the Great Migration that saw the exodus of over 100,000 people from the South to Chicago, and the Courier's "Double V for Victory" campaign, joined by most of the other major black newspapers and advocating an end to racial repression in the US as the US fought fascism overseas.

    In addition to the general circulation papers, many black political organizations had their own organs--the NAACP's Crisis Magazine, first published by WEB Dubois; Marcus Garvey's Negro World, and during the black power movement in the 1960s and '70s, black nationalist, Pan- Africanist or socialist papers. These publications at times reached circulation in the hundreds of thousands with polemics about the relative advantages of various ideologies for addressing the conditions of African Americans and featuring sharp political debates on critical issues from segregation and joblessness, police brutality and education system failures to southern African freedom movements, and the war in Vietnam.

    The great diversity and pervasiveness of black freedom discourse throughout helps to explain the generally progressive bent of African American politics today. However, I would argue that today, black politics has largely been reduced to the electoral and legislative spheres; African American media too often promote black celebrity and individual advancement, and along with much of the black civic infrastructure, rarely focus on freedom discourse as a means of exploring strategies for collective political action and accountability to black interests. Perhaps only the Church has survived as an independent space for black voice--and even the Church is sometimes compromised by "prosperity gospel" preachers who have little time for freedom discourse . Moreover, the uproar over Rev. Jeremiah Wright, Obama's former pastor, (whose preaching that the US risked damnation as a result of its role in the Gulf War was not unlike King's prophesizing that America would be damned for its failure to address poverty, or for that matter, King's condemnation of the US role in Vietnam) silenced even the progressive black Church for the duration of this election. While every white Democratic presidential hopeful in memory has, as a matter of course, cultivated highly visible relationships with black clergy, Obama, was forced to renounce his ties. More than an attempt to alienate whites and to cut Obama off from his core base, many African Americans saw this as an effort to de-legitimate black voice.

    Has Obama's election signaled the dawn of a post-racial moment in which black voice no longer is relevant or necessary? Not likely. African American progress has ground to a halt since the early 1970s, coinciding with a series of policy assaults that shifted massive state and federal resources from increasingly-black cities to suburbs. These policy assaults, cutting social advancement while criminalizing poverty, occurred during Democratic as well as Republican administrations and at all levels of government regardless of the presence of black elected officials. Black elected officials continue to be isolated on major policy issues of concern to black communities within federal and state legislatures. These conditions and political dilemmas are structural in our majoritarian polity and are unlikely to change significantly with the election of a black president. The majority of whites did not support Obama (according to the Joint Center for Political and Economic Studies, McCain/Palin carried the white popular vote nationally, 55-43 percent). They are even less likely to support the kinds of radical policy interventions needed to reverse the last thirty years' conscious and systematic disinvestment in black communities. Without a revivified black freedom discourse and politically energized black public that articulate and press for accountability to its
    legitimate claims and join forces with immigrants and other dispossessed groups also struggling for a foothold of inclusion in US society, such interventions will never happen.

    Has Obama's campaign, now being institutionalized as an ongoing organization, with its highly effective organization, social networking, face-to-face outreach, and vast fundraising capabilities, rendered black civic space obsolete? Can it substitute for black black freedome discourse? If not the Obama post-election process, where will the new spaces for black freedom discourse exist?

    I would argue that though it will create rich opportunities for people to gain political experience and to engage in important forms of collective action, the Obama post-election process is unlikely to be a sound substitute for the political process of black freedom discourse. Like the campaign, singularly focused on electing the candidate, an ongoing effort to support his presidential initiatives is unlikely to be structured to invite discourse, debate, dissent or demand. How would it provide opportunities for people to hear a range of policy proposals and decide which ones they prefer? How would it enable debate? How would it give access to deeply marginalized black voices--gang-involved kids, incarcerated and formerly incarcerated, undocumented immigrants, HIV/AIDS survivors? What if important sectors of black communities fundamentally disagree with the first black president on issues of great urgency and concern to them? What if Pres. Obama wants to do the right thing but needs public pressure to accede?

    The need for a 21st century freedom discourse is paramount. The Obama campaign proved that the connection of media technology and organizing holds much promise for constructing electoral movements. Now, how can that technology help us construct new spaces for black and other subaltern voice? Which tools and platforms will help collective deliberation and debate, not just aggregate or pass on information? What venues and mechanisms will aid formation of political identities of dispersed and despised groups? How can these groups find opportunities for speech back to the majority? On these questions, Henry, I look to you and your colleagues for help.

    Dayna L. Cunningham is Executive Director of the Community Innovators Lab at MIT. CoLab is a center of research and practice within the MIT Department of Urban Planning. Combining on-the-ground planning and development expertise of DUSP faculty and students with local community knowledge, CoLab helps community residents and leaders create innovative experiments and living examples that address urban sustainability challenges. In 2006-2007, Cunningham directed the ELIAS Project, an MIT-based collaboration between business, ngos and government that seeks to use processes of profound innovation to advance economic, social and environmental sustainability.

    Cunningham was an Associate Director at the Rockefeller Foundation from 1997-2004. At Rockefeller she funded initiatives that examined the relationship between democracy and race, changing racial dynamics and new conceptions of race in the U.S., as well as innovation in the area of civil rights legal work. From 2004-2006 she was associated with Public Interest Projects, a non-profit project management and philanthropic consulting firm based in New York City, where she managed foundation collaboratives on social justice issues.

    Before coming to the Rockefeller Foundation, Cunningham worked as a voting rights lawyer with the NAACP Legal Defense and Educational Fund, litigating cases in Arkansas, Tennessee, Louisiana, Mississippi and elsewhere in the South, and briefly as an officer for the New York City Program at the Rockefeller Brothers Fund.

    Cunningham is a 2004 graduate of the Sloan Fellows MBA program of the MIT Sloan School of Management. She has an undergraduate degree from Harvard and Radcliffe Colleges and a juris doctor degree from New York University School of Law.

    Loomings 2009: What Obama Might Have Learned from Moby-Dick

    The following post was written by Wyn Kelley, a Melville scholar, who is collaborating with Project NML (New Media Literacies) on our teacher's strategy guide on "Reading in a Participatory Culture." The work we've been doing on Moby-Dick would not have been possible without Wyn's passion for the topic and her commitment to teaching. More than any one else, she helped me to see that there are fans of serious literature just as there are fans of popular culture and that we have much to learn from each other about how we engage with texts that really matter to us. She recently shared with me these interesting reflections on Obama's reading preferences and what they might tell us about his vision for the country. I wanted to share them with you -- along with my own best wishes on the dawning of a new era in American history.


    "Loomings 2009"
    by Wyn Kelley

    "Grand Contested Election for the Presidency of the United States." "WHALING VOYAGE BY ONE ISHMAEL." "BLOODY BATTLE IN AFFGHANISTAN."

    After September 11, 2001, some commentators wondered if Melville's phrases in the opening of Moby-Dick prophesied a twenty-first-century war in Afghanistan. This year, as we observe a new inauguration, his words about an election for the presidency might seem strangely apt as well. Few have considered, however, whether "WHALING VOYAGE BY ONE ISHMAEL" matters to the government of the United States.

    Now, apparently, it does. According to a statement on his homepage at Facebook, as well as in various interviews and profiles, incoming president Barack Obama's favorite books are Toni Morrison's Song of Solomon and Herman Melville's Moby-Dick. What does this information suggest about our new president?

    Song of Solomon, the story of an African-American man searching for his identity, seems a likely inspiration for Obama's account of a (somewhat) similar quest, Dreams from My Father. But Moby-Dick? One would hardly associate Obama with Captain Ahab, a man of furious passion bent on revenge. Nor does he much resemble Ishmael. As verbally inclined as Melville's narrator, Obama nevertheless has assumed political leadership, whereas Ishmael prefers the role of observer.

    Perhaps he is an island prince, like Queequeg? Yes, he comes from a distant Pacific island, but Obama has taken his place within American society as Queequeg never does. Does he, like Bulkington, have a soul that can "keep the open independence of her sea"? It may be too soon to tell.

    One possible answer appears in Obama's book, Dreams from My Father. In contemplating an early failure when working as a community organizer in Chicago, Obama describes himself as like "the first mate on a sinking ship" (166). Call me Starbuck?

    Ishmael portrays Starbuck as a "long, earnest man." He admires his valor: "Looking into his eyes you seemed to see there the yet-lingering images of those thousand-fold perils he had calmly confronted through life." Ishmael pays tribute to his "august dignity," which he associates with a "just Spirit of Equality, which has spread one royal mantle of humanity over all my kind!"

    Starbuck, however, goes down with the Pequod. Obama took the helm of what he saw as a sinking ship and steered it to Washington.

    On further reflection, we might conclude that Obama is less like Melville's human characters and more like the whales, who maintain their equilibrium in widely diverse regions. "Oh, man!" says Ishmael, "model thyself after the whale! . . . Be cool at the equator; keep thy blood fluid at the Pole. . . . [L]ike the great whale, retain, O man! in all seasons a temperature of thine own." Perhaps our new president has the whale's "rare virtue of a strong individual vitality, and the rare virtue of thick walls, and the rare virtue of interior spaciousness" with which to endure the hazards of nature--or American politics.

    Wyn Kelley teaches in the Literature Faculty at MIT and has published
    extensively on Melville. Other projects include working with the New Media Literacies
    group at MIT and the Melville Society Cultural Project at the New Bedford Whaling Museum
    in New Bedford, MA.

    What Media Literacy Educators Need to Know About Fair Use...

    Some time ago, this blog ran an interview with Pat Aufderheide (Center for Social Media) and Peter Jaszi (The Program on Informational Justice and Intellectual Property) about the work they have been doing developing Codes of Best Practices for Fair Use for a variety of different communities, including documentary producers and the DIY media world.

    Last week, the team, working with long time media literacy veteran upstart Renee Hobbes Renee Hobbs (The Media Education Lab), released a new report, The Code of Best Practices in Fair Use for Media Literacy Education. It is a follow up to an earlier report which described "The Cost of Copyright Confusion for Media Literacy." The report comes with the endorsement of many key Media Literacy organizations including Action Coalition for Media Education, Media Education Foundation, National Association for Media Literacy Education, National Council for Teachers of English, and the Visual Communications Studies Division of the International Communications Association.

    I've been watching this initiative develop over time, sharing the team's belief that copyright law (and confusion about fair use) represents one of the biggest obstacles for the development of meaningful resources for supporting media literacy education. We hosted a brainstorm with media educators at the last Media in Transition conference. I am particularly pleased to see that the report moves beyond the issue of what individual teachers do in their own classroom to address how and when we might share curricular materials with each other, an issue I've been pushing hard in my conversations with the authors.

    In our own work, we regularly encounter teachers who are anxious about introducing any copyrighted works in their classroom and I've had at least one project shut down by university attorneys who were convinced we were exceeding our Fair Use rights in quoting from films and other existing media texts. We have been struggling through the work we are doing on New Media Literacies to get enough room to be able to show short segments from the media we are discussing. To date, we've been developing our materials using the best practices statement for documentary filmmakers and we are excited to see further clarification of what these principles mean in the specific context of media literacy education. As you will see if you look at the materials we are producing, we rely on Creative Commons content where-ever possible and where it is not possible, we are creating very strong markers of attribution. I know that many media educators read this blog, so I wanted to flag this new report for you.

    Thanks to the work of Hobbes, Aufderheide, and Jaszi, many of us can walk into our classrooms with greater confidence that what we are doing falls squarely within current understandings of intellectual property law.

    "Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Two)


    Many writers talk about "digital natives" or describe these young people as "born digital." What do you see as the strength and limitations of these terms given what you found in your research?

    Becky Herr: One potential strength of the term "digital generation" for describing young people and their relationship to technology is its acknowledgement that youth are using media and technology in interesting and important ways. Talking about kids as "digital natives" can be seen as a counterargument to pervasive discourses about kids as deviant users of technology--hackers, cheaters, wasters-of-time--or kids as victims of technology--the "prey" of online predators, for example. This is not to say that the term is used exclusively to describe positive interactions with technology; it also emphasizes the gap between the ways "digital natives" use technology and the ways non-natives (like adults) use technology.

    What is worrying about the discourse of digital natives is that talking about young people as a "digital generation" risks romanticizing certain types of youth participation and ignoring important differences in access to media and technology, including barriers to access that are not tied to a lack of hardware--barriers like not reading and writing in English, being a girl and having to compete with boys in a classroom with limited resources, or parental rules borne out of moral panic. Further, the idea of a digital generation marked by shared characteristics (other than the dates of their birth) that outweigh other aspects of identity/subjectivity--race, class, gender, ability, (etc.) is problematic. What we have found in the Digital Youth project is that there is a huge amount of variation in the ways kids are using media and technology in their everyday lives. Yes, the ways in which these practices are enacted vary, often by peer group or by individual kid. We've also found that things like class, race, and gender continue to have significant influence in kids' lives.

    In my own research, for example, I worked with kids at the middle school level who were using media production software (iMovie and PowerPoint) for the first time. At home, most of the students I observed and interviewed did not have a computer, Internet access, or any video equipment. However, they had other media and technology that was incredibly important to them and that they used in creative and sophisticated ways to find information, to express themselves, to communicate with friends, and to mess around in order to figure out things like game cheat codes or how to substitute a borrowed digital camera for an mp3 player. Some had vast music or DVD collections, others spent hours each day playing games on a video game console. Were they "digital natives"?

    Christo Sims: There are also plenty of folks who weren't "born digital" who have developed incredible fluency in various forms of online participation. We also met numerous youth who weren't technically adept or comfortable participating online. By emphasizing a generational break we risk mystifying the factors that structure online participation, and equating competency automatically with age.

    danah boyd: Many of those who use these terms often do so with the best of intentions, valorizing youth engagement with digital media to highlight the ways in which youth are not dumb, dependent, or incapable. Yet, by reinforcing distinctions between generations, we reinforce the endemic age segregation that is plaguing our society. Many social and civic ills stem from the ways that we separate people based on age. If we want to curtail bullying and increase political participation, we need to stop segmenting and segregating.


    Parents and teachers often want to structure young people's time online. Yet your research suggests that some of the most productive experiences come when young people are "hanging out" or "messing around" with computers in relatively unstructured ways. Explain.

    Mimi Ito: In a lot of our case studies, we saw examples of kids picking up media and technical literacy through social and recreational activity online. When they were given time and space to experiment, they often were able to pick up knowledge and skills through messing around, whether that was learning how to make a MySpace profile, experimenting with video, or figuring out how to use cheat codes in a game. Some kids used this kind of messing around as a jumping off point towards much more sophisticated forms of creative production or engagement with specialized knowledge communities.

    Christo Sims: One story that comes to mind is a youth named Zelan who we feature in one of the sidebars in the Work chapter. Zelan comes from a very rural area where most of his peers will end up in working class jobs, doing construction, building roads, working as mechanics. Zelan, who identifies himself as a computer geek, leveraged his technical know-how for economic gain starting in junior high school: fixing electronics, buying and selling gaming and computer gear, and servicing the computers of neighbors and teachers. His passion, though, has been video games. He started as a player but soon became an enthusiast, subscribing to game magazines, following the latest releases, looking for tips online. In addition to becoming a fan he started messing around with broken consoles, taking them apart to see how they worked, trying to fix them so he could play a better console or sell it for a profit. He did all this without seeing it as leading towards a career or success in school. It was only once he started seeing that he his gaming interest was actually valuable to others at school and in the community that he began to imagine how these interests could lead to a life after high school. When I first met him he was a Junior and was thinking of starting a computer service business when he graduated. When I saw him again last summer he was headed to a technical college on scholarship.

    Dan Perkel: Another person featured in one of the sidebars is Jacob. Jacob was an African American senior who had moved from the East Bay to Georgia and back again. Jacob, like others we talked to in our studies, joined MySpace when someone else made an account for him. For a while, Jacob didn't understand how to customize his page--again like other new members to the site--and had other people do it for him. On the friendship-driven side he used MySpace as a way to communicate with people he met and friends he left behind after various moves. However, at some point he made the connection between changing MySpace profiles and the web design classes that he had gotten into at school. He then took the time to better understand how to customize his own profile and consider making and distributing MySpace layouts, something he had seen others do on the site. When I last talked to him, he was considering a career in web design and said he had been offered a job already.

    danah boyd: It is important to note that "productive" engagement doesn't necessarily mean only traditional learning or media and technical literacy. As a society, we've never spent much time considering how youth learn to be competent social beings, how they learn to make sense of cultural norms and develop social contracts, or how they learn to read others' reactions and act accordingly. We expect youth to be polite and tolerant, respect others' feelings, and behave appropriately in different situations. This is all learned. And it is not simply learned by telling kids to behave. They need to experiment socially, interact with peers, make mistakes and adjust. Stripping social interactions from youth's lives does not benefit them in any manner. I would argue that even the oft-demeaned social practices that take place online are extremely productive.



    You write about "genres of participation." Explain this concept. What are the most important genres at the present time and why?

    Mimi Ito: We use the concept of genre as a way of describing certain social and cultural patterns that are available and recognizable. Friendship-driven and interest-driven practices are based on genres that youth recognize, have particular practices associated with them, as well as certain kinds of identities. For example, interest-driven genres of participation tend to have a more geeky identity associated with them, involve congregating on specialized and often esoteric interests, and reaching beyond given, local school networks of friends. This is a whole package of things that goes together, a recognizable genre for how youth participate in online culture and social life. We also think of hanging out, messing around, and geeking out as genres of participation.

    When and how might the borders between friendship-driven and interest-driven forms of engagement start to blur?

    Mimi Ito: As with all genres, there are a lot of things that don't totally fit, and a lot of blurring between genres. When kids engage in friendship-driven practices, they often get involved in messing around with technology, and that can become a jumping off point for more interest driven activities. For example, some kids will begin messing around with video or photos that they take with their friends, and then they get more interested in the creative side of things. Conversely, we find that kids who connect to others around interests will often see these groups become really important friendship networks, and an alternative source of status and identity that is different from the mainstream of what happens in the school lunchroom.
    You note throughout the report a broadening of who gets to "geek out" in today's youth culture. Explain. What factors are reshaping cultural attitudes towards "geek experiences"? Who gets to "geek out" now who didn't get to do so in the past?
    Mimi Ito: Now that digital media and online networking has become so embedded in kids' everyday social and recreational lives, there is a certain baseline of technical engagement that is taken for granted. Only certain kids, though, decide to go from there to what we consider more geeked out kinds of practices. Predictably, it tends to be boys who geek out more than girls. Even though girls are often engaging in highly sophisticated forms of technology use and media creation, often they don't identify with it in a geeky way. What does seem to be changing though, is the overall accessibility that kids have to more geeked out practices because of the growing accessibility of digital media production tools as well as the ability to reach out to interest groups on the Internet. Although our study didn't really measure this, this may be particularly significant for less advantaged youth who would not otherwise have had access to specialized creative communities or media creation opportunities.

    Patricia Lange: Being able to connect with dispersed networked publics enables kids to explore skills and receive mentoring that may be difficult to gain from co-located peers or teachers who do not have the same interests or experiences. For example, in my study of the video-making culture of YouTube, accessing mentors or assistance in a "just-in-time" fashion is inspiring and encouraging, especially given kids' decreasing ability to connect with other adults and potential mentors in neighborhoods and local communities. One of the things we heard very often was that friends, family, and kids at school often did not understand why young YouTubers wanted to "geek out" making videos. YouTube participants' school peers did not always have the same familiarity and expertise with how media is put together in ways that kids on YouTube did. Many of the kids we interviewed have already had extensive experiences making media. They often have very sophisticated visual literacies and complex ideologies about what makes a good or bad video, what constitutes appropriate participation in technical groups, and how they think about online safety. Failing to engage with these sites in school means there is no hands-on dialogue between teachers and students that might help shed light on why some kids thrive by geeking out and why others have difficulty.



    You are using terms to describe these experiences which are much closer to those which might be used by young people than those deployed by parents and teachers. What are the implications of that shift in the terms of the discussion?

    CJ Pascoe: In general we tried to take a Sociology of Youth approach to our findings in this book. In line with this approach we try to let the categories of analysis as well as the descriptive terms arise from the youth themselves, rather than imposing our adult categories on our findings. What this means is that we tried, for the most part to describe a social world from the point of view of its participants, rather than as (more powerful) outsiders. I think foregrounding our participants' terms, categories and experiences allowed us to challenge some of the common assumptions adults have about youth participation of new media.

    Heather Horst: As is common in most ethnographic research, we integrate terms like 'hanging out', 'messing around' and 'geeking out' into our analysis in order to highlight the categories and perspectives that are meaningful to young people themselves. Throughout this project, we felt quite strongly that part of our role and responsibility as researchers as working to navigate the gaps between youth and adult-centered perspectives. While we recognize that this may involve some degree of translation work when talking to different audiences (e.g. educators, policy makers, etc.), if we really want to see changes in discussions about learning and education, youth voices and perspectives need to be brought to the table.


    danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

    Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

    Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

    Patricia G. Lange is a Visiting Scholar at the Institute for Multimedia Literacy at the University of Southern California. She received her PhD in Anthropology from the University of Michigan. Her areas of interest for the Digital Youth Project are centered around using theories from anthropology and linguistics to understand the cultural dynamics of video creation, reception, and exchange among kids and youth. She is studying YouTube as well as video blogging groups to gain insight into the cultural aspects of video sharing and how these practices change ideas about the public and private. Lange is exploring how the content and form of videos as well as material video sharing and response practices serve as sites of identity negotiation, emotional expression, and promotion of public discourse in increasingly video-mediated, online milieu. She has recently published articles in a variety of journals including: Journal of Computer-Mediated Communication, Discourse Studies, Anthropology of Work Review, First Monday, and The Scholar and Feminist Online.

    Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

    C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

    Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

    Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

    "Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part One)

    On Thursday, the Digital Youth Project, funded by the MacArthur Foundation, released "Hanging Out, Messing Around, Geeking Out," a report on a massive ethnographic investigation into the place of new communications and media technologies in the lives of American young people. I have had the distinct honor to watch this research take shape over the past few years, to get to know the core researchers on the team, and to attend meetings where they struggled over how to process the sheer volume of data and insights they have gathered. The team is a model for collaborative research with senior faculty and graduate students working side by side across disciplines and universities to make sense of problems which none of them could fully understand on their own. You will get a sense of the dialogic nature of this research in the interview which follows, a conversation which involves nine members of the research team, sharing insights from their own specific research projects as well as expressing the rich synthesis that emerged from their collaboration. The report represents one key outgrowth of the MacArthur Foundation's Digital Learning and Youth initiative, which also funds our own Project New Media Literacies initiative, along with providing support for such key educational researchers as Sasha Barab, James Paul Gee, Kurt Squire, Howard Gardner, Howard Rheingold, David Buckingham, and Katie Salens, among many others.

    "Hanging Out..." is staggering in its scope and in its implications. The researchers take seriously young people, their lives online, their subcultural practices, their identity play, their nascent civic engagement, their dating and social interactions, their involvement with fan production practices, and much much more. What emerges is a complex picture of how they are living through and around emerging technologies, how they are innovative in their use of new tools and platforms, and how they are struggling with the contradictions of their lives. This report is in no simple way a celebration of the digital generation, though it respects the meaningfulness of their involvement with digital and mobile technologies: it raises questions about inequality of access and participation; it points to conflicts between adults and youth around the deployment of new media; it identifies risks and opportunities which sites such as MySpace and YouTube pose for their young participants. Those of us who care about young people and education will be struggling with some of the implications of their research for a long time to come. I am proud to have a chance to offer this interview with some of the key members of the Digital Youth Project team over the next three installments of my blog.

    By way of background, here's how the Digital Youth Project is described on their homepage:

    Since the early 1980s, digital media have held out the promise of more engaged, child-centered learning opportunities. The advent of Internet-enabled personal computers and mobile devices has added a new layer of communication and social networking to the interactive digital mix. While this evolving palette of technologies has demonstrated the ability to capture the attention of young people, the innovative learning outcomes that educators had hoped for are more elusive. Although computers are now fixtures in most schools and many homes, there is a growing recognition that kids' passion for digital media has been ignited more by peer group sociability and play than academic learning. This gap between in-school and out-of-school experience represents a gap in children's engagement in learning, a gap in our research and understandings, and a missed opportunity to reenergize public education. This project works to address this gap with a targeted set of ethnographic investigations into three emergent modes of informal learning that young people are practicing using new media technologies: communication, learning, and play.

    The Principal Investigators on this project are Peter Lyman at the University of California, Berkeley, Mizuko (Mimi) Ito at the University of Southern California, Michael Carter of the Monterey Institute for Technology and Education, and Barrie Thorne of the University of California, Berkeley. At Berkeley, the project is administered by the Institute for the Study of Social Change. With the help of a large number of graduate students and postdocs, a variety of projects are under way in both the Los Angeles and San Francisco Bay areas.

    The project has three general objectives. The first objective is to describe kids as active innovators using digital media rather than as passive consumers of popular culture or academic knowledge. The second objective is to think about the implications of kids' innovative cultures for schools and higher education and to engage in a dialogue with educational planners. The third objective is to advise software designers about how to use kids' innovative approaches to knowledge and learning in building better software. This project will address these objectives through ethnographic research in both local neighborhoods in Northern and Southern California, and in virtual places and networks such as online games, blogs, messaging, and online interest groups. Our research sites focus on learning and cultural production outside of schools: in homes, neighborhoods, after-school, and in recreational settings.

    This project is sponsored by The John D. and Catherine T. MacArthur Foundation.


    To see the white paper and full report of the Digital Youth Project.

    To learn more about the MacArthur Foundation Digital Media and Learning Initiative.

    Can you give us some sense of the scope and scale of the project?

    Mimi Ito: This was a study that was conducted over three years, with 28 researchers and research collaborators. We interviewed over 800 youth and young adults, and conducted over 5000 hours of online observations. This was done in the form of 22 different case studies of youth new media practices. Some of the studies looked at particular online sites, such as YouTube and social network sites. Other studies looked at interest groups, such as gaming groups and fans of anime and Harry Potter. Other groups also recruited youth from local institutions such as afterschool programs, parent networks, and schools. We believe that this is the most extensive qualitative study of contemporary youth new media practice in the U.S.
    What were your goals with this project?
    Mimi Ito: Our goal was really to capture youth perspectives and voices to understand what is happening in the online world today. We wanted to look at how young people are incorporating new media into their everyday social and recreational lives, in contexts that they found meaningful and motivating. Our thought was that it was only by looking at these kind of youth-driven contexts that we could get a grasp of what youth were learning through their online participation, and how that activity was changing the shape of our media and communications landscape.
    Ethnography often gets praised for its process of discovery. What was the biggest discovery your team made through this process?
    Mimi Ito: One of the strengths of the ethnographic process is that it involves listening and learning from people with different perspectives, and having that inform our research frameworks. One of the big things that we learned from doing this with such a large research team, was how it was that different kinds of youth practices and social groups were related to one another, either in a synergistic way or a more antagonistic way. We learned that the main thing that distinguishes different kinds of youth new media practices was the difference between what we call "friendship-driven" and "interest-driven" participation. Friendship-driven participation is what most youth are doing online, and involve the familiar practices of hanging out, flirting, and working out status issues on sites like MySpace and Facebook. Interest-driven participation has to do with more of the geeks and creative types of practices, where youth will connect with others online around specializes interests, such as media fandom, gaming, or creative production. It wasn't the just usual things like gender and socioeconomic status that necessarily determined the big differences, but it also had a lot to do with categories in youth culture, like is considered "cool," "popular" or "dorky."

    Heather Horst: In addition to friendship-driven and interest-driven genres of participation, we also identified three genres of participation and learning - hanging out, messing around and geeking out. Hanging out is when kids are using technologies like IM, Facebook or MySpace to hang out socially with their friends. Messing around is when they are looking around online for information, or tinkering with media in relatively casual and experimental ways. Geeking out is when they really dive deep into a specialized area of knowledge or interest.

    What is important about this framework is that it's not about categorizing kids as having a single identity or set of activities. What we are doing is identifying different ways that kids can participate in media culture, and this can be quite fluid. For example, we talk in our chapter on Media Ecologies about a teen named Derrick who participated in Christo Sims' study of Rural and Urban Youth. He uses Instant Messaging and his mobile phone to coordinate hanging out with his friends. Yet, and like many other teens, Derrick has also earned a reputation for geeking out through his interest in locating and downloading movies through BitTorrent. He also uses the Internet to 'mess around', such as the time he did a search on Google until he found tutorials and other information to help him build a computer. The diversity of practices reflect differing motivations, levels of commitment and intensity of use which frame Derrick's (and other youths') engagement with new media.

    Mimi Ito: These genres of participation were things that we found across the different case studies that we looked at. In addition, each individual case study discovered a wealth of interesting details and findings that were specific to each case. What was unique about this project was that we discovered things that were grounded in the specifics of deep case studies, which is typical of ethnographic work, as well as identifying these broader cross-cutting patterns.


    Parents often express concerns that young people are interacting online with people they don't know while those excited about social network sites talk about the ways they allow us to escape the constraints of local geography. Yet, your report finds that young people often use these tools primarily to interact with people who they already know. What can you tell us about the relationship between the online and off-line lives of teens?

    danah boyd: While there are indeed examples of teens meeting others through these sites, it is critical for adults to realize that these sites are primarily about reinforcing pre-existing connections using mediated technologies. Youth's mobility is heavily curtailed and they desperately want to hang out with their friends from school. These sites have become that gathering space. Just because they can be used by youth to connect to strangers does not mean that they are. By focusing on the possibilities of risk, adults have lost touch with the benefits that these sites afford to youth.

    Christo Sims: As danah says, most of our participants used social network sites to complement their offline social relationships rather than to experiment with identity or to make a bunch of new "friends" from around the country or world. With that said, there were instances where youth developed online relationships that extended beyond school, neighborhoods, and local activity groups. Youth that were more marginalized in their local social worlds would often go online for friendship and intimacy. We heard several stories of gay and lesbian youth using internet-based tools in these ways. Similarly, we heard stories of immigrants and ethnic minorities connecting online despite being widely distributed geographically. Then, there's youth who engaged in interest-driven online participation who often interacted with folks far beyond their local region. When friendships did develop they grew over sustained participation in those interest-driven activities, not out of more friendship or intimacy seeking behavior as you'd find in an online dating site. Finally, we did hear several stories of youth developing pen-pal like relationships with other teens. These interactions tended to be conversational, sharing accounts of what life was like in their respective towns or cities, discussing the challenges and confusions of being a teenager. These sorts of interactions more closely resemble the self-exploration and identity-play that earlier accounts of online participation tended to emphasize - a sense of anonymity, a degree of freedom from the trappings of one's identity in the family or at school - yet they weren't anywhere close to the dominant day-to-day uses of these tools.

    Dan Perkel: Just to follow up on a point that Christo alludes to, there are in-between categories of people that might be overlooked in the split between "people you do already know" and "strangers." For example, there are people who are friends of friends, or friends of cousins, who you may not know, but go to neighboring schools, or live in the same area of town. We heard from participants in San Francisco, the East Bay, and I believe in Brooklyn as well, stories of people meeting up and getting to know people who they knew through others but only "met" using MySpace or another site. We also heard stories or in some cases watched people play out situations where they had met someone offline, and gotten their MySpace username so that they could contact them later. This was one way of facilitating dating (like asking someone for a phone number). In this case, this is someone that they have met, but is not necessarily someone they "know" or at least have any other contact with before back and forth conversations using social network sites. The point is that we learned how confusing it can be to even categorize who is a stranger versus a known person. How some of the participants use online media happens in the space inbetween.


    danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

    Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

    Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

    Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

    Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

    Why Universities Shouldn't Create "Something like YouTube" (Part Two)

    Universite de Montreal is developing a new web strategy, they intend to
    integrate web 2.0 features. They are thinking about letting students become
    publishers, but they fear a teacher backlash. Is this fear reasonable? What
    would be the worst case scenario?

    When we create more open platforms, we destroy old monopolies of information. That can be a brutal blow for those who gain their self worth from their role as the dispersers of that information. So, yes, when you open it up to students to submit materials, teachers feel threatened. There are some legitimate concerns here, having to do with the credentializing of information and the liabilities of the university. For most of us, credibility on the web is situational: we are not so much assessing content as we are assessing the reputations of the sources of that content. We tend to put our greatest trusts in the institutions we would trust for information in the physical world. So, many people who sought information from Universite de Montreal or MIT will make a general judgment about the reputation of the institution and then apply it to all content which gets circulated.

    For me, a lot of this has to do with how we frame the materials -- as a reference work (which meets certain criteria of reliability, which many faculty members would be hard pressed to meet) or as a space for investigation, deliberation, and discussion (where there are ongoing conversations about the value of different content being circulated). Most academic web resources represent the former; Wikipedia and YouTube would be better understood as the latter. The need is to be clear about who is contributing the content and then you need to create a context where the community has the literacy practices and collective intelligence processes to take ownership over critically engaging with the materials being shared.

    Everyone in the university would need to have a stake in insuring the integrity of the process and that means being highly critical and skeptical of anything that gets submitted, whether by a student or a teacher.

    Can a platform upstage the learning process ? By that I mean that students would get lost in a pile of information and would no longer be able to know what to use ?
    A platform certainly can upstage the learning process if by a platform you mean a technology. It is not at all unusual for faculty members to become enchanted with one or another kind of hardware and not think through its pedagogical implications. We can see some of the ways universities have embraced Second Life as an example of this process. Second Life has some remarkable affordances which can support powerful new kinds of learning, but it's also a challenging technology to learn how to use. There's no point in using it for things that can be done just as easily through more traditional learning platforms and there's no point in using it if it takes much longer to learn how to use the program than it is going to be possible to use the program for instruction. In other words, we have to do a cost/benefit analysis and know why we are using this platform, why it is better than traditional means, what it allows us to do that we couldn't do otherwise, what challenges it poses to learners, and so forth.

    On the other hand, I would argue that a process or a community is less likely to upstage learning because for the most part, it comes with its own pedagogical logic and if you work within that logic, everything you do will ultimately contribute to learning. Again, the choice of the community needs to be aligned to the pedagogical goals, because the community will impose its own goals which will often be more deeply motivating.


    Is there more value in sharing ( as with OpenCourseWare) or in mashing and
    allowing expression ?

    For me, they are two parts of the same process. When I hand you a printed book, which couldn't be more fixed in its content and couldn't be harder to reconfigure, you are still going to pay attention to only those parts that are of interest to you; I can't determine whether you read the whole thing; I can't determine what parts you cite in other works you write; and indeed, the book only becomes valuable when you can take out your yellow pen, mark up the passages that are meaningful to you, compare them with other books on your shelf, and use them as resources for your own explorations and ruminations.

    So, why should we imagine that digital resources are any different? Once you share them, they are going to be sampled and remixed, if they are of any value to the person who receives them. That's at the heart of the learning and research processes. So, the question isn't whether to allow remixing; you can't stop it and you really wouldn't want to if you could. The question is whether to facilitate it or for that matter, whether to increase the visibility of what readers do with the content you provide. In the end, that boils down to the question of whether you want to be part of a conversation or whether you simply
    want to publish.

    In our participatory culture, though, keep in mind that publishing as an end unto itself is having diminishing return and people are much more likely to be drawn towards spaces which enable and support meaningful dialog. You can try to block it, if you wish, but you are also cutting yourself out from the marketplace of ideas, so what's the point?



    Should all this self-expression be recognized ? Where can we draw the line between « artistic self-expression » and bad work ?

    The point is that I don't draw the line; the community draws the line. A society where there is lots of bad work out there is ultimately more generative than one which supports only excellent work. It provides points of entry for more people who are encouraged to try things, be bad, get feedback, and do better. A society which circulates only excellent work creates too strong a barrier to access and thus discourages most people from producing anything. The result is that we lack the diversity we need for collective decision making or shared cultural experiences.

    So, the goal should never be to get rid of bad work; the goal should be to develop mechanisms which helps us to identify what we see as valuable or meaningful work according to our own criteria. There are a number of different mechanisms which allow us to do so: we can have gatekeepers who curate the materials and use their personal reputation to bestow recognition on work they consider valuable; we can have some kind of system of aggregation, such as Digg, where many people vote on what's valuable and the "best" stuff rises to the top; we can have some system of collective deliberation in which we have ongoing debates about what constitutes good work and what works are
    good. All of those mechanisms can be found at work in one or another site online.

    We still don't fully understand how these mechanisms work and what kinds of areas each works best. And universities would have a lot to contribute into research in these areas if they would free themselves from the burden of feeling like they can only support excellence.


    A lot of bad work could tarnish the reputation of a university. How can it reconcile openness and the promotion of itself as a supplier of good knowledge?

    It depends on what the university is trying to sanctify: is it seeking to guarantee the integrity of the product (in which case, every bit of content needs to be vetted) or the integrity of the process (in which case, the university is creating a space where people learn through vetting each other's content.) Is the reputation of a university based on the fact that they gather together lots of people who know things or is it based on the fact that they create a context where the ongoing questioning of information takes place?
    What is the role of universities in this new « knowledge society » ?
    Universities have gathered together many forms of expertise into one institution and they have provided the time and space for those expertise to be exercised around compelling questions. They have developed processes by which questions can be asked and answers can be debated, where information can be produced, exchanged, and evaluated, and where expertise can be exchanged between many different minds. So, how do universities expand those functions and processes beyond their brick and mortar campuses? How do they open up these conversations to include a larger public who wish to continue learning beyond their undergraduate years or who wish to learn things that are not available to them at their local level? Universities can potentially play an enormous role here but it requires them to rethink their interface with their public and indeed, requires them to expand their understanding of what constitutes the constituency for higher learning.

    Note: In response to the first installment of this interview, reader Chris Lott asks why the Creative Commons license for MIT's Open Courseware initiative constitutes a "conservative" approach to Fair Use. I am not, in this case, concerned about reader's making Fair Use of my materials. They are welcome to use them with attribution as far as I am concerned. But my problem is that as a media scholar, I need to be able to provide excerpts from other people's media -- especially corporate media -- if my teaching materials and approaches are going to be accessible to people around the world who may not have ready access to American media. MIT's position is that we have to clear rights for every piece of material that we include in our course materials, rather than asserting a broader understanding of Fair Use which would define such materials as being circulated for the purpose of critical commentary. I apply such a broader notion in my own blog but so far, the Open Courseware people will not accept this perspective and as a result, I've been locked out of contributing to this program. People often ask why not use materials under Creative Commons license and the problem is that the kinds of materials currently circulating under Creative Commons tends to be indie media, which is great, but in teaching media studies, I also have to deal with material by mainstream media and universities feel themselves vulnerable to the exagerated assertions of copy right by many corporate rights holders. I hope this further clarifies my position.

    Why Universities Shouldn't Create "Something like YouTube" (Part One)

    I was recently interviewed by a Canadian journalist, Alexandre Cayla-Irigoyen
    Chef de pupitre - Societe Monde, about OpenCourseWare, Collective Intelligence, and the modern university. Somehow, the interview questions sparked me to dig deep on some ideas that I hadn't really formulated before and I figured the answers might prove interesting to blog readers. So I asked the reporter if I could run the transcript here, once he had gotten what he needed from it for his story.

    I read your book (Convergence Culture) and also a couple of other of your publications. You argue that, right now, the school system is failing its children because they are learning more experimenting outside class than in it. Do you think that Internet and the tools that are being developed will help change this situation ?

    The internet is improving opportunities for learning for at least some portion of our youth, but most of what is most valuable about it is locked outside of schools. For example, many American schools block all access to YouTube, to social network sites, even to blogging tools, all of which are key sites for learning. Schools are discouraging young people from using Wikipedia rather than engaging with it as an opportunity to learn about the research process and to engage with critical discussions around issues of credibility. The schools are often frightened of anything that looks like a game to the point that they lock out many powerful tools which simulate real world processes, encourage a 'what if' engagement with history, or otherwise foster critical understanding of the world.

    As long as they react to these developments as risks rather than resources, then those kids who have access to this online world are going to be de-skilled as they enter the schoolhouse gates and those kids who don't have access are going to be left further behind because they have been abandoned by the institutions which are otherwise best situated to address the digital divide in terms of technical access and the participation gap in terms of access to skills and experiences. So, yes, informal learning is taking place outside of school for those who are able to access it but the refusal of schools to engage with it further amplifies the inequalities between information haves and have nots.



    Can such changes be implemented in university classes? Flexibility seems to be the key aspect of this new approach whereas the university classroom is typically governed by a rigid student-teacher relation (at the undergrad level at least).

    Whatever their limitations in terms of bureaucratic structure, most university instructors have much greater flexibility to respond to these challenges than the average public high school. Unfortunately, by the time we get to college, these gaps in experiences, skills, and resources will have already had a near lethal impact on those kids who are being left behind. It isn't just that we will need to have a head start program to get them the technical skills they need to deploy these technologies. It is going to be much harder to give them the sense of empowerment and entitlement needed to allow them to feel fully part of the online world. They are going to be much less likely to play and experiment with the new technologies because they will be afraid of failing and looking dumb in front of classmates who will have been using these tools for more than a decade.

    That said, we certainly do want to integrate these skills into college classes, because they are key to higher order thinking an research in most of our disciplines, because doing so is the best way of reaching a generation that expects to be able to participate in social networks and manipulate data through simulations. But we shouldn't delude ourselves into thinking we can fix a decade's worth of neglect through the public schooling system.


    How can an institution recreate the type of communities you spoke about in your book ?

    The kinds of communities I discussed in the book are what Cory Doctorow calls "ad-hoc-cracies." They emerge quickly in response to shared interests and concerns. They last as long as people need the community to work through a common problems or query. They vanish when they are no longer useful to their members. They are radically interdisciplinary or I'd prefer, "undisciplined," in that they draw together people with many different expertises and they deploy social networks which observe few of the barriers to interaction we experience in the physical world to bring people together who should be working together. They develop informal yet very powerful systems for vetting information and for carrying out deliberation.

    Almost none of this holds with the average college class which has a fixed duration, a prearranged sequence of materials and problems, a disciplined border, a geographically narrowed location, etc. So, if we want to integrate these into our classes, they require
    much greater flexibility in imagining what constitutes an educational context. They certainly involve developing projects which span disciplines, which link several classes together and requires students to build on each other's work, and which may straddle multiple universities dispersed in space. All of this is easier said than done, of course, but we should be experimenting with how to achieve this goals since at this point it is even hard to point to many real world examples of what this would look like.


    MIT has the OpenCourseWare program that seems to follow a more open logic. Does MIT have other programs that would help it achieve (or create) a more open, flexible and creative environment ?

    The Open Courseware Initiative has very worthy goals -- indeed, the vision behind it is deeply inspiring to me. Universities like MIT should be opening up their resources to the planet. We should being supporting independent learners and providing materials to support education in parts of the world which do not have what major research institutions have to offer. The scale on which Open Courseware is operating now is astonishing and a real tribute to the people who developed it.

    That said, I do not myself participate in Open Courseware. I freely give away my own content through our various blogs, podcasts, and online materials. But MIT has failed to assert a strong Fair Use defense which allows instructors to meaningfully quote from and repurpose existing materials as part of their instructional process. As a media scholar, my teaching centers on helping students understand other people's media content and if I can't quote from and share that content with the users of the Open Courseware, I can not meaningfully reproduce my instructional practices online. MIT had an opportunity to be a leader in the arguments about Fair Use, especially given the good will they have gotten through Open Courseware, yet they have chosen to take a very timid and conservative legal approach to these matters and as a consequence, I feel like it severely compromises the goals and ideals of the Open Courseware initiative.

    I am thus a conscientious objector in my relation to this project. I am going into this here not to slam the Open Courseware people but to suggest that the ideals of free distribution of content by educational institutions are compromised by the current intellectual property regime and that we are not going to be able to meaningfully achieve the full ambitions of such a project until we develop stronger defenses around Fair Use.


    At the present time, MIT is thinking about its next step in its Internet strategy (after the OpenCourseWare project), what are the options ? What should a university try to implement ?

    Many universities are trying to figure out how they can build "something like YouTube" to support their educational activities. Most of them end up building things that are very little like YouTube in that they tend to lock down the content and make it hard to move into other spaces and mobilize in other conversations. In a sense, these university based sites are about disciplining the flow of knowledge rather than facilitating it. As I think about what makes YouTube YouTube, I see a number of factors:
    • Anyone can submit content at anytime and thus doesn't have to operate from a base of academic and institutional authority. It respects multiple kinds of expertise, understands people are differently motivated, and appreciates that information can be posted for many different reasons.
    • YouTube content can be embedded on any website, blog, or social network page. It is spreadable and it gets value as it gets inserted into these various contexts, because they represent different social communities which are having ongoing conversations. YouTube sees information as something that can be used, not something that is simply stored.
    • YouTube provokes responses. Indeed, the most valuable content on YouTube is content which inspires other users to talk back, reframing and repurposing materials, coming at them from many different angles.
    • The content on YouTube can be reconfigured many different ways. It is not part of a structured curriculum; rather, it is modular, nonliner, unstructured. And as such, we are encouraged to play with it rather than being disciplined to approach it in set ways.

      So, I don't know for sure what the next stage of an academic content system looks like but my own sense is that it should look MORE like YouTube and less like what university lawyers and department heads think will be "something like YouTube".


    Some of My Best Friends Are Pirates

    In mid-September, I went to Singapore to meet with some of our collaborators on the MIT-Singapore GAMBIT games lab and to speak to the Games Convention Asia about "Games as Transmedia Entertainment." In the course of the weekend, I gave an interview to a very thoughtful young reporter from the Philippines Daily Inquirer in which I was asked about the implications of the concept of convergence culture for the developing world. To be honest, I didn't think much more about the interview until some of my comments about "piracy" began to surface in western blogs within the gamer realm. The story spread through news portals focused on Asia to the gamer world, which is often keeping a close eye on developments in the Asian games sector and often gains prestige by being early importers of Asian-produced games before they are legally on offer here in the west.

    One American blogger even "pirated" one of my portraits, which was doctored to depict me as a pirate. I figured that "pirating" it back is only fair game.

    henry pirate.jpg

    Indeed, the time lag between the interview appearing in a Manila-based newspaper and its surfacing on western blogs could be counted in a matter of hours, rather than days. At no other time in human history would such a flow of information have been imaginable. In the past, an American academic giving an interview in Singapore would in all likelihood have been locked down in a very localized context. And so in many ways, the circulation of this story demonstrates in pretty powerful ways what I saw as the central thrust of my comments -- that media companies can no longer realistically lock down their content into predictable zones and roll it out on their own time table. The moment content emerges anywhere in the world, it creates a hunger around the planet among potential consumers which will be met illegally if it is not met legally.

    When I was in Shanghai last January, I learned a good deal about how fans of popular western programs such as Prison Break operate: within a day of an episode appearing on American television, it has been digitized, translated into various Chinese languages by an army of dedicated fans, and begins circulating throughout the Chinese hinterland and across the Chinese diaspora. In many cases, this is content which would never have been commercially available in China as a result of nationalistic and protectionist policies limiting the amount of American media that can be marketed to their country. And if this content was made available commercially, then few Chinese locals outside of the most wealthy and cosmopolitan cities would be able to afford it. So, in what sense can Hollywood be said to have lost markets that it could not have reached and could not have sold to in the first place?

    Yet, it is clear that exposure to American media in the developing world often awakens desires and fantasies that can only be satisfied by more such content; it is part of the process of westernization and modernization which is impacting many sectors in Asia at the present time. A growing number of researchers are finding that these same tendencies are operating in reverse across America and Europe, exposing western consumers to Asian-produced media (Bollywood films, Anime, K-Drama, and the like), and gradually creating viable commercial markets where they didn't exist before. In many cases, those fans who have taken these materials without permission, done the hard work of translating them into English from their original language, taken on responsibility for educating consumers about the contexts from which they came and the conventions under which they operate, have gone a long way to open up markets which would previously have been closed to Asian media producers. Here, "piracy" becomes "promotion."

    Does it make sense to refer to such practices as "piracy"? It's a debatable proposition but for the moment, many in the media industries are inclined to think of such consumer practices through a language of copyright theft and piracy. If we adopt that framework, then yes, I think there's a solid case to be made that "pirates" actually expand markets, over time, even if they cause short term "losses" for the initial rights holders. That said: I recognize that not all "piracy" follows such a pattern. There are a significant number of people out there who are exploiting the intellectual properties of others for their own financial gain and there are some who buy these materials because they don't want to pay the price being asked for this content. Nothing we say is going to change this basic dynamic, but the media industries could reduce some forms of "piracy" by better understanding what motivates it and reading it as symptomatic of the marketplace reasserting demand in the face of failures in supply.

    For example, should we be surprised that protectionist policies surrounding media imports no longer work effectively in a global networked culture? Whatever gets stopped by customs the border will spread easily online and reach geographically dispersed consumers. Should we be surprised that consumers no longer want to wait to view content that they know is already available in other markets and is being actively discussed by others in their online communities?

    For example, relatively few hardcore American fans of Doctor Who or Torchwood are willing to wait the six to nine months it is taking these episodes to cross the Atlantic and get aired on the Sci-Fi Channel. Many of them are seeking online channels, mostly illegal, to gain access to this material in something close to the same time frame as British fans are consuming it. This has not necessarily reduced sales of the DVDS or viewership of the cable airings of this content here, but it has pushed many hardcore fans to step outside of the law in order to access content they would most likely willingly pay to access if it was made available to them in a timely, accessible, and legal manner.

    In my heart of hearts, I think most people would prefer to work within legal structures if they are available to them and I'd suggest that the relative success of iTunes in the face of readily available "free" sources for much of this content points to a deep desire to behave "honestly" when media companies do not create strong incentives to behave otherwise.

    We can also understand this piracy as part of a breakdown of the moral economy between producers and consumers. Here's what I mean by a moral economy: Underlying all economic transactions are certain social understandings between buyers and sellers that reflect their sense that exchanges are just and fair to both sides. We can call this a moral economy.

    When the rules of exchange shift, they are accompanied by certain social disruptions as both sides seek to legitimate their new practices and thus secure a higher ground in the emerging moral economy. We can see the deployment of terms like "piracy" or "sharing" as different bids to legitimate these evolving practices. It's a kind of rhetorical war for moral legitimation, which reflects the fact that both sides want to see themselves as behaving fairly. When there is a perception of unfairness, then there is a much higher likelihood that parties will step outside of established mechanisms and adopt practices which the other side sees as illegitimate. And clearly over the past few years, technological and cultural shifts, not to mention the legal battles that have emerged around them, have gone a long way to undermine the existing moral economy and thus create a crisis of trust between producers and consumers. Until media companies find a way to restore the balance, they are going to find themselves increasingly subject to behaviors which undercut their perceived economic interests and such behaviors are likely to be increasingly labeled as "piracy."

    Such "piracy" is a global phenomenon, but it occurs in particularly overt ways in much of the developed world, which has historically been used as a final dumping ground for media goods that have played out in the rest of the world. As more and more young people in the developing world go online, have access to information about such content, and desire stronger connections with their counterparts elsewhere, these inequalities of access to media content becomes more and more frustrating. And "piracy" is emerging as the "great equalizer" to insure they have a chance to participate more fully in our emerging media landscape. Such young people, long term, represent the most likely market for western produced media, and this early, often illegal exposure is part of what will make them a desiring market for such materials over time. Framed in these terms, the debate about "piracy" becomes about short term losses versus long term gains for the media industries.

    "Piracy" enters the developing world in another way as well: the production of local knock-offs of western media properties. Consider, for example, almost twenty years of the production and circulation of "Black Bart" T-shirts in intercity and impoverished neighborhoods around the world. These appropriations of The Simpsons have been a source of revenue for the small scale entrepreneurs who produce and sell them and they have been another way of connecting to the larger media franchise. Throughout much of the developing world, the images of western media are being translated into local folk art practices and then sold back to visiting tourists from the West. When I visited Shanghai, for example, I came back with hand-woven Chinese New Year decorations which deployed Mickey Mouse to signify the "year of the rat." Such goods were clearly not authorized or licensed by the Disney corporation. Yet, they represent another way that those in the developing world were attaching themselves to Western media franchises and do represent a form of grassroots convergence.

    I am not making a moral argument here. I certainly understand why many media companies would feel that all of this represents a serious threat to their livelihood and that it constitutes another example of how they are "losing control" over their content in a networked culture. All I am arguing is that current inequalities of access to media content and the fraying of the moral economy between producers and consumers work together to create a context where more and more consumers, not only in the developing world but here in the west, are stepping outside of legal mechanisms to acquire access to content. We can call this "piracy" or not. But it will continue to be a reality until the media companies develop a more sophisticated understanding of what factors motivate such behavior and the ways that such practices reflect breakdowns in the market mechanisms surrounding the creative economy.

    So, in conclusion, I just want to say "Aargh!"

    Video Games Myths Revisited: New Pew Study Tells Us About Games and Youth

    Some years ago, I published an essay, "Eight Myths About Video Games Debunked" in conjuncton with the PBS Documentary, The Video Game Revolution. At least once a month, I see the article has been discovered by another blogger who is bringing it to the attention of his or her community, so I know that there continues to be interest and uncertainty about many of the issues that it sought to address. A recent report released by the Pew Internet & American Life Project offers some valuable new data about the place video games play in the lives of American young people. T


    At the most basic level, game playing has become more or less universa
    l. Fully 97% of teens ages 12-17 play computer, web, portable, or console games. 50% of teens played games "yesterday." I'm thinking about all of the moral reformers who note, whenever there is a school shooting, that they knew the suspects would turn out to be a gamer. I'd say the current statistics suggest that the odds are very much in favor of them being right but the claim is now meaningless. Indeed, many are suggesting that in such a context, the term, "gamer," may be obsolete -- at least as a description seperating those who play games from those who don't. It may, however, still work much like the term, "reader," to distinguish those who gain some kind of social identity through their relations with games from those for whom game playing is simply one activity among many.

    The Pew research may also force us to rethink once again the assumption that there is a gender gap in terms of who plays games
    : "99% of boys and 94% of girls report playing video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least "enthusiastic" players of video games, though more than half of them play. Some 65% of daily gamers are male; 35% are female. Girls play an average of 6 different game genres; boys average 8 different types."

    A decade ago, when Justine Cassell and I edited From Barbie to Mortal Kombat: Gender and Computer Games the picture was dramatically different: many were worrying that girls were being left out of this particular version of the digital revolution and that there would be social and educational consequences of this "gender gap." The new statistics show that this gap has significantly closed and that even other patterns people have observed (that boys play games more often, that boys play more different kinds of games, and that boys play games over a longer period of their lives) are starting to shift, though we can still see traces of these earlier patterns in their data. If you are interested in the gender-specific nature of game playing, you should check out Beyond Barbie® and Mortal Kombat: New Perspectives on Gender and Gaming (Edited by Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun) and due out from MIT Press any day now. This book updates our earlier collection with cutting edge perspectives from a new generation of games scholars who grew up with this medium. Justine and I wrote a new piece for the book reflecting back on the context of gender and games in the mid-1990s and looking forward to new challenges confronting the industry today.

    The Pew Data complicates easy generalizations about the place of violent entertainment in the lives of American teens. For example, the five most popular among young Americans are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. Of these, only Halo 3 would qualify as a violent game. Over all, non-violent genres were the most popular. But, 50% of boys name a game with an M or A/O rating as one of their current top three favorites, compared with 14% of girls. (0ne of those places where gender really does make a difference in how people relate to games.) 32% of gaming teens report that at least one of their three favorite games is rated Mature or Adults Only. 12- to 14-year-olds are equally as likely to play M- or AO-rated games as their 15- to 17-year-old counterparts.

    The Pew Data further challenges the idea that game playing is a socially isolating activity.
    The researchers found "65% of game-playing teens play with other people who are in the room with them. 27% play games with people who they connect with through the internet. 82% play games alone, although 71% of this group also plays with others. And nearly 3 in 5 teens (59%) play games in multiple ways -- with others in the same room, with others online, or alone." As someone who has watched games over the past two decades, I would argue that game play has always been more social than many non-gamers expect. I recall my son and his friends going to each other's houses as a kind of victory house when they beat a level in a challenging game, showing the others how to do it and helping them over the hump. Indeed, playing a game alone is often seen as a rehearsal mode, getting ready for more social forms of play, much like a kid bouncing a ball against a house and catching it, because there aren't people around to play ball with. The Pew data suggests that for many kids, games is sometimes social, sometimes solitary, but most have a healthy range of different ways of engaging with the games medium.

    The Pew Research does indicate some areas where parents should be concerned about the gaming lives of their sons and daughters.
    Nearly two-thirds (63%) of teens who play games report seeing or hearing "people being mean and overly aggressive while playing," and 49% report seeing or hearing "people being hateful, racist, or sexist" while playing. However, among these teens, nearly three-quarters report that another player responded by asking the aggressor to stop at least some of the time. Furthermore, 85% of teens who report seeing these behaviors also report seeing other players being generous or helpful while playing. Many of us believe that cyberbullying is a much more real concern than the worry that playing violent games might somehow make young people more aggressive in the real world. A decade ago, the digital world felt like a safe space for many young geeks, especially when compared with school hallways or gyms, but now that everyone is playing games and going on line, the bullies are showing up there too and young people are having to confront in cyberspace those problems which haven't been resolved in the real world. It isn't that games make kids more aggressive; it may be that real world aggression and conflict is spilling over into games.

    The Pew Research also challenges the prevailing myth that most parents are worried or alarmed about their young people's relations to games. 62% of parents of gamers say video games have no effect on their child one way or the other. 19% of parents of gamers say video games have a positive influence on their child. 13% of parents of gamers say video games have a negative influence on their child. 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game. I see this data less as an indication of the "actual effects" of game play on children but rather as an indication that most parents have come to accept games as a normal part of American childhood and that more of them now see positive benefits than negative harms. After all, a significant number of contemporary American parents were part of that first Nintendo generation, grew up playing Super Mario Bros. and Sonic the Hedgehog, and are thus less likely to be panicked by an unfamiliar technology in their living rooms. Many discussions about games and parenting fail to reflect this generational shift in who these parents are and how they think about this medium.

    There's lots more to chew on in the Pew report, including some interesting suggestions about the civic impact of games and whether online play has the same social value as face to face play. I am hoping that this new data will further sharpen the conversations around games.

    For more interesting insights on these questions, check out the podcast of a recent CMS colloquium, "The Myths and Politics of Video Games Violence Research," featuring Lawrence Kutner and Cheryl Olson, authors of the recent book, Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. If you don't know this book, you should since like the Pew research, it challenges many common assumptions about this issue, daring to ask and find answers to basic questions about the place of violent games in young people's lives.

    Framing the Candidates (Part One): A Closer Look at Campaign Biography Videos

    George Lakoff's book, Don't Think About an Elephant, has been one of the most influential arguments about the nature of American politics to emerge in recent years. Lakoff, a linguist, turned his attention to the "framing" of political discourse. If you want to look more closely at his argument, "A Man of His Words" is an online excerpt which pulls out most of the ideas that are going to interest us here.

    Lakoff argues that the Democrats lose elections even though they often have the facts on their side because the Republicans typically frame the debate. Consider for example the ways McCain has transformed the current energy crisis from one which might deal with the environment or economics or alternative energy to one which rises and falls on the question of off-shore drilling. Or consider the ways that the Republicans have deployed terms like "maverick" and "reformer" to distance themselves from the Bush administration. To turn this around, the Democrats need to reinvent themselves -- not by shifting their positions but by altering the frame.

    As Lakoff explains, "Reframing is social change.... Reframing is changing the way the public sees the world. It is changing what counts as common sense." Much of the early excitement around Obama was that he seemed to offer the most compelling new way to "reframe" progressive politics and thus offered a way out of failed rhetoric of the past. For some, this is about style over substance or a matter of "just words," but Lakoff argues that framing is about a structure of ideas that gets evoked through particular words and phrases but has its own deep logic that shapes how and what we think.

    In a simple yet suggestive analysis, Lakoff characterizes progressive and reactionary politics in terms of what he calls the Nurturing Parent and the Strict Father frames. According to the Strict Father model, Lakoff writes, "the world is a dangerous place, and it always will be, because there is evil out there in the world. ...Children are born bad, in the sense that they just want to do what feels good, not what is right." The strict father "dares to discipline" his family and supports a president who will discipline the nation and ultimately, the world. According to the progressive "nurturing parent" scenario, "Both parents are equally responsible for raising the children. ...The parents' job is to nurture their children and to raise their children to be nurturers of others."

    Swing voters share aspects of both world views. The goal of politics, Lakoff suggests, is to "activate your model in the people in the middle" without pushing them into the other camp.

    We can see this as almost a reverse of old-style Christian doctrine in which the relation of a husband to his wife or a father to his child is supposed to mirror the relations of God to man. In this case, the family becomes a microcosm through which we can understand the relationship of the president to the nation and the world.

    This is consistent with an argument that I put forth in the introduction to The Children's Culture Reader that the Republicans and the Democrats both use the figure of the child as a rhetorical device in talking about their visions for the future of the country, but they understand the family in very different terms. In an analysis of the 1996 GOP and Democratic national conventions, I contrasted Hillary Clinton's deployment of the phrase "It takes a village to raise a child" with oft-cited Republican images of the family as a "fort" defending its members against a hostile world.

    As a teacher, I've found that one of the best ways to introduce this important argument to my classes has been to engage in a critical comparison between the official campaign biography videos, shown at the national conventions, and intended to link the candidate's personal narrative with the larger themes of the campaign. Here, we can see very explicit connections between the ways that the two parties understand the family and the nation. These videos are easy to access on the web and bring into your classrooms.

    Over my next three posts, I will look more closely at first the videos for the two Presidential candidates, then the bios for the two Vice Presidential candidates, and finally parodies of these videos produced for The Daily Show. I am hoping that this will provide inspiration for educators who might want a way to talk about the campaigns, the differences between the parties, and the role of media in the process.

    First, a few general points. Students often react to these videos when they first see them as if they were documentaries, straight forward presentations of the facts of the candidates' lives. If Obama and McCain tell very different stories, it is because they led very different lives. And this is of course partially true. The videos mobilize elements from the candidate's biographies to construct narratives about them which are designed to introduce them to the American people. For many votes, these videos and the acceptance speeches are the first time they are paying attention to these candidates.

    Yet, keep in mind the role selectivity plays here -- we can't tell everything about their lives in a short video, so get students to think about what they decide to include and what they leave out of these videos. There's also the question of framing -- what gets said by the candidate, by the people in his or her family, by others, and by the narrator -- which helps us to understand this person in specific ways. And then there's the matter of technique -- what kinds of images do we see, what role does the music play in setting the tone for these stories.

    I've found that these videos work best in a classroom setting where I show them side by side so that the students compare the differences in their approach. On one level, there's a well established genre here -- a general framing, followed by childhood experiences, early career, courtship and marriage, education, national service, early political life, fatherhood and family, and launch of the campaign. These similarities make it easy to see the differences in framing at work. If you are pushed for time, as I was in class the other day, you are better off showing the first 2-3 minutes of each, and then getting the discussion started, than showing one through all the way. It is through the comparison that we really understand how these videos deploy melodramatic devices and images of the family to shift how we think about the candidate's relationship to the nation.


    Obama and the Nurturing Parent Frame

    From start to finish, the Obama video is focused on constructing the ideal image of the nurturing parent who will insure the well being of all Americans. The very opening lines of the video already evoke the image of childhood: "It is a promise we make to our children that each of us can make what we want from our lives" and the climax of the video comes when we return to that opening statement and build upon it: "It was a promise his mother made to him and that he intended to keep." Think about the difference between talking about the "American promise" and the "American dream," and you know a great deal about the ideological differences between the two parties.

    The idea of "empathy" is a central cornerstone of the family as depicted in this video. It emerges most powerfully in the story about Obama's mother urging him to "imagine standing in that person's shoes. How would that make you feel." and again, by the end of the video, this concept of empathy becomes a cornerstone of Obama's relationship to the nation, as he describes how he remembers his mother as he travels "from town to town." Empathy runs through the list of values Obama tells us that he and Michelle want to pass down to their children: "hard work, honesty, self-reliance, respect for other people, a sense of empathy, kindness, faith." And we can see this respect for nurturing and empathy when he talks about the death of his mother, who was "the beating heart" of their family. Indeed, moments when candidates talk about personal losses of family members and loved ones are often potent appeals to the viewer's own empathy, since many of us feel our common humanity most powerfully through our shared experience of mortality.

    And this logic of empathy emerges through the suggestion that Obama knows first hand the suffering and anxieties felt by average Americans: "I know what it's like not to have a father in the house, to have a mother who's trying to raise kids, work, and get her college education at the same time. I know what it's like to watch grandparent's age, worrying about whether their fixed income is going to be able to cover the bills."

    We can see this last comment as part of a larger strategy in the video to depict Obama's personal narrative as the "story" of America and his "search for self" as a quest to better understand the nation that gave him birth. As the narrator explains, "By discovering his own story, he would come to know what is remarkable about his country." And this is an outgrowth of the first thing we are told about his mother, that she knew her son was an American "and he needs to understand what that means."

    This video works hard to combat images of Obama's background as exotic, as outside the mainstream. There is no reference here to Hawaii and only an implicit nod to the fact that he spent part of his life overseas, even though this last detail has been central to the candidate's appeal internationally. The focus is on the most "heartland" aspects of his family background -- a strong focus on his grandparents who come from Kansas, and their experience of the Depression and World War II. Obama got into trouble for suggesting that some people in rural Pennsylvania were "bitter," so the video is careful to say that his grandparents were not "complainers." When it comes time to capture his sense of pride in his country, he tells a story about sitting on his grandfather's shoulders and waiving a flag at the return of the astronauts.

    The representation here of his marriage might be summed up with the old feminist slogan, "the personal is the political." Michelle describes the moment she fell in love with Barrack: watching him deliver a speech in the basement of a community center in which he spells out "the world as it is" and "the world as it should be." This story collapses Obama's hopes for his family and his hopes for his country in a sublime moment of utopian possibilities. Michelle emerges as the ideal arbiter of his political integrity because she can testify that he lives these values through his personal lives.

    And the final statement of the "nurturing parent" model comes when Obama tells us, "One person's struggle is all of our struggles." The government becomes a mutual support system that looks after its weakest members in a world which is often unjust. The president's job is to insure that all of his children gets what they need and deserve and that the "American promise" gets fulfilled and transfered to the next generation.

    McCain and the Strict Father Model

    If the Obama video sets up issues of nurtering and empathy from its first images, suggested by the long panning shots across American faces and a voiceover about the "American Promise," the McCain video opens with us staring directly into the face of the candidate as a young naval officer, trying to read his character and understand the relationship of this national service to the "mission" ahead. The opening narration starts with descriptions of him as "a warrior, a soldier, a naval aviator, a Pow," before pulling us down to the family -- "a father, a son, a husband", then into his political career. And then we get that surprising moment when he is called "a mother's boy," one suggestion of softness amid a series of hypermasculine sounds, images, and terms. My students suggested that the reference to the mother helps him deal with issues of age and mortality, yet it also seems part of a strategy to manage the negative associations which many independents and Democrats may feel towards the repeated references to his toughness throughout the video.

    Strength of character and conviction, coupled with physical toughness as proven through war, are the central virtues ascribed to McCain by the video and they are introduced here once again through the narrative of his family. As suggested by the gender specificity of the "Strict father" construction, the family here, except for the references to the mother, is represented almost entirely through patriarchal bloodlines -- again a contrast to the absent father and strong mother image in the Obama video. We learn about his grandfather who died the day he returned from World War II; we learn about his father who ordered the carpet bombing of a country where his son was held captive, even as he waited at the border hoping for his return. When we see him with his son in the opening series of shots, he is standing alone with his offspring on the side of a mountain. Fatherhood is an extension of manhood and it gets expressed through discipline and competition more than through images of cuddling and craddling.

    The critical moments here, of course, deal with his Vietnam war experience which require a recognition of vulnerability and weakness even as the larger narrative centers around his toughness and will power. Consider this key description: "Critically injured, his wounds never properly addressed, for the next five and a half years, John was tortured and dragged from one filthy prison to another, violently ill, often in solitary confinement, he survived through the faith he learned from his father and grandfather, the faith that there was more to life than self."

    So, again, we see the passing down of civic virtue through male bloodlines as a central motif in this video. There's no question that the video constructs these experiences as a form of martyrdom out of which a national leader emerged: "The constant torture and isolation could have produced a bitter, broken man. Instead he came back to America with a smile -- with joy and optimism. He chose to spend his life serving the country he loved." or consider the phrase, "he chose to spend four more years in Hell." Or the ways the video depicts his role in the normalization of relations with Vietnam -- "Five and a half years in their hell and he chose to go back because it was healing for America. That's country first." Note this is one of the few places where metaphors of "caring" or "healing" surface in the video and it is specifically in relation to the pain of wartime. A more complex metaphor emerges as Fred Thompson reads aloud a passage from McCain's autobiography about "living in a box" and ends with "when you've lived in a box, your life is about keeping others from having to endure that box."

    This toughness and individualism carries over into the discussions of national policy. McCain doesn't believe that the country should care for each of its members but rather he has "a faith in the American people's ability to chart their own course." He is "committed to protect the American people but a ferocious opponent of pork barrel spending and would do most anything to keep taxes low and keep our money in our pockets." What is implied by that contrast between "protecting" the public and "pork barrel spending" and "higher taxes"? There is a clear sense that as a stern father he will give us what we really need but protect us from our own baser urges and desires.

    While the Obama video distributed its points across a range of different voices, including a large number of women, the McCain video tends to rely on a voice of God narrator who speaks the unquestioned truth about this man and on comments from McCain himself. All of this creates a more authoritarian/authoritative structure where truth comes from above, rather than emerging from listening to diverse voices, and reflects this notion of stern responsibility rather than nurturing.

    This centralized discourse is consistent with the videos focus on experience and its tendency to read McCain as "superior" to others -- "no one cherishes the American dream more," for example, but also no candidate has had his experiences in public service. There is an underlying suggestion here of predestination -- "McCain's life was somehow sparred -- perhaps he had more to do." In this case, the hint is that he is fulfilling God's plan for him and for the country. This issue of predestination resurfaces near the end when the video repurposes some of the core themes of the Obama campaign, including some that McCain has criticized and turns them around, "What a life, what a faith, what a family! What good fortune that America will chose this leader at precisely this time. The stars are aligned. Change will come. But change must be safety, prosperity, optimism, and peace. The change will come from strength -- from a man who found his strength in a tiny dank cell thousands of miles from home."

    There's so much more that we could say about both of these videos and that's the point. They are great resources for teaching young people to reflect critically on the ways the campaigns are being "framed." Next time, I will look more closely at the Vice Presidential videos.

    Fans, Fair Use, and Transformation

    Earlier this year, I ran an interview with Pat Aufderheide and Peter Jaszi from American University's Center for Social Media about their work articulating the "fair use" rights of documentary filmmakers and media literacy teachers.

    I have been lucky enough to be one small part of a team they pulled together of media scholars and lawyers focused on better understanding how fair use might apply to remix practices now common online. Other members of the team included: Mimi Ito, Lewis Hyde, Rebecca Tushnet, Anthony Falzone, Michael Donaldson, Michael Madison, Panela Samuelson, and Jennifer Urban. Last week, the Center released their findings.

    The resulting report offers a very strong, legally credible defense of many now common remix practices, including some language which should prove especially helpful in helping fan vidders to know how far they can go and stay within a common sense understanding of fair use rights. The report's recommendations center around two core questions:



    • Did the unlicensed use 'transform' the material taken from the copyrighted work by using it for a different purpose than that of the original or did it just repeat the work for the same intent and value as the original?

    • Was the material taken appropriate in kind and amount, considering the nature of the copyrighted work and of the use?



    If the answers to these two questions are 'yes,' a court is likely to find a use fair. Because this is true, such use is unlikely to be challenged in the first place.

    I was happy to have a chance to share news of this report when I spoke to Portus, a gathering of Harry Potter fans in Dallas this weekend, where the news generated lots of interest.

    This focus on "transformation" clearly compliments the focus on "transformative works" in recent fan conversations in the wake of the creation of the Organization for Transformative Works.

    And the report's findings will be especially relevant to fan vidders, who have been struggling to decide how public they want their work to be, given their historic vulnerability to legal prosecution and yet their concern that other remix communities are gaining greater visibility in the era of YouTube. The report certainly doesn't address every concern vidders will face -- in particular, it raises questions about whether vidders would be legally better off drawing on multiple songs rather than basing the entire video on a single piece of music. But the authors hope that the publication of this document will spark further conversations.

    Adopting (and Defending) Little Brother

    I don't get to read very many novels. The nature of my work means that there is always a massive pile of nonfiction for me to plow through and when I have time to relax, I tend to consume other media rather than read literary fiction (comics being the exception). But I always make time for the latest work of Cory Doctorow, who is my favorite contemporary science fiction writer.

    When I heard Cory's new novel, Little Brother, had hit the book shelves, I grabbed it to take with me on my long flight to Australia. (Gee, I've managed to get three blog posts just off of the media I consumed between here and Australia!) It turned out to be ideal reading on one level -- I didn't want to put the book down once I started reading it -- and less than ideal on another -- the book left me really paranoid dealing with airport security and customs people and when I tried to read it to cope with my jet lag in the hotel room, I stayed up all night just to finish it. Don't try this trick at home, Kids. But you will want to read Little Brother, the sooner, the better, because this book has the makings of a political movement.

    The title of Little Brother pays tribute to George Orwell, but the content is shaped by our own "9/11 changed everything" society. It's as timely as the day's headlines: literally since I started reading the book just as the Supreme Court was ruling that Habeas Corpus applied at Gitmo. The book was written for young adult readers but, as the cliche goes, it's fun for children of all ages.

    Marcus, the book's protagonist, is a hacker/gamer/geek who has learned how to work around the various control mechanisms of his school but he is ill-prepared for confronting what happens after a terrorist attack destroys the Bay Bridge in San Francisco and takes out a chunk of the BART tunnels as well. Homeland Security basically occupies San Francisco, which becomes more and more like a Police State as the book progresses. He and his friends, who had skipped school to play an ARG, are taken into custody, shipped off to a secret prison camp on Treasure Island, and subjected to torture -- well, assuming waterboarding DOES count as torture.

    When Marcus is released, he takes everything he has learned about technology and uses it to try to overturn what the federally-sanctioned thugs have done to America's tradition of freedoms and liberties. He hacks game systems and deploys them as an alternative social network which allows young people to communicate under the noses of their parents and teachers. Along the way, the book addresses some core debates about whether we should trade off some of our freedom to insure greater security in a post-911 political landscape and provides very specific instructions on how to create an alternative political culture and technological infrastructure.

    If the details supplied by the novel aren't enough on their own, the book ends with Afterwords by digital security expert Bruce Schneier on the importance of good Crypto and by XBox Hacker Andrew "Bunnie" Huang, as well as a bibliography for where to go to learn more about the technoculture and political dimensions of the narrative. And Doctorow has partnered with the DIY website, The Instructables, to provide some How To pieces. And the book takes seriously what we are calling the New Media Literacies, including the ability to network and pool knowledge to accomplish tasks far bigger than any individual can accomplish on their own. Indeed, I plan to assign the book in a class I'm teaching this fall on Civic Engagement and New Media Literacy. All of this reflects Doctorow's unique perspective as a key player in the Electronic Frontier Foundation and as one of the masterminds behind Boing Boing.

    So far, I've made the book sound a bit too much like agit prop -- on the right side, to be sure, but pedantic at best -- but it's also a damn fine read. Sure, there's a little bit of preaching to the choir going on here, no doubt. I found the book affirmed many of my most deeply held political beliefs and as such, it is one which I plan to pass along to some of the young adult readers in my family in hopes of undoing the job the public schools have been doing on them lately. At heart, the book is about the right, no, the obligation to question authority and to stand up for the American tradition of civil liberties even when -- especially when -- it is hard. Little Brother articulates a very different notion of patriotism and what a hero is than we've seen from the dominant media in recent years.

    The young people quickly adopt a slogan, "Don't Trust Anyone Over 25," which they think reflects the generational gap in perspective between those who grew up online and understand how the security hysteria is destroying cyberculture and those who didn't and who are drawn towards a more authoritarian mind set. But the book itself keeps complicating that distinction between Digital Natives and Immigrants, offering vivid vignettes of a teacher who forces the students to think for themselves even if it means that he will ultimately lose his job, of a reporter who is willing to speak truth to power, and of parents who stand by their kids when they need their support the most. Doctorow wants his young readers to take their own political agency seriously, to find their voice as citizens, and to tap the resources that are available to them to transform their society, but he also wants them to recognize allies where-ever they may find them and continually situates Marcus's contemporary resistance in a much longer history of countercultural politics.

    It doesn't hurt that Doctorow fills the book with local color details about San Francisco, a city he knows well, or that he makes every step in the process seem plausible and only slightly amplified from things we've already seen happen in the past eight years. It also doesn't hurt that Little Brother is also the best plotted book Doctorow has ever written. Up until now, I've liked the tone and world building of his fiction better than the plots; like many contemporary SF writers, he has a tendency to build rich and interesting societies and then not really know what to do with them. I'm OK with that because Eastern Standard Tribe and Down and Out in the Magic Kingdom are some of the best drawn worlds I've seen in SF since the original cyberpunks.

    But this time, he held his plot together throughout, allowing the action and relations to build chapter by chapter, and taking his protagonist on the trajectory from Rebel Without a Cause to the leader of a youth movement, even as he deals with the anxiety, fear, and confusion someone in that position would face. He manages to throw in issues with his peers, parents, and teachers, as well as a touchingly drawn first love story, which adds some emotional resonance to the high flying political drama. Most adults for young readers stop there, acknowledging all of the fears and uncertainties of growing up, without leaving their young fans with any sense that they hold in their hands the potential to change the world. Doctorow trusts his readers enough to take them seriously as political agents and in that sense, I am hoping it will do for my young nephews's generation what books like the ACLU Student Rights Handbook or Jerry Farber's The Student as Nigger did for mine.

    Neil Gaiman has been similarly smitten with this book and shared on his blog his own hopes for how it will impact young readers:

    I think it'll change lives. Because some kids, maybe just a few, won't be the same after they've read it. Maybe they'll change politically, maybe technologically. Maybe it'll just be the first book they loved or that spoke to their inner geek. Maybe they'll want to argue about it and disagree with it. Maybe they'll want to open their computer and see what's in there. I don't know. It made me want to be 13 again right now and reading it for the first time, and then go out and make the world better or stranger or odder.

    Indeed, there are early signs that young readers are responding to the book's challenges by putting some of its ideas into action. Doctorow has created a website which documents the various ways his work is being appropriated and remixed. And there are already some interesting stories to be found there. For example, one group of coders is hard at work developing the ParanoidLinux program described in the novel:

    Paranoid Linux is an operating system that assumes that its operator is under assault from the government (it was intended for use by Chinese and Syrian dissidents), and it does everything it can to keep your communications and documents a secret. It even throws up a bunch of "chaff" communications that are supposed to disguise the fact that you're doing anything covert. So while you're receiving a political message one character at a time, ParanoidLinux is pretending to surf the Web and fill in questionnaires and flirt in chat-rooms. Meanwhile, one in every five hundred characters you receive is your real message, a needle buried in a huge haystack.
    ~Cory Doctorow (Little Brother, 2008)

    When those words were written, ParanoidLinux was just a fiction. It is our goal to make this a reality. The project officially started on May 14th, and has been growing ever since. We welcome your ideas, contributions, designs, or code. You can find us on freenode's irc server in the #paranoidlinux channel. Hope to see you there!

    Doctorow has shared a YouTube video produced by some young readers who dfamatize the opening passages from the novel:

    A reader and former Senior House resident Alec Resnick wrote me to ask me whether I could think of another book which had been so carefully designed to launch a resistance movement. Certainly science fiction authors have been trying to use the genre as a means of political commentary since before any one thought to call it science fiction. H.G. Wells saw himself as a political novelist and was only retrospectively understood as writing SF. The Futurians were an influential group in the early history of science fiction fandom who saw the genre as a tool for social change. They included Isaac Asimov, James Blish, Damon Knight, and Frederik Pohl. Check out Space Merchants for a good example of the kind of social criticism these guys smuggled into what were then dime paperbacks. On the conservative end of the spectrum, we could certainly read a writer like Robert Heinlein as making the case for mandatory military service as tied to voting in Starship Troopers, for example. We can see the feminist science writers of the 1960s as explicitly bound up with movements for social change and science fiction was very popular with the leaders of the anti-war movements of the 1960s. And then, of course, there's George Orwell himself who certainly saw the value of mixing politics and speculative fiction -- I'm never sure whether we can call 1984 science fiction or not but it's certainly swimming in the same stream. Many of these books include commentary on current developments and sometimes blue prints for alternative social structures.

    But I don't know of another book which provides so much detailed information on how to transform its alternative visions into realities. And as such, this may be the most subversive book aimed at young readers in the past decade. I fear that in the current political climate a lot of teachers and librarians are going to end up battling school boards and angry parents to make sure young people have access to this book. If they do so, it will be a battle worth fighting.

    If you want to sample the book, Doctorow has made it available for free download, but trust me, you are going to want to own a copy. What good is a political page turner without any pages to turn!

    What Does Popular Culture Have to Do With Civic Media?

    The following post originally appeared on the Media Shift Idea Lab blog, which is run by the Knight Foundation as part of their ongoing focus on civic media and citizen journalism. If you don't know this blog, you should. Regular contributors include such key thinkers in this area as Dan Gilmor, Jay Rosen, Gail Robinson, Ian Rowe, J.D. Lasica, Leslie Rule, Mark Glaser, Lisa Williams, and many others. It is a great space to go and learn about how new technologies and cultural processes are being deployed to enhance civic engagement. I had the chance to hang out with many of these folks last week at a conference we hosted at MIT.

    The Center for Future Civic Media is collaborating with the MIT Communications Forum to host an ongoing series of conversations about media and civic engagement. This past term, we hosted two such exchanges --- "Our World Digitized: The Good, the Bad and the Ugly," an exchange between University of Chicago law professor Cass Sunstein (Infotopia: How Many Minds Produce Knowledge) and Harvard University law professor Yochai Benkler (The Wealth of Networks) and "Youth and Civic Engagement" with University of Washington political science professor Lance Bennett, actvist Alan Khazei (Be the Change), and our own Ingeborg Endter (formerly with the Computer Clubhouse project, now a key player at the Center for Future Civic Media.) These events are now available on audiocast: you can find "Our World Digitized" here and "Youth and Civic Engagement" here. What follows are some personal reflections on a theme touched upon in the first exchange and explored more deeply in the second -- the relationship of popular culture to civic engagement.

    Despite its title, the goal of the Benkler/Sunstein exchange was not to sort through which of us was "the good, the bad, or the ugly" or even to present a debate between an Internet critic and an advocate. My own sense is that both Sunstein and Benkler have more complex, more multivalent perspectives on contemporary digital culture than is generally acknowledged. I know that both writers are ones I regularly teach in my classes and both raise questions which we need to address if we are to develop a sophisticated understanding of how and why civic engagement operates in the digital era. Our discussion was far reaching and defies easy description or summary here. You will have to listen to it yourself.

    Near the end of the session, one of my graduate students, Lana Swartz (bless her soul!), asked a question about how popular media and participatory culture fit into their ongoing discussion about the state of American democracy. Neither speaker was fully prepared to address this question, though Sunstein showed in the process a previously unsuspected enthusiasm for Lost. As a moderator, I had not felt it was my place to introduce my own perspectives on this question so I wanted to take advantage of this space to spell out a bit more about why I think Sunstein should pay more attention to the way popular culture gets discussed on the web.

    A core premise running through Sunstein's two most recent books, Republic.com and Infotopia is this concern that despite or perhaps even because of the dramatic expansion of the information environment brought about by the introduction of the web, most of us are accessing a much narrower range of opinion than previous generations in part because of our tendency to filter out news that is not personally interesting to us, in part because many of the forums we frequent do not have strong mechanisms for insuring diversity of perspective, and in part because such groups tend to develop very firm yet polarizing consensus over time which further narrows what gets said. I first read Sunstein's argument when I was asked to be a respondent to his article, "The Daily We," for Boston Review.

    At the time, I wrote:

    Sunstein assumes that we join virtual communities primarily on the basis of ideological identifications. Yet, many, if not most, Net discussion groups are not defined along party affiliations but rather around other kinds of shared interests--hobbies or fandoms, for example--which frequently cut across political lines. The fact that you and I both watch Buffy the Vampire Slayer may or may not mean that we share the same views on gun control. Many ideological questions may surface in such contexts: aviation buffs debate the naming of an airport after Ronald Reagan, the fans of a particular soap opera debate the moral choices made by a character. Sometimes these exchanges produce flame wars, sometimes mutual understanding. Still, they bring together people who would have had little or no prior contact and thus constitute contexts where more diverse opinions can be heard. We should not underestimate such exchanges by maintaining a crisp separation of political dialogue from other kinds of social interaction.

    Then as now, I find Sunstein's argument most convincing when he is speaking about those communities which are defined explicitly around political communication, i.e. the kinds of communities that law professors are most likely to spend time studying. Yet, they seem to break down as we move towards other kinds of communities, such as the fan communities which I most often explore.

    While ideological perspectives certainly play a role in defining our interests as fans and media consumers, they are only one factor among others. So, we may watch a program which we find entertaining but sometimes ideologically challenging to us: I know conservatives who watched The West Wing and laugh at The Daily Show; I know liberals who enjoy 24 even if they might disagree about the viability of torture as a response to global terrorism. Television content provides a "common culture" which often bridges between other partisan divides within the culture, even in the context of culture war discourses which use taste in popular media as a wedge issue to drive us apart.

    So, a fan group online is apt to be far more diverse in its perspectives than a group defined around, say, a political candidate or a social issue. This is not to suggest that fan communities do not form firm consensus perspectives which block some other ideas from being heard, but they form them around different axis -- such as desired sets of romantic partnerships between characters -- which may or may not reflect ideological schisms. There may be rich discussions, then, about the philosophy of education which should rule at Hogwarts, just not on which character constitutes the most appropriate life partner for Harry Potter.

    At the same time, the nature of popular culture means that it continually raises social, political, and ethical issues; popular media projects something of our hopes and fears and as such, it provides us a context for talking through our values. Research for example shows that fans of reality television shows spend more time talking about ethical issues than trying to predict the outcomes. Indeed, on a fan discussion group, there is an active desire for diversity of background and perspective to sustain the conversation and allow all participants to get new insights which refreshes their relationship with the series. In some cases, the community is engaged in a collective activity of problem solving, as in the case of the Survivor spoilers I discussed in Convergence Culture or for that matter, the various groups online trying to figure out the mysteries of Lost.

    In many cases, these groups are seeking to make predictions which have, in the end, right or wrong answers: someone's going to win Survivor; someday, we hope, we will know what's really going on on that island. As such, they split around competing theories, often adopting perspectives which are adversarial in the same sense that a court of law is adversarial: competing sides contest each claim made in the hopes of getting closer to the truth. Such communities, thus, have mechanisms built into them that insure that competing truth claims get heard and that the relationship between them get played out at a fairly deep level. Many of these mechanisms look very much like the solutions which Sunstein proposed for insularity and polarity in Infotopia, but they are being applied to less "serious matters."

    Again, though, we can't assume that no important civic discussions take place here. Consider, for example, the representation of an American political campaign depicted in the final season of The West Wing, which was depicted as a contest between Alan Alda as a thoughtful maverick Republican (closely model on John McCain) and Jimmy Smitts as a minority candidate who refuses to play old style race politics (modeled on Barack Obama). In the course of the season, both fictional candidates rehearsed themes, issues, and rhetorical styles which were designed to play to a "purple America" and were intended to be a utopian alternative to the 2004 campaign cycle. More and more, it looks like this fictional campaign was in fact a rehearsal for our current presidential season and that the program, in effect, market tested a range of new ways of framing the relationship between the two parties. Surely, we have to see such a process as deeply bound up with our contemporary understanding of civic engagement. The program both educated us about core civic concerns and gave us a new framework for thinking about what a good candidate might look like. And because the program was watched by people from all ideological stripes, it offered a context for a bi-partisan or "post-partisan" exchange at the same time we were incapable of talking to our neighbors about politics in the real world.

    In Convergence Culture, I argue that we are learning through play skills which we are increasingly deploying towards more serious purposes: in this case, a generation of young people may have found their voice in online debates and discussions around their favorite television programs. In this space, they felt empowered to express and argue for their points of view, precisely because talking about popular culture lowered the stakes for everyone involved. And it was through these conversations that they developed a strong sense of social ideals and values which they carry with them as they venture into real world political debates. I am unshamed to say that much of what I now believe about diversity and social justice I learned growing up watching Star Trek in the 1960s, watching a multiracial crew operate as friends and team members on the bridge, seeing how they responded to the challenges posed by alien societies radically different from their own.

    And this brings us to the second of the MIT Communication Forum events on youth and civic engagement. For me, one of the most exciting development of the past year has been watching the dramatic increase in youth participation in the Democratic and Republican primaries, seeing so many young people vote for the first time. Our speaker, W. Lance Bennett, edited an important new collection of essays for the MacArthur Foundation's Digital Learning and Youth series at the MIT Press, which is essentially reading for anyone who wants to understand what current research tells us about young people's civic lives online. You can read the book for free online.

    In his introduction to that book, Bennett outlines conflicting claims about young people's relations to civic life: one which sees them as apathetic, ill-informed, and disinterested because they tend to shy away from traditional civic organizations, tend to get news from nontraditional sources, and tend to be skeptical if not cynical about the claims made by political leaders. The other sees strong signs that their experience as media producers and participants in online communities, are giving them a much greater sense of empowerment, creating a stronger sense of shared social responsibilities, and are leading them to feel more comfortable speaking out about what they believe in. Bennett argues that those who want to get young people more involved in the political process, including the designers of future civic media or the developers of school curriculum about politics, need to spend more time studying the kinds of civic lives young people do find engaging and examining the language which speaks to this generation.

    Bennett notes that most campaigns spend little time addressing young people's concerns because they are seen as a hard to reach demographic which rarely makes a difference in elections. We will see whether these patterns hold, given the amount of attention now being paid for the centrality of the youth vote to the Obama campaign. As we look back through the aftermath of the current campaign season, we will certainly want to think long and hard about what impact YouTube parodies, Saturday Night Live, The Daily Show, and Stephen Colbert had on young people's engagement and participation in this election and will want to pay attention to how each of the major candidates have tapped into references to these shows as a way of reaching young voters.

    So, what does popular culture have to do with civic media? More than many law professors might assume...

    "What Is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part Two)


    What criteria should we use to evaluate good and bad remixes?

    I think that, as with any work of art, the criteria for judging whether a remix is 'good' or 'bad' is largely subjective and what some people passionately love, others will think is a complete waste of time. I believe there is no artistic work in existence that everyone on planet earth would unanimously agree is 'good.'

    Having said that, for the purposes of the Total Recut Video Remix Challenge, I have set some general criteria for the public and for the judges to use as guidelines when rating the videos. These are overall impact, which will account for 50% of the marks, creativity for 25% and communication for the remaining 25%. If you were to analyse a video remix that is generally accepted as being 'good', for example Titanic 2: the Surface by Robert Blankenheim, we can see that the video is exceptionally well produced, so much so that you could easily believe that is a genuine trailer for a new Titanic movie! The basic idea behind the piece is very clever and well executed on every level. Personally, I think that believability is a recurring theme in many of the most popular and well received video remixes. For these types of remixes, it is a huge challenge to convince the viewers that what they are watching is real. There is a long history of people messing with media channels to communicate a message effectively, e.g. Orson Welles War of the Worlds broadcast and I feel that speaking to an audience in a language that they are intimately familiar with, e.g. movie trailers, is an excellent way to communicate a message. The Adbusters movement have been 'culture-jamming' for decades, mostly in the medium of print, but I expect a lot of video remixed work to emerge in this niche in the future.

    But what about 'bad' remixes? Well, it is fantastic to see that so many amateur video makers are trying their hand at producing video remixes, however, as with every art form, the ratio is usually about 10% quality, 90% garbage. The ratio holds true in the case of video remixes. Here is an example of a particularly poor effort, but hopefully the creator will stick at it and improve as they produce more work. Having said that, production skills are not necessarily the be all and end all. Sometimes, the idea is strong enough to bring the video popularity even if the production values are not 100%.

    An interesting debate has sprung up around so-called 'YouTube Poop' videos. To some people, these types of videos seem to make no sense, are offensive and are even difficult to watch. People said similar things about punk. Personally, I think that YouTube Poop videos are some of the most potent examples of remixed videos out there, and although they may not be attempting to communicate a particular underlying message, bearing more resemblance to stream-of-consciousness poetry, they have their own artistic merit. But I am certain that many people would consider them to be 'bad' remixes.

    The statement above implies that you think the current influx of remixes and recuts is a product of shifts in the technological environment. Yet, we could point to a much older history of cut-ups, collages, montages, scratch video, fan video, running back across much of the 20th century. Remix was part of 20th century life well before digital tools and platforms arrived. What factors do you think have given rise to our current remix culture?
    I agree with you that remix itself is by no means a new phenomenon. In fact, it dates back as far as we can trace human history. The earliest example I am aware of is the anagram, which is essentially taking the building blocks of a word, i.e. the letters, remixing them into a new order that creates a new word and a secondary meaning and association by connecting the first word to the newly formed second word. There have been examples of remix in every creative art since time immemorial. For example, in art, the obvious one is collage. In music, folk music was spread by word of mouth, and so when one person would learn a new song from someone else, they would often apply their own variations to it, essentially remixing it to suit their own style.

    In more recent times, in the history of recorded music, music remixes date back at least to the 1950's, when Bill Buchanan and Dickie Goodman remixed Orson Welle's War of the Worlds with various musical snippets. In the world of film and video, recuts and remixes have been in existence since the art of editing was invented. Some of the most well known filmmakers that experimented in the field of remix and montage as far back as the 1920s include the Russians, Sergei Eisenstein and his mentor Lev Kuleshov. Joseph Cornell and Hans Richter also experimented in the genre in the early part of the 20th Century.

    The distinct difference between the work that was produced by these masters and the video remixes that we see today on Total Recut and YouTube, are that now the tools of production have been democratized. What was once an art form confined to professionals who could afford expensive film-making equipment and distribution companies with established networks and connections, is now affordable to the majority of creators in the western world. Anyone with a computer and an internet connection today can produce and distribute their work for costs close to zero. Every new computer comes shipped with editing software, video content is widely available on video sharing networks like YouTube and the Internet Archive, and it is easy to reach a potentially large audience by uploading your video to one of these sites.

    The net result is that the medium is evolving. Video remix includes everything from movie trailer recuts, political parodies, music mash-ups, subvertisements, fan made vids, machinima, overdubs and many others. There is no doubt in my mind that many other sub-genres will evolve as more and more people begin to experiment in this area.



    In your thesis, you suggest that video recuts are "stifled by overzealous copyright owners who are over-protective of their work." What can you tell us about current legal responses to the remix community? Are there any signs that the studios are becoming more accepting of remix culture as remixes become more widespread on sites like YouTube and are finding their way back into commercial media channels?

    Of recent times there has been a serious crackdown on video sites like YouTube where copyright owners have made claims of copyright infringement and the videos have been taken down, in compliance with the DMCA. Unfortunately, many remixed videos that legitimately make fair use of copyrighted content are being caught in the crossfire of outright piracy. I feel it is very important to highlight the distinction here as this is possibly the number one reason why the remix community gets targeted and bullied by 'overzealous' copyright owners. If somebody rips an episode of Lost from DVD, for example, and uploads five ten minute segments of the episode to YouTube unchanged and without permission, this is piracy and should definitely not be condoned. ABC Studios would be completely within their rights to request that YouTube remove these infringing videos from their site. However, if someone were to sample small clips from various episodes of Lost, recut them, add effects and overlay a soundtrack from the classic 80's TV show The A-Team, this would clearly be a fair use of the copyrighted material.

    Unfortunately, the filtering technology that has been developed to track copyrighted material cannot distinguish between these different types of videos, and fair use video remixes are being wrongfully taken down from YouTube every day. One of the problems here is that the creators of these ingenious videos are unaware that they are within their rights to file counter notifications against copyright infringement claims that they believe to be false. In my own case, I had three of my remix videos removed by the BBC, Paramount Pictures and 20th Century Fox, which led to my YouTube account being disabled. Three strikes and you're out. Each of the videos were less than three minutes long, and the use of copyrighted material in them was clearly fair use. I filed counter notification claims with each of the allegators through YouTube, which is a relatively straightforward process. The BBC conceded that my video was a fair use and the other two companies did not respond within the DMCA time limit and so my three videos were put back up and my account was reinstated.

    I am certain that there are many other people out there who have had similar experiences but did not realise they could do anything to get their videos put back up. I would encourage anyone who feels that their work is fair use to file counter notifications and to make sure that their videos are put back online. Alternatively, they can upload them to Total Recut!

    On a more positive note, I have noticed a trend among some of the larger media corporations that suggests that they are becoming more accepting of user generated remix videos that sample from their copyrighted material. Some, including Sony Pictures, Lionsgate and Warner Bros have even dabbled with remix contests of their own to coincide with the release of their movies including School of Rock, A Scanner Darkly and Rambo. We have also recorded a significant exponential increase in the number of video recuts being uploaded to the web every day and less being taken down, which suggests that more people are getting interested in the area and that copyright owners are beginning to realise the potential benefits of allowing, and possibly even encouraging their fans to play with the content they produce.

    In my opinion, video remixes are a free form of advertising for copyright owners and also create more devoted fans of the original work. In a few years, we will all look back and it will be mind boggling to think that big media companies tried to stop fans of their content from creating remixed videos that actually served to promote the original work, as well as being entertaining pieces in themselves.


    Your site features a space for political remixes. Do you see remix as an important form of political speech?

    I personally feel that remix is one of the best ways for people to voice their opinions and increase their chances of being heard. What better way is there of communicating how you would like George Bush to act than to literally change the words that come out of his mouth? With the current build up to the presidential elections in the United States, we are seeing and hearing a lot of media surrounding the actions and words of Barack Obama, Hillary Clinton and John McCain. A plethora of remixed videos have sprung up with Obama , Clinton and McCain as the subjects. I think that having the tools to be able to create videos like these and express personal opinions to a wide audience is extremely empowering for individual users in the digital age. Members of Obama's campaign realise the potential power of grass roots creativity and a video contest has been hosted this month by the folks at moveon.org with a view to creating a 30 second spot for the presidential candidate that will air on national television. No doubt, many of these will be video remixes and we look forward to seeing the finished pieces.

    Many people use political parodies as a way to highlight the issues that particular politicians are facing and suggesting courses of action. When Tony Blair was considering his resignation as Prime Minister, a fantastic remix appeared illustrating Blair's internal debate. Another classic video that has done the rounds is the Blair Bush Endless Love remix. This video is interesting in that it pokes fun at the perceived notion of the apparently odd relationship between a submissive Tony Blair and a dominant George Bush.

    I have tried my own hand at one or two political remixes in the past. Being from Ireland, I decided to poke a little fun at the two candidates for the Irish General elections last year, Bertie Ahern and Enda Kenny, the two candidates for Taoiseach (Prime Minister) of the country at the time. One video showed Enda Kenny as if he was auditioning for American Idol and coming up against a decidedly unimpressed Simon Cowell. The other clip showed Bertie Ahern as if he were pitching a business idea in the Dragons Den I think it is very important that citizens of a country can air their views about their political leaders, and I feel that video remix is one of the most powerful ways to do this.



    What are your hopes for the future of remix culture? How do remixes relate to the larger Free Culture movement?

    I see remix gradually becoming more mainstream and more widely accepted as a creative form in its own right. Ever more examples of commercialised remix are appearing on our TV and computer screens every day. Many people involved in remix culture detest the idea of the commercialisation of this type of work as they see it as a grass roots, perhaps even rebellious movement, and one that gives a voice to the individual. I don't see this going away. Even if a lot more commercial remix work is created, the tools that enable individuals to transform and recreate the media and culture around them and the new channels of free distribution that enable their work to reach huge audiences are here to stay. My hopes for the future of remix culture would be for this type of work to seep into all walks of life. I would love to see even more educational institutions adopting it as a technique of learning, for example, asking students to create a remixed video about George Washington rather than handing in a written report. In the professional arena, I would love to see more video remix artists being headhunted by studios based on the remix work they showcase online or being commissioned to create new work.

    Before this can happen, however, remix artists need to stop being afraid of frivolous legal threats. A large number of remix artists are very careful about revealing their true identities online and use anonymous alter-egos for fear of being sued. I would hope that remix artists will eventually feel as though they don't need to do this anymore, as it could be stifling potential opportunities for them. The copyright issues surrounding remix work are a headache for everyone interested in freely expressing themselves using digital media. Of course, fair use enables the use of small samples of copyrighted material for non-commercial purposes, but I envisage new business models emerging around copyright cleared remix work in the not too distant future.

    In terms of the larger Free Culture movement, there are many people and organisations doing fantastic work to help combat the ongoing problem of corporate greed that has seen the copyright term extended to a ridiculous degree in the latter half of the 20th century. Organisations such as Creative Commons, the Electronic Frontier Foundation, the Center for Social Media, the Convergence Culture Consortium and FreeCulture.org are all doing incredible work to prevent the scales from tipping too far in the wrong direction and of course individuals, such as our judging panel for the Total Recut Video Remix Challenge, provide invaluable insights through their written and spoken words that help to raise much needed awareness of the issues surrounding remix culture.

    We are hosting the Total Recut Remix Challenge primarily to the same end, and we invite anyone with an interest in this area to enter the contest and help us to raise awareness of the changes that need to take place so that we can build a society where copyright owners are fairly rewarded for their artistic labours and artists can freely express themselves by drawing inspiration from the culture around them. Every voice counts.


    "What is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part One)

    Several weeks ago, I announced here that I was serving as part of a panel of other "remix experts" as judges for a video competition being hosted by the website, toralrecut.com. Participants are being asked to submit videos which address the question, "What is Remix Culture?" The contest is intended to help educate the public about the debates surrounding remix, copyright, and fair use. As someone currently developing a teacher's strategy guide for teaching remix in the context of high school literature classes, I am very interested to see what kinds of materials emerge from this competition. The submissions will become visible on the site soon and the public is being encouraged to help rank the submissions.

    In the spirit of sparking further conversation around the issues the contest is exploring, I asked Owen Gallagher, the mastermind behind TotalRecut, if he would respond to some questions about the contest and about remix culture more generally. Alas, his responses got lost in my dreaded spam filter and are just now seeing the light of day. In this two part conversation, he explains why he created the site and sponsored the contest, identifies some of his favorite videos, and offers some insights into the politics and aesthetics of remix video.

    Here's a brief bio Owen shared with us:


    Owen Gallagher (28) is a graphic, web and digital media designer, an accomplished musician and a graduate of the University of Ulster, Northern Ireland with a first class honours Masters degree in Design Communications. Originally from Dublin, Ireland, he has been travelling around the United Kingdom and the United States for the past 12 months as part of the NCGE / Kauffman Foundation Global Scholars Entrepreneurship Program. Gallagher is the founder of TotalRecut.com, an online social networking community for fans and creators of video remixes, recuts, and mash-ups that facilitates online collaboration between video artists. Total Recut has been shortlisted for a number of prestigious awards including the Golden Spiders Awards, the NICENT 25k Awards and the BBC Innovation Labs.

    Gallagher is the CEO and Creative Director of GDG Interactive, a web design and development business based in Ireland. In his spare time, he dabbles in video art and has created a number of political video remixes that received significant media attention in his home country. He is an avid piano and guitar player and has composed and recorded over 100 songs as well as performing in various bands since he was 16. He is a qualified music teacher and has taught piano and guitar to a number of students. He has also acted as a part time Assistant Lecturer of Design at the University of Ulster, Northern Ireland teaching web design, flash animation and digital video production.

    Gallagher is passionately involved in remix culture and has a particular interest in Intellectual Property law as it applies to creative content. His Masters thesis, entitled 'Video Recuts and the Remix Revolution: Whose Rights Are Being Infringed?' explores some of the issues surrounding the appropriation of previously published content, focusing on the delicate balance between copyright and freedom of expression.


    What can you tell us about your new contest? What are its goals? What kinds of videos are acceptable?

    The Total Recut Video Remix Challenge is a contest that we are hosting to try to encourage people to think about the issues around remix culture and creating remixed media. We want people to create a short video remix that uses footage from any source to communicate the message: 'What is Remix Culture?' The video can be anything from 30 seconds to 3 minutes long. The idea of the contest is to produce a series of videos that raise awareness and help people to more clearly understand what is going on in the world of digital content creation, remix and intellectual property. Ideally, the videos will be educational and will communicate a clear message but we essentially want our entrants to be creative and portray what remix culture means to them. The prizes include a laptop computer loaded with all of the software needed to create high quality remixes, a digital camcorder, a digital media player and lots of Total Recut goodies.

    The contest began taking entries in May and judging will begin in June. We have an exceptional judging panel of some of the elite thought-leading personalities involved in remix culture today including yourself, Larry Lessig, Pat Aufderheide, Kembrew McLeod, JD Lasica and Mark Hosler. The contest is open to everyone so I would encourage anyone who is even slightly interested in video remix to put a video together and enter the contest in May to be in with a chance of winning.

    The Video Remix Challenge was an idea that developed out of my Masters project at the University of Ulster, Northern Ireland, which was very much focused on Remix Culture and intellectual property issues as applied to the digital creative arts, in particular, online video production. As part of the project, I developed a basic version of the Total Recut website and set up a small scale video remix contest where the idea was to create a 60 second PSA commercial using found footage to portray a particular theme e.g. Environmental Issues, Safe Sex or Drug Abuse. At the time, I was also working as a part time lecturer, teaching an interactive design class to undergraduate students at the University of Ulster, so I decided to use the students as guinea pigs and get them to produce a remixed video for their project, which had to be entered into my contest, as a requirement of their design brief. It worked like a charm and the end result was over thirty highly creative remixed videos on a diverse range of socially conscious issues which the students themselves rated and commented on, before a small judging panel decided on the final winners. Following the success of this contest and the ongoing development of Total Recut as a whole, I decided that I wanted to try and host a larger scale contest. My original idea was to try to open it up to other Universities in the U.K. and Ireland and build from there, but it has now scaled to the point where it is open to anyone who wants to enter. The basic premise of the Video Remix Challenge is to create a short form video remix that portrays what 'Remix Culture' means to you, using found footage from any source.

    The reason this is such an interesting theme to pursue is because of the ongoing debate about copyright and freedom of expression in the developing landscape of user generated digital content. This is a debate that a lot of people feel very strongly about. There are extremists on both sides, some advocating the complete freedom of all content and others fighting tooth and nail to extend copyright terms and protect their assets. Then there are those who are trying to seek a middle ground - a balance between these two opposing views. This is where Total Recut and this contest reside.

    The current landscape places too much emphasis on the copyright owner's control over how their content is used and leaves little room for new artists to exercise their rights to freedom of expression. However, a free-for-all where all content is free would result in no compensation for copyright owners, which would mean less incentives for people to produce new creative works. The balanced approach enables copyright owners to make money from their work, but also enables other artists to freely use samples from the entire pool of creative works to express themselves. This contest encourages people to draw inspiration from the culture around them, from the culture they grew up with and to use these images and sounds to produce something innovative with a brand new meaning.

    The goals of the contest are to generate a number of creative video pieces that will help to raise awareness of these issues and perhaps help to educate people about the true nature of copyright, which is to promote the production of new creative works for society at large, by providing creators with a degree of protection over their work for a limited time. This message has been twisted and distorted almost beyond recognition by the likes of Disney and some of the larger corporations that own the copyrights to most of the content out there. Instead of creative works existing to benefit society, some of the corporations feel that creative works exist to make more money for them, for as long as possible. That is why they lobby for copyright term extensions and unfortunately, they have historically been successful in these attempts.

    Ironically, many of Disney's most successful works are based on Public Domain stories, which they would not have been able to create in the first place, had the original copyright owners tried to exercise the kind of control that Disney now displays over their works. There is an excellent educational remix video created by Eric Faden of Bucknell University, that uses short samples from Disney movies to communicate messages about copyright and fair use. Here's the link.

    In terms of the types of videos that are acceptable in our Video Remix Challenge, we are encouraging our entrants to be aware of, and exercise their fair use rights. The Center for Social Media at the American University of Washington have some excellent resources and guidelines. We are also encouraging people to use Public Domain and Creative Commons licensed material in their work, many of which can be found at the Internet Archive and Creative Commons respectively.

    The videos will first be rated by the public and whittled down to the ten best videos, which will then be given to the judges to decide on three winners. We are very excited to see what kind of work will be produced. Going by my previous contest, there will be quite a mix of quality in terms of production skill, but sometimes the best ideas simply shine through.



    Tell us more about Total Recut. How did this site come about? What are your overarching goals? What kinds of resources does it offer the remix community?

    I remember very distinctly when I came up with the idea for Total Recut. I was lying out in the sun in Portugal, contemplating what I might consider putting forward as a proposal for my then upcoming Masters Degree, and the idea came to me. I wanted to create a collaborative environment for artists to be able to take existing media, remix it in some way and produce something completely new.

    My interest in remix stemmed from an early age - I have always been into collage and mixed media and studied Fine Art in Dublin, Ireland before undertaking my Design degree in Donegal, but even before that, I always remember playing with toys as a young boy. My brother and I were the proud owners of many Star Wars figures and vehicles, Transformers, Thundercats, MASK, He-Man, G.I. Joe, Action Man and a whole host of other toys from various movies and TV shows. Our games always consisted of us combining these different realities and storylines, mixing them up and making up our own new narratives. It was not unusual to have Optimus Prime fighting side by side with Luke Skywalker against Mumm-Ra and Skeletor. So, from a very early age it seemed completely normal for me to combine the things I loved in new ways that seemed entertaining to me. I think that my generation and those younger than me have grown up expecting this sort of interaction with their media, on their own terms.

    The idea that some corporation can tell you that you are not allowed to play with media seems ridiculous and wrong. Unfortunately, there are many who seem to believe that their control over how content is used should be absolute and unquestioned. I created Total Recut as a way to gather people together who believe that we, as a society, should be able to freely build on the works of the past. If this is successfully prevented by corporations, the practical result is that people will stop making new things out of old things for fear of being sued. Innovation will chill and the overall quality and quantity of new work being produced will be lower. Luckily, there are millions of people who refuse to accept the corporate line and they are continuing to produce new work, despite the veiled shallow threats by overzealous copyright owners.

    So, when I was considering how to practically put a community of this nature together, my initial idea was to create a site for digital artists - I had the idea of taking public domain paintings and posting the images on the site, cutting them up into squares and then asking participants to choose a square each and reinterpret it in their own style. The remixed square would be uploaded to the site again and the end result would be a very interesting collaborative collage of styles inspired by the work of an artistic master.

    Through my Masters research, I realised that one of the hottest technologies at the time was online video and so I decided to refocus the project to centre on remixed video work. I discovered a thriving underground community of video producers who were creating work as diverse as movie trailer recuts and machinima to remixed political parody and mashed-up music videos. One of the first remixed videos I saw was a movie trailer recut, created by Robert Ryang, of the Stanley Kubrick movie, 'The Shining', which casts the classic horror in a completely new light. Another amazing video remix that I came across early on was a political piece created by Chris Morris where segments of George Bush's State of the Union speech were recut to create a new narrative. Some of the most technically accomplished and entertaining remixes I have seen were created by a Parisian remix artist called Antonio da Silva, known online as AMDS Films. He created a number of remixes, one of the best of which is Neo vs Robocop.

    So, I set about creating a site 'for fans and creators of video remixes, recuts and mash-ups that provides resources and collaborative opportunities for video remix artists in a social networking environment.' The end result was Total Recut, but the site is constantly developing. Each week, something new is added or changed based on the feedback from our members and advisors. The main focus at the moment is the Video Remix Challenge but we have a plethora of new ideas and potential directions of where we are going to steer the site in the future.

    The site works on a number of different levels. Primarily it is a place where people can find and watch entertaining or thought-provoking remixed videos. Our current categories are Movie Trailer Recuts, Political, Machinima, Advertising, Educational, Music Videos and Others. This category list is by no means exhaustive and we are looking at adding to it in the near future.

    Secondly, the site acts as a showcase for video remix artists, to enable them to put their work in front of the eyes of a receptive audience. We also provide a growing library of Public Domain and Creative Commons licensed video work for people to download and remix in their own projects. We are working on developing our Tutorials section, which will eventually become a 'Remix Academy' with courses and grades for people to learn everything they need to know to produce a video remix. Information and links to literature and websites about remix culture, intellectual property issues and key players in the scene are included in the Remix Culture section. We also provide remix tools where users can gain access to video editing software, conversion tools and video downloading software. The community section includes a blog, forums, user profiles and job opportunities. Virtually every aspect of the site is set up to be similar to a wiki environment, which essentially means that all registered members have the ability to add things to the site or update information about any of the content.

    With regard to long term goals for Total Recut, we would love to build up the community to the point where we are considered the primary online location for people to find the very best in video remix work and talent. We intend to host more regular contests and provide links between our remix artist members and potential employers. As the site scales up, we intend to take it global and offer a multilingual version of the site to accommodate the Asian and European markets and eventually become a truly global community website for remix culture.

    You write, "Video recuts...are a new art-form enabled by the convergence of emerging technologies." How do you respond to those who ask whether remixes and recuts are not creative because they build on the works of others rather than working with original material?

    This is an area in which I have a huge amount of interest and have considered pursuing as a research area for my PhD - the origin of originality. It is of particular interest to me because I am what I consider to be an 'original content creator.' I write songs and lyrics using nothing but my mind, a pen and paper and a guitar. Are my songs original? If I use a combination of different chords and a variety of words to create sentences that rhyme, am I not using elements that have been used by other people in the past? What makes my songs original, in my opinion, is the unique way in which I composite the words, chords and melody. In this way, every song is created using the basic building blocks of language and music, but combined in a slightly different way.

    Coming from a Graphic Design background, I often come across other designers who are adamant that their work is completely original. The nature of a Graphic Designer's work is to combine elements from different sources in creative ways to produce new pieces of work. Similar to a collage artist who takes pieces of different photos, images etc and brings them together to create new meanings. Is the finished piece not original because it is made up of building blocks from a variety of sources? In the same way, when a video remix artist combines pieces of video from different sources in new ways to create new meanings, is this not original and innovative?

    Yes, remix artists build on the works of others. But do so-called creators of 'original material' not build on the works of others also? Would you consider Shakespeare's Romeo and Juliet to be an original piece of work? Even though the idea was based on a story by William Painter, which was based on a poem by Arthur Brooke? No matter how far back you go in the origin of a piece of work, you will find that the idea was built on or inspired by the work of someone else before it. I consider remixed videos to be original works. The finished piece is more than the sum of its parts.

    My Mary Sue: What Fanfic Noobdom Reveals about Scholarly Methods

    This is the third in a series of "intimate critiques" or autobiographical essays produced by graduate students in the Comparative media Studies Program. This essay, in particular, works through some of the methodological issues we've been studying this term, having to do with what one sees as an ethnographer working inside or outside the group they are studying. It also connects to an ongoing conversation we've been having in the program about whether or not the concept of "fandom" can be applied to talk about our relationships to high art or middle brow culture. Here, Lana's essay explores how seeing Les Miz on Broadway made her an active and appropriative fan of a literary character, even if she saw what she was doing as somehow distinct from fan fiction.

    My Mary Sue:
    What Fanfic Noobdom Reveals About Scholarly Methods
    by Lana Swartz

    When I was in the seventh grade, we went on a class trip to New York City. I attended a public arts magnet school, so our tour filtered the city into an art shrine. We went to all the museums, the concert halls, and of course, to see a Broadway show. It was 1993 or so, so Les Misérables was well into its long run at the Imperial Theater but had lost little of its gusto. I can remember thinking, a year or so later, that my life could be divided into two halves--the time before I saw Les Misérables and the time after. Yes, I actually did think that very phrase. I probably even wrote it down. Even now, as I joke about it, I don't want to describe what it was like to see the play because the doing the work of that describing would be too emotionally intense. Seriously!

    And here is list item #1-- Be Respectful. See how terrifying this is? Everyone feels this vulnerable when they talk honestly about their lives. It is absolutely essential that we as qualitative researchers not cut corners, not totalize someone else's life to fit into our academic goals. As hard as it is write about our passions, to be prepared to present them to our peers, it is a lot more difficult to read what someone else has said about them. Joan Didion, that scary lady, once wrote, "Writers are always selling someone out." That may be unavoidable, but we can try. And maybe that's the difference between writers and scholars? And maybe we--and by "we," I mean, "I"-- can remember the paralysis I felt just a few paragraphs up when I tried to write about something very pleasant that happened close to fifteen years ago.

    But okay here goes. The most important thing about Les Miz is that there is a character named Enjolras. Enjolras is not a main character. He's the leader of the young would-be revolutionaries who chastises a fellow would-be revolutionary, the dreamy Marius, for falling in love, as love simply distracts from revolution. Enjolras (he was played by Ron Bohmer--an actor whose autograph I currently possess) is tall and blond and uncompromising. He dies heroically, though, sadly, more as more of a symbol than an agent of change, atop the barricade, waving his big red flag. I was would say it was hot because is it ridiculously hot, but that would be a cruel understatement.
    The rest of New York was a blur. The next thing I remember (at least in this reconstructed, narrativised memory) was being at home and tearing through Victor Hugo's novel. In the book, Enjolras was even better. Check out what old VH had to say:

    Enjolras was a charming young man, who was capable of being terrible. He was angelically handsome. He was a savage Antinous. One would have said, to see the pensive thoughtfulness of his glance, that he had already, in some previous state of existence, traversed the revolutionary apocalypse. He possessed the tradition of it as though he had been a witness. He was acquainted with all the minute details of the great affair. A pontifical and warlike nature, a singular thing in a youth. He was an officiating priest and a man of war; from the immediate point of view, a soldier of the democracy; above the contemporary movement, the priest of the ideal. His eyes were deep, his lids a little red, his lower lip was thick and easily became disdainful, his brow was lofty. A great deal of brow in a face is like a great deal of horizon in a view. Like certain young men at the beginning of this century and the end of the last, who became illustrious at an early age, he was endowed with excessive youth, and was as rosy as a young girl, although subject to hours of pallor. Already a man, he still seemed a child. His two and twenty years appeared to be but seventeen; he was serious, it did not seem as though he were aware there was on earth a thing called woman. He had but one passion--the right; but one thought--to overthrow the obstacle. On Mount Aventine, he would have been Gracchus; in the Convention, he would have been Saint-Just. He hardly saw the roses, he ignored spring, he did not hear the caroling of the birds; the bare throat of Evadne would have moved him no more than it would have moved Aristogeiton; he, like Harmodius, thought flowers good for nothing except to conceal the sword. He was severe in his enjoyments. He chastely dropped his eyes before everything which was not the Republic. He was the marble lover of liberty. His speech was harshly inspired, and had the thrill of a hymn. He was subject to unexpected outbursts of soul. Woe to the love-affair which should have risked itself beside him! If any grisette of the Place Cambrai or the Rue Saint-Jean-de-Beauvais, seeing that face of a youth escaped from college, that page's mien, those long, golden lashes, those blue eyes, that hair billowing in the wind, those rosy cheeks, those fresh lips, those exquisite teeth, had conceived an appetite for that complete aurora, and had tried her beauty on Enjolras, an astounding and terrible glance would have promptly shown her the abyss, and would have taught her not to confound the mighty cherub of Ezekiel with the gallant Cherubino of Beaumarchais.

    And then, comparing him to his comrade:

    Enjolras was a chief, Combeferre was a guide. One would have liked to fight under the one and to march behind the other. It is not that Combeferre was not capable of fighting, he did not refuse a hand-to-hand combat with the obstacle, and to attack it by main force and explosively; but it suited him better to bring the human race into accord with its destiny gradually, by means of education, the inculcation of axioms, the promulgation of positive laws; and, between two lights, his preference was rather for illumination than for conflagration. A conflagration can create an aurora, no doubt, but why not await the dawn? A volcano illuminates, but daybreak furnishes a still better illumination. Possibly, Combeferre preferred the whiteness of the beautiful to the blaze of the sublime. A light troubled by smoke, progress purchased at the expense of violence, only half satisfied this tender and serious spirit. The headlong precipitation of a people into the truth, a '93, terrified him; nevertheless, stagnation was still more repulsive to him, in it he detected putrefaction and death; on the whole, he preferred scum to miasma, and he preferred the torrent to the cesspool, and the falls of Niagara to the lake of Montfaucon. In short, he desired neither halt nor haste. While his tumultuous friends, captivated by the absolute, adored and invoked splendid revolutionary adventures, Combeferre was inclined to let progress, good progress, take its own course; he may have been cold, but he was pure; methodical, but irreproachable; phlegmatic, but imperturbable. Combeferre would have knelt and clasped his hands to enable the future to arrive in all its candor, and that nothing might disturb the immense and virtuous evolution of the races. The good must be innocent, he repeated incessantly. And in fact, if the grandeur of the Revolution consists in keeping the dazzling ideal fixedly in view, and of soaring thither athwart the lightnings, with fire and blood in its talons, the beauty of progress lies in being spotless; and there exists between Washington, who represents the one, and Danton, who incarnates the other, that difference which separates the swan from the angel with the wings of an eagle.

    Yes, I know that Hugo writes in long paragraphs, and I know that I have done little to summarize them, and I know that this is supposed to be a five page paper, but when the opportunity arises to direct a reader--even a solitary one--to the experience of the description of Enjolras, I can't resist.

    But back to the story. Basically, I was in love. Certainly more in love than I'd ever been at 11 or 12, but, honestly, the feeling would certainly hold up against a few grown-up boyfriends I'd later claim to love. I felt almost immediately that Enjolras needed a woman. Someone... someone like me! Except better! Someone worthy of him. And this is where it gets embarrassing. I began to write stories that I thought belonged in the book, about a character that I thought, too, belonged in the book. Someone with, uh, long red curly hair and brilliant green eyes. Someone with a firey personality who must overcome her own pampered upbringing to come to understand the true meaning of the revolution. God! This is embarrassing. Knowing what I know now... You see, this person, this character I lovingly created and cared so much about? There's a word for it. It's not a nice word, either. Mary Sue.

    Okay this is where I'm going to jump back into my list. #2 Don't be afraid to be stupid or wrong or look silly. All semester, I have been terrified to put things in writing, even on our class's weekly forum postings. When we write things down, they become relatively permanent. That which is posted to the internet should be thought of as never going away. But the fact is, we were all noobs once. Noobs to fanfiction. Noobs to scholarship. But we have to start somewhere and not be afraid to do so. Graduate studentship is nothing if not institutionalized noobdom. Also, fear leads to boring scholarship. What if Clifford Geertz or certainly Erica Rand had been afraid of looking silly? The earliest media thinkers at MIT--Bush, Wiener, and certainly the later Stallman and Negroponte--were objectively "wrong" about many things, but that doesn't mean that their work and the ideas generated around their work, even (and especially) when those ideas pointed out problems, were useless. I know this all sounds simplistic and obvious, but I think that it should be acknowledged that doing academic work is scary. One feels vulnerable even when one is not writing about their own life, their own Mary Sue.

    Did I ever get past my fanfic noobdom? Not really. I never wrote a non-Mary Sue fanfic story. I never really even became part of a fan community. I searched AOL profiles, because that was how I accessed the internet, and found someone named Heather. She was about my age and into the same things I was--Les Miz, War and Peace--and we both hated the same things--The Phantom of the Opera, anything having to do with the 1960s. In War and Peace, she liked Pierre and I like Andrei, who I saw as an iteration of the Enjolras archetype (a complex a very different iteration, an Enjolras without a cause). We had long IM conversations where we pretended that Pierre and Andrei had been transported to the future, were married to us, and fought over the Sizzler buffet was a good place to eat (Pierre says yes, Andrei said no).

    But back to Angelique. Yes. Angelique. That was her name. Angelique de Cadinet. Did I mention that she was beautiful? And rich? And feisty... it's so obvious now. Heather did not point out that Angelique was a Mary Sue. We didn't really have that vocabulary. Though we didn't know what to call it, and we didn't know how to contextualize it as a larger cultural practice, we brushed up against fandom, but not usually very good fan fiction. Heather and I regarded those we met online who wrote Les Miz fanfic as lame. Of course, most wrote stories centered around Eponine, a character we did not like, and paired her romantically with Marius, a relationship of which we did not approve. Because we regarded this subject matter as immature at best, we looked at our own work as somehow more legitimate. I know now, of course, it's pretty common for fandoms to split off into sub-fandoms in which certain relationships are verboten and that our persnickety preferences made us more like fan than less like them. In fact, we probably would have been able to criticize the Eponine stories as Mary Sue stories. Mine was, too, but maybe if I had been more overtly part of fan discourse, I would have been able to get past that.

    Which brings me to lesson #3-- Do your research and be merciless about your limits. Certainly, it is possible to get away with dilettantish knowledge when you are working outside the expertise of your audience. When I told people about my experience, I didn't have the discourse to say fan or fanfic, so I would engage them in my experience on terms I felt were appropriate to the situation. Maybe I wanted to relate that I was a passionate but a quirky literary type person. Or maybe I'd use Enjolras or Prince Andrei to describe the kind of guy I liked, or the kind of guy I didn't ever want to date again. Or maybe I'd frame it with a little hipsterish irony--what strange creatures we all were in our adolescence. Once, I was able to charm the professor of a Russian literature class into a better grade than I probably deserved on a paper by describing my Prince Andrei thing. Anyone cares that much about Tolstoy probably deserves another 5 points added to their grade, right? I even got some scholarship money for an essay I wrote about Angelique as "an influential person" in my life. In most cases, the novelty of my experience was a foregrounded. But at some point, all dilettantes will encounter someone who can see right through their bullshit, even if isn't bullshit so much as lack of due diligence (though sometimes they amount to the same thing).

    Years later, as a post-college almost grown-up person, I came in contact with academic writing about fandom and I began to realize that what I had been doing with Les Miz and War and Peace was a lot like fandom. I even began to consider myself a fan, even though my actual experience with fandom was clearly very limited. I even applied to CMS in part because I was excited about the way thinking about fandom liberated other kinds of thinking. The fan (perhaps as a metaphor?) reconciled and clarified a lot of frustrations I had-- about how to acknowledge the emotional stakes we all have in the work, about appropriation and authorship, and about cultural hierarchies. Does this make me an acafan? Right now, I would feel a lot more presumptuous about saying yes than I would have a year ago.

    It began to be clarified when I came to visit CMS at MIT5. I was sitting in an Au Bon Pain with some aca-fanboys. We were talking about--of course--fandom. I cutely (I thought) told my Angelique story. Everyone laughed. I caged the whole thing with enough "Ah, youth" to get away with it. And then one of the acafan-boys asked, "So you wrote Mary Sue stories?" Everyone laughed again and I faux-solemnly admitted to it. But the thing was, I had no idea what he was talking about. Dear reader, imagine the fate that would have befallen me if I had dared--DARED--to enter into some sort of research with that kind of hubris? Imagine, even, if it had been aca-fangirls that I was casually talking to? The gender dynamic is another issue entirely, but the question still stands.

    Clearly, this lesson (as I hope all in this paper do) applies to entering any kind of community. For me, a Mary Sue in fandom puts the matter under scary fluorescent lights. Perhaps this is why so many writers, before talking about fandom, include a disclaimer or caveat about the extent to which they might be considered fans. We might assume that (and this would follow the logic of Camille Bacon-Smith's work) that it's because they're nervous about associating themselves with a marginalized subculture. But it may be (and this would follow the logic of many fan reactions to Camille Bacon-Smith's work) that the writers are justly nervous about overstating their level of insider status. Fans have the ability to write back. And they're often really good at it. What if all ethnographers worked were required by their "subjects" to be so responsible?

    The mention of Bacon-Smith's work brings up another point. #4 The kind of answers you get depend on the kind of questions you ask. A lot of what happened between Angelique and I (if I can put it that way) impacted my adolescent development. Angelique, as is the partial definition of Mary Sue characters, was a stand in for me. And though she was beautiful and rich and French and perfect, she was sort of like me. Or like the me I wanted to be. Particularly, Angelique was sexual. And everyone (yes, everyone) wanted to have sex with her. And she usually went for it. Through her, I was able to imaginatively play with my own emerging sexuality. "Being" her in fiction enabled me to actually get closer to being like her. I was able to play with my identity and reflect upon the way I conducted myself in my everyday life. What Would Angelique Do? This experience resonates with James Paul Gee's idea of "projective identity" in gaming. I was able to, as Gee describes, "project [my] values and desires onto the virtual character" and "see the virtual character as [my] own project in the making." Writing and thinking about Angelique, and her indeed her life after Enjolras's death, allowed me to have an immersive experience in which I questioned and projected my own sexual values and lifestyle as I hoped and expected it would be.

    Between Heather and I, it was a way of interacting with texts socially. But it was definitely not for, as Bacon-Smith writes, "mutual healing, for protection from the outside, or to ponder the most pressing questions of our lives." I was learning something about how to be myself, but I wasn't converting the risks I'd have to take as an emerging adolescent into fanfiction. There was pain, yes. I walked around everyday with the pain of Enjolras's death in my heart, and to a lesser extent the pain of not being the same world as him. To be honest, I sometimes thought I was crazy! But the purpose of entering into that world was certainly not to ask, ask Bacon-Smith suggests of the fans she studies, "why does life hurt so much?"

    Yes, my narrative might have fit into my understanding of Bacon-Smith's schema--a kinda' nerdy 7th grader uses fanfiction and (a two person, in this case) community to sublimate the fear of my own emerging identity as confident sexual being--but it doesn't really ring true for me. And, more importantly, it doesn't really ask the questions I'm most interested in. As someone who is most interested in the social and cultural process of fandom, my own story looks, at least until I start asking new questions, to be too psychological oriented to be of much interest.

    As I interrogate even my own experience, I am compelled to look at things more culturally and less psychologically. Sometimes, as is true in this case, those questions push me beyond my personal experience. And I have to remember that all data points, even mine, are singular and thus may not individually reflect the most interesting aspect about a given phenomenon. #5 Your own experience should not limit the kind of thinking that you do.

    In retrospect, it seems possible that, if Heather or I were aware of the word at all, we thought of the Eponine/Marius stories we detested as fan fiction and our own process as something else, something more "original." During that time of my life, I wanted to be a writer, and I wanted to be able to publish my finished work as my own sovereign creation. I know now that I was caught up in notions about authenticity and authorship that I would probably feel a lot more ambivalent, at the very least, about today. I thought that in order to make my work real, to make it count, I would have translate it into something unrecognizable as rooted in Les Miserables. I tried everything--converting it to the American Revolution but keeping the characters essentially the same, which didn't really work because that time period just didn't do it for me. Eventually, I began to get bored. I knew what I was writing would never be publishable, and my interest began to drift. If Heather or I had made the write social connection with the right fan--or perhaps if Les Miserables or War and Peace had a larger fandom--I would have found the community to help me appreciate the value of the appropriative work that I was actually doing, but I didn't. My idiosyncratic experience limited me from extracting--at least not until years later--some of the more intriguing potential meanings I could have made out of it.

    Heather and I remained in touch, but we began talking about other things--starting High School, getting involved with new kinds of music and subcultures. Soon I wanted to be Courtney Love or Kim Deal, the amazing female bass players from the Pixies. And soon after that I wanted to be Joan Didion. Funny, now, at 26, I find myself again needing a fictionalized avatar self. Maybe she could give me direction toward one of these careers--and, really, lifestyles--that do not yet exist. Got any suggestions? Another methodological journey never hurt anyone

    Deja Elana Swartz
    University of Florida, BA English, 2002

    Deja Elana Swartz grew up on a houseboat in Miami, Florida. She graduated with a B.A. with Highest Honors in English from the University of Florida in 2002. After graduation, she taught high school English in Houston, Texas as part of Teach For America. She's also worked in nonprofit development and in autism education and research.

    Here at CMS, she is a researcher specializing in learning and user insights at Project New Media Literacies and serves as the liaison to the Harvard GoodPlay Project. She is fascinated by taste-making. Her own tastes currently include nail-art, knock-off fashion, fast food breakfast sandwiches, soap opera comic strips, and Tolstoy.

    the following post is [about] anonymous

    The following blog post was prepared by a CMS graduate student who, appropriately enough, wishes to remain anonymous. S/He has been watching with some interest the emergence of the Anonymous movement, a grassroots effort to protest against the Church of Scientology organization, which has adopted a range of references and models from popular culture to further its goals. It offers a rich reference point for those of us in better understanding the ways that participatory culture can offer a spring board for civic engagement. It seems like an appropriate followup to the interview I ran earlier this week with Witness's Sam Gregory in that it represents another example of how video sharing might contribute to civic discourse. The author closes the post with a call for academic discussion of the implications of this phenomenon. S/he and I offer this post as a resource for further study.

    On March 15, 2008, over 9000* people worldwide took to the streets to protest practices of the Church of Scientology organization. Without any clear leadership, masked individuals descended upon local organizations with signs and flyers. They stood outside, chanting phrases like "tax the cult" and "why is Lisa Dead?" They gave speeches, recruited new members, and granted press interviews. Then, they sang and danced to Rick Astley's epic 1987 hit, "Never Gonna Give You Up."

    Hi, We're from the Internet

    The protesters call themselves "Anonymous" and their movement originated on several loosely affiliated web sites. The long-standing site Something Awful had built a community through its forums and a popular image manipulation competition called Photoshop Phriday. Other sites spun off of or grew up in parallel with Something Awful, including the always-offensive image posting site 4chan.org. The most popular "board" on 4chan was "/b/", which featured doctored photos, inside jokes, and porn. Through 2007, the community was pulling online pranks like taking down web sites and defacing Myspace pages. Their culture grew out of the pursuit of these sophomoric "lulz" and spawned several internet memes. Perhaps most well known is the LOLCats. Their language became filled with sarcastically self-referential bastardizations of English.

    The community began coordinating "raids" against various sites, online games, and people that they deemed idiotic (or, in their words, had broken "teh Rules of teh Internetz"). They successfully shut down a white supremacist's page, lashed out at a site that copied one of their images, and flooded virtual games that they considered inane. They coordinated these efforts through several sites, but most prominently through a collaboratively maintained wiki. Plans would form as a result of many proposals, one of which would gain a critical mass of support. There were no leaders. At some point, the group decided to start calling itself "Anonymous," inspired by the largely anonymous web-posting tools they used. On July 26, 2007, KTTV Fox of Los Angeles did a news report on the group, calling them "hackers on steroids" and "domestic terrorists." The Fox report was quickly spread, parodied, and made fun of. It also formed the foundation for the group's ironic self-identity, and cemented the "Anonymous" moniker for months to come.

    Throughout, Anonymous maintained a rough edge. Their "raids" often seemed more like cyberstalking or bullying. Their image boards continued to feature mostly porn, gore, and insults. Their conversations were peppered with what sounded like hate speech -- constant references to "fags" or "niggers". To be sure, it was a community made up largely of young white males acting somewhat immaturely. On the other hand, there have emerged more subtle undercurrents in their behavior. To some extent this language is used ironically and critically. Anons are equal opportunity offenders, and they seem to value free speech far more than they feel true hatred. They also use this harsh language when referring to each other just as much as when discussing the targets of their attacks. In a way, the phrases have been removed from their contextualized meanings in standard English discourse and reappropriated as part of the memetic language of the group.

    On January 15, 2008, the online gossip site Gawker posted an internal Church of Scientology video featuring Tom Cruise riffing on the wonders of Scientology. The church had already successfully used legal tactics to remove the video from other sites, but Gawker claimed, "it's newsworthy; and we will not be removing it." Lawyers for the church claimed copyright infringement, and Gawker claimed fair use. At some point, some members of Anonymous became incensed at what they saw as an attempt to silence free speech and violation of internet principles. Debate ensued, and one member stated:

    "Gentlemen, this is what I have been waiting for. Habbo, Fox, The G4 Newfag Flood crisis. Those were all training scenarios. This is what we have been waiting for. This is a battle for justice. Every time /b/ has gone to war, it has been for our own causes. Now, gentlemen, we are going to fight for something that is right. I say damn those of us who advise against this fight. I say damn those of us who say this is foolish. /b/ROTHERS, THE TIME HAS COME FOR US TO RISE AS NOT ONLY HEROES OF THE INTERNETS, BUT AS ITS GUARDIANS."

    Scientology had thrown down the gauntlet, and Anonymous awoke. In a YouTube video addressed to the church, Anonymous explained that, "for the good of your followers, for the good of mankind, and for our own enjoyment, we shall expel you from the Internet and systematically dismantle the Church of Scientology in its present form." Anonymous promptly took down Scientology's web sites, endlessly faxed them black sheets of paper, and called their public phone numbers with loops of... you guessed it... "Never Gonna Give You Up."

    A Funny Thing Happened on the Way to the LULZ

    The initial objective of the campaign was a success. By all accounts, Anonymous was frustrating the Church of Scientology and generating amusement for Anonymous. The church replied publicly, counter-attacked Anonymous sites through legal (and, allegedly, technical) means, and was forced to move its servers to a more robust and costly provider. Soon, long-time Scientology critics began to take notice. Some of these critics had worked to expose the organization's practices for decades, and the massive influx of energy was both exhilarating and frightening. One critic, Mark Bunker, replied via YouTube:

    "I think it's incredibly exciting to have an army of young, passionate people wanting to do something about Scientology's fraud and abuse. However, I think you're making some major mistakes that are going to hurt in the long run. They're going to make you look bad, they're going to get you in trouble... they're going to get us in trouble, those of us who have been long-time critics of Scientology. Scientology is good at tar-and-feathering us with other people's actions. It may seems like fun and games, but Scientology is serious, you have to be prepared... I'm mainly concerned because you shouldn't be doing things that are illegal. You just shouldn't. It's not morally right, it's not right when Scientology does it, and it's not right when we do it... a better way to get at them would be to try to get rid of their tax-exempt status... now I know that doesn't sound anywhere near as interesting as attacking their websites. It sounds dull, but that's going to hurt them. Going out and protesting, that's wonderful. I don't know if this makes any sense to you, but please please please reform your movement the way we want Scientology to reform their movement."

    Bunker later commented that "I thought they'd lash out at me." Instead, they celebrated him and named him "Wise Beard Man." In his video, he sounds like an earnest and concerned parent. It's hard to imagine such an uncouth and authority-hating group taking him seriously. But, they did. They began to educate themselves about Scientology's various alleged abuses, including the 1995 death of Lisa McPherson who was under the care of the church at the time she died. When someone posted a YouTube video claiming to speak for families that had been torn apart by Scientology, one Anonymous replied:

    "Fucking rise up, sons and daughters of the Internet. Rise the fuck up and stay up. Let 'em know we'll take the fight to them, and that we'll help every single person that wants to leave the cult. We have lawyers and social workers and therapists in our ranks, and we can, and will, give aid to those who want out. We are Anonymous. For the lulz, but moar than that now. For teh most epic win. Revoke Scientology's tax-exempt status. Great Justice for Lisa McPherson."

    Nearly overnight, Anonymous shifted focus. The Anons began planning for a worldwide protest, they compiled research, started a lobbying campaign, and cranked out flyers and informational pamphlets. On February 10, they staged their first major protest with several thousand participating. Many Anonymous donned "guy fawkes" masks, made famous in the film "V for Vendetta", as a symbol of their resistence to oppression and their commitment to anonymity. There is a long history of Scientology protesters allegedly being harrassed and otherwise attacked by the church. When anonymous translated its digital anonymity into real-world anonymity, Scientology faced something it had never before experienced.

    Nevertheless, just before the second wave of protests on March 15, the CoS began agressively pursuing members of Anonymous that it had managed to identify. In some jurisdictions, local anti-mask laws had actually made it difficult for Anons to protest anonymously--a sharp contrast to their accustomed protections online. The church posted videos "outing" members and accusing them of hate crimes and terrorism (Anonymous responded by cloning the site and replacing the videos with Rick Astley). The CoS claimed to have filed criminal complaints at federal agencies, with these allegations. It tried to get an injunction against protestors in Clearwater, and failed. The worldwide protests grew, and Anonymous declared March 15 a success. The protests had been timed to coincide with the birthday of Scientology founder L. Ron Hubbard. Anonymous donned birthday hats, ate cake, and danced to a cheesy song with the lyrics, "When it's time to party we will party hard."

    After the March protests, CoS sent nastygrams to some de-masked Anons via at least two law firms, which in themselves constituted no legal action. In a couple of limited cases, CoS actually took demonstrable legal action. It accused LA-based Sean Carasov of making death threats, and the LAPD dismissed the charges. It also filed a complaint of Trespass and Criminal Harrassment against Boston-based "Gregg" who knocked on the door of the local CoS and attempted to give them fliers. Gregg has yet to be heard in court, but Anonymous feels confident that the legal merit is weak and that the actions were filed solely as an attempt to intimidate.

    By all measures, the intimidation isn't working. The next protests occur on April 12th, and are focused on bringing attention to the families that have been "disconnected" by the CoS. Anonymous plans monthly protests for the forseeable future.

    An Academic Opportunity

    Anonymous presents an array of opportunities for interesting scholorship. It is a cultural community, a political movement, a legal battleground, and more. It straddles between internet and "real world" existence. We need to study Anonymous... and to study hard.

    Academics from cultural studies, media theory, and anthropology might seek to better understand what holds this unique community together. How have they appropriated anime and internet culture into the core of their identity and used it to unify their movement? How do neighbor communities like cosplay and video gaming cross pollinate with Anonymous? How does Anonymous connect with the earlier Internet vs. Scientology effort? What do we make of their obscure and offensive language?

    Legal academics also have a great deal to consider when it comes to Anonymous. How do our laws regarding online vs. real-world anonymity differ? For example, should a Kentucky bill banning anonymous online posting pass or should a New York statute banning anonymous protesting in real life be overturned? Is the CoS using official-looking lawyer letters to intimidate and chill free speech? What can be done to defend Anons who claim that they are the target of fair-gaming through the legal system? What about the larger questions of Scientology's tax-exempt status and their controversial 1993 settlement with the IRS?

    Political scientists studying movements and agenda-setting might want to consider how this group organizes and affects political change. What has made Anonymous able to grow and adapt so dynamically? How can such a decentralized, leaderless collective maintain potency in the long term? What are the means that the group is using to lobby and advocate anonymously? How is the movement gaining newcomers while staying on message and not becoming fragmented?

    Some academics have already begun to take notice, but their work is preliminary. PBS's digital news project "Idea Lab" recently posted a thought-provoking article on the Anonymous transition from the Internet to the "real world." Anonymous demonstrates the principles of digital learning as they translate their online skills into collective action. They leverage viral-like promotion strategies through efforts like youfoundthecard.com. They use language and tactics from the video game world. They have developed a decentralized news making and gathering service in support of their cause. What can academics learn from this?

    Rise up, sons and daughters of the academy.

    More About Anonymous
    A Sample of Anonymous Media Coverage
    Anonymous-related Sites

    From Rodney King to Burma: An Interview with Witness's Sam Gregory (Part Two)

    Yesterday, I ran the first part of a two part interview with human rights advocate Sam Gregory, who I met at USC's DIY Media event earlier this year. In this second part, Gregory explains why Witness is creating its own video distribution site, discusses the role of remix in the realm of human rights activism, and explores what it might mean to "do it with others" rather than "do it yourself."

    Tell us more about The Hub. What do you see as the advantages and disadvantages of creating a platform specifically for distributing human rights videos as opposed to tapping into the power of shared or general portals like YouTube?


    The Hub, WITNESS' most recent project tries to address what's missing in the online media sharing ecosystem for human rights activists. It's in Beta at the moment, and launched on Human Rights Day, December 10, 2007. In our first four months of quiet beta, we've had in the region of five million views of media, and going on eight hundred items of media uploaded.

    It's envisioned as the human rights channel for the online community, as a place where anyone can upload human rights-related footage, share it with others and self-organize into affinity groups, comment on material there, and most importantly access online tools for action, and guidance on how to turn their video into compelling advocacy material. It places a strong emphasis on security both for the uploader and for those filmed, on providing contextualization for imagery wherever possible, and also seeks to provide normative leadership around the impacts of participatory media creation and distribution in oppressive contexts. For me, that option to act is critical. There's nothing worse from the activists' point-of-view than risking your life to film a piece of footage, and to then to have that experience dismissed. From the viewer's point-of-view there's nothing worse than being exposed to scenes of misery, and to have no way to take action. It's deeply draining and de-motivating for people to watch and not be able to act, it misses the opportunity to engage support, and it contributes to the compassion fatigue that we all already experience.

    We're not in favor of walled gardens, and to create something like that would be to waste so much of the potential of the networked online environment. So why not just use YouTube? (or Daily Motion? LiveLeak? etc.). In fact, many of the videos on the Hub have also been placed by activists on YouTube (it is possible to use YouTube or any other commercial or non-commercial site to host content, and then embed it on the Hub), and in many cases we can see real value in drawing on the mass public reached by YouTube. The power of YouTube is that it is increasingly becoming the most prominent platform (at least in the global North, and for English-language media) for video online - although finding an appropriate human rights video can be like looking for a needle in a haystack. From an advocacy perspective, we can see how IF a video achieves either prominent placement, or takes off virally on YouTube it can take off in terms of public prominence. Similarly for many non-governmental advocacy organizations that are trying to engage a general public either with a single video or via a channel, YouTube is likely to be the first place that public will look. And we also recognize that YouTube is a pushing-out point for footage that finds homes in many other subculture-specific media systems, including human rights, where it is embedded and re-contextualized - I particularly appreciate Michael Wesch's commentary on this.

    However, we see some significant current limitations on YouTube as a platform for human rights activism. For some publics - namely concerned citizens on a global scale concerned about security, looking to ensure that their footage galvanizes action, and suspicious of corporate and government surveillance, it may not be the best choice. These issues of concerns include questions of being a small fish in a big pond raised by the Center for Social Media's report last year, opportunities for meaningful community and to generate action, and the dilemmas raised by the Transmission network and others of commercial exploitation of human rights imagery, safety and security for the uploaders and filmed, surveillance by corporations and state, inflexibility in redistribution, downloading and sharing, and where editorial control is vested.

    To illustrate one of these points, human rights video is generally among the least-viewed content on YouTube amidst the proliferation of music videos, parodies and commentary. A March 2007 Center for Social Media study found (though this was before the launch of the YouTube Nonprofit Channel which has increased slightly the visibility of social issue videos, and the pro-active work of the Citizen Tube editor at YouTube), public-issue videos find themselves 'small fish in a vast sea' . The most popular social/public issue video in the Center for Social Media study had 150 times less viewers than the most popular video on YouTube, and the terms on which they must compete for the public audience are the co-option of the characteristics of humor, celebrities, popular culture touchstones and music that are most common in the top-ranked YouTube videos. You yourself talk about the vaudevillian aesthetic of online video in which 'the best YouTube content is content that is so unbelievable that it has to be shared'. Some human rights video can play in this field. A powerful example is the 'Waiting for the Guards' video developed by Amnesty UK for their Unsubscribe-me campaign that feature a recreation of the stress position enhanced interrogation technique used by the CIA, as the center-piece of a web 2.0 campaign focused on action via social networking sites. But with some exceptions much human rights material is not immediately powerful performance, and may not be most effectively or honestly presented in that mode.
    Another aspect is what happens to grassroots human rights video on YouTube if it does secure viewers. WITNESS' own experience with YouTube has included two videos that were very fortunate to be picked as Editor's Picks - 'Shoot on Sight,' produced by partners Burma Issues documenting military attacks on ethnic minority civilians in eastern Burma, and picked during the height of the crisis in Burma in autumn 2007; and 'Awaiting Tomorrow' highlighting lack of access to HIV/AIDs treatment in Democratic Republic of the Congo, produced by locally-based partners Ajedi-Ka, and placed on YouTube's homepage on December 10, 2007, International Human Rights Day. Both videos received reasonably high viewer levels (approximately 380,000 and 225,000 as of now) and significant levels of comments ('Awaiting Tomorrow' ranks among the top forty most-discussed ever videos in the Non-Profit and Activism Channel with almost 1,400 comments before comments were disabled preventing further belligerent commentary). These levels of viewership are great in terms of reaching an audience that would know little about ethnically-targeted violence in eastern Burma, or access to anti-retrovirals in the Congo. However, the comments ranged from the constructive to the racist, and conspiracy-theory obsessed, and the framework of the YouTube page does not lend itself to using individual videos to focus action of the type WITNESS or local human rights advocates seek, or to foster discussion.

    From the point-of-view of human rights advocacy, it was very hard to turn a transitory audience into an engaged public, or to measure the transition from viewing to action or impact. For human rights activism you want a community oriented towards action, recognizing also that online environments where no-one 'listens' to others and responds constructively are the opposite of the empowerment of voice that grounds WITNESS. As Howard Rheingold has observed in relation to youth participation online, in an analogy that could easily be extended to over-stretched, marginalized human rights advocates, "it isn't "voice" if nobody seems to be listening". Our experience illuminated the need for a channel dedicated to human rights and related action.

    Recognizing that YouTube should not be viewed solely as a single site, but as a nexus of content that circulates in more detailed, niche contexts, I should note that the most effective uses of the YouTube version of 'Shoot on Sight' were in blog postings where it was embedded in additional context, commentary and recommendations for action, and in its use by venues such as the Facebook 'Support the Monks in Burma' action group.
    As additional factors to consider -- in contrast to many commercial platforms -- the Hub carries no advertising, does not track IP addresses and advises users on how to avoid surveillance, and will soon include functionality allowing downloads so that people can use it in the most appropriate setting to generate action. Although we do currently have an editorial process to ensure fit of videos to guidelines, our hope is that the community will eventually monitor, rate and control the content that is on the site; and WITNESS does not claim ownership on the footage and allows the user to choose a Creative Commons license that will exactly lay out how they would like their work to be used

    What, if any, kinds of remixing are appropriate in the space of human rights video? How can we reconcile this mash-up aesthetic with the evidentiary claims made for traditional documentaries?


    Remixing is one of the most powerful aspects of the new participatory culture. From a human rights advocacy point-of-view, the positive dimensions of this are clear: the narrative possibilities of remixing footage are extensive and build on an increasingly reflexive contemporary media literacy, and there is a possibility to benefit from the creativity and capacity of a distributed network of peer production which can rework the 'raw' audiovisual material to appeal to diverse communities of interest, and within which the opportunity to be a 'co-'producer rather than just a user may promote sustained engagement.

    Some of the most powerful political commentary in the US over the past 5 years has featured powerful remixes of news, archival and user-generated footage, especially around President Bush and his actions in Iraq, and groups WITNESS have worked with at a local and regional level around the world have used karaoke remix formats to communicate effectively around human rights issues. One example of the karaoke remix style I've seen in Southeast Asia is a video by one of our Video Advocacy Institute alumni, Dale Kongmonts's from the Asia-Pacific Network of Sex Workers. The rub is in how this remix culture relates to a human rights culture that is concerned for the dignity and integrity of victims and survivors, and the role of ethical witnessing. We love seeing George Bush remixed, but where would we draw the line? For me, that's a bigger concern than the evidentiary aspect. I think we have to recognize that the process of narrative creation is always subjective.

    The remix question raises the underlying problem that bothers many human rights advocates when they consider visual imagery. WITNESS has wrestled for years with how to try and ensure that people filmed in human rights contexts understand how the video will be used, and the implications both positive and negative (we produced a whole chapter on 'Safety and Security' in our recent 'Video for Change' book), emphasizing model that relies on presenting worst case scenarios for impact, to enable genuine informed consent to be given. Simultaneously, human rights culture emphasizes the value of the integrity and dignity of the individual survivor of abuse on the basis of the first principle that every human being is possessed of 'inherent dignity', a concept which runs through every right articulated in the Universal Declaration of Human Rights. A particular concern in the victim and survivor-centered human rights model is to avoid re-victimization either directly or indirectly (as can happen when an image is distributed and exploited inappropriately). The most graphic issues - of violent attacks, or at the most extreme, sexual assault - is seen as the material that most easily translates into a loss of dignity, privacy, and agency, and to the potential for real re-victimization. Individuals featured in videos who are not victims or survivors, but bystanders or witnesses, are also understood to be in positions of vulnerability and risk.

    But that's a practice that's difficult enough to promote in the 'professional' documentary world, and impossible to sustain in an online participatory media culture of user-generated citizen media. How do we support emerging norms in the emerging online culture that, promote respect, tolerance and an understanding of risks? Over at Internet Artizans Dan McQuillan talks about "propagating an online culture pervaded by a sense of fairness & justice" and suggests "writing the Universal Declaration of Human Rights in to all web 2.0 Terms of Service". I think this is really one of the key tasks ahead for a concerned community online, only brought home more and more as we increasingly experience global human rights crises - Burma, Tibet - via imagery circulated online. The urgency of this normative work is clear if we think about the implications of increasing live eventcasting from cell-phones facilitated by technologies like Flixwagon and Qik. These technologies will have powerful positive implications for sharing footage and engaging constituencies immediately, but at the same time consent and security norms become even more critical once more video is streamed immediately rather than edited/uploaded after the fact?



    You are an advocate of a "DWO" (Do With Others) approach to video production.
    Explain. What value does collaborative production and distribution bring to the field of advocacy and activism?

    The biggest concern for human rights activists is how video can be deployed to create real change. Alongside renewed opportunities for individual production and targeted advocacy both online and offline, I think collaborative production, distribution and advocacy offer powerful new possibilities for a network-centered video advocacy. This DIWO (Doing It With Others) recognizes the advocacy possibilities of drawing on some "audiences" as collaborating publics both between themselves and with you, and as co-producers and not just as consumers or passive distributors of advocacy video. This means attention to how to facilitate meaningful and responsible ways in a many-to-many environment for people to speak to each other and create locally-specific and contingent media.

    Collaborative production, distribution and advocacy allows for the possibility of drawing on all the potential resources in a given advocacy community. At the most simple format, it includes efforts like the video collages created by campaigns including 24 Hours for Darfur, which gathers expert, citizen and refugee voices to speak out on the situation in Darfur and join an online montage of voices, that was also screened at the UN. It also includes the YouTube and MoveOn.org approaches to user-generated or citizen-generated video contests, and what Greenpeace did last year in the environmental community, where it provided a stock of footage to supporters and encouraged them to "... Download our footage from the e-waste yards in China and India to edit and use in your video. Use it to make your own video about e-waste and how Apple should be a leader in helping tackle this problem...only limitations are please use the logo provided, a positive campaign message and the website URL somewhere in your video"

    What is often most effective in advocacy are trusted voices, and often advocacy videos are blunt weapons in terms of finding a trusted voice that will speak to a broad and divergent audience. You either do it by finding a powerful story of a non-famous individual and find ways to engage your audience emotionally, or you take a default option of going with figures with a broad-based of 'authority' or just plain recognition, such as a celebrity. But with collaborative production of advocacy video you can go beyond that - you can mix together, say the footage from Burma or Darfur with the most trusted voices for a specific audience, to create locally-specific advocacy videos.

    As a concrete example of this approach, I am currently working with the US Campaign for Burma, which has student chapters across the country on how to facilitate student action around divestment campaigns in universities. One idea in involves collaborative video editing, in this case using a software called Kaltura. At an online editing site they will find a set of stock clips of what is going on in Burma, including some interviews and visual footage as well as tips and advice from the coordinators and their peers about how to construct an effective advocacy video. They will then shoot their own material (for example, someone at University of Iowa could include a clip from a supportive academic or community leader) and create a localized video. All these clips, as well as the contingently finished films are shared online for all the student groups, so that another group has the option to borrow a useful video from others in the campaign, use it straight or remix it, or if they like just one of U-Iowa's local-specific clips borrow it for their own.

    This is an example of a situation where collaborative production produces a range of advocacy videos, each locally-specific and targeted. We see the potential here for pressuring at a local level, by using shared footage and adding material that taps into local power dynamics - drawing on influencers and authority figures with specific resonance, or who have the 'ear' of a key person - and by making calls to action as specific as possible. You could also imagine collaborative production being used to produce one product that drew on the capacity and collective knowledge of many to create a more effective advocacy strategy

    This approach - which relies on dense information connections to allow individuals to draw on and act with networked, shared resources has been termed 'network-centric advocacy' by Marty Kearns. As he defines it, network-centric advocacy differs from traditional advocacy in the strategy used to 'form and deliver an argument as well as the methodology used to build alliances across stakeholders'. Where traditional advocacy involves the advocate organization picking and packaging an argument for delivery to an audience, a network-centric approach 'asks the network to find, package and select the arguments (think MoveOn Bushin30Seconds example). The network picks the message.' Similarly whereas a traditional advocacy campaign has a core communications team at its center 'managing' the campaign, a distributed network campaign trains 'many spokespeople to speak their own voice'. We're seeing this in political campaigns in the US - see for example the excellent analysis by Connect US (which is doing work on doing network-centered advocacy here in the foreign policy community in the USA) of Obama's campaign.

    From Rodney King to Burma: An Interview with Witness's Sam Gregory (Part One)

    I came back from the USC DIY Media Event with a whole range of new contacts. One hallmark of this outstanding conference was that it brought together people from very different social networks -- people who are working in parallel across different communities to explore the potentials of participatory culture. I've already featured through this blog an extensive interview with independent filmmaker and critic Alex Juhasz exploring her efforts to teach through and about Youtube. Today, I want to showcase another participant in the USC event -- human rights activist Sam Gregory. Gregory's comments about the strengths and limitations of Youtube as a site for media activism were eye-opening to me and I hope you will find them equally illuminating. In the interview which follows, Gregory describes the evolution in the thinking of his organization, Witness, from the aftermath of the Rodney King video, to the recent use of Youtube as a platform for the Burmese democracy movement. Drawing a phrase from Jamais Cascio, Gregory speaks here about the "participatory panopticon," the potentials of a world where citizens can use light weight portable cameras, including those built into their cellphones, and video distribution platforms to alert the world about human rights violations in their country. The past decade plus of DIY activism has taught veterans to be skeptical about some of the more utopian claims of the previous generation, even as they are learning to be more effective at exploiting every available opportunity to capture and distribute harsh realities that much of the world doesn't want to watch.


    Sam Gregory, Program Director, is a video producer, trainer, and human rights advocate. In 2005 he was the lead editor on Video for Change: A Guide for Advocacy and Activism (Pluto Press), and in 2007 he lead the development of the curriculum for WITNESS' first ever Video Advocacy Institute. Videos he has produced have been screened at the US Congress,the UK Houses of Parliament, the United Nations and at film festivals worldwide. In 2004 he was a jury member for the IDFA Amnesty International/Doen Award. He was a Kennedy Memorial Scholar at Harvard's John F. Kennedy School of Government, where his Master's in Public Policy focused on
    international development and media. He has worked as a television researcher/producer in both the UK and USA, and for development organizations in Nepal and Vietnam, and holds a BA from Oxford University in History and Spanish. He is on the Board of the US Campaign for Burma, and the Tactical Technology Collective. He speaks fluent Spanish, conversational French and basic Nepali.


    Can you tell us something about the thinking which led to the creation of WITNESS? How has your organization's vision shifted over time in response to shifts in the nature of participatory culture?

    In the late 1980's, our founder, Peter Gabriel had been participating in the Amnesty Human Rights Now Tour, travelling the world and meeting human rights activists at each concert stop. And in many cases, it struck him that their stories were not being heard, and that new tools like the consumer video-camera could perhaps change that. Fast-forward a couple of years, and the Rodney King incident brought the possibilities home. From the window of his apartment George Holliday filmed a sequence of graphic human rights violations that generated massive media attention. That provided the impetus for the creation of WITNESS - founded in the assumption that if you could place cameras in the hands of the people who chose to be "in the wrong place at the right time", i.e. human rights advocates and activists around the world living and working with communities affected by violations, then you would enable a new way to mobilize action for real change.

    For the first decade of our work we wrestled with how best to operationalize this idea. In the early 1990's we were focused on the technology. We distributed hundreds of cameras to human rights groups around the world, assuming that they would be able to gather footage that could get on television or be used as evidence -two polar extremes of usage, one very specialized and targeted at a judicial fact-finder or jury, the other playing to a vast, undifferentiated court of public opinion.

    In those first years we learnt that without technical training, you could shoot raw video but you could not create the finished narratives that matter in most advocacy contexts outside of providing raw footage to the news media. We evolved to a strategy of working intensely with a select group of 10-12 'core partners' - human rights groups on the ground who approach us to collaborate in helping them integrate video into their campaigns; as well as doing extensive trainings, producing online training materials like our Guide to Video Advocacy and writing books like 'Video for Change: A Guide for Advocacy and Activism' to promote effective ideas in our community. And most recently we embarked on a new project, the Hub, which is the most DIY part of our work - a participatory media site where individuals and organizations can safely upload footage of abuses and finished advocacy videos, share it, learn how to deploy it in their campaigns, and present clear context and links to more information, groups working to address the issues, and actions that viewers and supporters can take.

    Over the past fifteen years, a number of factors came to characterize the WITNESS approach. We focus on the empowered voices of those who are closer or closest to rights violations - including victims, survivors, community members and engaged advocates on behalf of affected communities. And until recently we've generally sought to use "smart narrowcasting" rather than "broadcasting" to reach key audiences. So for example, the video 'Bound by Promises' was framed for and used in screenings to government officials and legislators in Brazil to push them to prioritize concrete programs to reduce rural slave labor. Our work has also always blurred the line between amateurs and professionals in terms of using video -we are training human rights workers, and now concerned citizens, to use video as an everyday facet of their work, rather than to turn them into documentary film-makers.

    We've seen a progressive expansion of the participatory possibilities of video: first, increased access to cameras, the increased access to editing capacity, then the dramatic growth of online video-sharing for distribution. And in the past three years we see the possibilities for increased collaboration in editing and production, for online distribution, and for more immediate and widespread filming - all facilitated by a digitally-literate youth, by mobile technology with still image and video capability and by new online tools.

    What role does do it yourself video play in heightening public awareness of human rights issues around the world?

    I would identify three spheres of usage of DIY video in raising awareness of human rights issues around the world: advocacy videos, witness documentation and perpetrator video. All three are facilitated by ubiquitous technology for documentation (via video-cameras, digital still cameras with video functionality, and cell-phone cameras), by increasing digital literacy, and by increased opportunities for sharing, remixing and re-circulating.

    To date most of our focus has been on advocacy video and on working to find the spaces where bringing the visual story into the virtual or real room can make a difference. Here we're trying to change the vernacular language of human rights advocacy, to make a space for the voices from outside, and to push a new way of communicating around rights abuses.

    Frequently we've promoted an approach that's all about smart narrow-casting, speaking to a particular audience at a particular time, and seeking a distinct change in policy, behavior or practice. Videos are always part of a continuum of action -- and a strategy -- rather than stand-alone. Here we're working in the middle ground between the extremes of undifferentiated mass media attention and direct evidence in the courts. This could include showing video to an international or regional tribunal (we've been involved in a precedent-setting case to present video before the African Commission on Human and People's Rights, on land rights in Kenya), it could involve bringing to the voices of victims and the visual evidence of abuses in Burma into a Congressional briefing or a meeting of Security Council representatives, and it can involve engaging communities themselves to take action on a rights issues, for example by showing a video on voluntary recruitment of child soldiers in villages across eastern Congo. Videos always provide a 'space for action' by the audience, encouraging them to participate in solving the problem.

    The scope of this use of video is increasing by the day, alongside more traditional human rights documentaries. We can see it on the Hub, where many of the videos uploaded are produced by NGOs, both at a national and an international level - for example, Video Volunteers' 'Stop the Privatization of Water, films by Amazon Watch, and 'Drying up Palestine.

    The two modes that we're seeing now in increasing prevalence are witness documentation and perpetrator footage. Both are circulating increasingly in online video sharing contexts, and in the blogosphere. It's partly in response to the radically increased possibilities for participation in creating human rights video online that we've created our Hub project. In some senses with both witness documentation and perpetrator footage you're revisiting a Rodney King moment - only this time, there is a potential global audience of both activists and publics who can have access to the footage, and there are distribution options to get it to them, and knowledge about how to frame action around them. It's an exciting moment as people experiment with what can work with this radically expanded access to production and distribution.

    Our founder, Peter Gabriel talks sometimes about "little brothers" and "little sisters" watching Big Brother, and this world of the 'participatory panopticon' as Jamais Cascio calls it - is one filled with emancipatory potential as long as we can make sure that the footage that circulates helps facilitate voice and change, rather than enable repression.

    You've written that the project was initially shaped by assumptions about the "transparency" of the video medium. Explain. What happens to human rights video as we become more self conscious about the properties of the medium and the ways that it can be manipulated?

    Our starting point was what the scholar Meg McLagan has succinctly termed a moment of "1990s technophilia and (with a) model of change based on the transparency of media". So it was very technology-focused and grounded in a perhaps naïve belief in the indexicality of the image - a firm conviction that 'seeing is believing' and that seeing would create action, in the same way that the Rodney King had seemingly inspired mass outrage and in the same way that at first.

    Our initial assumptions about audience and how footage would be perceived and used, were not correct. In those days before widespread online video sharing, the modes to access broad publics were ineffective. We focused on video in judicial processes, and sharing video with the mass media - both of which are premised on the 'evidentiary' value of human rights footage. Yet both news media and evidentiary settings were challenging to access. The Rodney King experience was anomalous. Although George Holliday's footage permeated the mass media and was used in the subsequent state and federal trials, the overwhelming majority of human rights video cannot and does not reach those venues. And if it does, as many marginalized groups have experienced in their media advocacy, it is often presented in ways that are contradictory to the desires and intentions of the communities affected by the rights violations. The reasons for this - of course -- vary. But the result is the same. In some countries it may be that media is government, or corporate-controlled, or won't screen graphic imagery -- or is only interested in screening graphic imagery. And in many cases news media focuses on episodic framing that emphasize individual actions, victims and perpetrators, and is less interested in structural violence, systemic challenges or the ongoing problems that characterize many of the most pernicious abuses, and especially violations of economic, social and cultural rights. So, for example, a group I work with in Papua, Indonesia documents the systematic, ongoing and pervasive exclusion of indigenous Papuans in an economy dominated by migrants from other parts of Indonesia, and in a justice system that moves rarely against the powerful. In seeking widespread media attention they will face the triple barrier of government censorship, popular neglect and an issue that is not easily reduced to blow of a security force baton.

    Similarly, trying to use the video as evidence frequently does not work. The rules of evidence are hard to navigate. And even if the evidence is admitted, we need only see how the Rodney King footage was flipped around and manipulated both to prove that the Los Angeles Police Department officers were following the training they had been provided to deal with a resisting suspect, and to demonstrate the grotesque abuse of power evident in the fifty-six strikes delivered on Rodney King.

    So what this boiled down for us - alongside some re-thinking on audience --- was the need for framing and narrative to create effective advocacy videos. This framing can come both within the video and in the way it is presented within a campaign. Rather than relying on the 'visual evidence' in and of itself, you have to place this in a rhetorical framework that explains it, and offers ways to act. Seeing may be believing, but it may also lead to pessimism, and compassion fatigue in the absence of opportunities to act. We're not promoting a journalistic model of studious neutrality - our experience is that marginalized voices are excluded enough, without the need to balance their voices in a one-for-one ratio to the voices of authority or perpetrators. So most advocacy videos do have a point-of-view and an outcome in mind, but the best do this with clear respect for the facts of the situation.


    You've argued that some of the most effective videos for dramatizing human rights issues have come not from activists but from the oppressive regimes themselves. Can you cite a few examples? Why were these videos produced in the first place? What new significance has been ascribed to them as they move into new contexts?

    The futurist Jamais Casco has suggested that the 'Rodney King' moment of the digital camera era may hav e been the Abu Ghraib photos, and I would argue that the analogue for cell-phones was the footage of Saddam Hussein's execution. Yet both sets of images were filmed by perpetrators or by insiders, not by concerned citizens, advocates or observers. More broadly we can see a proliferation of images, particularly of torture by police, security force and military personnel.

    One of the most viewed videos on the Hub is a redacted version of footage shot by Egyptian police in which they humiliate a Cairo bus driver by slapping him repeatedly. These and other more graphic videos that include the sodomization of another driver were filmed by the police themselves. They were then used to humiliate the victims - including by sending the images to other drivers-- and to intimidate other people by demonstrating what would happen if they didn't follow police orders. They share many similarities with the psychology of happy-slapping: adding for the victim the humiliation of the act of filming, as well as the humiliation of the probability of preservation, and allowing the perpetrator to relish the memory, and share it with their friends. Similar cases have galvanized debate in Greece, Malaysia (the notorious Squat-gate incident) and a number of other countries. And of course, footage is also shot increasingly by government to document and apprehend protestors and dissidents - here in the US, there has been the contentious suit around the NYPD and activists filming at the Republican National Convention in 2004, while most recently we can see official cameramen in the footage of protests from Burma and Tibet (for example, at 00:32 in this clip).

    What happens is that these videos then circulate beyond the circles for which they were intended - and are re-ascribed new meanings. For example in Egypt, bloggers and journalists lead by Wael Abbas and Hossam el-Hamalawy circulated leaked cell-phone videos to challenge repeated denials of accountability for police brutality and torture by the government. By circulating the videos, and connecting online to both a local and international audience, they were able to generate media attention, and force an official response. Although the government initially tried to discredit the activists, it was very hard to deny the truth of the images, and for the first time, there was an investigation into the conduct of police officers in two of the leaked videos leading to a prosecution.

    One issue that does arise is around the re-victimization of individuals featured in the footage. They are often doubly humiliated in the first instance - by what happens to them in custody, and by the act of filming, and then they are further exposed as the footage achieves widespread circulation. We've tried to address this in our own practice - for example, by respecting the victim's wishes in the Squatgate case and not re-posting the video on the Hub pilot project, but I think the most important thing we can do institutionally is to support the growth of norms in the online video community that are respectful of individuals' dignity and rights (the Transmission community has been leading on this concept)

    Human rights videos, you've claimed, need to be thought of as "transnational stories." What are the implications of that statement? What factors insure that the video will achieve its desired effect as it encounters alternative audiences?

    Much human rights activism is still about speaking to distant audiences, often to generate a 'boomerang' effect in your home country. In these cases you are telling transnational stories that must speak to an audience inevitably less grounded than you in the everyday realities of the oppression. So, the footage in the video produced by our partners working undercover in Burma 'Shoot on Sight' must speak to activists not only within Asia, but to government officials, decision-makers and solidarity supporters in North America and Europe. Most human rights situations are embedded in contexts of structural complexity, long histories of repression and reaction and many actors with different agenda. As activists and concerned citizens create human rights advocacy videos they face a dilemma. They want to resist a globalization of local images stripped of their meaning, by keeping intact local voices in local contexts, and in a way that is faithful both to the direct visible violence of a situation as well as the underlying structural causes. But at the same time as you move testimony and images between different advocacy and media arenas it often 'helps' to strip out some of the markers of specificity. From experience, I know that with many audiences too much analysis of the particularity and nuance of a testimonial story may undermine it as an advocacy call.

    You are balancing the ethical demands to be true to the people who speak out, a recognition of the real complexities and the desire to make viewers genuine ethical witnesses, against the need to convince, shame or horrify a distant audience with a medium whose power often lies in directness both visually and in narrative. You also have to make tough choices in balancing the visceral power and problems of raw visual evidence (for example, of graphic violence) with the use of testimony.

    Now as human rights video circulate increasingly unmoored from its original location - i.e. embedded, shared, remixed - it becomes key to place context and ways to act within the video and imagery itself rather than outside it since no sooner has your video been forwarded from YouTube, the Hub or elsewhere it becomes de-coupled from options to act unless those are built into the video itself, and unless your message comes through loud and clear.

    Multimedia in Spanish Classrooms: Harry Potter Comes to School

    The Comparative Media Studies Program often provides a temporary home to scholars from all over the world who want to learn more about our approaches to research and teaching. At the present time, we have scholars in residence from Spain, Denmark, Austria, China, and the Czech Republic. Spain's Pillar Lacasa has come back for a second stay with us. Her background is in psychology and her current interests center around the educational use of computer games and other digital resources. She and her collaborators shared some of this research during the Media in Transition conference a year ago. Here, she shares some more of her impressions and insights based on field work in Spanish schools -- in this case, work which involves teaching children and adults to think about what we call transmedia navigation. Here, she is using the Harry Potter franchise to encourage a closer attention to what each media platform brings to our experience of this popular adventure saga.

    SPANISH CLASSROOMS AS MULTIMEDIA CONTEXTS: CHILDREN, FAMILIES, TEACHERS AND RESEARCHERS WORKING TOGETHER
    by Pilar Lacasa

    Recently, Henry shared some field notes about the place of digital media in Chinese society, considering not just how particular people use these media, but also how this use has a specific meaning in the Chinese political and cultural context. He was speaking about the rhetorical use of the "games addiction" concept, which specifically considers that "playing games is problematic precisely because it is unproductive" i.e. that game-playing is taking up the time of young people that they could better be spending doing their school homework and preparing for standardized testing. Henry's comments suggested to me that very similar reflections could be made about these debates in many other parts of the world.

    Let me explain a little bit about Spain, my own country. Our team has been working in Spanish schools as participant researchers and ethnographers, exploring how games and other digital tools might be used to enhance education. Many families, some teachers and even school principals have complained to us about how children waste their time playing games or surfing the Internet looking for information that adults do not regard as very suitable for children. What are the reasons for these opinions? Put simply, many adults are afraid to approach these new worlds and digital universes that they don't know how to explore or don't find interesting.

    When chatting with such adults and exploring these thoughts in more detail, we begin to understand than behind this less than enthusiastic approach to digital tools lie much stronger beliefs about what learning in and outside of school actually means. For many we spoke with, the idea of learning is related only to schoolwork, the content of the curriculum, and particularly those specific materials that have almost always been present in the classroom: books, paper and pencils, textbooks, etc. All of these cultural tools are associated with the academic culture and the school context. What people think is learning is closely related to the formal context in which people have traditionally always learnt; that is, the schools and the tools that have been used there for centuries. However, as educators we believe that an important challenge today is to redeploy certain technologies that were originally designed for leisure-time use towards educational purposes.

    How can digital technologies, not just computers, be of value as learning tools? This is the question. To recognize the question is easy, even simplistic, but, for the time being, to achieve this goal demands the participation of teachers, families, investigators, companies and, not least, children. One of the first steps in meeting this challenge will be to introduce digital tools other than computers into classrooms, not just occasionally but on a permanent basis, at least as much as other traditional objects. But how can they be used? Could specific tools that have being designed just for fun also be used in schools? From our perspective new ways of teaching and learning need to be explored, enabling children's and adults' activities as active learners, capable of creating new knowledge by using the tools that they use in their everyday life.

    Adopting this perspective, our team of researchers in Spain are exploring the possibility of constructing these new educational innovative settings, in which families, children, teachers and researchers, and even industry, working together, learn to use some of the digital tools that are present in everyday life. Why are these digital technologies especially appropriate for supporting new approaches to learning? Through our project, teachers and researchers begin to prepare relatively innovative school homework in which parents and children could collaborate in interesting tasks that motivate them to bring to the schools topics and ideas from their everyday life, such as family stories, real problems people need to solve in their own work, and so on. We were thinking about how to open the school doors to topics beyond the curriculum. This homework was usually presented in the form of paper and pencil tasks. What happened in these families after they had been working for at least three months in this way with their children? We recorded many conversations at home when parents and children were working together, but contrary to our expectations, no innovative educational settings appeared. Family members were acting at home as teachers do into the classrooms, but in an even more traditional way. They were evidently using the same strategies by which they were taught many years ago.

    After this experience we began to look for new educational tools, which we found in the mass media. We brought Newspapers, television, videogames, consoles and any other new technology that the children use in everyday life into the classrooms. But how should we use these new tools? In the course of the past ten years many questions have arisen in our classrooms that discussions and readings at the Comparative Media Studies are helping us to answer. It is obvious that it is not enough to introduce all of them in the classrooms. It is also necessary to design new educational settings within which to develop the new media literacies in order to deal with these new media in a critical, creative and responsible way.

    When teachers bring movies, newspapers, television programs, or the internet into their classes, one of the most important conditions for a successful experience in terms of children's motivation and reflective processes is that the teachers should feel secure with the materials that they are using. But bringing commercial videogames into the classrooms is still an especially challenging experience. At the moment, adults are much less familiar with games than other entertainment mass media. Today, commercial videogames are far from what many families or even teachers think could be used in classroom instruction.

    Given our starting goals, it was clear that we wanted to integrate games into learning, but we weren't sure how to do so. Our previous work in Spanish schools tell us that at least three main conditions need to be present for innovative experience to be successful in both teaching and learning processes:

    • First, to establish close relationships between teachers, families and researchers
    • Second, to be involved in a multimedia context in which games are only one of the possible tools we can use
    • Finally, to establish a working methodology that attempts to bring into a multiplicity of expressive multimedia codes that children and adults can learn to use together.
    Let us show you how these three conditions are present in the Spanish classroom in which we are working. I will try to help you to observe this situation and to construct the meaning that the situations has for us as ethnographical researchers. Please, think for a moment of the context involved. It is January 2007 in a working-class neighbourhood near Madrid. The children and their teacher are waiting for the "new video game teachers", this is the name that the children give to the University of Alcalá research team. They have become used to meeting once a week with some people who do not belong to their school, but who are participants in their classroom; the children understand that we teach in other schools where they are going to be teachers in the future. For the whole of the school year we have been coming to work with them once a week, with the goal of learning together, children and adults, using new media.

    This particular day we are going to begin a workshop on Harry Potter; in the previous session we had chosen the topic by reflecting on the pros and cons in a large-group discussion. We all voted for our favourite video game. By this time each of us had different expectations about what would happen on subsequent days in the workshop. Given our previous experiences with other children, the teacher and the researchers tried to find a common task for the workshop: after having talked, played and reflected about Harry Potter, we will write our opinions of the game in our blogs, so that other children should know about our adventures with Harry Potter. Both children and adults will be journalists; people who write so that others members of the community and all over around the world will know the opinions of the class.

    During the next three or four session the children were playing at home and in the classroom with the PlayStation 2, with family members and the research team, to find out much more about Harry and his world.

    Now let us move on a little further in our schedule by observing a more advanced session during this workshop. As always, this new session begin by talking about Harry Potter. The children knew more than the adults about him. They even bring from their homes objects related to his adventures; they all belong to the popular culture based on Harry and represent this heroic figure, who is very popular in Spain at the moment. For example, there is a game of chess designed with the main characters of the Harry Potter books, films and games, an album of stickers, T-shirts with his image, card games, etc. By showing these treasures to all the participants in the workshops and discussing them, the children showed that they were conscious that Harry is not only the main character of a video game, but it is also present in other media.

    In order to look in more depth at Harry's presence in various media, a new activity was designed. We decided to compare selected parts of the film and game based on Harry Potter and the Goblet of Fire. After an introductory discussion on the film, we all watch together the chosen chapter. Later, we talk about Harry and invented a new collective oral story about him. By doing so, the children learn not only to tell stories but also to understand how stories spread across media systems. Moreover, by writing in their blogs the children understand that many other people, such as their families and friends, will be able to read the work that they have done in class, and in that way they begin to understand that there exists an audience that can read their texts and look at their drawings although it is not present in the classroom.

    Let us see now the text that two children wrote together to be published in their blog after watching a small part of the film and discussing its relationship with the game.

    Blog of Sergio and Miguel
    Session 8, 02-06-07
    Hello, we are Sergio and Miguel:
    In the class today we played with the videogame Harry Potter and the Goblet of Fire and have seen a little bit of the movie Harry Potter and the Goblet of Fire. Today we learned what are the differences and similarities between the video game and the movie. They look alike in that the characters are the same, as are the magic spells and the adventure involved. And they differ in that in the video game you move the characters and in the movie they move by themselves. The movie is more fun, thinks Miguel. Sergio prefers the video game because you can play.

    This brief description of the experience enables us to comment on what conditions need to be in place when introducing entertainment games into the classroom.

    First, the text shows that the children are conscious that stories can be told via several different channels of communication. Moreover, the children also knew that each of them has different, ways of expressing particular messages. At that time they were exploring various ways of being in touch with Harry Potter's adventures; e.g. the movie, the video game, the objects that the children had brought to school, the information that they had found on the Internet and the texts that they themselves have published. But what did they learn? I would want to interpret this text by considering that these children show an understanding that each medium has its own rules. Conversations with teachers, researchers, and other students, helped to increase their grasp of abstract concepts such as audience, messages, and the different affordances of different media. How have they learned this? By talking, reflecting and publishing about new media, always being supported by teachers, researchers and families, as more expert members of the community. Doing such tasks at school helped them to understand their lives beyond the schoolhouse walls.

    In order to understand this educational innovative experience a little better, something more needs to be emphasized. Let us focus now on the interpersonal relationships among participants. Collaboration between the teacher, the children, their families and the research team was probably the main driving force behind these experiences. This becomes clearer when we study the video-recordings of the workshop sessions or analyse our field notes taken as ethnographers and participant observers. Two main ideas emerge:


    • First of all, the classrooms were transformed not only through the introduction of games but also because relationships among participants changed in the course of the workshop. Both children and adults were learning from each other. In many cases, they adopted new and different roles. The relations between children and adults were much more symmetrical at the end of the workshops than they had been at the beginning, even though what each of the participants were teaching was really different. While the children were focusing on the procedural dimensions of the games (e.g. how to solve a specific problem to go to another game screen), adults were orienting the conversations towards a much more reflective level, e.g. how the individual media related to each other, what were their specific messages, who were the people for whom the children were writing in their blogs.

    • Secondly, extensive observations of recordings of the classroom conversations show that the participants' goals also differed according to their own particular roles. For example, when the games consoles arrived in the classroom, or when we compared the video game and the movie, the teacher's interest was vividly aroused by the way in which the children can learn from the game certain content that is closely related to the curriculum. In contrast, and just as was to be expected, the most important goal of the children was just to play the game; to become immersed in it. Their families, who know of their classroom work by reading their blogs or because they were working with their children at home became interested in the games consoles as learning tools. What is was our goal as a research team? We think that we tried to be "good mediators". At the end, we came to a deeper appreciation of just how difficult it was to address these different goals through a common workshop.

    Pilar's background is in Psychology and Media Education. During the past ten years she has been working with her students at the University of Alcalá (Spain), collaborating with teachers and families to facilitate the acquisition of new forms of literacy that enable children and adults to develop as global citizens in their community, as producers as well as active receivers of media content. She's a visiting scholar at CMS where she's looking for new theoretical and methodological approach to a transmedia education. At this moment they are working on a collaborative project with Electronic Arts to define innovative educational settings, introducing specific video games and other new media into the Spanish classrooms so that they can be used as educational tools in both formal and informal contexts. She recognizes that when she was lost, looking for new perspectives to design these new educational contexts, it was very useful to discover Ravi Purushotma's work and the MacArthur Foundation's report.

    Recut, Reframe, Recycle: An Interview with Pat Aufderheide and Peter Jaszi (Part One)

    I am posting tonight from the west coast, having flown out to California to participate in 24/7 A DYI Video Summit being hosted by the University of Southern California. The event brings together videomakers from a range of different communities -- everything from fan video producers to activists who use Youtube to get their messages out to the world. I am thrilled to be participating on a plenary panel on the future of DYI Video, featuring Yochai Benkler, John Seely Brown, Joi Ito, and Lawrence Lessig, hosted by Howard Rheingold.

    As I was getting ready to head out to the conference, I conducted an interview for the blog with media scholar Pat Aufderheide (of the Center for Social Media) and Law Professor Peter Jaszi, both from American University. I've long been interested in the work Pat and Peter have been doing promoting fair use in relation to a range of different communities of practice -- including documentary filmmakers, media literacy instructors, and producers of online video content. We featured some of the work they were doing through the Media in Transition conference at MIT last year. You can hear a podcast of that discussion online. I wanted to check in with them because in the past few months, they've issued several major new studies on the impact of copyright confusion on our culture, work which is setting the stage for efforts to identify "best practices" and to negotiate "acceptable use" standards to broaden the protections afforded those of us who are tying to integrate media production activities into our classrooms or who are involved in mashing up content as a form of expressive practice. Today, I am running the first installment of this exchange.

    A recent study by the Pew Center for Internet Research suggests that almost 60 percent of teens on line have produced their own media content and a growing percentage of them are circulating that content beyond their immediate friends and families. What are the implications of this growth of grassroots media production for our current understandings of fair use?

    PA: A more participatory media culture is definitely going mainstream. While it's still true that many more people watch than make at the moment, you're right to point out that young people are growing up as makers, and seizing upon blogs, online video and social networks to express and even form their identities. There are DaxFlame aficionados, and there are dozens of take-offs on "Dick in a Box," and "Dramatic Chipmunk" has spawned "Dramatic Snake" and "Dramatic Squirrel" and even compilation and fan websites for the phenomenon.

    Many practices enthusiastically being pioneered and developed online involve use of copyrighted material. That's normal for new cultural creation. It builds on existing culture. Our culture is markedly commercial and popular, and our current copyright regime features default copyright (your grocery list is copyrighted when you've written it down) and very, very long terms (meaning that nothing you'd want to quote ever seems to fall into the public domain). So quoting of copyrighted culture will continue to be a key tool of new cultural producers.

    Those new cultural producers often today believe that they're doing something illegal by quoting copyrighted culture. That's partly because of relentless miseducation on the part of corporate owners of content. They are justifiably terrified of peer-to-peer file sharing and other digital copying that threatens their business models. Their response has been to demonize all unauthorized use of copyrighted material as theft and piracy.

    At the same time, they're desperately trying to revamp their business models for a digital era, and are making the blanket assumption that all unauthorized copying could be a threat to some as-yet-unimagined or as-yet-unpracticed business model.

    Well, you wouldn't want to be them at this moment, it's true. At the same time, when they ignore the right of fair use, they are ignoring a very vital part of the law.

    They're now worried about online video as a kind of "DVR to the world." So content providers like NBC Universal and Viacom are working out deals with online video providers like Veoh and MySpace, for specialized filters and software to identify copyrighted material. These filters will be able to "take down" videos that are copies of copyrighted material. The trouble is, nobody has yet figured out how to protect online videos that may be using copyrighted material legally, under fair use. As Fred von Lohmann, a lawyer with the Electronic Frontier Foundation, says, it's like going tuna fishing without a dolphin-safe net.
    Until now no one has known how big the problem of accidentally suppressing legal work really is. Our study, called "Recut, Reframe, Recycle: Quoting Copyrighted Material in User-Generated Video," (available at centerforsocialmedia.org/recut) demonstrates that it could be a very big problem indeed.

    Many online videos, we showed, use copyrighted material in one of nine ways that are eligible for fair use consideration. (We weren't saying that they all are examples of fair use, only that these kinds of uses can be seen and in some cases have been widely recognized as fair use.)

    Many of the precedents concerning fair use could be read as protecting specific classes of users -- the right of journalists or academics to quote for the purposes of reviews or critical commentary, for example. To what degree can or should those rights be extended to include amateur media producers?

    PJ: It's really not a question of extending rights, but of making users aware of the right they already have. Fair use has been around as a judge made doctrine since the mid-19th century, and back in 1976, in its (for once considerable) wisdom, the Congress came up with a formulation of the doctrine that was general in its application rather than specific to any area or areas of practice. The problem for any group of practitioners is knowing how fair use applies to them and having the collective courage to rely on it. Some groups (journalists and academics are good examples -- and commercial publishers are another!) have done well at this over the years, and as a result they enjoy use rights that are apparently more extensive. But the truth is that documentary filmmakers, K-12 teachers, and on-line video producers have the same entitlement to fair use as everyone else.

    That's why the "Best Practices" approach that we've been working on over the past several years is so important. It's an effort to help practice communities claim their legal rights by formulating consensus statements of what kinds of unlicensed use of copyrighted materials are necessary and reasonable for the creative work they do.

    YouTube's impact has directed much greater public attention onto the work of these amateur media producers. In your white paper, you walk through a range of different genres of media appropriation and remixing. Which of these are the most clearly protected under current law? Which seem most at risk?

    PA: First, a note: Because we're at the end of the mass media era, and because the pioneers of participatory media have been end-users or non-commercial producers, we think of this as an "amateur" movement. But it won't be for long. It'll just be expression in an open digital environment. Some of that expression, whether it's produced by professionals or not, will be monetized; much of it, most of it, will be available to be monetized. So the neat distinctions between professional and amateur, and between non-commercial and commercial use, are getting a lot messier and will soon be unhelpful. One thing we're very sure of is that we won't solve this problem by creating a non-commercial, amateur zone. Now, everyone's a player.

    In our study, we identified a wide range of kinds of practices -- remix/remash (Ten Things I Hate about Commandments), quoting of a whole work for online commentary (The Worst Music Video Ever), critical commentaries (analysis of Fox news bias for instance), tribute videos (Steve Irwin), diaries (Me on Stage with U2 -- again!!), to name a few. We also saw a wide range of actual practices within those genres. One of the things we didn't do was to pass any lawyerly judgment on the fair use of any particular instance. We stopped at identifying kinds of practices as fair-use eligible, which is all that the survey we did permits us. We think this is very valuable because the kinds of practices are all clearly eligible for fair-use consideration. We hope that the next phase of our work, creating a best-practices code, will provide guidance to help people make judgments for themselves about what is fair use.

    You can, however, make some generalizations:


    • It gets harder to claim fair use the closer people get to merely quoting the work without commenting on it, reframing it, or adapting it.

    • It gets harder to justify fair use the closer the copier's purpose is to the original.

    • It gets harder when the quotation is longer or more extensive than is justified by its purpose.

    • It gets harder to claim fair use the more the copier is intending to monetize the original item in order to compete with the copyright owner.

    • It gets harder when proper credit isn't given.


    We also found that it's very easy for everybody to understand why it's o.k. to use copyrighted material for critical, political and social commentary. People understand that you can't critique something without referring to it, which in video would also involve hearing and seeing it. They also see critical speech as a great example of the First Amendment.

    What's harder for people to grasp is that it's also o.k. to use copyrighted material to make new work that may be illustrative or celebratory or illustrative rather than critical, or may re-imagine the culture as remixes do, or may archive it, or may simply record reality that includes it. Why is that so hard to grasp? All this activity uses the same cultural processes, the building of new work and meaning on the platform of the old. We think it's because people have cultivated, in the mass media era, a cult of the author, a belief in creativity as the product of the genius of the individual creator. This of course flies in the face of everything we know about the creative process, which is a social, collective and iterative one. It also flies in the face of cultural evolution. After all, until very recently in the West, copying was homage, copying was learning.


    Many of these amateur media makers know little about the law. Most of them lack the resources to seek legal advice about their work. What steps can or should be taken to protect their fair use rights?

    PJ:We're suggesting that a "blue ribbon" panel of experts in law and communications should take on the task of developing a set of "Best Practices" for fair use in on-line video production. The first step would be to talk with a wide range of producers (and platforms) about what they regard as necessary and appropriate quotation. Then the panel would be in a position to craft a document that would be a useful reference for media makers themselves and for the platforms that make their work available – as well as for the content owners themelves. In particular, it would be a point of reference that platforms and content owners could use when they develop mechanisms (like filtering techniques or take down protcols) designed to block or disable infringing on-line content. Everyone seems to agree that mechanisms of this kind shouldn't interfere with fair use, but unless there is some consensus about what constitutes fair use in this new area of practice, these pious affirmations aren't likely to be translated into meaningful practice. In the extreme and unlikely case that an issue involving fair use and on-line video were to find its way to court, a "Best Practices" statement also would help to guide the courts. Following a long-standing (and sensible) tradition in fair use decision-making, judges in these cases pay close attention to practice communities' views of what is fair and reasonable. (More about tradition and its implications is at www.centerforsocialmedia.org/files/pdf/fairuse_motionpictures.pdf),

    And, of course, if a media maker working within the framework of a "Best Practices" document were to be sued or otherwise harassed, there would be a healthy supply of expert IP lawyers lining up to defend that person on a pro bono basis. IP progressives -- and there are plenty of them in the legal community -- always are looking for good "test cases" to demonstrate the reach of fair use. In fact, Stanford's Fair Use Project is actively looking for such cases, and would offer legal defense if it could find one.

    Pat Aufderheide, one of American University's Scholar-Teachers, is a critic and scholar of independent media, especially documentary film, and of communications policy issues in the public interest. Her work on fair use in documentary film has changed industry practice, and she has won several journalism awards. She is the founder, in 2001, of the Center for Social Media, which showcases media for democracy, civil society and social justice. She recently received the Career Achievement Award for Scholarship and Preservation from the International Documentary Association.

    Peter Jaszi is faculty director of the Glushko-Samuelson Intellectual Property Law Clinic and professor of law. He holds expertise in intellectual property and copyright law. He was Pauline Ruvle Moore Scholar in Public Law from 1981-82; Outstanding Faculty Scholarship Awardee in 1982; and he received the AU Faculty Award for Outstanding Contributions to Academic Development in 1996. He is a member of the Selden Society (state correspondent for Washington, D.C.). Previously he was a member of the Copyright Society of the U.S.A. trustee, 1992-94; International Association for the Advancement of Teaching and Research in Intellectual Property; National Zoological Park, Washington, D.C., Animal Welfare Board, 1986-present; Library of Congress Advisory Committee on Copyright Registration and Deposit (ACCORD), 1993. He has written many chapters, articles and monographs on copyright, intellectual property, technology and other issues. He was editor of The Construction of Authorship: Textual Appropriation in Law and Literature Durham, N.C.: Duke University Press, 1994 (with M. Woodmansee) (also published as a law journal issue, 10 Cardozo Arts and Entertainment Law Journal 274, 1992). He is co-author of Legal Issues in Addict Diversion (Lexington Books, 1976) and Copyright Law, Third Edition (Matthew Bender & Co., 1994).

    Welcome to Idea Lab

    Today, PBS and the John S. and James L. Knight Foundation announced te launch of MediaShift Idea Lab Blog, a group blog featuring 36 wide-ranging innovators reinventing community news for the digital age.

    Each Idea Lab blogger won a grant in the Knight News Challenge to help fund a startup idea or to blog on a topic related to reshaping community news. The writers will use the Idea Lab to explain their projects, share intelligence and interact with the online community.


    Here are some samples from the first round of posts on the blog:

    From MTV's Ian V. Rowe:

    More than any time in human history, young people have more tools at their avail to consume - and create - information on the issues that are most relevant to them. So to figure out exactly what MTV's approach would be to truly engage young people aged 18-30 during this Presidential election cycle in this new, Wild West era of self-publishing and self-organization, we first had to listen to what young people themselves said they wanted.

    The results were simultaneously disheartening and hopeful, in the way only young people can express themselves about their future. The MTV/CBS News/New York Times Poll revealed that younger Americans have a bleak view about their own future and the direction the country is heading: 70 percent said the country was on the wrong track, while 48 percent said they feared that their generation would be worse off than their parents'. But the survey also found that this generation knows their power: 77 percent said they thought their votes would have a great bearing on who became the next president.

    By any measure, the poll suggests that young Americans are anything but apathetic about the Presidential election. Fifty-eight percent said they were paying attention to the campaign. By contrast, at this point in the 2004 presidential campaign, only 35 percent of 18-to-29-year-olds said they were paying a lot or some attention to the campaign. And these projected 2008 numbers followed actual record youth voter turnout: In 2006, 10 million 18-29 year-olds voted than in 2002 midterms (2 MM+ increase - largest youth turnout in at least 20 years in congressional elections.)

    So clearly young people are ready to participate because they know how important the stakes are. Elections are no longer an abstract concept. Whatever their position on the decisions of the current Administration over the last seven years, it has become crystal clear to young people that who is elected as President matters and has consequences.


    From Dori J. Maynard (Robert C. Maynard Institute for Journalism Education):

    First, the Jena 6 story lived on the Internet. Bloggers, many of them black, members of list serves such as the National Association of Black Journalists and members of social networks like Facebook, used the Internet to spread the story before it took off with mainstream news organizations like CNN, The Washington Post, and NPR.

    The fact that the "afro-sphere" has largely received credit for driving this story is important to keep in mind when we think about what is going on in cyberspace.

    At a time when "the digital divide" is still code for "people-of-color-don't-have-access-or-know-
    how-to-use-the-Internet," Jena 6 reminds us of the fallacy of that premise. African Americans used the web and alerted the world to what was going on in a small town and in a largely overlooked state.

    True, there are still some significant hurdles for entry into a fully wired world. However, they are largely socio-economic. I once asked someone how many white homes in Appalachia have Internet access. Turned out not a lot. The digital divide is real. It's class, not race, that makes the difference.

    The Jena 6 story also reminds us that while the Web may be a place where anyone with access and an idea can voice his or her opinion, it does not mean that every opinion gets the same amount of attention. Think of how quickly word spread about "Memo Gate" and how long it took the outside world to pay attention to Jena 6.

    From Jay Rosen (New York University):

    Not knowing what the model is, we go on. We go on with newspapers. We go on with Internet journalism, and the practice of reporting what happened. We go on with the ordeal of verification. We go on with the eyewitness account, and with the essential task of getting and talking about the news.

    Reasons for my uncertainty about the newspaper in the combination we know it now were well stated recently by Doc Searls of the Berkman Center at Harvard Law School, who also writes about the Internet and keeps his own blog.

    For metropolitian newspapers, whose problems I know best, it's not just the forced march to the Web and the decline in revenues from the printed product. It's not only that free content seems to be the standard online.

    "The larger trend to watch over time is the inevitable decline in advertising support for journalistic work," Searls writes, "and the growing need to find means for replacing that funding -- or to face the fact that journalism will become largely an amateur calling, and to make the most of it."

    So (class) why does Searls say that the advertising model may be broken too? Isn't there advertising to be won on the Web? There is, and it is coming on. But underneath that something else is going on. "Harder to see..."

    While rivers of advertising money flow away from old media and toward new ones, both the old and the new media crowds continue to assume that advertising money will flow forever. This is a mistake. Advertising remains an extremely inefficient and wasteful way for sellers to find buyers. I'm not saying advertising isn't effective, by the way; just that massive inefficiency and waste have always been involved, and that this fact constitutes a problem we've long been waiting to solve, whether we know it or not.

    The inefficencies that created modern advertising are themselves under pressure from the Internet. That is what Searls argues, and I think we need to consider it. "The holy grail for advertisers isn't advertising at all," he writes, "because it's not about sellers hunting down buyers. In fact it's the reverse: buyers hunting for sellers. It's also for customers who remain customers because they enjoy meaningful and productive relationships with sellers -- on customers' terms and not just on vendors' alone."

    Searls thinks sellers and buyers can increasingly get into information alignment without advertising and its miserable kill ratios in the battle to break through the noise and reach the few who are actually in the market.

    From Gail Robinson (Gothan Gazette):

    The staff of Gotham Gazette is counting down to the day later this fall when our first online game goes up on our site. It's been an interesting process getting us this far.

    First, of course, we needed a concept. In some respects, this was the easy part as brainstorming sessions over the summer produced literally dozens of ideas. We'd like to do them all -- and we will do some of them in the next two years -- but we decided to do the first one on garbage. What to do with tons and tons of garbage has long been a thorny issue in New York City, one that never seems quite resolved. It's something New Yorkers care a lot about and it provides policy options that can be clearly presented in a game format.

    Our game will have two parts. In the first, players will be residents deciding how to sort their trash.Should it all just go in the garbage can (or, since this is New York, into a big black plastic bag). Or should some be recycled. Maybe you're willing to put your empty water bottle aside for recycling, but what about an apple core? And can you do anything with a soiled diaper?

    Once the player sorts his/her trash, they move to the next portion and play policymaker. What would you do with the city's garbage. Send it to a city landfill,ship it acorss state lines, convert it to energy? And what about the recyclables?

    At the end of the game, players will learn how much money they have spent, how much room they have taken up in a landfill and other costs. And they will send us their plans so we can convey their ideas to City Hall.

    Now we just have to make this idea a reality -- a process we are in the thick of now. More on that in another posting.

    These represent only four of the many voices represented on this new blog. Civic media and citizen journalism takes many different forms and the community of researchers which the Knight Foundation is assembling are tackling the issue of civic engagement from many different angles. What they have in common is a belief that we can deploy the affordances of new media in ways that strengthen bonds within geographically local communities.

    How I Spent My Summer Vacation...

    Several weeks ago, I played hooky from writing this blog to attend an Aspen Institute Forum on Communications and Society. At the time, I promised to share some of my experiences with you but have been so focused on starting the term that I am just now getting back to you.

    Here's how the Aspen Institute described their goals for the event:

    The purpose of the Forum is to develop recommendations for leaders in media, government, and other societal institutions to promote positive social and democratic values through the various communications media without undue governmental regulation. The Forum will explore how the new technological and behavioral environments are changing the way that media -- old and new -- will serve customers (advertisers/subscribers), users (readers/listeners/viewers/contributors), communities, and the broader social good. After an introductory plenary session describing the drivers and impact of the new media, the Forum will consist of three distinct roundtable tracks, exploring the ways that media may be used to promote an informed citizenry, civic participation, enhancement of community life, and consideration of intellectual property rights and interests.
    The Forum brought together government leaders (including U.S. Representatives, current and former members of the Federal Communications Commission), the chief executives of major media companies (old and new), leading academics from a number of different disciplines, lawyers and policy makers, and heads of foundations and non-profit organizations with strong stakes in shaping the future of our media environment. The Aspen Institute events are legendary for creating a social and intellectual climate where people from very different perspectives can exchange views and arrive at meaningful compromises that move forward public policy on a wide array of topics. It was fascinating to watch this process work -- not only through formal events (including plenary conversations with heavy hitters like Michael Eisner, Arriane Huffington, Madeleine Albright, and Arthur Sulzberger, round table exchanges among clusters of participants, and more focused working groups designed to brainstorm and make policy recommendations) and informal exchanges (over breakfast, in the line for lunch, or at the cocktail parties and receptions in the evening.) Charles M. Firestone, the Executive Director of the Aspen Institute Communications and Society programs, was an adept moderator, making sure that every position got aired, cutting off conflict, and pushing us towards practical and pragmatic solutions.

    One can get a sense of the caliber of the conversations by checking out the streaming webcast versions of some of the key events. While the videos don't preserve the work process, they do include some of the plenary exchanges which were a highlight of the event. (I am told that videos of the roundtables are forthcoming.)

    Sparks flew during the opening session which featured Eisner, Huffington, music industry defender Jon Diamond, and advertising industry leader Lynda Resnick, for a passionate exchange about the current state of the media landscape. Taken as a whole, the group offered us some glimpses into the conflicted and sometimes self-contradictory thinking which is shaping old media's response to the emergence of a more participatory culture. Here, as throughout the sessions, disagreements about how to handle intellectual property in the digital age shaped more or less every other potential point of contact between old and new media companies.

    Another memorable exchange, also available via webcast, paired current FCC chairman Kevin Martin with Vivianne Reding, his counterpart on the European Union's Commission on the Information Society and Media. Here, we were given textbook illustrations of the difference between how media policy operates under commercial and public service broadcasting models, as well as hints at the very different cultural and political traditions shaping media policy in Europe and the United States.

    A third session on the Future of the Newspaper featured Sulzberger (New York Times), Caroline Litttle (Washington Post), Jake Oliver (Afro), Dean Singleton (MediaNews Group), Craig Newmark (craigslist), and Scott Moore (Yahoo!).

    I was delighted to see new media literacies emerge as a central theme at the conference from the very opening session. An excerpt from our white paper was circulated to attendees as part of the packet they received in advance of the meeting and seemed to have heightened participant's awareness of the topic. The idea of young people's relationship to emerging media was posed by opening remarks from Jeff Cole (USC Annenberg School for Communication), who outlined a series of shifts in the ways younger Americans got their entertainment and information. By the end of the first roundtable, the need for robust and widespread media literacy education (for adults as well as for youth) had become part of the group's consensus.

    This shared investment in media literacy provided me a context for raising what I saw as important issues about the ways that current ambiguities in copyright law are having a chilling effect upon our efforts to develop and circulate materials for media literacy education. It was clear that almost no one at the event had considered the connection between these two issues before.

    Here's how I explained it: I am both a Professor of Literature and a Professor of Media Studies. As a Professor of Literature, I have a pretty good sense of what claims I can make on Fair Use in my work. In writing a printed work about a literary text, I understand roughly how much of a given work I can quote for the purposes of critical commentary and in what contexts; I also know when I need to seek additional permissions and where I can go to get those permissions; for the most part, a system is in place that allows me to pay an appropriate and reasonable rate for my use of those materials.

    None of this applies to my work as a media scholar if what I want to do is directly quote from a media text in my own media work for the purposes of critical commentary. There is a pretty well established set of principles and agreements which allow me to show clips in class to my own students and even to break encryption if necessary in order to duplicate and archive those clips. But there is no such protection in place if I wish to circulate materials I have produced amongst other media educators.

    Renee Hobbes, Patricia Aufderheide and Peter Jaszi are doing research for the MacArthur Foundation, trying to understand teacher's attitudes towards copyright and how this impacts media literacy education. So far, they are finding enormous fear and much uncertainty regarding many standard pedagogical practices which involve reproducing and sharing media content. Their long term goal is to develop principles of fair use which would provide greater protection to educators, but the effectiveness of these principles rests in part on getting them accepted within the media industry itself. If you want to learn more about this work, you can listen to a podcast of a plenary session we hosted at last spring's Media in Transition conference.

    For the most part, Hollywood has been so aggressive at defending its trademark and copyright control over their content (especially in the context of current battles over Napster and YouTube) that university attorneys typically tell us that we run a risk of legal action if we directly excerpt any segments of commercial media content for distribution in any form or in any context. Surely, these attorneys are being conservative and the courts would no doubt recognize at least some limited notion of fair use defending our use of these materials. But this fear of legal action is creating a chilling effect on the development of instructional resources for media literacy.

    If educators wanted, however, to get studio permission for our use of these materials, the history has been equally problematic. There is no established clearing house for identifying and contacting rights holders. The studios often do not respond to our queries and when they do, they set arbitrarily high prices. In one recent case, a faculty member was quoted a price of a thousand dollars a minute for the use of Hollywood content for an educational project -- a price which would have quickly bankrupted the initiative. Some organizations are producing media literacy documentaries which include clips from mainstream media, but they have historically felt they were taking major risks in doing so and this has in turn impacted how widely they publicize their efforts.

    Thanks to the Aspen Institute, my story was heard by some of the key policy makers and leaders of the entertainment industry. My hope is that this issue will be part of the policy recommendations released by the Institute in the aftermath of our session and that we can use this as a rallying point in brokering a meeting between the Hollywood establishment and key media literacy educators (a possibility raised by several of the industry participants at the event). None of us are ready to declare victory yet but the particular climate of Aspen, which brings key decision makers together in the same space to talk about vexing issues of cultural policy, has made it possible for us to make some real progress on this issue.

    One final aside about Aspen: As I found myself making small talk with everyone from the heads of major media companies to former members of the Bush administration, the one topic which seemed to have captured everyone's interest was Harry Potter. Almost everyone had stories to tell about the experience of reading the final book in the series. In Convergence Culture, I suggested that fan communities might offer us better chances to talk about shared values across the ideological divides that currently shape American politics because they offer us shared fantasies and common reference points. Well, this was a pretty dramatic illustration of that principle at work.

    Digital Media and Learning Competition Announced

    I've written here often about the MacArthur Foundation's Digital Media and Learning initiative, which has funded our Project nml. The Foundation has made a 50 million dollar commitment over the next five years to help foster a field devoted to understanding "the way young people learn, play, socialize, and participate in civic life" through their use of new and emerging media technologies. So far, the Foundation has tended to hand select researchers and community leaders to participate in the initiative, but earlier this month, they announced an open competition designed to identify innovative projects which might make a difference in this space. What follows are some excerpts from the press release announcing this competition:

    "An open competition is an excellent way to identify and hopefully inspire new ideas about learning in an increasingly digital world," MacArthur Foundation President Jonathan Fanton said. "We do not yet know how much people are changing because of digital media, but we hope that this competition will help support the most innovative thinking about learning, the formation of ethical judgments, peer mentoring, creativity, and civic participation, all of which are increasingly conducted online."

    Awards will be given in two categories:

    * Innovation Awards will support learning pioneers, entrepreneurs, and builders of new digital learning environments for formal and informal learning. These innovations might range from a teacher add-on for MySpace that allows for safe assigning of a class group discussion, to a platform co-developed by teachers and students to facilitate digital literacy and peer-mentoring between college students and high-school drop-outs earning their GED degrees, to a digital learning festival for the leaders of a worldwide youth environmental campaign.

    * Knowledge Networking Awards will support communicators in connecting, mobilizing, circulating or translating new ideas around digital media and learning. For example, a team of teacher bloggers who already reach hundreds of thousands of readers may now seek to provide multimedia coverage and translation of MIT Professor Henry Jenkins' recent white paper on media literacy.

    The open competition will be administered by a network of educators and digital innovators called "HASTAC" (the Humanities, Arts, Science and Technology Advanced Collaboratory). HASTAC was founded and is primarily operated at two university centers, the University of California Humanities Research Institute and the John Hope Franklin Center at Duke University. HASTAC has a network reaching more than 80 institutions globally. The choice of HASTAC, one of a new breed of "virtual institutions," reflects MacArthur's goals in promoting next-generation learning.

    "We are already teaching a generation of students who do not remember a time before they were online," said Cathy N. Davidson, John Hope Franklin Humanities Institute Professor of Interdisciplinary Studies at Duke University and co-founder of HASTAC. "Their social life and informal learning are interconnected. They don't just consume media, they customize it. These students bring fascinating new skills to our classrooms, but they also bring an urgent need for critical thinking about the digital world they have inherited and are shaping."

    As part of their prize, awardees will receive special consultation support on everything from technology development to management training. Winners will be invited to showcase their work at a conference that will include venture capitalists, entrepreneurs, educators and policy makers seeking the best ideas about digital learning. Applications are due Oct. 15, 2007, and prizewinners will be announced in January. Detailed information on the competition is available online at www.dmlcompetition.net.

    "With the digital media and learning initiative, the MacArthur Foundation is playing a leading role in reshaping both institutional and informal learning practices," said David Theo Goldberg, HASTAC co-founder and director of the University of California's Humanities Research Institute. "Traditional learning practices are being supplemented and supplanted by new digital media, which both enable and extend their reach through virtual institutions like HASTAC. This is a natural partnership."


    I know many of my readers are doing interested work in this space. I'd like to personally encourage you to pull together a proposal for this competition. Many of us have been frustrated by the climate of fear which so often clouds public policy as it relates to young people and new technologies. MacArthur is offering us another model -- one which is governed by reason and research rather than sparked by fear and ignorance, one which puts theory into practice to redesign public institutions and practices which touch the lives of children and youth.

    Fable and Other Moral Tales: A Study in Game Ethics (Part One)

    Earlier this summer, I shared with my regular readers some selected passages from this year's Comparative Media Studies thesis. Today and tomorrow, I wanted to share another sample of the kind of work being produced by our students. Peter Rauch came to CMS with a strong background in Philosophy; what he wanted from our program was the chance to employ those tools to think deeply about games, trying to explore in what sense it was appropriate to think of games as ethical and moral practices. In this section from his thesis, he walks us through his core framework for thinking about the ethical and moral dimensions of games. Next time, I will share a passage where he deploys this conceptual model to think about the game, Fable. Enjoy!

    Fable and Other Moral Tales: A Study in Game Ethics
    by Peter Rauch

    Many dictionaries consider morals and ethics to be synonymous, but in common usage, at least in American English, the two words can have a variety of subtly different meanings. My definitions are provisional, and while they can be used in general discussion, they are specifically tailored to be applied to the interpretation of videogames.

    I define ethics as a discourse concerning what is correct and what is incorrect. What is ethical is dependent on a specific activity, determined entirely by an explicit, constructed system of rules, and cannot be questioned by the participants. I define morals as a discourse concerning what is right and what is wrong. Morality, unlike ethics, is not tied to a specific activity, but can be applied over multiple activities, and possibly all experience. Moral rules enjoy considerably more variance than ethical rules: because they are wider in scope, they are more nuanced, and subject to interpretation.

    Ethical frameworks, while they might attempt to model moral behavior--as in the examples of ethical codes for doctors or lawyers--need not have any connection to morality at all. In chess, that players should try to capture their opponents' pieces is an ethical rule, not a moral one. It has no relevance to the world outside chess. This rule is also not subject to interpretation or argument. It is simply, factually, true. A player that makes no effort to capture the opponent's pieces is not playing chess. The same cannot be said of moral rules like "love your neighbor as yourself," Jesus' formulation of the "golden rule," nor can it be said of "act only in accordance with that maxim through which you can at the same time will that it become a universal law," Kant's categorical imperative. These rules concern the very act of being human, but one does not cease to be human if he or she rejects or violates them. They are much less specific than the rule concerning the capturing of pieces in chess, and open to many more interpretations.

    Morals and ethics exist independently of each other, and while they must each be internally consistent, it is possible for the two to explicitly contradict one another. Law is an ethical system that is constantly revised to prevent such conflicts. Torture, for example, is illegal under international law. Assuming one accepts the existence of international law, the legality of torture is not open to debate. The morality of torture, however, is fundamentally unconnected to its legality. Torture is not less moral now than it was before the Geneva Convention. Conversely, it would not become more moral if the U.N. were to repudiate the Geneva Convention tomorrow.

    Any game that has a "win condition" has an ethical framework. This applies to all games, not just videogames. First and foremost, these games are possessed of an overriding ethical imperative: win. If the game has a win condition, a player who does not try to win is not playing the game. As Johann Huizinga notes in Homo Ludens, a player who does not try to win faces greater censure from society than a player who cheats in order to win (11). One interpretation of Huizinga's claim is that a player who cheats breaks only those rules concerning the means of play, whereas the player who throws the game violates the goals of play. The goal constitutes what players must do, while the rules offer only clarification on how the goal is to be accomplished--what actions are correct, and what actions are incorrect. A strategy or technique that helps a player win, while not explicitly violating any of the rules, is always ethical, in terms of the game in question. The ethical framework comprises both goal and means, and although the former is more fundamental to the game than the latter, they are both necessary for a game to function. The game's ethics, which determine how it should be played, are inextricably bound in the game's rules, which determine how it can be played.

    Continue reading "Fable and Other Moral Tales: A Study in Game Ethics (Part One)" »

    Answering Questions From a Snowman: The YouTube Debate and Its Aftermath

    "I think the presidency ought to be held at a higher level than having to answer questions from a snowman." -- Mitt Romney

    I promised some reflections about the YouTube presidential debate almost a week ago but something has kept getting in the way. I almost decided to forget about it but in the past few days, the issue has resurfaced as the Republican candidates are doing a little dance about who will or will not participate in CNN's planned GOP YouTube debate in September. So far, only two Republican candidates have agreed to participate. I've been having fun challenging folks to guess which ones they are. The answer will be later in this post.

    Some had predicted that the use of YouTube in a presidential debate was something of a gimmick or a cross-branding opportunity for CNN and Google. It was certainly both of those, but it may represent something more than that, a shift in the nature of public debates in the campaign process as profound in its way as the emergence of the Town Hall Debate format in the 1990s.

    Let's consider the classic debate format where established journalists, sworn to some degree of political neutrality, ask candidates questions. This format has some strengths and some limitations. In theory, the questions asked are well informed because the people asking them are focused full time on following the campaign and the candidates and understand what topics are most likely to establish the contrast between the political figures on the stage. At the same time, the questions asked are likely to reflect an "inside the beltway" perspective -- that is, they reflect the world view of a specific political class which may or may not reflect the full range of issues that the American people want addressed.

    The process maintains a certain aura around the political process: celebrity journalists ask questions of celebrity politicians in a world totally sealed off from the everyday experience of the voters. One consequence of this format is that the candidates tend to empty the questioner from the equation. One addresses the question; one ignores the person who asks the question.

    This construct sounds more "rational" or "neutral" but it also makes it much easier for the candidate to reframe the question to suit their own purposes. There is no penalty for ignoring the motives behind the question because, in the end, the claim is that there are no motives behind the question. This has in the past gotten some political leaders in trouble. I am thinking, for example, of the famous moment while Michael Dukakis was asked how he would respond if his wife was raped and murdered and he offered a fairly bloodless critique of the death penalty as a matter of public policy. The questioner was trying to get at the human side of his perspective on the issue and he got criticized for being cold and calculating, yet the fact that he ignored the human dimensions of the question was in many ways a product of the presumed "neutrality" of the professional debate format.

    In the 1990s, an alternative -- the town hall meeting debate -- emerged and Bill Clinton rose to the presidency in part on the basis of his understanding of the ways that this format changed the nature of political rhetoric. In the town hall meeting format, who asks the question -- and why they ask it -- is often as important as the question being asked. The questioner embodies a particular political perspective -- the concerned mother of a Iraqi serviceman, the parent of a sick child who can't get decent health care, the African-American concerned about race relations, and so forth. We can trace the roots of this strategy of embodiment back to, say, the ways presidents like to have human reference points in the audience during their State of the Union addresses -- Reagan was perhaps the first to deploy this strategy of using citizens as emblematic of the issues he was addressing or the policies he was supporting and in his hands, it became associated with the push towards individualism and volunteerism rather than governmental solutions. These were "individuals" who "made a difference."

    What Clinton got was that in this newly embodied context, the ways the candidate addressed specific voters modeled the imagined interface between the candidate and the voters more generally. Think about that moment, for example, when George Bush looked at his watch during a Town Hall Meeting debate and this got read as emblematic of his disconnect from the voters. Contrast this with the ways that Clinton would walk to the edge of the stage, ask follow up questions to personalize or refine the question and link it more emphatically to the human dimensions of the issue, and then respond to it in a way which emphasized his empathy for the people involved. People might make fun of Clinton for saying "I feel your pain" a few times too many but this new empathic link between the candidate and the questioner shaped how voters felt about this particular candidate.

    Clinton recognized early on the emerging paradigm of narrowcasting, using the town hall meeting in relation to specific audiences on specific cable outlets -- for example, African Americans on the Arsenio Hall show, young voters on MTV, or southern voters on the Nashville Network. In each case, he was able to signal his knowledge of specific issues and respect for specific challenges confronting this constituencies. People today remember Clinton playing the sax on late night television; they forget that it came at the end of almost an hour of thoughtful discussion of race and class in America in the wake of Rodney King and the LA Riots at a time when the mainstream media was only interested in asking him about his sex life. No candidate has ever been as effective at Clinton at responding to the particularities of the town hall meeting format but it has emerged as a standard part of the campaign process ever since and for good reason, because there is both symbolic and substantive importance to how well candidates interact with these diverse constituencies.

    There are some core limits to this format. The questions come in a context which is deeply intimidating to non-professionals and thus it preserves an aura surrounding the candidates. Only certain kinds of questions get asked because only certain issues are appropriate to this format. The questions get asked with a certain degree of awe even when the voter is skeptical of the answers they are receiving.

    So, this brings us to the YouTube format which seems significant in a number of levels. First, the people asking the questions are speaking from their own homes or from other spaces that they have chosen to embody the issues they want the candidates to address. The language is more informal, the questions are more personal, the tone is less reverent, and the result forces the political candidates to alter their established scripts. (And of course, let's not forget the role which CNN played in curating the set of questions presented. I was prepared to trash CNN for playing it safe but in fact, they chose some of the more provocative submissions here and these videos have emerged at the center of the controversy around the debate.)


    here were moments early in the YouTube debate where the candidates were sticking to their sound bytes and talking points, despite the very different tone and context of this debate. More than anything else, this called attention to the gap between the ways everyday people speak and the lofty rhetoric of contemporary politics. What seemed relatively natural in a conversation between professionals felt truly disconnected from the YouTube participants. Then, as the evening went along, we saw the candidates one by one step out tentatively and then more assuredly onto thin ice, trying to find a new language by which to express their issues and to form a new relationship to the voters.

    We certainly saw signs of the old townhall meeting format both in the style and tone of some of the more "serious minded" questions and in terms of the ways that the candidates were careful to address the person behind the question -- as in the constant salutes to the servicemen. But something else was also occurring, as when Joe Biden offered his relatively acerbic and unguarded perceptions of the gun lover who called his automatic weapon his "baby."

    I was fascinated with the exchange about the minimum wage. One of the viewers asked the candidates whether they could and would live on minimum wage as president. Many of them were quick to agree to these terms -- my hopes that this might become a reality have been shattered by the fact that most of the mainstream media never even reported on this round of questions, focusing instead on the more conventional disagreement between Clinton and Obama about whether they would meet with foreign leaders. Chris Dodd won points for his honest response that he couldn't afford to support two college bound offspring on minimum wage, an answer that brought him closer to the level of the average middle class voter. And Obama carried the round by acknowledging that it would relatively easy for people who had money in the bank (not to mention free food and lodging) to live on mimimum wage and something different if you had no resources to fall back on.

    By bringing the cameras into their homes, the voters were forcing the candidates to respond to the contexts in which they live. We saw this occur again and again -- not just the well publicized cases of the social workers in Darfur or the cancer patient who removed her wigs, but in the more subtle ways that we get a glimpse of the domestic spaces in the background of most of the videos. The result was a debate which felt closer to the lived experience of voters, which took on some of the informality, intimacy, and humor one associates with YouTube at its best.

    To my mind, one of the most interesting aspects of the broadcast came when the candidates were asked to submit their own YouTube style videos. Here, we had a chance to see how the campaigns perceived the properties of this new participatory culture. Some of the candidates did embrace the new political language (notably Chris Dodd and John Edwards, who both had fun with public comments about their hair) or tried for a more down to earth style (as in Hillary Clinton's use of hand lettered and hand flipped signs, which unintentionally mirrored the style of one of the user-generated videos on the same program.) Many of the others simply recycled videos produced for broadcast media which came across as too polished for this new context. And Dennis Kucinich, the man who once brought a visual aid to a radio debate, seemed to confuse YouTube for a late night informercial. Oh, well. He demonstrates yet again that he is a nerd, perhaps even a dork, but not a geek.

    All of this brings us to the issue of the snowman which seems to have caused Mitt Romney and many of the conservative pundits so much anxiety. Keep in mind that the snowman animation was used to frame a substantive question about global warming. In this case, then, it wasn't what was being asked but how it was being asked or who was asking it that posed a challenge to establishment sensibilities. The snowman spot was a spoof of the whole process of having the questioner embody the issue and the whole ways in which children as used as foils for political rhetoric, as figures for imagined or dreaded futures for the society at large.

    But it also represented a shift away from embodying issues and towards dramatizing them. I was surprised we didn't see more or this -- more use of video montages or projected images in the background, illustrating the topics in a way that went beyond what could be done by a live person standing in an auditorium during a live debate. I suspect we will see more such videos in future debates because they show the full potential of this new format. Now, keep in mind that political leaders have never had any problem dramatizing issues during their own campaign advertisements -- even the use of personification or animation would not be that unusual in the history of political advertisements. Such images have long been seen as appropriate ways for campaigns to address voters, so why should they be seen as inappropriate as a means of voters to question candidates?

    From the start, it had been predicted that Democrats would fare better in this new format than Republicans, just as historically they have fared better in the town hall meeting format. This format is consistent with the populist messages that are adopted by many Democratic politicians and the format itself seems to embody a particular conception of America which emerges from Identity politics (though, as my example of the way Reagan used something similar to focus on individual rather than governmental response, suggests that this is simply one of many ways that this format might be framed). So, is it any surprise that Romney and other GOP candidates are developing cold feet about appearing in this much more unpredictable format.

    Not surprisingly, while Romney and Guiliani have been pulling back, McCain is pushing ahead. This approach is closer to the old "Straight Talk Express" bus that he used 8 years ago than anything he had embraced in this campaign cycle. Right now, the guy needs a miracle just to stay in a race and perhaps being willing to engage with the public via new media may represent the best way to set himself apart from the other frontrunners. The other GOP candidate embracing the format is Ron Paul, the former Libertarian Party candidate, and the Republican who so far seems to be have a much stronger base of support online than off, in part because the web offers more traction for low budget campaigns and anti-establishment figures.

    Within the GOP, the debate about YouTube debates is shaping into a referendum about the role of web 2.0 in the political process. Here's how Time sums up the issues:


    Patrick Ruffini, a G.O.P. online political strategist, wrote on his blog: "It's stuff like this that will set the G.O.P. back an election cycle or more on the Internet." Democratic consultants are rubbing their hands together at being able to portray their general election rivals as being -- as one put it to me -- "afraid of snowmen" or simply ignorant of techonologies that many Americans use on a daily basis. Indeed, Governor Romney today, in the context of evincing concern over Internet predators, supported that suspicion: "YouTube looked to see if they had any convicted sex offenders on their web site. They had 29,000," he said, mistaking the debate co-sponsor for the social network MySpace, which has recently done a purge of sex offenders from its rolls.

    Hmmm. MySpace, YouTube, what's the difference?

    Manufacturing Dissent: An Interview with Stephen Duncombe (Part Two)

    Yesterday, I ran the first part of a two part interview with Stephen Duncombe, author of the new book, Dream: Re-Imagining Progressive Politics in the Age of Fantasy. What follows is the second installment. I am being pressed for time this morning but hope to add a few comments to this post later today about last night's debate.

    You only briefly touch upon the rise of news comedy shows like The Daily Showand The Colbert Report. Do you see such programs as a positive force in American democracy? How do you respond to those who feel that the blurring
    between news and politics trivializes the political process? What role does
    comedy play in the kinds of popular politics you are advocating?

    I love The Daily Show and The Colbert Report. As someone on the Left it is refreshing to see a progressive viewpoint expressed (even if only expressed ironically) in a way that makes me laugh and gives me pleasure. I also think that Stewart and Colbert's use of humor can be deeply subversive: they use ridicule to show how ridiculous "serious politics" is, much in the same way that Jonathan Swift's "modest" proposal in 1729 made the "rational" case for solving the problem of the poor in Ireland by eating them. The political process is already a joke, these guys are merely recognizing it for what it is.

    In doing this they hold out the possibility of something else, that is, they create an opening for a discussion on what sort of a political process wouldn't be a joke. In doing this they're setting the stage for a very democratic sort of dialogue: one that asks questions rather than simply asserts the definitive truth. However, it's still unclear that ironic joking leads to the sort of popular response I'm hypothesizing above. It can, just as easily, lead into a resigned acceptance that all politics are just a joke and the best we can hope for it to get a good laugh out of it all. To paraphrase the philosopher Walter Benjamin: we can learn to find pleasure in our own destruction.

    However, I think we need to take Stewart at his word: he's just an entertainer. It's really up to the rest of us to answer the questions he poses. Sometimes I think we ask too much of culture: we expect it to solve our political problems for us. I don't think it can do this. It can create openings, give us insight, provide us with tools, but the rest is a political process that counts on all of us.

    You contrast the ways that FDR spoke to the American public with the ways that George W. Bush addresses us during his weekly radio-casts. What do you see as
    the primary differences? Most contemporary politicians who attempt to
    "explain" complex policy issues in the way FDR did get accused of being
    "wonks." What steps do you think could be taken to create a new political
    rhetoric which embraces the ideal of an informed public but doesn?t come
    across as patronizing or pedantic?

    The brilliance of FDR is that he and his New Deal administration, like King and his fellow organizers, recognized the necessity of spectacle in politics. Because of this they worked hard to re-imagine spectacle in a way that could fit progressive, democratic ends. The 1920s were an era much like our own in its worship of celebrity: a mediated world of movie stars on the silver screen and sports heroes in the new photo-tabloids. But instead of merely condemning this state of affairs, New Deal artists and administrators re-imagined it, using photographs sponsored by the Farm Securities Agency and murals painted by artists of the Works Progress Administration to recognize and display a different sort of American: the dust bowl farmer, the southern share cropper, the factory worker, the rootless migrant. By creating these counter-spectacles they tried to turn the public gaze from stars to everyday (albeit romanticized) people, essentially redefining "The People" in the popular imagination. Make no mistake, this was a deeply political move, as valorizing everyday people was essential for garnering political support for New Deal political and economic programs.

    Roosevelt's "fireside chats" also put the lie to the myth that spectacle has to run against reason. Over thirty times during his presidency FDR addressed the American public on the radio. He would always begin these speeches with a warm "My friends." But what followed this simple greeting was a sophisticated explanation of the crises the country faced: the banking collapse, currency concerns, the judiciary, world war. This was propaganda. The speeches were scripted by playwrights who dramatized the case for the president's politics, and FDR spoke to people's fears and desires in a folksy, personalized language, but these fireside chats also took for granted that citizens could be reasoning beings with the ability to understand complex issues. In other words FDR believed that rationality and emotion could exist side by side.

    I wish contemporary politicians would learn from this. Instead, we get the "man of reason" like John Kerry, or the "man of fantasy" aka George W. Bush. Politicians need to understand - in a way that I think many producers of pop culture already do - that you can speak to reason and fantasy simultaneously. It's an Enlightenment myth that truth is self-evident: that all you need to do is lay out the facts of your argument and immediately people will acknowledge and embrace it. What FDR and King understood is that the truth needs help. It needs stories told about it, works of art made of it, it needs to use symbols and be embedded in myths that people find meaningful. It needs to be yelled from the mountaintops. The truth needs help, but helping it along doesn't mean abandoning it.

    Continue reading "Manufacturing Dissent: An Interview with Stephen Duncombe (Part Two)" »

    Manufacturing Dissent: An Interview with Stephen Duncombe (Part One)

    Tonight, at 7 p.m. est, CNN will host a debate among the Democratic candidates for the presidency, aired live from South Carolina. There have already been several previous debates during which American citizens could get an early look at Clinton, Obama, Edwards, and the other contenders for the nomination. What makes this debate interesting is that average citizens were invited to submit their questions for the debate via YouTube. Last week, I appeared on Talk of the Nation with David Bohrman, the guy from CNN who has been given the task to select the questions that actually reach the air, and Joshua Levy, a political blogger (TechPresident.com). We learned that there had been, at that point, more than 1500 questions submitted and that the CNN staff was shifting through them to decide which ones should be asked the candidates.

    You might want to take some time today to sample the kinds of questions submitted in their raw form. They reflect two of the dominant modes of production for YouTube. On the one hand, there are straight to camera confessionals -- often deadly serious, frequently deeply personal, made by people who embody the issues they are discussing. These videos reflect the ways that Americans are taught, via television, to speak to presidential candidates and more often than not, they reflect the same agenda that has shaped previous debates. The CNN spokesperson did say that there were certain topics, Darfur for example, which cropped up much more often among viewers than among professional journalists. But, for the most part, these questions reflect the prevailing tone and style of American political discourse. The second set are parodies and satires -- often bitingly irreverent, borrowing the language of popular culture to challenge the pomposity of the debate format. Sometimes, they spoof the very idea that citizens should be made to embody their questions -- as in this video where a guy dressed like a Viking asks a question about immigration or consider this question from a LA based "celebrity". Sometimes, they make fun of what kinds of questions deserved discussion in this format -- as in this video about alien invasions. Sometimes, they make use of borrowed footage -- as in this JibJab style segment featuring a George W. impersonator.

    It is going to be interesting, then, to see what kinds of selections the network makes amongst all of this material: will they naturally go towards those that adopt the discourses of respectful citizens and identity politics? Will they ask more or less the same questions that we've heard in the previous debates, only this time spoken through the mouths of YouTube fans? Or will some of the more wacky segments make their way into the air? And if they do, how will the candidates react and how will the pundits respond? As I wrote last week, we are seeing a consistent insertion of the discourse of participatory culture into the political process this campaign season in an attempt to reach voters who would normally tune out debates and that's what makes this particular set of exchanges so interesting.

    To help us get into the spirit of the YouTube debate, I am featuring today an interview with Stephen Duncombe, the author of an important new book about the relationship between participatory culture and participatory democracy which I have mentioned here several times already -- Dream:Re-Imagining Progressive Politics in the Age of Fantasy. I have incorporated this paragraph from Duncombe's book in a number of talks I've given over the last few months and it is suggestive of the provocative nature of his argument:

    Progressives should have learned to build a politics that embraces the dreams of people and fashions spectacles which gives these fantasies form - a politics that employs symbols and associations, a politics that tells good stories. In brief, we should have learned to manufacture dissent.... Given the progressive ideals of egalitarianism and a politics that values the input of everyone, our dreamscapes will not be created by media-savvy experts of the left and then handed down to the rest of us to watch, consume, and believe. Instead, our spectacles will be participatory: dreams that the public can mold and shape themselves. They will be active: spectacles that work only if the people help create them. They will be open-ended: setting stages to ask questions and leaving silences to formulate answers. And they will be transparent: dreams that one knows are dreams but which still have power to attract and inspire. And, finally, the spectacles we create will not cover over or replace reality and truth but perform and amplify it.

    Duncombe's previous books, Notes from Underground: Zines and the Politics of Alternative Culture and The Cultural Resistance Reader, have been important contributions to our understanding of contemporary cultural politics, albeit aimed at academic readers primarily. Duncombe himself has been active in a number of key political movements in New York City, where he teaches, and describes some of those experiences in Dream. With this book, he has produced a text which will be read well beyond the academic realm and could provide us with a handbook for understanding why this current campaign is making such vivid and interesting use of a rhetoric informed by our experiences with participatory culture. Check out his website for more information on the book.

    Throughout the book, you embrace a politics based on spectacle. How do you
    define spectacle? What do you see as the defining characteristics of
    progressive spectacle and how would it differ from more conservative forms of
    spectacle?

    I guess I'd define spectacle as a dream performed, or perhaps, a fantasy on display. Spectacle animates an abstraction and realizes what reality often times cannot represent. But I also like to use the term in a broader way: to describe a way of making an argument, not through appeals to reason and fact (though these certainly can, and should, be part of spectacle) but through stories and myth, imagination and fantasy. This definition covers what I call ethical spectacles, but also describes spectacles with less scruples: those engineered by the Nazis at Nuremberg, conjured up by creative directors on Madison Avenue or staged by Andrew Lloyd Webber on Broadway. So what separates my "ethical" spectacles from these? It's a complicated question and I spend about a third of my book exploring it, but if I had to sum up the core value of an ethical spectacle in one word it would be this: democracy.

    Most spectacles are anti-democratic. They are about one-way communication flows and predictable responses. "They" engineer the look and feel and message of the spectacle and "we" - the spectators - respond in a predetermined fashion. If this type of spectacle is successful we give our consent or support: we march in lines and vote for the Party or buy a certain brand of toothpaste. But it is always someone else's dream. Ethical spectacle follows a different formula. It's a spectacle where the lines between those who create and those who spectate are blurred, one which is dreamt up, executed, and acted upon by its participants. This makes for a sloppy sort of spectacle, one where spectators are also actors, where the mechanics of the staging is obvious to all involved, and where meanings and outcomes are not predetermined, but isn't this also the definition of democracy?

    There's also another key difference between the spectacle I'm advocating for and that which we are used to experiencing: reality. Most spectacle is using fantasy as a replacement for reality. Think of President Bush's "Mission Accomplished" landing on the USS Abraham Lincoln. This was an attempt (imagineered by an ex-TV producer named Scott Sforza) to replace reality with fantasy: our president is a warrior prince, not a combat dodger; the war in Iraq is won, not just beginning. The approach I'm advocating for deals with reality differently, using spectacle to dramatize the real, not cover it over.

    A great example of this is the Rev. Martin Luther King Jr's campaign to desegregate Birmingham, Alabama in 1963. He went into Birmingham knowing the violent, racist reputation of the chief of police. In fact, he counted on it. And "Bull" Connor acted out his part: jailing school kids, turning fire hoses on picketers, letting dogs loose on peaceful protesters, and so on, creating those iconic images of the civil rights movement, and publicizing to a world media the reality of racism in the United States. I don't think it's a coincidence that the Civil Rights Act passed the next year. It's also no coincidence that the footage of Top Gun W couldn't be used by the Republicans a year after the staged landing; the deadly reality of the continuing war had leaked through the staged fantasy. As the presidential namesake of the aircraft carrier that Bush landed on once said: "You can't fool all of the people all of the time."

    Ethical spectacle fools no one. It is at its best when it is obvious what it is: just a spectacle. Like the architecture of Las Vegas or the campy performance of pro wrestling, one can also stage spectacles that don't pretend to be reality but wear their constructed nature on their sleeve. They are spectacles which present themselves as spectacles. As such, these dreams performed become, in their own way, real. Illusion may be a necessary part of politics but delusion need not be.

    Continue reading "Manufacturing Dissent: An Interview with Stephen Duncombe (Part One)" »

    Democracy 2.0 (Director's Cut, Part Two)

    Yesterday, I ran the first part of a two part series elaborating on comments I made to Mother Jones as part of their special Democracy 2.0 issue. Today, I take up a few more of the many implications of this interplay between participatory culture and participatory democracy.

    Democracy and the Participation Gap
    While I remain firm in my belief that, as I explained here some months ago, the rise of participatory culture has the potential to renew participatory democracy, I remain concerned about the participation gap, those who lack the technical access, the cultural competencies, and the sense of empowerment needed to fully participate in this new political culture.

    MJ: Are there elements about the use of technology that could make the political process less democratic?

    HJ: If the central conversation about the election is only online, rather than through broadcast television, large numbers of people will simply not have access to what the candidates are saying. So, for some people, this campaign is going to be more accessible than ever before. They have access to more information; they can drill deeper; they can maintain regular contact with the campaign; they can interact with other supporters and so forth. For others, who have no access or limited access to the Internet, moving all this activity online suggests that they don't count, their voices don't matter. They have no access to the information to make reliable decisions. And it's not the campaigns who are doing that, so much as broadcast television, which is decreasing the coverage that it provides of the party conventions. It's local newspapers that are cutting back the number of pages devoted to candidates for office. Those are the things that make the use of new media less democratic, because they are falling back on the presence of the new media to justify cutting back on basic information sources that citizens who don't have online access would rely on to follow the political process....

    Whenever we look towards new and emerging platforms as a resource for democracy, we must at the same time consider who is being left behind. And I do see dangers at a moment when mainstream media is cutting down on its news coverage of the presidential nominating process and much of the information is moving to cable or digital media. The people who are going to have to work hardest to get access to information and participate within the process are going to be those who have historically felt the most disenfranchised in the first place. The move towards digital campaigning may capture the imagination of many young voters but it may also exclude many low income participants.

    Continue reading "Democracy 2.0 (Director's Cut, Part Two)" »

    Democracy 2.0 (Director's Cut, Part One)

    I am proud to be featured as one of the experts on new media and American politics featured in the August 2007 issue of Mother Jones, alongside such notaries as Howard Dean and his former campaign director Joe Trippi, A-list blogger Jerome Armstrong, digerati Esther Dyson, legal theorist Lawrence Lessig, conservative icon Grover Norquist, Moveon.org's Eli Pariser, Wikipedia visionary Jimmy Wales, and author David Weinberger (Everything is Miscelaneous). The magazine is taking inventory of the ways that new media tools and techniques are reshaping the campaign process, looking back at the 2004 campaign and forward to the current political season. Even if you read the printed edition of the magazine, you should check out their web edition which includes more extensive versions of the interviews quoted in their articles. I was bemused that the quotations from me they selected for use in the magazine emphasized some of the concerns I have about the current shape of online democracy, leaving me looking like one of the crankiest people they interviewed. I have to say that playing the part of a pessimist in a publication like Mother Jones is a most familiar position for me, given my reputation as a critical utopianist. But, I tend to spell out the positives and negatives in interviews -- most of the time, they go with my most wide-eyed comments and this time, they emphasize some of my worries.

    I thought I would share some of what I said here and offer a few more thoughts about the role which new media is playing in the presidential campaign so far. Some of it builds on ideas I first introduced in my Technology Review column, "Photoshop for Democracy," and developed more fully in the final chapters of Convergence Culture.

    One thing to keep in mind: campaigns are often early adopters and adapters of new media technologies as they seek new interfaces with potential voters. The most innovative use of new and emerging technologies comes from insurgent or dark horse candidates who are trying to get their message out with limited funds and have less to lose from taking risks. If what they do seems to work, you will see it taken up in the next campaign cycle by more established and thus more tactically conservative candidates. So, for example, last go around, Howard Dean's campaign staff went for broke in their use of platforms like Meetup to organize face to face meetings with voters, of blogs to give voters a greater sense of access to the candidates and the campaigns, and the use of the web to raise money from smaller donors. By this election cycle, all of these tactics are taken for granted and they are being used by pretty much every candidate in the race. This go around, the newer tactics have to do with social network sites, such as Myspace, to create a stronger sense of affiliation with the campaign and the use of YouTube and other video sites to distribute content. Further out on the horizon might be the use of virtual worlds, such as Second Life, to allow candidates to "meet personally" with key leaders scattered around the country or the use of Wiki software to allow citizens to play a stronger role in shaping the candidate's platform and position papers. (So far, we are not seeing major candidates adopt these later approaches, but the campaign is young and anything can happen.)

    Politics YouTube Style
    All of this, however, frames this from the wrong angle though, since it keeps us focused on what the candidates and their campaign staff is doing, while as my response to this first question suggests a lot of what is most interesting in the campaigns is emerging bottom up -- from citizens taking media in their own hands.

    MJ: What areas do you think are going to be the most ripe for experimentation and innovation?

    HJ: I think a lot of it is not going to be through campaigns but through loosely affiliated organizations. We saw this last time with the Swift Boat Veterans for Truth, Texans for Truth. Those are examples where the candidates lost control of their own campaigns to some degree, or at least maintained a level of plausible deniability. I think the most interesting work I saw during the last election cycle came out of True Majority, an organization that was using appropriation and transformation of popular culture to reach younger voters in a hipper way. I wrote about the role of what I call "Photoshop for Democracy," which is the use of Photoshop collages as a kind of grassroots equivalent of editorial cartoons. What happens when you tap popular culture, you pull politics much closer to people's everyday lives. So, I'm very interested in the ways those kinds of new uses of media touch both campaigns and citizen groups and the uneasy relationship between the two. The positive side is that it gets more citizens involved; it develops a more playful language; it produces a more engaged electorate; it transforms the language of politics. The downside is that checks on negative campaigning break down completely, and that's what we saw the last time with the Swift Boat Veterans: They went lower faster than any campaign would have been able to do on their own.

    A key phrase in this passage was "plausible deniability." I think the rise of citizen media makes it possible for campaigns to keep certain supporters at arms length, allowing them to do some of the dirty business of the campaign while allowing the candidate to deny any and all association. Candidates are required to verbally endorse all paid advertisements sponsored by their campaigns, where-as these are the kinds of spots they can deny. We don't know for sure what, if any, involvement the Obama campaign had, for example, in the distribution of the anti-Hillary mashup of the Apple 1984 campaign, though Mother Jones includes an interview with Phil de Vellis, its creator, who had this to say about the video:

    Continue reading "Democracy 2.0 (Director's Cut, Part One)" »

    Navigating a "Remarkable Wilderness": In Tribute to Peter Lyman

    When Peter Lyman passed away several weeks ago, after a long struggle with cancer, his students and colleagues paid tribute by revising his Wikipedia page. It was a fitting tribute to a man who had spent his lifetime helping us to better understand how we live with information and information technologies. Peter was a professor emeritus at the University of California, Berkeley's School of Information and a former university librarian.

    I didn't know Lyman well, we met only a few times, but I have come to know and admire many of his students and through them, I have been touched by his passing. Today, I want to pay tribute to Peter and all those who have worked through him. The world is a better place because he spent time with us. The man I remember was soft-spoken, gentle, and nurturing, but also someone who was full of intellectual curiosity and a passion for learning. I did not meet him in good times -- he was already struggling to maintain his professional life in the face of the treatments he was undergoing for his illness -- and yet I remember him as a man who was full of joy and courage and who was still at the very center of the community of scholars he had helped to create.

    The first time I saw Peter Lyman, he was speaking before the governing board of the MacArthur Foundation at a meeting held inside the Exploratorium in San Francisco, and describing the work that his team had done through the How Much Information Project, a multi-year initiative which he ran with Hal Varian. The How Much Information Project sought to identify how much new information emerged per year and which spoke to the challenges we face in being able to process all of that new data. Looking to confirm my memories of this research, I found the Executive Summary on the project's home page. Here's some of what Peter and his team found:

    Print, film, magnetic and optical storage media produced about 5 exabytes of new information in 2002. Ninety-two percent of the new information was stored on magnetic media, mostly in hard disks.

    How big is five exabytes? If digitized with full formatting, the seventeen million books in the Library of Congress contain about 136 terabytes of information; five exabytes of information is equivalent in size to the information contained in 37,000 new libraries the size of the Library of Congress book collections....

    The United States produces about 40% of the world's new stored information, including 33% of the world's new printed information, 30% of the world's new film titles, 40% of the world's information stored on optical media, and about 50% of the information stored on magnetic media.

    How much new information per person? According to the Population Reference Bureau, the world population is 6.3 billion, thus almost 800 MB of recorded information is produced per person each year. It would take about 30 feet of books to store the equivalent of 800 MB of information on paper....

    Information explosion? We estimate that new stored information grew about 30% a year between 1999 and 2002....

    Information flows through electronic channels -- telephone, radio, TV, and the Internet -- contained almost 18 exabytes of new information in 2002, three and a half times more than is recorded in storage media. Ninety eight percent of this total is the information sent and received in telephone calls - including both voice and data on both fixed lines and wireless.


    These statistics were staggering when I first heard them, giving a count (although one so vast that it is beyond my comprehension) of the amount of data -- good, bad, and indifferent -- we pour into the media-stream on a regular basis. This research helps us to understand the overwhelming challenges we face as a society in weighing the information that passes between us and placing even a small portion of it in a meaningful context.

    Yet, as someone who cared deeply about libraries and the kinds of learning cultures they fostered, Peter was concerned about this information overload but also in his own quiet way set to work to shore up the structures we as human beings create to help us confront these insurmountable challenges.

    Looking to get closer to Peter, I stumbled upon a 1998 talk he presented on "Designing Libraries to Be Learning Communities: Toward an Ecology of Places for Learning." Here are a few excerpts which give a taste of his perspective on the human dimensions of information:

    Today we speak of people in the library as "users." The term, "user" suggests that it is the relationship to the information technology that is central, just as the term "reader" used to refer to a relationship to printed collections. While this is certainly a valid perspective, there is a certain social isolation implicit in each of these terms, suggesting that the library is a public place where strangers might gather to work side by side in peace, but remain strangers. And clearly, the creation of a public place within which such peaceful strangers might dwell is a substantial achievement in an urban civilization. But while some people can learn some things alone by reading books or computers, much learning is collaborative and tacit, and requires a social dimension as much as it requires access to information. While individual people do come to libraries in order to find answers to informational questions (or perhaps to be entertained, overcome loneliness, or get out of the rain), information is often only a necessary but insufficient condition for learning. Beyond information alone, learning may require the exchange of information between individuals, and ultimately a sense of membership in a community of learners....Digital libraries are often described as 'information resources' yet it is difficult to use digital information, for it provides no sense of place. It has no boundaries, for in principal every networked information resource may be linked to every other, and indeed many encompass the globe. The structure of digital information is defined by technical standards, but unlike print or other media, there is no authority in cyberspace that might determine the quality of information....Information is not a landscape; it is a remarkable wilderness, needing the vision of a technological Capacity Brown.
    These two passages are taken from a document which seeks to explain to librarians in technically precise and yet accessible terms the nature of the new digital landscape. Yet, the tone of this passage suggests the human touch which Peter Lyman brought to his work -- the wry acknowledgement that people go to libraries for reasons beyond reading the Great Works of Western Civilization, the focus on the social life of information and the fascination with the very human structures we create for processing and engaging with the very inhuman amount of information that passes between us. For him, libraries were not simply data bases but were fundamentally cultural institutions and learning wasn't simply what occurred within the single, isolated mind but what passed between minds and formed the basis of our social contact with each other. These are powerful ideas that we lose track of at our own peril and they were at the heart of what Peter Lyman contributed to the world -- someone who understand the nature of our changing mediascape and yet also held onto the traditional values which have long shaped human societies.

    Another of Peter's essays spoke about "the poetics of the future," analyzing the various metaphors -- Information Highways, Digital Libraries, and Virtual Communities -- which we deployed to make sense of our new and evolving relationship to information technologies. Throughout this powerful essay, he insists that we should discuss our relationship with information as "citizens" and not simply "consumers" and demanding that we address such matters out of a concern for social justice and out of our highest hopes for the kind of world we want to inhabit in the future. Peter wrote:

    Highways and libraries are useful metaphors, but are taken from an industrial society, and related to networked information only in their functions of transportation and information management. The term, community, originally referred to social relationships in feudal villages and if anything, modern life in an urban industrial society is marked by a lack of community. I do not mean to imply that there is anything wrong with the use of metaphor in general -- indeed, poetic thinking is among our most important resources -- but the subject may deserve better poets and poetry. Thus my project today is to test these three metaphors, to see how well they function as heuristics for thinking about economic and social justice in the information age.
    After a precise and thoughtful analysis of these three well worn metaphors, he concludes with a call for new imagery: "Poetry comes from the street, and the second research task I propose that we jointly undertake is to listen to the language of cyberspace for new poetry, new images that will take us farther than the noble but tired language of industrial society we now use."

    I am not sure whether the search for social justice or for "new poetry" led him to focus on youth and their relationship to digital learning in the final years of his life: I suspect a combination of the two. But it was in that context that I met Peter. Along with Mimi Ito, Peter was the director of the Digital Youth Project, a three year collaborative project funded by the John D. and Catherine T. MacArthur Foundation, which explores how kids use media in their everyday lives. I had a chance to watch Mimi, Peter, and the researchers on their team present the first year's findings from this research and have followed it closely ever since. I know I will be reporting on their findings in the future here in the blog. As a group, the team is exploring young people's use of Wikipedia and Live Journal, their engagement with anime, fan video, music mashups, multiplayer games, and fan fiction, all topics of interest to regular readers of this blog. I have come to consider them to be the sister project of our own Project nml, part of the powerful social network of researchers from around the country and across a range of disciplines that the MacArthur Foundation has brought together through their concerted effort to understand and help to shape the kinds of informal learning that kids engage with as they travel across the new media landscape.

    Peter's presence will be missed as his team, and the MacArthur network more generally, takes the next steps towards redefining how we think about youth, informal learning, and participatory culture. Yet, there's no question that his early interventions will have pushed all of us towards a greater understanding of the human dimensions of information technologies and perhaps nudged us to keep an eye open for the "new poetry" that is emerging as kids take these media in their own hands.


    How Class Shapes Social Networking Sites...

    danah boyd knows more about social network technology than anyone I know. I was lucky enough to have her as a student in my Gender, Sexuality, and Popular Culture class some years ago and she's been teaching me things ever since. She and I conducted a public conversation at South By Southwest this past year which was well received, and we are going to be running a similar session at the YPulse's Mashup 2007 conference in San Francisco later this month. danah's bright, articulate, playful, and extremely well informed about how young people are constructing their own cultural identities through their use of new media technologies.

    Last week, she published an important statement through her blog about the role which social class plays in defining which social networking site young people use, which I wanted to call to my reader's attention.

    boyd struggles with the concept of class here. As Americans, we don't tend to want to talk about class very well and our class structure is squishier, less clearly defined, than the way class works in the various caste systems of Asia or Europe. Drawing on sociologist Nalini Kotamraju, boyd argues, though, that class works through lifestyle choices and social networks rather than purely economic stratifications:

    In other words, all of my anti-capitalist college friends who work in cafes and read Engels are not working class just because they make $14K a year and have no benefits. Class divisions in the United States have more to do with social networks (the real ones, not FB/MS), social capital, cultural capital, and attitudes than income....Social networks are strongly connected to geography, race, and religion; these are also huge factors in lifestyle divisions and thus "class."

    Trying to avoid loaded terms, boyd distinguishes between "hegemonic" youth (upwardly mobile, college bound) and "subaltern" youth (operating outside those norms defined for them by their parent's generation), identities which she suggests have implications in terms of where these young people congregate on line:

    The goodie two shoes, jocks, athletes, or other "good" kids are now going to Facebook. These kids tend to come from families who emphasize education and going to college. They are part of what we'd call hegemonic society. They are primarily white, but not exclusively. They are in honors classes, looking forward to the prom, and live in a world dictated by after school activities.

    MySpace is still home for Latino/Hispanic teens, immigrant teens, "burnouts," "alternative kids," "art fags," punks, emos, goths, gangstas, queer kids, and other kids who didn't play into the dominant high school popularity paradigm. These are kids whose parents didn't go to college, who are expected to get a job when they finish high school. These are the teens who plan to go into the military immediately after schools. Teens who are really into music or in a band are also on MySpace. MySpace has most of the kids who are socially ostracized at school because they are geeks, freaks, or queers.

    These divisions reflect where these social networks started (MySpace's early users including rock bands and their fans; FaceBook starting at Harvard and radiating outward through other colleges) and what they have become. With social network sites, young people tend to go where their friends already are, using their face-to-face community as a starting point for connecting with like-minded others. And as a result, the membership of these sites reflect social divisions within youth culture -- who knows who and who knows what:

    While teens on Facebook all know about MySpace, not all MySpace users have heard of Facebook. In particular, subaltern teens who go to school exclusively with other subaltern teens are not likely to have heard of it. Subaltern teens who go to more mixed-class schools see Facebook as "what the good kids do" or "what the preps do."... Likewise, in these types of schools, the hegemonic teens see MySpace as "where the bad kids go." "Good" and "bad" seem to be the dominant language used to divide hegemonic and subaltern teens in mixed-class environments....
    To a certain degree, the lack of familiarity amongst certain subaltern kids is not surprising. Teens from poorer backgrounds who are on MySpace are less likely to know people who go to universities. They are more likely to know people who are older than them, but most of their older friends, cousins, and co-workers are on MySpace. It's the cool working class thing and it's the dominant SNS at community colleges....

    In so far as social class gets defined through lifestyle, it is reflected through aesthetic choices, including those surrounding the design of personal profile pages. The patterns she identify here are familiar to anyone who has read Pierre Bourdieu's Distinction, which develops a sociological theory of how taste and aesthetic judgements get mapped onto class differences in very powerful ways. Tastes, he argues, are systems of choices, which point towards a basic division between bourgeois restraint and working class excess, rather than individual or local decisions. Anyone who wants to see this dramatized should check out the classic 1930 melodrama, Stella Dallas, where a mother, who is proud of her "stacks of style" (as played out in excessive make-up, jewelry, and fru-fru clothing) must ultimately distance herself from her more "tastefully" restrained daughter if she is to insure the girl's class mobility.

    In many ways, this same notion of "stacks of style" carries over into the design of MySpace pages. Again, here's boyd:

    Most teens who exclusively use Facebook... are very aware of MySpace and they often have a negative opinion about it. They see it as gaudy, immature, and "so middle school." They prefer the "clean" look of Facebook, noting that it is more mature and that MySpace is "so lame." What hegemonic teens call gaudy can also be labeled as "glitzy" or "bling" or "fly" (or what my generation would call "phat") by subaltern teens. Terms like "bling" come out of hip-hop culture where showy, sparkly, brash visual displays are acceptable and valued. The look and feel of MySpace resonates far better with subaltern communities than it does with the upwardly mobile hegemonic teens. This is even clear in the blogosphere where people talk about how gauche MySpace is while commending Facebook on its aesthetics....That "clean" or "modern" look of Facebook is akin to West Elm or Pottery Barn or any poshy Scandinavian design house (that I admit I'm drawn to) while the more flashy look of MySpace resembles the Las Vegas imagery that attracts millions every year. I suspect that lifestyles have aesthetic values and that these are being reproduced on MySpace and Facebook.

    And in return, these stylistic differences play themselves out in public policy where there is a moral panic about the sexual excesses of MySpace while teachers, parents, and others have tended to accomodate FaceBook because of its associations with higher education. It is as though FaceBook represented a gated community and MySpace the sketchy section of town.

    boyd shows how this even translates into military regulations, where MySpace preferred by enlisted men has been banned as a drain on bandwidth, while Facebook, preferred by officers, remains uneffected. She speculates that this decision may have more to do with the military's concern about recruitment than about any technical issues:

    MySpace is the primary way that young soldiers communicate with their peers. When I first started tracking soldiers' MySpace profiles, I had to take a long deep breath. Many of them were extremely pro-war, pro-guns, anti-Arab, anti-Muslim, pro-killing, and xenophobic as hell. Over the last year, I've watched more and more profiles emerge from soldiers who aren't quite sure what they are doing in Iraq. I don't have the data to confirm whether or not a significant shift has occurred but it was one of those observations that just made me think. And then the ban happened. I can't help but wonder if part of the goal is to cut off communication between current soldiers and the group that the military hopes to recruit....Young soldiers tend to have reasonably large networks because they tend to accept friend requests of anyone that they knew back home which means that they're connecting to almost everyone from their high school. Many of these familiar strangers write comments supporting them. But what happens if the soldiers start to question why they're in Iraq? And if this is witnessed by high school students from working class communities who the Army intends to recruit?

    At Project nml, we have argued that social networking skills are one of those core cultural competencies young people need to master if they are going to become full participants in our society. More and more of us use such sites to manage our professional contacts and learning how to move from our core contacts to others who have skills, knowledge, or connections we need is part of what it means to be upwardly mobile in the digital age. We have often drawn an analogy to older writings about the "hidden curriculum" -- the ways that children who grow up in middle class homes, where they regularly experience high culture and political discussions, often perform better in schools because their cultural style is better aligned with the expectations of their teachers.

    We are just beginning to understand how class manifests itself in the ways children relate to new media technologies. This discussion takes us beyond the Digital Divide which had to do with unequal access to the technologies themselves. It certainly includes the Participation Gap which has to do with unequal access to the social skills and cultural competencies which emerge from participation in online worlds. But boyd's essay suggests ways that class works to divide and fragment this generation of young people even where youth are embracing the online world and developing new media literacies. This is somewhat distressing to imagine given how lofty the rhetoric has been about a cyberspace where no one knows you're a dog, erasing differences of all kind that hold people back in the real world. Anyone who cares about the principles of participatory culture should care about the invisible forces which work to segregate our communities or exclude people from participation.

    At the same time, boyd is warning us against the impulse to use this new knowledge to regulate or influence where young people go online. It is too simple to embrace Facebook and reject MySpace without understanding what these sites mean to the young people who choose to congregate there. As boyd notes several times, much "misconduct" occurs on Facebook but it gets read differently because of the class and educational status of the people involved.

    I am still processing some of the implications of boyd's analysis of how class operates in social networking sites. I am hoping her post may spark some thoughts and comments amongst my readers.

    Dissecting a Media Scare

    Shortly before I went on break, someone e-mailed me a segment from WDAZ News (Grand Forks, North Dakota) focused on the "newest youth trend" -- "Emo" (or as the reporter helpfully explains, "emotional people.") It struck me as a textbook example of the ways that youth subcultures get misrepresented on television news and the ways that adult anxieties about kids who don't look, dress, and act "normal" get turned into hysteria by misreporting.

    I have long argued that we need media literacy for adults far more urgently than we need it for kids, so I figured we might use this space to collectively dissect this video and the various ways that it constructs Emos* as a threat to public safety. So, dear viewers, let me invite you to join me in a game of what's wrong with this picture?

    1. Look closely -- there were no actual Emos consulted in the production of this segment. The reporter spoke with a local police officer who emerges here as the expert on this youth trend (despite the fact that he knew nothing of the subculture before his daughter told him about Emos) and then went to the local high school, talked to a few "average" students about what they think about those "other" kids who are all "emotional" and stuff. This means one of several possibilities: the reporter couldn't find any actual Emo in Grand Fork; the reporter has no idea what an Emo looks like; and the reporter couldn't care less if there are any actual Emos who might have a point of view in this story. (Of course, given how subculture members most often get treated on news segments like this one, this may be a blessing in disguise!)

    2. Literal mindedness is the hallmark of most coverage of youth subcultures. Subcultures adopt often hyperbolic style to express their resistance to dominant culture but it is not a simple matter to understand what that style means and one should be highly reluctant to ascribe any single meaning to the style. In this case, though, the reporter isn't even responding to any actual subcultural practices: they are responding -- let's assume unknowingly-- to parodies of the subculture created by outsiders who themselves know little about what's going on. I took a look at some of the sites which flash quickly across the screen during the segment -- Insta Emo Kit -- for example and it is clear that they are as close to a checklist of what you have to do to become a good little Emo as George W. and his classmates red the Preppy Handbook to figure out how to get through Yale. We fill out check lists for a great many reasons. As a native Southerner, I am sucker for checklists that start with "15 reasons you may be a redneck" for example. But most of them are not exactly a guiding set of principles by which we organize our existence or rank ourselves. Subcultures don't typically come with membership cards and instructional manuals and if you think you found one, I'd be looking for the little emoticons that demonstrate that more than likely the author is smiling at you.

    Consider, for example, this passage from the site:

    The height of achievement for an emo boy is to live to forty while mooching off his parents and clutching their inheritance. This will allow the emo boy to go to emo concerts in the future and listen to the same old derivative music that got its start in the punk movement back in the 70's. Ah, we mean the 90's. If any emo music you listen to has its roots in anything before 1998, then you're old school and therefore not emo.

    Does this sound like something that was written by a leader of the Emo movement? Or for that matter, by anyone even remotely sympathetic to the Emo subculture? Is it possible that the reporter didn't bother to read the website that the story suggests is the key to understanding Emos?

    3. The next step is to remove the subculture from any larger historical or cultural context. Maybe there were no Emos in North Dakota until a few months ago. Maybe the reporter is looking for that extra-timely factor that gives a story like this one a sense of urgency and might even push us towards a crisis mentality. Nothing like this has ever happened in North Dakota before and by jiminy, we've got to put a stop to it right away.

    4. The next step is to link the subculture to some risky behavior -- in this case, the reporter makes literal the old journalist story, "If it bleeds, it leads" by equating being an Emo with cutting. There is no actual evidence beyond a few sketchy websites to demonstrate any direct links between the two. There's no attempt to figure out how common such practices might be within this community. There's no recognition that cutting is a symptom of clinical depression which occurs across many different segments of the population. It is simply taken as given that if your son or daughter goes all Emo on you, there's a high likelihood they are going to be looking for a way to cut themselves up.

    5. Recanting is always helpful. Pay attention to the rather gothy girl in this segment who starts out trying to offer some sympathetic account of why these kids act the way they do and then uses every trick in the book to disassociate herself from being seen as an emo. If even your friends won't stand by you, then there has to be something seriously wrong with you, or at least that's the logic the newscasters are using. Note also the opportunistic use of quotations: does this girl really think that cutting yourself is just another form of creative expression or was that a slip of the tongue that the journalists are using here to create a through-line for their piece?

    *I should warn you that I have had very little exposure to Emo culture myself but you don't have to know much to see how badly they are being misrepresented here. A reader notes that they are usually called Emo or Emo Kids, not Emos. I have left the text as is so it doesn't render the comment senseless but know that you probably shouldn't trust me on the plural form. I haven't gone back to check the video but I am pretty sure they do use Emos throughout.

    Continue reading "Dissecting a Media Scare" »

    From Participatatory Culture to Participatory Democracy (Part One)

    The following is my attempt to provide a written record of the remarks that I presented at the Beyond Broadcast conference that we hosted at MIT the other week. I would strongly recommend watching the webcast version of the talk to achieve the full effect since the talk depended very heavily on the visuals and I am not going to be able to reproduce very many of them here. You might also want to check out the interview I did for Thoughtcast in advance of the event. This post is intended, however, to provide links to all of the examples I presented during the talk.

    Getting Too Close to Reality
    Convergence Culture: Where Old and New Media Collide, my recent book, opens with the curious story of Bert and Bin Laden:

    Dino Ignacio, a Filipino-American high school student created a Photoshop collage of Sesame Street's Bert interacting with terrorist leader Osama Bin Laden as part of a series of "Bert is Evil" images he posted on his homepage. Others depicted Bert as a Klansman, cavorting with Adolph Hitler, dressed as the Unabomber or having sex with Pamela Anderson. It was all in good fun.

    In the wake of September 11, a Bangladesh-based publisher scanned the web for Bin Laden images to print on anti-American signs, posters, and T-shirts. Sesame Street is available in Pakistan in a localized format; the Arab world, thus, had no exposure to Bert and Ernie, but were very aware of a blue chicken who serves as one of the series mascots in Arabic-speaking nations. The printer thus didn't recognize Bert, but he must have thought the image was a good likeness of the al-Qaeda leader. The image ended up in a collage of similar images that was printed on thousands of posters and distributed across the Middle East.

    CNN reporters recorded the unlikely sight of a mob of angry protestors marching through the streets chanting anti-American slogans and waving signs depicting Bert and Bin Laden. Representatives from Children's Television Workshop spotted the CNN footage and threatened to take legal action: "We're outraged that our characters would be used in this unfortunate and distasteful manner. The people responsible for this should be ashamed of themselves. We're exploring every legal option to stop this abuse and any similar abuses in the future." It was not altogether clear who they planned to sic their intellectual property attorneys on - the young man who had initially appropriated their images or the terrorist supporters who deployed them. Coming full circle, amused fans produced a number of new sites, linking various Sesame Street characters with terrorists.

    From his bedroom, Dino sparked an international controversy. His images crisscrossed the world, sometimes on the backs of commercial media, sometimes via grassroots media. And, in the end, he inspired his own cult following. Ignacio became more concerned and ultimately decided to dismantle his site: "I feel this has gotten too close to reality.... "Bert Is Evil" and its following has always been contained and distanced from big media. This issue throws it out in the open."

    In the context of the book, I am interested in the ways that this story illustrates the ways that contemporary media culture is being reshaped by the intersection of top-down corporate media and bottom-up grassroots media. Here, though, I want to invite us to reconsider what it might mean for citizens in a participatory culture to get "too close to reality" and whether this is a new kind of political power that we could deploy to transform society.

    This is What Democracy Looks Like
    One place to starting addressing this question would be to consider the case of This is What Democracy Looks Like, a feature length documentary that emerged from the Indie Media Movement in the wake of the WTO protests in Seattle in 1999. 100 media activists were issued camcorders and dispersed across the protest, each recording their own perspective on the action. The finished documentary shows us the experience in the street by pooling together the best of their footage into a 72 minute film, which was in turn intended to be a rallying point for further community building and activism. We might see the project as an example of the kinds of politically committed grassroots media production that was showcased throughout the Beyond Broadcast event.

    Continue reading "From Participatatory Culture to Participatory Democracy (Part One)" »

    Four Eyed Monsters and Collaborative Curation

    Attend the tale of plucky young independent filmmakers Susan Buice and Arin Crumley who have tapped every device available to them in the era of participatory culture to get their feature film, Four Eyed Monsters in front of an audience.

    Rather than waiting for the film to come out on DVD to offer director's extras, Buice and Crumley shot a compelling series of videos about the film's production and released them via iTunes, MySpace, and YouTube, where as of August 2006 they had been downloaded more than 600,000 times. As audience interest in the property grew, the team used their own blog/website to solicit support from their fans, promising that they would insure that the film got shown in any city where there were more than 150 requests. Indeed, they were able to use the online interest expressed in the film to court local exhibitors and convince them that there was an audience for Four Eyed Monsters in their community.

    As Crumley explained in an interview with Indiewire:


    Most theaters would normally avoid a project like ours because we don't have a distributor who would be marketing the film and getting people to show up. But because the audience of our video podcast is so enthusiastic about the project and because we have numbers and emails and zip codes for all of these people, we've been able to instill enough confidence in theaters to get the film booked.

    As of today, the site has received more than 8000 requests from screenings. Fans can use their website to monitor requests and to help them to identify other potential viewers in their neighborhood. As Crumley explained,


    We've learned that it's almost impossible to distribute your film to theaters the way the current system works, but their are loop holes, and they are building your own audience and then proving to theater owners you have that audience and that they are willing to show up to pay money to see your film that's something distributors don't have to do, but theaters would really benefit if they did.

    The film and the web campaign behind it has drawn interest from the Sundance Channel which plans to broadcast it down the line but who used it to launch a series of screenings of independent films in Second Life, where once again it played to packed houses.

    Based on their experiences, the filmmakers have started talking about what they call "collective curation" of content: a scenario where independent producers court audiences via the web, creating interest through clips and previews, and identifying where they have a strong enough following to justify the expense of renting theater space and shipping prints. They believe that such an approach will help other directors get their work before enthusiastic paying customers.

    Seeking to support other filmmakers who want to follow in their footsteps, the Four Eyed Monsters team has posted a list of more than 600 movie theaters around the country which they think might be receptive to independent films and encouraging others to fill in relevant details.

    The filmmakers will be sharing some of their experiences and perspectives to those attending the Beyond Broadcast conference this Saturday. As reported here earlier, this conference is being co-hosted by the MIT Comparative Media Studies Program, Harvard's Berkman Center for Internet Law, and Yale's Information Society Project.

    The Four Eyed Monsters team also play a prominent role in the newly released documentary on videoblogging which CMS graduate student (and Beyond Broadcasting organizer) Steve Schultz has helped to produce for the Project nml Exemplar Library. As I have mentioned here before, we are producing a series of web-based documentaries for use by schools and after school programs interested in getting young people involved in media production projects. I will be featuring more information about this documentary down the line but I wanted to call it to your attention in advance of the Beyond Broadcast conference since it provides such a useful overview of the implications of citizen-based media. This is the first of the documentaries produced under the supervision of our newly hired production coordinator, the talented Anna Van Someren.

    From YouTube to YouNiversity

    I wrote the following article for Chronicle of Higher Education and it seems to be stimulating some discussion out there. Since at some point it will be taken off the Chronicle's site, I figured I would exercise my rights as an author to republish it here. My one regret is that the Chronicle removed a reference to William Uricchio who is my co-director of the CMS program and whose contributions are key to the program's success.

    Consider these developments: At the end of last year, Time named "You" its Person of the Year "for seizing the reins of the global media, for founding and framing the new digital democracy, for working for nothing and beating the pros at their own game." Earlier in the year, Newsweek described such sites as Flickr, MySpace, Craigslist, Digg, and YouTube as "putting the 'We' in the Web." The business "thought leader" Tim O'Reilly has termed these new social-network sites "Web 2.0," suggesting that they represent the next phase in the digital revolution -- no longer about the technologies per se but about the communities that have grown up around them. Some are even describing immersive online game worlds such as Second Life as the beginnings of Web 3.0. All of this talk reflects changes that cut across culture and commerce, technology and social organization.

    Over the past few years, we have also seen a series of books (both journalistic and academic) that analyze and interpret these new configurations of media power. In his recent book The Wealth of Networks, Yochai Benkler describes the reconfiguration of power and knowledge that occurs from the ever more complex interplay between commercial, public, educational, nonprofit, and amateur media producers. Grant McCracken's Plenitude talks about the "generativeness" of this cultural churn. Chris Anderson (The Long Tail) shows how these shifts are giving rise to niche media markets, and Thomas W. Malone (The Future of Work) analyzes how such changes are reshaping the management of major companies. My own book, Convergence Culture: Where Old and New Media Collide, describes a world where every story, image, sound, brand, and relationship plays itself out across the widest possible array of media platforms, and where the flow of media content is shaped as much by decisions made in teenagers' bedrooms as it is by decisions made in corporate boardrooms.

    These writers come from very different disciplinary perspectives -- business, law, anthropology, and cultural studies -- and they write in very different styles. We can't really call this work an intellectual movement: Most of us didn't know of one another's existence until our books started to hit the shelves. Yet taken together, these books can be read as a paradigm shift in our understanding of media, culture, and society. This work embodies an ecological perspective on media, one that refuses to concentrate on only one medium at a time but insists that we take it all in at once and try to understand how different layers of media production affect one another. As such, these books represent a new route around the ideological and methodological impasses between political economy (with its focus on media concentration) and cultural studies (with its focus on resistant audiences). And these books represent a new way of thinking about how power operates within an informational economy, describing how media shifts are changing education, politics, religion, business, and the press.

    Many of these books share the insight that a networked culture is enabling a new form of bottom-up power, as diverse groups of dispersed people pool their expertise and confront problems that are much more complex than they could handle individually. They are able to do so because of the ways that new media platforms support the emergence of temporary social networks that exist only as long as they are needed to face specific challenges or respond to the immediate needs of their members. Witness, for example, the coalition of diverse ideological interests that came together last year to fight for the principle of network neutrality on the Web.

    The science-fiction writer and Internet activist Cory Doctorow has called such groups "adhocracies." An adhocracy is a form of social and political organization with few fixed structures or established relationships between players and with minimum hierarchy and maximum diversity. In other words, an adhocracy is more or less the polar opposite of the contemporary university (which preserves often rigid borders between disciplines and departments and even constructs a series of legal obstacles that make it difficult to collaborate even within the same organization). Now try to imagine what would happen if academic departments operated more like YouTube or Wikipedia, allowing for the rapid deployment of scattered expertise and the dynamic reconfiguration of fields. Let's call this new form of academic unit a "YouNiversity."

    How might media studies, the field most committed to mapping these changes as they affect modern life, be taught in a YouNiversity?

    Continue reading "From YouTube to YouNiversity" »

    The Only Thing We Have to Fear...

    The other day, I had a discussion of the politics of fear with Doug Thomas (USC), Carrie James (Harvard), and Larry Johnson (The New Media Consortium) as part of a gathering of MacArthur foundation grantees working on their Youth and Digital Learning Initiative. I was pretty happy with some of the ideas that emerged from that conversation so I thought I would share them with my readers.

    Let's start with an example of how the politics of fear works. Consider, for example, the case of a recently proposed piece of legislation here in Massachusetts which would regulate violent video games as in effect a form of pornography. Here's how GamePolitics describes the legislation:


    The proposed legislation, which does not yet have a primary sponsor, would block underage buyers from purchasing any game which:

    * depicts violence in a manner patently offensive to prevailing standards in the adult community, so as to appeal predominantly to the morbid interest in violence of minors
    * is patently contrary to prevailing standards of adults in the county where the offense was committed as to suitable material for such minors
    * and lacks serious literary, artistic, political or scientific value for minors.

    The bill in question was written by Jack Thompson, who has sought similarly legislation around the country and has consistently been overturned by court decisions. Interestingly enough, the most outspoken backer of this law is none other than Boston Mayor Thomas Menino -- who is, incidentally, the same local politician who is responsible for the city's gross over-reaction to the Aqua Hunger Force signs the other week. I find myself pondering why we can't just tell people that Menino is someone who has demonstrated already that he is so out of touch with popular culture that he can't tell the difference between a cartoon character and a bomb and that he is someone who is afraid of his own shadow (or more accurately, who understands the political advantages to be gained by fostering a climate of fear). Given the current logic of the way our fear-based politics functions, we might expect them to ban cartoon characters on airplanes and have our children line up to be searched for coloring books and stuffed toys before they can pass through security!

    Or consider the case of the late and unlamented Deleting Online Predators Act which would have prohibited school and public libraries which receive federal funds from allowing patrons to access social network and blogging software. Senator Ted Stevens (R-Alaska) has introduced a new piece of legislation, the so-called Protecting Children in the 21st Century act, which would incorporate and expand upon many of the more noxious features of the original DOPA. I am sure we will be talking about this more in the months ahead. It would seem to one of the clear hallmarks of the politics of fear is the use of the term, "protection" or "protecting" in the name of the legislation.

    In both cases, these bills, which are based on a fundamentally wrong-headed understanding of the issues they are designed to address, attracted or are likely to attract significant levels of bipartisan support. Indeed, in a highly partisan political climate, these kind of bills may be the only pieces of legislation which pass with little or no debate and with overwhelming support.

    Why? Well, consider what it would mean to be opposed to a bill which promised to protect young people from online predators. And indeed, even if you decided to oppose such a bill, you either would have to deny that the problem existed (which would leave you to be labeled as hopelessly out of touch with the darker side of reality since these bills usually feed on at least some high profile tragedies or some sensationalized news report) or you would have to suggest the problem is not as bad as has been claimed (in which case your acknowledgment of the problem will be used as evidence of how wide spread the concern being addressed really is.) So, the politics of fear works because the costs of opposing the child protection acts are simply too high, especially in an era where political leaders are permanently raising money and campaigning for re-election.

    The politics of fear also works because the benefits of a fear-based politics are so high. Basically, such legislation enjoys bipartisan support because it allows culturally conservative Republicans to appeal to their base and liberal Democrats to show their independence from theirs. Why do Joseph Lieberman and Hillary Clinton line up behind pretty much any piece of legislation which would restrict free expression in the name of protecting young people? Because it allows them to adopt positions which make them see "moderate" and appeal to so-called "security moms" without really crossing any core constituency. There would be costs in, say, opposing abortion but there is no real cost in trying to regulate youth access to digital technology.

    The politics of fear works because it serves the interest of the news media in two ways: First, the mass media are feeling the erosion of their consumer base to digital media. If they can convince parents that it is unsafe to allow their sons and daughters to go online or play video games, they may slow the erosion. They have little to fear from alienating those young viewers further since they are already defecting in great numbers and essentially mass media news speaks to an older consumer base. Second, fear-based coverage leaves us glued to the set, seeking out more information. We are doomed to go from one crisis to another, to have Anna Nicole Smith's death and custody battle push Barack Obama's announcement for the presidency off the lead slot on CNN, because fear and outrage trumps hope everytime.

    Continue reading "The Only Thing We Have to Fear..." »

    The Culture of Citizenship: A Conversation With Zephyr Teachout

    On February 24th, MIT Comparative Media Studies will host a conference in collaboration with Harvard's Berkman Center for Internet and Society and the Information Society Project at Yale Law School. The one-day event will be held at MIT, and is entitled "Beyond Broadcast: From Participatory Culture to Participatory Democracy." It will bring together industry experts, academic leaders, public media professionals, and political activists for panel discussions and focused working groups.

    Beyond Broadcast 2007 builds on the overwhelming success of last year's sold-out event, "Beyond Broadcast 2006: Reinventing Public Media in a Participatory Culture" held at Harvard Law School. Over 350 people took part in-person and online through the virtual world Second Life. Attendees used several unique online tools, including a web-based "question tool" to probe panelists, a collaborative wiki, live blogging, flickr photo sharing, del.icio.us tagging, and YouTube video production. These tools enabled the conference to practice what it preached, turning the event into a two-way participatory interaction in contrast with many conferences. The tools have been expanded upon this year, already spurring an active conversation on
    the conference web site, weeks before the event.

    I will give the Keynote Address, followed by panel discussions from media makers and policy commentators. Details of these panels are being updated on the conference web site

    In the second-half of the day, the conference turns its focus to working groups that attendees will help organize. Building on themes coming from the plenary sessions, participants will target specific issues or questions and join efforts with the diverse crowd of others. In the past, these groups have been facilitated by thought leaders in technology, policy, and academia. Many attendees last year expressed their appreciation for this hybrid conference approach in
    which they had a chance to "do something before heading home."

    There will also be an evening reception, called "Demos and Drinks," showcasing groups that are doing exciting work related to conference themes.

    Registration is only $50 (before February 9), and includes lunch and the evening reception. There is also a special 50% discount for students. The conference follows the 2007 Public Media Conference taking place in Boston February 20-23.

    As we lead into the conference, I am running a series of features on the blog which foreground the relationship between participatory culture and participatory democracy. In today's post, I offer an interview with another of the conference's speakers, Zephyr Teachout. The Director of Internet Organizing for Howard Dean's presidential campaign, Teachout has emerged as a leading thinker about the role of new media in fostering what she describes here as a "culture of citizenship." After the presidential campaign ended, she worked at America Coming Together and Current TV and was a fellow at the Berkman Center. In 2006, Teachout became the national director of the Sunlight Foundation as the group's national director. According to Wikipedia, "The Sunlight Foundation was founded in January 2006 with the goal of using the revolutionary power of the Internet and new information technology to enable citizens to learn more about what Congress and their elected representatives are doing, and thus help reduce corruption, ensure greater transparency and accountability by government, and foster public trust in the vital institutions of democracy. At the core of all of the Foundation's work is a focus on the power of technology and the Internet to transform the relationship between citizen's and their government."

    In the conversation that follows, Teachout shares her perspective on politics and popular culture, Second Life and Wikipedia, all focused on helping us to better understand what elements in the new media landscape might be deployed to intensify civic engagement and insure a more transparent government.

    Let's start with the core conference theme. Many media reformers have attacked the "bread and circus" aspects of popular culture as distracting voters from serious aspects of politics. Yet, this conference's theme, "From Participatory Culture to Participatory Democracy" invites us to imagine a different relationship between popular culture and grassroots politics. What do you see as the relationship between the two?


    Both of these seem right to me -- the possibility and the threat. In the last four years, I've met thousands of people whose political creativity, public thinking, and public activity has vastly increased directly because of the internet. I've met people who I think you can fairly say have switched from never thinking of being a citizen as one of their central roles, to thinking of citizenship as being an integral part of their identity, the way being a mother or employee or sister or cousin is part of an identity. The internet has enabled that switch -- for some, its been a gradual shift, from reading arguments on blogs to contributing to arguments on blogs to joining groups making political statements to holding community fora. For others, its been an instant jump -- a Meetup-enabled political meeting has led to a leadership role. For still others (and here I'm thinking mostly of geeks and internet artists), a habit of creativity and responsibility in one arena has led to taking the same attitude in a political arena.

    Continue reading "The Culture of Citizenship: A Conversation With Zephyr Teachout" »

    Singaporean Girls Gone Wild...

    Singapore is so known for its work ethic and sense of decorum that I have joked off and on about marketing a series of videos of Singaporean Girls Gone Wild which consisted of school girls in uniforms throwing peanut shells on the floor of the Raffles Hotel bar with wild abandon before returning to studying for their exams. After all, one of the first things that I ever learned about this country was that the law specified that one could be thrashed with a bamboo cane for chewing gum in public. My first impression then was something like that planet in Star Trek: The Next Generation where one could be put to death for stepping on the grass.

    That said, spending time here has given me a much more nuanced picture of what lies behind those stereotypes and of the ways that such a society is confronting the potential anarchy being brought about by the new kinds of participatory culture being fostered on the web. When I was speaking at the Singaporean National Library, Dr. Tony Tan, my host, the former Deputy Prime Minister and current head of the Singapore Press Holdings Foundation, drew a comparison between the invention of movable type in the 15th century (and the print revolution that followed) and the invention of Movable Type (the bloging software) a few years ago and the profound impact it was having world wide. Dr. Tan argued that it would be impossible to hold onto old constraints on expression or to close off possible access to these new technologies, even if governments wanted to do so. Instead, they needed to find ways to help new bloggers develop a deeper understanding of their civic responsibilities.

    Frankly, the government officials I have met in Singapore are better educated than anyone I can imagine in the Bush administration. Well, that's damning with faint praise, isn't it? Many of them have advanced degrees from elite institutions -- many of them have doctoriates -- and then approach problems with a calm and humane rationalism. They are both knowledgible and thoughtful about the issues they confront as they transition from an era where there is tight control over the press to one where there is broad democratic participation in the blogosphere.

    What's Wrong with Singaporean Teen Bloggers?

    What is clear from my many conversations here is that parents in Singapore as in other parts of the world worry about what young people are doing online. Their children are going places and doing things that were not part of their own childhood experiences and they are concerned about ways that these decisions may come back and hurt them later. As I have spoken to people here, three very distinct stories of youth "misbehavior" online have cropped up again and again as reference points for this conversation. I thought I would share them with you here because of the insights they offer into Singaporean culture and the ways that these technological changes are being understood in this country. Since two of them involve young female bloggers, these may be a truer picture of Singaporean Girls Gone Wild.

    The first story involves Wee Shu Min, the teenaged daughter of a member of the Singaporean Parliament, who become the center of a national controversy about economic privilege and almost ended her father's political career because of something she had posted on her blog. Here's how the story began according to a news report on the CNN website:

    When Wee Shu Min, the teenage daughter of a Singapore member of parliament stumbled across the blog of a Singaporean who wrote that he was worried about losing his job, she thought she'd give him a piece of her mind.

    She called him "one of many wretched, undermotivated, overassuming leeches in our country" on her own blog and signed off with "please, get out of my elite uncaring face".

    Wee was flamed by hundreds of fellow bloggers, but when her father Wee Siew Kim -- an MP in Prime Minister Lee Hsien Loong's constituency -- told a Singapore newspaper that "her basic point is reasonable", the row moved well beyond the blogosphere.

    The episode highlighted a deep rift in Singapore society and was an embarrassment for the ruling People's Action Party (PAP) and prime minister Lee, who has made the reduction of the income gap one of the priorities of his new government.

    The CNN story goes on to contextualize this controversy in terms of a growing public concern about income disparities in a country which generates the second largest per capita income in the world (after Japan). There is great suspicion here that moves towards a welfare state might undermine the country's work ethic so there are no government pensions or minimum wage laws though there are widespread educational benefits. The flame war that erupted around this teenage girl's blogs brought to the surface deeply buried class antagonisms with the youth, who was attending one of the country's elite schools, being compared with Marie Antoinette for what many saw as insensitive comments about the nation's underclass.

    Part of what gave this story its sensationalistic qualities though was the idea that what this teenage girl wrote might be reflective of the views expressed in private by one of the nation's political leaders, an impression re-enforced by the father's attempts to defend his daughter's actions. A story on AsiaMedia quoted the father as saying: "As a parent, I may not have inculcated the appropriate level of sensitivity, but she has learnt a lesson."

    Continue reading "Singaporean Girls Gone Wild..." »

    "The Family's CTO": An Interview with Net Family News's Anne Collier (Part Two)

    Over the past six months, I have been closely following the debates regarding the Deleting Online Predators Act. danah boyd and I issued a collective statement at the beginning of the summer based on our research on social networks and participatory culture. I also ran a post here describing some of the ways that banning youth from accessing MySpace and other social network sites in schools and public library might slow the potential use of blogging and other network software for pedagogical purposes.

    Yesterday, I ran the first part of a two part series focused on NetFamilyNews and its editor, Anne Collier. Collier's site has helped parents address their fears about MySpace and has kept all of us on top of the latest developments regarding governmental policies that might restrict young people's access to online space. These policies, and the fears that motivate them, play an important role in today's installment.

    Continue reading ""The Family's CTO": An Interview with Net Family News's Anne Collier (Part Two)" »

    "The Family's CTO": An Interview with Net Family News's Anne Collier (Part One)

    I've spent a fair amount of time in this blog talking about the challenges of educating the next generation of youth so that they acquire the social skills and cultural competencies needed to become a full participant in the emerging media culture. Much of this discussion inevitably centers around what happens in school-based or after-school media literacy programs. But, as I wrote in Technology Review some years ago, media literacy begins in the home. Parents have an essential role to play in helping their young people make sense of the new media landscape and giving them the ethical foundations they need to make meaningful decisions when they go on line. Unfortunately, we offer parents very little guidance on how to perform those roles. Indeed, most of the advice literature can be reduced to a simple message: the less media your kids consume, the better off they are. I don't think this is very good advice for a number of reasons: it reduces media consumption to a social problem rather than recognizing the pedagogical benefits of actively participating in media culture. Such advice, which often talks about media in terms of "screen time," produces enormous anxieties, anxieties which in turn get fed by sensationalistic news reports, shoddy research, and culture war rhetoric from political leaders, until parents are left terrified of this online world that they often know little about and totally uncertain where to turn for thoughtful advice. I often speak to groups of MIT alum as I travel around the country and inevitably, no matter what the topic of my talk is, the questions circle around the anxieties these highly educated and thoughtful adults feel about their children's relaitons to mass and digital media. In many cases, even a little bit of information will calm their fears and offer them another way of thinking about these issues.

    One of the best places for parents to turn for information about the world young people are encountering and creating for themselves online is a site called NetFamilyNews.com. Here's how the site describes its beat:


    * Online safety and privacy news and tools
    * New technologies and Web resources for kids
    * Research about the impact of digital media on kids
    * Legislation affecting children's online experience
    * School and library Net-use policy
    * How Web-literate kids, parents, and teachers are using the Internet.

    Today and tomorrow, I am going to be sharing an interview with Anne Collier, who identifies herself as a journalist and children's advocate. Collier offers a sensible middle ground perspective on the issues which concern contemporary parents: she recognizes both the risks and potentials of these new media, helping parents to see past the sensationalism and focus on the matters they need to really be concerned about. Collier also recently published a significant book dealing specifically with social network sites and young people, MySpace Unraveled: What It Is and How to Use it Safely, and so many of my questions here are designed to draw her out about the specific issues surrounding children's involvement with Web 2.0.

    I am excited to call this important online resource to the attention of this blog's readers. I hope you enjoy her down to earth perspective on youth and media as refreshing as I do.

    Continue reading ""The Family's CTO": An Interview with Net Family News's Anne Collier (Part One)" »

    Broadband and the Public Interest

    The Comparative Media Studies graduate students have been discussing current policy debates around "net neutrality." The phrase, "net neutrality," is in broad circulation at the moment but I suspect many people out there are not familiar with the core terms of the debate or how it impacts them. Stephen J. Schultze, a first year CMS masters student, asked if he might share some of his perspectives on this issue.

    Schultze holds a 2002 BA in computer science and philosophy from Calvin College (Grand Rapids, MI). Since graduation, Schultze served as a project director at the Public Radio Exchange in Cambridge, MA: "Through PRX, I've been closely involved with station consultations on issues of cross-media branding in podcasting and web strategy. I launched a project that provides stations with a customized, branded podcast interface for their listeners. We advise stations that their brand identity and relationships with listeners have become more important than ever in a multi-channel world." He has also collaborated on projects through the MIT Media Lab where he helped Carla Gomez-Monroy to build an experimental radio production system for Mexican diasporic communities in New York City. Schultze spends a lot of his time these days over at the Berkman Center at that other place up the road from us and has been involved in the organization of the Beyond Broadcasting conference (more on that later). He is currently working on a documentary about podcasting for the New Media Literacies Project. What follows are his thoughts about how the recent election returns are apt to impact the debates around net neutrality.

    Continue reading "Broadband and the Public Interest" »

    Fun and Games with Copyright

    This seems to be a week for confessions in the blog: I have already come out as a slash writer, one who tampers with the high cannon no less; I should also confess that I am an Eagle Scout. This is not exactly the most common combination of backgrounds and identities. (I use the present tense because officially, once you earn Eagle, it is something you carry with you the rest of your life, even though I haven't really done anything with Scouting in several decades now.) Scouting was a value part of my life: I taught for the first time when I was asked to lead classes for various merit badges for my troop, including classes in photography (which ended up centering on cinema) and in Theater (which allowed me to script and direct plays.) I can still recite the scout oath and still try to follow much of its standards. I have had more difficulty in recent years by the way the organization has gone to court to try to block membership to gay scoutmasters and scouts. I also lost some more respect for the organization when I read recently about a project conducted by the Boy Scouts of Los Angeles in association with the Motion Picture Association of America which seems designed to indoctrinate the youth into a particular ideological perspective on copyright and intellectual property.

    us-scouts-copyright-lg.jpg


    My MIT colleague David Thorburn has shared with me the following excerpt from a recent story in the New York Times:

    The 52,000 Boy Scouts in Los Angeles have a new virtue to strive for: respect for copyrights. In return for learning about the harms of downloading pirated movies and music, they will be awarded an activity patch showing a film reel, a music CD and the international copyright symbol, a "C" enclosed in a circle, The Associated Press reported. By means of a curriculum devised by the movie industry, the Scouts will be instructed in basic copyright law and learn to identify five types of copyrighted works and three ways that copyrighted materials may be stolen. In addition, they must choose an activity from a list that includes visiting a movie studio to see how many people may be harmed by film piracy, and creating public services announcements urging others not to steal music or movies. "Working with the Boy Scouts of Los Angeles, we have a real opportunity to educate a new generation about how movies are made, why they are valuable and hopefully change attitudes about intellectual property.

    Continue reading "Fun and Games with Copyright" »

    Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part Two)

    What follows is a second excerpt from the white paper which I authored, along with Ravi Purushotma, Margaret Weigel, Katherine Clinton, and Alice J. Robison, for the MacArthur Foundation. The report is intended to offer a provocation for educators at all levels to think about how our pedagogical practices need to shift to reflect the demands of a more participatory culture. In Part One, I outlined some of the changes that are taking place in the media landscape and the ways they impacted young people. In Part Two, I make the case for why adult intervention is needed and why youth will not be able to make these adjustments all on their own.

    My hope is that the release of this report will stimulate reflection and discussion among educators, parents, and students about the ways media education is or is not being taught through school and after-school programs. I hope this discussion will also be of interest to the many other groups who read this blog -- many of whom are helping to shape the participatory culture we are discussing here and thus have some responsibility for thinking about how we insure that every youth is given a chance to participate.

    As always, I welcome questions and comments. I am going to try to respond to any questions I receive once I have rolled out all of the parts of this report via the blog. While I have excluded sources from the blog version to insure ease of reading, you can see a full bibliography in the downloaded document.

    Continue reading "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part Two)" »

    Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part One)

    I spent Thursday in New York speaking on a panel with the University of Chicago's Nicole Pinkard and the University of Southern California's Mimi Ito as part of the public launch of the MacArthur Foundation's exciting slate of new initiatives in the area of youth, learning, and digital media. People interested in understanding the full context of this initiative should keep an eye on the Foundation's new blog. The event was simulcast on Second Life and on Teen Second Life.

    henry%20in%20second%20life.jpg


    This is the context in which we have been pursuing our own Project nml (New Media Literacies) initiatives which I have been discussing from time to time in this blog. The New York City press event was the launching point for a white paper which I wrote for MacArthur identifying what we see as the key social skills and cultural competencies which young people need to be full participants in convergence culture. In Convergence Culture, I devote one chapter to thinking about the impact of participatory culture on our current understandings of education. Here I -- and my collaborators Ravi Purushotma, Margaret Weigel, Katherine Clinton, and Alice J. Robison -- have been able to dig much deeper into the pedagogical implications of the world I discuss in the book as well as to lay out some of the key insights from contemporary research on informal learning, games-based pedagogy, online communities, and participatory culture.

    My hope is that this white paper will spark conversations among educators at all levels -- in schools and in after school programs, in public institutions, and in churches and other community centers -- about how we need to change our practices to reflect the new ways that young people are engaging with the world around them.

    In hopes of sparking such a conversation, I am publishing the white paper in installments through my blog. This first installment sets the stage, describing some of the challenges and opportunities participatory culture represents in the lives of our young people.


    For those of you who are impatient and want to read the whole report at once, you can download it here.

    Continue reading "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part One)" »

    Fan Fiction as Critical Commentary

    This has been my week for dealing with law professors -- having engaged in a conversation with Yale Law Professor Yochai Benkler last week at the MIT Communications Forum, I was pleased to find a review of Convergence Culture over at the blog of the University of Chicago Law School written by Randy Picker. The first and second parts of the review mostly provide a detailed, accurate, and positive summary of the key points from the book, targeting those passages which may be particularly relevant to people interested in the legal implications of participatory culture. The last segment, not surprisingly, gets into the book's discussion of fandom and intellectual property law. I thought I would use my post today to respond to a few of Picker's key points there.

    Now let's be clear that I am no expert on the law. My wife happens to have a law degree from the University of Wisconsin and we both take some interest in developments in the area of intellectual property law and regulation of free speech. I suspect I know more than most laymen about these matters as they impact fan culture and the other sites of grassroots participation I have written about. But I would be a fool to try to debate the fine points of the law with a scholar of Picker's stature.

    Fan FIction and Fair Use
    Picker writes:


    Jenkins pushes (p.190) for a reformulation of fair use "to legitimate grassroots, not-for-profit circulation of critical essays, and stories that comment on the content of mass media." But he clearly wants more, as he recognizes that most fans aren't that interested in producing work that the law is most likely to protect (parody or critical commentary of the sort seen in The Wind Done Gone), but who want instead to write about Ron and Hermione kissing.

    Let me spell out a little more precisely what I argue on page 190 in the book:

    Nobody is sure whether fan fiction falls under current fair-use protections. Current copyright law simply doesn't have a category for dealing with amateur creative expression. Where there has been a public interest factored into the legal definition of fair use -- such as the desire to protect the rights of libraries to circulate books or journalists to quote or academics to cite other researchers -- it has been advanced in terms of legitimated classes of users and not a generalized public right to cultural participation. Our current notion of fair use is an artifact of an era when few people had access to the market place of ideas and those who did fell into certain professional classes. It sure demands close reconsideration as we develop technologies that broaden who may produce and circulate cultural materials. Judges know what to do with people who have professional interests in the production and distribution of culture; they don't know what to do with amateurs or people they deem to be amateurs.

    For me, the phrase, the public right to cultural participation is a key concept underlying the book's discussion. If I had my way, the right to participate would become as important a legal doctrine for the 21st century as the right to privacy as been in the late 20th century. I argue elsewhere in the book that a right to participate might be abstracted from the combined rights listed in the First Amendment and the right to participate would include the right to respond meaningfully to core materials of your culture. In that sense, I might go beyond our current understanding of fair use.

    Continue reading "Fan Fiction as Critical Commentary" »

    "Random Acts of Journalism": Defining Civic Media

    I have found myself this week struggling to put together my thoughts on the concept of civic media in light of a series of conversations and encounters I had last week: for one thing, there was the public conversation which the MIT Communications Forum hosted last Thursday between myself and Yochai Benkler (The Wealth of Networks) about how participatory culture was impacting how we access and process news and information. For those who'd like to hear the podcast of that conversation, you can find it here. For another, I listened to the earlier exchange which the Forum hosted involving Dan Gilmore (We The Media), Ellen Foley (The Wisconsin State Journal) and Alex Beam (The Boston Globe) on the rise of citizen journalism and its impact on established newspapers which can be found here. And finally, I got into a series of interesting conversations about the impact of new media on civic engagement as part of the planning process for a new series of books being put together by the MacArthur Foundation on Digital Media and Learning.

    Across all of these conversations, I found myself returning not to journalism as it has been traditionally defined but to something broader I want to call civic media -- that is, media which contributes to our sense of civic engagement, which strengthens our social ties to our communities -- physical and virtual -- and which reinforces the social contracts which insures core values of a democratic society.

    Imagining New Kinds of Imaginary Communities

    Newspapers and news broadcasts can certainly play that role and some of the speakers from traditional newspapers at the Forum events made powerful points about the important role that newspapers play at all levels -- from the micropublics of individual neighborhoods up through cities, states, regions, nations, and global cultures -- in forging a sense of connection between and within what Benedict Anderson calls "imagined communities." Anderson's point is that we feel a sense of emotional bond with people who we will never meet in part because media, like newspapers, continually remind us of what we have in common as citizens. Democracy depends not simply on informing citizens but also on creating the feeling that we have a stake in what happens to other members of our community. Such an attitude emerges in part from what the newspaper reports and the rhetorical structures it adopts; it also emerges through the perception of the editor's responsiveness to her readers and the notion that the op-ed page of the paper functions as a shared forum where community members can speak with an expectation of being heard. Part of what may be leaving young readers feeling estranged from traditional journalism is that they feel that these publications do not represent the most important experiences of their lives, do not care about the issues that matter to them, and do not value the kinds of communities which they inhabit. One need only point to the ways that news coverage of issues from games violence to MySpace and DOPA emphasize the adult's concerns but do not report or reflect young people's perspectives.

    Players often experience a similar sense of social connection in regard to their guilds, for example, in multiplayer games. There are plenty of players who go on forays on nights when they are too tired to see straight because they don't want to let their virtual neighbors and comrades down. Such games are powerful introductions to civic engagement because they taught young people what it was like to feel empowered, what it was like to feel capable of making a difference within a world, and what it was like to feel a strong set of bonds with others with whom you worked to accomplish common goals. This is something radically different from Robert Putnam's argument that people who go online lack the deep social ties that emerged through traditional community life. Those people who form guilds in multiplayer games can scarcely be described as "bowling alone," to use Putnam's potent metaphor. This is a totally different ballgame. What ever we want to say about what they are doing -- they are doing it together.

    Continue reading ""Random Acts of Journalism": Defining Civic Media" »

    What DOPA Means for Education

    A little while ago, I got the following comments in an e-mail from one of the Comparative Media Studies graduate students Ravi Purushotma about the news that the Deleting Online Predators Act has now passed the U.S. House of Representatives:

    Some of my friends commented on how bitter, angry and depressed I seemed when DOPA passed. It's really painful spending 5 years searching for a new paradigm by which this planet could communicate among itself, coming to an actual sense of what needs to happen, then the week before it culminates into a thesis it becomes illegal because some bonehead in Alaska has his neural tubes clogged.

    For those of you who have not been following this story, there's some very good reporting by Wade Rough of Technology Review about the debate surrounding DOPA. The Senator from Alaska is question is Senator Ted Stevens who has been a major backer of this legislation and who seems to know very little about how digital media works.

    This exchange came as I was signing off on Purushotma's outstanding thesis which centers on the ways that various forms of new media and popular culture could be used to enhance foreign language teaching and learning. His project got some attention a year or so back when the BBC picked up on a report he had done describing his efforts to modify The Sims to support the teaching of foreign languages. Essentially, the commercial games ship with all of the relevant language tracks on the disc and a simply code determines which language is displayed as they reach a particular national market. It is a pretty trivial matter to unlock the code for a different language and play the game in Spanish, German, or what have you. The game's content closely resembles the focus on domestic life found in most first or second year language textbooks -- with one exception. Most of us are apt to put in more time playing the game than we are to spending studying our textbooks or filling in our workbooks.

    This is a very rich and interesting approach but it is only one of a number of ideas that Ravi proposes in his thesis. Ravi has done more research than anyone I know about into how teachers are using this technology now and what purposes it might serve in the future. He has prepared his thesis as a multimedia web document that mixes sound, video, and text in ways that really puts his ideas into practice.

    There has been lots of discussion here and elsewhere about the potentially devastating effect of DOPA on the lives of young people -- especially those for whom schools and public libraries represent their only point of access onto the digital world. I have made the argument that if supporters of DOPA really wanted to protect young people from online predators, they would teach social networking in the classroom, modeling safe and responsible practices, rather than lock it outside the school and thus beyond the supervision of informed librarians and caring teachers. The advocates of the law have implied that MySpace is at best a distraction from legitimate research activities, at worst a threat to childhood innocence.

    But Ravi's thesis suggests something more -- we are closing off powerful technologies that could be used effectively to engage young people with authentic materials and real world cultural processes. Here, social networking functions not as a media literacy skill but as a tool for engaging with traditional school subjects in a fresh new way.

    Continue reading "What DOPA Means for Education" »

    Four Ways to Kill MySpace....

    It's been a bad week -- make that, a really really bad few weeks -- for MySpace, for supporters of participatory culture, indeed for anyone who cares about civil liberties. MySpace is being hit on all sides and it remains to be seen which -- if any -- of these blows do lasting damage to its status as an important social networking site.

    1. The Dopes in Washington:
    By now, most of you who read this blog will have heard that the U.S. House of Representatives has passed Deleting Online Predators Act (DOPA) by an overwhelming 410-15 majority last week and the aptly named law now moves to the U.S. Senate, where it is also expected to pass. A growing number of Library and civil liberty organizations have come out in opposition to the law. Here's what the President of the American Library Association Leslie Burger had to say about the legislation:


    This unnecessary and overly broad legislation will hinder students' ability to engage in distance learning and block library computer users from accessing a wide array of essential Internet applications including instant messaging, email, wikis and blogs....Under DOPA, people who use library and school computers as their primary conduits to the Internet will be unfairly blocked from accessing some of the web's most powerful emerging technologies and learning applications. As libraries are already required to block content that is "harmful to minors" under the Children's Internet Protection Act (CIPA), DOPA is redundant and unnecessary legislation."

    danah boyd and I co-authored a public statement describing some of the reasons why we think this is a really bad piece of legislation earlier this summer. It's hard to know what more I can tell you now that I didn't say then. So if you haven't read our statement, take time to read it. Go ahead -- we'll wait for you to catch up.

    Keep in mind that I believe the following: Statistically speaking, children are more at risk from sexual predators at a church picnic or Boy Scout camping trip than they are when they go onto MySpace. The greatest risk of sexual abuse comes from people the kid already knows -- a family member or someone who the family knows and trusts and not from a total stranger. Social network sites are important vehicles for youth community life -- offering a way for kids at risk, kids who are socially isolated, to connect with a larger community which shares their same interests.

    MySpace has emerged as an important site for youth activisim -- having played an important role in rallying young people during recent protests about immigration issues, for example.

    Or consider the following. Social networking skills are key competencies which are going to be increasingly central to the professional life of adults. We want to make sure that every kid in America acquires these skills. The DOPA would have two consequences: it would actively discourage teachers from incorporating such software and the skills related to them into their pedagogy (even though a growing number of educators are using such tools in meaningful and responsible ways) and it would lock out low income kids from whom schools and public libraries are their only point of access to the online world, further exaggerating the gap between the digital haves and have nots.

    But, ignore all of that. Let's for the moment imagine that we think MySpace is a really dangerous place where kids are at risk. Wouldn't you think young people would be safer if teachers and librarians taught them about the responsible use of this technology and offered them some minimal supervision and advice rather than locking the door and leaving kids to confront social network sites on their own. I ask you: Is this really about "protecting" kids from risk or is there something else at stake here for the promoters of this bill?

    Of course, all of this assumes that the legislators who passed this bill have a clue what a social networking site is or how it is used other than having heard from some sensationalistic news report that blocking MySpace will look like they are doing something to protect young people from sexual predators.

    This isn't a liberal/conservative, red-state/blue-state kind of issue, people. What's at stake here is a fundamental question of free association and expression which should concern every American citizen. For this bill to have passed by such a large margin of votes, it has to have had the support of a significant number of Liberal Democrats who want to take the Joseph Lieberman-Hillary Clinton route -- trying to appease their social and cultural conservative constituents by going after what they see as low hanging fruit. They can take away the rights of young people to assemble in cyberspace because young people aren't likely to vote in the next election.

    All I can say is that on an average day, this site gets well over a thousand readers. If each of you who lived in the United States took ten minutes to e-mail your Senators and tell them that you vote and you care about DOPA, it could make a difference.

    Continue reading "Four Ways to Kill MySpace...." »

    Further Reflections on YouTube vs. RIAA

    University of Chicago law professor Randy Picker was nice enough to pass along a link to what he has written - from a legal perspective - about the potential threat which the RIAA may pose to those folks who want to post lip-sync or karaoke songvids on YouTube:


    For the music industry, this is a not-so-golden oldie and the conflict illustrates the persistent gap between actual law and the public's knowledge of that law and, frequently, perceptions of fairness. On these facts, far from being crazy or somehow a misuse of copyright, I think that music copyright holders have a straight-forward action against YouTube.... this is how we pay for music in the real world: different uses, different prices, and until we change the law and come up with a better way to pay for music, you should assume that the music industry is going to show up one day and knock on YouTube's door.

    I don't pretend to be a lawyer so my views on the law should be taken with a grain of salt. I am pretty sure though that Picker is correct that the RIAA is almost certainly well within its legal rights to take action to shut down this use of its music via YouTube.

    That said, I feel that we should be paying closer attention to that "persistent gap between actual law and the public's knowledge of that law and frequently, perceptions of fairness." True, ignorance of the law is no excuse but a democratic state should always be concerned if the gap between the law and the public's perception of fairness grows too great. (And I would suggest that gap is growing hourly at the present moment).

    Continue reading "Further Reflections on YouTube vs. RIAA" »

    YouTube vs. The RIAA

    This is another in a series of posts highlighting trends which threaten our rights to participate in our culture.

    According to a report published in the Boston Phoenix this week, the Recording Industry Association of America (RIAA) may soon take aim at the amateur lip syncing and Karaoke videos which circulate on YouTube. Spokespeople from the RIAA, which has never been slow to assert the broadest possible claims on intellectual property, have so far not confirmed the claims that they will be using their power to force YouTube to take down such videos.

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    MySpace and the Participation Gap

    Everyone seems to agree that we live in a era of participatory culture. Few people agree on what should be the terms of participation. From time to time, I will direct attention towards challenges and obstacles to the public's right to participate. More often than not, these debates center on young people and their access to media. Young people are the shock troops in the digital revolution -- early adopters and adapters of technology in their constant search for a room of their own in a culture where adults get to define all of the rules.

    DOPA

    The latest battle in the ongoing struggle over young people's access to and participation within digital cultures is HR 5319, better known as the Deleting Predators On-Line Act (or Dopa). Essentially, this proposed legislation would require any school or library which receives federal funds to ban a range of social networking software, including most notably MySpace, but also potentially including Live Journal and blogging software. This legislation has emerged in response to media coverage of a range of social problems which critics associate with MySpace, including concerns about the threat posed to young people by adults on the prowl for underage victims.

    My former student, danah boyd, has been researching MySpace and the other social network sites. She's become a go-to gal with the media on MySpace issues and a sharp critic of the proposed legislation. Recently, the two of us got together for a joint interview about DOPA and MySpace more generally.

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    Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here.