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Archives: University of Southern California
April 13, 2012
"It's 2012. Do You Know Where Your Avatar Is?": An Interview with Beth Coleman (Part One)I first met Beth Coleman when she spoke at the first Race in Digital Spaces conference, one of two joint events hosted, curiously enough, between MIT and USC in 2001-2002. I wrote at the time, " Cyberspace has been represented as a race-blind environment, yet we don't shed our racial identities or escape racism just because we go on line...The concept of 'digital divide,' however, is inadequate to describe a moment when minority use of digital technologies is dramatically increasing. The time has come to focus on the success stories, to identify examples of work that has increased minority access to information technologies and visibility in digital spaces." Coleman was there as an academic speaker on one of our plenary panel and in her guise as Dj Singe from Soundlab Cultural Alchemy, she performed alongside DJ Spooky and others. This helped to cement in my mind the image of Coleman as a gifted theorist/scholar, artist/performer, and activist, who was going to help teach us to think in new ways about digital experiences and identities. Flash forward to the present moment. I brought Coleman to MIT to be a colleague in the Comparative Media Studies Program where she taught for many years. She's continued to do cutting edge work not only in sound design but also in transmedia and locative media experiences. And she's just come out with a hot new book, Hello Avatar: Rise of the Networked Generation, which is making people's heads explode. You may think you know all about avatars and virtual worlds: this was what we were talking about with great anticipation five or six years ago, and what has fallen from grace once everyone got past the buzz about Second Life. But, Coleman is turning this concept on its head, getting us to think about what she calls "x reality" which lies at the intersection between our digital and physical identities, thinking of our new social media as themselves places where we construct and deploy avatars, and thinking about new forms of information and entertainment which are going to be part of our fused identities in the not so distant future. I had watched the book develop over time, but nevertheless was surprised and intrigued by some of the reframing of its core concerns which had taken place in the past few years. It's a short book but it packs a wallop, as I think will be suggested by this interview.
In a nutshell, Clay was right. Second Life was too hard to use and too essentially dorky in its "sexy avatar" ethos to achieve and sustain a broad popular interest. Although it aspired to be a kind of Facebook, where people would use it as hub for information, it was not that for multiple reasons. That said, Henry, I think that you and I got the spirit of the thing right. We were both pointing to the aspirational uses of the site, where people as represented by their avatars strove to create often utopian spaces. I am suggesting that those utopian space (even when they come in rather dystopic forms like my virtual cannibal) present actual events in peoples' lives that they use, often, as a point of leverage to transform themselves. And that is what I argue in the book. Sure, Second Life was a powerful chapter in the innovation of graphic networked engagement. But the big change in network engagement is what I am calling X-Reality: the sense that all our worlds, spanning the simulated to the bodily, are working toward a greater sense of an avatar existence. In short, we are neither "virtual" or "real" but rather these networked creatures whose technologically mediated exchanges directly impact our worldly experience. The #occupy movement, the Arab Spring, even Obama's election campaign make it achingly clear that we are now occupying X-spaces in a way that we were not at the turn of the century or in the 1990s. I think Linden Lab (the creators of Second Life) got their own message wrong. If they were creating a cyber-escape from reality, then they did not realize what century they were working in.
We will only see more graphically rich interactive spaces. In my definition of virtual worlds, I include Facebook and other kinds of social sites where we create by text, image, and sound the image of ourselves--the avatars as it were--that we use as our public faces. This type of "virtual" representation is not new. In the book, I talk about the concept of "persona" in ancient Rome, where one's reputation as citizen was based on how one crafted a public face.This crafting of a public face is happening at a global scale today with the support of social network platforms. In this sense, the virtual worlds of our network persona are now a part of daily life. And the scale at which we engage this type of virtual world is immense. A key concept running through the book is that of "x-reality." What do you mean by this term and how does this approach differ from some older ways of talking about online experience? At base, I use the term X-reality to signal that we are no longer role-playing online, trying out identities as it has been proposed, but, rather, that we have harnessed the power of online networks to build the world we would like to see. That it is a real world we are building is clear; that this real world includes all kinds of technological mediation is also clear. In this sense, X-Reality is a break from prior theories of online engagement. Another core concept here is that of the Avatar which you descirbe as a "figure of transition." How are you defining avatar in this book? What roles do avatar play in social and mobile media as opposed to in virtual worlds? As I discussed a bit above, I think that we all engage in deep avatar play, regardless of the platforms we use. So, for example, in a classic virtual world, you will have a little figure running around a graphical or textual world that represents you, one way or another. But the space for greatest cultural shift around avatars has not so much been virtual or game worlds but the pervasive use of social media. We are everyday using mediated forms to represent us as proxies. Avatars are figures of transition in the sense that we have already arrived at a moment where it is normal to have your Twitter persona or your Facebook page convey important information about who you are. Essentially, I think James Cameron got it right with his vision of science fiction jungle utopia. In the film Avatar, the avatars were figures of transitions, conduits to a fuller self for the protagonist Jake Sully. In our everyday experience of avatars we may not be blue, giant, or quite as magical, but we are increasingly recognizing the power of our connectivity and how we might transform ourselves. The transition I see is the shift from an idea of role-playing online to the instantiation of avatars as ambassadors--the networked presence that precedes or augments the face-to-face encounter. Professor Beth Coleman believes in the power of storytelling to transform the world. She works with new technology and art to create transmedia forms of engagement. She is the director of City as Platform, Amsterdam, a Faculty Fellow at Berkman Center for Internet & Society, Harvard University, as well as a professor at the Institute of Network Cultures, Hogeschool van Amsterdam. From 2005-2011, Coleman was an assistant professor of comparative media studies at MIT. As an artist, she has a history of international exhibition including venues such as the Whitney Museum of American Art, New Museum of Contemporary Art, and Musée d'Art moderne Paris. She is the co-founder of SoundLab Cultural Alchemy, an internationally acclaimed multimedia performance platform. As the newly appointed co-director of the Critical Media Lab and a professor of English Literature and Languages at the University of Waterloo, Ontario Canada, she continues to work internationally with collaborators in through Africa, Europe, and Asia. Her book Hello Avatar is published by the MIT Press. April 3, 2012
Let's Do the Time Warp Again: A 21st Century Study Guide for Rocky Horror Picture ShowLast fall, I was asked by a USC dorm which was planning a field trip to Los Angeles' NuArt Cinema to see the Rocky Horror Picture Show if I might share some reflections with them to stimulate thought and discussion about the experience. As someone who had been a Rocky Horror fan in the 1970s, I approached this task with some bemusement, but I also saw it as a chance to think a bit more deeply about the "cult film experience" as it has evolved over time. Here's what I shared with those students:
The Rocky Horror Picture Show is the 1975 film adaptation of the British rock musical stageplay, The Rocky Horror Picture Show, written by Richard O'Brien. The film is a parody of B-movie, science fiction and horror films of the late 1940s through early 1970s. Director Jim Sharman collaborated on the screenplay with O'Brien, who wrote both the book and lyrics for the stage. The film introduces Tim Curry and features Susan Sarandon and Barry Bostwick along with cast members from the original Kings Road production presented at the Royal Court Theatre, London in 1973. Here are some questions to ask yourself as you have the Rocky Horror Picture Show experience almost 40 years after it all began. What Constitutes a Cult Movie?: Film scholar Timothy Corrigan writes, "Cult movies are always after a fashion foreign films: the images are especially exotic; the viewer uniquely touristic; and with that relationship viewers get to go places, see things, and manipulate customs in a way that no indigeneous member of that culture or mainstream filmgoer normally could." So, what is it about Rocky Horror Picture Show which has engendered this kind of response? If this is a touristic experience, then where does it invite us to travel, what world does it open for us? Manufactured or Discovered: A key debate among people who have studied cult movies is whether cult movies can be designed and manufactured to inspire this kind of devoted response or whether they must be found and cultivated by their audience. People have made both arguments about Rocky Horror. The original stage production already passed out sheets instructing the audience on how to dance the Time Warp, and thus clearly invited our participation. But, it is the audience participation which has sustained interest in this property over time, even as other contemporary "Midnight Movies" have long ago faded into the background. So, what properties of the film and of the audience participation inspire such passion? From Cult Movies to Cult Television -- Some have argued that Rocky Horror represents the last gasp of a public film culture -- that is, the values of movie-going as a shared culture experience. Which contemporary films become events in anywhere close to the same way that the Rocky Horror Picture Show is? Most contemporary cult movies have emerged as such because people watched them on television or DVD. Today, television shows are more apt to become cult objects than movies, and the experience is more likely to be an online experience. Rocky Horror as Ritual -- When the "Midnight Movies" emerged, they were often discussed anthropologically in terms of the collective performance of rituals. So, there are certain gestures, lines, and actions which are performed and reperformed, taking on special meaning and significance to those who repeat them week after week. What role might popular rituals perform in an increasingly secular society? Are there other examples you know of popular rituals of this kind? Rocky Horror as Spectacle: When it began, the argument was that Rocky Horror was like traditional carnival -- a space where there was no division between performers and audiences. Over time, though, has it become more like a spectacle, where certain people -- now semi-professional -- perform their parts every week for the amusement of others who come once or twice to watch. Do you feel fully a part of the Rocky Horror experience? Transgression and Tradition: This movie/experience celebrates transgression. For the first generation who went to the film, it was all about the shock appeal -- the sense that our parents would not go to see a movie featuring a singing transvestite. But, now that this event has been going on for almost four decades, the odds are that many of you have parents who saw this film as an undergraduate. The Rocky Horror Picture Show, today, is almost a historical re-enactment, one deeply immersed in a sense of tradition. And what counted as transgressive in the 1970s may seem much more familiar in the 21st century. So, does the film still maintain its transgressiveness under these circumstances and if so, how? Room for Improvization?: Many of the practices now associated with Rocky Horror emerged through practices of improvization, as different audience members added their own contributions to the mix. Yet, these practices are increasingly codified. What space remains for spontaneous audience response? Local and Global: Rocky Horror is a global media phenomenon, yet it is also one which gets performed locally -- tied to specific theaters and specific communities in specific cities. What aspects of the NuArt performance of Rocky Horror seem specific to Los Angeles? What signs if any do you see of the global dimensions of this tradition? Are You A Virgin?: A classic ritual at many Rocky Horror screenings is to identify those in the audience who are seeing the film for the first time. In the 1970s, it was possible to come to the movie knowing very little about what to expect. But, as RockyHorror references have spread across the culture (for example, Glee did a special Rocky Horror themed episode last year), does anyone really enter the theater without some preconceptions about what they are going to experience? And if not, then what are the consequence of this pre-knowledge? Talk Among Yourselves. March 26, 2012
How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part Two)Register now for Transmedia Hollywood, April 6, USC.
How to Ride a Lion: by Geoffrey Long Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)
PART 2 of 3
If, as suggested in the last section, what is needed is an ecosystem that includes both transmedia criticism and transmedia reviews, then we need to explore both halves. First, what value can transmedia criticism and transmedia critics provide to the industry? Second, what value can transmedia reviews and reviewers provide to the public?
As David Bloom suggested in his 2010 Transmedia /Hollywood recap, transmedia criticism could provide some answers to the very real concerns of the entertainment industry - not just "What is transmedia?" or "Why should I invest in a transmedia project?", but "What does real, measurable success for a transmedia project look like?" Transmedia criticism may not have all the answers - as noted, we desperately need better systems for transmedia 'ratings' and other metrics - but it may provide a jumping-off point for some qualitative analyses while we're waiting for the quantitative ones to catch up. Most beneficial, perhaps, is the role that such criticism can play in the shaping of a language of transmedia experiences, through the discovery of a set of standard best practices. By understanding these best practices - by speaking the language - creators and their sponsors can improve their chances of creating successful transmedia experiences. Once such an 'open' language is developed, individual implementations of, and strategic differentiations from, those best practices can result in highly profitable products and even new competitive advantages. In their seminal text The Classical Hollywood Cinema: Film Style and Mode of Production to 1960, David Bordwell, Janet Staiger and Kristin Thompson describe the importance of standardization in the very early years of the cinema. Rather than reinventing the wheel with every film, Hollywood began to adopt standard techniques, formats, and practices that could be reused effectively in each production - which in turn led to a set of norms against which excellence could be judged:
Bordwell points out that trade papers in the entertainment field (such as the New York Dramatic Mirror, Show World, the New York Clipper, Moving Picture World, Motion Picture News, The Nickelodeon and, of course, Variety) served as an important channel for these theorists and critics to influence their audiences. One such important influential was Epes Winthrop Sargent, a columnist for Moving Picture World:
Bordwell goes on to quote an article of Sargent's from December of 1909 as a sample of such prescriptive writing, generated from Sargent's observation of emerging best practices in the form and, amusingly, what sounds an awful lot like comparative media studies:
Theorists and critics do the same, but they then write up their analyses and share it with others. In doing so, they begin to create a shared language with which to discuss these emerging best practices, which then becomes a linguistic shorthand for particular approaches and tactics, which then in turn becomes a shared lens for understanding how these things work. This is where terms like first person point of view, suspension of disbelief, unreliable narrator and so on come from - and, once those observations and tactics are internalized, they become accepted as tools by a wider creative audience. Once these concepts become tools, they become more commonly used in the creation of future experiences, thus reinforcing the acceptance of the concepts. Criticism becomes influential through dispersion, acceptance and implementation. Jenkins' ideas are already becoming widely accepted in the industry and his terms are becoming the terminology for this emerging space. The problem is we need much more of this type of work, and we need it quickly. Increase the number of really insightful, clearly-spoken and practically-minded theorist-critics and we accelerate the rate at which we come to understand what transmedia is really capable of. Again, to paraphrase Kochalka, "Transmedia criticism is a means we have of making sense of this new medium, focusing to make it clearer." The value in adopting the best practices that emerge through such transmedia criticism in order to increase a transmedia experience's chances for success is apparent. However, there's another key reason why an ecosystem of transmedia criticism would be incredibly useful to practitioners: the creation of strategic differentiation. In other words, to see where to zig when everyone else has chosen to zag. As Bordwell writes:
Between a shared language for transmedia experience design, a collection of best practices that will increase a transmedia experience's chances of success, and a seedbed for accelerated strategic differentiation, the value of transmedia criticism to practitioners seems clear. However, transmedia experiences without audiences remain difficult to justify. This is where transmedia reviews come into play.
As of this writing, buying the canonical Buffyverse on Amazon will set you back over $400, and take weeks to consume. One can only imagine what it would cost in both time and money to experience every film, book, comic, video game, TV show and piece of ancillary merchandise that makes up Star Wars. This is where a transmedia critic can play sherpa: a really good (there's that word again) transmedia critic can give an interested fan-in-the-making maps to these daunting territories, even suggesting which paths they should take depending on their personal interests. Are they fans of Luke Skywalker? Watch the original movies, read these books, play those games. Fans of space battles? Watch these TV episodes, read these different books, play these other games. A single transmedia critic can't create personalized recommendations for everybody, but that's why we need an entire thriving community of transmedia critics sharing their opinions and providing maps like these. The people who currently play these roles are the die-hard fans on fan websites, the people who live and breathe these franchises. Unfortunately, they're frequently not the best ambassadors to the series. We need the John Clutes, the Pauline Kaels, the Gene Siskels and Roger Eberts, the people who can analyze and report back on multiple franchises to convince hesitant audiences that these heights really are navigable, that the best experiences really are worth the labor, and that, alas, some of the peaks are actually best avoided. Having multiple transmedia critics, and having those critics establish themselves as experts with distinct tastes across franchises instead of fanboys for particular franchises, will help make such massive, complex entertainments less intimidating - and thus more enticing to mass audiences. And if we're serious about moving transmedia entertainment more and more towards the mainstream, this has got to happen. Unfortunately, the viability of transmedia reviews - and, for that matter, transmedia criticism - suffers from the same Everest-level challenge. In a June 1, 2010 post to her blog called "A Criticism on the Lack of Criticism", transmedia designer Brooke Thompson puts her finger on one of the biggest problems facing transmedia criticism - scale:
In the Comics Journal article "A Call for Higher Criticism" I cited earlier, Paul Levitz suggests that comics critics consider each issue in the context of the larger body of work, that "the time and effort we now devote to carving up a story should be devoted to carving up the universe in which the story exists" (44). This resonates with transmedia reviews, because, as Thompson points out, current reviews of transmedia franchises are usually limited to individual components - so a review of the latest Star Wars video game, instead of a review of Star Wars as an entire franchise. Thompson hits the nail on the head when she writes, "the commitment required to fully experience a transmedia project... makes it a pursuit of passion or, perhaps, an academic exercise." Being able to review Star Wars, Star Trek, Halo, or any of these other transmedia super-franchises at the franchise level requires thousands of hours to consume it, let alone analyze it and write intelligently about one's findings. In a way, each of these super-franchises is in effect a lifestyle brand - and therein lies both a primary trouble with transmedia reviews, and why they're so important. Imagine you're trying to decide whether to engage with the Star Wars franchise for the first time. The sheer size of the franchise at this point is epic and must loom large in the eye of the potential audience member - again, an Everest on the horizon. This is why Marvel keeps launching new X-Men titles, reboots and alternate versions, attempting to give people an "accessible" version of the X-Men franchise. As Sam Ford writes frequently on the challenges facing new audiences to soap operas, longevity and drillability can be simultaneously a franchise's greatest strength and greatest liability. Further, there's a chicken-and-egg issue at hand with massive franchises and geekiness: are geeky people attracted to excessively drillable subjects, or does excessive drilling make one geeky? It's just as easy to become a sports geek as it is to become a comic book geek. The catch is that sometimes those people who are the most familiar with the topic, the ones who have done the most drilling, are also those who are the least valuable as the topic's advocates. From the outside looking in, there must clearly something interesting about Star Wars, soap operas, the Chicago Cubs, quantum physics, the Civil War, and so on, because so many people are so passionately interested in these topics. An outsider may want to engage with the complex topic enough to enjoy it without becoming "that guy", at least until their interest reaches a sufficient level that they crest the tipping point and mastery of the topic becomes acutely desirable. In a way, transmedia reviews, or transmedia criticism for the masses,[15] should be the equivalent of a 101-level course - sufficient to introduce a lay audience to the highlights of a topic, loaded with directions on where to go next for further drilling, and so on. The trouble is that we need, as Thompson points out, a Roger Ebert of transmedia reviews providing a reliable viewpoint to bear on a new franchise every week, which is the equivalent of a rockstar professor teaching an entire Philosophy 101 course one week, a Political Science 101 course the next week, and a History 101 course the week after that. As Jenkins has pondered for years, there's a strange line to consider between fandom and scholarship - one needs a certain amount of fandom to motivate the epic amount of drilling required to become an expert in a subject, yet one must also remain sufficiently detached to retain an objective perspective. An Ebert who gave a huge thumbs-up to everything he reviewed wouldn't be a very good critic, he'd just be a guy who never shut up about all the things of which he was a fan. A truly valuable transmedia reviewer/critic must be able to engage with multiple massive transmedia franchises and have enough dedication to consume, analyze and report on each of them on a regular basis, even those he or she doesn't like. Of all the responses to Paul Levitz' call for higher criticism published by The Comics Journal, my favorite is one by Richard Howell and Carol Kalish. Their response contains a brilliant concise definition of what comics criticism should be, which can easily be applied to transmedia criticism as well: We feel, however, that comic books share their major objectives with other mass media, [and] can and should be judged by similar standards. To wit: Capability - a familiarity with, and craftsmanship-like utilization of, the medium's techniques, be they visual or verbal elements; Communication - a conscious and responsible manipulation of these technical elements in such a way as to transmit at least the bare storytelling elements (plot, characterization, and theme) to a responsive reader; and Commitment - the perception required to invest the product with a moral focus which can both enlighten and entertain and the dedication needed to broaden the craft repertoire of the medium.
Any time you have a combination of disciplines brought together into an art form, every element has to succeed for the work as a whole to function properly. A comic book that has beautiful art but is shoddily written will be tossed aside; a TV show that is brilliantly written but horribly acted will get zapped away. Clearly some particularly excellent elements can make up for some weaker ones - the cinematography in The Last Samurai helps make up for Tom Cruise being, well, Tom Cruise - but overall it's how the entire thing hangs together that determines the overall valuation of the whole. Under this logic, an ideal transmedia critic must be able to criticize the six films of Star Wars as a film critic, The Clone Wars as a TV critic, the Timothy Zahn Heir to the Empire novels as a book critic, the Force Unleashed games as a game critic, Dark Horse's Star Wars: Legacy comics as a comic critic, and so on. This may seem harsh, but it's important to remember that just as each component of a transmedia franchise serves as an entry point into the franchise as a whole, it must also serve as an ambassador to the "native" audiences of each medium. Think of it as the Transitive Quality of Crap: if a Star Wars comic is a crappy comic, comic readers for whom that comic is their first point of contact with the franchise will likely assume that a similar low quality permeates the entire franchise, and thus assume that the games are crappy, the TV shows are crappy, the film is crappy, and the franchise overall is just one big steaming pile.[16] I have seen some astonishingly lousy transmedia extensions that were clearly approved by people unfamiliar with that extension's medium - countless tie-in games, comics and novels spring to mind - and/or by people who assume that the value of the franchise's license is sufficient to overcome a lousy experience. This isn't the case, and this is why video games based on film licenses are widely derided in the games industry: a video game based on a film is assumed to have blown most of its budget obtaining the license, was rushed to market to make a "day and date" simultaneous release with the film (and had its production started much, much later than that of the film, despite the fact that video games can sometimes take even longer than films to produce), was creatively crippled by strict oversight by the licensor, and so on. So here's the problem: a transmedia author needs to be well-versed in each medium being deployed in their franchise, so they know when something is sub-par and can fix that weakest link. A transmedia critic needs to be able to evaluate each component of the franchise so if there is a weakest link, they can point it out as something to be avoided - but still point out that the rest of the franchise shouldn't be missed. For example, one of the best exceptions to the "lousy film tie-in" rule is The Chronicles of Riddick. Both Pitch Black and The Chronicles of Riddick are Vin Diesel sci-fi movies with abysmal scores on Metacritic, but the tie-in game Escape from Butcher Bay has fantastic scores on Metacritic. A transmedia critic looking at the franchise as a whole must be well-versed enough to be able to say what the films did poorly, what the game did well, what the connections are between the films and the game and how well those connections are crafted, and whether or not an audience must sit through the films in order to enjoy the game. There's enough of a Venn diagram overlap between gamers and sci-fi nerds for game critics to be able to report that the game is better than the movies because they probably saw the movies, but it'd be almost unthinkable for film critics to say, "The films are awful, but the game is excellent - skip the films and play the game." And yet that's precisely what an ideal transmedia critic would be expected to do. Being well-versed in just one medium does not qualify you to criticize another, for the same reason that gamers find Roger Ebert writing criticisms of video games dubious. A transmedia critic must have a rich, nuanced understanding of multiple media in order to speak authoritatively to audiences across media - to be respected by film buffs when reporting on film components, by comic fans when reporting on comic books, by the literati when reporting on films and by foodies when reporting on food. In a way, the ideal transmedia critic is a return to the Renaissance Man style of critic that drove the first waves of literary criticism in 18th-century England. The question is whether or not such breadth is even remotely feasible on the 21st-century Internet.
WORKS CITED: [9] Bordwell et al. 96. [10] http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html [11] Bordwell et al, 106. [12] Bordwell et al 106. [13] Quoted in Bordwell et al, 107. [14] Bordwell et al 97. [15] I'm resisting 'transmedia advocacy' because I believe that term should be reserved for advocacy done across media; see Lina Srivastava's excellent work on transmedia activism for more on this. [16] Again, Rule One.
March 12, 2012
Why youth are drawn to Invisible Children: Prefiguring Kony 2012The rapid and expansive spread of Invisible Children's Kony
2012 film has garnered immense attention (both positive and negative)
online. While much of the criticism is around the organization's
rhetoric, its suggestion of military intervention, or its financial
practices, I would like to touch on a different aspect of Invisible
Children -- its impact as an organization on youth participation in US
civic and political life. Why
has Invisible Children's approach resonated so well with young people
and what impact does this and other campaigns have on their sense of
themselves as political agents? The Kony 2012 video has been most
popular with 13-17 year old Americans (as well as 18-24 year old American males...),
and part of the video's soaring viewership is attributed to these
teenagers' sharing of the video through their various social networks. So far, it would be simple to dismiss their sharing of the video as a form of Slacktivism: these young people, allegedly, are practicing easy and thus meaningless forms of social action, actions that don't go beyond pressing 'share'. This critique, however, ignores the possibility that the movie may be meaningful in mobilizing young people as civic actors. Making such statements around Kony 2012 would be premature, as only time will tell what the long-term impacts of young people's experiences with this movie will be. But, we can gain some preliminary insights by looking at what Invisible Children has done before, over its years of mobilizing young Americans to action. At this time, we do not want to get into the controversies about the right action to take around the war in Central Africa. Rather, we want to highlight Invisible Children's ability to powerfully engage young people through what we call Participatory Culture Civics. Let's
first provide some background. Invisible Children (IC) is an
organization that has been around for 8 years. IC's previous 10 movies,
while not circulated as widely as Kony 2012, have sparked similarly
intense reactions from many of its viewers. Some of these previous
viewers joined what became the "Invisible Children movement", consisting
of volunteer staff, interns, roadies, and local club members in high
schools and colleges. These members participated in IC's large-scale,
performative campaigns, including the Global Night Commute, Displace Me and 25,
and dedicated time and energy to promoting IC's causes nationwide.
While this was not Invisible Children's original goal, the organization
became increasingly aware of its "inadvertent" role in encouraging
American youth's social engagement. The organization has increasingly
focused on this role as part of its action, as exemplified by the "Fourth Estate"
event they held in the summer of 2011, an event dedicated to empowering
650 socially active youth to become activists for the causes they care
passionately about. The key elements of this event are summarized in a video created by IC for the Do Something Award competition:
Do Something Award - The Fourth Estate from INVISIBLE CHILDREN on Vimeo. The Civic Paths Project Research Group, working with Professor Henry Jenkins at the Annenberg School for Communication & Journalism, University of Southern California and supported by the Spencer Foundation,
has been looking at Invisible Children as a case study of what we call
Participatory Culture Civics: organizations which build on top and
harness the strengths of participatory cultures to further their civic
goals. Invisible Children sparked our interest due to its innovative and
non-orthodox use of media, but even more so, due to the way it created a
participatory community around its goal. But we'll get to that in a
moment. Yet in some ways, they are not unlike some of the new
viewers of Kony 2012: many were in high school when they first
encountered IC, and to many (though not all) viewing the film and
becoming engaged with IC was a first experience of taking part in any
civic action. We believe that listening to these members' accounts of
their experiences can help us better understand why young people are
attracted to Invisible Children and what role the organization has
played in the past in helping young people begin to conceive of
themselves as political agents. This blog entry is based in our research
with Invisible Children and builds on a forthcoming article
"Experiencing Fan Activism: Understanding the Power of Fan Activist
Organizations through Members' Narratives" which will be published in
the Journal of Transformative Works and Cultures in June 2012.
"They showed me the film and I remember being so floored like, 'I cannot believe that this is going on' and 'why have I never heard about this.' I remember something in me shifted that night." (Ruth, IC intern) The main strength of the movie to most IC members is the feeling of identification with the protagonists--the three filmmakers and future IC founders, young people not much older than themselves, who go out to Uganda, encounter a social issue and launch a movement:
"The movie is just very raw, and it's, even though they were older than me they were kids, and you see these kids just go, they see something, they run into a problem and they're like, OK, now we have to fix this problem." (Beth, IC intern)
In this respect, the Kony 2012 movie represents a significant shift in point of view and style. If Rough Cut presented the founders as naïve but good-intentioned film students accidentally stumbling onto a war, Kony 2012 shows Jason as a leader of a viable movement and, predominantly, as a father. When he teaches his 5 year old son about Joseph Kony being "the bad guy", it's not clear with whom young viewers most identify - with the 30 something old dad, or with the innocent but earnest 5 year-old. While Kony 2012 was released online, previous IC movies were mostly distributed through "screenings": 1.5-2 hour long events, taking place in high schools, colleges and churches. In screenings, IC roadies, who are volunteer staff members, show the movie, and accompany it with an introduction and Q&A sessions. Some screenings also include young Ugandan, recipients of IC scholarships in Uganda, who come to the U.S. for a short period of time to tell their own story in screenings. After screenings, audiences were encouraged to donate to Invisible Children, buy its merchandise, as well as become more involved with its local clubs. This distribution model, of course, reached a negligible audience when compared with Kony 2012. At the same time, the live interaction with the roadies enabled Invisible Children to create a different experience than that possible when watching Kony 2012 online. By supplementing the movies with live interaction with the roadies, Invisible Children could supplement the information given in the movies (e.g., explain the current state of affairs in Uganda), answer audience's questions (e.g., how are donations used) as well as create contacts between roadies and IC supporters, which were later maintained online. This model, while reaching much smaller audiences, enabled IC to create a more nuanced and informed message, and thus counter some (though not all) of the criticisms it is now encountering. Accusations of Slacktivism, or, can watching a 30 minute movie make you a social activist? image source: http://jeffzelaya.com/ Part of the critique around the Kony 2012 campaign is that it promotes Slacktivism: a genre of social action that is easy (done with a click of the mouse), comfortable, and thus meaningless. One of the memes that's been circulating around Kony 2012 presents this critique. This critique already ignores some of the more active forms of participation that are planned as part of the Kony 2012 campaign, such as the "cover the night" events planned for April 20th 2012, in which participants are called to cover their local cities with posters of Joseph Kony. Countless notices have already sprung up for such local events on Facebook (though, arguably, the goal of getting the world to know who Joseph Kony is, has pretty much been achieved). Beyond that, however, talking to members of Invisible Children shows how previous IC movies indeed played important roles in helping young people become socially active, though not always in clear, immediate ways. Beth's story is one example of this. When we interviewed her, Beth was an IC intern, in charge of updating their website with news on the war in Uganda. Beth claimed that she used to be an apathetic, selfish kid (though her family had always been involved in aid in Africa). She happened to watch The Rough Cut at a church, where it was shown by a youth pastor. Beth described watching the movie as a formative moment, an embarking on a journey of engagement in activism: "I guess it affects everybody differently. For me there was no way I could do anything else. I couldn't go get a white collar job [...] I don't even remember what other selfish tracks I was on." The movie opened her eyes to the world of non-profits, and she began researching them online. She became engaged with the student organization STAND, and is now their local president. Through her work with STAND she reconnected with IC. In the interview, she claimed that she now sees no other alternative for herself but being involved in activism: "That life to me just seems like the kind of life everyone should live, a life where you're not doing something only for yourself, whatever you're doing is putting something back into the world". Beth's story exemplifies an element we heard in many IC members' re-tellings: a narrative of self-transformation. In this narrative structure, IC members often describe their 'former selves', before joining IC, in contrast to who they are today. Beth describes her former self as apathetic and selfish, in many ways echoing prevalent stereotypes about disengaged youth. In her narrative, watching the Rough Cut represented a life-changing turning point. Her commitment to social engagement, then, seemed to be created at that moment of realization, "understanding that there's more to life than the mall" (Beth). These narratives of members are extremely powerful, though they may not be the full picture of what's going on. Digging down deeper reveals that many IC members (though not all) had been previously socialized to altruistic values and practices. For example, while Beth understates the significance of her parents' involvement in aid in Africa to her own activist desire, research shows that parental modeling is a key variable predicting youth civic engagement. Yet the movie served as an important catalyst to civic action, one that allowed Beth to feel that she shifted from selfish child to civic actor. Moreover, we found that seeing IC movies was part of a larger process through which young people could become socially involved. Even when young people want to create social change, finding ways to get meaningfully involved, particularly in world affairs, is described by many members as a challenge. Many "traditional" non-profits, like the Peace Corps, offer limited possibilities for youth (under 18), and often require extensive voluntary commitments. Other organizations may offer young people ways to become involved, but are perceived as old-fashioned and out-dated, "charities run by middle-aged women" (Edie, IC intern). A key strength of IC, and one that Kony 2012 exhibits as well, is the way it offers young people actionable steps, concrete channels to express a pre-existing activist desire: "I had been trying to find ways that I could get into volunteering or working to become part of a more global community. I saw the screening and they were in the process of trying to get the bill passed and they were encouraging us to talk to senators to hold a meeting, a cool way that you guys can make a big change, and so I got really involved from there." (Tina, IC roadie) While signing an online pledge or purchasing a $30 action kit (which are now completely sold out) may be seen as meaningless steps, for young people they can be perceived as significant first steps in taking civic action, giving them a sense of agency and empowerment that often sparks further action, as Beth's story shows. "White man's burden?" Nuancing the message One of the accusations against Kony 2012 has accompanied Invisible Children from its start: the accusation of presenting "poor Ugandan children" who "need to be rescued" by white Americans. Invisible Children as an organization has grappled with this accusation and over the years made many attempts to nuance their message. One of the leadership's key statements is that their relationship with the Ugandans is one of friendship and mutual learning, not only one-directional aid. This message is in fact one that was very peripheral to Kony 2012, but it is strongly echoed in the narratives of members we talked to. IC members repeatedly expressed shared affiliations with the people of Uganda whom they have never met. "Even though I haven't met anyone from Uganda, I feel like they're kind of my extended friends now. I care about them not just a far off, 'Oh, I want everybody to be okay' but I really feel somewhat connected." (Dave, IC intern) Janelle, an IC intern, is one of few IC members who have visited Uganda. She similarly speaks of a mutual relationship: "It was such an eye opening experience. You put faces to the people you're helping, it's not just helping others but building friendships and exchanging. It was definitely what [the Ugandans] were giving, they were giving to us as well, learning from their culture." (Janelle, IC intern) It is still early to tell which relationships toward Ugandans Kony 2012 may invoke in its viewers. In trying to create a movie that people will be compelled to share, Invisible Children may have sidetracked their previous commitment to a nuanced representation of their relationship with the Ugandans. Yet when young people participate in conversations online about whether or not Kony 2012 is a representation of White Man's Burden, they may be creating such nuanced understanding themselves in active ways that may be particularly effective. In this manner, the movie may again be seen as one aspect of a wider experience through which young people gain awareness of a problem they previously did not know about, become more informed about it, but are also mobilized in concrete and empowering ways. The message young people are getting (again) Beyond the specific discussion around Kony 2012, we have, as scholars, a wider agenda. Part of the criticism that Invisible Children is receiving is a normative and ideological one: it is about what social action needs to look like, who may participate in it, and what it should entail. Bluntly read, what some of critics are arguing is that social advocacy, particularly around world affairs, should be left to experts: to politicians, to "serious" NGOs, to erudites. Young people--and this includes both the film's 30 something-old creators, and its mostly 20 and under viewers--are told that this isn't a world for them. It is too complicated, too hard, too serious. These are the same messages young people are getting about politics: If you don't know exactly what you're talking about, you'd better not talk at all. A lot of the criticism of Invisible Children and Kony 2012 can be read as a protecting of boundaries and barriers. Who is and who is not allowed to speak; what is the right way to speak; and what should that sound like. There are many ways to take social action, and there are many other organizations out there that probably do many things better than Invisible Children. They have more nuanced messages, they offer more detailed information, they spend more of their budget on direct aid programs. IC is accused of spending too much money on filmmaking and "marketing". Yet this statistic is seen in a different light if we consider fostering youth engagement as a central role of what Invisible Children does, as the Fourth Estate youth leadership event implies. When was the last time so many young people were so engaged around any social issue, let alone a war in Africa? IC belongs to a new genre of civic organization, one that plays with and challenges accepted definitions of social action and what it should look and feel like. Over the past days, many critics have again and again articulated what IC is doing wrong. But in speaking to young people, it is obviously doing something right. Many critiques of Invisible Children and of Kony 2012 may point to real improvement areas for the organization, and IC will have to meaningfully grapple with these critiques over time. But in addition to pointing out important problems, non-profit organizations, politicians and scholars should also ask, how is Invisible Children able to resonate so strongly with young people? How does it mobilize and get them involved? We suggest that the answer to these questions can be found not only in their film-making but also among IC's young viewers, supporters and members, who want to speak up - but they need to be spoken to and invited to participate first. Invisible Children is asking them to participate. Are you?
March 12, 2012
A Brief Outline of Kony 2012 and Initial Reactions to the Campaignby 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. 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. 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."
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. March 12, 2012
Contextualizing #Kony2012: Invisible Children, Spreadable Media, and Transmedia ActivismBy Henry Jenkins A little under a week ago, the San Diego-based human rights group, Invisible Children, posted its Kony 2012 video through YouTube and encouraged its base of supporters to help spread the word. By midafternoon Sunday, the Youtube video had been watched more than 71 million times and the hashtag #Kony2012 has been a trending topic on Twitter throughout much of this time. Invisible Children's goal was to make Joseph Kony a household name, not to celebrate his accomplishments, but rather to call him out so that pressure mounts world wide to hold this Ugandan guerilla leader, head of the Lord's Resistance Army, responsible for his acts of child abduction and genocide. According to estimates in a 2006 report produced for UNICEF Uganda by Jeannie Annan, Christopher Blattman and Roger Horton, the LRA since its beginnings has abducted and forced at least 66,000 youths (aged 14-30 years old; the traditional Acholi definition of youth) to fight and/or carry out other roles for them for various lengths of time (many never to return); with the UN estimating 22,000 to 25,000 children being abducted during this period. The LRA has also contributed to the internal displacement of nearly two million people, as well as untold thousands of deaths in its region since its rebellion began in 1986. Invisible Children has been surprisingly successful in this social media-based campaign to call attention to issues in Africa which have long been neglected by mainstream media and which remained little known to most American citizens. The Kony 2012 campaign has drawn extensive coverage from traditional journalists and sparked heated debates across the blogosphere, with many experts on African politics weighing in to complicate or challenge the film's narrative of what is occurring on the ground in Uganda and its recommendations about what appropriate responses to Kony might look like. Alongside these discussions of African policy and politics, the video has also sparked heated debates about the nature and value of online activism. For a basic narrative describing the release of the video and its immediate reception, see this blog post by Rhea Richot and Zhan Lee, For a data base of materials, including both the original video and a range of different responses and critiques, see this archive which Zhan Li has assembled on Storify. The Civic Paths Project Much of this coverage has dealt with the video as a piece of content which suddenly went "viral" -- but in fact, the Civic Paths research group at the University of Southern California has had Invisible Children on its radar for almost three years. Our primary focus has been on the strategies behind the organization's success at recruiting, training, and mobilizing young activists in the United States. This research has been funded, in part, by the Spencer Foundation as part of their larger initiative to identify new forms of civic learning and is linked to our group's participation in the Youth and Participatory Politics research team, which has been recruited and funded by the MacArthur Foundation, though neither foundation is responsible for this series of blog posts. As part of this research, we conducted in depth interviews with more than 30 young people who have become involved in IC's efforts, spent time at the organization's headquarters, audited their media output and strategies, and otherwise, sought to better understand why this group has been so successful at what it does. The Kony 2012 video did not "go viral"; rather, its circulation depended on the hundreds of thousands of young people who already felt connected to the organization and to this cause through their participation in school based clubs and grassroots campaigns over almost a decade. These young people were among the first to receive the video, pass it along through their social networks to their friends and classmates, and thus, start a process which ultimately got the attention of millions around the world. Many of them have already given time, money, and other resources to this cause. Awareness of Kony 2012 remains highest among teens and young adults, suggesting how central these same groups were to circulating the video from the start. Given the sudden visibility of the organization's most recent efforts, we felt as a research group that it was important to share some of the core insights from this research through this and the Civic Paths blog. We have little to contribute to the debates about what would be the best policy response to the problems which Invisible Children is calling to the public's attention, but we do feel, as communications scholars, that our work might shed some light into how the current effort fits within IC's larger history of using social media and participatory culture tactics to empower young people to see themselves as active political agents who can make a difference in the world. Invisible Children: Storytelling-Based Activism CIvic Paths was started as a project to better understand the links between participatory culture and civic engagement, specifically looking for examples of successful campaigns, organizations, or networks which had helped young people become more involved in campaigns for social justice and political change. During our initial phase, many team members shared groups that they were already researching. Melissa A. Brough brought Invisible Children to our team's attention; she had just completed a study of the visual culture and rhetoric shaping some of the group's earliest efforts, which has since become a chapter in the recently published book, Commodity Activism: Cultural Resistance in NeoLiberal Times, which was edited by Roopali Mukherjee and Sarah Banet-Weiser, for New York University Press. Here are some excerpts from her article: Jason Russell, Bobby Bailey, and Lauren Poole founded Invisible Children in 2004 as recent University of Southern California graduates, after completing their documentary film Invisible Children: Rough Cut. Only four years later, IC had ninety staff running development programs in Uganda and thirty US staff who, significantly, were almost exclusively under the age of thirty. In 2005 they raised more than $300,000; by 2008 the revenue growth reached over $10 million. At the time of this writing 2,098 U.S. school clubs were registered to support IC projects in eleven Ugandan schools. And as is increasingly popular in the commercial sector, IC utilizes user-generated content from its supporters to help collectively envision and market its mission, through Web 2.0 sites like Myspace, YouTube and Facebook.... Brough's essay goes on to discuss and critique the group's use of discourses of humanitarian aid as a means of mutual self-empowerment, its use of participatory spectacle, and its deployment of networked communication tactics, with a focus on the first few waves of media which the group produced. She concludes: Invisible Children's media are bold, beautiful, and captivating the minds of tens of thousands of American youth. They are creating a space for idealism that works within the context of postmodernism and neoliberalism, which is precisely its promise and its peril. Radically reconfiguring humanitarianism will likely require the innovative vision of youth, from both the global North and South. Brough's work can help to address several aspects of the current controversy, starting with the concern raised by some about what a high percentage of the IC's revenues get spent in North America rather than on the ground in Africa. Such critiques neglect the central role which movement building and civic learning play in IC's model for social change. At times, this focus on increasing young America's social awareness and political voice has come to be as important to their efforts as their specific goals of bring about change in Africa. We can debate the merits of this choice, but it needs to be understood as part of the larger picture of what the group has been doing. Youth As Political Agents Brough's essay also suggests that the steps which the group takes to give youth a sense of their own voice and power as political agents, what she describes in terms of "discourses of personal growth," may be problematic when read in relation to the historical relationship between the Global North and South, furthering discourses of dependency which disempower people in developing African nations, even as they give greater agency to those who already possess a high degree of privlidge. This critique has resurfaced often in more recent responses to Kony 2012. Neta Kligler-Vilenchik, another member of the Civic Paths research team, has developed a blog post which shares what we learned through our interviews with Invisible Children's young activists, specifically focusing on the impact which their participation in these campaigns have had on their own developing civic and political consciousness. This blog post is based on an essay she wrote with Joshua McVeigh-Schultz, Christine Weitbrecht, and Chris Tokuhama for the Special "Fan Activism" issue of Transformative Works and Cultures, which will appear in June 2012. Kligler-Vilenchik argues that the focus of the campaign on youth participation is one of the themes which has largely been lost in critical responses by African experts to the video campaign, as has the idea that the video was intended as part of a larger transmedia strategy to create multiple points of contact with its core messages and themes. You can read her reflections here. Transmedia Mobilization Lana Swartz, another member of the Civic Paths research team, has conducted an extensive overview of the media strategies deployed by Invisible children, resulting in a working paper written last year which describes the group's efforts in relation to my frameworks for thinking about transmedia storytelling. She argues:
Her working paper can be accessed here. Swartz and other members of the Civic Paths team briefed key leaders of the Invisible Children staff on these findings last summer; they were receptive to these insights and have made some efforts to improve their practice as a consequence, though, in some ways, her findings predict some of the current controversies surrounding the Kony 2012 video. While many are encountering Invisible Children for the first time thanks to the widespread circulation of this new video, the video itself may best be understood as part of this much wider array of new media tactics and practices. It is important to understand the transmedia nature of Invisible Children. Swartz writes: Jenkins (2007) defines transmedia storytelling as a process in which "integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience," and, "ideally, each medium makes its own unique contribution to the unfolding of the story." It involves an emphasis on "world building" rather than plot or character-driven narratives, multiple points of entry for differently engaged audiences, co-creation and collaboration across various professional and fan sites of production, and collective intelligence, as audiences become "hunters and gatherers," collecting and sharing information across media. Transmedia storytelling is not just about new media, although it often makes thorough use of it. In fact, in order to best understand the concept, it helps to have an expansive notion of the word "media" as any channel through which new meaning or information is added to the larger story-- be it a piece of clothing, an action figure, or a live in-person performance.By just looking at one piece-- the Kony 2012 documentary, for example-- it is quite easy to miss the full complexity of group. However, it may be difficult for a newcomer to access the "rest of the story" as most of their web presence has been drafted into the Kony 2012 push and some of their earlier work seems to have been removed from the web. Spreadability and Drillability The rest of the paper uses elements of transmedia storytelling to understand the Invisible children in more detail. An important element is the section on Spreadability and Drillability: Spreadability, the focus of Jenkins et al's (forthcoming, 2013) book, refers to the extent to which media can be engaged with and shared in a way that increases its economic value and social worth. They contrast spreadability to distribution, a model in which "movement of media content is heavily--or totally--controlled by the commercial interests that produce and sell it." Spreadability, instead, is "an emerging hybrid model of circulation, where a mix of top-down and bottom-up forces determine how material is shared across and among cultures in far more participatory (and messier) ways." Mittell (2009) offers "drillability" as a corrective but complementary characteristic. He writes, "Spreadable media encourages horizontal ripples, accumulating eyeballs without necessarily encouraging more long-term engagement. Drillable media typically engage far fewer people, but occupy more of their time and energies in a vertical descent into a text's complexities." By putting the two terms in conversation with each other, Jenkins (2009) suggests that transmedia storytelling will likely have both properties working dynamically to engage audiences.This tension between spreadable and drillable communication practices may well be at the heart of the current debate around Invisible Children. Few can debate the group's success at spreading its content and in the process, sparking many more conversations about what's happening in Uganda than would have occured otherwise. Yet, many have argued that the lack of depth in the group's presentation of the issues can come across as naive and misguided. Provocation and Process In a very thoughtful blog post, Ethan Zuckerman, a fellow member of the MacArthur Youth and Participatory Politics research hub, shares his own critiques of what Invisible Children has and has not achieved in its current campaign, opening up questions which should be addressed by those of us who see spreadability as a productive model for thinking about new forms of political activism: The campaign Invisible Children is running is so compelling because it offers an extremely simple narrative: Kony is a uniquely bad actor, a horrific human being, whose capture will end suffering for the people of Northern Uganda. If each of us does our part, influences powerful people, the world's most powerful military force will take action and Kony will be captured.... One way out of this bind is to see the Kony 2012 video not as a stand-alone text, but rather as one element of a much more diverse set of communication practices, as, going back to Swartz, one extension of a larger transmedia mobilization. A while ago, I suggested that Occupy might be better understood as a "provocation," an attempt to shift the discursive frame and spark new conversations, than as a movement, which is pursuing a single cause. At first glance, Invisible Children might seem to be doing the opposite -- too narrowly defining its cause so that it can be easily grasped by -- and potentially achieved through the efforts of -- its young supporters. Yet, in practice, the effect has been the same. People are talking about Kony, including many who had remained silent and unaware before. The blunt force of the video has created a space where more nuanced readings of the situation are being produced, circulated, read, and debated. Some of the other bloggers might see themselves as correcting the "damages" the group has caused through its simplification, but blog posts such as Zuckerman's can also be seen as continuing the discursive process which the release of the video set into motion. Zuckerman offers a similar perspective in his blog post's conclusion:
We might think about this process through a lens of "monitorial citizenship" -- groups like Invisible Children help to identify and focus public attention onto urgent problems, initiating a process where-by a range of grassroots groups and experts work together to create richer and more nuanced frames for understanding the problem and identifying solutions. But this raises the question of whether despite our capacity for networked circulation, we have developed collectively the skills we would need for this kind of deliberative process. We do not know how much these other critiques are able to ride the coat tails of the rapidly circulating video, to what degree young people are inspired by the debate to think more critically about the frames they deploy in thinking about injustices in Africa or America's place in the world. Ideally, part of Invisible Children's commitment to civic learning would include the fostering of critical media literacy, including the capacity to test and appraise the group's own claims and its own media practices. Ideally, Invisible Children itself would be ready to respond to the controversy with much more information which can support the efforts of their movement to promote human rights in Africa. In practice, they seem to have placed a much higher investment in spreading the basic message than in giving the young citizens they have mobilized a chance to drill deeper and learn more about these issues. As Invisible Children's critics seek to correct what they see as the simplifications and misrepresentations of the video, we can also hope they will do so in ways which respect the commitment of Invisible Children's young activists, in ways which support their efforts to find their footing as political agents and make a difference in the world. There is a risk that a more complex and nuanced narrative may also be a disempowering one, one which, as so often happens, convince citizens -- young and old -- that they have nothing to contribute and that these matters are best left in the hands of experts.
Neta Kligler-Vilenchik is a Doctoral student at the Annenberg School for Communication and Journalism at USC. She works with Henry Jenkins and Mimi Ito on the Media, Activism, Participatory Politics (MAPP) project, as part of the Youth & Participatory Politics (YPP) Network, where she is investigating connections and continuities between youth's involvement in participatory cultures and new media and their civic engagement. The case studies she works on focus more specifically on organizations and groups that build on networks and communities of fandom, online and off-line, with the aim of encouraging and sustaining young people's involvement in civic life. Neta is currently working on her Doctoral thesis, which revolves around alternative citizenship models and their potential for youth civic engagement. She holds an M.A. in Communication from the University of Haifa, Israel. Zhan Li holds a B.A. in Social & Political Sciences and a M.Phil. in Social Anthropology from Cambridge University (Trinity) as well as a S.M. in Comparative Media Studies from MIT. For his Ph.D. in Organizational Communication, he is specializing in researching the future of scenario planning, a widely used strategic foresight method. Previous thesis topics have included the World Bank's promotion of Knowledge Management and Economics in the 1990s, and the U.S. Army video game America's Army during the run-up to the 2003 Iraq War. Most recently working as a global media investment banking analyst for HSBC in New York City (with a special focus on India and China), Zhan has also been employed as a researcher at Sony (Los Angeles), the Microsoft Games-To-Teach lab at MIT (Cambridge, MA), the London Business School's Future Media Program and UBS Warburg (London). At Annenberg, Zhan manages the Annenberg Scenario Lab, which focuses on online media innovation in scenario planning techniques for a variety of organizations. His dissertation will focus on the development of online techniques for participatory scenario planning and futures that are informed by organizational communication and new media theory. Melissa Brough is a Doctoral Candidate at the Annenberg School for Communication & Journalism at the University of Southern California, and a 2010-2011 Fulbright grantee to Colombia. She works in the fields of communication for social change, participatory media, visual and new media cultures, and social movements. She has collaborated with youth and community media projects including Mobile Voices , FilmAid International , Listen Up! and the Chiapas Media Project . She received her B.A. in Development Studies and Modern Culture & Media from Brown University. Most of Lana Swartz's work is on money (and other regimes of value) as techno-social practice. At Annenberg, she has worked on the CivicPaths research collaborative and the new Media, Economics, and Entrepreneurship working group. In 2009, she completed a masters in Comparative Media Studies at the Massachusetts Institute of Technology. Her thesis was on "fake" luxury fashion. There, she also worked on a teachers' strategy guide and an unconference on cultural geography and new media literacies. As part of TeachForAmerica, she taught high school English in Houston, TX. Rhea Vichot graduated from the Massachusetts Institute of Technology in Comparative Media Studies in 2004. She attended New York University and attained a Masters in Cinema Studies as well as a Graduate Certificate in Culture and Media in 2006. In 2009, Rhea received a Masters in Digital Media from Georgia Institute of Technology. At Annenberg, Rhea has conducted continuing research on Anonymous, along with other online countercultures and their relationships to learning, cultural practices, and political and civic engagement. Her current research interests include global popular culture, online and fan communities, and media criticism. In particular, she is interested in subaltern groups that have been historically linked with either 'hacker' culture or 'deviant' subcultures. In addition, she is interested in critical analysis of media, specifically games, both as a medium of commercial art as well as an object for cultural production by designers and players. February 27, 2012
Announcing Transmedia Hollywood 3: Rethinking Creative RelationsUCLA School of Theater, Film, and Television, Transmedia Hollywood 3: Rethinking Creative Relations Conference Overview: Many of Hollywood's entrenched business and creative practices remain deeply mired in the past, weighed down by rigid hierarchies, interlocking bureaucracies, and institutionalized gatekeepers (e.g. the corporate executives, agents, managers, and lawyers). In this volatile moment of crisis and opportunity, as Hollywood shifts from an analog to a digital industry, one which embraces collaboration, collectivity, and compelling uses of social media, a number of powerful independent voices have emerged. These include high-profile transmedia production companies such as Jeff Gomez's Starlight Runner Entertainment as well as less well-funded and well-staffed solo artists who are coming together virtually from various locations across the globe. What these top-down and bottom-up developments have in common is a desire to buck tradition and to help invent the future of entertainment. One of the issues we hope to address today is the social, cultural, and industrial impact of these new forms of international collaboration and mixtures of old and new work cultures. Fearing obsolescence in the near future, many of Hollywood's traditional studios and networks are looking increasingly to outsiders--often from Silicon Valley or Madison Avenue--to teach these old dogs some new tricks. Many current studio and network executives are overseeing in-house agencies, whose names--Sony Interactive Imageworks, NBC Digital, and Disney Interactive Media Group--are meant to describe their cutting-edge activities and differentiate themselves from Hollywood's old guard. Creating media in the digital age is "nice work if you can get it," according to labor scholar Andrew Ross in a recent book of the same name. Frequently situated in park-like "campuses," many of these new, experimental companies and divisions are hiring large numbers of next generation workers, offering them attractive amenities ranging from coffee bars to well-prepared organic food to basketball courts. However, even though these perks help to humanize the workplace, several labor scholars (e.g. Andrew Ross, Mark Deuze, Rosalind Gill) see them as glittering distractions, obscuring a looming problem on the horizon--a new workforce of "temps, freelancers, adjuncts, and migrants." While the analog model still dominates in Hollywood, the digital hand-writing is on the wall; therefore, the labor guilds, lawyers, and agent/managers must intervene to find ways to restore the eroding power/leverage of creators. In addition, shouldn't the guilds be mindful of the new generation of digital laborers working inside these in-house agencies? What about the creative talent that emerges from Madison Avenue ad agencies like Goodby, Silverstein & Partners, makers of the Asylum 626 first-person horror experience for Doritos; or Grey's Advertising, makers of the "Behind the Still" collective campaign for Canon? Google has not only put the networks' 30-second ad to shame using Adword, but its Creative Labs has taken marketing to new aesthetic heights with its breathtaking Johnny Cash [collective] Project. Furthermore, Google's evocative Parisian Love campaign reminds us just how intimately intertwined our real and virtual lives have become. Shouldn't Hollywood take note that many of its most powerful writers, directors, and producers are starting to embrace transmedia in direct and meaningful ways by inviting artists from the worlds of comic books, gaming, and web design to collaborate? These collaborations enhance the storytelling and aesthetic worlds tenfold, enriching "worlds" as diverse as The Dark Knight, The Avengers, and cable's The Walking Dead. Hopefully, this conference will leave all of us with a broader understanding of what it means to be a media maker today--by revealing new and expansive ways for artists to collaborate with Hollywood media managers, audiences, advertisers, members of the tech culture, and with one another.
This panel seeks to capture the unruly, still unfolding, wild wild west moment of cultural-industrial conversion taking place in both virtual and real-world workplaces as Hollywood looks for top-down solutions to engaging with consumers where they live--online. Once the dominant players in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space. Many in Hollywood are trying to bridge the gap between the old and new ways of doing business, describing their operations as "Silicon Valley startups within a big media company." Disney is buying out the founders of social experiments like Club Penguin, Togetherville, and Playdom in order to reinvent their family business for the connected generation. In each instance, Hollywood's old guard is having to rely on a new generation of entrepreneurs from the tech and geek communities to teach them how to navigate the 21st century. Break: 11:15-11:30 Panel Two (11:30-1:30): "Creative Economies: Commercial vs. State-Based Models" In the United States, transmedia production has been often coupled with issues of promotion and branding, because of the ways that production is funded in a Hollywood studio or network television models. But, around the world, in countries where there is strong state support for media production, alternative forms of transmedia are taking shape, which are governed by different imperatives (cultural, educational, artistic). How has transmedia fit within the effort of nation-states to promote and expand their creative economies? What can commercial media producers learn from these alternative models and approaches? How might these developments further expand our understanding of what transmedia is and what it can contribute to the language of storytelling? What are the advantages and disadvantages of creating transmedia content under these different kinds of creative economies? Lunch (1:30-2:30) Panel Three (2:30-4:30): "Working on the Margins--Who Pays for Transformative Works of Art?" Denise Mann, moderator The independent film industry isn't working any longer--so says powerful indie producer Ted Hope, who now advocates for using transmedia entertainment models that allow media-makers to engage directly with fans, and in the process, rethink old production, marketing, and distribution patterns that no longer make sense in the 21st century. A new generation of media-makers, actors, writers, directors, and producers are taking concrete steps to reinvent bottom-up entertainment for the contemporary, connected, tech-savvy audience. For some independent-minded creators, the best way to connect with today's self-aware audience is by creating a self-mocking, self-reflexive web series like The Guild or Dr. Horrible. For others, the best way to engage with the audience is by creating collective works of art via star-driven companies like hitRECord or Funny or Die. The impulse behind each of these works of collective intelligence is to take art out of the rarified world of crumbling art-house theaters, museums, and galleries and put it back into the hands of the masses-- creating an immersive, interactive, and collective works of transmedia entertainment, made by and for the people who enjoy it most. Panel 4 (4:45-6:45): "Creative Intersections: How Comics Fit into the Transmedia Ecology" By many accounts, the comics industry in the United States struggles to survive, with mainstream titles facing declining readerships, despite some growth in the sales of independent graphic novels through bookstores. Yet, the comics industry has never played a more central role in the entertainment industry as a whole, with comics seeding more and more film and television franchises, and with comics performing important functions within larger transmedia projects. So, how can we understand the paradoxical status of the comics industry? In what ways are these other media outlets helping to subsize the production of printed comics? What kinds of advantages does content audience-tested through comics bring to other media industries? Why have so many television series sought to extend their narratives through graphic novels in recent years? As comics are brought to the screen, what do the producers owe to the fans of the original material as opposed to new viewers who may have little to no awareness of the series' origins in comics? What lessons might transmedia producers learn from the larger history of extended universes and intertexuality within comics? Moderators: Henry Jenkins
Ivan Askwith Ivan Askwith is Senior Director of Digital Media at Lucasfilm, where he oversees strategic and creative direction for the wide range of online, mobile, social and cross-platform initiatives that make up the digital presence of Star Wars, Lucasfilm, and the company's other properties. Previously, he was the Director of Strategy at Big Spaceship. Morgan Bouchet Angela Chen Caplan Angela Cheng Caplan is the President and CEO of Cheng Caplan Company, Inc., a boutique literary/talent management and production company based in Los Angeles, California, representing Academy Award nominated filmmakers, best-selling book authors, Pulitzer Prize winning journalists and world famous comic book creators such as Brian Wood
Director Katerina Cizek is an Emmy-winning documentary-maker working across many media platforms. Cizek directs the National Film Board of Canada's Highrise series on residential skyscrapers. For five years, she was the National Film Board of Canada's Filmmaker-in-Residence at an inner-city hospital, in a many-media project that won a 2008 Webby Award, a Banff Award, and a Canadian New Media Award. Sara Diamond Sara Diamond is the President of the Ontario College of Art and Design (OCAD) University, Canada's "university of the imagination." Prior to her presidency at OCAD University, Dr. Diamond was the Artistic Director of Media and Visual Art and Director of Research at the Banff Centre, where in 1995 she created the Banff New Media Institute (BNMI) and led it for 10 years. Dr. Diamond holds a PhD in computer science and degrees in new media theory and practice, social history, and communications from the United Kingdom and Canada. Christy Dena Nick De Martino Jennifer Holt Jennifer Holt is Associate Professor of Film and Media Studies at the University of California Santa Barbara. She specializes in the areas of media industry studies, film and television history, and media policy. Her current research looks at regulation and policy in the era of digitization and convergence. She is the co-editor of Media Industries: History, Theory, and Method (Blackwell, 2009) and author of Empires of Entertainment (Rutgers UP, 2011), which examines deregulation and media conglomeration from 1980-1996. She is also the Co-Director of the Carsey-Wolf Center's Media Industries Project.
Ted Hope has produced Academy-Award nominated independent films such as 21 Grams (2003), The Savages (2007), and In The Bedroom (2001). Three of his entries to the Sundance Film Festival have won the Grand Jury Prize: American Splendor (2003), The Brothers McMullen (1995), and What Happened Was.. (1994). In the early 1990s, he co-founded Good Machine, an independent film production and distribution company that went to become Focus Features. Currently, Hope works from his New York-based indie production house, This Is That, which he co-founded in 2002. He is the recipient of the 2009 Vision Award from the LA Filmmakers' Alliance as well as the Woodstock Film Festival's Honorary Trailblazer Award. Gareth Kay Katherine Keller Katherine Keller is a "Founding Tart" and the current Culture Vultures
Joe LeFavi, is a transmedia producer and brand strategist who launched consultancy Quixotic Transmedia in 2010. His company provided the transmedia strategy for Immortals (2011), Relativity Media's highest grossing film. He has also collaborated with I am Rogue, Lionsgate and Crest Animation. In addition, his company has published motion comics for Platinum's Cowboys & Aliens, numerous titles for Archaia such as Immortals and Johnny Recon, and over 100+ titles for The Jim Henson Company, which includes their line of Archaia graphic novels. Jordan Levin Jordan Levin is founding partner and CEO of Generate, a management and cross-platform production company in Los Angeles. Levin is best known for co-founding the WB, where he where he helped develop a distinctive brand of young-skewing shows (Dawson's Creek, Gilmore Girls, Buffy the Vampire Slayer) and served as the youngest-ever network CEO. Sheila C. Murphy Shelia C. Murphy is an Associate Professor in the Department of Screen Arts & Cultures at the University of Michigan. Murphy is also the author of How Television Invented New Media (Rutgers UP, 2011). She received her B.A. in Art History from the University of Rochester and her M.A. and Ph.D. in Visual Studies from the University of California, Irvine. From teletubbies to cybernetics, television to "convergence," net.art and hacking, her interest lies in visual discourse of and cultural rhetoric about how, why, when and where we use computers and incorporate them into our everyday life. Jose Padhila Mike Richardson Mike Richardson is the current president of Dark Horse Comics, a comics publishing company he founded in 1986, as well as the president of Dark Horse Entertainment, which has developed and produced numerous projects for film and television based on Dark Horse or other licensed properties. Dark Horse publishes many licensed comics, including comics based on Star Wars, Buffy the Vampire Slayer, Aliens, Predator, Mass Effect, and Conan; the company also publishes creator owned comics such as Frank Miller's Sin City and 300, Mike Mignola's Hellboy, Stan Sakai's Usagi Yojimbo, Paul Chadwick's Concrete, and Michael Chabon's The Escapist. Mark Verheiden Mark Verheiden is a writer for comics, movies, and television. He is a co-executive producer for the television series Falling Skies for DreamWorks Television and the TNT Network. Verheiden was also a writer and consulting producer for Heroes and a a writer and co-executive producer on the television series Battlestar Galactica. Verheiden's introduction into writing comics came in June 1987, when he penned The American, which was published by Dark Horse Comics. Verheiden has written many series for Dark Horse based on both the Aliens and Predator series of films.
Mary Vogt is a costume designer who has been Emmy-nominated for her work on Pushing Daisies (2008). She was the costume designer for the Men in Black movies, Batman Returns (1992), Fantastic Four: Rise of the Silver Surfer (2007), and the 2010 Tamil (South Asian) science fiction blockbuster, Endhiran (Robot).
Location: Parking Conference Pass (includes admission to all panels and reception) Extra Event: Teaching Transmedia As more and more colleges and universities are teaching courses in transmedia enertainment, crossmedia design, and convergence culture, Transmedia Hollywood wants to invite people interested in exchanging resources or trading experiences to gather for a special "birds of a feather" meeting at the Annenberg Innovation Lab on the eve of the conference -- April 5 -- at 7 pm. If you want to come, drop me a note at hjenkins@usc.edu February 17, 2012
Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Three)
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: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). February 15, 2012
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. 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.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.
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. 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). February 13, 2012
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. 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?
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?
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). February 2, 2012
Is It All About the Hips?: Sangita Shresthova on Bollywood Dance (Part Two)
As you note, images of India in the west are often shaped by the legacy of orientalism. In what ways does the western response to Bollywood dance perpetuate rather than challenge orientalism? To me the themes of nostalgia and orientalism have emerged as a bit of a paradoxical relationship in the case of Bollywood dance. On one hand, Indian dance has functioned, among other things, as a lesson in Indianness for first, second and even third generation Indian dance. Though less rigid in its adherence to protocols and certainly more hybrid in content, Bollywood dance has also approximated this function for Indian-American youth. The West's growing interest in Indian dance both complicated and perpetuates these desires for Indianness as both are shaped by a particular imagined India. Both the nostalgic and orientalized gaze tend towards opulent and recognizably Indian movements, gestures and costumes. But unlike the nostalgic gaze, the foreign interest in India, particularly the one in continental Europe, sometime borders on a slightly condescending fascination with kitsch. To me, this labeling of Bollywood with kitsch and the slightly condescending (though perhaps well intentioned) interest that this generates is where the legacies of Orientalism are perpetuated through Bollywood dance. As I write in my book, I see Bollywood dance as unintentional kitsch. In India, there seems to be a perception that Bollywood dance is too much influenced by western music and dance cultures, where-as in the United States, it is often read in relation to the politics of multiculturalism. What is it about the dances themselves which invite such radically different interpretations? The simple answer to this question would be to say that, given the large number of Hindi films produced every year and the global reach of the industry, we should not be surprised that there are conflicting definitions of what Bollywood dance means and does. There is certainly some truth in this especially when we consider that the various narrative contexts of the song-and-dance sequences. Conservative heroines need to move in ways that are appropriate to their convictions. Worldly heroes need to demonstrate this through their globally informed dance style. Narratives demand that Bollywood dance incorporate many cultures and styles. Live Bollywood dancers can then just pick and choose the movement content that best suits their needs and preferences.As you note, one constant in the Bollywood cinema has been that the songs "have always been embedded in the narratives in Hindi films." Yet, another constant, surely, is that the songs (and the dances, as you note) also circulate outside the film. What do you see as the relationship between these two different contexts? As you trace the way Hindi film music and dance circulates beyond the film itself, what aspects of the narrative significance remains and what gets redefined? What roles do the narrative context play in shaping the choices different dance schools make about which numbers are appropriate for their students to perform? Yes, Bollywood song-and-dance sequences live outside films as much as they live in them. Hindi film songs (and the accompanying videos) are often released months before the actual film to help promote the film. The recent case of the surprise hit "Kolaveri Di" is an exceptional example of how effective this strategy can be. Notably, Kolaveri Di, did not actually contain any choreographed dance. The song spread quickly through the internet, garnering more than 37 million views in advance of the release of the Tamil language film 3 that it was composed for: Given some of the cultural sensitive issues you discuss, and given the uncertain cultural status of Bollywood itself among intellectuals, what has been the reception of your book so far in India and Nepal? In a stark departure from the scorn it used to receive, Bollywood has gained prominence in academic and other intellectual circles in India in recent years. There is even talk that it is now hip to study Bollywood! In that sense, I am happy to note that my book has been released at a good time and the overall positive response I have received so far confirms it. A few valid minor quibbles aside, the reviews of my book in both Nepal and India have been overwhelmingly positive. I have also been quite surprised with how much attention my book has garnered given the saturated book market in India. I have even been featured in Marie Claire! Flatteringly, the Sunday Indian said my is "a fine blend of in depth research, humour, and astute cultural sensitivity." So far, the reviewers have also generally voiced a general agreement with the points I put forward in Is It All About Hips? In Nepal, a positive review of my book in the Nepali Times (a prominent Nepali weekly) elicited an interesting exchange in the comments section with some commenters suggesting that I was "another Nepali turned Indian" and that "Bollywood makes for some cheap and easy popularity." Paradoxically, these comments actually confirmed my observations about Nepalis national identity and troubled relationship to India. As the Marie Claire (December 2011) feature on the book states: "Whether you love 'em or hate them, the world cannot resist Bollywood." Sangita Shresthova: A Czech/Nepali scholar, filmmaker, dancer and January 31, 2012
Is It All About the Hips?: Sangita Shresthova on Bollywood Dance (Part One)Sangita Shreshtova, a 2003 Alumni of the MIT Comparative Media Studies Program, recently published an informative and engaging new book, Is It All About the Hips?: Around the World With Bollywood Dance, which explores some important questions at the intersections of transnational media, participatory culture, and film performance. She writes with the experienced eye of someone who is herself a gifted dancer and choreographer and with the theoretical sophistication of someone who has gone through several top academic programs. This engaging ethnography explores the ways Bollywood dance is moving off the screen and into the everyday lives of fans all over the planet, through attentive close studies of what performance means in a range of different local contexts (from London and Los Angeles to Kathmandu). Shreshthova knows from her own work as an organizer of the Prague Bollywood Film Festival that these films, their music, and their dance cultures, are traveling not only to places where there is a strong South Asian diasporic community but also into places which have had limited history of contact with India before. This is part of the fascination of our current moment where popular culture is being circulated across traditional borders in ways which produce unexpected consequences. I have been lucky enough to have worked with Shreshtova, first as my graduate student at MIT and now as the research director on the CivicPaths project here at USC, so it is a source of great pride and pleasure to be able to share with you this interview. Here, she shares both her own journey to write this book and some core insights about the transnational contexts within which contemporary popular and participatory culture operates. In your acknowledgements, you describe Bollywood dance as "a messy, yet appealing, reflection on my own scattered cultural identity." What aspects of your autobiography did you draw upon in shaping this book? Is there something about Bollywood entertainment which speaks especially to the diasporic experience? While my book is based in ethnographic and academic research, there are certainly some autobiographical elements that informed its final shape. For one, my initial encounters with Hindi films are interwoven with my own cultural struggles to define my Czech-Nepali mixed race identity growing up in Kathmandu. It was during this time that I was first drawn to the hybrid content of Hindi film song-and-dance sequences. Much later, I was once again drawn to Hindi films as a homesick undergraduate student at Princeton University. At that time, I was so grateful to the Indian students who shared their Bollywood audio and video collections with me. The songs and images became an accessible way for me to feel connected to a familiar culture in ways that somehow eased the profound isolation that dominated my initial years in the United States. Watching the films also connected me with other students in similar situations. You describe Bollywood dance as "a participatory culture based in Hindi film fandom." What forms does the participation take? How is it linked to other forms of fan practice which surround these films? There are many practices associated with Hindi film (and more recently Bollywood) fandom, including keeping up with current trends within the industry, organizing screenings, creating art inspired by films and actors, and following references to other films and actors within a given narrative. To me, the shared memory of films is really central to Bollywood fandom. This pleasure may further be encouraged when audiences make watching Hindi films a group activity - to be shared with relatives and friends. You are describing a phenomenon throughout the South Asian diaspora where Bollywood dance classes are growing in popularity, sometimes at the expense of more classical Indian dance. What factors have contributed to this growth? What do you see as some of the consequences? The relationship between Bollywood dance and the Indian classical dance world is quite controversial and has been for some time. For the sake of clarity, I will situate my answer within the United States and limit my observations to this context. The growing popularity of Bollywood dance and its frequent positioning as representative of Indian dance has indeed caused much concern among Indian classical dancers in the United States. While I am not sure about the actual enrollment numbers, there is a general sense that Bollywood dance is gaining in popularity at the expense of Indian classical dance and many classical dance teachers have expressed their distress at this trend. Often this distress also is tinted with a slight disdain for Bollywood dance, which classical dance teachers tend to see as a less refined, dislocated and even crass from entertainment. There is also a sense that Bollywood dance is in some ways riding on the coat tails of the hard work that many Indian dancers have done to establish and raise awareness about Indian dance outside India. The popularity of Bollywood dance is also a source of concern for those advocating the preservation of specific (conservative) elements of Indian culture in the lives of Indian-American youth who may otherwise only feel a very tenuous connection to Indian culture.
Sangita Shresthova is Czech/Nepali scholar, filmmaker, dancer and media scholar, Sangita's work has been presented in academic and creative venues around the world including the Schaubuehne (Berlin), AIGA Boston/ATE Massaging Media Conference (Boston), the Other Festival (Chennai), the EBS International Documentary Festival (Seoul), the American Dance Festival (Durham, NC), and Akademi's Frame by Frame (London, UK). She holds a Ph.D. from UCLA's Department of World Arts and Cultures and earned a MSc. degree from MIT's Comparative Media Studies program where she focused on Hindi film dance. Sangita is also founder of Bollynatyam (www.bollynatyam.com). She currently works with Professor Henry Jenkins on questions related to participatory culture, new media, and civic engagement. January 17, 2012
Internet Blackout: SOPA, Reddit, and Networked (Political) PublicsThis 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 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. January 11, 2012
Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Four)This is the final installment in a four part series, written by Arely Zimmerman and Sangita Shreshtova from the USC Civic Paths Project, concerning the young activists who are supporting the Dream Act. This research was funded by the MacArthur Foundation and is part of the work of the Youth and Participatory Politics Network. New Media and Movements Dreamer youth have also used new media to grow their movement on a national scale. Between 2009-2010, youth organized many protest, including sit-ins at Congressional offices, hunger strikes, marches, and symbolic graduations. They used new media to exponentially amplify their voices through sophisticated and strategic use of live streams, blogs, user generated video portals and social media like Facebook and Twitter. For example, in June 2009, the founders of Dreamactivist.org, and United We Dream, organized 500 youth to participate in the National DREAM Act Graduation in Washington DC. This protest combined a symbolic ceremony with legislative lobbying (Behary 2009). On the same day, solidarity graduations took place in Arizona, California, Florida, Illinois, Indiana, Kentucky, Massachusetts, Montana, New Jersey, New York, North Carolina, and Texas (Dream Activist 2009). source:
http://blogs.orlandosentinel.com/news_hispanicaffairs/tag/dream-act In another widely publicized campaign, on
January 1, 2010, four undocumented youth from Miami Dade College began a
4-month, 1500-mile-trek to Washington, DC to advocate for the DREAM Act. In
what they aptly called the "Trail
of DREAMs," the youth documented and mobilized support
for their their walk through blogging, Facebook, YouTube, and twitter. Along
their journey, they gathered 30,000 signatures to bring to President Obama. Watch the trail of dreams video here:
Despite all these efforts, the DREAM Act has yet to pass, and undocumented youth continue to be deported. In the face of this continuing crisis, the youth have used a combination of direct action and media activism to highlight (and render visible) detentions and deportations, which have generally received little public attention (Kohli 2011). They have staged rallies and sit-ins at detention centers, ICE offices, and have even targeted banks that invest in private prisons to directly confront the institutions invested in the immigrant detention and deportation system (Foley 2011). Grass roots new media messaging campaigns have been crucial to these action as youth use Facebook, Twitter, and microblogging to share the stories of, and garner support for, those detained and fighting deportation. The story of Matias Ramos,
, an undocumented youth and co-founder of United We Dream, is a powerful
example of such mobilization. On the morning that an electronic monitoring
device was placed on his ankle, Matias Ramos posted a photo of himself on
Twitter and announced that he had been given two weeks to leave the country (Berenstein 2011). source: http://americasvoiceonline.org/blog/entry/dream_activist_matias_ramos_scheduled_for_deportation/ Ramos and his supporters were able to gain high
visibility for his case, to the point where it was even called a "high
profile challenge to the White House's new deportation guidelines."
Stories like these are transmitted through many overlapping social media
networks connecting campus organizations, community groups, sympathetic media
and allies, providing links to petitions and online donations. Nancy Meza is a key
media strategist for the END our Pain campaign. At DREAMing Out Loud!
she discussed the importance of
combining both new media and traditional media strategies to shape the movement
messaging. To Nancy, social
media is a space where "we can 'freely' express ourselves, push our messaging
forward... in terms of Twitter and Facebook." At the same time, Nancy stressed the need to complement new
and more traditional media as she continued: "Our organization doesn't even own
a camera...With whatever resources we have...I have a blackberry on a month to
month plan...So I think for us, it's really been about how we use traditional
media and how we mix it in". New
media has allowed for youth to shape their message in a more democratic and
participatory fashion. They are, however, increasingly conscious of the need to
be strategic about its use. For example, Nancy explained that a lot of effort
goes into coming up with a Twitter hashtag for an event. Is it accurate? Is it catchy? Will it
travel? Often, Twitter is a good way to catch the attention of more traditional
media, she explained. To her, the key is arriving at the happy medium between
locally constructed messaging and coordinating a coherent frame that can
translate to major media outlets. Concluding
Thoughts: At the heart of the event were the stories that
the panelists shared and accounts of how stories inspired activism. Pocho
1, a internationally recognized photographer, recalled how
photography shaped his activism and his reformation from a gang member to a
social activist: "I started telling stories...I wanted to tell their story...I
started hanging out with artists...I picked up a camera...I went crazy with
it...shoot it everyday... tell people's stories". Now Pocho 1 documents the Dream
movement, using his camera and social media as a form of social commentary and
social activism. source: http://www.pocho1.com/#! DREAMing
Out Loud! provided many insights into how young people
use new media to participate and mobilize in their communities. In many ways, the
event highlighted the great democratizing potential that new media has,
especially when it can be used to provide a platform to amplify the voices of
youth who are marginalized from the mainstream political process. Behary, Samya. "Students storm Capitol Hill for National Dream Act Graduation Day," Immigration Impact, June 25, 2009. Berestein, Leslie Rojas. "A High-Profile Challenge to the White House New Deportation Guidelines," MultiAmerican, September 21, 2011, multiamerican.scpr.org/2011/09/a-high-profile-challenge-to-the-white-houses-new-deportation-policy. DREAM Activist, "DREAM for
America: National DREAM Act Graduation Day - June 23, 2009," press release, June 21, 2009
dreamactivist.org/blog/2009/06/21/nationalgraduation/. Foley, Elise. "Immigrants to Wells Fargo: Stop investing in For-Profit Detention," The Huffington Post, October 17, 2011. Kohli, Aarti Peter l. Markowitz, and Lisa Chavez, "Secure Communities by the Numbers:
An Analysis of Demographics and Due process," Chief Justice Earl Warren Institute
on Law and Social Policy Research Report, October, 2011. Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics (MAPP) Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications. Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity, holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism. January 6, 2012
Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Two)Dreaming Out Loud! by Arely Zimmerman and Sangita Shreshtova Civic Paths Project Theme 1: Barriers and Supports The DREAMing Out Loud! symposium provided the
panelists an opportunity to reflect on how
they have grown their movement through harnessing new media's technological
and communication affordances. Clearly, immigrant, low-income, undocumented
youth face many barriers to both online participation and civic engagement,
none more important than the lack of financial resources. Yet, these barriers
do not foreclose their ability to mobilize online communities around their
cause. Studies conducted by William Perez and more recently by USC sociologist Veronica Terriquez show staggering rates of civic engagement
amongst undocumented immigrant youth, challenging dominant presumptions about how
youth become active and which youth are able to tap social networks behind
their causes. Arely Zimmerman's research on Dream Activism similarly finds that
youth - including those who are undocumented and low income - are active in organizations supporting
the Dream act also acquired high levels of new media skills. Not only were they
active on social media; they also created new media content and shared it
through platforms such as Flickr and YouTube. Given this context, the Dreaming
Out Loud! panelists spoke openly about how they overcame financial and
other barriers to their political participation. (source of image:
http://blogs.laforward.org/2010/12/06/news/another-dreamer-tells-his-story/) Erick, for example,
is working towards his journalism degree but has had to take time off because
of financial hardships. Since
2007, Erick has been blogging about his experiences as undocumented youth. Without full-time access to a personal
computer, Erick uses various resources to develop an online presence. With his mother making ends meet as a
street vendor, and his father picking up odd jobs, Erick used a scholarship to
buy an Iphone. Although it doesn't
have Internet access, Erick uses his Iphone to take pictures, take notes, write
blog entries. He then uploads the content to Facebook and Twitter via SMS text
messaging. Erick notes that, "As
technology progresses it's becoming easier and easier and easier to be 'out
there'." Listen to Erick speak about this here: The lack of access to technology does not keep
these youth from participating online. Julio Salgado is a co-founder of Dreamers Adrift,
a collective of digital media artists.
After graduating with a degree in journalism from Cal State Long Beach,
he could not put his degree to use.
Working odd jobs primarily in the service industry, he was frustrated by
the lack of opportunities. He
became more active in the Dream movement and used his artistic talents at the
service of the cause. He has developed a personal style that is immediately
recognizable, and his images have been used to represent national conferences,
t-shirts, and other movement iconography.
He recalls how he has used whatever we could to 'make ends meet', going
to college parties and gatherings and drawing caricatures of friends to raise
money to pay for books and tuition.
Using his artistic talent, he began posting his drawings of 'dreamers'
on Facebook using a scanner and photo-booth on his Apple laptop. Soon
thereafter, his pictures garnered national attention. Reflecting on the barriers he has faced, Julio
says, "that never stops you, you're so passionate...I need to draw this stuff". See Julio's video "Wall of Dreams" here: Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics (MAPP) Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications. Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity, holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism. January 4, 2012
DREAMing Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and ArtDreaming Out Loud! Youth Activists Spoke About Their Fight For Education, Immigrant Rights, and Justice Through Media and Art by Arely Zimmerman and Sangita Shresthova
In a dimly lit room, a young man peers into the camera and adjusts the viewfinder to check his image. He then looks directly into the camera and states "My name is _____, and I am undocumented." His migration story resonates with hundreds of others who then upload their own stories to YouTube. Elsewhere, Livestream carries the feed of a youth-led civil disobedience to thousands across the country. Statements of support for the protest soon appear on blogs, Twitter, and other social media.... On November 2, 2011 the Media Activism and Participatory Politics (MAPP) project hosted a symposium, DREAMing Out Loud! at USC's Annenberg School for Communication and Journalism. The extremely well attended event emerged out of a case study on DREAM activism carried out by Postdoctoral Fellow Arely Zimmerman and brought immigrant youth activists together to share their perspectives on the intersection of new media, art, and social activism. These 'dreamers' (as they are commonly referred to) are members of a national youth-led movement centered around the Dream Act, federal legislation (proposed with bipartisan support) that would provide an opportunity for undocumented students with "good moral character," who have lived in the U.S. for a certain period, to obtain legal status. Jacky A., Julio Salgado, Erick Huerta, Nancy Meza, and Pocho 1 represented different local, regional and national youth organizations as well as different experiences using new media. (photo: Civic Paths) The forum followed two significant events impacting current debates around the Dream movement. In September 2011, representing at least a small victory, the state passed a bill known as the California Dream Act -- undocumented youth in the state could obtain some financial aid to attend college. However, without any change on the federal level, undocumented youth still cannot work legally upon graduation. Thus, while the legislation extends state financial aid to undocumented students, immigrant youth continue to be deported at alarming rates. Nationally, more undocumented immigrants have been deported under the Obama administration than under any previous administrations.
Less than a month after the California Dream Act was passed, on October 12, 2011, five undocumented youth, wearing graduation caps, staged a sit-in at the Immigration and Customs Enforcement (ICE) offices in downtown Los Angeles to urge the Obama administration to stop deporting undocumented youth (Rojas 2011). The sit-in was launched by the national Education Not Deportation (END) Our Pain campaign, which is comprised of a network of immigrant youth organizations and allies demanding an immediate moratorium on deportations of youth eligible for the Dream Act. Watch the Ustream of that protest here:
Armed with camera phones, the Dream activists
broadcast their action on Ustream, which was followed by 4,000 people. Nancy Meza, one of the panelists, was
one of the protestors arrested at the sit-in. She notes that new media was crucial to the activists'
ability to raise awareness around this event. Confirming the effectiveness of
this new media strategy, the activists were soon invited to a conference call
with key officials of the Obama administration. The use of new media has played a key role in mobilizing undocumented
youth across the country, connecting local and regional youth organizations,
scaling local movements to the national level, and contesting elite-driven
messaging on immigration policy. Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics (MAPP) Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications. Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity, holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism. December 16, 2011
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.)
December 2, 2011
Global Cities and the Future of EntertainmentThis year's Futures of Entertainment 5 conference launched with a special event, hosted by the MIT Communications Forum, which specifically highlighted the international dimensions of our work, and it closed with a Technobrega performance at one of Cambridge's hotter night clubs. Both reflect our ongoing engagement with the cultures of Brazil and specifically with the City of Rio. Early in the Creative Cities event, my good friend, Mauricio Mota, Chief Storytelling Officer for The Alchemists, a transmedia company based in Rio and Los Angeles, took to the stage to share a personal message to the attendees from the Mayor of Rio. During my trip to Brazil last summer, Mauricio and I sat down with the Mayor to discuss his vision for the future of the city, which will be playing host to the Olympics and the World Cup over the next few years, and which has been undergoing dramatic changes in terms of the development of its economic and media infrastructure. Over the course of this trip, we hatched a plan together to develop a Center for the Futures of Entertainment in Rio, which would bring the best of what we've been doing at MIT and USC to Latin America. The Mayor quickly got the vision of what we wanted to accomplish and jumped at the chance to provide seed funds to get this venture underway. The Center will be a collaboration between the Futures of Entertainment Consortium (which evolved from the Convergence Culture Consortium and is now under the leadership of Sam Ford), the Annenberg Innovation Lab (which is under the leadership of Jonathan Taplin), The Alchemists, The City of Rio, and a range of corporate and academic partners, which include Petrobras, RioCriativo (State Government Culture Department) ESPM (Academic Partner), Western Kentucky University, and RioFilme (City of Rio film distribution company). Brazillian partners have long contributed support to the Consortium and they have been early backers of the Innovation Lab, so we welcome the opportunity to work more closely with them in the years ahead. (On a personal level, this country has been incredibly welcoming to me and my work. After the United States, the highest percentage of the readers of my blog and my Twitter flows come from Brazil, and the Portuguese edition of Convergence Culture has been the international version which has had the widest readership.) Apart from the connection to our new Brazil project, I also want to speak with enormous pride about the contribution here from Parmesh Shahani, a graduate of the Comparative Media Studies Program, and someone who has emerged as a major cultural thought leader in India, and with deep appreciation for my Dean, Ernest Wilson, who was willing to come to MIT and share his rich vision. Global Creative Cities and the Future of Entertainment. Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment? Moderator: Maurício Mota (The Alchemists) Panelists: Parmesh Shahani (Godrej Industries, India), Ernie Wilson (University of Southern California) and Sérgio Sá Leitão (Rio Filmes) November 30, 2011
The Futures of Entertainment 5: The Videos (Day Two) Grant McCracken (author of Chief Culture Officer; Culturematic)
New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike? Moderator: Laurie Baird (Georgia Tech) Panelists: Matt Locke (Storythings, UK), Steve Coulson (Campfire), Lynn Liccardo (soap opera critic), and Denise Mann (University of California-Los Angeles)
Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment? Moderator: Sarah Banet-Weiser (University of Southern California) Panelists: Melissa Anelli (The Leaky Cauldron), Gary Goldberger (FableVision) and John Bartlett (Houghton Mifflin Harcourt)
Moderator: Johnathan Taplin (University of Southern California) Panelists: Molly Bingham (photojournalist; founder of ORB); Chris O'Brien (San Jose Mercury News), Patricia Zimmermann (Ithaca College) and Lenny Altschuler (Televisa)
The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation? Moderator: Nancy Baym (Kansas University) Panelists: Mike King (Berklee College of Music), João Brasil (Brazilian artist), Chuck Fromm (Worship Leader Media), Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard University) and Brian Whitman (The Echo Nest) November 28, 2011
Futures of Entertainment 5: The Videos (Day One)A few weeks ago, I made the trip back to Cambridge, MA to participate in the fifth iteration of the Futures of Entertainment conference. This conference emerged from the work we did at MIT through the Convergence Culture Consortium. The goal of the conference is to provide a meeting ground for forward thinking people in the creative industries and academia to talk with each other about the trends that are impacting how entertainment is produced, circulated, and engaged with. Through the years, the conference has developed its own community, which includes alums of the Comparative Media Studies Program who see the conference as a kind of homecoming, other academics who have found it a unique space to engage with contemporary practices and issues, and industry leaders, many of them former speakers, who return because it offers them a chance to think beyond the established wisdom within their own companies. Our goal is to create a space where academics do not read papers and industry folks don't present prospectus-laden powerpoints or talk about "take-aways" and "deliverables," but people engage honestly, critically, openly about topics of shared interest. Read by these criteria, this year's event was arguably our most successful venture ever, ripe with sometimes heated debates about the nature of the "crowd" (and of the relations between artists and consumers within crowd sourcing models), about the struggles over privacy, piracy, and self identity which shape everything from our relations with location-based entertainment to children's media, about the ways that global perspectives complicate some of the assumptions shaping American media practices, and about the ways that grassroots control over circulation complicate established business models. On a personal level, I was deeply proud to see so many of the CMS alums in their new professional identities, showing that they have continued to grow in intellectual stature and cultural authority after leaving MIT, including Sam Ford who has taking over as the primary person in charge of the event and of our newly renamed Futures of Entertainment Consortium. I was delighted to see so many of my new friends from the west coast fly to Cambridge to join us for this year's event, including Ernest Wilson, the Dean of the Annenberg School of Communications and Journalism. Formally, Futures of Entertainment is the sister conference to Transmedia Hollywood, which we host here in Los Angeles, swapping years between USC and UCLA. But this was the year where the two families mingled with each other and the bridges between the two conferences were strengthened. By the way, I've gotten lots of questions about the next Transmedia Hollywood conference: there's not a lot of information to share yet, but it will be held on April 6 2012 at the USC Cinema School, if you want to save the date. Watch this blog for further announcements. Finally, I was deeply proud of the diversity we achieved in our programing this year, making further progress in a long struggle to get greater gender balance on our panels, and making a huge step forward in terms of bringing transnational perspectives into the mix. We welcome recommendations for speakers at our future events in general, but we especially welcome recommendations for female, minority, and international speakers. I am also proud that we continue to maintain a tradition of making webcasts of the conference available free to all. I am posting the videos of the Friday events today and next time, of the Saturday events. We will end the week with a focus on a special event on Global Creative Cities, and with some further reflections of our announcement of a new partnership with the City of Rio. Check out this very thoughtful response by Jonathan Gray to the conference's focus on "crowdsourcing" and collaborative production. While I was at MIT, I dropped by my old stomping grounds at the Comparative Media Studies Program and had brunch on Sunday with the newly arrived crop of Masters Students and some of the Program's Alums. What a smart group! After several years of regrouping, CMS has come back strong as ever, has maintained strong standards in terms of the quality and diversity of the community. I wish them all the best. Introduction (8:30-9:00 a.m.) William Uricchio (Massachusetts Institute of Technology) and Ilya Vedrashko (Hill Holliday)
How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green-co-authors of the forthcoming book Spreadable Media-share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference. Speakers: Henry Jenkins (University of Southern California), Sam Ford (Peppercom Strategic Communications) and Joshua Green (Undercurrent)
In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike? Moderator: Sheila Seles (Advertising Research Foundation) Panelists: C. Lee Harrington (Miami University), Seung Bak (Dramafever) and Jamin Warren (Kill Screen)
Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent? Moderator: Ana Domb (Almabrands, Chile) Panelists: Mirko Schäfer (Utrecht University, The Netherlands), Bruno Natal (Queremos, Brazil), Timo Vuorensola (Wreckamovie, Finland) and Caitlin Boyle (Film Sprout)
Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories (3:15-4:45 p.m.) Moderator: Xiaochang Li (New York University) Panelists: Germaine Halegoua (University of Kansas), Dan Street (Loku) and Andy Ellwood (Gowalla)
The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy? Participants: Jonathan Zittrain (Harvard University) and Helen Nissenbaum (New York University) November 22, 2011
Comics and Graphic Storytelling: A Sample SyllabusLast week, I featured an interview with the editors and contributors to a new anthology, Critical Approaches to Comics, suggesting that it signaled the solidification of Comics Studies as a field of academic research. As it happens, I am putting the final touches to a syllabus I have been developing for a Comic Studies course which I will be teaching in the Spring here at the University of Southern California, one which makes extensive use of that collection. Today, I thought I would share with you the basic blue print of this class, which is designed to expose students to a range of different methods for studying the medium and to as broad a sample of (primarily) American comics and graphic storytelling as I could cram into one subject. I've found in the past that undergraduates often know a pretty limited sample of comics -- sometimes the mainstream super heroes, sometimes independent titles -- but they lack a depth of historical perspectives and a mental model of a full range of what comics can and are doing. As a consequence, the most valuable thing we can do as teachers is to expose them to as many comics as it is humanly possible to read in a semester and to diverse ways of reading and discussing what they are reading. At the moment, I have probably pushed this past the breaking point and I am most likely stripping down some of what is currently listed, but having pulled together such a rich list of materials, I figured why not share them with my readers. JOUR 499 Special Topics: Comics and Graphic Storytelling "Comics are just words and images. You can do anything with words and images" - Harvey Pekar In this class, we will take apart Pekar's core claim about the nature of his medium. Our approach is emphatically exploratory. While we will deal with many of the dominant figures of historical and contemporary comics, we will not necessarily observe proper boundaries (between high and popular art, between independent and mainstream comics, between historical and contemporary comics, between American and international comics). We want to explore the full range of different uses which have been made of this medium. Our central focus will be on comics (including comic strips but primarily comic books and graphic novels) as a medium rather than as a genre - that is, we believe that the formal practices of comics can be deployed to tell a broad range of different kinds of stories and speak to diverse kinds of audiences. We want to put this proposition to the test by developing a core vocabulary for thinking about comics as a medium and then looking at how artists have drawn on that vocabulary in a range of different contexts. To do this, we will need to read lots and lots of comics - don't complain. I am assuming you are taking this class because you like, no, love, comics. Some of them will take you outside your comfort zone. Some of them will deal with controversial material. Some of them will look ugly or strange when you first encounter them. Some of them may frustrate or confuse you. But most of them, when everything is said and done, will entertain you. Few of you will read as broad a range of comics as you will encounter here, so use this reading to map the territory and expand your tastes. While I hope you like the comics I've chosen, I care more that you come to understand and appreciate them for what they tell us about the comics tradition. By the end of the class, the student will:
Assignments and Grading Page Analysis - Each week, the student should select one page from one of the comics we read and develop a one page analysis, which applies some of the concepts or methods we have been studying that week. Please turn in a copy of the page in question with your analysis to aid with the grading. The writing is intended to be exploratory and will be graded (Check, Check Plus, Check Minus) based on the student's abilities to look closely at what's on the page and to explain why the choices made matter in our understanding of the work as a whole. Please keep in mind that this will be the primary means by which I can appraise whether or not you have done the readings each week and whether or not you have understood them fully. Push yourself to apply a range of different methods of analysis over the course of the semester. (30 Percent) DUE DATE (Due every Friday) Formal analysis paper - The student will select one of the comics we've read this term (or another of their own selection, with the approval of the instructor), and write a concise five page paper applying one of the methods of formal analysis we have examined in the first part of the class (McCloud, Eisner, Smith and Duncan) with the goal of helping us to better understand the techniques the graphic storyteller is deploying and how they contribute to the overall meaning and expressiveness of the book. Where possible, ground your analysis in the readings, though do not simply replicate what the critics we are reading have already done. Please provide concrete examples to support your claims. (20 Percent) DUE DATE (Feb. 22) Author Analysis - Select a favorite comic book author, preferably one we have not read in the class, and develop an concise five page analysis of their specific qualities as an author, informed by the Randy Duncan essay we've read on Alan Moore. Draw examples from multiple texts from their body of work to show repeated patterns or themes. Discuss their relationship to their genres and to the comic book traditions which have informed their approach. Again, the paper will be evaluated based on the quality of the argument and your ability to support your claims with concrete examples. (30 Percent) DUE DATE (April 2) Character analysis paper - Select a character from comic strips or comic books who has been especially meaningful to you. Write a concise five-page paper which explores some of the following questions: What do you see as the primary qualities of this character and how have they emerged over time as we have watched the character interact in a range of different situations and stories? What has changed and remained the same about the character over time? How have shifts in authorship impacted the character? Again, ground your analysis with concrete examples which support your claims. The paper will be evaluated based on the quality of the analysis and of the supporting evidence. (20 Percent) DUE DATE (Exam Week) Books (A Word to the Wise: Comics are expensive, and we are going to be reading lots of them in this class, so my recommendation is that you form a buddy or club system, much as you did when you read comics when you were younger. Go in together with 2-3 people and swap off the comics, so you each carry a more reasonable part of the price.) Scott McCloud, Understanding Comics: The Invisible Art (New York: Harper, 1990, 224 pp.) Matthew J. Smith and Randy Duncan (eds.) Critical Approaches to Comics (London: Routledge, 2011, 328 pp.) Chris Ware, Acme Novelty Library, Number 16 (self-published). (64 pp.) Kazuo Koike and Goseki Kojima, Lone Wolf and Cub Vol. 1: The Assassin's Road (Portland, OR: Dark Horse, 2000, 296 pp.). Peter Kuper, The System (New York: DC Comics, 1997, 192 pp.) Gabriel Ba and Fabio Moon, DayTripper (New York: Vertigo, 2011, 256 pp.) David Mazzuchelli, Asterios Polyp (New York: Pantheon, 2009, 344 pp.) Craig Thompson, Blankets (Marietta, GA: Top Shelf, 2011, 592 pp.) David B., Epileptic (New York: Pantheon, 2006, 368 pp.) Al Capp, The Short Life and Happy Times of the Shmoo (Woodstock, NY: Overlook Press, 2002, 144 pp.) James Sturm and Guy Davis, Fantastic Four Legends: Unstable Molecules (New York: Marvels, 2003, 128 pp.). Keith Chow and Jerry Ma (eds.) Secret Identities: The Asian American Superhero Anthology (New York: New Press, 2009, 200 pp.) Alan Moore, Batman: The Killing Joke (New York: DC, 2008, 64 pp.) Mike Carey and Peter Gross, The Unwritten: Tommy Taylor and the Bogus Identity (New York: Vertigo, 2010, 144 pp.) Joyce Farmer, Special Exits (Seattle: Fantagraphics, 2010, 208 pp.) Marjane Satrapi, Persepolis: The Story of a Childhood (New York: Pantheon, 2004. 160 pp.). The rest of the Readings will be on Blackboard.
Week 2 Monday, January 16 - Martin Luther King's Birthday - No class. Wednesday, January 18 - The Gutter and The Frame
Week 3
Week 4
Wednesday, February 1 - Temporality and Seriality
Week 5
Wednesday, February 8 - Abstraction and Realism
Week 6
Wednesday, February 15 - Text and Image
Week 7 Wednesday, February 22 - Comic Characters
Formal Analysis Paper Due Week 8 Monday, February 27 - The Origins of a Genre: The Superhero 1
Week 9 Monday, March 5 - Genre And Multiplicity: The Superhero 3
Wednesday, March 7 - Genre and Ideology: The Superhero 4
March 12-17 - Spring Recess - No class. Week 10
Wednesday, March 21 - Authorship (The Publisher)
Week 11
Wednesday, March 28 - Comics and Reality 1: Comics Journalism
Week 12 Monday, April 2 - Comics and Reality 2: Comics and Everyday Life
Author Analysis Paper Due Wednesday, April 4 - Comics and Reality 3: Autobiography
Week 13 Monday, April 9 - Comics and History 1
Wednesday, April 11 - Comics and History 2
Week 14 Monday, April 16 - High/Low
Wednesday, April 18 - Haunted By the Past
Week 15
Wednesday, April 25 - The Future of Comics?
Week 16 - Date TBD (May 2-9) Character Analysis Paper Due November 15, 2011
Whither Comic Studies?: A Conversation with the Editors and Contributors of Critical Approaches to Comics (Part One)Even as a child, I knew that reading comics demonstrated a thorough lack of discipline -- it was something I did in the summer or at home, sick in bed. In a world before comics shops and subscriptions, my generation would grab whatever was available to us on the spin-racks at the local drug store -- there was not yet a canon (fan or academic) to tell us what we were supposed to read. We read for no purpose other than pleasure -- there was no method to tell us how we were supposed to read. Indeed, many adults were there to remind us what a monumental waste of time all of this was -- there was nothing like Publish or Perish pushing us to read more comics. We read in secret -- under the covers by flashlight, hidden in a textbook in class -- with the knowledge that there was something vaguely oppositional about our practices. You didn't stand up in front of a classroom and do a book report on what you'd read, let alone frame a scholarly lecture or essay. This is the opening from my essay, "Should We Discipline the Study of Comics?," which serves as the introduction of an exciting new anthology, Critical Approaches to Comics, edited by Matthew J. Smith and Randy Duncan. The appearance of such a collection marks a significant turning point in the emergence of comic studies as a field for academic investigation, bringing together more than twenty respected comics critics and analysts to describe their methodological and theoretical assumptions and apply them to specific works. The result is intended as a textbook for use in the expanding number of courses in comics and graphic storytelling, being offered in universities and colleges. Indeed, I plan to use the book as a key secondary texts running through my own comic studies class, which I am teaching this spring at USC. The book's essays are organized into units structured around Style, Content, Production, Context, and Reception. These categories reflect the diversity of disciplinary perspectives which have been brought to bear on comics. I have gotten to know many of the contributors through our participation in the comic studies track at the San Diego ComicCon, but it says something that we are more likely to run into each other at a fan-run event than at any academic conference. Critical Approaches to Comics is going to be an important book in terms of defining and organizing this field, which has been surprisingly late to coalesce, given the centrality of comics as a medium to any discussion of popular culture in the 20th and 21st century. As such, my introduction was intended as a reflection on what lessons comics studies might take from other closely related fields such as film, television, and game studies, and an outline of other potential moments when some form of comic studies might have emerged. Specifically, I suggest what the study of comics would have looked like if this collection had been pulled together in response to the writings of Gilbert Seldes in the early 20th century, Frederic Wertham at mid-century, or more recently, Scott McCloud and Art Spigelman, each of whom would have different thoughts about what texts should be studied and why, about who should be included in the conversation and what languages we should be using, and about the core issues which comic studies would most urgently address. I've used the event of this book's release to collect thoughts from the editors and some of the contributors on some core issues surrounding the current state and future directions of the academic study of comics. The publication of a methods case book represents a key step in the institutionalization of Comics Studies as an academic field. As I suggest in my introduction, I experience this process with some ambivalence having gone through the establishment of other academic fields studying popular culture, including television or game studies. How do you characterize the current state of comics studies? Should it remain a multidisciplinary field of investigation or should it take on the properties of a discipline?
Art Spiegelman has been a major champion of the idea that graphic novels constitute a distinctive literary and artistic genre. What links do you see between what is happening around comics in the universities and this larger project to legitimize comics as an expressive medium? Will we ever reach a point where we do not need to, as the title of another book puts it, defend comics?
At most comic shops I know, there is a physical separating out of independent/alternative and mainstream comics. How have you dealt with this cultural divide in the book and to what degree does it shape the field of Comics Studies? Randy Duncan: We chose to ignore the divide. A lot of the scholars we admire are quite comfortable slipping back and forth across that divide as if did not exist - writing a book about alternative comics, presenting a paper about Kirby's Devil Dinosaur, posting about an early 20th century comic strip, teaching a course on superheroes, and so on.
David A. Beronä is a woodcut novel and wordless comics historian, author of Wordless Books: The Original Graphic Novels (2008) and a 2009 Harvey Awards nominee. He is the Dean of the Library and Academic Support Services at Plymouth State University, New Hampshire, and a member of the visiting faculty at the Center for Cartoon Studies. Randy Duncan is a professor of communication at Henderson State University. He is co-author of The Power of Comics: History, Form and Culture (Continuum, 2009) and co-founder of the Comics Arts Conference. Duncan serves on the boards of the International Journal of Comic Art and the Institute for Comics Studies. Henry Jenkins is the Provost's Professor of Communication, Journalism and Cinematic Art at the University of Southern California and the former Co-Director of the Comparative Media Studies Program at MIT. His 14 published books include Convergence Culture: Where Old and New Media Collide, Fans, Bloggers, and Gamers: Exploring Participatory Culture, and the forthcoming Spreadable Media: Tracing Value in a Networked Culture. Leonard Rifas teaches about comics at Seattle Central Community College and the University of Washington, Bothell. He founded EduComics, an educational comic book company, in 1976. Marc Singer is Assistant Professor of English at Howard University in Washington, D.C. He is the co-editor, with Nels Pearson, of Detective Fiction in a Postcolonial and Transnational World (Ashgate, 2009) and the author of a monograph on Grant Morrison, forthcoming from the University Press of Mississippi. Matthew J. Smith is a professor of communication at Wittenberg University. He is co-author of The Power of Comics: History, Form and Culture (Continuum, 2009) and former president of the Ohio Communication Association. In 2009, Wittenberg's Alumni Association recognized him with its Distinguished Teaching Award.
November 11, 2011
Brian Clark on Transmedia Business Models (Part Five)This is the final installment in an ongoing series of posts by transmedia designer and entrepreneur Brian Clark on transmedia business models. We've been delighted by all of te interest this series has generated out there. Here's hoping it inspires further reflection and innovation on these issues. At the very beginning of this series, I advanced the argument that the next wave of innovation in transmedia would be driven by business innovation as we move beyond the traditional patronage model that dominates the existing body of work. The ten examples of alternative business model solves from other independent movements shows us the building blocks, but transmedia properties (versus mono-modal products) are uniquely suited for business model mash-ups: like companies, they are actually better defined by the combination of business model solves they use. Dissecting the business models of my friends and peer practitioners is a delicate position to find myself in as a writer, but the value of discussing this topic as a community is an important part of incubating broader innovation and sustainability. It is part what we talk about as practitioners when we find ourselves together over cocktails in small groups at conference and events, like the recent gatherings at DIY Days or StoryWorld. For the purpose of illustrating why we're going to see this wave of innovation, we don't even have to dive beyond what some of those firms are already saying publicly. Traditional Models The best place to start is with the elephant in the room: we're in middle of a dramatic period of growth in the more traditional transmedia business models. Entertainment and brand marketing transmedia projects have gone from startlingly rare to relatively expected and are starting to move from the realm of marketing into the realm of product design (even in the views of very large companies). Meanwhile, significant new granting initiatives for transmedia storytellers have appeared in the issue advancement space and more traditional financing methods from film and broadcasting expanding to include more diverse expressions. Transmedia entrepreneurs in companies like Campfire, Blacklight, Firelight and 42 Entertainment have business models that are primarily focused on scaling against that blossoming of demand and opportunity: they continue to polish the tactical usefulness of transmedia methods against familiar needs and mechanisms that already exist in the marketplace. One of the unspoken advantages of a "pure play" such as these is that you don't have to stay a pure play forever ... you have both some scale and the entrepreneurial nimbleness to adapt to changes in the marketplace. Marketplaces of demand for these kinds of media skills tend to grow most robustly from the bottom up: as the market matures, the value for these kinds of services constantly decreases towards commodity. The democratization of creation works against the long-term value of any particular reproducible tactic. Already, you see traditional advertising agencies and broadcast networks setting up experience design or transmedia labs in order to service that same demand: requests for proposals tend to become job openings as optional elements become required forms. Patchwork Models That entrepreneurial flexibility of transmedia tactics has led others in the space to pursue more hybridized business models at a variety of different scales. Individual careers begin to look like hybrid business models, such as Lance Weiler who mixes "story R&D" and infrastructure plays with both public and private financing models across the scope of multiple pieces of work in the marketplace at the same time. At some point, those careers start to look more and more like serial entrepreneurship, like Jordan Weisman who has been incubating one innovative venture after another for decades. My own firm, GMD Studios, is an example of this kind of patchwork approach from a company level: our model for 16 years has focused on using the R&D and financial yields of commercial work along the traditional service models to fuel our own angel capitalization of a series of ventures that have ranged from infrastructure and software plays to publishing venture incubation to transmedia entertainment properties. New Models As the variety and frequency of transmedia work has blossomed, it is starting to produce more daring business model experiments at both the grassroots and venture capital ends of the spectrum. With the impact of the low-capital and fan-capital models, creators like Jim Babb and Andrea Philips are funding new work that venture capitalists or granting organizations just might not always get. In some cities, you see the beginnings of a transmedia theater movement that relies upon direct ticket sales that involve production groups regularly releasing new work, such as Red Cloud Rising or Sleep No More in New York City. At the other end of the spectrum, Fourth Wall Studios is fueled by one of the largest venture capital investments in transmediaís history and is betting on a model rooted heavily in an infrastructure play for immersive mobile storytelling. This kind of entrepreneurial innovation isnít contained to just upstart mad scientists, either. At last week's StoryWorld conference in San Francisco, it was just as evident among bigger traditional media companies as grassroots developers. The corollary to "if it ain't broke, don't fix it" in business is "only brands in pain innovate," and the massive changes in media distribution and consumption are driving product developers in big companies ask similar questions about business models and profitability. These two factors -- grassroots entrepreneurial risk taking and well financed companies looking to take more limited risks with bigger piles of money -- will inevitably influence and reinforce each other (in the same way that indie film and Hollywood do). Like in film, there are also amazing potentials for international co-productions to help drive some of these new models, particularly where the more entrepreneurially funded U.S. system and the more heavily cultural funded European, Canadian and Australian models find synergies. In many ways, transmedia productions are uniquely suited to adopt their platform choices to the unique tax incentives and granting opportunities in particular territories that can provide 20% to 40% rebates on production budgets. Successes will emerge from these cauldrons of international opportunity over the next handful of years that will help define the working business models for our entire creative lifetimes. Some of those successes will be modest but prove critical concepts of business sustainability that influence a generation of producers. Some, though, will be amazing successes both creatively and financially and become much-dissected case studies for decades. Right now, though, it is a completely open playing field, which is a rare gift to any generation of artists and reason enough for us to think of business model as one of the mediums in which we work.
November 10, 2011
Brian Clark on Transmedia Business Models (Part Four)This is part four of a five part series on transmedia business models by Brian Clark: Founder/CEO, GMD Studios. The segments are based on a talk Clark gave earlier this semester as a guest speaker to my USC class on Transmedia Entertainment. A HANDFUL OF VENTURE MODELS In the prior installment, we looked at handful of business models that try to work for even small budget projects. This time, we're going to look at models that rely (almost) intrinsically on raising capital. These models all share at least two common features, and the key one is that the source of funding is some kind of venture capital (which means the return that investors expect is their money back and hopefully some profit for taking the risk.) If that ís a little bit of capital, these might be angel investors that resemble patrons, but if that ís a lot of capital you'íll be dealing with professional investors. The change that comes with that is the mechanism of promotion. If you've only got a little bit of capital, you'll be relying upon media you create (owned) and earn (press and social sharing), but if you've got more capital you might start buying advertising from other places. Ticketed Events An entire set of business models that come from performance instead of media are frequently neglected by transmedia creators: an audience paying for a ticket to attend a live communal experience, whether that ís a theater performance, a concert, a conference or a stranger experience like "Red Cloud Rising" or "Sleep No More". This is the core business model of theatrical distribution (in film), pay-per-view (in broadcast), and touring theater and bands (in music).
Independent music and theater artists will tell you about the entrepreneurial challenges of squeaking a margin from festivals and tours (and then remind you to buy a t-shirt on your way out), but sustainable careers can be built on these models (and the way they can work with fan incubation as a business goal between ticketed events.) Having funding is usually essential, as the expenses to put on the event get incurred before you collect the revenue back from the sales and you have to buy gas for the tour bus to the next town. Marginable Arbitrage In market dynamics, arbitrage is nothing more than buying low in one market to sell high in another, often by creating new value from it that others arenít optimizing. Informercial space on television networks is a good example of this (the broadcast time is cheaper for an hour than for a thirty-second ad during primetime, which is why you see hour long commercials for $19.95 products), but most of the Internet is driven by arbitrage thinking. Many online publishers, for example, get a huge chunk of their traffic from Google because of their knowledge of search engine optimization of content, but then make money off of ads served up by Google that were actually the same as the ads on the search engine page they came from: the publisher made the ads more relevant to the audience, and got paid more because of it. Will some transmedia innovator find a similar system that uses infomercial broadcast space the way online publishers use Google? An arbitrage business model might look something like:
It isnít as easy as it sounds to find value in the cheap: you get two Snuggies for $24.95 plus shipping and handling because they've tested that more sales happen if they price it like that. The more neglected value you find and extract, the more you attract others to do the same (making that cheap resource less cheap) and, like the ticket sales model, as soon as you stop creating arbitrage you stop creating revenue. Conversely, I know people who do nothing but write for the Web from home and get six-digit checks every month because of their understanding of content arbitrage. Audience Developed Products In the same way that "fan funded" treats the renewable fan base as a replacement for investors, you could instead treat them as co-creators (and thus invested in the sustainability and promotion of the work.) Online interactive art, especially community games, are an obvious example of this (such as Top Secret Dance Off, Socks Inc. or Ze Frankís Star.me), but there are also filmmakers experimenting with crowdsourcing the shooting of features and online documentarians working to preserve history through cellphone photos or family pictures. These kinds of projects often produce business models such as:
The strength of this model (crowdsourcing of development) is also its Achilles' heel -- you need a vibrant enough community for that crowdsourcing magic to kick in, and that takes feeding and care. Where it seems to have the most predictable value is in creating longer tails of value, for example in videogames where making level editors available for Halo produced totally new fan-developed games like Portal that became products in their own right. Infrastructure Play If research & development models focus on creating new skillsets and proofs of concept, sometimes they are far more than that -- they become infrastructure plays. The impact of THX on audio standards in movie theaters was an infrastructure play contained inside the Star Wars business model, just as Condition One are documentarians creating licensable interactive technology to increase audience immersion. These types of business models typically look more like:
Infrastructure plays often require even deeper capital reserves than other types of models, because the core value of the sustainability argument requires scale (so, for the Facebooks and Twitters of the world, growth is more important in the short term than revenue generation.) These business models often also require "a business within the business" that focuses just on the licensing or enablement revenue streams (since those needs are often different than the actual creative implementation that generates that infrastructure). Venture Capital Every vibrant art form also has some kind of venture capital model, from financers of films and Broadway shows to venture capitalists in publishing and technology. Some of those communities are sophisticated enough to have created formal marketplaces for capital raising (for example, documentary film) while others have adopted venture capital models into new forms (for example, the artist granting organization Creative Capital). Venture capitalized business models often look something like:
The challenge with venture capital models are primarily in the courting of capital: people can spend years trying to put together a full slate of investors to trigger the actual creative work. Many give up before succeeding, and if they do succeed, then the pressure is on to deliver not just a completed creative work but a successful creative revenue stream. This is an even harder sell with innovation (unless you can show how youíll drink someone else's milkshake) because it makes everything seem more risky and risk raises the cost of capital. Three paragraphs per business plan is obviously skimming the surface of complex media business issues, but I'd like to extend that even further in the next installment and look at how multiple business models come together among the companies in the space (and thus potentially illuminate the kinds of innovations that will drive the next revolutions in transmedia.)
November 9, 2011
Brian Clark on Transmedia Business Models (Part Three)This is part three of a five part series by transmedia designer and theorist Brian Clark.
In the prior two installments, we looked at what might drive the next wave of innovation in storytelling and dissected the patronage business model that dominates the transmedia space today. In this installment and the next, I want to dive deeper into ten different alternative business models that we know work from other media movements in the hopes that they provide some inspiration to other entrepreneurial storytellers. The first handful treats funding and sustainability as the primary challenges: if you don't have access to millions of dollars, just how much capital do you really need? Do you need any at all? No Budget Some artists and art movements solve the business model problem by assaulting the very need for capital funding. They might treat funding as unnecessary (such as Theater of the Oppressed in the 1950s, the Dogma 95 film movement of the late 1990s or the subsequent Mumblecore movement of the early 2000s that embrace no budget as a choice) or might literally treat capital as the enemy (such as the dÈtournement of the Situationist International movement of the 1950s or modern Anonymousí physical and digital hacktivism). In the context of business models, their solutions look something like:
No budget movements are a healthy part of any artistic form: things get made all the time without having business plan justifications. The Internet and digital creative trends amplifies these kinds of models disproportionately because of the constant increase in tools that decrease the costs of production towards free. Sadly, it isn't decreasing the cost of your food, rent and healthcare towards free and no budget artists typically have more traditional jobs that pay those bills -- which might be, in part, why Lars von Trier doesn't still make films under the Dogma 95 model. Grassroots Sometimes, not having funding isn't an active choice but is definitely a current reality. This is familiar territory to independent artists and publishers, from pulp fiction zines of the 1930s through the punk D.I.Y. ethic of the 1970s to the Internet tradition of "grassroots alternate reality games" of this century -- you embrace your limitation as a virtue and make the most of it. For this "D.I.Y. ethic" style of grassroots, the business model solve might look like:
Rather than being entrepreneurial, the funding in grassroots efforts is ad hoc, doesn't really set revenue goals for sustainability and leaves little funding for promotion. Sometimes, for the artists, the connection and affirmation of an audience is still enough reward to make them want to do it again. Research & Development Hopefully, creating always involves learning new things, but sometimes the point of making it in the first place is to learn. The R&D arms of giant companies share this business model with entrepreneurial garage tinkers and both work in prototypes and proofs-of-concept. Some creators, most notably Lance Weiler, have started talking about "story R&D" as the explicit value to their experiments -- learning how to tell stories across all these new platforms and opportunities in relatively low capital risk environments. An R&D business model solve might look like:
The most inherent challenge in R&D models is that you're entrepreneurially deciding to push the return on your investment and sustainability to some future date. It requires some confidence (at least on the artist's part) that those kinds of R&D results are a predictable yield and tends (by necessity) to push the work into more experimental territory (because there is very little R&D yield in doing things you already know how to do).
This is essentially the same model I critiqued in the prior installment, but with a key difference: you've become your own patron, you've become your own client, and you're leveraging the tactical usefulness to your own potential benefit. Like the research and development model, that means you've pushed off revenue and sustainability to some future product those fans want that has its own business model as an investment in a renewable resource. Fan Funding Speaking of the power of fan bases, if you already have even a residual fan base, there are ways to replace funding with those fans. In the classic models, you'd call this pre-sales -- collecting money for a product you haven't made yet to fund the creation itself (often incentivized by some exclusive value add), a model quite common now in the videogame industry but also the classic underpinning of why magazines and newspapers offer annual subscriptions. The Internet's capabilities for crowdsourcing have made this an even more attractive model for independents, whether you're harnessing fans as angel capitalizers with a system like Kickstarter or selling a product that was manufactured "just in time" via a platform like Lulu. The business model might look something like:
The scale of this model is directed tied to the size of the fan base: George Lucas will always pre-sell more than you do, but a smaller group of fans could dramatically change the way a grassroots project might operate. Many creative properties (large and small) leverage this business model in serial with fan incubation -- when you're not pre-selling something, grow the overall size of the fan base as an investment in your next cycle of fan funding. In the next installment, we'll look at another handful of models that solve from the opposite direction: maximizing revenue instead of minimizing investment.
November 7, 2011
Brian Clark on Transmedia Business Models (Part One)This week, I am going to be sharing a series of five guest blog posts by Brian Clark which are based on a lecture which he gave to the students in the Transmedia Entertainment class I have been teaching in the USC Cinema School. If you follow transmedia closely, you probably already know who Clark is. If you don't, check out some of his astute contributions to this panel from the 2009 Futures of Entertainment conference at MIT. (There are still a few seats left at this year's event which is bring held Friday and Saturday in Cambridge). What I admire about Clark is that he cuts through the crap. He's got a track record as someone who has worked across the entertainment industry and knows what's involved in creating and sustaining transmedia production. He brings street cred as someone who emerged from the worlds of indie music and filmmaking and who helped to create IndieWIRE. He has the pragmatic streak of someone who runs his own business and has to pay the bills, even as he enjoys the visionary speculations that excite many of us about the new forms of creativity that are emerging at the intersections between old and new media. And he's wickedly smart. When he spoke to my class, he brought all of that and more: this was a provocative presentation which described an array of different business models that might support the production of transmedia content as a challenge to the current economic and creative constraints which stem from the industry's reliance on promotional and advertising budgets as the primary driver of creative innovation in this space. I encouraged him to put the core ideas behind this lecture into writing and am happy to share this provocation with my readers in hopes that it will push all of us to think about what needs to be in place before our exploration of transmedia experiences can be sustainable.
In September 2011, media scholar Henry Jenkins invited me to deliver a guest lecture to his transmedia class at the University of Southern California to explore with his students some of the issues raised in an epic Facebook thread my friends and I engaged in back in May called "Reclaiming Transmedia Storyteller". Henry asked me to focus on exposing his students to some of the transmedia business models "beyond the mothership franchise model" -- a dichotomy I jokingly referred to in that Facebook discussion as the "East Coast / West Coast" contrast in the transmedia community. Coming Tomorrow: DISSECTING THE "TRADITIONAL" TRANSMEDIA MODELS November 3, 2011
OurSpace: Being a Responsible Citizen of the Digital World (Part Two)Last time, I shared part of my contributions to the afterword for OurSpace: Being a Responsible Citizen of the Digital World, a casebook designed to encourage students, teachers, parents, and administrators to reflect on the ethical choices they confront as participants in the new media landscape. Our Space was co-developed by Project New Media Literacies (established at MIT and now housed at University of Southern California Annenberg School for Communications and Journalism) and The GoodPlay Project (Harvard Graduate School of Education). You can find the full casebook here, among other places. Today, I am going to share an example of the kinds of activities we developed for the casebook, activities we intend to be appropriated, remixed, and redeployed by educators working in a variety of different contexts. Key to our process is the idea that we need to establish a safe space for these kinds of conversations to take place, one which respects the rights of all participants. We are trying to encourage a climate of healthy skepticism, one which asks hard questions, but is always open to new discoveries. The following exercise is one we've used successfully in the afterschool program on digital citizenship which my team ran at the Robert K. Kennedy Schools in Los Angeles.
Everywhere we go--whether hanging out at the park, being a lab partner in a science class, or meeting new friends through playing the latest MMORPG (Massively Multi-Player Online Role-Playing Game) --we negotiate the implicit and sometimes explicit norms of social communities. These spaces typically don't have signposts or labels that state every guideline that we must abide in order to be part of the group--but somehow most people learn what's inappropriate to do and what to do to fit in. Through observation, talking to others in the group, and actively engaging in the group discussion or activity presented, you can learn about the expectations for appropriate conduct, and what it means to be a responsible player or citizen of the community. Talking about often sensitive issues such as identity, privacy, trust, ownership and It's important to realize that norms and guidelines work together.
Ethical thinking skills highlighted in this lesson:
New media literacies highlighted in this lesson:
Learning Objectives
Materials Used
Handouts:
Lesson Introduction Begin this lesson by watching chapter two (roughly five minutes) of 1969 television series DVD, Room 222, Disc 2, Episode: The Exchange Teacher (air date: 12/17/1969). This video introduces an exchange teacher from England visiting an American school. Of interest in the video are the reactions of other teachers to the exchange teacher's "eccentric" behavior in her interactions with students, in which she casts aside the established guidelines in the school and articulates her own expectations for students. Questions to discuss with your students after the video could include:
Choose an Offline Community and an Online Community and Brainstorm the norms associated with each group. Put the two lists on the board for you and your students to discuss and compare. Sample Offline Communities: Sample Online Communities: Questions to prompt your students could include:
Share with students Will Wright's pyramid of participation when posing this question. Will Wright is a game designer who helped to develop such popular titles as The Sims, SimCity, and Spore. His games rely heavily on the participation of their players. This pyramid illustrates a number of key principles about participatory culture: 1. Participants make different kinds of contributions, with the most labor-intensive activities performed by a much smaller subset of the community than those activities that require more casual commitments; 2. The contributions of participants build upon one another. People who download content, for example, are depending on those who produce or distribute that content, and those who produce the content are hoping to have a receptive audience for the things they make--and are relying on toolmakers to give them the affordances they need to be able to make the content they want. Wright's pyramid thus allows us to talk about what each member contributes and what each member draws from a participatory culture. When we think about "ethical participation," we often talk about the "public good"--ways to participate that benefit the community as a whole. What are some types of participation that fit the public-good model of participation? For example: How does tagging a media clip relate to participation? NOTE: Consider sharing with students NML's Learning Library challenge "An Introduction to Tagging" In speaking of ethical issues in this casebook, we refer particularly to the responsibilities and obligations that accompany specific roles in society--for example, the roles of worker, citizen, and participant in a real or virtual community. Going beyond neighborhood morality, which involves the ways in which persons deal with those in their immediate vicinity, an ethical stance entails the capacity to think abstractly; and going beyond the assertion of rights, an ethical stance foregrounds those responsibilities that one should assume, even when--indeed, especially when--they go against one's own self interest. Are there ways to participate in this community that support others' participation? What types of participation hinder this goal? How would the exchange teacher in "Room 222" fair in the different spaces you've brainstormed? Now compare the different spaces you've listed:
Activity #1: Analysis of Guidelines Introduction: The goal of this activity is to begin considering guidelines for your class by assessing existing guidelines for participation created by other groups. Students will consider examples from both offline and online communities, exploring similarities and differences, and discuss the extent to which guidelines should differ in online versus offline environments. Assessing guidelines created and used by other groups is a good start, but every social group is different and therefore it is best to establish your own set of guidelines that work for your group's values and goals. For further reasoning on this, read the attached Case Study: Ning--Community of Readers with your students. Ning is an innovative and easy-to-use technology platform for people to join and create new social networks for their interests and passions and meet new people around the things they care about most in their life. Ning--Community of Readers is a Ning social network established by Project New Media Literacies to pilot test the Teachers' Strategy Guide: Reading in a Participatory Culture. Share the attached guidelines and analyze the similarities and differences between the guidelines used by an after-school program and guidelines created for an online community. Questions to prompt your students could include:
By choosing an ombudsman--someone who will act as mediator, help to resolve any conflicts and ensure that all voices in the group are heard--your group will develop its own set of guidelines for creating a safe learning environment for discussing sensitive issues raised by participation in online learning and play spaces . We each have different backgrounds, experiences and expertises to bring to the conversation. We each deserve to be heard. And we need a set of guidelines, which ensures that everyone will be able to say what's on their mind and not feel at risk from other students' responses. This space does not have to have the "look and feel" of our normal class. It's a space for us to come together equally in order to discuss issues that are still being worked out by society and to try out some activities. We are going to use the new media literacy, collective intelligence, to pool our knowledge and choose and create new rituals and guidelines for how we will act when we are doing activities on ethics. Instructions:
NOTE: In the dynamic we hope to see played out in these lessons, the expertise of both teachers/facilitators and students are "co-configured," meaning you and your students have different expertise to share when reflecting on digital media practices. We hope you work to hear one another's voices and opinions without bias. Encourage your group to return to this opening activity anytime they feel that new classroom norms have developed or that old norms have changed so that your classroom's list of Guidelines can be updated accordingly. Concluding Takeaways Assessment
Assessment Questions (Optional)
World of Warcraft (WoW) Guidelines Welcome to the World of Warcraft discussion forums! These forums are here to provide you with a friendly environment where you can discuss ideas, give game play advice, role-play, and converse about any other aspects of World of Warcraft with other players. Community forums are at their best when participants treat their fellow posters with respect and courtesy. Therefore, we ask that you conduct yourself in a civilized manner when participating in these forums. The guidelines listed below explain what behavior is expected of you and what behavior you can expect from other community members. Note that the following guidelines are not exhaustive, and may not address all manner of offensive behavior. Your access to these forums is a "privilege," and not a "right." Racial/Ethnic
If a player is found to have participated in such actions, he/she will:
Real-Life Threats
If a player is found to have participated in such actions, he/she will:
Distribution of Real-Life Personal Information
Posting Cheats, Hacks, Trojan Horses, or Malicious Programs
If a player is found to have participated in such actions, he/she will:
Inappropriate language
If a player is found to have participated in such actions, he/she will:
Harassing or Defamatory This category includes both clear and masked language and/or links to websites containing such language or images that:
If a player is found to have participated in such actions, he/she will:
Harassment takes many forms, and is not necessarily limited to the type of language used, but the intent. Repeatedly targeting a specific player with harassment can lead to more severe action. The idea behind this is to prevent any one player from consistently being uncomfortable in the World of Warcraft forums.
Spamming and Trolling
If a player is found to have been spamming or trolling, he/she will:
The bottom line is that we want World of Warcraft to be a fun and safe environment for all players. World of Warcraft is a Massively Multiplayer Online Role-Playing Game, and the key words are "Massively Multiplayer." In playing this game and posting on its forums, you will encounter thousands of other players who share different experiences and come from vastly different backgrounds. While certain language and images may not be offensive to you, consider the fact that that same language and images may have a completely different effect on someone else. We've done everything we can to make this Ning Community of Readers: Example Case Rebecca Rupert writes: We started with the following guidelines that were written by teacher Ann Smith from Arapahoe, Colorado. November 2, 2011
OurSpace: Being a Responsible Citizen of the Digital World (Part One)
Our Space was co-developed by Project New Media Literacies (established at MIT and now housed at University of Southern California Annenberg School for Communications and Journalism) and The GoodPlay Project (Harvard Graduate School of Education). The Our Space collaboration grew out of a shared interest in fostering ethical thinking, and conduct, among young people when they exercise their new media skills. We recently released the finished product to the world, after many years of hashing through these complex issues together, and we are eager to get response from other educators who are interested in applying some of these activities in their own contexts. Today, I am going to share my own reflections about the project, which are part of a joint afterword which I wrote in conversation with Howard Gardner, the leader of the GoodPlay project. You can read that full exchange here. Next time, I will share one of our initial activities --- "Our Space, Our Guidelines" -- which is intended to help teachers develop a safe space through which students can engage in conversations about ethical issues. Excerpt from How We Got Here: Peter, a typical American teenager, lives in a major metropolitan area in North America. The product of a broken home, he currently is under the supervision of his aunt and uncle. Peter considers himself to be a master of the Web, able to move rapidly from site to site and applying his emerging skills to promote social justice. Peter has engaged with typical identity play, adopting a flamboyant alter ego, an avatar that allows him to do and say things he would be hesitant to do otherwise. Peter belongs to a social network with kids from a nearby private academy who share his perception of being different from others around them. Peter uses Flickr to publish his photographs, some of which have been published professionally by the local newspaper under a Creative Commons attribution; the editor has been so impressed by Peter's work that he now lets him work freelance. Peter often interacts with adults who share his geeky interests online. Peter uses his computer to monitor suspicious activities in his community and is able to use a range of mobile technologies to respond anytime, anywhere to issues that concern him. He uses Twitter to maintain constant contact with his girlfriend, Mary Jane, who often has to stay after school to rehearse for drama productions. Peter and his other friends are part of a generation that has embraced the expanded capacities of new media to more actively participate in their society. Peter doesn't like to consider himself a hero, but he has made a difference in the lives of the people around him. Indeed, Peter's Uncle Ben has told him that he enjoys the kind of power and knowledge that previous generations could only imagine but warns him that "with great power comes great responsibility." Peter knows less than he thinks he does, but more than the adults around him realize. While he makes mistakes, some of them costly, he is generally ready to confront the responsibilities thrust upon him by his circumstances. Alert readers will have already recognized that Peter Parker is the protagonist of Marvel comics long- standing Spider-Man franchise. I've treated his story as if it were a case study from our research to make a point. Most of us already accept the idea--at least through fiction--that young people might be able to assume greater responsibilities than previous generations, that they might learn ways to use their emerging "powers" responsibly and ethically, and that the value of doing so may outweigh the risks or challenges. Within the pages of a comic book, things, such as identity play, which sometimes worry adults, are much more normative, much as they are for the young people who have grown up defining their identities in relation to the online world. And there, we come to accept the value of young people "geeking out," rehearsing and deploying their skills within communities defined more through their shared interests than through fixed relations between adults and youth, and we come to recognize that young people may take on their own "missions" that motivate their learning and shape their understanding of their place in society. The Spider-Man comics even allow us to see Peter and his friends at Xavier Academy (The X-Men) make and learn from mistakes, often as part of a supportive social network which is there to pick up the pieces and offer valuable advice on the next steps in their personal journey. And it's a good thing that the Avengers, the predominantly adult organization of superheroes to which Spider-Man belongs, are not age-conscious, since one longtime member, Thor, is a five-hundred-plus-year-old immortal god and compared to him, all of us are "immature." Many of us grew up reading such stories, though we often forget them when we are confronting the messy business of helping adolescents acquire and master adult responsibilities. For me, this project started with the recognition that there was a whole generation of youth who, like Peter, are deploying new media technologies and the processes associated with them to develop a clearer understanding of themselves and their place in the world. Many of these youth are becoming media makers, expressing their emerging understanding of the world through fan fiction, game mods, mp3 downloads, websites, YouTube videos, social-network profiles, Flickr photographs, and a wealth of other grassroots production practices. As they do so, some, though not all of them, are stepping into the support systems around what we call participatory culture. They are using these technologies to construct their identities, to make sense of their social networks, and to gain respect from adults who share their goals and backgrounds. Some of them are joining online communities that, at their best, meet their needs, but in other cases, fail them. Despite a tendency to talk of "digital natives," these young people are not born understanding how to navigate cyberspace and they don't always know the right thing to do as they confront situations that were not part of the childhood worlds of their parents or educators. Yes, they have acquired great power, yet they--and the adults around them--don't know how to exercise responsibility in this unfamiliar environment. Those of us on the Project New Media Literacies (NML) team felt that it was too easy to talk about "media effects," as if these young people were simply victims of these new technologies, or to identify risks without recognizing the many potential benefits of teens' online lives. As a society, we have spent too much time focused on what media are doing to young people and not enough time asking what young people are doing with media. We need to embrace an approach based on media ethics, one that empowers young people to take greater responsibility for their own actions and holds them accountable for the choices they make as media producers or as members of online communities.... The pronouns surrounding these digital practices suggest an uncertainty about the balance between individual and collective experience in the online world. Consider, for example, the "you" in YouTube. In English, "you" can be both singular and multiple, blurring distinctions that are carved into other languages. So when we talk about YouTube, do we see it as a space of personal or individualized expression, or do we see it as a space for shared, networked communications? What about the "my" in Myspace, given the fact that our personal sites are simply portals into a much more fully integrated social network that links us, directly or indirectly, to every other user of the site? We've chosen to call this guide "Our Space" to emphasize the social dimensions of participatory culture: "Our" suggests a shared ownership and responsibility over what happens in the online world. Ideally, transforming the pronoun here encourages us to recognize that our individual choices have social consequences, that what we do online may impact others, and as such, online sites should be sites of ethical reflection.... Our conversations with the GoodPlay Project have been generative for all involved, bringing a much broader array of experiences and expertise to the table than either team could have mustered on its own. Howard and I came to this project with different disciplinary backgrounds, different intellectual commitments, and different experiences with digital media and popular culture. These differences were reflected as well in the graduate students and researchers who worked on our respective teams. We have not always agreed and, indeed, we've sometimes had heated disagreements. Bringing these teams together has meant that in any given conversation, there was a healthy skepticism displayed towards all claims, allowing for a finished product that reflects both the risks and the benefits of the online world, explores both the decisions of individual agents and their larger socio-cultural context, balances traditional and emerging pedagogical practices, and can be deployed in a school that has one laptop per child and one that has no laptops at all. We hope that educators will not simply embrace those materials that match their preconceptions but rather will integrate the disagreements and debates around new media into their pedagogy. None of us know where all of this is going, so it is far too soon to adopt fixed positions. Not every activity proposed here will work in every educational context. We are trusting educators to make their own decisions about which activities to deploy and how to adapt them or adjust them to local particulars. But we hope that educators will seek the same balanced perspective that has emerged through our multi-year conversations together--not giving themselves over to fear of the new media landscape, but always taking a skeptical, though not cynical, perspective....
These emerging skills are unevenly distributed across the culture, making it difficult to create a "one- size-fits-all" intervention that will serve the needs of these diverse constituencies. NML, thus, has developed a more modular approach: one that provides scaffolding for new teachers and inexperienced students but also serves the needs of more experienced participants. We see educators as important partners who are themselves appropriating and remixing our content on the ground and often on the fly. We want teachers to apply their own knowledge and experience to flesh out our activities. As we've seen our materials brought into school and after-school programs, they are deployed most effectively when teachers trust young people to make meaningful choices and value their own insights. Wherever possible, we want our activities to be open-ended and flexible. And wherever possible, we want students and teachers to go to the actual sites where cultural change is occurring rather than simulating these practices in the classroom. In my book Convergence Culture: Where Old and New Media Collide (Jenkins, 2006), I warn about some of the challenges of bringing participatory culture into formal education: "It is not clear that the successes of affinity spaces can be duplicated by simply incorporating similar activities into the classroom. Schools impose a fixed leadership hierarchy (including very different roles for adults and teens).... Schools have less flexibility to support writers at different stages of their development. Even the most progressive schools set limits on what students can write compared to the freedom they enjoy on their own." And indeed, NML's field testing of our materials has shown just how realistic many of these concerns are. The fixed power relations between students and teachers sometimes ensures the imparting of knowledge across the generations, but may also constrain youth from seeking meaningful advice about ethical dilemmas they encounter from adults around them. By comparison, young people and adults who share the same interests are meeting online, often collaborating on projects together, in ways that respect and value what each participant has to contribute. Teachers in the classroom struggle with how to preserve their own expertise without recognizing that young people also may know things that need to be brought to the table. Popular culture often embraces values at odds with those of the schoolhouse, and students and teachers need to negotiate a set of guidelines about appropriate or inappropriate use of those materials in the classroom. In the digital age, classrooms are no longer isolated environments, cut off from the surrounding society, but rather nodes in a complex learning network. Our materials exploit the porousness of this new learning ecology, expanding the range of opportunities schools have historically offered their students, connecting learners to larger knowledge communities, and encouraging young people to voice their perspectives and share their creations with a larger public. As we prepare young people for a world that is more and more defined around collaboration and collective problem solving, we must help them acquire the social skills necessary to meaningfully contribute to a network of other learners. In a world where people who pool their knowledge and share their expertise can solve more complex problems than those working alone, we need to offer our students more difficult questions and give them an opportunity to confront them together. Too often, educators are adopting positions that close off the exploration of the new media, rather than encouraging young people to acquire the skills needed to meaningfully participate, and fostering an ethical perspective that allows them to deploy their resources responsibly and safely. The activities included in this casebook adopt a different perspective, suggesting ways that teachers and young people might engage with Facebook and MySpace, Wikipedia, YouTube, Second Life and World of Warcraft. Without such training, young people are being left to deal with these new environments on their own. Some of them are being left out or left at risk as a consequence. Some teachers are advocating "just say no" to Wikipedia, for example, rather than helping young people understand the processes and norms through which Wikipedians evaluate and assess the reliability of information they are providing. Some schools are shutting out YouTube rather than helping young people to reflect on their roles as the All of these, and many other issues, have been debated back and forth by the two teams in the course of developing this casebook. We know that different teachers will take different perspectives on these cultural, ideological, and pedagogical concerns. We've tried to design these materials in such a way that they can be taken in many different directions and still convey some fundamental ethical concepts that will help young people chart a meaningful course for themselves as media producers and members of online communities. David Buckingham has suggested the value of approaching young people's use of technology in terms of their "beings" (respecting who and what they are now) rather than their "becomings" (seeing their present state as some stepping stone to their adult identities). While some of our activities confront the long-term consequences of their decisions, we also are trying to take seriously the activities that young people are already engaging with and the ethical issues they are already confronting in their day-to-day interactions with online communities. We also know that young people are not the only ones who will be learning as they work through these units: Many adults still know little about these emerging social communities and cultural practices; most are uncertain about what parts of our existing ethical toolkit still apply in these unfamiliar situations. We hope that educators will use these materials to test and strengthen their own conceptual frameworks, remaining open to new possibilities, even as they hold tight to long-standing values and standards. As educators, we are obligated to act through reason and not out of fear; that responsibility requires us to continually ask questions of ourselves and of our students. We are teaching them not to be too trustful of the information they read on Wikipedia; perhaps we also should learn not to trust sensational news stories that provoke moral panic about young people's digital lives. Like Spider-Man, you have been given both great power and great responsibility. What are you going to do with it? November 1, 2011
When Outlaws are Innovators: An Interview with Jonathan Taplin (Part Two)
Well you know sometimes I'm a skeptic about the promise of technological innovation leading to artistic breakthroughs. We used to talk about the 80-20 rule in movies and music. 80% of the business would be done by 20% of the content. Professor Christian Sandvig showed me some data last week that on You Tube maybe 3% of the content gets 90% of the views. And most of that content is music videos from major artists. Now I realize that You Tube allows any filmmaker to get their work seen and I'm not interested in going back to the days of the early 1970's. If I had been unable to sell Mean Streets to one of the majors in 1974, it would have literally disappeared. There were no "indie" distributors of any consequence. A central concern here is the ways that these artists have dealt with issues of democracy and racial equality. What roles do you think the arts have played in shaping the public's perception of and acceptance of an increasingly multicultural society? I think the "modern arts" have done more to shape a multicultural society than almost any other force. I say "modern", in the sense that in 19th Century America, the most popular kind of public entertainment was the minstrel show.
Near the end of the book, you shared some insights into the impact of Steve Jobs on American culture. Is Jobs a friend or a foe to the tradition you are describing across this book?
What are you able to accomplish by publishing this book electronically, which would be hard if not impossible to achieve through print?
You have been working with T. Bone Burnett on a project concerning the Future of Music. What can you tell us about this project?
Jonathan Taplin is a Professor at the Annenberg School for Communication at the University of Southern California. Taplin is Director of the USC Annenberg Innovation Lab . Taplin's areas of specialization are in international communication management and the field of digital media entertainment. Taplin began his entertainment career in 1969 as Tour Manager for Bob Dylan and The Band. In 1973 he produced Martin Scorsese's first feature film, Mean Streets which was selected for the Cannes Film Festival. Between 1974 and 1996, Taplin produced 26 hours of television documentaries (including The Prize and Cadillac Desert for PBS) and 12 feature films including The Last Waltz, Until The End of the World, Under Fire and To Die For. His films were nominated for Oscar and Golden Globe awards and chosen for The Cannes Film Festival seven times. In 1984 Taplin acted as the investment advisor to the Bass Brothers in their successful attempt to save Walt Disney Studios from a corporate raid. This experience brought him to Merrill Lynch, where he served as vice president of media mergers and acquisitions. In this role, he helped re-engineer the media landscape on transactions such as the leveraged buyout of Viacom. Taplin was a founder of Intertainer and has served as its Chairman and CEO since June 1996. Intertainer was the pioneer video-on-demand company for both cable and broadband Internet markets. Taplin holds two patents for video on demand technologies. Professor Taplin has provided consulting services on Broadband technology to the President of Portugal and the Parliament of the Spanish state of Catalonia. In May of 2010 he was appointed Managing Director of the Annenberg Innovation Lab.
October 31, 2011
When Outlaws are Innovators: An Interview with Jonathan Taplin (Part One)My new USC colleague, Jonathan Taplin, is like the cool older cousin that everyone of my generation always wished they had. He was at Woodstock and was hanging out with Bob Dylan and his mob at the Newport Folk Festival the day Dylan went electric. He organized The Concert for Bangladesh and produced Mean Streets. He went on tour with The Band and he was behind the scenes helping to negotiate the deal which saved the Disney Corporation. Now, he's best buddies with T. Bone Barnett and he's the founder of the Annenberg Innovation Lab. And he lived to tell the tale. In fact, his new book, Outlaw Blues: Adventures in the Counter-Culture Wars, recounts these and many other events which changed popular culture (especially popular music). His memory is vivid, his attention to detail is sharp, and his writing is compelling. But, Outlaw Blues is more than simply Taplin's memoirs, fascinating though it is to read these stories. Taplin sees the big picture, and he uses the book to document what he calls the "American Vanguard", which he traces back to Emerson, Thoreau, and Twain (suggesting that these "dead white guys" were as lively and controversial in their own times as Eric Clapton was in his.) He writes about Louis Armstrong, Upton Sinclair, Orson Welles, Jackson Pollack and Edward R. Murrow, with the same vivid attention to details and personality as he describes what happened when Jimi Hendrix took the stage at Woodstock or discusses a young Martin Scorsese's uncomfortable reactions tof Hollywood hedonism. His account connects these phenomenal artistic accomplishments to issues of technological innovation, shifting business models, and above all, the dramatic social, political, and cultural debates of the period. Before everything is said and done, Outlaw Blues ends up being the hidden history of America from the mid-19th into the early 21st century, one full of lessons for those who are trying to make sense of the media changes that are helping to define our present moment. But, Outlaw Blues is still more than that, because it is the first publication of a new Annenberg Innovation Lab initiative which is seeking to re-imagine the affordances of the book. Most existing ebooks slavishly and mechanically reproduce printed books and utterly fail to take advantage of the properties of this emerging platform. So, when they made the Kindle version of Convergence Culture, my publishers had trouble reproducing the sidebars, which are a central feature of the book, and were designed to approximate the juxtapositions we associate with the web. But the Annenberg Innovation Lab believes that ebooks can be media rich and interactive, even participatory, experiences. But, they can achieve that goal only if they are "born digital," only if they are designed for this platform from the get-go. Outlaw Blues, thus, included hundreds of clips, allowing us to see parts of the musical performances the book describes, and thanks to Taplin's behind-the-scene's perspectives, watch them with new eyes, because we have a clearer sense of what the people on stage are thinking. And the musical bits exist alongside bits of interviews, documentaries, and other key media texts of the period. Here's where you go to learn more about this "innovative" project. In this interview, I asked Taplin to focus on some of the larger themes -- about the nature of creativity and popular culture, about art and politics, about technological change and personal expression -- which run through the book.
You often define the "American Vanguard" is opposition to the commercial culture of the same period, yet many of those you discuss -- from Louis Armstrong to Dylan, the Beatles, The Rolling Stones, and Elvis -- are among the most popular artists of all time. So, what relationship are you positing between being an "outlaw" artists and the commercial marketplace?
What motivated you to write Outlaw Blues through a combination of memoir and historical perspectives? What relationship are you positing in this way between what happened in the late 20th century and the broader history of popular culture? I had been studying what the Austrian economist Schumpeter called "Long Waves"---the notion that history and economics move in 60 year cycles. This was all part of his theory of creative destruction. So I definitely felt like I had been lucky enough to live and work in one of those periods of creative revolution from 1963-1982 and so I was curious about those other periods when Vanguard artists were really altering the cultural dialogue. Your chapters are structured around a series of moments or scenes where a number of artists, often working in different media, seemed to thrive. What do these scenes have in common? What factors contribute to the emergence of these kinds of creative moments? This is such a fascinating topic. Jacques Barzun has a wonderful theory about the Renaissance. You had all of these amazing artists living literally down the street from each other in Florence. They went to each other's studios and probably drank together in the evenings. So they were both rivals and friends and that rivalry pushed them to experiment more. The physical proximity---the scene---was critical. Jonathan Taplin is a Professor at the Annenberg School for Communication at the University of Southern California. Taplin is Director of the USC Annenberg Innovation Lab . Taplin's areas of specialization are in international communication management and the field of digital media entertainment. Taplin began his entertainment career in 1969 as Tour Manager for Bob Dylan and The Band. In 1973 he produced Martin Scorsese's first feature film, Mean Streets which was selected for the Cannes Film Festival. Between 1974 and 1996, Taplin produced 26 hours of television documentaries (including The Prize and Cadillac Desert for PBS) and 12 feature films including The Last Waltz, Until The End of the World, Under Fire and To Die For. His films were nominated for Oscar and Golden Globe awards and chosen for The Cannes Film Festival seven times. In 1984 Taplin acted as the investment advisor to the Bass Brothers in their successful attempt to save Walt Disney Studios from a corporate raid. This experience brought him to Merrill Lynch, where he served as vice president of media mergers and acquisitions. In this role, he helped re-engineer the media landscape on transactions such as the leveraged buyout of Viacom. Taplin was a founder of Intertainer and has served as its Chairman and CEO since June 1996. Intertainer was the pioneer video-on-demand company for both cable and broadband Internet markets. Taplin holds two patents for video on demand technologies. Professor Taplin has provided consulting services on Broadband technology to the President of Portugal and the Parliament of the Spanish state of Catalonia. In May of 2010 he was appointed Managing Director of the Annenberg Innovation Lab.
October 29, 2011
"The Revolution Will Be Hashtagged": The Visual Culture of the Occupy MovementSince 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. 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:
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.
October 24, 2011
Making My Peace with The Bicycle Girl: Reflections on The Walking Dead Web Series
Earlier this semester, I was asked by Scott Walker to be the guest speaker at the Los Angeles Transmedia Meetup, an event which brought together a roomful of artists and entrepreneurs who are invested in making the concept of "transmedia entertainment" into a reality. Today, I wanted to share with you the webcast version of this exchange. If this whets your appetite for further discussions of these issues, it's not too late to register to attend the Futures of Entertainment conference being hosted by MIT on November 11-12. I will be speaking there on a panel with Sam Ford and Joshua Green, the co-authors of our forthcoming book, Spreadable Media: Creating Value and Meaning in a Networked Society, and you can find more information here. In my opening remarks to the Transmedia group, I responded to the news that The Walking Dead was launching some webisodes in anticipation of their Second Season. My remarks were based on a news story I had seen that morning, which contained very little information about what was planned other than the news that it would center on "Bicycle Girl," a very memorable zombie character introduced in the series's opening episode. This news seemed to me a mixed blessing and as such, offered us a way to think about when and where transmedia extensions are appropriate or desirable. The discussion was a hypothetical one, a thought experiment, not intended as a criticism of the series producers, and I can now follow it up with some thoughts about the actual execution of the webisodes. On one level, the choice of "Bicycle Girl" as the focus is inspired. The character originates in Robert Kirkman's original graphic novel and despite appearing on only a few pages, remains a "haunting" figure. She is the first zombie we really get to know as an individual when Rick exits the hospital and his decision to, in effect, commit a mercy killing on this zombie punctures any easy divide between humans and zombies. I've long wanted to know more about this character and particularly I wanted to know whether there was any previous relationship between Rick and the human who had changed into this hideous monster. Clearly the producers also were fascinated with this figure since they devoted a video segment on The Walking Dead dvd release specifically to the making of this sequence.
1. She is an iconic figure. She's a character we remember. Her situation speaks to the larger themes and conflicts which structure The Walking Dead as a series. Often, transmedia extensions, for budget and contract reasons, end up working with secondary characters rather than the series leads. This is fine if the secondary characters are ones we care about, if they are ones who have a compelling role to play in the series. In fact, introducing alternative points of view on the action may be one of the most valuable contributions transmedia extensions can make. A series which did this right was The Wire, where they produced only a few highly memorable and meaningful webisodes, each focused around characters and character relationships which were meaningful and memorable in the context of the original series. Too often, producers work with who-ever is available and the results seems arbitrary and disappointing.
Why might it not be a good idea to return to the "Bicycle Girl" story? I have been finishing up an essay which explores the ways that The Walking Dead is and is not "faithful" to the original comic book series. In doing so, I argue that fans are ready to accept expansions and elaborations, even major changes in the continuity (especially those which allow them to explore other aspects of the character conflicts) as long as they are consistent with "the rules" (to borrow from Scream) which were established by Robert Kirkman. In this case, the "rules" are explicit; they emerged over time as Kirkman engaged with his fans through the letter column in the back of the comic. One of the core rules which Kirkman established was that we would never be given an explanation for why there are zombies and we are never going to go back and fill in the first 20 days of the zombie apocalypse. Here's one of the many times that Kirkman has explained his rationale: As far as the explanation for the zombies go, I think that aside from the zombies being in the book, this is a fairly realistic story, and that's what makes it work. The people do real things, and it's all very down to Earth...almost normal. ANY explanation would be borderline science fiction....and it would disrupt the normalness. In my mind, the story has moved on. I'm more interested in what happens next then what happened before that caused it all. Some in the original audience for my remarks assumed I was saying that there was a hole in Kirkman's construction that he was seeking to work around. I don't think so. I think this goes to what I call the active production of belief. I never much liked the phrase the suspension of disbelief, which seems to me far too passive to explain what happens when we consume a fiction. For me, belief is something that is achieved (not something simply accepted) and it is achieved through choices made both by the storyteller and the listener. In this case, Kirkman's impulses as a storyteller is that any explanation for the zombies would damage the credibility of the fiction he was constructing. This is not a problem with his story: it's a challenge in working with the zombie genre more generally, one all storytellers run up against, and especially a challenge of a version which strives for emotional realism in the ways Kirkman did. Given this particular "rule," which we might see as an informal contract between the producers and consumers, fans were understandably upset when the final episodes of last season took us to the Center for Disease Control and threatened to provide a "rational explanation" for the zombie attacks -- one grounded in the idea of contagion and epidemic. So, I was also defensive at the thought of telling the "Bicycle Girl" story which would mean going back to a time prior to Rick's awakening and thus increase the likelihood of the producer's trying to explain why there are zombies. As it turned out, I should not have worried. The producers of "Torn Apart" (as the Bicycle Girl webisode is called) were well aware of audience expectations around this issue and as a consequence, they take steps to avoid giving us anything substantive which might explain the outbreak. We get one dubious theory from a somewhat crazed neighbor that the zombie attacks might have been caused by "terrorists." We get a few snippets of news coverage before the power grid goes down and all communication gets cut off. We get the suggestions that whatever happened occurred very swiftly, allowing no time for people to prepare, and catching most of the population off-guard. None of this breaks the underlying logic of the "rule" even if it may push up against the letter. I spent a class session in my Transmedia Storytelling seminar walking episode through episode through "Torn Apart". The initial response was that the quality was not as high as was routinely achieved on the television series: the acting was more heavy handed, the scripting and camera work more obvious in calling out certain key plot points, and there was less time to fully explore the emotional consequences of certain moments of intensified drama. As we talked as a class, though, we came to a deeper understanding of how these aspects of amplification and simplification emerged from the specifics of production for the web. There were production constraints, in terms of budget and time, which made it hard to achieve the same quality in the web productions as could be achieved on the show itself, and this becomes an issue when what happens on the web is intended to be read as "part" of the television series, a problem which transmedia producers of all kinds will need to address. We discussed the similarities and differences from how these problems are confronted by student filmmakers (at USC film school and elsewhere) and exploitation filmmakers, both of whom dealt with limited time and money, and worked within short form as opposed to long form storytelling. And we discussed the very different interpretive frames consumers bring to such work, excusing imperfections in favor of ambitions in both cases, because we understand the constraints on what could be done. A second discussion centered around the compression which occurs here. The more closely we looked at the construction of this web series, the more impressed we were by how tightly integrated the details were. Every line, every plot point connected to something else, so that by the end, this was a very classically constructed story with many intensely melodramatic moments and with no loose ends. There are choices here the class debated, such as the decision to recenter or decenter key aspects of this story from the "Bicycle Girl" onto her ex-husband or other members of her family, or the relative arbitrariness of how the "Bicycle Girl" becomes a zombie, despite the elaborate back story with which we were presented (and whether this was consistent with the sense that anything could happen at any time that is part of the logic of The Walking Dead series as a whole.) The short length of these segments seems to suggest a prevailing industry logic that people only want to watch things on the web which are less than five minutes long (shorter depending on which web expert you talk with) but we can start to question this logic when more and more of us are watching full episodes or feature length movies on our computers through Hulu and iTunes. In the class setting, it quickly became tiresome to have to wade through a pre-roll commercial and credits before getting into the next chunk of the story, and in this case, all of the episodes were released on the same day which means that the serial process was perhaps wasted on this content. That said, part of what we were trying to discuss in class was the twin logics of seriality, which depend on chunking (the creation of meaningful bits which cohere in any given chapter) and dispersal (the shifting of interests and attention onto what is coming next through cliff-hangers and enigmas, both of which are well illustrated in the construction of this particular series). Some of the more interesting discussion centered around the placement of this episode in the overall flow of The Walking Dead series -- as a bridge between the first and second series. I often hear people talk about the nonlinear quality of transmedia, saying that the parts can be consumed in any order. This is technically true in the same sense that we can read any chapter in a book in any order we want, but we often choose to read the book in a desired sequence. Or we can read any book in a series we want, but again, most readers choose to follow the author's preferred order. Transmedia (at least as Hollywood currently practices it) has to be designed so that any given extension can function as a point of entry into the series and so that only the "mothership" is essential to the experience, but that does not mean that there is not considerable thought put into the timing with which different extensions are introduced into the franchise. In this case, there is a conscious decision to create something which refers back to the very first episode of The Walking Dead rather than following on from the end of season one, especially in the context of a series which has been sparing with flashbacks and which tends to have a strong forward momentum. We also felt that the focus here on children at risk connected very strongly to the core themes which surfaced in the opening episode of the second season, with certain moments in the webisode having direct parallels in the television episode many of us would watch shortly after. Beyond this, there is a nice balance in the webisodes between relying on information hardcore fans have acquired through watching the series (such as what happened in Atlanta or what they know at CDC, both plot points here which were already answered in the series) and creating something which could be an "attractor," a point of entry for first time viewers which might draw them into watching the series itself. There is a lot more that transmedia producers and consumers can learn from looking closely at this example: indeed, my hope is that we can move the conversation about transmedia from broad definitional debates to this kind of close reading, which helps us to learn what works and what doesn't in the current work being done in this space. October 22, 2011
Acafandom and Beyond: Concluding ThoughtsLouisa Stein: I feel the need to start off by saying I never wanted or felt we needed a referendum on the term "acafan"; when I initially proposed the "Future of Acafandom" workshop at SCMS, I had in mind that we'd talk about the practices of acafan methodology and pedagogy, and perhaps also the shifting terrain for acafan scholars in graduate school and on the job market. But it became clear in that conversation that the term mattered to people, that the term itself was fractious, and that we couldn't engage with the concepts inside the term, so to speak, without poking at the term itself. I found myself asking why the term was so fractious; indeed, we originally talked about wanting these conversations to be dialogues rather than the debate structure of the Fan Girl vs. Fan Boy debates, hence the three participants, and yet it seems like we've found ourselves back in debate territory. I still don't feel like I have a full answer to this question: why is the term acafan something people feel so strongly about, or that causes discomfort? We can't just declare language dead--despite my spurious blog post title about "not-hosting the workshop that killed Acafandom." No single workshop could ever have that power. Spurred by the conversation between Jason, Alex, and Abigail, I googled acafan (why had I never done this before?) and found that in colloquial online use, the term bridges silos and boundaries. Yes, most of the first page of hits are Henry's blog, with Ian Bogost's declamation of acafan positioning making an appearance as well. But there's also fan fiction--a Sherlock Fan Fiction, no less, entitled "The Affair of the Asphyxiated Acafan" (!) And there are blog posts, twitter accounts, a fan lore entry, livejournal posts, delicious bookmarks, podcasts, etc. with varying levels of academic and fannish affiliation. To me there's a value in all that boundary crossing, and moreover it demonstrates simply that the term has a cultural life, and it's up to each of us to perform and model it as we see fit, in multiplicity, rather than to proclaim a single definition. Henry Jenkins: I am not sure what I expected when I opened this particular can of worms. In many ways, I found the resulting exchanges fascinating -- especially hearing the diverse ways that contributors positioned themselves in relation to both academia and fandom, the ways that those relationships did or did not inform their work, and the other ways they were taking up some of the issues which for me are central to the use of the aca-fan concept -- especially those having to do with our subjective experiences as consumers and participants always implicated in the popular culture we study, one way or another, whether or not we want to admit it. Drew Davidson: This has been an interesting experience, particularly since I wasn't deeply familiar with the term "acafan." And during the round of discussions in which I participated, I think all three of us were concerned about a lack in this regard, which we worried we had kept our conversation scratching at the surface of the ideas involved. And to be honest, due to lack of time, I followed the other rounds obliquely at best. That said, even at a high level I believe we all felt a resonance between the idea of being a fan and being a gamer, maybe the sense of defensiveness came from struggling to articulate the connections, but I don't think any of us felt overtly defensive (looking back I can see how it reads that way though). Thinking of Henry's question, I think it comes from this lack. As with any academic field, acafan has developed a deep and rich set of issues and terminology that in some ways can become a barrier to newbies. Similarly, gamers-as-scholars are developing as a field (and it's an area where newbies would feel barriers in the terminology as well as playing ability). And so, I agree with Henry in that there is an opportunity to learn a lot from each other (and regret that it seems like we were part of the sense of talking past each other). That said, it brings me back to the sense of a lack of time (the most finite of things). When this whole idea kicked off, there were bigger plans and more people involved, but as the reality of life set in, people dropped out here, got busy there, and a different thing evolved than initially was planned. For our round, we ended up having to squeeze in our discussion as we had wildly divergent schedules, and we weren't sure what to say really. Regardless, it seems to have inspired all involved to think anew about ideas and assumptions, so I think it's been an overall success. But it is easy to see how we will now scatter back to our daily schedules and pursuits, and having the time to better make and articulate connections across fields is a real challenge. But one worth striving for. Just in the way Henry articulated why he was interested in inviting some gamers to join this discussion got me to think in a new light about what we've been doing with the Well Played series, and how the act of playing a game, and trying to discuss that act, is full of interesting agency on several levels. And it got me thinking about how I'm an acafan of Henry (and by extension his work), and that's why I joined in on this conversation (and often is how connections can be made). Also, Henry's comments on how John discussed the distinction between being a "fan" and being a "fan of," got me thinking of how it can be both, particularly in terms of acafan. I think I am an acafan in general (in terms of approach), and I'm an acafan of videogames (in terms of expertise). Like Louisa notes in her closing comments, I think I'm most acafan when I'm engaged and modeling the agency in interactions with students and colleagues. And being an acafan resonates for me as an honest stance through which to consider the media and games that I both study and enjoy.
Kristina Busse: In psychology, there exists the concept of confirmation bias, which describes the informal fallacy whereby more information confirms our entrenched belief rather than expand our minds. This is a quite depressing concept for academics, because mostly our modus operandi dictates that more facts, more opinions, more positions are better and open our minds. Karen Tongson: Although I've taught introductory courses on fan cultures and fan studies in a general education context since graduate school--making some of the rudimentary, but necessary links between "fans" and "critics" that Kristina rightly insists we move beyond--I've never really considered myself a true fan studies scholar. Nor have I really identified as an acafan; at least not until this series of conversations transpired. In part, I think my reticence has to do with my own sense of the tremendous expertise and commitment that attends to "true" acafandom and vigorous involvements in participatory cultures. In other words, I had a sense (as both Louisa and Kristina gestured to) that the terms were narrower, or had reached the point of naming a more specific set of procedures, practices, and archives. I also think my "primary academic orientation"--if there can be such a thing--as a queer studies scholar, kept me immersed in different conversations about affect and participatory engagements, even though I always felt and understood the tremendous overlap between acafan practices and queer cultures. All this to say that my familiarity with fan studies from the 80s onwards offered a particular lens for me to view queer studies, and vice versa. Yet my own disciplined docility to the concept of "expertise" and commitment to other identificatory practices kept me from assuming the subject position of the acafan in ways that I ultimately understand, through this summer's conversations, were rather unnecessary. In fact, it wasn't until I read this same reticence in some of the responses from my own colleagues in queer, ethnic and American studies (I'm thinking in particular of Christine Bacareza Balance's, Jack Halberstam's, Jayna Brown's and Sarah Banet-Weiser's pieces), that I realized how cordoned off many of us have been from the expansive possibilities of acafandom wherein, as Kristina phrased it, "every academic is a fan (of sorts) and every fan (on some level) [is] an academic." More than anything, I valued this summer's conversation, and the invitation to consider in greater depth some of the practices we either rightly or falsely assumed belonged to the rubric of acafandom from an "outsider's" perspective. It brought to the surface how even certain, more established interdisciplinary fields (like the ones I listed above), are still very bounded, insular and unconsciously averse to the multiplicity of identifications. Acafandom, as I've come to understand it through this series generously hosted by Henry on his blog, is not simply a subset of Fan Studies, or Media Studies, but an orientation of sorts--at once methodological and affective--that can inform practices otherwise situated firmly within other disciplinary formations and their imperatives. I'm heartened by the extent to which emerging young scholars like Alexis Lothian and Suzanne Scott understand their work as part and parcel of the formations of both their "home" disciplines and acafandom in ways that shed the residual hang-ups (for lack of a better word) that continue to hold some of us back. Louisa Stein is Assistant Professor of Film and Media Culture at Middlebury College. Her work explores audience engagement in transmedia culture, with emphasis on questions of gender and generation. She has published on audiences and transmedia engagement in a range of journals and edited collections including Cinema Journal and the Flow TV anthology (Routledge, 2011). Louisa is co-editor of Teen Television: Essays on Programming and Fandom (McFarland, 2008), and of the forthcoming collection Transmedia Sherlock. Louisa is also Book Review editor of Transformative Works and Cultures. October 22, 2011
Acafandom and Beyond: Will Brooker, Melissa A. Click, Suzanne Scott, and Sangita Shreshtova (Part Two)
Here's the problem, for me. I like reading about Sangita's sari pleats and Suzanne's Nerf battleaxe, and recognising similar fan experiences from different fan communities, but those enjoyable moments, those connections and those stories don't make me feel more able to answer the broader questions posed by Melissa. I don't feel entitled to, and I don't feel inclined to. Somehow, in the last ten years, I've gone from being a kid who couldn't believe he was actually writing a book about Star Wars to some middle-aged man of fandom who gets reverently approached by PhD students, telling me they were inspired by that book I couldn't believe I was getting away with. I'm happy to give advice, but I don't feel comfortable telling anyone what to do, except: do what you want to do, do what you love. I have my own answers to Melissa's questions -- I feel entirely open-minded about different types of media fandom, I feel anti-fandom is a love-hate variation on traditional fandom, and I have few hang-ups about 'quality' versus 'camp' -- I studied 1960s Batman in the 1990s, and got over those snobberies a long time ago. But these are just personal opinions, as far as I'm concerned. I don't like the words 'geek' or ''nerd' because I feel they describe what would be simply called scholarship, expertise or ability in most other areas of life; I don't like the word ''fen' (why are we adopting this twee, sub-Elven term when we have the word 'fans'?), and 'squee' makes me squick. 'Squick' makes me squick, too. I don't feel we're helping our cause, such as it is, by using baby-talk and sleepover squealing. But then, for all my love of Legally Blonde, I'm a straight white guy, and as enough of our official vocabulary is decided by straight white guys, I don't want to make any rules for fandom's vocabulary based on my own preferences. I don't feel it's for me to make rules or recommendations about anything in fandom or aca-fandom. To be frank, I don't know if any of us should be deciding what 'we' should do. Are we even a coherent community? For all our pleasurable connections -- the recognition of love for a text, a story and character, and the recognition of having that love mocked or derided -- I think the differences between us are more obvious, and perhaps more interesting, than the similarities. Deciding on labels, rules and titles risks making something that was always inherently a lot of fun, born out of passion and enthusiasm, into just another departmental committee meeting. So, drawing up an agenda and writing the minutes of aca-fandom isn't for me. But if that was what everyone else wanted to do, I'd book a room, bring the coffee and offer my advice. Melissa Click: Will Brooker: I don't really see a contradiction in what I say above, Melissa. It's because I know I have personal preferences and prejudices that I don't want to make any broader proclamations. You're right that the behaviour I mentioned tends to be gendered, but I feel equally, if not more alienated, by the codes and conventions of male sports fans: I could have railed against those, but the truth is, they're further from my experience and feel alien to me, whereas my resistance to squeeing, shipping and geeking out is more complex, and more bound up with trying to deny that aspect of my own fandom. This wasn't meant to be a dismissal of certain types of expression; more a demonstration of why I'm in no position to suggest rules for other people, because fan studies is so bound up in the personal, and I (like all of us, I expect) have irrational likes and dislikes. A lot of mine, I'm sure, are a complex love-hate dynamic that, despite my attempts at honesty, I haven't fully admitted to myself: I was in happy, secret, silent tears during the first act of Legally Blonde, which no doubt counts as a kind of squeeing. I'm under no illusions that what works for me will work for anyone else, which is why I hope I made it plain that I welcome and support the continuation of these discussions, for what my support is worth. And you're right to suggest that I was unfair to compare it to a committee meeting. I was just getting bored of my own voice in monologue. Your response and your challenges make it into a conversation, and remind me that it can still be fun, as it should be. I should also admit to myself that I'm very bad at shutting up.
Suzanne Scott: I don't think that any of us are interested in codifying acafandom to the extent that it sucks the fun out of the term, or to the point that it alienates some modes of fan scholarship and canonizes others. I'm certainly not interested in policing language, or methodology, or taste. Still, my gut response to some of the gendered language in your response, Will, echoed Melissa's, particularly the bits on "baby talk and sleepover squealing." We all have our personal "squicks" and "squees" when it comes to fan discourse and scholarship, but from where I'm standing what will really hurt our cause is a failure to embrace the inherent diversity and subjectivity of the term, or consider its applications beyond classifying a body of literature. The expansions that Melissa initially proposed are just one possibility. To attempt to tie some of these threads together, and to root this in a quick anecdote, one of the chapters of my dissertation focuses on the 2009 "Twilight ruined comic-con" protests. Full fannish disclosure, I absolutely loathe Twilight. Attending comic-con as a fan that year, I was alternately annoyed by the frequent conflation of "fangirl" and "Twi-hard," horrified by the thinly veiled sexism that underpinned the protests, and disappointed that I, too, felt compelled to distance myself from those genres and texts that comprise our cultural "pink ghetto." As a scholar, my autoethnographic reflection on these anxieties openly informed my analysis of comic-con as a microcosmic reflection of the fanboy's place of privilege in this industrialized space, and the re-marginalization of the fangirl within media convergence. My initial resistance towards writing about Twilight was equally indebted to both sides of my acafan identity. I was terrified of having one of those closed-throat moments Sangita describes. I didn't want to be mistaken for one of the "squealers," and I didn't want my work (especially as a scholar fresh on the market) to be dismissed or trivialized. Just as Sangita rightly notes the need to be aware of the power that accompanies our roles as cultural researchers, I became acutely aware as I wrote that chapter of the residual power that my fan identity affords me (as someone with more stereotypically "masculine" taste in media texts, modes of engagement, and so on). All of that said, it was important for me to write that chapter, both as a fan and a scholar, and I bring it up because it (hopefully) speaks to these intersecting issues of taste, shame, professionalism, and power that accompany the "unintentional hierarchies" that exist within our field and beyond it. I'm an avid reader of aca-fannish work on Twilight precisely because work like Melissa's forces me to confront my own anti-fan biases and interrogate them. I may hate the franchise, but I will defend its fans to the bitter end. I recognize their affect, even if I don't always understand what motivates it. Collectively, I can acknowledge their importance, even if their individual expressions of fandom don't resonate with my own. I think a similar logic motivates my staunch defense of the term "acafan." I have always viewed acafandom as an extension of the mentorship and communal support that we've always celebrated in fans. And, just as in fandom, tensions and fissures, debates about the canon or about codifying a scholarly identity, will always be a part of that. We might find that we're no longer interested in a media property, or a piece of terminology, and move on to a new one. But I, for one, am still shipping aca/fan, and will always be happy to debate its significance, its boundaries, and its limitations. Will Brooker: Suzanne Scott: To briefly contextualize my own moments of defensiveness here, I think how we approached the provocations says a great deal about the stages we're at in our respective careers. I feel like I'm still cementing what sort of acafan I want to be, or coming to terms with the fluidity of that identity and its applications outside of fan studies. Part of my excitement about how we might realize the participatory and transformative ethos of fandom in our own work, or apply those ideas to an interdisciplinary discussion about pedagogy and scholarly communication, is because I'm just starting out. And, I know that in a year I'll be back on the market, where my acafan identity will intrigue some institutions and alienate others, and I'm personally and professionally invested in proving its worth. Reading Sangita's provocation, it's clear that there are spaces where that work still needs to be done, and without question part of the reason I refuse to shut up is because I'm not in a position to do so yet. Melissa Click: Will Brooker: I thought I knew where I stood, and what I felt, but this discussion has challenged me in a very interesting and valuable way -- as a scholar and as a fan. So, thanks very much to the three of you.
Sangita Shresthova is the Research Director of Henry Jenkins' Civic Paths Project at USC. A Czech/Nepali dancer/choreographer and media scholar, she holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program. Sangita's book on Bollywood dance (Is It All About the Hips? Bollywood Dance Around the World) has just been released. Suzanne Scott is a Mellon Digital Scholarship Postdoctoral Fellow in the Center for Digital Learning and Research at Occidental College. She currently serves as a symposium editor for the journal Transformative Works and Cultures, and her work has been published in the anthologies Cylons in America: Critical Studies in Battlestar Galactica and The Routledge Handbook of Participatory Cultures (forthcoming). She blogs on fandom, the politics of participatory culture, and teaching fan studies at suzannescott.wordpress.com. October 20, 2011
Acafandom and Beyond: Will Brooker, Melissa A. Click, Suzanne Scott, and Sangita Shresthova
Why I Spoke About Myself, and Why I Shut Up I identify as male, white, straight and middle-class. Anyone who has read my first monograph, Batman Unmasked (2000) will know that, as I helpfully pointed it out in the introduction. I also included extracts from my diary, reproductions of a story I wrote when I was seven years old, and a history of my own involvement with Batman. 'I love that man,' I wrote. 'I love Batman.' In 2011, I wrote another book about Batman, called Hunting the Dark Knight. In this new book, I have barely mentioned myself or my fandom at all. This short piece tries to explain why I spoke about myself, and why I shut up. As a white, straight, heterosexual, middle-class man, I can't help feeling that white, straight, heterosexual, middle-class men have enough chances to speak about themselves, and that we hear enough from them. But I'll need to talk about myself a little more here, before shutting up again. My declaration of identity was shaped and inspired by the Cultural Studies work I particularly liked or aspired to, from the previous decades: Janice Radway with her romance readers, Paul Willis and his school-lads, John Fiske and his unembarrassed enjoyment of 1980s trash culture. I was encouraged by Fred Pfeil's White Guys, with its Nineties-New-Man self-examination, and provoked by Andy Medhurst's opening statement, in 'Batman, Deviance and Camp', that he was gay, thirty and not a particularly devoted follower of the Dark Knight. It was Medhurst's (then) youth and his bold anti-fan position that prompted me to interrogate his work so doggedly in my own thesis: at 26, I saw him as someone I had to take on, a contender to challenge. And that's another reason for the foregrounding of my own identity in that book. I was 26 when I started it. With hindsight, that seems not much more than a teenager, with a potent mix of anxiety and arrogance driving me to make my own mark on the world. Batman Unmasked was my brand: it was my first, and for all I knew, my only chance to stamp my name somewhere on scholarship. So it's not just got my name on the cover; it's got my personality all through the text. It was my first book, and I thought it might be my best book or my last book, so it became personal: a missile of the self, carefully aimed, and designed to become a small monument. Why I Shut Up A few years after the publication of Batman Unmasked, I was asked to review Scott Bukatman's book, Matters of Gravity. I knew of Scott Bukatman; he was young, smart and successful, an academic superhero. I was envious that he had a collection of his miscellaneous articles published, and while part of me was thrilled and energised by his roller-coaster writing and laser-sharp thought, another part was perversely glad to find so many self-congratulatory asides and personal confessions. No doubt I recognised in Bukatman something I disliked in myself. Grouped together in my review, and joined up through my sardonic, ungenerous commentary, his autobiographical reflections looked pretty self-indulgent. Soon afterwards, I received an email from Scott Bukatman. He wasn't happy. He said it seemed I had liked the book, but didn't like the person who wrote it. It doesn't matter now who comes out best from that exchange. I don't think I come out well. It was a faintly pathetic spectacle: two geeks locked in superhuman combat, like Bruce Banner battling Peter Parker. 'If I KILL YOU... I DIE!' By squabbling with Scott, I was only knocking myself. In Hunting the Dark Knight, I mention once, early on, that I'm a fan. I do it for much the same reason I foregrounded my fandom in my work on Star Wars audiences, and in the questionnaires I circulated for this recent book: to reassure my respondents and fan-readers that they're in safe hands, and they - and the things they love - are going to be treated with respect. That I still feel a need to do this is, I guess, a reflection on the shoddy way that popular journalism still treats popular culture and its followers: decades after Trekkers were mocked on Saturday Night Live (Jenkins, 1992), we still have to let people know they're not going to be satirised and belittled for enjoying something. But the truth is, I don't have to tell people I'm a fan, and that I love Batman. It's there on every page. Any Dark Knight devotee reading my discussion of Red Robin, Kathy Kane, Owlman and Bat-mite will know they're in safe hands, that I'm one of them. Just as Coleridge doesn't have to declare 'I love that man: I love Shakespeare' at the start of his essays, because his devotion and understanding speak from every word of his analysis, so, arguably, our work should be steeped in respect and commitment to our objects of study. As in so many loving relationships, the bond can come across subtly as a constant presence, and doesn't have to be shouted aloud, like a teenage crush. I want to end this piece with a quotation. This dress needs to seal the deal Make a grown man kneel But it can't come right out and say bride Cant look like I'm desperate or Like I'm waiting for it I gotta leave Warner his pride So bride is more implied... I can quote all of that song from memory: I can sing all the different parts, though not very well. I don't have to tell you that I love that musical, or how many times I've seen it and listened to the soundtrack. I don't have to tell you what kind of white, straight, middle-class guy I am. The fact that I can recite Legally Blonde word for word surely tells you enough. To paraphrase Harvard scholar Elle Woods: the 'fan' can be more implied.
Melissa Click: I'm a bit ambivalent about whether I'd use "aca-fan" to describe myself. If I were to use the term, it would be only in the most limited of applications to denote that I am an academic who studies fans. To be clear, my ambivalence stems from the ways comparison to transformative cultures diminishes my fan practices. I am what Anne Kustritz describes as an "as-is" fan, not a "creative fan," and I usually study "as-is" fans as well. Because of this distinction, I often feel (in both aca and fan circles) as though my interests and behaviors are too vanilla to signify "true fandom." Indeed, Kustritz's distinctions, though instructive, demonstrate the value normally given to (or removed from) particular fan practices--who wants to be the "as-is" fan? My work on Martha Stewart and Twilight fans further separates me from my fellow fan scholars. I don't study "quality" media texts or groups of people deemed particularly interesting. My topic choices, as a result, offer me little credibility in academic or fan circles--adult women obsessed with Stewart's homekeeping advice and teenage girls who debate the merits of vampires and werewolves are seen as dupes who waste their time on lowbrow (and feminine) texts, and my interest in studying them, as a result, is dismissed as inconsequential and uninteresting. That said, my ambivalence about the term should not signal that I am not doing many of the things this discussion has pointed out that aca-fen do. What I find most useful about "aca-fan" is the focus on self-reflexivity and the insistence on maintaining a dialogue between our aca and fan selves and communities. I think a discussion about the role of value and taste in our work is long overdue. In this spirit, I wish to reflect upon some areas I hope we can discuss about the ongoing application and function of "aca-fan": * Is there a way we can recognize the distinctions among fans as differences of kind and not value? If we can agree that there are different kinds of fans, might we too have different kinds of aca-fen?
Our field began in defense of fans ridiculed in mainstream culture, and to support our arguments about fans' value and activity, fan scholarship has focused on fan creativity and invention--but it seems that by selecting the fans we deem most interesting for study, we have created hierarchy a new, leaving fans we deem uninteresting to be derided as too ordinary, too dim-witted to appreciate quality texts, and too uninteresting to be worthy of study. Underscoring our dedication to reflexivity, I think we need to ask ourselves how aca-fan identity impacts the scholarship we produce and value, and what is lost when our scholarship overlooks fans who are not like us.
Suzanne Scott: Melissa A. Click is an assistant professor of Communication at the University of Missouri. She is co-editor of Bitten by Twilight: Youth Culture, Media and the Vampire Franchise. Her work on media audiences and messages can be found in Popular Communication, Women's Studies in Communication, Transformative Works & Cultures, and in NYU's anthology Fandom. Sangita Shresthova is the Research Director of Henry Jenkins' Civic Paths Project at USC. A Czech/Nepali dancer/choreographer and media scholar, she holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program. Sangita's book on Bollywood dance (Is It All About the Hips? Bollywood Dance Around the World) has just been released. Suzanne Scott is a Mellon Digital Scholarship Postdoctoral Fellow in the Center for Digital Learning and Research at Occidental College. She currently serves as a symposium editor for the journal Transformative Works and Cultures, and her work has been published in the anthologies Cylons in America: Critical Studies in Battlestar Galactica and The Routledge Handbook of Participatory Cultures (forthcoming). She blogs on fandom, the politics of participatory culture, and teaching fan studies at suzannescott.wordpress.com. October 19, 2011
A Virtual Bullpen?: How the USC Cinema School Has Embraced ARGS To Shape The Experience of Entering Students (Part Two)
Tracy Fullerton: This was part of the mandate given to the committee that initiated the project. The school is making an integrated effort, of which this game is only one part, to bridge divisional barriers and encourage thinking, working and team-building across the school. One way the game does this is simply by eliminating divisional identifiers on the site. We give students an area to talk about their skills so they can find each other to work with, but we don't identify them as coming from any particular part of the school. Also, more directly, we have cards in the deck that reward them for working interdivisionally, and even across other universities. One thing that stands out to me about this project is that it isn't mandatory. Students don't get graded on their work, and they don't have to participate if they don't want to. How has this worked in practice, and what was the thinking behind making engagement optional? Tracy Fullerton: Yes, this is a voluntary experience. We were very clear about this from the outset of the design. In fact, when we first showed the game concept to some of the staff, the reaction was "great, we can use this to make students do things we want them to do, like fill out these forms or go to this office, etc." But we very nicely pushed back on those ideas because we wanted the game to have an energy that could only come out of students' passion for making media together. It was important that it not feel in any way like an assignment or an extension of the orientation process. We felt that the tone and the sensibility had to recognize personal expression as being intrinsically motivated. Incoming SCA students have already self-selected as creative individuals, so for that kind of student, the idea of taking away that intrinsic motivation could actually be potentially harmful to their development as creative professionals.
How do you deal with students who aren't willing or able to get involved in creative production? Are there ways to engage that don't require large investments of time or social capital? Simon Wiscombe: We figured that the level of engagement would vary from person to person, so this came up during our design sessions constantly, and we created four tiers of engagement. The top tier is for those who engage in all the ARG elements along with making creative projects--these are our "hardcore" players who seem to be able to solve all of our puzzles in a fifth the time we estimated they would. The second tier is for those who engage in the projects and enjoy creating, but aren't necessarily interested in scouring SCA or the website for the hidden ARG clues. To tackle the last two tiers, i.e. those who wouldn't engage as much as the others but still wanted to feel a part of the community, we drew from some inspiration we took from old photographs of the SCA in the 1960s and 70s. Jeff was particularly interested in one photograph of a space known as "the Bullpen."
Tracy Fullerton: When we designed the cards for the game, we purposefully included some prominent faculty, past and present, in the deck -- as you know, since you've given your own card out to students as part of our "Hey, Henry convergence" meet-up. It's a nice opportunity for us to involve faculty from all over the school in the game. We've found that the faculty have a tremendous curiosity and interest in what's going on in the game. Some are participating on the site, commenting on deals or cards, joining in the general discussion. Some are coming to the class to hear speakers, and some have helped with deals. It's an interesting opportunity because in this situation there are no predefined power structures. The game is presented by the mysterious "Reality Committee" which may or may not be comprised of faculty, it is very unclear. So the faculty are free to participate at any level they feel comfortable.
What aspects of this game could be ported to other educational contexts, and how does a game like this scale? Simon Wiscombe: This type of game can be modified, with very simple tweaks, for any creative endeavor. We've had discussions about how we could specify it to any of the film school's departments (interactive media, film, animation), or how we could port it to art, music, dance, or theater schools. At its core, it's a game that relies on fostering and promoting the creativity of its participants through prompts that eventually lead to projects. What form those projects take could be anything. And in regards to scale, while this game was designed specifically with 130 or so players in mind, it could easy be for smaller or larger groups, although one would likely have to rethink its purpose. For smaller groups, I've found it's great as a brainstorming or creative sprint tool, and larger groups might embrace the idea of maximizing collaborators. This game is fairly simple in its construct, so I'm sure there are methods of applicability we haven't even dreamed of yet.I have to ask: Early on in the game, you asked me to meet some students at a "secret location" on campus and give them some "Shared Universe" game cards -- which also happened to have my picture on one side. What did they end up using those cards for? Jeff Watson: Well, so far, your card has been used in 5 different Deals (see the card's archive page here. Each of these Deals spins the notion of "Shared Universe" In a different way. For example, in the Justification for the stunningly-photographed music video, "Space Bound," , the players explain that the characters and story elements in their music video cross over with characters and story elements from a "Character Artifacts" project they previously created in the game. Other projects, such as the 10-part transmedia extravaganza, "Chronoteck", use the "Shared Universe" card to link together multiple projects across many platforms, connecting artifacts such as the fake Facebook group, "Stop Chronoteck!" to other story-rich artifacts such as the fake promotional video for the "Chronoteck Tach C," a new brand of cell phone that "receives messages from the future." It's a daily thrill for us to see amazing transmedia projects like these emerge out of our game. Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The Game Innovation Lab is a design research center that has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey -- a collaboration with media artist Bill Viola. Tracy is also the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, a design textbook in use at game programs worldwide.
Simon Wiscombe is an experimental game designer, Annenberg Fellow, and MFA candidate in the Interactive Media Division at the USC School of Cinematic Arts. His research focuses on exploring the idea of meaningful interactions and experiences through the blending of games and reality. You can find him at http://www.simonwiscombe.com or on twitter via @simonium. October 17, 2011
A Virtual Bullpen?: How the USC Cinema School Has Embraced ARGs To Shape The Experience of Entering Students (Part One)
All of this cloak and dagger stuff was part of an innovative game -- an Alternate Reality Game of sorts -- which is being conducted amongst the entering Cinema School undergraduates this year. If my own experiences are any indication, the game is proving to be enormously successful at getting students involved, excited about entering the Cinema School, more aware of its resources, more connected to its faculty, more engaged with its research, more connected across different divisions. It is also getting them involved in collaborative and production like activities than most entering students who have had to wait for a bit before they would be allowed to take production classes. I've seen lots of discussion over the past few years about the potentials of using ARGS for pedagogical purposes. But, this is the first time I've seen such a large scale experiment in integrating ARG activities across an entire school to orient entering students to a program and to serve a range of instructional goals. The passion the game is motivating in USC students is palpable. And I can tell you that many of the faculty, who have gotten pulled into the game through one play mechanic or another, are feeling a real pride in their school for its willingness to embrace this kind of experimentation and innovation.
I've wanted for some time to share with you some of the insights of the people most involved in this project -- Jeff Watson, Tracey Fullerton, and Simon Wiscombe, who wish to be identified here as the "co-designers/conspirators" behind the Game. In this interview, they tell us more about how the game came about, the design and teaching goals shaping it, the core mechanics, and the impact it has had on the school and especially this remarkable group of entering students. I have a feeling we are going to want to track its impact for the next four years to see what kind of difference it has made in their relations to each other and to the school.
Tracy Fullerton: The project actually came out of a committee established by the dean of the School of Cinematic Arts (SCA) in 2009 after a full faculty retreat. The charge for that committee was to envision the future of the SCA, and one of the key initiatives was to establish a "gateway experience" for incoming students that introduced them to the changing media landscape, the history and future of the school, the possibilities that can emerge from the SCA network of current and past students, and the importance of bridging the divisions of the school while they are here, both socially and academically. What were the core learning goals for the design and deployment of this game? Tracy Fullerton: The core learning goals for the game are all around fostering the kind of complex skills that are sometimes called 21st century skills. Of course, these skills, such as team-building, collaboration, creativity, critical thinking, problem solving and innovation, are not unique to the 21st century and they have been at the heart of the curriculum here at SCA for a very long time. The difference here is activating students right from the start of their SCA experience with the knowledge that these skills are critical building blocks to their success as media makers, and also that the development and improvement of these skills is something they need to take responsibility for themselves from day one.Can you describe some of the basic mechanics of the game? Simon Wiscombe: The game is, at its core, a project creation game. When players elect to join, they're given a pack of cards containing green "maker" cards (e.g. "30 second short," "Board Game," etc.), pink "property" cards (e.g. "About love", "In the SCA Courtyard", etc.), and one orange "people" card (which contains the name of one first year undergrad in the USC film school). These cards can be combined together or with other players' cards to make a "Deal," the simplest of which is composed of one maker card and one property card -- although an almost unlimited number of property cards can be attached so long as there are enough connectors. After laying out a Deal, players go out and actually create it (i.e. "A 30 second short about love in the SCA courtyard"). They then submit it to the site, and justify it in the game office -- at which point it's uploaded, they get points for the Deal, and everyone in the game can see it.
Jeff Watson: The "meat" of this game is structured creative improvisation. As Simon has described, the core interaction here involves players trading, sharing, and combining collectible playing cards in order to generate creative prompts known as "Deals". Responding to these prompts by submitting completed artifacts results in advancement on the game's various leaderboards, unlocking special game content. This special content constitutes what might be called the "sauce" on the meat of the game.
October 3, 2011
Designing Woman: An Interview with Anne Balsamo (Part One)I have had a chance to watch Anne Balsamo at work in many different contexts -- as a junior faculty member at Georgia Tech focusing on cyberfeminism and reconceptualizations of the body; as a designer in residence at Xerox Parc where she was developing devices intended to embody alternative conceptions of the future of publication and reading; as someone dispatched by the MacArthur Foundation to encourage us to reflect on the nature of "design literacy"; and most recently, as a colleague at the Annenberg Innovation Lab at USC where we are working together to launch an expanded ebook project. She is someone who has been able to pursue a shared research agenda in a range of different contexts (both academic and industrial) and in the process, to build upon the work of others around her, to carry with her what she's learned into these new spaces. What I love about Balsamo is her fearlessness in moving beyond her own comfort zone and her ability to inspire creativity and reflection in those she finds around her. I am so blessed to have a chance to work with people like Balsamo and her other colleagues at the Innovation Lab on a regular basis. Her newest book, Designing Cultures: The Technological Imagination at Work, could only have come about as a result of her experiences working in these many different environments. It is one part autobiography, one part portfolio (she shares some of her great projects through an attached disc), and one part theoretical reflection. Above all, it is an intervention by someone deeply rooted into the humanities into the current debates about technological innovation. Her conceptual models and frameworks are sure to spark discussions at digital humanities labs around the world, but my hope is that they do not end there, that they offer engineers and programmers and designers a way to reflect on their own contributions to culture (and their own contexts of innovation). In this interview that follows, we talk together about some of the key themes of her book, which, as the title playfully suggests, deals both with the design of culture and with the cultural contexts where design takes place.
Designing Culture: the Technological Imagination at Work from Anne Balsamo on Vimeo.
Throughout the book, you talk about "innovation," which as you note is a widely deployed concept these days. What do you mean by "innovation" and how does your use of the term differ from some of the notions currently shaping industry and government discourse?
You suggest that a key aim of the book is to get your humanities colleagues more engaged with the process of technological innovation. Why? What will they gain from participating in a process which may seem alien to many of them? What will humanities people bring to the table that is currently missing from our conversations around technology?
How a Robot Got its Groove from Anne Balsamo on Vimeo.
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. October 3, 2011
Designing Woman: An Interview with Anne Balsamo (Part Two)
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.
What is Literacy? from Anne Balsamo on Vimeo.
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. 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?
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. 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. September 21, 2011
How Can We Understand Code as a "Critical Artifact"?: USC's Mark Marino on Critical Code Studies (Part Two)
These approaches are tightly intertwined. On the one hand, you can talk about code independent of platform. That happens in computer science classes all the time. However, if you take the example of a forthcoming book project, you will see how platform plays a key role or rather how the code can point to an understanding of the platform. Over the past year, I have been working on a book under contract with MIT to analyze a single line of code, 10 PRINT CHR$(205.5+RND(1)); : GOTO 10. This line of code generates an image that resembles a maze. I should say, rather, that the code generates this image when executed on a Commodore 64 because in addition to using BASIC, which came installed on C64s, it also uses a custom set of ASCII code called PETSCII, which included two characters (2 diagonal lines), to create this image. Our exploration of this code, then, has led us to discuss the platform and its context. So to talk about the code is not to exclude a discussion of the platform, hardware, or larger systems, but rather to use the code as the central axis. What has been the response of programmers to the kinds of work you are doing?
You've written, "The distance between the Haiku and the can of Coca Cola as texts marks the shift between the study of artistry and the broader study of signification." So, what does it mean to study code as a kind of "signification"? Code is a medium of communication, and like other communication substrates, its meaning is not restricted to what its author intended. The way someone writes a line of code, the language they choose, the programming architecture and paradigm, the code they borrow, the libraries they use - all these factors produce meaning in code. That is when code is taken as a sign system with its own material conditions.What kinds of work do you see your center contributing to the growth of Critical Code Studies? The HaCCS Lab has two chief goals: to develop and promote the methodologies of Critical Code Studies and to foster dialogue between computer science and humanities scholars. This summer we hosted our first conference and have several events planned for the coming academic year geared toward bringing a diverse array of scholars together. Also, in the Spring, we plan to host another online forum, the third in three years. More importantly, the lab will serve as a hub for scholars interested in working on CCS, a source for news on the latest publications, and perhaps even a venue for provocations in the current debates surrounding code. We are currently investigating publication venues and are examining opportunities to create new courses and to offer workshops for those interested in joining our broader research community.
September 19, 2011
How Can We Understand Code as a "Critical Artifact"?: USC's Mark Marino on Critical Code Studies (Part One)
Mark Marino, who teaches in the USC Writing Program, is the Director of the new center. He was nice enough to agree to an interview during which he explains what he means by Critical Code Studies, how it relates to other humanistic approaches to studying digital culture, and what he thinks it contributes to our understanding of Code as a cultural practice and as a critical artifact.
What do you mean by critical code studies?
Your published definition of the field stresses the "extra-functional significance" of code. Why separate out meaning from effect? Why not study the relationship between significance and function? The "extra" in "extra-functional" does not mean "outside of" or "beyond" but rather "growing out from." Function is certainly an important component of the way code signifies, but it is important to distinguish CCS from the study of code that concentrates primarily on function. Perhaps more important to this moment of CCS is to discuss the difference between an interpretive approach that seeks implications and meaning rather than a utilitarian approach that is primarily concerned with making code function. Again, while I agree with you that the two aspects are inseparable, the search for meaning goes beyond denotation into the connotations, resonance, implication, evocation, et cetera. Is the goal to develop an "aesthetics" of "good code"? Is critical code studies a kind of formalism? No, Critical Code Studies is not primarily focused on "good code," although the discussions of the aesthetics of code or Don Knuth's formulation of "beautiful code" offer an opening for a conversation that will be familiar to Humanities scholars, namely who defines the aesthetics of beautiful code, why have they chosen this criteria, and what alternatives have been surpassed. Such discussions often turn to programming anomalies such as the obfuscated code contests. Nonetheless, the discussion of aesthetics makes a fundamental notion of CCS clear: code is not a pure, inevitable formulation. As Knuth said in his Turing Award lecture, programming is an art. Bio: September 6, 2011
Back to School Special 2: Syllabus for my Transmedia Entertainment ClassOne of the challenges of teaching cutting edge subject matter is that you need to totally revamp your syllabus each time you teach a class. The following is the updated syllabus for the class on Transmedia Entertainment I am offering this term through the USC Cinema School. Our long-range hope is that a significant number of the students studying film production at USC will end up with a basic conceptual vocabulary in transmedia storytelling and will thus enter the industry already able to collaborate across media platforms in a meaningful way. Indeed, I would argue that the "movie brats" who have long been poster-children for the Cinema School, the guys whose names are on the buildings -- Spielberg, Lucas, Zemeckis, were never "pure filmmakers" in the classical sense but had always worked across media platforms and indeed, paved the way for contemporary transmedia practice. So, USC is the appropriate place to be developing such a subject. As you will see, the class relies heavily on guest speakers from across the media industry and it also relies on a simulation activity in which our students develop transmedia proposals (including Bibles) and pitch their approach to a panel of industry experts. I am not a designer and so can not teach the design and production aspects of transmedia fully, but I try to tap the full range of creative talent in the class to see how far we can push their thinking, using a model I developed at MIT where I taught an interactive design class from the late and much missed Sande Scordos from Sony Imageworks. Transmedia Entertainment
Required Book: Recommended Book: All additional readings will be provided through the Blackboard site for the class. 1) the core defining properties of the media property For a potential model for what such a book might look like, see the transmedia bible template from Screen Australia, available here: http://www.screenaustralia.gov.au/filmmaking/digital_resources.aspx. Or visit: http://zenfilms.typepad.com/zen_films/2010/06/transmedia-workflow.html. If you use either as a model, include only those segments of their Bible templates which make sense for your particular property and approach. Required Readings: TUESDAY, AUGUST 30th Required Reading: Recommended Readings: Speaker: Alexander Seropian, Disney Interactive
Recommended Readings: Student Team Meetings
Required Reading:
TUESDAY, SEPTEMBER 20th Required Reading: Recommended Reading: Speaker: Brian Clarke, GMD Studios
Reading: Recommended Reading: TUESDAY, OCTOBER 4th Reading: Speaker: Geoffrey Long, Microsoft TUESDAY, OCTOBER 11th Reading: Recommended Reading:
TUESDAY, OCTOBER 18th Recommended Reading: Speaker: TBD, Campfire
Reading: Speaker: Mark Warshaw, The Alchemists
Readings: Tuesday, November 8th Recommended Readings Student Team Meetings
Reading: Student Team Meetings
Work on Student Presentations
August 17, 2011
Back to School Special: Syllabus for Science Fiction AS Media TheoryAs I've done in previous terms, I am sharing here the syllabus for my graduate seminar this fall. The focus is on science fiction AS media theory: i.e. we are looking primarily at science fiction texts (mostly literary) as ways of thinking through the implications of media change and we are looking at media theories for the implicit utopian or dystopian claims they make and for the ways they have drawn on metaphors from science fiction. I have taught science fiction as literature before -- at MIT -- but this represents a new approach for me in terms of how I engage with SF texts in the classroom. Science Fiction as Media Theory
This seminar will explore the multiple intersections between science fiction and media theory, reading literary and filmic fictions as theoretical speculations and classic and contemporary theory as forms of science fiction. The scope of the course ranges from technological Utopian writers from the early 20th century to contemporary imaginings of digital futures and steampunk pasts. Not simply a course on science fiction as a genre, this seminar will invite us to explore what kinds of cultural work science fiction performs and how it has contributed to larger debates about communication and culture. By the end of the course, students will be able to:
Required Books: Assignments: 3. Theory Analysis Paper: A key theme in our discussions has been the idea that science fiction functions much like theory to speculate about the implications of current social, economic, political, cultural, or technological practices and to envision potential outcomes of current trends. In this paper, students will reverse their lens and examine theory as a form of speculative fiction. Students will select a work of media theory and discuss what they see as its vision for the future (whether implicit or explicit). What does it have to say about the nature of media change? Does it see people as moving towards a utopian or dystopian future? What, if any, explicit use does it make of metaphors drawn from science fiction as it constructs its vision for the future? What kinds of response does it seek from its readers to the problems or potentials that it has identified? Students shall produce a short, impactful essay (5-7 pages) which demonstrates close reading of the theoretical text and an ability to push analysis beyond what's explicitly on the page. (20 Percent) 4. Final Paper: Students, in consultation with the professor, will develop a distinctive project which emerges from the intersection between their research interests and the course content. The result can either be a creative project or a paper, though either should show the ability to construct an argument and mobilize evidence in support of their core claims and should show a grasp of the basic conceptual framework of the course. Students will be asked to give a short class presentation, sharing their project and its implications with their classmates, as part of the process of developing and refining their ideas. (30 Percent)
Readings: * Brian David Johnson, Science Fiction Prototyping: Designing the Future with Science Fiction (Morgan and Claypool, 2011)
Guest Speaker: John Underkoffler, technical advisor to Minority Report; Brian David Johnson, author of Science Fiction Prototyping
Recommended for Further Reading: John Huntington, "The Myth of Genius: The Fantasy of Apolitical Power" (pp. 44-59) and "An Economy of Reason: The Motives of the Technocratic Hero" (pp. 69-79) in Rationalizing Genius: Ideological Strategies in the Classic American Science Fiction Short Story (Piscataway, NJ: Rutgers University Press, 1989). Wednesday, September 14th
Wednesday, October 5th
Wednesday, October 19th
Recommended Reading: Guest Speaker: Anne Balsamo, USC
August 15, 2011
Aca-fandom and Beyond: Roberta Pearson and Alexis Lothian (Part Two) It's interesting that you, like many others, have the urge to self-confession. You say that the overlap of fandom and academia in your life has everything to do with personal ethics, particularly through the feminist science fiction convention where you serve as an advocate of transformative fan works. You also say that you're not at the moment a fan of a particular text but rather as I suggested in my original post a fan of fandom. I'm glad that you're 'self-confessing' this way and also glad that other people here have given into the urge, since it may be these self-confessions that help us to refine the acafan label. In terms of the matrix of acafandom that I began to develop above, you'd be a non-tenured, transformational fan of fandom, and now I would add with a strong stake in this identity. I'd be a tenured, affirmational fan of particular texts without a particularly strong stake in this identity, except for my continuing connections with Sherlockian friends and my decade long attempt to write my book about Star Trek as television. I think the identity issue might be a key differentiator not only amongst fans but amongst acafans as well. Being an empiricist at heart (although not a raw positivist) I'm tempted to put together a little questionaire for everyone participating in this site to see if we can come up with an acafandom matrix. . Alexis Lothian: I feel strange about the "fan of fandom" label, although it clearly applies to me. The awkwardness comes from the flexibility of the term 'fan' I discussed in my provocation, I think. I'm a transformational fan of fandom too; I certainly wouldn't want to affirm everything that is included under that term, although I would want to call attention to the hierarchy of values operating in what I would and would not be willing to affirm. Roberta Pearson: I know the original definitions of affirmational versus transformational fandom as developed by obsession (if we can call her this for short) although don't know how the concepts have been developed by Skud so need to go look at that. While I find the distinctions useful, I reject the value judgements inherent in them. As I said in my essay for Kristina and Louisa that I mentioned above, I think that celebrating the latter and intimating that the former are too closely linked with producers returns us to the early days of fan studies when we celebrated semiotic geurrillas and ignored other aspects of fandom. But if the distinction is between fans who engage in interpretation and evaluation of a loved textual object and those who transform that object in some way, without one being seen as superior to the other, than I'm happy to use it not only for fans but for acafans. I really find this whole fan of fandom thing fascinating since it's something I've just 'discovered' while writing that essay I keep referring to. I had thought that fans always had to be anchored to particular texts and that indeed 'texts' produced fans (who might then of course go on to produce other texts). This is getting us a bit far from the acafan debate, although perhaps not if we return to my point that we need to theorise fandom before theorising acafandom. Re your statement about fannish theorists and artists who help you theorise as much as any academic, this seems quite close to people studying contemporary art -- as least as I understand it! I have a colleague who works on contemporary Chinese art. He says that many of the artists have imbibed some critical theory from the academy and are now reworking it in their art works. And he's very interested in the junction between critical theory and critical practice. So this kind of work might be very close to what you and other acafans are doing when working with fan artists. Again, this suggests that we might broaden the term acafan to many humanist disciplines. RE academic power and privilege, of course even those at the top of the greasy pole can't entirely escape our fannish affiliations. Many colleagues in various depts have teased me about Star Trek -- associating me, of course, with the most stereotyped fans of all, the Trekkies. But as long as I'm publishing on the topic they're happy because of the national system of research evaluation that we have in the UK. I imagine that a fannish identity might be harder for an ambitious young acafan to disclose in publications or more particularly at job interviews. But that might be more of a problem in the States. Here in the UK, I don't think it's such a big deal, but then again I think the US academy is generally more obsessed with identity issues than the UK one. Alexis Lothian: Skud doesn't alter obsession_inc's concepts of affirmational and transformational fandom so much as lay them out in a matrix of examples--it might fit nicely with your interest in the empirical! I think that a value judgment does sometimes seem very present in how those terms are used by those who engage in transformational fandom, but a line in Skud's post suggests that the intention is much as you have been using them: she writes that ""affirmational" and "transformational" are things you can be both of, either at different times or simultaneously, without disappearing in a puff of illogic." I think that, if we made your questionnaire (an idea I rather love), we would find that many people appeared simultaneously in several different places on the matrix.
Roberta Pearson is Professor of Film and Television Studies and Head of the Department of Culture, Film and Media at the University of Nottingham. She has written about Star Trek, Sherlock Holmes, Batman and other cultural icons. She has written some Sherlockian scholarship and even produced a Trek fanfic or two for private circulation, but considers herself primarily an 'affirmational' fan whose academic interests are more in the industry than in fandom. August 14, 2011
Aca-fandom and Beyond: Roberta Pearson and Alexis Lothian (Part One)Roberta Pearson: I'm looking forward to Alexis' 'provocation' since our preliminary exchanges indicate that we're ideal partners, coming at the issue of aca-fannishness from very different perspectives. In fact, it's the perspective and position of the various posters that I want to address first. The very title of Henry's blog together with this debate have so far led most participants to confessions concerning the kinds of acafans they are or are not and why. As Anne Kustritz pointed out, though, there's a danger here. "The aca-fan concept will be defined by perhaps the most simplistically "confessional" works unless we create a theoretical frame for understanding...." And as Henry said, "my bet is that each participant has reasons to feel somewhat inside and somewhat outside the "core" of the community being represented." So far we've had discussions of myriad fandoms, including skating and Radiohead, with many people positioning themselves somewhat outside the core of the fan communities with which they affiliate. We've also had people positioning themselves outside a presumed core of acafans, which implicitly (and not so implicitly in some cases) means an active involvement in a fan community or at least a stake in transformational as opposed to affirmational fandom. I'd like to suggest that we can't begin to theorise the concept of acafan unless we first return to our theorisations of fan. Harrington says, "I am also, I suspect, a different kind of fan that most participants in this blog series. I'm definitely an "as-is" (not transformative) fan and for the most part my fandom is experienced privately not publicly." Campbell says that when reading some fan studies, he has the "distinct impression that if I don't don a Star Trek uniform, attend Sci-Fi conventions, invest a significant amount of my time memorizing minutia surrounding each episode and reading fan fiction, then I cannot claim to be a Star Trek fan. Apparently, enjoying the series, collecting some Star Trek memorabilia, and discussing the series with friends who also enjoy the show is not enough to be a "fan."" And now time for a bit of personal confession and positioning. I certainly consider myself a fan, particularly with my core fandoms of Trek and Sherlock Holmes. Re the former, I've written a couple of fanfics, just to see how it was done, but the first and only time I went to a con, the sight of people dressed in Starfleet uniforms struck me as either risible or horrifying. Re the latter, I've written Sherlockian scholarship, was for a period in my life actively involved in the Sherlockian community and still count some members of that community among my dearest and oldest friends. But with Harrington I'm much more an affirmational than a transformative fan and experience most of my fandom in private; thus by some accounts I'm probably not a fan despite my self-declaration as such. Here we have two possible dimensions of fandom: affirmational versus transformational and private versus public (or perhaps text versus community). In a recent essay that I wrote for Kristina Busse's and Louisa Stein's collection on the BBC Sherlock, I suggested another dimension, distinguishing between those who are fans of a specific text/cultural icon and those who are fans of fandom itself, the shared protocols of fandom on sites such as LiveJournal permitting fans to move easily from one fandom to another. The relationship of these various kinds of fans to texts, to the industries that produce them and to fan communities are distinctly different and worthy of exploration. And until we do this we cannot begin to distinguish among the different kinds of aca-fans. And of course once we've charted the fan bit of the term, we must also chart the aca bit, defining the individual's relationship to the academy. We can then differentiate for example, between a non-tenure track transformational fan of fandom and a tenured affirmational fan of particular texts or cultural icons (the category into which I would put myself), along with the factors of power and privilege that come with these distinctions. Continuing with self-positioning, I have to confess (and among this crowd it feels very much like a confession, although one I've made before and in print) that I'm a fan of lots of high culture, ranging from Shakespeare to Bach. I would argue that many in the humanities who engage in "serious scholarship" around these cultural icons are also fans. As Henry says here, "as writers like Jolie Jensen noted, this mixture of passion and knowledge was what qualified one to speak about classical music, serious literature, or high art, but because of the legacy of critical studies, being passionate about popular culture was seen as being duped by the culture Industries." Here's the classic Bourdieu-ian binary: passionate engagement with popular culture and distanced appreciation of high culture. Yet as I have argued elsewhere, those who love Bach or Shakespeare are just as passionate as those who love skating or Radio Head, and this extends to those who engage in "serious scholarship." Above I've suggested refining the concept of the aca-fan; here I suggest broadening it to include those within the humanities who research particular texts or icons. Anyone who has been in the company of Shakespeareans for example, recognizes the easy familiarity and in-group conversation of the fan, as people reference various plays and characters. Why should those of us who (also) study popular culture and engage in much the same activities, feel inferior to acafans of high culture? These high culture acafans have always felt fully confident in their judgments as authorized tastemakers, fully confident that is until the culture wars that enshrined relativism and challenged academic authority. As someone who began her academic career amidst this furore and fully imbibed the concept of cultural relativism, I've never felt confident in imposing my own tastes upon my students nor in unproblematically declaring that something I like is 'good'. My initial training as a social scientist, which involved the notions of objectivity that others have referenced here, probably also made it harder for me to engage either in aesthetic analysis or aesthetic judgments. From my preliminary exchanges with Francesca Coppa, originally scheduled to be my partner in this debate, I have the impression that the younger generation of academics feels much less reticent about this and happy to grab the tastemaking power that comes with an academic position. And even I am now happier to declare something "good," or at least to interrogate the factors that might make something "good," as my co-author and I are doing in a chapter of our book about Star Trek and Television. But does being an acafan always mean that one loves the object that one studies? And yet another confession - as well as being a fan of texts I'm a fan of the industries that produce them. This industry fandom was practically forced upon me as a fan of Star Trek during its first airing, as news of low ratings and imminent cancellation continually circulated. In order to understand this, my adolescent self had to acquire some grasp of network operations, even if only through the not so reliable medium of TV Guide. Now that production studies has emerged as the dominant paradigm within television studies, I return to worries about objectivity and what it means to study the beloved object and to have access to those who produce it. Can we/should we maintain a critical distance? I said above that when I first saw someone in Starfleet uniform at a con, I hovered between horror and laughter. The next time I saw someone in Starfleet uniform, was on the Paramount studio lot during the filming of Star Trek Nemesis. When Brent Spiner and Marina Sirtis appeared fully decked out in their characters' costumes, scholarly objectivity disappeared in a haze of excitement: I was for a moment completely fan without a trace of aca, indeed, living the fan's perfect daydream. But loving something doesn't mean always being affirmational: affirmational fans are perfectly capable of insightful criticism. And fans of course are themselves often insightful industry analysts, for the same reasons that I was forced to be as an adolescent; they want to know what brings their beloved object into being and how long it might survive. I think it's important that fans, academics and aca-fans all have some knowledge of the industries that produce the texts that generate the majority of fandoms. Therefore, I disagree with Kristina when she says, "As a fan I don't want to engage directly with actors/writers/directors, and as an academic, I don't care about that side either. I know it's an important area, and I'm very happy that we have good and smart people explaining and representing fandom, but to me fandom is mostly about what we as fans do." However, I do think that acafans who do production studies do need to engage in constant self-reflexivity about their relationships to industry and to producers.
Alexis Lothian: Alexis Lothian is completing her dissertation in the English department at the University of Southern California. Her research focuses on queer time, speculative fiction, and fan communities' transformative modes of digital analysis and critique. She is a founding member of the editorial team for Transformative Works and Cultures and has presented and published on science fiction literature and film and on fan video, including contributions to dossiers in Cinema Journal and Camera Obscura (forthcoming). Her website is http://queergeektheory.org. Roberta Pearson is Professor of Film and Television Studies and Head of the Department of Culture, Film and Media at the University of Nottingham. She has written about Star Trek, Sherlock Holmes, Batman and other cultural icons. She has written some Sherlockian scholarship and even produced a Trek fanfic or two for private circulation, but considers herself primarily an 'affirmational' fan whose academic interests are more in the industry than in fandom. August 11, 2011
Aca-fandom and Beyond: Karen Tongson, Jayna Brown, and Geraldine Bloustein (Part Two)Karen Tongson: What strikes me when I view our opening remarks collectively, is that each of us has such a different orientation to the concept of "cultural studies." I think I work from a Williamsian genealogy (still very much influenced by literary studies), whereas Jayna invokes the Frankfurt School, and Gerry speaks from the vantage point of Anthropology. These positions clearly have an impact on how we each respond to the notion of "fandom" itself: whether we embrace, disavow, or express some ambivalence to being a fan, let alone an "acafan." The capaciousness of the term "fan" (at least for those of us not squarely situated within "fan studies") reminds me of how the term "queer" used to circulate in the early-to-mid-90s: as irritant and stimulant, as identification and practice, as discipline and unruliness. We, as a trio, are are quite loose with our associations to the terms "fan" and "acafan." My rather casual embrace of the term "acafan," I think, has as much to do with seeing it as an adjacent and complementary practice to the other fields in which my work is more readily situated. It's descriptive of another dimension to my work in queer cultural studies. Do you two feel the same way about the "adjacency" or additive power in the terms "fandom" and "acafandom?" I was especially struck by the moment in Jayna's piece when she declared her identification as "a fan," not in relation to a broader set of cultural objects, but of her nephew's attachment to Gaga and other pop iconoclasts. Jayna forges a fandom once removed, and practiced through mediation. Instead of thinking this as a disavowal of, or distancing from what "true fandom" and commitment might mean, I am drawn to the possibilities it opens for creating a prismatic approach to affective, intellectual attachments. I also see something of this in Gerry's relationship to her research "subjects," who are her collaborators, as much as they are figures of inquiry and "knowledge acquisition." Each of us also seem to find and wind our way into this adjacency or proximity with fandom through music, in particular. In what ways does music, as the object, and as form, bear some impact (or not) on the practice of "acafandom?" Jayna Brown: Gerry Bloustein: I think Karen's initial questions about the additive or adjacent nature of acafandom to our own areas pf interest and research are pertinent. On reflection, like Jayna, I realise that my engagement and in fact my immersion with particular areas of popular culture and especially with music does continue to both shape and develop my intellectual pursuits and networks as well as underpin my attraction and love of the activities. So work and play interweave and mesh (how lucky are we acafans!). Interestingly, one of the young musicians and entreperneurs (one my collaborators with whom I have been working closely for about 10 years!) articulated this dialogic relationship, which Jayne described. He now runs a grassroots and thriving retail hip hop business, including an event management business which supports his own music making and his experiential community and networks. He told me sternly one day in response to a question I asked him about how he saw the blending of his art and commerce, 'Everyone wants to make money from things they love doing, so why shouldn't I?' If you think about the ways in which we as academic fans also make our living through activities we love and from the worlds in which we are embedded, it is a similar story. And as far as music is concerned yes I think it does underpin so much of what we love and enjoy whatever the subject of our desires and attractions. I was/ am very much an acafan of Joss Whedon's work (love the writing, the humour, the characterisations) and so loved the clever use of music throughout all of his creations. It is an area that I still am anxious to explore - the role of affect (I think I said this earlier) which is so powerful and can often articulate the unspoken / unspeakable and even the ineffable through music. Any other takers?
Jayna Brown is Associate Professor in the Ethnic Studies Department at UC Riverside. Her book, Babylon Girls: Black Women Performers and the Shaping of the Modern was published by Duke University Press in 2008 and has won awards. Her current projects focus on utopias and race in speculative fiction and global pop music and black women and postpunk music in Britain.
August 10, 2011
Aca-fandom and Beyond: Karen Tongson, Jayna Brown, and Geraldine Bloustien (Part One)Earworms, Touchstones, Inversions I've got a reason, girl, and it's Immanuel Kant's--and I like it -Scritti Politti, "Boom! There She Was" I'm convinced the only reason I ever cracked open a copy of Kant's Critique of Judgment--the "Great Books" edition--is that Green Gartside, the helium-voiced frontman of the 80s British pop band, Scritti Politti, suggestively whispered this remark through my Walkman when I was 13 years old. I hadn't even realized then that several years prior, Scritti Politti also recorded a single called "Jacques Derrida," in which the andro-voiced Green declares: "I'm in love with Zhack Derr-eee-dah/Read a page and I know what I need to/Take apart my baby's heart..." I open with Scritti Politti not simply to provide some texture to the pop music fandom that manifests in my work, but also because, in many respects, Scritti Politti's irreverent and cheeky approach to intellectual life offered a nascent template for what evolved into my own improvisational practice of acafandom from middle school onwards. Rather than learning to take apart "my baby's heart," I was offered the tools to understand my own through books, music and media-in-the-making. Though I'd like to think my intellectual curiosity was ignited by more than the dreamy, synth-laden British pop that scooted across the pond all the way into Riverside, California's chain record stores (vast and enticing to a kid recently immigrated from the Philippines), so much of what I've devoted my life to reading, analyzing, writing about, and indeed loving, has been informed by snippets of New Romantic, post-punk songs that name-check everyone from Voltaire to Keats and Yeats. It seems no accident, then, that I began graduate school as a Romanticist, before transitioning into Victorian studies, and finally (though I'd like to hope intellectual incarnations are never "final") into contemporary queer cultural studies. The latter became a means to make sense of the circuits of affect and encounter that made my intellectual and textual promiscuity possible. The concept of textual promiscuity (which I wrote about in my dissertation on Victorian non-fiction prose), would seem to run counter to certain notions of fandom that, some may argue, overlap with institutional desires for specialization: the sense of "loyalty and devotion" to an object or set of objects and subjects that constitute expertise in a particular genre, era or area. And yet, I'd like my contribution to our broader conversation about acafandom to rethink the value of errant desires: wayward passions eliciting accusations on a lifetime of schoolyards, from junior high to the university, that one is a "wannabe." An even baser version of a dilettante. (Case in point: though I was known for being a "Duranie" in the seventh grade, a musically tribalized "metal boy" called me a "wannabe," because I expressed a fondness for Ozzie Osborne's "Bark at the Moon" video). The figure who ultimately inspired me to consider "textual promiscuity" more seriously was, strangely enough, the eminent Victorian (and arguably, Britain's first "cultural studies" scholar), Matthew Arnold. In "The Study of Poetry," Arnold suggests we store lines of poetry in our memory and use them as "touchstones" to assess the potential "greatness" of other works. The type of critical evaluation encouraged by the touchstone is one of comparative efficiency. Arnold's touchstones are what we might now call earworms: catchy expressions and memorable snippets of text that "lodge" themselves in the mind (to use Arnold's phrasing). These unforgettable lines not only have a good hook, but they've been preordained for excellence depending on who has produced them. According to Arnold, touchstones come from the "great masters" (casually assembled by Arnold himself) and are thus, worthy of comparative application. Strikingly, a resemblance between the touchstone and the object under scrutiny is not a prerequisite for excellence. In fact, dissimilarity and incongruity are among the benefits of juxtaposition afforded by this handy evaluative tool that the critic carries with her in her intellectual kit. Arnold's touchstones are actually quite random and subjective--his own special set of "fanboy faves." A passing survey of Arnold's touchstones in "The Study of Poetry" takes us through sources as predictable as Homer, Dante and Shakespeare, but he also extols lesser-known figures like Brunetto Latini and Christian of Troyes. The genealogy ascribed to Arnold's method for measuring poetic works by comparing them to "expressions of the great masters" is often construed as an elitist one for obvious reasons. Arnold himself sought to dignify English poetry by employing touchstones from classical and continental poetry as standards. And yet the very notion of "lines stuck in the head" has always, for me, carried the potential of something more reparative (to invoke Eve Kosofsky Sedgwick's work on a practice of reading that contains within it a spirit of intellectual and affective compromise). Quite obviously, my tendency to use random song lyrics and other earworms from a migrant musical past as the foundation for my own critical labors, especially in my first book, Relocations, bears some resemblance to the touchstone in "The Study of Poetry," albeit in the crassest sense. Or maybe we should just accept the fact that touchstones have always been conceptually crass; have always had to do with the vicissitudes of affective attachment, and the cultural contexts that make these attachments congeal in ways both problematic and un. It's a simple point, I realize, that has been repeated (perhaps some may say ad nauseum) within the frameworks of cultural studies, queer studies, feminist studies, critical ethnic studies and other intellectual orientations that have openly parried with the personal. Nevertheless, I think it bears repeating, so that we may reconsider the materials that might comprise the "fannish" archive: one more expansive and historically rangy than we allow ourselves to imagine. When I taught my first course on fan studies as an English graduate student, I focused not only on the contemporary materials more readily associated with "fan cultures," but also asked my students to reconsider Ruskin's writings on Turner, Nietzsche's writings on Wagner, and Thomas Carlyle's "Heroes" lectures as fannish texts. Though some may argue such comparisons produce anachronisms (despite the fact that the etymology for "fan" affords such reconsiderations), I believed it was crucial then, and remains crucial now, that we take a longer view on critical enthusiasms. Though trained within a discipline that Arnoldian concepts like the touchstone and "critical disinterestedness" made possible, I'd like to imagine my own work, and the work performed by others who identify with the practices of aca-fandom, as a mutation of this and other disciplinary lineages. The traffic needn't always be scaled vertically between high and low, but rather imagined sideways (to invoke Katherine Bond Stockton's work), askew, and even inverted: the kinds of inversion that lead to Kant via Scritti Politti, or to The Smiths via a precocious passion for Keats, Yeats and Wilde. I've never thought of myself as a fan. In fact, I always thought of fandom as the inability to think creatively for the self, as being centrally about consumption. Despite my focus on popular culture in my work, when I thought of fans my thinking became strangely Frankfurt School. Surely, that kind of blind fervor was about the commodification of affective response, the symptom of a modernity that created dependency on the cultural industry for permission to have any emotion or passions. Making pleasure dependent on purchase was canalizing creativity. Yet the worlds that interest me and make me passionate in my own work are those very worlds at the nexus of commodification and 'organic' collective creativity, and what is fascinating to me is how impossible and unnecessary it is to draw the line between the two in the ephemeral, tricky world of popular music and dance. My training in cultural studies taught me to ask certain questions of expressive forms. What is politically at stake? How is it reflective of the specific historical conjuncture in which it was produced? These questions, for me, are a way of 'loving' the stuff I love--1930's musicals, chorus girls, Detroit Techno, Chicago House, Missy Elliott and beyond. But the center of all this activity for me has been the disco, the club, where the concept of audience and producer blur, where participation is what makes the moment happen and anonymity is charismatic. It is about the space that the collective creates together and fills with an ecstatic state of possibility. Where the body is claimed outside of the wage relation, outside of the demands of work, for another kind of labor. "You better work!" was a phrase from the floor in my time. Participating in this forum is a fantastic way for me to examine my own investments, and the shifting ground of what shakes me up. It may sound cliché, but I am now inspired by the movements of the next generation now rising up to claim the dance floor. Now, I am heavily invested in watching my fourteen-year-old nephew grow up. From infancy he has been a true performer, with an acute sense of fashion and pose. Over the years I have seen him create some of the wildest costumes: complete with heels, headgear and wigs, choreographing entire shows. He is one of a new generation giving meaning to the term 'gender non conformity' which makes the term drag queen, or cross dresser, entirely insufficient. He quite consciously blurs the lines, is fluid in his presentation, aware of the performativity of all gender assignment. Ahead of his years, he also insists on a fluidity of sexual preference. What I also admire in him is his precocious use of influences, as he consciously draws on movements and artists. At three it was Hello Kitty and Powerpuff Girls; at eight it was Japanese anime and Tim Burton; now, at almost fifteen, drawing on David Bowie, the Runaways and Andy Warhol, he is destined for great things. And he can do cartwheels in seven-inch heels! I am a fan. And he, in turn, has turned into a great, even professional fan of Lady Gaga. "There is a difference between monsters and little monsters," he tells me. "Monsters are like me, we've been fans for a long time." I was at first dismayed to hear this, thinking it surely meant he was sublimating his own creative impulse into worship and mimicry. When I asked him, "isn't being a fan just about copying your idols?" "No!" he replied, and then patiently explained it to me. "It is a culture, a movement," he said. I think she is the first artist to come up with a name for her fans. I think that gave them an identity. But they are not copying her. They are expressing themselves. Her message is that we always have the power to rebirth ourselves. She feeds off our ideas and we feed off hers. We call her mother monster. I admire her because she writes all her own music, co-produces and sings live. I do dance to her songs, and use her choreography, but one of the reasons I copy her is that I am just starting out and most people start out copying others in cover bands and stuff. She is just a stepping-stone in my development. I know there will be others. But no other artist has made me cry, or feel so good about myself. So now I can see my nephew, monster paws up in eight-inch heeled orange boots, harnessing his own cultural moment and letting it feed him as he develops. If Gaga sets the precedent for an openness to avant garde as well as hyper pop art and the places they intersect, I actually can't think of a better influence on a young gender non conforming performance artist like my nephew. As cultural critics we often spend time raising awareness and alarm over the ways in which art and popular culture have participated in producing regimes of oppression. So what I take acafan studies to mean for me is the chance to develop a language to talk about the kinds of cultural formations where we catch a glimpse of a life of pleasure and ease, where we find and feel, as the utopian critic Ernst Bloch would have it, traces of anticipatory illumination. These traces he argues, can be found in the most commercial, "vestigial and contaminated" of sources--lipstick, fashion, advertisements all can harness dreamscapes, even, to quote Tom Moylan, "recoverable traces of radical longing." I still balk a bit at this idea, when faced with talentless fetish symbols produced in Hollywood, until I remember it is what people do with such products that matters. Here, there are worlds of possibility.
Geraldine (Gerry) Bloustien: Being aware of this complex layering of identities - as lived, performed, constructed, and embodied - does indeed shape what I see and what I study. I always thought that one's cultural background and experiences are the key to what people felt inclined, or even urged to investigate. This was certainly true in my case. Moving from a culture (in the UK) where I felt physically, psychologically and emotionally 'at home' to a world where suddenly I was identified and addressed as coming from somewhere else, brought about a severe case of culture shock. I quickly learnt to perform and be both simultaneously within and without two cultures and became fascinated by the ways in which all cultures express and respond to this sense of belonging and longing and I found this resonated with my experience as a fan - in particular genres of music and particularly TV programs that I became obsessed with (yes I can be an obsessive fan!). For example, I have always loved the very physical way people engage with music. That was my first experience of acafandom, some 20 or more years ago, I think, seeing my own response to music in others and wanting to explore this further. I also wanted to tease out the ways in which the lines between consumer, user and creator were blurred in so much of what I saw, recognised, identified with in my engagement with popular culture - including the way I also enjoyed, immersed myself and wanted to share and discuss my enjoyment in, and knowledge of, my particular 'scenes' of popular culture. I think I have always been more interested in the idea of fandom, though - people rather than the various texts and that is because I am (again as an Anthropologist) motivated primarily by the phenomenon and multiplicity of lived experiences. As an academic (an acafan?) it also led me to look for a type of methodology that encouraged and facilitated participation and reciprocity; I wasn't looking for critical distance! I wanted to find a way of discussing my findings through a multi-vocal, dialogic, emotive narrative and was very impressed and influenced by Michael Taussig (1993) and Marcus and Fischer (1996) in approach and style. This also meant that I wanted to ensure that the non-academics of my study were collaborators, co-researchers and not just respondents. Of course, increasingly this means we (non academics and academics) are sharing a language, a way of talking about our common interests and shared passions. I think that researching and writing about an area in which one is passionately engaged means one cannot stand outside and look in. You are already inside the culture, the experiential community, a participant observer, and an embedded member of the culture or the scene that one is studying. Everyday life, leisure, work friendship groups blur all the time (Wow! Especially with social networking sites like Facebook, now that I come to think about it. Then issues of privacy and boundaries do become an issue). Does such an approach and such a field of scholarship get in the way of the critical distance expected of serious scholarship? Hmm! I don't believe so because firstly, I don't believe it is possible to be completely critically distant. Secondly, I believe that what one is actually studying is the meeting of cultures. The area of research is never static and it is not immune from our involvement as both fans and researchers within it. I am, however, constantly struggling to explain and justify my approach, methodologies and even my particular interests in a field of study to colleagues from other disciplines (sometimes while in the middle of collaborative research! Assumptions sometimes become unravelled in the field). I faced this in my recent project and book (Youth, Music and Creative cultures: Playing for Life 2011) and spent sometime discussing this and writing about it there. So being an acafan for me goes beyond how I see myself now as engaged in areas of scholarship and leisure communities. I suspect the provocations outlined in this task actually underpin most areas of scholarship for most people but they are issues that are often not acknowledged or made overt. This leads me to start thinking again about the second provocation - the question of Acafan as a concept. I think the acafan concept owes much to earlier debates about the nature of "subjective criticism" and also subjective writing; it has been influenced by 'the poetic turn' in Anthropology too. It has given the scholar 'permission' and legitimacy to be engaged with areas that she loves, especially in areas of popular culture, many of which still seem to be deemed 'low brow', trivial and inconsequential. That leads me to one other aspect before I stop for breath. The particular fields in which I am engaged as a fan do not seem to be considered equal. I have no difficulty being recognised within my own or other institutions, or obtain funding etc. for my research into popular music or film. But my work on (and love of) Buffy or other popular TV programs or my work in 3D virtual worlds, is a totally another matter. So for example, despite there being over 50 different disciplines world wide that have used ideas in the Buffyverse, my research and writing in this field is trivialised and I find in this work I often am expected to defend my own fascination with, involvement in, and the rigour of, the scholarship in this field through established (maybe even inappropriate?) hierarchies of literature.
August 9, 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"
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. 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. August 1, 2011
Transmedia 202: Further ReflectionsThe above video was shot by Scott Walker during one of my presentations at San Diego Comic-Con, during which I spoke about some of the controversy which has surrounded the definition of transmedia over the past six months or so. I've largely stayed out of these conversations, though you can find a very good summary of the debates here. I've been focusing on other projects and also I've been more interested in the shapes these discussions take than seeking to intervene in them directly, but over the summer, in a range of venues, I've been pushing and proding at my own definitions to see if I can capture some of my own shifting understandings of transmedia, especially as I am preparing to teach a revamped transmedia entertainment class at USC. Today, I am going to try to put some of this still evolving thinking into writing in hopes that it helps others sort through these issues. Much of this is covered in the above video so if you process things better in audio-visual than in print, you have your options. I've heard some gossip that Jenkins was going to issue a "new definition" of "transmedia": this is no where near as dramatic an overhaul as that, just some clarifications and reflections about definitions. This definition still covers, more or less, what I mean by transmedia storytelling: Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story. So, consider what follows Transmedia 202, to compliment my earlier Transmedia 101 post. Given the sheer range of people who have embraced (latched onto?) transmedia, we should not be surprised that:
So, let's start at the top with convergence, which in Convergence Culture, I describe as a paradigm for thinking about the current moment of media change, one which is defined through the layering, diversification, and interconnectivity of media. Convergence contrasts with the Digital Revolution model which assumed old media would be displaced by new media. Aspects of this convergence model are shaping decisions of media producers, advertisers, technologists, consumers, and policy-makers, and thus convergence has many different aspects and consequences. Transmedia, used by itself, simply means "across media." Transmedia, at this level, is one way of talking about convergence as a set of cultural practices. Keep in mind that Marsha Kinder in Playing with Power wrote about "transmedia intertextuality", while I was one of the first to popularize the term, transmedia storytelling. Transmedia storytelling describes one logic for thinking about the flow of content across media. We might also think about transmedia branding, transmedia performance, transmedia ritual, transmedia play, transmedia activism, and transmedia spectacle, as other logics. The same text might fit within multiple logics. So, for example, we could imagine Glee as a transmedia narrative in which we follow the characters and situations across media, but more often, Glee's transmedia strategies emphasize transmedia performance, with the songs moving through YouTube, iTunes, live performances, etc., which we read against each other to make sense of the larger Glee phenomenon. So, there are some people who think that transmedia is simply a form of branding: I would rather argue that branding is one thing you can do with transmedia, but when I speak about transmedia storytelling, that is not the central focus of my interest. I am focusing on emergent forms of storytelling which tap into the flow of content across media and the networking of fan response. Some people have argued that transmedia is simply another name for franchising. Franchising is a corporate structure for media production which has a long history and throughout much of that history, there has been an attempt to move icons and brands across media channels, but not necessarily an attempt to extend the story in ways which expanded its scope and meaning. Most previous media franchises were based on reproduction and redundancy, but transmedia represents a structure based on the further development of the storyworld through each new medium. For a good guide to the history and practices of franchising, watch for the forthcoming book by Derek Johnson, who has been doing extensive thinking on this topic. Much of franchising has been based on licensing arrangements which make it hard for media producers to add or change anything beyond what is already in the primary text or the mother ship. True transmedia storytelling is apt to emerge through structures which encourage co-creation and collaboration, but as Johnson notes, the more a media producer moves in this direction, the greater the challenges of coordination and consistency become. I have sometimes talked about a distinction between adaptation and extension as fundamental to understanding these shifts. Basically, an adaptation takes the same story from one medium and retells it in another. An extension seeks to add something to the existing story as it moves from one medium to another. Christy Dena has challenged making such a cut-and-dried distinction. Adaptations may be highly literal or deeply transformative. Any adaptation represents an interpretation of the work in question and not simply a reproduction, so all adaptions to some degree add to the range of meanings attached to a story. And as Dena notes, the shifts between media mean that we have new experiences and learn new things. To translate Harry Potter from a book to a movie series means thinking through much more deeply what Hogwarts looks like and thus the art director/production designer has significantly expanded and extended the story in the process. It might be better to think of adaptation and extension as part of a continuum in which both poles are only theoretical possibilities and most of the action takes place somewhere in the middle. What the adaptation-extension distinction was intended to address was additive comprehension, a term borrowed from game designer Neil Young, to refer to the degree that each new text adds to our understanding of the story as a whole. So, the Falling Skies graphic novel is a prequel which tells us about the disappearance of the middle brother and thus helps to provide insights into the motives of the characters on the Turner television series. In this case, additive comprehension takes the form of back story, but the same graphic novel also helps us to better understand the organization of the resistance movement, which we can see as part of a world-building process. Most transmedia content serves one or more of the following functions:
I have been troubled by writers who want to reduce transmedia to the idea of multiple media platforms without digging more deeply into the logical relations between those media extensions. So, if you are a guild, it matters deeply that you have a definition which determines how many media are deployed, but for me, as a scholar, that is not the key issue that concerns me. As we think about defining transmedia, then, we need to come back to the relations between media and not simply count the number of the media platforms. So, again, let's imagine a continuum of possibilities. We might start with the notion of seriality. Seriality would imply the unfolding of a story over time, typically through a process of chunking (creating meaningful bits of the story) and dispersal (breaking the story into interconnected installments). Central to this process is the creation of a story hook or cliffhanger which motivates the consumer to come back for more of the same story. Historically, seriality occurs within the same text. So, we've seen American television evolve over time between highly episodic structures (more or less self-contained) to much more heavily serialized structures. Most shows, though, combine elements of the episodic (a procedural plot which can be wrapped up in a single episode) and the serial (an evolving character relationship, an unfolding mythology, a larger plot within which the individual episodes work as chapters.) The shift towards seriality on American television plays a large role in preparing audiences for transmedia storytelling. Most transmedia stories are highly serial in structure, but not all serials are transmedia. So, Bones, say, is a partially serialized drama which, for the most part, remains within a single medium. But we can think of examples where there is a movement across texts or across textual structures within the same medium. I describe this in terms of "radical intertextuality." So, for example, the DC and Marvel universes create dozens of titles which are seen as inter-related. Characters move between them. Plots unfold across them. Periodically, they may have events which straddle multiple book titles, and part of the pleasure of something like Marvel Civil Wars is that we see the same event from the point of view of multiple characters, who may have conflicting perspectives on what is happening. Similarly, Battlestar Galactica unfolds across multiple television series, mini-series, and stand-alone movies. If Battlestar remained in a single medium, television, then it would be another example of radical intertextuality. But, because Battlestar extends this process to include webisodes and comics, which are understood as part of the same continuity, then we call it a transmedia story. So, let's call this next level Multimodality -- a term coined by Gunther Kress to talk about how educational design taps the affordances of different instructional media, but applied by Christy Dena to talk about transmedia narrative. The key point here is that different media involve different kinds of representation -- so what Green Lantern looks like differs from a comic book, a live action movie, a game, or an animated television series. Each medium has different kinds of affordances -- the game facilitates different ways of interacting with the content than a book or a feature film. A story that plays out across different media adopts different modalities. A franchise can be multimodal without being transmedia -- most of those which repeat the same basic story elements in every media fall into this category. For me, a work needs to combine radical intertextuality and multimodality for the purposes of additive comprehension to be a transmedia story. That's why shortening transmedia to "a story across multiple media" distorts the discussion. So far, nothing here implies that particular media need to be involved for something to become transmedia. One can construct a high end transmedia system (a major blockbuster movie or network television show and its extensions) and one can construct a low end transmedia system (a low budget and/or independent film, a comic book or web series as the spring board for something which might include live performance or oral storytelling...) Some have tried to argue that games are a key component of transmedia, but I do not want to prioritize digital media extensions over other kinds of media practices. For this reason, it is possible to find historical antecedents for transmedia which predate the rise of networked computing and interactive entertainment. I am not preoccupied with the "newness" of transmedia. The current push for transmedia has emerged from shifts in production practices (shaped by media concentration, in some cases) or reception practices (the emergence of Web 2.0 and social media), but it has also come from the emergence of new aesthetic understandings of how popular texts work (shaped in part by the rise of geeks and fans to positions of power within the entertainment industries). The options available to a transmedia producer today are different from those available some decades ago, but we can still point to historical antecedents which were experimenting with notions of world building and mythology-modeled story structures in ways that include both radical intertextuality and multimodality. In that way, you can say that L. Frank Baum (in his focus on world building across media), Walt Disney (in his focus on transmedia branding) and J.R.R. Tolkien (with his experiments in radical intertextuality) each prefigure transmedia practices. Similarly, I've argued that Obama is as much a transmedia character as Obi Wan is. I do not mean by this simply that our everyday lives are conducted across multiple media platforms, though this is true. I also mean that we tend to connect those dispersed pieces of information together to form a story, that the story we construct depends on which media extensions we draw upon (Fox News vs. The Huffingston Post), and that there are architects who seek to coordinate and construct the range of meanings which get attached to that story. In that sense, the Obama story, as constructed by his campaign, includes both radical intertextuality and multimodality. When I wrote Convergence Culture, I focused the transmedia discussion around The Matrix, while including a side bar which discussed The Beast as an Alternate Reality Game. I understood that ARGs had something to do with transmedia, but my use of the sidebar structure allowed me to dodge the tougher question of whether ARGs are transmedia, and that's where some of the most heated debates in recent years has occurred. The Hollywood based model of transmedia assumes a story told or a world explored across not simply multiple media but multiple texts, which can be sold to audiences separately and which represent multiple touch points with the brand. (Note, for my definition, it really doesn't matter if the texts form a single narrative or multiple stories set in the same world, since in practice, most transmedia includes multiple plot lines which can be dispersed in different ways across the installments.) The ARG model, however, assumes that multiple media can contribute to a single entertainment experience. So, we are more likely to talk about The Beast, I Love Bees, or The Lost Experience as completed texts in their own right (as well as in all three cases as part of larger entertainment franchises). Different groups have different stakes in drawing lines distinguishing or integrating these two models. It is important to understand what they are each trying to accomplish, but I am less invested in defining in or out one model or the other. I just think this is a space which deserves closer conceptual work than it has received so far. Both could meet my emphasis on radical intertextuality and multimodality and both can deliver on the promises of additive comprehension. Another debate worth monitoring here has to do with issues of audience participation in the development of a transmedia property. These debates break down into two sets of issues. The first has to do with the differences I draw in Convergence Culture between interactivity and participation. For me, interactivity has to do with the properties of the technology and participation has to do with the properties of the culture. Obviously, in practice, both may come into play in the same text. So, for example, a computer game stresses interactivity and thus preprogramed entertainment experiences. Fan culture is high on participation, where fans take the resources offered by a text and push it in a range of directions which are neither preprogrammed nor authorized by the producers. When people claim that interactivity is a core element of a transmedia experience, I want to make sure we are using the term in the same way. We can imagine a range of different relations which fans might have to a transmedia property. On one end would be the hunting and gathering practices of finding the dispersed pieces of information and figuring out how they all fit together to form a meaningful whole. On the other end, we might have playing through a level of a game, working past obstacles, killing bosses, and gathering objects. But we might also think about various forms of fan performance -- from fan fiction to cosplay -- which are more participatory and open ended and less dependent on the design choices of the transmedia producers. A second set of issues has to do with continuity vs. multiplicity. Most discussions of transmedia place a high emphasis on continuity -- assuming that transmedia requires a high level of coordination and creative control and that all of the pieces have to cohere into a consistent narrative or world. This is a practice which is hard enough to achieve across the multiple divisions of the same production team and it becomes hard for fans to contribute directly to the development of a narrative which places high emphasis on continuity. Indeed, many projects which claim to tap "user-generated content" do so in ways which protect the "integrity" of the continuity at the expense of enabling multiple perspectives and more open-ended participation. They make the author or some designated agent an arbiter of what counts within the canon. On the other hand, there are forms of commercially produced transmedia which really celebrate the multiplicity which emerges from seeing the same characters and stories told in radically different ways. This focus on multiplicity leaves open a space for us to see fan-produced media as part of a larger transmedia process, even if we then want to try to sort through how different elements get marked as official canon or fan alternatives. Sorry this has gotten so complicated, but I think part of the problem is that many people are looking for simple formulas and a one-size-fits-all definition, trying to delimit what transmedia is. But, we are still in a period of experimentation and innovation. New models are emerging through production practices and critical debates, and we need to be open to a broad array of variations of what transmedia means in relation to different projects. I wrote in Convergence Culture that convergence practices, for the foreseeable future, will amount to "kludges," jerry-rigged attempts to connect different media together, as we all figure out what's going on and what works well. There is no transmedia formula. Transmedia refers to a set of choices made about the best approach to tell a particular story to a particular audience in a particular context depending on the particular resources available to particular producers. The more we expand the definition, the richer the range of options available to us can be. It doesn't mean we expand transmedia to the point that anything and everything counts, but it means we need a definition sophisticated enough to deal with a range of very different examples. What I want to exclude from this definition is "business as usual" projects which are not exploring the expanded potential of transmedia, but are simply slapping a transmedia label on the same old franchising practices we've seen for decades. As a way to promote more conversation, please send me your questions, critiques, and other responses to hjenkins@usc.edu, and I will try to respond in a future post. July 27, 2011
Aca-Fandom and Beyond: Christine Bacareza Balance, Jack Halberstam, and Sarah Banet-Weiser (Part Two)Jack: Christine, I really enjoyed your piece - the compact way you account for the colonial context within which popular culture is absorbed, reviled and then transformed by those very people whom colonialism has reduced to the status of mimics. I also appreciate your effort to refuse the sharp distinction between fan and critic, poetry and prose, song and soundscape. In relation to your observations on "fandom" and "fanaticism," I would love to hear you say more about excess, about over the top performances that go beyond the reproduction of the same. I also have struggled with that Sedgwickian notion of "reparative" and I wonder how you are using it. I love her take on the paranoid form of reasoning that dominates academic style but I never really believed in the reparative as an alternative...
Christine: In response to Jack's post and query and, in allegiance with her opening anecdote, I too have endured such distracting and annoying concert-going experiences (too many to name, in fact). The most recent example: this past June, I attended Janelle Monae and Bruno Mars' concert at the Gibson Amphitheatre--the only Los Angeles stop on their national "Hooligans in Wonderland" tour--both as a critic (currently writing a review of their performance) and a fan (of both artists). Armed with the critical analytics--histories of labor and musical performance as re-cited in each artist's performance (Monae and chitlin circuits, Mars and Hawai'i's tourist economies-- that were going to frame my review of the show, I was first slightly peeved by the audience's (mainly teenage girls and boys and their parents) lukewarm reception of Monae and then fully irritated about two songs into Mars' set. In a similar fashion to Jack's Radiohead experience, my seatmate decided to not just sing but, instead, scream the chorus to his hit single, "Billionaire," sans irony or self-reflexivity. Needless to say, I had to switch seats in order not to inflict fan-on-fan, audience member-on-audience member violence. Indeed, the "fantasy and impossibility" embedded in fandom and being an academic is what makes such a scene difficult. But I try (after physically distancing myself), in such situations, to curb the critical desire to position myself as an omniscient or holier-than-thou audience member, for, it is precisely this stance--one generated and performed by collectors and critics in other settings--which forecloses any possibility of dialogue or conversation. The "reparative" here becomes a call to stand alongside other fans, rather than above them, no matter how difficult it might be. It signals a type of ethical relationship. For me, the genre of performance--with its qualities of immediacy, ephemerality, improvisation, and liveness--is particularly generative in cultivating what Alexandra Vazquez (by way of Barbara Johnson) identifies as moments of "surprise"--on stage, in the classroom, on the written page, and in everyday life. These days, in my own work, I am finding the analytic of surprise--something unexpected that can incite various affective responses (fear, astonishment, wonder, and even violence)--to be more generative than "excess," especially when (again) the subjects, objects, and performances I am most interested are being generated by a historical relationship (U.S. empire in the Philippines) otherwise deemed "invisible" in mainstream U.S. popular culture. I also appreciate Sarah's comments regarding "the fan as self-brand." Needless to say, none other than this past weekend's Comicon gathering brings to the forefront the ways that, as Sarah notes, the "fan is positioned and validated as a kind of product within a circuit of commodity exchange." With the increasing presence of mainstream popular entertainment industries (such as films, television, video games) at this long-standing fan-centered event, it becomes quite obvious that Hollywood is present to capitalize on its fans--consumer-participants whose a) identities are themselves "products" of particular forms of consumption and b) fandom does the work of publicizing upcoming new releases (mainly, through social networking outlets such as Twitter and Facebook but also by wearing t-shirts featuring their favorite comic book characters or films). At the same time, by dressing up as characters from particular franchises (this year's favorites: Black Swan, Harry Potter, and the tried-and-true standby, Star Wars), teenage and adult Comicon attendees inhabit and bring to life these particular pop cultural products. Fueled by a "desire for visibility," I witnessed firsthand how these "dressed up" attendees actually extend and are part of the "long tail" of mainstream franchises in a manner similar to amusement parks, as parents photographed their children posed next to other attendees dressed like Tinker Bell or Wolverine. But, again, rather than merely maintaining some type of critical arm's length from the slew of (mainly) teenagers dressed up as characters and huddled together on the convention center floors, I allowed myself to hearken back to my own adolescent yesteryears, to the theatre competitions and showcases that colored my high school weekends. Where and how can we draw the line between dressing up like Lady Macbeth as opposed to Xena the Warrior Princess, Huckelberry Finn instead of Luke Skywalker, Stanley Kowalski rather than an Avatar? I believe that any attempt to draw lines of difference between such examples of "dressing up" recapitulates the age-old divide between "high" and "low" cultures while it prohibits the potential meanings made by both these performers and their audiences. Jack: Sarah, I think your notion of the fan as brand and as a distribution point for the circulation of popular culture actually dialogues with my worry that the fan becomes a "celebrity subject" in training - in other words, we consume to learn how to produce well and then produce well in order to facilitate more production. At the same time that I am compelled by these critiques of fandom and the sense of fandom as a economic relay point, I still do want to hold on to some kind of resistant notion of fandom, one where the branding changes the meaning of self, consumption, branding, capital in the process of participating in it. Sarah: Jack--yes! Your idea/worry about "celebrity subject" in training is truly in conversation with my worry about fan as brand (and self-branding in general). But I also hear both you and Christine about holding on to a concept of the fan as a resistant notion, or a resistant subject, or just in terms of the surprise of meaning Christine gestures toward when talking about dressing up and performing as an adolescent (and I appreciate the notion of surprise over excess). For me, the trick is to hold on to both of these notions simultaneously (fandom as economic relay point, and fandom as potentially resistant), without resorting to a commercial v. non-commercial binary. Which is why I think, Jack, that your last statement, about those moments where branding changes the self, consumption, capital in the process of participating within branding, is vital for me in thinking about how meaning circulates in advanced capitalism. how do we utilize the logic of branding for progressive (and I'm not talking about socially responsible corporations here) or resistant ways? Again, I'm not talking about culture jamming or detournement (though both certainly can have their uses in terms of resistance), but making and remaking brands and fans within new parameters of meaning and signification--that is, how branding can surprise you. Jack: Christine - well, exactly, one wants to stand or sit alongside the annoying fan from an ethical point of view but in actual, material reality, one wants to get as far away as possible!! So, that is exactly why I mistrust the reparative - it is a gesture of the ethical, a way of knowing the right thing to do but it clashes with the instinctive gesture of, in this case, recoil and disconnection. Moments of surprise are similarly wonderful pedagogical opportunities but hard to come by in an age of self-branding, self-marketing and commercial child manipulation! The only cultural productions that have really been continuously surprising to me in recent years have been animated films for children, which I discuss extensively in The Queer Art of Failure, which manage to address the child viewer in non condescending and often non-normative ways...and then of course, the surprise and wonder of the animated landscape gives way to the banality of the tie-in action figure served up with the kid's happy meal a few hours later. How do we extend the momentary surprise so that it has more affective intensity than the desire for the figure, the dress-up or the happy meal? Sarah - can you give us an example of when branding can surprise?Sarah: Yes, well, that is the question, isn't it? I love your question of how we can extend the momentary surprise so that creative and potentially resistant cultural forms don't end up like happy meals. I don't have the answer, but one interesting example might be the recent branding of Wikileaks (the Wall St. Journal covered this in February of this year), where Julian Assange's organization began selling t-shirts, etc that said things like "Free Assange!" and "the truth is not treason." The profit generated by the t-shirts supposedly went to Assange's legal fund, or to the maintenance of the site, or somewhere (and of course, the "somewhere" is always the question--the company that made the Wikileaks t-shirts also made Spice Girls t-shirts). To brand something like Wikileaks and its subversive potential is simultaneously a bit of a surprise and entirely predictable. And I'm not sure if it has "more affective intensity than the desire for the figure;" there's got to be a Julian Assange action figure out there for sale somewhere. I'm thinking, though, that this kind of move within branding represents a sort of bending or distorting of commodity exchange, that could possibly lead to different sorts of affective openings. . .
Judith "Jack" Halberstam is Professor of English, American Studies and Ethnicity and Gender Studies at USC. Halberstam works in the areas of popular, visual and queer culture with an emphasis on subcultures. Halberstam's first book, Skin Shows: Gothic Horror and the Technology of Monsters (1995), was a study of popular gothic cultures of the 19th and 20th centuries and it stretched from Frankenstein to contemporary horror film. Her 1998 book, Female Masculinity (1998), made a ground breaking argument about non-male masculinity and tracked the impact of female masculinity upon hegemonic genders. Halberstam's last book, In a Queer Time and Place: Transgender Bodies, Subcultural Lives (2005), described and theorized queer reconfigurations of time and space in relation to subcultural scenes and the emergence of transgender visibility. This book devotes several chapters to the topic of visual representation of gender ambiguity. Halberstam was also the co-author with Del LaGrace Volcano of a photo/essay book, The Drag King Book (1999), and with Ira Livingston of an anthology, Posthuman Bodies (1995). Halberstam regularly speaks on queer culture, gender studies and popular culture and publishes blogs at bullybloggers.com. Halberstam just finished a book titled The Queer Art of Failure due out 2011 from Duke University Press. July 26, 2011
Aca-Fandom and Beyond: Christine Bacareza Balance, Jack Halberstam, and Sarah Banet-WeiserChristine Bacareza Balance
I begin with these two brief definitions of "fan" and "fanatic"--from which the first term is typically derived--because they touch upon some of the topics I am interested in, both in my research and everyday life. As someone whose early scholarly training came by way of U.S. ethnic studies and postcolonial studies, my research today focuses on the labor (productive, consumptive, affective) of making music within Filipino America--a soundscape created by the historical relationship (imperial, postcolonial, neocolonial) between the U.S. and Philippines. It is an intimate yet oft-forgotten relationship and, thus, is charged with the racial/cultural invisibility of Filipinos within a U.S. racial imaginary. In other words, what is Filipino culture in the eyes of the U.S.? Nothing but a merely mimetic nation, as evidenced by its most notable cover performers--Arnel Pineda, Charice Pempengco, and the hordes of cover bands playing in a global tourist circuit, the spectacular choreography of its prison inmates set to a Michael Jackson beat, and a deadly penchant for singing "My Way" on a karaoke machine. Here, then, in a U.S. popular imaginary, Filipinos are fanatics--people who go beyond what is "reasonable"--when it comes to their relationship to their former colonizer's popular culture. It is a type of affective charge that simultaneously places them outside of a certain modernity (and therefore, post-modernity, as well) seemingly located in a logic of culture industries--TV, film, popular music--the same industries which render them "invisible" (or, more likely, collapse them within a limited idea of "Asian-ness" as evidenced in the common occurrence of Filipino stars "playing" characters of other Asian races--Chinese, Japanese, Vietnamese, but never Filipino) within a landscape of U.S. racialization. Instead, as Apl de Ap of the Black Eyed Peas--one of the most "visible yet invisible" Filipino Americans in U.S. popular music today--notes, these and other Asian Americans remain a "quiet storm" of music producers, songwriters, and simply undercover agents (note one of pop's biggest stars today--Bruno Mars--is often noted for his Puerto Rican ancestry, Hawaiian upbringing but rarely, if ever, his Filipino heritage). Along with this, however, I also sense a common belief within fan studies (and perhaps the term "aca-fan" specifically) that there can and does remain a divide between fans and performers--as if never the twain shall meet. Though my research has most definitely led me to examples of participatory culture--specifically, through the interactive communication technology (ICT) and everyday performance event of karaoke singing as well as the "viral aesthetics" evidenced in the recent emergence of Asian American performers on YouTube, from my interviews with and personal experiences interacting with musicians, events organizers/producers, club owners and DJs from Manila to the San Francisco Bay, I have witnessed the various forms of fan-dom these musical producers themselves inhabit. Here, they are not only devoted the U.S. or European popular musics but, most especially, OPM (original Pilipino music)--from the 1950s up until today. In turn, my complicated relationship to this larger soundscape of OPM--as scholar, fan, and colleague--I believe, is not a rare incident. There a number of other popular music studies scholars in the U.S. and beyond who maintain a place in each of these (as well as other) categories of identification. In the end, I am currently most interested in the styles of writing about musical cultures and sonic phenomena--in other words, the various ways that we, as critics, can attempt to write performatively--understanding our roles in the process of making meaning of culture--and, in the terms set by the late Eve Sedgwick, reparatively. Since many of the artists I choose to write about are generally people I have maintained an close relationship with--as a friend or fan or collaborator, the question of writing in a style legible to them is always there. But, I believe that we should always be striving to be much more than just "legible" or "transparent" in our critical writing. Instead, we should, as Daphne Brooks once aptly stated, try to make the music sing in our writing. Or, as Josh Kun has shown us, we should imagine music creating places, bringing together worlds through both performance and listening. And, with their keen interest in the relationship between words and sound, Fred Moten and Alexandra Vazquez's work always remind me, it's not only that we try to capture the essence of music but, instead, that we travel inside of music's poetry and allow it to show us other ways of seeing, hearing, and being. Jack Halberstam Sarah Banet-Weiser I appreciate how Christine begins her post with two definitions of "fan" and "fanatic;" I am, I must confess, a person who often harbors unfair assumptions about the blurring of the two categories. This partly comes from the fact that I never really consider myself a "real" fan--certainly I'm a fan of popular culture in a broad sense, but I've never gone beyond the typical audience subject position to vote on contestants, to write fan fiction, to comment on a fan site (okay, once I voted on American Idol, but just for Adam Lambert). So I've felt at times a certain (ir)rational distance when thinking about fans who position themselves in more active ways in relation to cultural texts, and am certainly guilty of occasionally merging the two definitions Christine offered, so that fans were often de facto fanatics in my mind. Christine powerfully reminds us, though, that the merging between the fan and the fanatic is often complex and multi-layered, and certainly fans and fan activity do not circulate in culture in the same ways, across all boundaries. Fandom, as Christine points out, is often racialized, so that particular fans are seen as fanatics due to their racialization, their "irrational" or "cultural" bodies, such as the Filipino musicians Christine writes about. Jack also reminds us that what fandom is isn't always clear, and it can be many things at once. Fandom can entail risk and challenge, but it can also--and often does--reproduce the norm. What I want to do in this post is to draw on this multivalent notion of fandom, and invoke yet another iteration: the fan as self-brand. I would say that all fans and fan activities are situated within a commercial context, though again, this means different things for different fans. That is, while the cultural and commercial economy is surely a framing or shaping context, it is not always a deterministic one. The fact that fans, texts, and fandom take place and are often enabled by a broad milieu of consumption does not mean that fans and their activities do not have cultural, political, and social meaning. However, the commercial context of much fandom and fan activities also animates other processes by which the "fan" is positioned and validated as a kind of product within a circuit of commodity exchange. The practice of self-branding is an increasingly normative practice in US culture, where "building a brand" seems to more and more be the logical go-to strategy for marketing our personal and professional identities. There often seems to be a relationship between self-branding and actively constructing oneself as a particular fan. That is, I'm troubled by the ways in which there seems to be an increasing collapse between business brand strategy and personal identity construction in digital spaces--and it seems that in this collapse, it becomes harder (at least for me) to always discern what it means to be a "fan." Digital media, and the ways in which users are interactive within this space, offer flexibility for fans to not only produce their own media, but also facilitate strategies of self-branding. Part of being a fan means contributing to the distribution and publicity of popular texts, especially if fan production is posted on-line. While this is not necessarily a negative thing, it does have a heightened significance in an economic context where the individual is privileged as a commodity, and where cultural and social life is increasingly organized and experienced through the terms and conditions of business models. This means that cultural values, such as morals and personal standards, can be harnessed and re-shaped within these same business conditions, so that building a brand becomes almost like a moral obligation to oneself. In particular, I'm interested in the ways digital media and media production authorize the practice of self-branding for girls and young women, often in the name of self-empowerment, on social network sites, such as Youtube and Facebook. The practice of individuals becoming what Nikolas Rose calls "the enterprising self" has implications for women within the 21st century, where "putting oneself out there" and the quest for visibility is an ever more normative practice for young women. So I suppose my contribution to this discussion is to ask the question: what happens when the fan becomes a kind of product? Or when the discourse of fandom and fan activities is not so much about individual tastes and desires, or belonging to a community, but is rather about fans laboring in the name of both the self-brand and a company brand? As Jack said, it is hard to be a fan.
Judith "Jack" Halberstam is Professor of English, American Studies and Ethnicity and Gender Studies at USC. Halberstam works in the areas of popular, visual and queer culture with an emphasis on subcultures. Halberstam's first book, Skin Shows: Gothic Horror and the Technology of Monsters (1995), was a study of popular gothic cultures of the 19th and 20th centuries and it stretched from Frankenstein to contemporary horror film. Her 1998 book, Female Masculinity (1998), made a ground breaking argument about non-male masculinity and tracked the impact of female masculinity upon hegemonic genders. Halberstam's last book, In a Queer Time and Place: Transgender Bodies, Subcultural Lives (2005), described and theorized queer reconfigurations of time and space in relation to subcultural scenes and the emergence of transgender visibility. This book devotes several chapters to the topic of visual representation of gender ambiguity. Halberstam was also the co-author with Del LaGrace Volcano of a photo/essay book, The Drag King Book (1999), and with Ira Livingston of an anthology, Posthuman Bodies (1995). Halberstam regularly speaks on queer culture, gender studies and popular culture and publishes blogs at bullybloggers.com. Halberstam just finished a book titled The Queer Art of Failure due out 2011 from Duke University Press. July 18, 2011
Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part One)Shortly after I arrived at USC, Brian David Johnson from Intel came to the office to interview me for a book he was developing on the future of screens and entertainment. I was giddy from having taught the first session of my Transmedia Entertainment class, and we had a great exchange about the relations between consumers and technology and how it might impact our future relations to television and other entertainment media. The interview was included in Johnson's book, Screen Future: The Future of Entertainment Computing and the Devices We Love, which was released last year. Johnson's book combines interviews with key thinkers about media's future from both academia and industry with his own reflections on recent technological developments being developed at labs and what their long term implications may be. After years of teaching at MIT, I am often skeptical of work on media which starts from a technologist's perspective since they rarely factor in the social and cultural dimensions of media. Johnson is a notable exception -- a deep thinker who groks the interface between technology and culture, who may work for industry but also understands the consumer perspective on why we love television and what we want to get out of watching our favorite series. So, I recommend his book to anyone who wants to expand their thinking and learn about the visions of screen futures which are driving technological development at Intel and a range of other companies. Johnson was nice enough to sign on to let me reverse the microphone, so to speak, and do an interview for this blog. Over the next few installments, Johnson will share some of his current thinking. Here, he talks about television in relation to such trends as ubiquitous computing and social media, and shares some of the factors which drove him to produce this book. Here's Johnson's official bio which should give you a clearer sense of where he is coming from: The future is Brian David Johnson's business. As a futurist at Intel Corporation, his charter is to develop an actionable vision for computing in 2020. His work is called "future casting"--using ethnographic field studies, technology research, trend data, and even science fiction to provide Intel with a pragmatic vision of consumers and computing. Along with reinventing TV, Johnson has been pioneering development in artificial intelligence, robotics, and using science fiction as a design tool. He speaks and writes extensively about future technologies in articles and scientific papers as well as science fiction short stories and novels (Science Fiction Prototyping: Designing the Future with Science Fiction, Screen Future: The Future of Entertainment Computing and the Devices we Love, Fake Plastic Love, and Nebulous Mechanisms: The Dr. Simon Egerton Stories). He has directed two feature films and is an illustrator and commissioned painter.
I love that quote! I have tremendous respect for Asimov not only as a science fiction writer and a thinker but also as a person who brought science and conversations about science into the mainstream. When I was writing Screen Future I actually had two books always within reach. The first was Richard Feynman's The Character of Physical Law - his collection of lectures and the second was a collection of Asimov essays The Planet that Wasn't. Asimov was such a good writer, easy to understand and quite funny - that people had no problem reading about the intricacies of planetary motion or the theoretical planet of Vulcan. Both Feynman and Asimov were passionate communicators and conversationalists. Feynman was known as the great explainer, while Asimov was the great popularize of science.. You describe yourself as a "Consumer Experience Architect." What does this entail? What kinds of expertise and insight shape your models of the consumer experience? What factors are shifting the consumer experience of television? Are the changes being driven by shifts in technology, in business practice, or in social and cultural expectations? I'm going to give the answer that I give to my engineering colleagues. But I have to warn you that they hate this answer. So I kind of like giving it to them. The answer to your question is....yes. The answer is yes. All of the above. The changes in consumers experience with TV are due to all of the factors you mentioned. Let's look at each one and see if we don't uncover some more. July 1, 2011
Now Available: Transmedia Hollywood 2 VideosDue to technical difficulties, we've been delayed in sharing with you the videos from our April Transmedia Hollywood 2 conference, jointly sponsored by the cinema schools at USC and UCLA, and hosted this year at UCLA. We hope to be back next April at USC with a whole new line up of speakers and topics, which we are just now starting to plan. In the meantime, check out some of these sessions, which should give the ever expanding Transmedia community plenty to chew on this summer. As for myself, I'm flying down to Rio, even as we speak. Transmedia Hollywood 2, Visual Culture & Design: Denise Mann Opening Comments from UCLA Film & TV on Vimeo. Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC. (Some of my comments here got me into trouble at the time and I hope to post something here soon which explores the issue I raise here about the role of radical intertextuality within the same medium.) Transmedia Hollywood 2, Visual Culture & Design: Henry Jenkins Opening Comments from UCLA Film & TV on Vimeo. Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox -- Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially. Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers -- aka "transmedia producers" -- charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities. The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida. Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes. Moderator: Denise Mann Panelists:
TH2 Panel 1: "Come Out 2 Play" from UCLA Film & TV on Vimeo. Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms? Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures? How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination? Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?
TH2 Panel 2: "We're Looking for Characters" from UCLA Film & TV on Vimeo. Game On!: Intelligent Designs or Fan Aggregators? A similar revolution is taking place in the post-network television industry as creators form alliances with network marketers in an effort to reach out to engaged fans. Many of the cutting-edge creative team at Smallville forged this path in the wilderness, creating innovative on-line campaigns that they later took to Heroes. Fans avidly pursue TV creators who incorporate an arsenal of visual design elements derived from films, comic books, games, web-series, and theme park rides in the series proper and in the online worlds. Experimenting with ways to reinvent an aging medium and buoyed by a WGA strike that assigned derivative content to showrunners, the question remains whether these creators won the battle but lost the war as more and more network dot.coms have asserted control over the online interactive entertainment space. Do web-series like Dr. Horrible and The Guild represent the next frontier for enterprising creators or can creative personnel learn to play within the confines of the corporate playground? We will ask creators from both industries -- gaming and television--to explain their philosophy about the intended and unintended outcomes of their interactive properties and immersive entertainment experiences. Marketers clearly love it when fans become willing billboards for the brand by wearing logo T-shirts, deciphering glyphs, or joining mysterious organizations such as Humans for the Ethical Treatment of Fairies, Elves, and Trolls, and then sharing clues, codes, and supporting content across a virtual community. These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging transmedia worlds. Moderator: Denise Mann
TH2 Panel 3: "Game On!" from UCLA Film & TV on Vimeo.
The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions. We might think of such stories as hyper-serials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms. So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristotelian unities of time and space? Moderator: Henry Jenkins Panelists:
TH2 Panel 4: "It's About Time!" from UCLA Film & TV on Vimeo. June 24, 2011
Three Reasons Why Pottermore Matters...Yesterday, J. K. Rowling of Harry Potter fame announced a bold new online venture called Pottermore which has sent shock waves through multiple communities which I follow closely and I've had more than a few people already ask me to weigh in on my initial thoughts about what's taking place. Keep in mind that, as Will Rogers used to say, all I know is what I read in the newspaper. I have no knowledge of what's taking place here other than what's already in the press and what I can speculate about from my knowledge of the announcement's fit within a range of trends impacting social media, transmedia entertainment, Web 2.0, and fan culture. Here's the video of Rowling's announcement, which you should watch, if you haven't already, so the rest of this makes sense. Now, let's consider what this announcement means from several perspectives. Pottermore as Transmedia Storytelling: This may be the most highly visible transmedia project to date -- after all, Harry Potter is as big a media franchise as we are likely to see anytime soon. I've blogged before about the paradoxical nature of Harry Potter fandom:
Relatively little of the official Harry Potter media produced to date has been transmedia in the sense that I use the term -- as an extension of the information we have available about the world rather than as a replication of the story from one medium to another. I've been suggesting lately that we might identify transmedia projects through the combination of two factors - radical intertextuality (that is, the complex interweaving of texts through the exchange of story-related information) and multimodality (that is, the mixing of different media and their affordances in the unfolding of the story). Pottermore works at both levels.
By far, this is the aspect of the announcement which has caught fire with fans, especially those who have been worried that the intensity of the fandom will fade once the last film is released into the theaters. Trust me, there's been lots of mashing of teeth about this. No one thinks that Harry Potter fandom will go away completely -- we've seen many fandoms long outlast the production of new material -- but there is apt to be less intensity and visibility once the final film hits the theater. For these fans, Pottermore is a game changer. Here, for example, is some of how HPANA, one online Harry Potter fansite, responded to the news:
Those are high hopes for the author to meet. On the other, there is the promise of multimodality represented by what's been described as interactive "moments" introduced around the books -- including a sorting hat process and a wand shop -- which allow fans new ways of interacting with the story. For literary critic Lev Grossman, who has been a key enthusiast for the books, this aspect of transmedia causes him to pause: When publishers mix reading with other media, the way Pottermore does (or the way that The 39 Clues, another Scholastic creation, does), I find it confusing. Every time I see more of the Potterverse realized in other media, as video or audio or even still images, it undoes the work I did by reading about it. It takes away from the marvelous, handmade Potterverse I've got going on in my head and replaces it with something prefabricated. Those of us who are more enthusiastic about transmedia see it differently: we see these materials as expanding our knowledge and deepening our experience of the story (at least in so far as they are done well and everything about Potter has been done well) by allowing each medium to do what it can do best. There's been lots of talk about whether there has been a killer demonstration of the potential of transmedia -- this may well become that killer demo, for better or for worse, and I for one am going to be watching closely to see what happens next. Pottermore as eBook: The Wall Street Journal has read the Pottermore story through the lens of ebook publishing and the future of authorship, and it's a pretty significant story from that perspective also. Here's part of what they speculate: While her publishers and major online book retailers will continue to sell her physical books, Ms. Rowling has reserved for herself the digital editions, the fastest-growing segment in the book world. The move could inspire other authors, large and small, to pronounce themselves independent agents in hopes of tapping more lucrative paydays. Ms. Rowling refused for years to release her books in electronic format, retaining the digital rights for herself. While most other authors have already handed over their digital rights to their publishers--most recently, John Grisham--Ms. Rowling's deal could prompt them to self-publish when their deals come up for renewal or demand higher royalty rates than the 25% of net sales that most publishers offer today on digital editions. Some may even choose to forgo all traditional means of book publishing and set up their own bookstores, reaping 100% of everything they sell.I am following the world of epublishing closely these days, thanks to my affiliation with the Annenberg Innovation Lab which is launching its own epublishing division. Few authors at this point can exert such power over their own publications and few have the ability to set new terms of professional compensation. Read through this lens, it may be a comparable to when George Lucas took a smaller salary on Star Wars in return to a percentage of the revenue from ancillary products, a decision which helped paved the way for Star Wars as a ur-text for transmedia storytellers and entertainers. Rowling recognizes that it is not enough to offer a digital offset of the books via Kindle but that ebook publishing represents its own kind of event, which enables her to further expand the reader's experience through new content and new ways of interacting with the material. Her continued involvement with the social network of her fans moves the ebook from a product to a process - not a one time thing, but something which can draw back people who have already read the seven books and watched the eight films to have a new set of relationships with the story. So, again, the announcement is big news. This has become increasingly true for Rowling, who has shown many signs that she wants to continue to shape and control how fans respond to her work well after she finished writing it. We can see this in the epilogue to the last novel, which seems to pointlessly map out futures for all of her characters, including shaping the "ships" (relationships) between them, in what amounts to spraying her territory. Many fans would have preferred a text which was more open ended on that level and allows them more freedom to speculate beyond the ending. She decided to "out" Dumbledore not through the books but via her own discourse around the books. She tried to shut down the Harry Potter Lexicon. So, it is abundantly clear that she likes some of her fans more than others and that any effort to facilitate fan interactions also represents an attempt to bring fandom more under her control. Two key phrases stood out for me in the announcement: "digital generation" and "safe," both of which require some glossing here. Harry Potter has attracted a very strong adult readership, many of whom would not conventionally fall into the digital generation. Even among those who come from the digital generation, many of those who grew up reading the books, are now young adults, even in some cases, parents on their own. And then, there are the children readers who were the targeted audience for the books. The most active fans, as noted above, are often a "surplus audience," and may well not be children. This doesn't matter when the book can be purchased at a range of different locations, read in a variety of contexts, but if you try to bring that readership together online, then the tensions are apt to become more of an issue. That's where the term, "safe," is a red flag. In this case, it can mean two things -- first, a space where you can read the stories without encountering any of that dratted "pornography" that some (many actually) of the adult fans have been producing. I remember talking to Warner executives when I was working on Convergence Culture who kept saying they wanted to distinguish between the "fans" and the "pornographers," and I couldn't bear to tell them that most of the erotica is produced by the fans and is part of what it means to them to be a fan. So, "safe" in those terms means censored, regulated, or policed. So, the promise is that "You," "Us," will help shape the future of the franchise but only in terms specified by Rowling and by the companies involved in overseeing this site. Here enters a second potential meaning of the word, "safe," which is that the site will comply with the Children Online Privacy Protection Act (or its British equivalent) which sets restrictions on the exchange of personal information, especially by minors. (For a useful discussion of how the desire to protect children may also restrict their ability to meaingfully participate, check out this recent post by Anne Collier.) So, does this mean that Pottermore will become the literary equivalent of Club Penguin, social media without the potential for off-line social interactions, and how does this fit within the larger framework of social relations upon which Harry Potter fandom, like all other fandoms, depends. Moving beyond the word, "safe," there's the potential that this follows the logic of Web 2.0 more generally which seeks to capture and commodify participatory culture. There are multiple concerns here, which I need to know more to be able to address. While the language of the video hints at a more open-ended structure of participation, wherein fans share their thoughts, speculations, and creative works with each other, the only features specifically described constitute preprogramed interactivity -- such as the Sorting Hat -- which sets the terms of our engagement with the storyworld. I might note that Harry Potter fandom has been among the most innovative in helping fans make the transition to the era of social networks -- having developed their own platforms and practices since the book was first published -- including several very sophisticated versions of the Sorting Hat. Which house you identify is deeply personal to Harry Potter fans. I strongly identify with my affiliation with Ravenclaw, so why should I cede to Rowling and Sony the right to decide which house is mine! So, in this case, Rowling is offering fans what they already have on their own terms and using the release of information as a bribe to pull them into her walled garden. (Keep in mind that the information is going to get spoiled and leaked the moment it is posted.) If, on the other hand, she does allow for more creative and participatory engagement of the material on the site, that opens other questions already hotly debated along the borders between Web 2.0 and Participatory Culture. Abigail DeKosnik, for example, has described the bargain fans often are forced to make -- ceding all rights to their own intellectual property in return for the promise, easily revoked, of corporations not suing them for their efforts. Others have described this in terms of issues of fan or free labor -- people are doing creative work for free which benefits corporations without getting any revenue in return. Lawrence Lessig has gone so far as to describe this as a modern form of "sharecropping." This is a complicated issue and we have a lot to say about it in my forthcoming Spreadable Media book. I am not prejudging the terms that Rowling and Sony are offering here. I am just saying that the platform as described raises these questions and we need more information before we can really weigh whether Rowling is treating her fans fairly here. She's been surprisingly supportive of fan culture in the past, but on a selective basis, which does not give us much guarantee on how this one is going to shape out. The devil is going to be in the details here and those are going to be rolled out over the next few months. Could Rowling's "gift" to her fans turn out to be a Trojan Horse? Hell yes, but it may also open the door for some other creative opportunities along the lines discussed in the earlier sections of this post. June 15, 2011
Acafandom and Beyond: Week One, Part Two (Anne Kustritz, Louisa Stein, and Sam Ford)In this second installment, the participants engage in back and forth conversation intended to extend upon the ideas contained in their opening statements. Louisa Stein: Anne and Sam, I'm struck by the harmony in our three separately written pieces. We all seem to recognize the perceived dangers or negative connotations of the term acafan, and yet feel a value in holding on to the term because of its potential as a self-reflexive signpost, a bridge between interconnected disciplines or subject positions, and even perhaps a politicized position. One question I have is from where this perception emerges that acafan is an essentialized standpoint or identity connected to identity politics? All of our three responses here indicate that that none of us relate to the term acafan in this way, though we are all wary of these associations. Why and where does this negative perception of acafan as a divisive concept take root and how can we counter this narrative? Or is this perception an unavoidable part of the project of acafan work?
Sam Ford: In Soap Fans in 1995, Lee Harrington and Denise Bielby made compelling points about the necessary balance between private and social fandom. I agree with Anne that, just as fan studies has often privileged the fan community over private consumption practices, the term "acafan" has come to hold particular meaning to participants in a community. The implications that being an acafan might have for those doing textual analysis, for instance, is strong. I primarily study (and am a fan of) areas of entertainment whose cultural value is often missed by anyone who would not consider themselves a fairly ardent "fan" of the genre in question: soap operas and pro wrestling. From the "outside," both are often considered of no artistic merit, and the trouble that fans of either genre find is that even explaining the artistry of the genre or what makes for "good" vs. "bad" wrestling or "quality soap opera storytelling" is lost on someone outside the genre. I remember in particular, after the cancellation of As the World Turns, being interviewed by a television critic for a prominent publication about the death of long-running soap operas. I was explaining what was unique about the soap opera storytelling model and what might be lost as daytime soaps go off the air. In the interview, she could detect from my passion and the depth of my knowledge that I did more than "study" soap fans or write "about" the genre: the "fan" side of my "acafan" was showing through. I could instantly tell that her radar went up. As she detected that I liked what she saw as lowbrow and lower-grade programming, she began to completely dismiss all that I had to say. After I finished, she said, "I've watched soap operas before, and I didn't see any of what you saw." My point was exactly that: that the language of soap opera and the ability to see what DEFINES "good storytelling" and high quality texts within the soap opera genre can only be seen by someone who understands the genre deeply enough to know its lexicon. And, similarly, for soaps, I've written before about the fact that doing textual analysis for that genre (with 260 new episodes a year, for decades) is so complex that it's hard for those who aren't intimately familiar for the genre to follow and not see it as totally ridiculous. All this is to say that, for textual analysis in genres like these, being an acafan provides a great wealth of experience and understanding of a genre that those who aren't dedicated viewers just wouldn't have. So I certainly believe that we too often, in using the term "acafan," privilege the social side of "fan" without thinking about the "aca" part. And part of what we are questioning here, I suppose, is whether "acafan" becomes a label for a scholar's relative position to an object of study; a mode of engagement with particular methodologies and approaches; or a label for a distinct kind of scholar or a sub-field of work under "fan studies." Sometimes, there seems to be slippage across these uses. Louisa Stein: Anne, I want to focus in on a very valuable point in your response that I'd like us to unpack further. You wrote: "Even the suggestion that the term 'aca-fan' always offers a relevant and contradictory identification to some extent implies a false universal." Anne Kustritz: I agree that allowing for a variety of life experiences and disciplinary approaches to populate the aca-fan concept is the primary challenge. Partly, this may require that a case be made for what self-reflexivity has to offer, in tandem with the importation or creation of methods for critically evaluating aca-fan self-reflexivity, because as with any mode of writing, some authors will offer more nuanced, sophisticated, and productive analyses than others. In the first case, this blog conversation will hopefully amplify the diversity of experiences and approaches taken by aca-fen, which will hopefully allow for all of us to be in broader conversation with the field as a whole. In the second instance, the aca-fan concept will be defined by perhaps the most simplistically "confessional" works unless we create a theoretical frame for understanding and evaluating how scholars employ self-reflexivity to separate justifications of the aca-fan concept from the success with which it is employed in various pieces. Perhaps this addresses Sam's concern about the relatively unexamined "aca" end of things. As I've mentioned, because of my background in cultural anthropology, I tend to draw upon that literature for its specialization in analyzing the researcher-participant relationship, but it would likely behoove us to collectively build a literature of our own specifically on the process of scholarly analysis for aca-fan works. Thus, perhaps instead of questioning whether one ought to be an aca-fan, which as a question of identity and identification seems problematic to police, and instead move toward creating principles for thinking through aca-fan works. Which aspects of an aca-fan text make it more or less successful or useful? Sam Ford:I think both of your suggestions are key here and get back to one of my concerns of what would be lost if the ideas surrounding "aca-fan" were to be lost: a space for academics from a wide range of traditional disciplines to come together to share work that both study fans/fan communities in a way that shows respect, nuance, and an acknowledgment of autonomy for those fans--and a space that allows for the intersection of academics and fans to converse with one another on high-level concepts surrounding the reception and socialization of texts that draw high levels of engagements from their viewers/listeners/readers/players. We invite your comments and contributions over on our mirror site here or send comments to me at hjenkins@usc.edu and be sure to indicate if they are for publication.
Sam Ford is Director of Digital Strategy with Peppercom Strategic Communications, an affiliate with both the MIT Program in Comparative Media Studies and the Popular Culture Studies Program at Western Kentucky University, and a fellow with the Futures of Entertainment group. He is also a regular contributor to Fast Company. Sam is co-author of Spreadable Media: Creating Value and Meaning in a Networked Society (NYU Press, forthcoming) and is co-editor of The Survival of Soap Opera: Transformations for a New Media Era (University Press of Mississippi, 2011). He lives in Bowling Green, Kentucky, with wife Amanda and daughter Emma. Louisa Stein is Assistant Professor of Film and Media Culture at Middlebury College. Her work explores audience engagement in transmedia culture, with emphasis on questions of gender and generation. She has published on audiences and transmedia engagement in a range of journals and edited collections including Cinema Journal and the Flow TV anthology (Routledge, 2011). Louisa is co-editor of Teen Television: Essays on Programming and Fandom (McFarland, 2008), and of the forthcoming collection Transmedia Sherlock. Louisa is also Book Review editor of Transformative Works and Cultures. You can find Louisa on twitter here and on wordpress here.. June 13, 2011
Acafandom and Beyond: Week One, Part One (Anne Kustritz, Louisa Stein, and Sam Ford)This is the first installment of our summer-long discussion of "Acafandom and Beyond." Many readers ask me what "Acafan" means in the title of this blog. This conversation will be a chance to dig deeper into this concept and explore its relationship to more general concerns of the place of subjectivity and self-reflexivity in cultural critique. In the first segment of each week, we will be reading opening statements from the three invited participants. Anne Kustritz: My interest in aca-fan identity derives from two main concerns. First, I envision the aca-fan construct as the demarcation of a site of cultural and political struggle and an opportunity for solidarity; yet it often seems to be represented as a coherent or even essentialized standpoint or identity (and identity politics). Secondly, the issues I imagine as most central to theorization of aca-fan identity have also been elucidated significantly in the works of post-structuralist, post-modern, feminist, queer, post-colonial, and native ethnography/ethnology, and those conversations would significantly enrich our dialogue. It seems to me that arguments about or discussions of aca-fan identity often work at cross-purposes because they reveal the lack of a shared object and method: that is, the material incoherency/heterogeneity of both the "fan" and the "studies" of fan studies; basic disagreement about the organization and definition of these terms means that scholars (and fans) discussing aca-fan identity lack a shared vocabulary. The stakes involved in embracing, repudiating, or entirely avoiding the aca-fan construct remain localized within particular geographical and institutional spaces. Thus, the conversation looks almost entirely different depending upon which fans one studies, using which methods. For example, in my own work I've tried to make a distinction between "creative" and "as is" fans who either treat the canon as open to fan transformation, or a closed system to be interpreted and commented upon but not altered. In past aca-fan discussions I've also come to see the critical importance of studying enculturated versus unincorporated fans as a locus of disagreement, i.e. those fans who participate in communities and define themselves through that participation, and those who act within a less fixed network, or none at all. Both of these distinctions as well as numerous others repeatedly unseat our attempts to determine who is a fan, and thus what may be gained or lost by identifying as such. Subsequently, the methods one uses to study "their" type of fans also structures beliefs about the aca-fan concept, particularly between those who see fans as primarily a textual phenomena and those who see fans as a primarily socio-cultural phenomena, as well as those who balance the two perspectives. Even then, significant disagreement still persists over whether fans primarily pose artistic, psychological, cultural, legal, or political questions. Our investments in who defines a fan, how they should be studied, and why we study fans all become ventriloquized in discussions about the value and nature of aca-fan identification. In other words, a little self-reflexivity about our thoughts on self-reflexivity might be in order. Secondly, our discussion of aca-fan identity occurs in the wake of two decades of debate in cultural anthropology about the trials and tribulations of studying a group to which one belongs, as well as over a century of thought on the unique political, ethical, and psychological implications of studying people. While it may seem strange to turn to anthropology, especially to those who study unincorporated, "as is" fans, it would behoove us to take these conversations into account and allow them to enrich our dialogue. We need not invent this wheel. Just as a sample, post-structuralist anthropology, particularly the works of James Clifford, warn against allowing our observations of some behavior of one group of people to construct a coherent, ahistorical, or essencialized notion of "culture" - or "fans." Rather, it is through the act of naming and narrating both our participants and ourselves as fans that these scattered activities seem homogenous and inherently meaningful. Ruth Behar's work, thought by many to mark the beginning of cultural anthropology's self-reflexive turn, deeply probes the layers of hierarchy and difference at play when the life story of a researcher comes into contact with the on-going life stories of her group of interest. She notes that while self-narratives of the heroic, self-determined researcher feel reassuring, it is more honest and affords deeper human connections with participants and readers to acknowledge our fallibility and partiality while engaging in what she terms "vulnerable observation." Similarly, many critical ethnographers, including Gelya Frank, Gayle Rubin, and Kamala Visweswaran, argue that doing work within our own communities does not resolve the inherited colonial and class based baggage inherent in "studying down," but rather often intensifies them because one begins to study the very system of hierarchy within which one's own life remains entangled. Scholars like Julie Taylor who use ethnographic methods at the disciplinary margins challenge us to reconceptualize the value of academic work by refusing to mystify its necessary partiality, limitations, and personal/somatic origins, instead celebrating the inescapable fact that academic work comes from unique subjectivities. Thus Taylor describes her work as "her tango," and makes the specific enunciation (rather than inherent nature) of Argentine tango danced by herself and her participants as inflected by the widespread terror of the dirty war and the gendered terror of sexual abuse the very focus and strengths of her study. In general, critical cultural anthropologists, ethnographers, and ethnologists offer a long literature problematizing the culture concept, probing the construction of researchers' identities both "in the field," and at home, as well as while doing "homework," and imagining a type of scholarship not based on the false empiricisms of absolute, essential, or ahistorical knowledge. Therefore, I find it important to start by stating that I study enculturated, creative fans using an interdisciplinary array of mixed methods including critical theory and ethnography. My feelings about the aca-fan concept are thereby conditioned by my training in both cultural studies and critical cultural anthropology. I am wary of allowing the aca-fan construction to imply any homogeneity of culture or identity construction among either fans or academics, and instead find it most useful as the description of a site of struggle between the dominant constructions of each, pointing toward many disciplines' remaining investments in "objectivity," and the social stereotype of "the fan" as masculine yet emasculated, overly emotional yet analytic and socially inept, educated yet enraptured with the detritus of the popular. Although I emphasize the heterogeneity of experience and investment among the group and my own idiosyncratic place therein, I identify as a slash fan and an aca-fan because these are labels of solidarity for me. Like queer, these offer an opportunity to claim and stand with a set of socially marked investments in sex, sociality, research practice, and classed cultural tastes.
Sam Ford: Over the past few years, the term "acafan" has been picked up for a variety of uses. For academics, it's been a way to discuss a particular type of fan studies. By that, I mean pieces more qualitative in nature, more informed by in-depth knowledge of a particular fan culture because it's been written by someone who is a member of that community, and which often use an inductive sort of logic, focusing on the rich details of a particular fan community and then looking at what that case might tell us about fan practices at large. It's also become a way to be more up-front about one's own complicity in what he is writing about (as Anne discusses), encouraging academics to both admit the limitations their "embeddedness" causes but also to be able to draw from the knowledge they have as a participant of some sort in a particular fandom or as a self-professed "fan" of a media property. But, of course, both "academic" and "fan" are loaded terms. There's plenty of anti-fandom in academic culture (as Louisa alludes to), which the "acafan" has been a construct to rail against. And there's plenty of anti-egghead feelings in fan culture, both conceptual (not seeing the value in "overanalyzing" or questioning the "privileged"/heightened position an academic is perceived to be taking on) and based on real experience (for any of us who have ever ran into an "acafan" who believes their fannish opinion "superior" because they are "not just a fan but also an academic.") As fan communities face members who see their positions as enlightened because of their "superior" knowledge--and as academic conferences, programs, and journals are flooded with people who see fan studies as a justification to make a living writing about their hobby without worrying so much about any critical intervention or generating compelling insights--it's perhaps no surprise that the term has "grown" to the point that people are now questioning whether its use has been stretched past usefulness. Hence, we have this series over the summer here on Henry's blog: what I hope will be a helpful intervention to figure out what can't be lost about the position, methodology, and type of writing/discussion implied by the "acafan" construct while hopefully helping weed out ways that the term has come to be used in counterproductive ways. While I don't have deep investment in whether the actual term "acafan" is retained, I do have reservations about what could be lost in abandoning the term. As Anne points out, there is a lack of boundaries in fan studies that is both freeing (being able to draw from multiple disciplines/methodologies and encouraging interdisciplinary collaboration) and constraining (a lack of shared vocabulary, etc.) But, even as we celebrate the interdisciplinary nature of fan studies, I think it's crucial to think about all the areas of what might be considered "fan studies" which our field has not intersected with: sports studies and music/folklore studies, for instance, both of which are areas where many of the academics writing in these areas likely have deep personal/social investments in their objects of study. The "acafan" construct still might act as a means through which we can connect many academics who "fan studies" as a "field" has not yet intersected with. Even more fundamentally, I fear a dismissal of "acafandom" outright might miss opportunities for collaboration, conversation and debate between fan studies academics and fan communities members who deeply invested in larger discussions about fandom, the politics of affinity communities, etc. I feel that the idea of "acafandom" have come to represent spaces of collaboration where academics studying fandom can learn from fans and vice versa, and I've participated in a variety of conversations, online and in-person, that have been strengthened by collaborative discussion between those who study fandom professionally and those who primarily approach fandom through "vernacular theory" (to borrow Thomas McLaughlin's term). As someone with a deep investment in "applied humanities" (to use a popular term from my alma mater, MIT), I long to see an academia more inclusive of a diverse range of "non-academic" opinions, just as I long to see the insights of media studies academics reach audiences outside journal readership and media studies conference attendees. For me, acafandom has represented sites for such collaboration, and I feel that fan studies loses significant ground if we accidentally raze spaces for interdisciplinary and academic/fan dialogue in reconsidering our use of the term. We invite your comments and contributions over on our mirror site here or send comments to me at hjenkins@usc.edu and be sure to indicate if they are for publication.
Sam Ford is Director of Digital Strategy with Peppercom Strategic Communications, an affiliate with both the MIT Program in Comparative Media Studies and the Popular Culture Studies Program at Western Kentucky University, and a fellow with the Futures of Entertainment group. He is also a regular contributor to Fast Company. Sam is co-author of Spreadable Media: Creating Value and Meaning in a Networked Society (NYU Press, forthcoming) and is co-editor of The Survival of Soap Opera: Transformations for a New Media Era (University Press of Mississippi, 2011). He lives in Bowling Green, Kentucky, with wife Amanda and daughter Emma. Louisa Stein is Assistant Professor of Film and Media Culture at Middlebury College. Her work explores audience engagement in transmedia culture, with emphasis on questions of gender and generation. She has published on audiences and transmedia engagement in a range of journals and edited collections including Cinema Journal and the Flow TV anthology (Routledge, 2011). Louisa is co-editor of Teen Television: Essays on Programming and Fandom (McFarland, 2008), and of the forthcoming collection Transmedia Sherlock. Louisa is also Book Review editor of Transformative Works and Cultures. You can find Louisa on twitter here and on wordpress here.. June 10, 2011
How Should Cult Series End?: A ReponseLast time, I posed the question of how to end a series which has attracted a passionate and committed fan following -- using Smallville as our central example. Today, I wanted to give some of the people associated with the series a chance to respond and share some of their perspectives on trying to close out Smallville's tenth and final year as a television series. Specifically, I asked them to reflect on how they closed off the Chloe Sullivan storyline which some fans had come to see as emblematic of what it means to be a professional women in the early 21st century. As I mentioned last time, I am grateful to Mark Warshaw of the Alchemists for his help in arranging for these responses. The first comes from Kelly Souders, an alum of USC's Graduate Screenwriting Program, who joined the Smallville team, with her creative partner Brian Peterson as staff writers and finished their ninth and final season on the show as Executive Producers and showrunners. Kelly's frank and intelligent discussion of the challenges of constructing and managing transmedia characters was a highlight of this year's Transmedia Hollywood 2 conference, as you will see when we release the videos of that event through this blog late next week. What are some of the challenges you face in trying to bring about closure to something as long-form as a cult television series like Smallville? Honestly, "challenges" is a polite way to put it. Trying to sum up a decade of stories and characters, trying to sum up that season's arc, trying to give people as much as they can (knowing even a major feature film couldn't do it and they aren't following a nine day shoot and many other tv constraints) is pretty much... impossible. But, the benefit of a ten year show is that the people that are there after so long are there because they are passionate. And everyone gave 150%. Given the diverse investment fans make in such series, what steps can producers take to live up to their expectations?
Some fans have expressed concern that the ending of Smallville effectively has "undone" some of the character development from the rest of the series, for example closing off Chloe's career ambitions. How would you respond to these concerns?
This second response comes from Allison Mack, the actress who played the part of Chloe Sullivan, and has now moved on to do stage work: I want to begin this response by stating how moved and honored I am to know that a piece of work I was involved in creating over the last decade has inspired such passion, commitment and support. I believe our ability to have deep emotional experiences is what makes life worth living. Knowing that I was and am a small part of inspiring this type of experience is more gratifying than I can express. Thank you. I would love to hear what you are thinking. As I did with the discussion of committed relationships and Castle, I am going to suggest you send your responses to me directly via e-mail at hjenkins@usc.edu so you don't have to face the headache of my spam catcher. I will post as many responses as I can through the blog proper. Please be clear if you are sending this personally to me or want to see it published. So, if you are a Smallville fan, what did you think about how the series ended and how might you like to see the series extended in new directions, as Mack suggests here? And if you are not a fan of Smallville, share your thoughts about the endings of other cult series. Which ones were handled the best? Which were handled the worst? What steps can producers take in responding to fan disappointments around the series? What would you like to tell "The Powers That Be" about how cult series should end? Next time, I will share some closing thoughts and we will hear from Flourish Klink, a former student of mine who is now Chief Participation Officer for the Alchemists, and perhaps from some of you. June 3, 2011
Coming Soon: Acafandom and BeyondIn the summer of 2007, this blog hosted a rich series of exchanges concerning "gender and fan studies," which paired male and female researchers together to reflect on the impact that gender had on their work. We are still feeling the impact of these exchanges in terms of new collaborations between researchers and new paradigms for approaching our shared interests. This summer, the blog is going to host another large scale conversation, this time focused on the concept of the Acafan and the kinds of work this term has done for helping us to sort through our complex emotional and intellectual relationships to our object of study and the equally complicated relationship between our professional lives as fans and who we are in our personal lives. We wanted to expand the concept to bring together people from Game Studies, Critical Race Theory, Performance Studies, Queer Studies, and Gender Studies, who are confronting similar issues surrounding the role of subjectivity and cultural criticism. This time, we are working with groups of three, a number purposefully chosen to avoid binaries and force us to collectively find common ground across a range of perspectives. Each week, we will have three short 500-1000 word provocations coupled with the transcript of an exchange between the three contributors. Public discussion sparked by these provocations will continue at a yet to be designated spot on Live Journal and periodically I will be sharing highlights from this larger public discussion through this blog. We want as many fans, academics, and acafen to weigh in on these topics as possible and will do our part to give you stuff to chew on all summer long. The discussion has been organized and will be moderated by Kristina Busse, Drew Davidson, Henry Jenkins, Louisa Stein, and Karen Tongson. This series builds upon a series of exchanges in the Fan Studies world over the past year around the concept of the "Acafan," including a rich discussion last summer through Jason Mittell's and Ian Bogost's blogs, a special issue of FlowTV, and a Society for Cinema and Media Studies panel organized by Louisa Stein. Contributors for the series are also drawn from participants in Drew Davidson's Well Played books, which offer subjective criticism of computer and video games, and are intended to showcase the launch of the new Postmillenial Pop book series which Karen Tongson and I are co-editing for New York University Press.
In this discussion we want to expand the questions and the focus to address autobiographical research and the role of the researcher in general. In so doing, we want to look at the ways different fields and disciplines have faced the problem of being invested in and accountable to different aspects of our identity, such as academic and fan. We are interested in the way this can and has affected our research and the way it has affected our intersectional identity. We are also interested in discussing the relationship between forms of academic knowledge creation and presentation and the relation between lived experience and academic work. As we search for interdisciplinary commonalities, we also want to explore the limitations to the notions and practices of acafandom. Beyond objectivist proponents, who fault acafans for being too close and too engaged, some scholars resist the approach for the way it possibly affords fans special status and forces too much attention on one particular mode of interaction, ignoring other equally important modes of inquiry. Acknowledging and exploring these objections without abandoning the concept of a participatory and vested research with autobiographical self-awareness is central to this conversation. Provocations
Participants:
May 27, 2011
Why It's Great to Be a Media Buff in LA (Part Two)
The Cinefamily at the Silent Movie Theater -- A LA tradition, this is an all purpose retrohouse with strong emphasis on camp and cult cinema during much of the week, but I love it for two great ongoing series. First, there's The Silent Treatment the first Wednesday of every month, which is when the theater lives up to its name, and shares both classic and obscure silent films to a packed house of folks who love what they are seeing. They do Chaplin, Keaton, Griffith, and Eisenstein, to be sure, but they also do titles there I have never seen showing anywhere else. So, coming up this summer are W.C. Fields in So's Your Old Man and Lilian Gish in The Scarlet Letter. My other favorite are the animation screenings currated and hosted by Jerry Beck. I was really happy to see a showcase of the works of Cartoon Modernist Gene Deitch, including an appearance of the great man himself. Arclight Cinerama Dome: Arclight promises us a "state of the art" exhibition experience and it provides it, but what I am most interested in is the Cinerama Dome itself, one of the few surviving theaters with this configuration in the world. It's wasted, for the most part, on contemporary movies which are not designed to exploit the screen's surround-vision features, but I was lucky enough to catch part of a Cinerama Festival the theater hosted shortly after I arrived. I was awestruck to see How the West Was Won shown through three projectors simultaneously on a screen that completely engulfs your peripheral vision. I had seen the movie on television, but nothing prepared me for the actual Cinerama experience. I can only wish they would show more Cinerama movies there. The Hollywood Heritage Museum -- Across the street from the Hollywood Bowl, this ramshackled old facility would be easy to overlook. Built in 1913 by Jesse Laske and Cecil B. Demille to shoot The Squaw Man, this was the first major film studio in Hollywood. A few times a year, they open the facility and screen movies there. The screenings are technically poor but the sense of history of watching silent movies within these walls more than makes up for the periodic blackouts and the folding chair seating, making for a memorable occasion. My favorite experience here so far was a lecture and screening by a Three Stooges fan group which was trying to track down the locations where their silent comedies were shot. The Fashion Institute of Design and Merchandising: Only a few blocks from my apartment, the FIDM was host to the LA season of Project Runaway, but more immediately pertinent, it hosts an ongoing series of exhibits of costume designs, including annual showcases for the Acadamy Awards and Emmy Award nominees and showcases of specific projects (Tim Burton's Alice in Wonderland, being a personal fave) and designers. California Artists Radio Theater -- A recent discovery of mine, though a long-time Los Angeles institution, a group of veteran actors get together once a month and publically perform radio drama inside the Beverly Garland Holiday Inn's conference room. We discovered it because they were doing one of Norman Corwin's historical dramas in honor of my USC colleague's 101st Birthday. Corwin was there amongst us, enjoying Birthday Cake, thank you very much, and his gifted friends shared an hour of high entertainment. Take a look at the list of actors who have performed here through the years, and you will see why I plan to come back as often as I can. The Magic Castle -- This is where all the magic geeks go to hang out. There are typically six or more different magicians performing each night in different showrooms embedded in this meandering Victorian mansion, and there are many more magicians, professional and amateur, in the audience, many of whom will also break out a deck of cards and show you a few tricks while you are awaiting the next performance, and the space is crammed with artifacts reflecting the history of prestidigitation, including stuff from Houdini and W.C. Fields. And of course, the one truth about media in LA, above all others, is that no matter where you go to watch an old movie in this town, the odds are high that it is going to be introduced by Leonard Maltin. :-) These are some of my favorite media experiences in Los Angeles. There are a few things I know about like the summer movie screenings inside the Hollywood Forever graveyard which I have yet to see and I am leaving off the big amusement parks, the research archives, university film screenings, and some of the live shootings for network television here. But what else am I missing? Share your favorite media experiences in Los Angeles with me via email at hjenkins@usc.edu May 26, 2011
Why It's Great to Be a Media Buff in LA (Part One)I moved to Los Angeles two years ago July 1 and good and loyal readers, I am having a blast, exploring this phenomenal city and taking advantage of some of its many opportunities to watch old movies and hear front line perspectives from people in the entertainment industry. I figured that I would share some of my favorite things about this city in hopes that I may flag something one of you has been missing out on and in hopes that you may know some things going on here that have so far missed my attention. If the later, write me at hjenkins@usc.edu and I will pass your tips along to my readers. Be sure to let me know whether your letter is for publication or not. These are listed in no particular order. The Paley Center for Media: Beyond a rich archive of materials from across television history, the Paley Center hosts a broad array of public programs showcasing the best of what the media can do. Every Spring, they run the Paleyfest which includes screenings and conversations with the cast and crew of top contemporary series. This year, I was lucky enough to get tickets for evenings focused on True Blood, White Collar, The Walking Dead, and best of all, a reunion of the casts of Freaks and Geeks and Undeclared. They have also launched a Rewind festival which brings back the casts of classic television series and shows episodes from their archival collections. Highlights for me last summer were Room 222, My Three Sons, and the Rogers and Hammerstein Cinderella. I am eagerly awaiting news of what's on tap for this July. And throughout the year, they have other special events, including a program on Bing Crosby's specials, with members of his family and friends. The conversations at the Paley are much sharper than those with some of these same groups at Comic-Con: the audience is less likely to ask spoiler questions, more apt to ask about insights into the production process and the storytelling, since so many in the crowd are from the industry or would like to be in the industry. The Cinecon Classic Film Festival -- Held in The Egyptian Theater in the heart of Hollywood, Cinecon is the hardcore movie buff's event of the year. My wife and I have gone for the past two years and it now has a permanent spot on our calendar for the fall. Basically, for four straight days, they show films that even I have never heard of -- genre films primarily from the 1920s-1950s, often from minor studios. A key selection criteria is that the films can not have been released on DVD and are rarely if ever shown on television. These films come from archival vaults and especially from private collectors. Despite the grab bag like effect of moving between genres, studios, and periods, each film is selected with some wisdom -- I have rarely seen a film here which is not without interest and most are really engaging examples that fill in the gaps for me in terms of understanding this period of film history. For example, my big discovery last year was the silent westerns of William S. Hart. I'd seen his picture in books for years and I had no idea how visually compelling and morally complex these early westerns could be. I also have seen several silent or early sound films from Frank Capra, one of my personal favorite directors, which I had never been able to catch before. Part of the pleasure is also eavesdropping on the conversations of aging movie collectors, who have an encyclopedic knowledge of whatever kind of film they are passionate about. And for the rest of the year, The Egyptian hosts the American Cinematique and the Art Deco Society often hosts screenings and lectures here. TCM Classic Film Festival -- Hosted by the television network, the festival is held primarily at the Grauman's Chinese and its accompanying multiplex. TCM's schedule is organized to sustain the interest of film buffs at all levels of sophistication: lots of "The Essentials" but also several screens showing much more obscure stuff, often stuff being restored by the country's leading film archives. My experiences this year included seeing Kubrick's Spartacus introduced by Kirk Douglas himself, seeing Whistle Down the Wind with Hayley Mills, watching Drew Barrymore introducing Night Mail, which featured Lionel and John Barrymore, laughing my way through Cary Grant's delightful first film, This is the Night, enjoying Buster Keaton's The Cameraman with a live orchestra, and seeing the last film of Clara Bow, Hoop-La. Despite the star power which TCM provides throughout the event, The Art Directors Guild Screenings: Of all of the Hollywood Guilds, the Art Directors are doing the best job of explaining to the general public what they do and why it matters to our experience of great movies. Organized by my friend, John Muto, the Guild shows roughly a film a month at either the Egyptian or the Aero theater, accompanyed by a panel discussion with veteran art directors, film scholars, and others who know about the craft of production design and shown with great clip reels which showcase the featured Art Director/Production Designer's body of work. I was lucky enough to be asked to speak at a program focused around The 5000 Fingers of Dr. T, which is one of my very favorite movies, and have attended programs on everything from Bollywood epics to British science fiction classics. El Capitan -- This vintage movie palace is the flagship theater for the Walt Disney Studios and shows only Disney releases, mostly contemporary but also periodically vintage animated titles. Everything is done with the showmanship and "magic" one associates with a Disney production, including exhibitions of props and costumes from the films, live stage presentations (a lazer light show for the new Tron movie, a live animal show for African Cats, etc.). My wife and I took a day off recently to watch all four of the Jack Sparrow Pirates of the Carribbean movies shown back to back, complete with performances of classic Disney songs on the Wurlitzer Organ, appearances by minor cast members, pirate bands, jugglers, and stiltwalkers to entertain us while waiting in line, and a spectacular pre-show for the most recent installment. I confess that I have fallen hard into Disney fandom since moving to LA, revisiting childhood favorites, and taking advantage of an annual visitor's past to Disneyland. Last Remaining Seats<: We are lucky enough to live on Broadway in the heart of what was Los Angeles's Theater District during Hollywood's golden years. I can see the neon of the Orpheum theater out my window and all along the street there are what remains of some great movie palaces (not to mention the often filmed Bradbury Building). Every summer, the Los Angeles Conservancy organizes a screening series, which shows classic films in some of these great old facilities. So last year, I was introduced to Mexican melodramas of the 1940s at the Million Dollar Theater and saw the silent version of Peter Pan at the Orpheum. This year's series includes Sunset Boulevard, King Kong, Captain Blood, and Safety Last. We have season tickets so look forward to seeing some of you there. Throughout the year, there are other amazing one-off events, such as a screening of an obscure Colleen Moore film last year, and of course, the Orpheum is the host of tryouts for American Idol, So You Think You Can Dance, and other reality shows. And the Conservancy does walking tours of the theater district, of the Art Deco buildings (including Eastern Columbia, where I live), and other downtown landmarks. May 19, 2011
Learning from Hollywood: Voices from the Joan Ganz Cooney Center ConferenceI spent the first part of the week participating in a conference, hosted by the USC Cinema School and organized by the Joan Ganz Cooney Center, "Learning from Hollywood: Can Entertainment Media Ignite an Education Revolution?" This was the kind of event that warms my radically undisciplined heart and mind -- a gathering of people from many different backgrounds (educators and academics, media industry people from both the commercial and public media worlds, activists and nonprofits, foundations, librarians and curators) to talk about the potential intersection between education and entertainment. In the course of the two days, we heard a lot about the value of stories and storytelling to incite the imagination, to provoke curiosity, to convey our collective memories and wisdom, and to inspire more acts of creativity. This was perhaps best brought alive for me through a performance by The Story Pirates -- a group of actors, improv comedians, and otherwise kooky and creative people, who go into schools around the country, help young people construct their own stories, and then incorporate them into their performances. In this case, they brought a class of Latino/a elementary schools with them, both performing one young man's previously written stories, and soliciting elements from the kids for a story performed live on the spot. My own remarks at the conference centered on what the practices and logics of participatory culture might bring to the paradigm of "entertainment education" which I have been learning a lot about since coming to USC. Under the classic version of this model, experts consult with script writers to get information about health or social concerns integrated into the fictional programs and sometimes to get tags or bumpers which help link viewers to the groups working on these issues. I really respect the commitment behind such work and know that it does make a difference for many people. But increasingly, I've wondered what would happen if these same projects got taken up by the fan communities around the show, if the messages were not simply embedded in the program but designed to be acted upon in more creative and public ways. I used the example of what's happened around Harry Potter to describe a movement from inspiring reading to inspiring writing to inspiring activism, remarks which build upon the work my Civicpaths research group has been doing for the MacArthur and Spencer Foundations. Scott Traylor from 360KID, who I knew from back at MIT, was nice enough to capture my remarks and those of several other speakers via his cellphone camera and has given me permission to share some of these segments with you through this blog. Thanks, Scott. So, this first bit is my talk on Harry Potter and the potential of a more participatory model of entertainment education. Scott also captured some of the highlights from a panel on Monday night on "Storytelling and the Art of Engagement," hosted by Betty Cohen, the former President of the Cartoon Network and the Lifetime Network, and including film producers Don Hahn (Beauty and the Beast, The Lion King) and Doug Wick (Gladiator, Memoirs of a Gesha) and television producer Marcy Carsey (The Cosby Show, Roseanne, Third Rock from the Sun), sharing their insights on Hollywood's craft and speaking about their desire to see the work that they do more fully incorporated into both formal and informal education. Getting these kinds of glimpses into the behind the scenes production processes is one of the great joys of living so close to Hollywood. Here are two highlights Scott captured -- showing Carsey talking about the need to "respect the audience"... And Wick talking about how he draws inspiration from the work of Bruno Bettelheim: The event was also a place for demonstrations by some top digital designers and developers, including this segment on Sifteos by a Media Lab alum Jeevan Kalanithi. On Tuesday morning, we heard from Linda Burch from Common Sense Media and Frank Gilliam, Dean of the UCLA School of Public Affairs, talking about the challenges of overcoming existing frames parents and teachers have for thinking about the relations between digital media and schooling. Scott captured Gilliam's remarks, which offer some real insights into how and why some of the messaging around digital media and learning may be falling on deaf ears. Unfortunately, Scott had to fly back to Boston so we do not have some of the other highpoints of the conference, such as a presentation by Participant Media's John Schreiber on their Waiting for Superman documentary;
All told, my head is exploding from new insights and beyond that, new connections, many of which I hope to build upon through this blog in the weeks ahead. Special thanks to Cooney Center Director Michael Levine who has helped pull together this phenomenal event. May 17, 2011
Shall We Play? (Part Two)
For the moment, I will simply offer this one paragraph explanation of our general approach: Participatory learning is characterized by:While there is no one-to-one mapping between the 6 Ps of Play and these principles of participatory learning, I hope it is clear that these two frameworks have informed each other in significant ways. What we are describing as participatory learning can and often is linked to new media tools and platforms but it does not have to be. We stress the value of low-tech and no-tech versions of these processes, even if we also try to model ways that state-of-the-art tools can be integrated into this kind of learning environment. The principles of participatory learning emerge from our close examination of what I call participatory culture, a topic which surfaces often here on the blog. Blake Anderson, a student in my New Media Literacies class made this video to explain the concept, which I had to share. This graduate student was motivated by a series of YouTube videos to make a puppet for the first time, as he sought ways to translate my conceptual model for a new audience. As you will see, the protagonist of the video is The Professor who bears an uncanny resemblance to the actual instructor of his class but was also a tribute to a childhood spent in the company of Muppets. This deflation of academic authority was received with great pleasure by all involved, especially by me. What does participatory learning look like in practice? Well, one example might be the workshops in interactive design which I ran for many years at MIT in collaboration with the late Sande Scoredos from Sony Imageworks. We formed teams of students with many different educational backgrounds and interests. Each team was to chose an existing media property and began to develop a plan for how to expand it into interactive media -- most often, how to translate it into the vocabulary of contemporary video games. Students in this intensive class broke their time between hearing lectures on aspects of interactive design by faculty and industry people and working in teams, brainstorming, refining their ideas, and working towards a presentation. By the end of the week, the students "pitch" their game ideas to a panel of people from different parts of the entertainment industry, pretending to be a start up company trying to get a contract, and they got feedback on both their ideas and their presentation styles. The result was always memorable -- a rich array of imaginative ideas which showed a deep understanding of the core concepts and information running through the class. Students listened with the idea that they would be applying what they learned in this creative and playful process. I plan to adapt this approach for the Transmedia Entertainment and Storytelling class I am offering through the Cinema School in the fall. Participatory learning might also look like what we have been doing through an after school program which we launched at the Robert F. Kennedy Community Schools this semester, a program focused around themes of digital citizenship. The RFK schools (six altogether, each with different focuses and philosophies) launched this fall and they are still trying to work through their identity and norms as a community. We sought ways to get students focused on the process of defining who they were as a community through play and creative activities. Vanessa Vartabedian ran the program, with strong support from Erin Reilly and Laurel Felt, and in the end, it involved all of the current Project NML students and staff, as well as students from my New Media Literacies graduate seminar. One activity had the students taking photographs of "invisible borders or boundaries" which shaped their social interactions, whether borders based on gender, class, or the line between student and teacher or the line between the different schools using the shared facility. This focus on norms of inclusion or exclusion was enhanced by the challenge of using photography, normally a medium for capturing the visible, as a means of representing things which are understood but often not explicit, often not seen or observed. Another activity, developed by the Rossier Schools' Stefani Relles sought to get students to construct an anthem for their school, using very open ended modes of visual orchestration, and then, using simple instruments, trying to produce meaningful noise together. The goal was not only to get students to articulate what their schools meant to them but also to experience music-making as a creative process, one which was structured to free them from anxieties about performance. Another activity, developed by Meryl Alper, got them to focus on the history of the school, which had, among other things, been the site of the Coconut Grove nightclub, which has been partially preserved as a drama facility, and was also the site of the Ambassador Hotel, where Robert F. Kennedy was assassinated. In fact, the media lab where the after school program meets is the kitchen where RFK died, something which students had not fully understood until Alper explained it. Alper shared with them a photograph of the Latino bus boy who prayed with and comforted RFK in his final moments, and asked them to think about their own place in the history of the school. Using an app which pastiched a range of different film stocks, she asked them to go out and stage images which conveyed something of the history of the school, and again, they were invited to creatively explore and document their physical surroundings. These are simply a few of the forms of participatory learning activities we've incorporated into our work at the RFK schools. Most of these activities are playful and creative, but they are not in and of themselves games. So, let me close with the invitation to all of the educators who read (or hear) this talk: Shall we play?
May 13, 2011
Shall We Play? (Part One)A few weeks ago, I delivered one of the two keynote addresses at the USC Teaching with Technologies conference. This year's theme was "The Connected Mind." I chose to spend my time talking about the value of play, a theme which has surfaced several times in my recent talks, so I wanted to share the core ideas from this presentation with you here. SHALL WE PLAY? In many ways, I am speaking to you today under false pretenses. This talk is not primarily about teaching with technology. After spending two decades of my life at MIT, I have almost reflexively become that guy who challenges claims about technological determinism and who stresses the importance of the culture which informs the design and deployment of tools. These themes are explored more fully in the white paper which I wrote for the MacArthur Foundation on Learning in a Participatory Culture. New media tools and platforms have affordances which support new kinds of learning, but those forms of learning are also very strongly informed by participatory practices, many of which have a history far older than the web. Today, in focusing on play, I am going to be drawing heavily on ideas that emerged prior to the introduction of digital games, but which continue to be relevant in rethinking our pedagogical practices. If we embrace the values of play, we may find ourselves toying with new technologies and insofar as these participatory practices are closely associated with some of the new platforms of the Web 2.0 era, we may also find that in working with these tools, we are drawn towards a reappraisal of the value of play in our teaching. This is also not a talk about games-based learning. Through the work I did almost a decade ago at MIT with Kurt Squire, Philip Tan, Eric Klopfer, Alex Chisholm and others on the Games to Teach Project, I have been an early and frequent advocate of games-based learning. I both share James Paul Gee's belief that good game design is also good pedagogical design and have worked to model what games for education might look like. But in talking always about games, we may under-estimate the value of more open-ended forms of play and of play as a general disposition in the educational environment. These are the themes I want to explore more fully today. This is also not a talk about gamification, a term which is being used far too often today, as if it could adequately sum up the larger movement towards games for change. To me, gamification as a concept grossly simplifies what research on games-based learning has shown us over the past decade or so. When the Games to Teach team worked with content experts, we sought ways to embed information from the curriculum, knowledge from the text book, into activities in the games. We asked each expert what knowing this allowed people to do and then we sought to capture those activities through the game design and mechanics so that they provided deep motivation for the learner to master these concepts. At the heart of this model was intrinsic motivation. The power of games is in part that they provide such clarity in defining the roles and goals, that they helped us to know what to do and how to do it, and as such, they motivate deeper forms of learning. Gamification, at its worst, rejects a theory of intrinsic motivation in favor of one based on extrinsic motivation. That is to say, it attempts to motivate "proper" or "desired" behavoirs through attaching points to otherwise mundane and uninteresting activities. For example, Foursquare represents a gamification of consumer loyalty programs. One might argue that this version of gamification does not in any significant way break with current educational practices which may be why it has been easier for schools to embrace than the more challenging kinds of learning games which were proposed in the past. Our students learn NOW in schools not because they value what they are learning but because they have been taught to value grades. And where their grades are not strong, they plead for extra credit points, which represents another way of adding points as rewards or incentives to behaviors valued by their teachers. I do believe we can learn much from games but I sure hope that what we take away from them goes deeper than most current models of gamification. But, for the moment, I want to push games aside and talk about play. The distinction I am making here comes from an essay by the child psychologist Bruno Bettelheim. Here's what Bettelheim tells us:
Bettelheim thus links play to freedom, experimentation, personal investment, and process, all values to which I will return later in this talk.
We might think about the game, Candyland, as an ideal transitional device -- a game which teaches young players the basic mechanics of board games, one which often plays a key role in socializing us into the world of games. For Betteiheim, learning to play games represents an important step in the socialization process -- learning to accept outside and sometimes arbitrary constraints on one's behavior for the purposes of social reciprocity and delayed gratification.
So, while learning to play games is a step forward, it also is accompanied by some kinds of losses -- in terms of personal expression and immediate pleasure. People cheat at games, for example, as a way of coping with the anxiety of competition in ways that they do not generally find it necessary to cheat at play. Indeed, it is not clear what cheating at play would look like given the lack of social constraint on individual expression it entails. By that same token, institutions find it much easier to incorporate games, which preserves the notion of rule-driven activity, rather than play, which is often understood as a kind of anarchic freedom from any and all constraints. So, schools often treat most forms of play as minimally a distraction, more often a disruption, of school practices, hence the concept of "class clown" which runs through educational literature. In other cultures, the clown is an educator who invites us to re-examine existing hierarchies and structures, taking the world apart and putting it back together again, where-as the clown in our schooling is seen as an unwelcome rival for the classes attention, a challenge to discipline and a disturbance of learning. In part, this is because our puritan culture maintains a world view in which play is the opposite of work. We have decided that schooling should be about work rather than play, and as such, we are driving down the creative impulses of our students. No wonder that many are seeing a crisis of creativity in contemporary America! Interestingly, though, when we work with teachers in professional development programs focused on learning and teaching the new media literacies, they consistently gravitate to play out of the 12 social skills and cultural competencies we've identified through our work. Here's how our white paper defines play as a literacy: "the capacity to experiment with one's surroundings as a form of problem solving." Today, we are pushing beyond play as a skill to think about play as a disposition -- a way of seeing oneself and the world through new creative lens which depend on suspending real world consequences and encouraging a process of innovation and creativity. Educators are sometimes drawn to play for the wrong reasons -- because they seek to entertain their students. I sometimes hear various lay theories of "stealth learning," the idea that we can smuggle in learning disguised as play into schools and students will have so much fun that they will overcome their resistance to the schooling process. In many ways, I see this as like that moment in Tom Sawyer where Twain's protagonist sells others in his cohort into helping him white wash the fence by convincing him that doing so is great fun. This is perhaps the same kind of trap that we fall into when we talk about gamification -- a confusion between intrinsic and extrinsic motivations. Play is not disguised learning; play IS learning. Jean Piaget captures this sense of the value of play when he tells us that "play is the work of childhood." He rejects any simple opposition between play and work, suggesting that play is the most important work children perform, because it is through play they acquire basic knowledge and skills fundamental to their culture. A kitten plays at stalking. In a hunting society, children play with bows and arrows. And in an information society, people play with information and interfaces. We can rehearse and acquire core skills and knowledge through play because play lowers the stakes of failure. One of the activities we've developed through Project NML for thinking about play is called "Fail and Fail Often," and it uses the casual game, Bloons, to get people to reflect on the strategies of experimentation and calibration they apply in solving problems in games. This is a totally addictive game in part because it is so simple and the way you move forward through the game is to try different strategies, most of which will not work. Through this process, we learn basic things about the physics of the game and how different materials respond to us. We can compare this with the role failure plays in schools: children are afraid to fail and teachers are afraid to tell their students that they are failing. As a result, students do not take risks which might push their performance forward and they do not get the feedback they might need to better calibrate their efforts. Lately, as I've talked about the value of play for learning, I have started to identify a series of properties which help us to better understand the core principles of play. I call them the Six P's of Play (though this remains a work in progress and may end up with fewer or more Ps before all is said and done). 2. Process -- Play values process as much or more than product. Eric Zimmerman and Katie Salens make the point that the most efficient and effective way to play golf is to walk right up to the hole and plop the ball into it. But we would not see that as a very fun way of playing golf. Instead, we create as many obstacles as possible -- we use strange implements, we move far away from the hole, we create sand and water obstacles, we slope the landscape to give us less effective control over the outcome. In an education system now focused so heavily on how students perform on standardized testing, performance based on product completely displaces performance assessed based on process, yet play's value is focusing our attention on the experience itself, in the moment, in the process. It asks us to be aware of how we do things as much as on what we do. This is why play can be helpful in supporting the acquisition of basic skills which can be rehearsed and valued on their own without regard to the finished product. 3. Passion --The Gates Foundation has found that an increasing number of young people are dropping out of school not because they are incapable of performing what's expected of them but because they are bored. Work in the Digital Media and Learning Field tells us that we need to recognize the rewards of passion-based learning, of students pursuing those topics which they care about most deeply and using these interests to motivate and sustain other kinds of learning. Mary Louise Pratt has a great story she tells about her son's baseball card collection and how talking with him about it pushed him to learn more about history (as a backdrop to the key games in baseball history), geography (as a context for where the teams come from), architecture (as a way of discussing different stadiums), and math (as a way of playing around with batting averages.) This brings us back to Bettelheim's notion of play as open-ended, free-flowing, self-determined, and thus as something which is experienced as a site of freedom and passion. 5. Participation -- Play occurs in a social context which invites us to enter into the fun. We do sometimes watch others play, to be sure, and this represents what educational theorists call "legitimate peripheral participation." We watch with the anticipation of future participation. We watch to observe how others perform, to learn new skills, to appraise our own performance, or simply because we do not yet feel in the right spirit to play. But watching in this case is also a form of learning and is of a very different kind than watching which occurs when we know we will never be able to participate, when we feel that our participation is not welcome, when we anticipate not being able to do what's expected of us. As we sit in classrooms where no one offers up answers and no one is engaging with the learning process, we could learn a lot by going back to the ways that young people are introduced to a new kind of play and the ways that ideally they are encouraged to participate. (Of course, I don't want to romanticize this. As someone who often was not picked for teams in school, I know that the promise of participation can become cutting if we experience exclusion rather than engagement.) 6. Pleasure -- Pleasure is the byproduct of play. The search for pleasure is often what motivates play. This takes us back to Bettelheim's point about the stress around winning a game versus the relative freedom of participating through play. The game remains an operationalization of play, it represents a stress on the outcome that undercuts play's focus on process. And thus, a game may offer pleasure to some but with no guarantees and often a strong threat of displeasure if we lose the game. Thus, while it is very valuable to bring games into school, it is also important to provide contexts for more free and open-ended forms of play, which can offer pleasure to all who participate, rather than offering rewards to those who win. (MORE TO COME) April 4, 2011
Check Out Student Work from Annenberg Innovation Lab ConferenceLast Friday, I had the pride and joy of participating in the first conference organized by the Annenberg Innovation Lab. The Lab is a new research initiative launched over the past year, with the goal of becoming an incubator for new media practices and platforms, a space where important conversations can occur between academics and industry leaders which may help shape the future of communications. The mastermind behind the project is Jonathan Taplin, a saavy industry veteran, who has tapped his considerable network to bring some major stakeholders to the table. He's been working with two amazing women -- Erin Reilly, who is also the Research Director for my own Project New Media Literacies, is the Creative Director and Anne Balsamo, a veteran of Xerox Parc, serves as The Director of Learning. I am proud to be working with the lab on several new initiatives which I will be talking about here more in the future, including a new platform to support our work in fostering New Media Literacies and a new eBook project which will expand the resources available to Comic Studies scholars. They've pulled in many other key researchers from across USC, providing a context which supports the move from theory to applied practice. The real special sauce at the lab is going to be the ability to mix social and cultural insights with technological experimentation and innovation in a space where humanists and social scientists can work hand in hand with engineers and business people. Between them, Taplin, Reilly, and Balsamo hit the deck running, pulling off the near impossible, in getting the center ready to share some research results only eight months after it was originally conceived. The conference's highlights include a conversation between Balsamo and the two authors of the important new book, A New Culture of Learning, Doug Thomas and John Seely Brown; a presentation by the musician T. Bone Burnett showing how degraded the current state of sound is within the music industry and announcing a significant new research initiative to help repair the damage of the past decade of failed digital practices; a discussion of the value of play in fostering an innovative environment whether in schools or the workplace; and some great exchanges with key thinkers and doers within the computer and entertainment industries. But, for me, by far, the highlight was seeing the work being done by USC students as part of what the Lab calls CRUNCH sessions. Altogether, more than 60 students from 8 different schools worked over the past two terms to develop prototypes, including demonstration videos, for new projects which covered a broad range of different models of media, from innovative approaches to eBooks to new game controllers, from civic media to new kinds of visualization tools. The most amazing thing was done by the student teams fueled entirely from their own passions: the Lab provided them with a space, with brainstorming and training sessions, and with technical consultants, but they were neither paid nor offered academic credit for the considerable labor they put into the process. Most of the teams were interdisciplinary, and one of the key values of the Lab was to help match up students from across the University to work together towards common goals. I was pleased to see how many of the students involved were people I'd been seeing in my classes and it was great to witness what they could create when turned loose on their own projects outside any academic structures. It was especially pleased to see that these projects were informed by a deep understanding of the value of storytelling and entertainment and a grasp of the actual needs of communities of users who have been underserved by the first waves of digital development. What follows here are the five winners of the CRUNCH competition, each representing a very different model of what media innovation might look like.
WeLobby from Dave McDougall on Vimeo. Combiform \ Andy Uehara and Edmond Yee an
And for good measure, here are three more projects which I thought were too cool not to include:
March 28, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Four)Despite your title, you spend less time here talking about "gender" than might be expected from other books which talk about women and gaming. What roles does gender play in your analysis? What claims are you making about the different kinds of experiences and identities female players construct around games?
In the case of The Sims, you have a designer -- Will Wright -- who has been outspoken in his desire to empower his users to construct community and build their own content around his games. How does this goal on the part of the designer impact the kinds of stories you can tell about these women's relations to this particular game?
As you get into forms of cultural production such as fan fiction, I start to wonder why is it important for you that this a book about gaming rather than about the much wider array of forms of participatory culture that have emerged in a networked society.
I know you have expressed in the past great skepticism that our current schooling system can adjust to the potentials of this more participatory culture. Without school involvement, how do we insure a more equitable access to the kinds of formative experiences you describe in the book? On the other hand, how does a school culture so focused on standardized processes and measurements maintain anywhere near the flexibility to respond to personal passions that you've identified in The Sims? What I have called "situated embodied problem-focused well-designed and well-mentored learning" will either come to exist primarily for elites who will get it 24/7 on demand across many institutions and their homes or it will be given to everyone.
March 25, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Three)
The statement that passionate affinity spaces are focused on a shared passion (and shared endeavors and goals around that passion) and not race, class, and gender (while allowing people to use such differences strategically as their own choices) is not an empirical claim, it is a stipulation. Something is not a passionate affinity space if it does not meet this condition. So perhaps there are none. But, then, such spaces become a goal and an ideal and we can talk about how close or far away from that goal and ideal we are. Throughout the book, you celebrate "grit" as a key virtue of these new forms of cultural participation. How are you defining "grit"? Is this a skill that is valued as much in contemporary schooling?
Many of the projects coming out of the MacArthur Digital Media and Learning Initiative embrace the importance of passion-driven or interest-driven networks. Yet, increasingly, we are being asked to think about young people who do not have or have not yet discovered driving passions of the kinds the book discusses. How do you respond to critics of "geeking out" as an educational ideal? What can we do for kids who "just don't care"? A person who cannot find a passion is going to be in trouble in our modern world as far as I am concerned. Many people will gain status, respect, control, and creativity off market (since not everyone can gain these things on market for profit in a world where, in developed countries, only 1/5 of people will be well paid). But all people need to gain these things. MORE TO COME James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. March 23, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Two)
Women and Gaming is no longer our most recent book. Language and Learning in the Digital Age has just appeared (another book I did with Betty). My focus of late on passionate affinity spaces was caused by the influences of my son Sam (who claims correctly to have taught me everything I know about games), Betty's wonderful work on her tech-savvy girls clubs, and, of course, you. Tell us more about the Tech Savvy Girls Clubs. What were the goals behind this initiative? How did these experiences inform Women and Gaming?
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. March 21, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part One)James Paul Gee from New Learning Institute on Vimeo. On April 4, I will be respondent for the Pullias Lecture, being hosted by the Rossier School of Education here at the University of Southern California. The primary speaker is James Paul Gee, who is going to address "Games, Learning, and the Looming Crisis of Higher Education." For those in the Los Angeles area, the talk is being held in the Davidson Conference Center at USC, 4-6 PM. I was delighted to be asked to participate in this exchange, both because I was recently given an honorary appointment in the Rossier School and because I have such affection and respect for Gee. We've known each other for the better part of a decade now. We've appeared together many times, often in informal conversational settings, I like to call "The Jim and Henry Show," where we talk about our shared interests in participatory culture, games and learning, and the new media literacies. Gee has been one of the key thinkers about the kinds of new pedogogical models represented by computer and video games, seeing them as illustrating alternative forms of learning to those represented by our current schooling practices. Gee has been one of the core contributors to the MacArthur Digital Media and Learning initiative, helping to inspire a whole new generation of educational researchers, who are doing serious work not only on games but also modding, machinema, fan fiction, virtual worlds, and a range of other new media platforms and practices. This semester, I have ended up teaching Gee's recent book, Women and Gaming: The Sims and 21st Century Learning, in my New Media Literacies class. I was delighted when I first saw the book to see Gee expand upon his thinking about "affinity spaces" to think more deeply about what he and his co-author Elizabeth Hayes call "gaming beyond gaming." The term refers to the broad range of productive and social practices which have grown up around games, practices which strongly parallel what I've found in my own research on fan cultures. The book's focus on The Sims signals the importance of this game both as a breakthrough title which expanded female interest in the medium and as a model for all subsequent games which have encouraged players to build and share content with each other. Gee and Hayes are interested in the ways this game has become the jumping off place for lifelong learning processes for a range of women, young and old. It is a delightful mixture of compelling storytelling and thoughtful analysis, one which can easily be assigned to undergraduate students but which is profound enough to capture the imagination of advanced students and researchers. As I was anticipating our mutual participation in the Pullias Lecture event, it occurred to me that I had never interviewed Gee for my blog, despite all of our other interactions through the years. What follows includes his reflections on the current state of games-based learning research, the state of American education, and the value of participatory culture. Gee was generous with his thoughts and so I am going to be running this meaty exchange over three installments this week.
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. March 2, 2011
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? 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:
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": ![]() 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: 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: 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).
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. February 21, 2011
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 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. 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.
"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.
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.
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."
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. --- February 18, 2011
Starstruck: An Interview with Elizabeth Currid-Halkett (Part Two)
One thing that my research has indicated is that celebrity is big business - hundreds of thousands of people and billions of dollars go into the production and upholding of celebrities. Many paychecks and livelihoods beyond those of the stars themselves are a result of celebrity. Being a celebrity is hard work in that one has to constantly keep on top of cultivating one's public persona and of course getting into the Hollywood star machine is virtually impossible for most of us. That said, many of us question the self-perpetuating, almost tautological nature of celebrity, but if we look at the number of jobs and payroll it makes a lot of sense why there are so many people who want to keep the celebrity industry and the production of stars in business.
For someone like Obama McCain's slur has no negative impact - Obama is really talented and a very gifted politician so McCain can try to compare Obama to Hilton but it does not detract from Obama in the way he might have wanted. McCain's comment rings true though: we're collectively fascinated with both Paris and Obama and we care about how they drink their coffee and when they go to the gym. We are ambivalent about celebrity because we do think it's frivolous but the fact is that we care about our stars and they build empires around our fascination (See again: Paris Hilton. See also: Kim Kardashian).
Well, democratic celebrities are different because they are more like us - again less icons of perfection than our Hollywood stars. They give us the belief that should we want that type of stardom we could achieve it. They are also circumventing the conventional star system and they are created through the public's - their fans' - preferences. They've "beaten the system" and don't have to comply to rigid Hollywood standards of stardom.
Elizabeth Currid-Halkett is the author of The Warhol Economy: How Fashion, Art and Music Drive New York City (Princeton University Press) and Starstruck: The Business of Celebrity (Faber & Faber). She is assistant professor at University of Southern California's School of Policy, Planning and Developme February 16, 2011
Starstruck: An Interview with Elizabeth Currid-HalkettCelebrity culture is in many ways the flip side of fan culture. Having spent many years studying fans, I was delighted upon arriving at USC to meet a new colleague, Elizabeth Currid-Halkett, who studies celebrities. We instantly began comparing notes. In many world, those fans who are drawn towards celebrities display very different dynamics than those drawn towards fictional characters. Celebrity-focused fans seem more competitive, less collaborative, with each other, in part because the celebrity is a limited good. The fans who get close to the celebrity often become "protectors" of that access by "policing" the behavior of other fans. Only a limited number of fans can be "close" to Johnny Depp, while there can be as many Jack Sparrows as there are fan fiction writers. And so, I suspect celebrities often see fans at their worst rather than understanding the richness of all that fan culture has to offer. Currid-Halkett's book, Starstruck: The Business of Celebrity, was released late last year and I am happy to present it to my readers "for their consideration," as the posters around Hollywood this time of year would put it. I found it a very engaging and informative read, one which seeks to understand the economics of being famous, and one which takes an imaginative approach to mapping the social networks which grow up around celebrity culture in Hollywood and elsewhere. She certainly has a lot to say about what it means to be famous in our culture, including being famous for being famous, as is true say for Paris Hilton, or being famous in a niche community, as might be true for Big Name Fans in the science fiction world or in her example, designers in the wargaming world. While there's just enough gossip here to keep us turning the pages, people checking out this book will get a lot more -- a deep understanding of what makes being a celebrity or being close to a celebrity or selling news and pictures of celebrity such a lucrative business in today's culture.
Celebrity hinges on the collective fascination we have with particular people which means it can exist in all social stratospheres. Hollywood is just a very visual mega version of a phenomenon that exists in all of our lives. Facebook and social media more generally just provide more avenues for people to cultivate a public persona. If we look back to high school or the family reunion we see the same type of collective fascination in more old fashioned contexts as much as in "celebrity 2.0".
February 14, 2011
Announcing Transmedia, Hollywood 2: Visual Culture and DesignTransmedia registration can now be done through
A UCLA/USC/Industry Symposium Friday, April 8, 2011 Event Co-Directors: Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication Overview Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means. Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia. The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel. The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:
As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality. The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.
9:15--9:45 am
Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers--aka "transmedia producers"--charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities. The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida. Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes. Moderator: Denise Mann
12:00--1:50 PM How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms? Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures? How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination? Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures? Moderator: Henry Jenkins
2:00--3:00 PM
Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere. Given the complexities and contradictions involved in negotiating between industry and audience interests, we will ask the game designers to explain their philosophy about the intended and unintended outcomes of their fan interfaces. Marketers clearly love it when fans become willing billboards for the brand either by wearing logo T-shirts or by dressing a favorite Madman avatar in the 1960s clothing, accessories and backgrounds on display on the AMCTV.com "Madmen Yourself" and then spreading the content through Facebook and Twitter. What is the design philosophy behind a video game like Spore, which allows fans free range to create their own creatures and worlds but then limits their rights over this digital content? Who owns these virtual creations once they appear for sale on E-bay? These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging fan interfaces. Moderator: Denise Mann
5:00--6:50 PM We might think of such stories as hyperserials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms. So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristoltelian unities of time and space? Moderator: Henry Jenkins
7:00 PM Location
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February 11, 2011
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)
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. 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. 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. February 10, 2011
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: 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 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.
February 7, 2011
What Constitutes an Open-Book Exam in the Digital Age?
It starts with the decisions we made about the course readings. We opted to put the scanned essays onto Blackboard, the classroom management tool which USC urges us to use, rather than having them printed out at a local copy shop. My hope was to save the students money and to also save trees by having as close to a paperless class as possible. Then, I made the announcement that the exams in the class would be open book, open note and that I was planning to distribute a list of potential questions in advance from which I would draw in constructing the exam, a practice I have used for more than 20 years without any great confusion. I've found that this approach lowers stress for students by allowing them to feel more in control as they are preparing for and taking the exam. In practice, some fraction of the class works really hard, prepares for the exam by writing out their answers in advance, and copies them into the blue book. Another fraction studies their notes, comes in and improvises on the exam, or develops an outline in advance that they write from. And some fraction, for their own reasons, pays no attention to the advanced questions, doesn't study, and does really badly on the exam. The kicker is often the identification questions, which would be simple to answer by anyone with a textbook open in front of them, but nevertheless often end up unanswered or answered wrongly. The result is a grade distribution curve not very different from what I would have if I gave a closed book, closed notes exam -- but as I said, it lowers stress. No sooner did I announce this policy than I got a question I've never been asked before. A student wondered whether open book, open note, meant open laptop. I needed time to reflect on this and said I would answer in the next class period. Actually, it took me a few to get back to them with a response. Given this was a class on technology and culture, I decided to use this as a teachable moment. So, I started by breaking down the computer into two elements. First, there is the computer as a stand alone word processing machine. I certainly would have had no great objections to students using the computer to write their answers or even to access their materials. Indeed, as someone with painfully bad penmanship, I had been the first in my graduate program to take my quals on a computer the department provided. They made sure to give me a clean disc as I entered the room and I was allowed to take nothing else with me into the test. But this was before the era of networked computing, which fundamentally changed the character of what a computer is. So, allowing students to use a laptop during an exam suddenly would allow students to access any information anywhere on the web and more significantly would allow students to trade information with each other throughout the test in ways which would be extremely difficult to monitor. As I thought about it, the challenges of designing a meaningful test under those circumstances intrigued me. What would it mean to create an exam which could be taken not by individual students but by networked groups of students -- either the class as a whole or a specifically designated study group? Could we enfold ideas of collective intelligence into the design of tests? Could we create challenges which demonstrated their mastery of the material through the search strategies they deployed and the knowledge they produced together? In theory, such an exam holds promise as more and more jobs require the capacity to pool knowledge and collaborate with a team of others to solve complex problems, and learning how to mobilize expertise under these conditions should be a key goal of our educational process. But, how would we deal with such an exam in the context of our current grading systems? After all, we still assume that grades measure individual performance and so if we gave group grades, that might prove unsatisfactory to everyone involved. Would students raised in a culture where grades based on individual performance know how to act fairly in a culture where grades were based on group performance? After all, we know that on group projects, bright students are often treated unfairly, exploited by their classmates, who fail to do their fair share of the work, and who may, in fact, not be capable of contributing at the same level? Under such system, teachers have had to devise systems to measure individual contributions to the group, thus going back to personalized rather than collective grading? What would be involved in terms of time and technology in monitoring what each student contributed to the group's collective performance on the exam? And of course, all of this assumes that all of my students do have laptops or can borrow laptops, a more or less safe assumption given the relatively affluent population of USC, but hardly the case at many other colleges and universities around the country. How could you give one group of students such an intense advantage on the exam? Would we then have to issue laptops the way we now issue blue books? As I started to contemplate these issues, I started to choke. As much as I wanted to be the cool, open-minded teacher, the model pedagogue for the digital age, there was no way I was going to be able to work through all of the implications of this radical shift in classroom practice in time to apply it this semester. A real answer to this question may not be possible in our current educational system, though it is a kind of question which we are going to be asked more and more. So, I spelled all of this out to my students, and challenged them to start thinking through the issues. But, then came the turn of the knife. If they could not use their laptops, and the course texts had navigated to the web, then in what sense was this going to be an open book test? They could no longer access the course materials without printing them off, which would undo everything we saved by making them digital in the first place. The answer of course is that with the questions in advance, they could print out notes or print out the essays they needed to address the questions. They wouldn't have to print out everything, but they would no longer be working in a paperless environment. So, we went back to the drawing board one last time, and asked the tech people if it would be possible to shut down the wireless in the room for the duration of the exams. They were not able/willing to do this, so that's where things stand as of the moment. Neither the students nor I are fully satisfied with this resolution, but both the pedagogical and technological structures of the modern university would seem to block any path out of this challenge that I have come up with. I can't be the only faculty member on the planet facing these challenges, so I am posting this to see how other educators are dealing with these transitions. I can see the world we are surely evolving towards, but I don't know how to get there on my own. So, let's use our laptops to work through this problem together. Oh, wait.... While we are on the subject of Digital Media and Learning, I wanted to give people a head's up for a great new documentary, New Learners of the 21st Century, which will be airing on PBS stations across the United States this coming Sunday, Feb. 13. Some of you will recall how one-sided and negative I found the Digital Nation documentary which aired last year, despite having talked to many key researchers and collected some compelling material for their webpage. New Learners of the 21st Century offers the flip side of that documentary, taking us into innovative school and after school programs which are making creative use of new media platforms and practices for pedagogy. You can get a taste for what to expect from this opening segment which they have posted to PBS Video, but it is really, in this case, only the beginning. By the second segment on Quest to Learn, the New York charter school which uses game design to teach, you can see the difference in the ways the two documentaries approach their topics. In Digital Nation, the Quest to Learn segment is almost incomprehensible: we see lots of activities involving technology but we have no idea what the kids are doing or why, and as a result, it feels like technology for technology's sake. Here, we learn about their pedagogical approach; we see processes unfold; we hear about when they use technology and when they ask the kids to put it aside. The focus is less on the use of computers in the classroom, an old topic after all and as my above discussion suggests, one we are still struggling with, and more on the use of new media literacies in education. The same holds true for the film's treatment of a range of other pedagogical sites, including great stuff on work being done by the Smithsonian Institute and by the YouMedia Center at the Chicago Public Library, both important innovators in this space. Because the topic is more narrowly focused, and because the goal is to explain and not simply stir up controversy, this film does do justice to the complex research which the MacArthur Digital Media and Learning program has funded in this area. I have been honored to be part of this initiative from the start, so my recommendation is scarcely unbiased here. But if like me, you've been burnt several times already by PBS's treatment of youth and digital media, I want to let you know that this one will be more rewarding. February 4, 2011
DIY Media 2010: Video Blogging (Part Three)This is the sixth 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 is my interview with Ryanne Hodson, author of The Secrets of Videoblogging.
What has been the response within the videoblog community to projects such as Lonelygirl15 which have sought to imitate the visual rhetoric of the videoblog in order to create "fake" or fictional materials?
As you've emphasized here, these video blogs are part of an ongoing regular series of communications. To what degree can they be viewed and understood outside of the sequence of their original production?
You also suggest that these videoblogs constitute a system of communication between multiple people who have gotten to know each other as friends. Does this suggest something significant is lost when we view the work of one videoblogger without looking at others with whom they are communicating?
How has the videoblog changed with the rise of a range of other social media, which also allow for and support these communications within a community?
You suggest that the videoblog is becoming more visually sophisticated as some veterans have sought to move beyond to face in camera approach. As this happens, are they looking towards other kinds of media production for inspiration in how to create more experimental modes of expression?
February 2, 2011
DIY Media 2010: Video Blogging (Part Two)This is the sixth 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 selection of video blogs was produced by Ryanne Hodson, author of The Secrets of Videoblogging.
talkbot.tv- Ep. 04 Lady Time Mary Matthews- REM 30 Jennifer Proctor- Grand Rapids in Miniature Ryanne Hodson and Jay Dedman- Beijing, China: August 2008 Kerry Brogen- Seeing Jay Dedman- Sure Robert Croma- Night Impromptu
January 31, 2011
DIY Media 2010: Video Blogging (Part One)This is the sixth 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 is a curatorial statement by Ryanne Hodson, author of The Secrets of Videoblogging. Videoblogging emerged as the bandwidth hogging stepchild of podcasting or 'audio blogging' in early 2004, a little over a year before YouTube. We can put media files in a blog and have it delivered right to people's computers as we update? This is it! This is what we as artists, filmmakers, cable access producers, frustrated television editors and moms and dads with camcorders have been looking for for so long. The big D, Distribution. We have all these ideas floating in our heads, now we can get them out and share them with no gatekeepers or higher ups telling us it's not 'broadcast quality' or 'green light worthy'. We're "making stuff up and...putting it on the internet, and you can't do shit about that " (Michael Verdi, Vlog Anarchy). Technical note: In the beginning, videos were uploaded in the Quicktime format and not easily embeddable/sharable on other blogs like Flash (and soon the HTML5 video tag) is now, so I'm linking to the original blog posts for viewing. My second round of videos will be embedded for your viewing ease.
there are so many kinds of videos to choose from made by videobloggers since 2004. For the first 24/7 DIY Video Summit in 2008 I chose a selection based on personal connections.
I've slept on their couches, I've played with their kids, I'm about to get married to one of them.
Videoblogging can be anything the creator wants it to be. Some say it's just simply video on a blog, or even broader, just video online.
Most of us were video makers before we were bloggers.
January 21, 2011
A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part 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. 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. 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. 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. 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.
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. January 19, 2011
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:
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. "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.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. 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. 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. January 14, 2011
DIY Media 2010: Video and Gaming Culture (Part Two)This is the fifth 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 selection of videos was curated by Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
genre: the video uses a blend of real footage and in-game footage LittleBigRevenge uses a blend of real footage and in-game footage of Media Molecule's LittleBigPlanet in a creative and engaging way The video, starring the game avatars Sackboy and Sackgirl, asks the viewers "what would happen if a diplomatic mistake causes [sackboys] to take revenge on humanity? A Belgian couple finds out right in their living room..."
An irresistible spoof of famous dance music videos created with Media Molecule's LittleBigPlanet. PlayList: Flatbeat - Mr Oizo; Sing it Back - Moloko; Satisfaction - Benny Bennasi; Destination Calabria - Alex Gaudino; Right Here Right Now - FatboySlim; Who's Your Daddy - Benny Bennassi; Starlight - Supermen Lovers; DANCE - Justice; My Boobs are Ok - Lene Alexandre; Hey Boy; Hey Girl - The Chemical Brothers; Call on me - Eric Prydz; Invaders Must Die - The Prodigy; One More Time - Daft Punk.
A visual medley of Draft Punk's most celebrated songs recreated with Media Molecule's LittleBigPlanet by DanteNeverDies. "I'm On a Boat" Matthew Gallant mixes Saturday Night Live with Zelda and creates the (explicit) Wind Waker version of I'm On a Boat. In his own words: "Like all stupid ideas, it began on the Internet"
The author replaced 1327 sound files with his voice ("I did not edit any of them, its fresh from the microphone"). The result is incredibly funny and started a new meme on the internt. (He left untouched: "Ambient noises like wind; some zombie voices; character voices (it would sound dumb); maybe i missed some minor physics like a trap door hidden somewhere in ravenholm and no one ever opens it").
This incredible video won the Super Mario Competition in September 2009 which invited players to submit their game performances. Robin Baumgarten, a PhD student at Imperial College, London, produced an enhanced run which pulls off a major coup halfway through when it walljumps out of a pit. In his own words: In this version of Mario, when you're jumping while sliding on a wall, you jump backwards and upwards away from it"). "Project Blackjack: Trials HD - Stunt Video" Videos stunts performed in Trials HD, a motorbike game available on Xbox Live arcade. The author - BLKJ Son - presumably filmed his television screen and edited the video adding a rock soundtrack (the screams and wows from the player can be heard as well). BLKJ Son's description: " Trials HD is the sickest game ever. You know how we get down ... BLKJ Son". I law the "raw footage" nature of this video. "What A Wonderful L4D" In his own words: "I play Left 4 Dead waaaay too much. It deserves a vid. Please ignore the lag spikes and such, i rushed this out over 2 days and didn't really have time to fix up all the bugs. The reason Louis doesnt make much of an appearance is the fact that i'm always Louis, so he was doing all the camera work." What a Wonderful Left 4 Dead (Machinima) from James McVinnie on Vimeo. "The Adventures of Ledo and iX" In His Own Words: "In many ways, Ledo and Ix are just like us. Sleeping under the stars makes them philosophical. Sometimes they wonder if they should have chosen different careers. They avoid dens of monsters when possible. But in one crucial way, they're different--they're fantasy adventurers in an extremely small-scale video game epic. What exactly do video game characters do when we're not around? What if they chat and bicker like we do, wonder and dream like we do, feel boredom and dread like we do, despite being 48 pixels tall? A sort of eight-bit tribute to Waiting for Godot, The Adventures of Ledo and Ix uses the visual vocabulary of retro video games to explore the human fear of both the unknown and the known." "Creepy Mario 64" A manipulated version of Super Mario 64 that evokes David Lynch's cinematic nightmares.
Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. January 12, 2011
DIY Media 2010: Video and Gaming Culture (Part One)This is the fifth 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 is the curator's statement from Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
This eclectic selection features a variety of video-game videos ranging from gameplay footage to game music videos. The main criterion behind this extravagant assortment is the urgent need to redefine the very notion of machinima in order to include the most enthralling audiovisual experiments produced, shared, and discussed by and within the game community. It also represents an explicit criticism toward the narrative-based machinima: the vast majority of the videos included steer clear of a traditional, conventional, linear form of narration. The success of DIY/Sandbox games like Media Molecule's LittleBigPlanet and the proliferation of movie editing tools have spawned a new generation of creators that transcend the confines of game culture. This is a small sample is by no means an adequate reflection of the ginormous (sic) production of game videos currently floating in the seven seas of the electronets. Nonetheless, I hope you'll find them interesting. Expect the unexpected.
Palette Change Test from Dylan Hayes on Vimeo. Shapes 02 from Dylan Hayes on Vimeo. Block Tests 01 from Dylan Hayes on Vimeo. DM Spectrum Matthew Bradley (UK) 2009 genre: gameplay video and teaser of a computer mod DM-Spectrum is a custom UT3 deathmatch level developed by Matthew Bradley. The video selection includes a teaser and a gameplay video. DM-Spectrum from Matthew Bradley on Vimeo. DM_Spectrum Gameplay from Matthew Bradley on Vimeo. Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. January 10, 2011
Introduction to Communications TechnologiesFor those who might be interested, this entry has been translated into Ukrainian by Aloyna Lompar http://www.fatcow.com/edu/introduction-communications-ua/">here. Well, it is hard for me to believe that the University of Southern California semester starts back today. I think spending 20 years at MIT spoiled me. MIT has this glorious month long "Independent Activity Period", which allows faculty to both catch up on their own research and to test innovative new ideas, host public lectures, and otherwise engage in the intellectual life of the university. It was my favorite time of the academic year and I could use it this year as I have been grinding all break trying to finish up our (Sam Ford, Joshua Green, and my) new book, Spreadable Media: Creating Value and Meaning in a Networked Society. I will be saying more about the book here throughout the year, but for the moment, let me just say that our draft is so close to being done that we can taste it! That said, I am also very excited to be teaching my first big lecture hall class since moving to USC. At MIT, my biggest class was 75, while enrollment for this class is over 200 students. I have a great team of TAs to help with the teaching. This class is one which rotates between a range of Annenberg faculty and is intended to introduce undergraduates to basic issues around technology and society. I am using new media in two senses here -- one is focused specifically on digital and mobile technologies, the wave of emerging communication tools and practices that have emerged over the past few decades and the other is focused on the process by which any emerging media technology gets absorbed into the culture. So, there is a constant movement in the class between contemporary and historical developments. For example, the first session we will watch The Honeymooners episode ("To TV or To Not TV") where the two couples go in together and buy a television set. Lynn Spigel introduced me to this episode several decades ago and it remains a staple in my teaching because it shows so many of the conflicts and tensions which surrounded the introduction of television into the home. I will then unpack it for a lecture, drawing on ideas from Raymond Williams and Nancy Baym, about the social construction of technologies. And from there, we will venture into the early history of the web. I am hoping that this constant movement between past and present will off-set a tendency to talk about new media as if they were without precedent and as if their social impacts were inescapable. I've thought a lot going into this class about the issue of laptop use in large lecture hall classes and we've decided to make that issue an explicit part of our strategies for the class. Specifically, we are going to be deploying a Backchannel platform which we have experimented with at the Futures of Entertainment conferences back at MIT. It allows people to post questions and for the audience to vote them up or down so that one gets a rough ranking of their priority for the group as a whole. The questions will be projected onto a second screen in front of the class. This will allow me to respond on the fly to what the audience is thinking and at the same time, ideally, will keep laptop use focused on what's going on in the class. We will see what happens. Anyway, I have made it a habit since moving to USC to post my new syllabi on this blog for anyone who might be interested. So here's the syllabus for my Intro class. You will see that I've worked hard to find the most accessible versions of certain arguments, including the use of interviews, bog posts, and journalistic writing by key thinkers on issues of media change. For those wondering, I will also be teaching my graduate seminar on New Media Literacies this semester. This is the version of the syllabus I posted last year, which still forms the core of what I am doing this term. The key difference is that I will be involving my students in developing and teaching lessons through an afterschool program which Project New Media Literacies will be launching this semester through the Robert F. Kennedy Community Schools in Los Angeles. I will have more to say about this down the line. Henry Jenkins This course is intended as an introduction to the ways new and emerging communications technologies impact our culture. While the primary focus will be on digital and mobile technologies and practices (contemporary new media), the course will also consider a range of older media when they were new - including print culture, cinema, television, recorded sound, photography, and the telephone. The course is divided into three broad units:
Taken as a whole, this class will introduce students to:
The course readings are intended to introduce core thinkers and debates surrounding these technological and cultural shifts. And student assignments are designed to introduce a range of research methods and conceptual models commonly deployed to examine the interface between new communications technologies and cultural practices. Assignments: 2. Autobiographical essay. Students will draft a short (5 page) essay exploring their own relationship to new communications technologies and practices. There are many valid ways of approaching this assignment. You might describe a particular program you use regularly and how it impacts your day to day activities. You might trace your evolving relations to computers from elementary school to the present. You might describe a specific activity that is important to you and talk about the range of technologies you deploy in the pursuit of these interests. In each case, the paper is going to be evaluated based on the ways you deploy your personal experience to construct an argument about the nature of new communications technologies and practices and their impact on everyday life. The more specific you can be at pointing to uses of these technologies, the better. You do not need to make sweeping arguments about "Today's Society" but you do need to argue how they impacted specific aspects of your own experience. (10 percent) 3. Contextualizing a YouTube video. Each video on YouTube has a story. While it can be hard to trace the origins of some of these videos, each was posted by someone, for some reason. Most reflect ongoing conversations within particular subculture communities. Each may inspire comments either as written texts or response videos. And each may travel from YouTube to other communities through social networking tools. Choose a video and help us to better understand where it came from, how it relates to the existing genres of participation on YouTube, how the YouTube community responded to the video, and how it has been taken up by other online communities. Tell us that story in a five page analytic essay. The core goal of this paper is analysis and documentation, not description. You will be expected to refer to specific outside sources to support your core factual claims. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment. (20 Percent) 4. Reporting on Wikipedia. Identify a Wikipedia entry that has undergone substantial revision. Review the process by which the entry was written and the debates which have surrounded its revision. Write a five-page essay discussing what you learn about the process by which Wikipedia entries are produced and vetted. How does the discussion and debate around the entry draw on the core principles of the Wikipedia community? Again, this paper is intended to combine research and analysis. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment. (20 Percent) Students will be allowed to revise one of the three essays to be considered for a higher grade. The paper must be turned in at least two weeks after the original paper was returned. The grade will only be raised if the revisions substantively address one or more of the criteria for the paper's evaluation. Students who simply correct cosmetic or grammatical errors identified by the grader will not receive a higher score. Assigned Books: Part One: Understanding Technological Change Week 2 January 19 The Origins of Digital Culture Fred Turner, "The Shifting Politics of the Computational Metaphor," From
John Battelle, "The Data Base of Intentions," The Search: How Google and Its Rivals Chris Anderson, "The Web is Dead. Long Live the Internet," Wired, August 2010 January 26 From Mass Culture to Participatory Culture Henry Jenkins, "What Happened Before YouTube," in Joshua Green and Jean Burgess, "Andrew Keen vs. David Weinberger," The Wall Street Journal, July 18 2007.
Howard P. Segal, "The Technological Utopians", Technological Utopianism in American Culture (Chicago: University of Chicago Press, 1985) Bruce Sterling, "Introduction," Mirrorshades: The Cyberpunk Anthology (New York: Ace, 1988) Sharon Steel, "Steam Dream," The Boston Phoenix, May 19, 2008.
Debora L. Spar, "The View from Partena," Ruling the Waves: From the Compass to the Internet (New York: Mariner, 2003) Thomas Streeter, "Blue Skies and Strange Bedfellows: The Discourse of Cable Lisa Gitelman, "New Media Users," Always Already New: Media, History and the Data of Culture (Cambridge: MIT Press, 2006)
Sven Birkerts, "The Fate of the Book," in Sven Birkerts, Tolstoy's Dictaphone: Nicholas Carr, "Is Google Making Us Stupid?" The Atlantic, August 2008. Clay Shirky, "Newspapers and Thinking the Unthinkable," Clay Shirky, March 13, 2009. James J. O'Donnell, "From the Alexandrian Library to The Virtual Library and Beyond" Scott D. N. Cook, "Technological Revolutions and the Guttenberg Myth," in Mark Stefik (ed.) Internet Dreams: Archetypes, Myths, and Metaphors (Cambridge: MIT Press, 1996). February 16 Television Week 7 William W. Fischer, "The Promise of New Technology" and "An Alternative Sam Carroll, "The Practical Politics of Step-Stealing and Textual Poaching: YouTube, Audio-visual Media and Contemporary Swing Dancers Online," Convergence, 2008, 14, 183-204. Week 8 Misa Matsuda, "Discourses of Keitai in Japan," Personal, Portable, Pedestrian: Mobile Phones in Japanese Life (Cambridge: MIT Press, 2006) Part Three: Rethinking... Jeff Howe, "The Rise of Crowdsourcing," Wired, June 2006. Brendon I. Koerner, "Geeks in Toyland," Wired, February 2006. Tim O'Reilly, "What is Web 2.0," O'Reilly Media, September 30, 2005. Cory Doctorow, "The Branding of Billy Bailey," A Place So Foreign and Eight More Week 10 Jonathon Zitrain, "The Generative Internet," Harvard Law Review 119.7, 2006 March 30 Knowledge Andrew Lih, "Community at Work (The Piranha Effect)," The Wikipedia Revolution (New York: Hyperion, 2009) Week 13 Jeffrey J. Williams, "Culture and Policy: An Interview with Mark Bauerlein," The Minnesota Review, Winter 2005. April 6 Play Week 14 danah boyd, "White Flight in Networked Publics? How Race and Class Malcolm Gladwell, "Small Change," The New Yorker, October 2, 2010.
Mizuko Ito, "Contributors Vs. Leechers: Fansubbing Ethics and a Hybrid Public Aram Sinnreich, "Something Borrowed, Something Blue," Mashed-Up: Music, April 27 Review for Final Exam
December 17, 2010
DIY Media 2010: Anime Music Videos (Part Three)This is the fourth 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 is an interview with Tim Park from AnimeMusicVideos.org in which he responds to my questions about the anime fan scene.
For this question, I asked AbsoluteDestiny, who started making AMVs in 2001, and switched to making vids in 2005. He's much more familiar with the vidding community than I am, but also has familiarity with the AMV community in order to compare. He wrote: ![]()
![]() Your account of AMV focuses on their American origins. Are such vids part of the Otaku tradition in Japan or is this a distinctly western response to Anime? If the former, what kinds of contact exists between the artists in the two countries? If the later, is the AMV being picked up by Japanese fans as well? Learning about hobbyist video editing by fans in Japan and sharing ideas is difficult due to the language barrier. Remix videos in Japan that we're familiar with are called MADs, since one of the early tapes was labelled "Kichigai Tape", or "Tape of Madness". There are many different types of MADs, but early on the AMV community was exposed to a number of Seishiga MADs (and to many, "MAD" came to be a term with only this narrow definition), where still images, often from dating games or visual novels, have motion and other effects applied to them. This creates a distinct aesthetic that was emulated by some North American AMV creators such as VicBond007 in his Believe AMV. What functions do AMV play within the fan community? Are they primarily consumed by existing fans of the program or are they part of the process of educating American fans about Japanese media content? A little of both. As I wrote in the first segment, fans at AMV panels at conventions have often indicated that they've bought anime after seeing it in an AMV. For those that are already fans of a particular show, today's search engines make it easy to find an AMV that uses that show. What kinds of relationship exists between the AMV creators and the commercial and semi-commercial groups who are marketing anime in this country? Views on the hobby depend on which company representative you talk to. I heard of one anime convention panel with ADV Films where one of their employees told Brad DeMoss that they loved his Evangelion/Star Wars Episode I parody. The company, while it existed, was also AMV-friendly in other ways, with employees helping to judge at Iron Editor events. Also, for the final DVD of their release of the Noir series, they contacted four AMV editors, including myself, to create videos to include as Easter eggs on the disc. This took some wrangling on their part with the rights holders in Japan, and due to rights issues we were only allowed to use the opening and ending songs from the show, but it was a pretty cool thing of them to do.
December 15, 2010
DIY Media 2010: Anime Music Videos (Part Two)This is the fourth 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 selection of Anime Music Vids was curated and commented upon by Tim Park from AnimeMusicVideos.org.
Although plenty of interesting results can be made by simply mashing up anime and music, some editors like to push themselves and try to incorporate elements of other mediums into their work. In this example, original CGI is combined with anime to portray a robot pondering what it means to be human.
Using footage from other AMVs is often frowned upon in the community. This is partly because the North American anime industry is still quite small (ie: compared to Hollywood) and if you're going to use some footage, you should support them by buying the DVD. In the case of this video, however, Kitsuner deliberately picked scenes from over 60 AMVs that span a decade to show "how far we've come". (The Strongbad parody clip saying you can use all the AMVs you already have came from Road to Iron Chef)
(Embedding of this video has been disabled. You can view it on YouTube)
Ever since the first one, the AMV Hell series has been hugely popular, with showings of some of the hour-long projects routinely filling screening rooms at conventions. The general idea is, an editor may think a certain part of a song would be a funny pairing with a certain part of an anime, but the joke wouldn't be funny for the entire length of the song. Collect enough of these ideas and put them together Short-Attention-Span-Theatre-style, and you have AMV Hell. It's spawned countless imitators and homages, even in machinima in the form of HMV Hell, based on the Halo game franchise. Zarxrax kept saying he'd retire the AMV Hell series, but its spirit lives on in this shorter-form of the popular rapid-fire comedy shorts. Things are often hit-or-miss based on your sense of humour and knowledge of cultural references, but this was one of my favourite compilations of AMV Minis Season One.
Although repeated scenes may be a symptom of a lack of effort in a video, it works strikingly well here with the song "Stuck On Repeat". Also, The Girl Who Leapt Through Time has scenes that are similar in composition but with different elements or palettes, which makes the video less repetitive and more visually appealing.
Some videos are closer to short stories or parodies than actual music videos. This one tells the story of the criminal justice system. This video was originally done for an Iron Editor event, but Fall_Child42 went on to improve and complete the video after the event.
qwaqa alters footage from The Girl Who Leapt Through Time to tell his own story of a girl who fixes the past. A "making of" video is directly below, so you can see the work that went into altering footage from the movie.
This is a fake parody ad making fun of the Japanese dating simulator game phenomenon.
After Odorikuruu practically defined the upbeat dance video, there have been constant attempts to one-up videos in the genre with more effects and fun footage. One editor even claimed that he wanted to create an "Odorikuruu killer". This more recent entry to the field makes references to Koopiskeva's prior work, Skittles. One effect on display is masking, or isolating an anime character and removing the background in order to put a character in another scene, or in front of some other effects. Chiikaboom wrote in the video description: "It takes a good 20-30 minutes to mask out one frame. There were 482 frames. Do the math." (And that was just for one scene. A total of 904 frames were masked)
Nostromo specializes in dance videos with electronic music, but instead of cute or fun scenes like in Attack of the Otaku, he typically uses scenes with a higher quality of animation and art than most budget anime TV shows for a different aesthetic. Interestingly, he also used software to interpolate frames, creating more in-between frames for an even smoother look. A description of the process, and higher quality versions of the video are available on the video's profile page.
In a similar vein to Only Bob, above, Koopiskeva combines Kanon with original live action footage. The video was inspired by one of the characters asking another, "Have you ever wondered that perhaps we were living in someone else's dream?"
What can I say? It's a feel-good AMV! :)
The Friend Request - by Moonlight Soldier
Here Moonlight Soldier explores anime relationships via Facebook. There are a number of anime and editor in-jokes here, but you should be able to get something out of it. In this video, the female singer is actually speaking for the boy, since Shinji Ikari, the male lead in Evangelion, is portrayed as a bit of a wimp. Other AMVs have also used female voices for him, such as Kevin Caldwell's Engel.
This supercut compilation video illustrates how anime opening sequences share RAH HEY! - by Ileia Cleverly based on the similarity between the pronunciations of "anime" and "enemy" (at least when sung by Green Day), this is a fun "can you name them all" compilation video which includes composites of anime with editing and social networking software. Tim Park programs videogames by day, and helps to administrate AnimeMusicVideos.org at night. The site has been online for over ten years and catalogs over 100,000 AMVs. He's edited a few dozen AMVs (and one vid) under the name Doki Doki Productions.
December 13, 2010
DIY Media 2010: Anime Music Videos (Part One)This is the fourth 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 Tim Park from AnimeMusicVideos.org.
To some extent, AMVs have helped advertise the shows that they contain. At AMV panels at anime conventions, when audiences are asked if they've ever bought an anime based on an AMV that they've seen, most hands go up. Apparently when Hold Me Now was shown at Anime Boston, the dealers room sold out of Princess Tutu shortly thereafter. Before the rise of digital distribution, another common way to see AMVs was at anime conventions. Rather than simply screen them, tradition was that the videos would compete in a contest, perhaps because one of the other most popular events at conventions, cosplay, is also most commonly in the form of a contest. Every year, AMVs shown at Anime Expo and Otakon are seen by thousands of fans, and they can vote for their favourites. (Though in some cases, contests are evaluated by a judging panel) Anime Weekend Atlanta was the first convention to have a 24-hour room dedicated to AMVs for the entire con, and a couple of others have followed suit. And so, unlike most of the other genres presented at the DIY festival, much of the AMV community is steeped in competition, with multiple rating systems available to grade and evaluate videos at AnimeMusicVideos.org. One of the reasons for these systems was to help the site's creator (and others) to find good AMVs. There are even "Iron Editor" competitions where two editors have to make the best video they can in two hours with a few predetermined shows... and a secret ingredient of course. It's not all competition, however. Ever since the first Dance Dance Revolution Project in 2001, where almost 20 editors came together to create a dance mix AMV over an hour long, there have been many cases of people coming together to create something more than just one person could manage. They're called Multi-Editor Projects, or MEPs, and there's also a sub-forum on AnimeMusicVideos.org to help people organize them. Themes for MEPs can include bands, emotions, holidays, or even numbers stations. When selecting videos for consideration to be shown at the recent DIY festival, Videos shown at the DIY 24/7 2010 program: (With the exception of the YouTube embeds, if you click on the small "link" chain icon in the videos, you'll be taken to the video's profile page at AnimeMusicVideos.org. There you'll find more information on the anime and music used, and any other details about the video that the editor wanted to convey)
LittleKuriboh is known for his Yu-Gi-Oh: The Abridged Series videos, which consist of abbreviated episodes of the Yu-Gi-Oh anime re-dubbed with humourous dialog. This video parodies The Lonely Island's "I'm On A Boat" with Yu-Gi-Oh footage, but unlike most AMVs, the original song's lyrics have been revised and performed by the creators, in the manner of filk songs. (Another notable example of AMV creators doing their own singing is the Iron Chef Idol series of videos)
There are several instances of AMV editors making faux openings or trailers for existing movies or TV shows. In this case, using Noir, Cowboy Bebop, a few other shows, and a lot of editing, qwaqa creates a fake James Bond-style opening for Ian Fleming's story, "Property of a Lady".
Also called an "AMV For Dummies" (ie: a how-to Tim Park programs videogames by day, and helps to administrate AnimeMusicVideos.org at night. The site has been online for over ten years and catalogs over 100,000 AMVs. He's edited a few dozen AMVs (and one vid) under the name Doki Doki Productions.
December 1, 2010
DIY Media 2010: Fan Vids (Part Four)
FC: What do you remember about the experience of making the two vids of yours that are included in the show? Counteragent: "Still Alive": the agony! The structure was very difficult to craft. I wanted to criticize both the fandom and the show but ultimately wanted to make a vid about empowerment and squee. Finding that balance was really hard for me with the way the song worked. I really owe my betas on this one, especially Giandujakiss. FC: Have you seen any of the other vids in DIY program? Counteragent: Yes, all. I'm a big fan. "I'm On A Boat": Fucking fearless song choice. "Handlebars" is a perfect vid to showcase the power of a vid as critical commentary on the source, especially to nonvidders. Simple but really, really effective. "Women's Work" is an institution. "Origin Stories" was gutsy storytelling both for the source and for the larger cultural commentary. Also a really great use of a tough song. "In Exchange for Your Tomorrows": great abstraction. Is "Piece of me" more RPFiction or cultural commentary? Anyway, it's all good. "How Much is that Geisha in the Window" is scaaaaathing. And I was too dumb to get "Art Bitch" the first time I saw it. Great use of outside graphics.FC: What's the best/worst thing about vidding? Counteragent: Worst: the amount of time it takes. That it's perceived as worthless by both people close to me and many cultural commentators. Best: the feeling of squee and empowerment. The community.An interview with kiki_miserychic. kiki_miserychic is a prolific vidder known for being experimental and for her use of unusual sources (e.g. movie vids, crossovers, etc.) She was the subject of Bradcpu's first Vidder Profile in August, 2009. Her Star Trek reboot vid "I'm On A Boat" was featured in the 2010 DIY show. The below is an audio interview; click to play! November 29, 2010
DIY Media 2010: Fan Vids (Part Three)Vidders: In Their Own Words An interview with Giandujakiss. FC: What was your first vid and why did you make it?
FC: What do you remember about the experience of making "Origin Stories"?
FC: What kind of reception did "Origin Stories" get when it was released?
FC: Have you seen any of the other vids in DIY 2010 vidding program?
FC: What are the best and worst things about vidding?
An interview with Seah and Margie, aka Flummery.
FC: What was it like making "Handlebars"?
FC: How was it received? Flummery: We were gobsmacked at the reception, which has been almost uniformly positive. This vid has gotten more attention than anything we've ever done. The most interesting part about it is that we get the same reaction from fans who love Ten and fans who hate Ten -- they all think we did a good job of capturing him the way they see him. Which is incredibly cool.FC: For you, what's the best/worst thing about vidding? Flummery: The worst thing about vidding is discovering that the perfect clip that you KNOW was somewhere in the source is really only in your head. And clipping in general is just a pain.
November 26, 2010
DIY Media 2010: Fan Vids (Part Two)This is the third 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 selection was curated and written by Francesca Coppa, a long time fan and media professor researching the feminist tradition of fan vids.
A controversial and massively popular video that deliberately cut Supernatural's beloved male protagonists out of the picture to offer a critique of the eroticization of violence against women in media. As Luminosity noted in This vid is part of a conversation in fandom started by "Women's Work", above; or as one fan put it, "Women's Work/Still Alive = problem/solution, yes?" This vid speaks in the voice of both Supernatural's female characters and its fans; the vid's thesis, broadly simplified, is that, yes, female fans are angry at the show's sexism, but we'll keep making our female-oriented fanworks ("doing science") for those of us (women) who are "still alive." The vid ends by moving away from the show's violence to a celebration of female fanworks and fan communities.
"Origin Stories" was released with the tag line, "It's Nikki Wood's fucking coat." This vid is about race and appropriation in the Buffyverse, hung on the fact that fan-favorite Spike's trademark leather coat turns out to be a trophy taken from the body of a black Slayer named Nikki Wood, whose son Robin shows up in season seven to avenge her. The vid not only critiques the text but also the fan response to it, both of which tended to privilege Spike's redemption arc over the stories of Buffy's minority characters. This vid circulated widely through fandom in 2008 as part of a larger conversation about race in both source and fannish texts. A beautifully made character vid about Severis Snape that tells his story through the end of the books using footage from what were then only five films. Lim compensates not only through skillful editing but through making her own footage and special effects, which blend seamlessly with the movie's own magical effects. As Obsessive24 wrote, in her analysis of the vid, "Given that the vid uses existing and limited footage to tell a bigger story, the narrative is nonlinear and driven largely by emotional connectivity and symbolism. Lim uses object symbolism to astonishing effect: in terms of character representation (e.g. repetition of umbrella blowing in the wind) but also in general setting of atmosphere." RPF--or real person fandom--has been increasingly popular within traditional media/science fiction fandom in recent years. This vid uses one of Britney Spears' own songs to analyze not only the tabloid version of Spears' story (divorce, custody battles, substance abuse, bad behavior, etc.) but also Spears' counter-narrative of control. The vid also uses visuals from unconventional sources: including YouTube, tabloid photos, etc.
Destiny Calling: A Tribute To Vidding, by Counteragent (multi, 4:22)
A jubilant metavid made for "More Joy Day" (a fannish holiday dedicated to spreading joy) which demonstrates the vidding community's ability to articulate its own aesthetics, build its own canon, and celebrate its own talent. (Many of these vids and vidders will be easily recognizable to DIY 24/7 participants!) November 24, 2010
DIY Media 2010: Fan Vids (Part One)This is the third 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 Francesca Coppa, a long time fan and media professor researching the feminist tradition of fan vids.
Many people still don't "get" fan vids, seeing them either as incomprehensible mashups or mere celebratory slideshows. In fact, vidding, like most forms of remix, is about critical selection and the editing eye: deciding what to put in and what to leave out. Vids can make very sophisticated arguments about the source text's plot and characters, and even its ideology. While some vids are edited to broadly emphasize certain themes, images, or characters, and are thus easily understandable to the uninvested spectator, other vids are made specifically for fellow fans who are assumed to be familiar not only with the source text but also with the conventions and established aesthetics of vidding. At the most basic level, turning film and television into music video represents a fundamental change of genre. While most mass media stories have a forward-moving, plot-driven structure, music video is more like poetry: expressive rather than descriptive, concerned with feelings and rhythm rather than the distanced narration of events. Like poetry, music video is also a highly concentrated form, distilling hours, days, or even weeks of footage into three or so minutes! Consequently, looking away from the screen during a vid is considered to be as offensive as arbitrarily deciding to skip words in a poem, since every moment, every conjunction of image and music, carries meaning. While not all vidders are part of the organized communities, there is a longstanding tradition of vidding within shared groups, partly because in the pre-digital age, vidding was complicated and expensive, and so the mostly all-female vidding collectives shared equipment and skills. (See Henry's 1991 chapter on fanvidding in Textual Poachers.) While today most vids are released straight to the web, fans making vids in the 1980s and 1990s had to take their vids to conventions if they wanted anyone to see them, so even today many vidders debut their vids at conventions like MediaWest, Escapade, Bascon, and Vividcon, which is entirely devoted to vidding. Moreover, the fans who attend these conventions have developed their own critical vocabulary for talking about vidding, and an institutionalized "vid review" based on art show reviews. Escapade features a 2 hour vid review; Vividcon not only has that, but also an additional "in-depth vid review" focused on only one or two vids. Even more recently, vidder bradcpu has been making a series of vidder profiles: short documentary films historicizing and analyzing the work of particular vidders. Like any advanced art form, vidding has developed its own conferences, critical literature, and theoretical apparatus. Vidding Programme. The following represent a selection of notable vids made from 2007 - 2010. * I'm On A Boat, by kiki miserychik (Star Trek, 2:36) This vid expresses the widespread fannish joy over the 2009 Star Trek movie; it also captures the reboot's younger, more frat-boyish tone compared to the original series. It's worth noting that this vid, along with a wave of others, was made from a camcorder copy in May 2009. (See also: Too Many Dicks on the Dance Floor by Sloane in the political remix section.) Handlebars, by Flummery (Doctor Who, 3:27)
November 17, 2010
DIY Video 2010: Political Remix (Part Three)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 is my interview with Jonathan McIntosh, who describes himself as "a pop culture hacker, video remix artist and fair use advocate." McIntosh was the curator for the Political Remix track of this series.
Political remix makes about the strongest case possible for fair use as a fundamental right of citizenship. Yet, it is clear that our current legal environment does not always support that position. Can you tell us more about how political remix intersects with current debates about intellectual property?
Glenn Beck attacked your recent Donald Duck video, assuming that it was heavily funded and produced by a professional media operation. Was provoking such a response the ultimate badge of honor for a DIY mediamaker?
In some of my work, I've argued that appropriation -- the meaningful remixing of borrowed materials as a form of critical commentary -- constitutes one of the core New Media Literacies skills. What kinds of knowledge and insight do you think emerges when young people create political remixes?
Most of the best known political remixes are progressive. Are there right wing groups who are also creating political remixes? If so, is there any relationships between these two DIY communities?
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. November 15, 2010
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 - 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. 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 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.
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.
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. 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 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.
November 10, 2010
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.
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?" 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. 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. November 1, 2010
DIY Video 2010: Activist Media (Part Three)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 is an interview with curator Sasha Constanza-Chock designed to more fully map the contexts from which these Activist videos emerged. Some critics have argued that the corporatized sites of web 2.0 will not allow sufficient room for progressive and radical voices to be heard. Some of the videomakers here, such as Witness, have established their own platforms for sharing their work, while others have deployed YouTube, Vimeo, and some of the other commercial platforms. How have these filmmakers worked through their relationship with commercial portals given their often anti-corporate messages?
You reference here the extended history of DIY activism through film and video production, which we might trace back to, for example, the ways black organizations responded to The Birth of a Nation, if not earlier. To what degree are the new DIY Videomakers conscious of that history? How does it inform the work they are doing? Honestly, I think that DIY Video has become so much a part of activism and social movement practices that there's no good answer to this question. Some activist videomakers have closely studied the history of radical filmmaking, and go to great lengths to cite and reference that history in their own work. Others have no idea that this history exists and are mostly applying the tools and techniques of present day remix culture to something they're passionate about. Some activist videomakers learn how to shoot and edit by making skate videos, others shot their first video at a street protest and then got hooked, some grew up within communities of radical media makers who took part in key social movement struggles of the previous generation. "Collective Action" was a central theme in the entire DIY 2010 series. In your case, most of these videos come from collectives and political organizations, even as YouTube is often understood as "self branding" and promoted with the slogan, "Broadcast Yourself." How have these collectives taken advantage of the networked nature of online communications in their production process?
In many cases, these videos are simply one resource in much more elaborate campaigns which unfold across a range of different sites and platforms. Can you say a bit more about how online video fits within larger communication strategies for some of the groups you describe?
October 29, 2010
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.
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.
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.
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".
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:
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)
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. 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.
October 27, 2010
DIY Video 2010: Activist Media (Part One)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 curator's statement was developed by Sasha Constanza-Chock. I was invited by Steve Anderson and Mimi Ito to curate a program of 'Activist Video' for DIY Video 2010. I was happy to get involved since this is an area that I both study (as a postdoc at the ASC&J and a Fellow at the Berkman Center [http://cyber.law.harvard.edu/people/scostanzachock]) and have been an active participant in for about 10 years now. I first got connected to DIY activist video through Indymedia, a worldwide network of grassroots journalists working from within the global justice movement that was inspired by the Zapatistas in southern México. Indymedia videographers used cheap video cameras to document the spectacular wave of popular mobilizations that rocked global financial meetings from 1999 forward, edited those videos on personal computers, and used Free/Libre Open Source Software platforms to circulate them transnationally via the net (this was back before the rise of blogs, social network sites, and especially YouTube as the hegemonic web video space). In 1999, some friends of mine from Big Noise Films were cutting together footage shot by over 100 street videographers at the protests that shut down the WTO in Seattle, and asked me to help work on the soundtrack for a collaborative, DIY documentary called This Is What Democracy Looks Like The film captured the energy of the moment and was seen very widely, subtitled and distributed around the world for thousands of screenings in homes, community centers, and activist spaces. I was inspired and hooked, and over the next few years spent a lot of time helping to organize new Independent Media Centers, getting video cameras and computers into the hands of grassroots activists in the global justice movement, and shooting, editing, and coordinating collaborative DIY video documentaries (for example, check out The Miami Model [http://www.archive.org/details/miamimodel].) I was also part of the editorial collective for video.indymedia.org]. The Indymedia network is really an interesting phenomenon, and one that's often overlooked by academics studying political media, despite the large number of people involved, the technological innovations it produced, and the huge amount of traffic it (still!) actually gets. It has also been a generative space for many people who went on to become innovators in social movement technology spaces as well as web 2.0 firms more broadly. But the still-quite-recent history of innovative DIY video activism on the web, let alone the much longer history of DIY video (and film!) in general, is too often ignored these days when we talk about activist media. For those interested in a little more history and theory of media activism, check out this short article on "New Media Activism: Looking beyond the last 5 minutes", or for a book-length text see John Downing's excellent "Radical Media: Rebellious communication and social movements." Besides the disappearance of history from narratives about media and social movements, it seems to me that conversations about 'activist media' in general, but especially 'online activism,' all too often begin by asking the wrong question, usually some version of 'does x media technology produce social change?' Just to take a recent example, see Malcom Gladwell's article "Why the revolution will not be tweeted". My response: > "We can avoid both cyberutopianism and don't-tweet-on-me reactions with a quite simple strategy: look at how 'real' social movements communicate, rather than start with communication tools and then argue about whether they are revolutionary. Start from the social movement, then ask 'how is this movement using ICTs, from old to new, to achieve its goals?' The revolution will be tweeted - but tweets do not the revolution make." (You can read the rest here This is similar in a lot of ways to the position put forward by Kevin Driscoll, who argues that we should focus on how networked social movements actually use new tools I agree: start from the movements, then look at the media practices. This is the strategy that I used for my work on transmedia mobilization in the immigrant rights movement in Los Angeles, and it's the curatorial strategy I employed when I assembled the 'Activist Media' program for DIY Video 2010. To put it simply, I started by thinking about mobilizations that took place since the last DIY festival in 2008, and about social movement organizations and networks that had significant impact during that time, then went looking for DIY videos made by participants in these movements. Deciding which movements to include (and exclude) was of course difficult, but also energizing, since despite the persistent pessimism of pundits about the 'decline of civic engagement,' once you actually go looking, there is just an overwhelming amount of diverse movement activity going on everywhere :) I ended up narrowing it down to 10 categories, most of which felt to me like they just *had* to be included: the 2008 US presidential election cycle; the Green uprising in Iran; the movement against the ongoing wars in Iraq and Afghanistan; the protests against Prop 8 and for GLBTQ rights; the immigrant rights movement; the murder of Oscar Grant and the movement against police brutality; the environmental movement and the Copenhagen climate conference, and struggles against gentrification. I also decided to include a video from Haiti, since DIY and local perspectives on the crisis there were so sorely lacking in both mass media and online coverage, and to look for a 'meta' video about the last few years of video activism.
October 22, 2010
Digital Media and Learning: New Video SeriesLast 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. October 20, 2010
Henry Jenkins The Movie or How Does Fandom Happen?Around the same time as Teenage Paparazzo first appeared on HBO, I was participating in a Social Media week event billed as a "Fanthropology" workshop here in Los Angeles, hosted by Cimarron Digital, and intended to share insights with area media makers about how they might productively reframe their relations with their fans. I was asked to deliver some opening remarks as a "fan expert" and then join a panel of entertainment bloggers as they talked about their relations with the media industry. My fellow speakers were:
and the event was moderated by Digital LA founder Kevin Winston and Cimarron's Kristen Olson. How Does Fandom Happen? from Cimarron Digital on Vimeo.
Much to my amusement, the slides were organized around Henry Jenkins the Movie. A highlight for me was a photoshopped image that shows what the more or less appropriately aged and built Bruce Willis would look like wearing suspenders, glasses, a grey beard, and my alternately bald and shaggy pate -- that is, in the branded, trademarked, and copyrighted persona of Professor Jenkins which I sometimes play in the media. Here's part of a synopsis created for the rather unlikely Henry Jenkins vehicle:
I don't know about you but I'd certainly buy multiple tickets to that movie and almost certainly grab it when it came out on DVD! Your stakes might be a bit lower than mine, but still, you can surely see why this movie would generate buzz. We might call it William Shatner In Love With Himself or as the Hollywood team preferred, The Redemption of Sulu. As it happens, I do not know George Takei, but I did have a chance to moderate a panel featuring the Star Trek actor at MIT where he was taping narration for a game in which he played one of my faculty colleagues, Shigeru Miyagawa, so sometimes reality is almost as strange as fiction. At the time, our biggest concern was heading off likely audience questions that might attempt to out the still closeted Star Trek performer, though today, he's a poster child for gay marriage in California. For the presentation, the Hollywood types had mocked up everything from Tweets and Facebook updates to blog posts, suggesting how the fan community would respond to news about the production -- from its initial announcement through to subsequent announcements and promotions. The goal was to prod the panelists into reflecting on the ways that they, as entertainment bloggers, interfaced with the publicity machine surrounding a major studio release. They did a very effective job at simulating the courtship dance between producers and fans, including unauthorized leaks (and strategies for dealing with them) and fan objections to race-bending casting decisions as well as more carefully controlled PR releases. Below are a sample of the materials generated for this event. As the presentation's narration explains:
Their presentation worked through how the studio gradually reveals information about the production, how it responds to fan speculation and gossip, how it fuels and expands audience interest, and how it incorporates grassroots intermediaries into the information flow. It is a strategy designed to build buzz and cultivate but not regulate the growing fan base around this property. I've included some samples from their slides below. All in all, I felt they did a plausible job of modeling fan response, including how the fan base emerges from existing fan communities, how interest gets expressed initially through speculation and later through various kinds of cultural production, how fans develop a sense of ownership over the property and sometimes doubt the legitimacy of the people producing it, and how this buzz may or may not translate into box office success.After all, Scott Pilgram went through this entire cycle only to disappoint its producers, though I have argued this has as much to do with inflated budgets leading to inflated expectations. After all, if Scott Pilgram was a small budget indie film (on the same level as the comic on which it was based), it would have been fantastic to see it ranked fifth in that week's box office, where-as seeing a highly touted major studio release there was a devastating disappointment. After all of this excitement, I will now go back to my normal life as a mild-mannered, absent-minded, and over-worked USC professor who wants to make the world safe for participatory culture. But you never know when I may get pulled back into duty as a time-traveling adventurer or when I may find myself being played on screen by Bruce Willis. When duty calls, I hope to have the smart folks at Cimarron Digital build the PR campaign for my big screen adventures. October 18, 2010
How YouTube Became OurTubeIn 2008, the University of Southern California hosted 24/7: A DIY Video Summit, which was organized by Steve Anderson, Mimi Ito, and the fine folks at the Center for Multimedia Literacies. Here's some of what I wrote about the conference at the time: The conference featured screenings focused on 8 different traditions of production-- Political Remix, Activist Media, Independent Arts Video, Youth Media, Machinima, Fan Vids, Videoblogging, Anime Music Video. The inclusiveness of the conference is suggested by the range of categories here -- with avant garde and activist videos shown side by side with youth media, machinima, anime music videos, and fanvids. The curators were not outsiders, selecting works based on arbitrary criteria, but insiders, who sought to reflect the ways these communities understood and evaluated their own work. Paul Marino, who directed Hardly Workin', and who has helped organize the Academy of Machinima Arts & Sciences, put together a crackerjack program which took us from the very earliest use of games as animation engines through the most contemporary and cutting edge work, spanning across a range of different gaming platforms, and mixing videos which are about the games world with those which have a more activist or experimental thrust. Laura Shapiro, an experienced video-maker, brought together a range of fan music videos, again representing a diverse cross-section of fandoms, while Francesca Coppa offered informed critical commentary which identified the schools represented and their aesthetic and thematic goals for their works. Tim Park, an experienced AMV producer, put together a program of anime videos drawn from more than half a dozen different countries.Even in those categories I thought I knew well, I was familiar with only a fragment of the works shown, and even where I thought I knew a work well, I understood it differently when read in the context the curators provided. In some cases, these materials were being shown outside their subcultural community for perhaps the first time. Having written about fanvids since the 1980s, I was delighted to see them gain a public exhibition in this context and for media students to get a sense of the aesthetic complexity and emotional density that is possible working within this form. Ito and Anderson recently returned to these same curators to see if they could offer us an updated view of their corners of DIY video culture. The IML team edited together a remarkable compilation representing of the key trends in contemporary online video for a screening last month at Los Angeles's Hammer Museum. 24/7 DIY 2010: Collective Action from IML @ USC on Vimeo. I was asked to give some remarks after the screening and I thought I would write out some of my core ideas below. I have also asked the various curators to share their selections (with commentary) through my blog over the next few months. So, keep an eye open for what should be a fascinating series of snapshots of the best of contemporary DIY video. How YouTube Became OurTube I always stumble over pronouns when thinking about YouTube. After all, in the English language, "You" is both singular and plural. Most accounts of YouTube assume that it is a space for personal expression, yet if this is the case, why used networked technologies. It is not simply a site for self-branding or "broadcasting". Rather it is a site for collective expression, with many of the videos posted there coming from specific subcultural communities, each of which has a longer history than YouTube itself, each of which has evolved its own traditions of cultural production and circulation. So, for my purposes, let's consider the "You" in "Do-it-Yourself" as plural, multiple, collective, rather than singular, personal, individual. This sense of YouTube as composed of many different production communities is vividly illustrated by the opening segment of this video, which shows how "I'm On a Boat," traveled from a Feb. 2009 sketch on Saturday Night Live, across many of the different subcultural communities represented in this program -- as it gets applied to anime and Star Trek, as it gets performed by A Capella groups and by the U.S. Navy, as it gets rewritten into "I'm on a Blimp" or "I'm on a Broom" to better fit the interests of specific fan communities. What we see here are the consequences of these various DIY media production communities coming together to a shared site where they can see what each is doing and where they can quickly apply what they learn to their own work. We can see this process as one which both impacts these various subgroups and starts to create a shared culture which runs across all of those populations who have chosen to use YouTube as a site for distributing their work. All of this is a vivid illustration of what I've described elsewhere as "participatory culture." In a participatory culture, there are relatively low barriers for engagement and participation, there is strong support for sharing your creations with others, there is a system of informal mentorship where experienced participants help train newbies, and there is a sense that others care about what you say and create. Each of the subcultures represented here have some if not all of the properties of a participatory culture, and when YouTube provides a home for these communities, it acquires some of those properties as well, though it is less clear whether anyone has a primary identification with YouTube and it is very clear that in some ways YouTube itself (especially in its comments sections) can be hostile to the diversity that a participatory culture needs to thrive. All of this is to say that Web 2.0 is not participatory culture. The Web 2.0 companies seek to court, capture, and commercialize aspects of participatory culture but they do not create it and they do not own it and often, their commercial interests are imperfectly alligned with the noncommercial interests which motivate DIY cultural production. What I am calling participatory culture has a long history -- we can trace its roots back to the folk cultural logic which has shaped human expression throughout much of its history; throughout the late 19th and 20th centuries, participatory culture has run through many struggles of everyday people to capture the means of cultural production and to communicate their own stories to the world, a history which runs across many different technological platforms and many different cultural communities. As I suggested in my essay, "What Happened Before YouTube?," our society was ready for YouTube when it appeared, which is why it was flooded so quickly with all forms of amateur and noncommercial media production, many of which had been looking for a site for circulation and exhibition. While the mad rush to get their work on YouTube is impressive by any criteria, it was a byproduct of long-standing interests within these various groups in producing and sharing media with each other. Some of the practices represented in this program build on those traditions, while others reflect the new potentials which have emerged as a consequence of the hybrid media ecology which has formed at the cultural crossroads which YouTube represents. Confronting the quick spread of themes and sounds represented by the "I'm On a Boat" phenomenon, many fall back on empty phrases, such as "viral" or "meme" to explain what is going on. In our forthcoming Spreadable Media book, Sam Ford, Joshua Green, and I dissect these concepts, suggesting that they each mystify rather than clarify the process of cultural production and circulation by treating culture as if it were "self-replicating" rather than acknowledging the human agency involved. In particular, the "I'm on a Boat" videos break down the notion of "fidelity" which runs through writing on Memes and Viruses: we do not simply pass these songs on from mind to mind, rather each new group makes its own contributions, leaves its own mark on what the others have produced. These videos are not simply spreading rapidly, like a contagion, but they are evolving rapidly, through a high speed and high tech version of the folk process. Some of what gets produced for YouTube may start as self-branding, but the work that matters to people matters because it invites their participation, because it encourages them to join the action, even if only through spreading the word. We see this process at work in the segment featured here showing Matthew Harding's "Where the Hell is Matt?" videos, which began as one man's tour of the world, dancing to the sound of his own drummer, but ends with larger and larger groups of people dancing along with Matt. Other featured videos turn our attention towards collective action -- encouraging people to share images of their communities working towards shared interests or agendas. This tendency is spectacularly represented here by the 350 Movement and The GayClic Collab Against Homophobia, both represented in the "All Together Now" portion of the video. In other cases, the videos function as a call and response system, encouraging people to jam together, even though they remain geographically dispersed, as can be seen in "The Mother of All Cords." This desire to express collaborative or collective expression may be what fuels the proliferation of windows, a set of formal practices which gets singled out later in the program. The program also offers us some examples of how the community passes along knowledge to newer members, shown here in "AMV Technique Beat," an Anime Music Video about the conventions shaping the Anime Music Video genre. And elsewhere, we get the sense of the video platform as a site for important community conversations, as the curators brought together a selection of the different responses to the Derrion Albert beating. As Jean Burgess and Joshua Green have noted in their book about YouTube, even seemingly unprocessed clips, segments taken from commercial films and television series, may serve as resources for the community's conversations, with the comment sections on the site and elsewhere being as important to the process as the video itself. YouTube has become a platform where we go to talk about, through, and around videos, and the site's willingness to make it possible for us to embed these videos on social networking sites and blogs is another key factor in enabling it to support these kinds of dialogues between and within diverse populations. As I reflect on this process of transforming media content into resources for conversation and communication, I am reminded of the work of my mentor, John Fiske: "If the cultural commodities or texts do not contain resources out of which the people can make their own meanings of their social relations and identities, they will be rejected and will fail in the marketplace. They will not be made popular."Fiske insisted that mass culture texts only became popular culture when the public took them up as "resources" through which they could express their own perspectives. Fiske's theories in the 1980s helped prepare me and many media scholars of my generation for contemporary remix culture. The "Deconstructing Our Icons" and "Putting Words in Our Mouths" sections here show this remix process at work. Each of the subcultures that are reflected in the current program draws some of its raw materials from popular culture, but several of them -- the Fan Vidders, the Anime Music Vids, Machinema, and the Political Remix vids -- in particular are built around different strategies for appropriating and remixing video content. In some cases, the original content is abstracted beyond the point of recognizability, while in others, the point is for us to recognize it both in terms of its original context and the new context into which it has been inserted. There are several striking examples here from the last presidential campaign, including "Terrorizing Dissent" where McCain's convention speech is juxtaposed against the police's assault on protesters outside, "Dance Off" where McCain, Obama, and Palin dance for their awe-struck publics, and "Synchronized Presidential Debating" which makes visible the candidate's reliance on preset soundbytes rather than spontaneous engagement with their rivals. The selections from the Fan Vidding world also show us how the form is being increasingly used to make critical comments on the culture around them, as illustrated by the "Art Bitch" video based on Battlestar: Galactica and the "Piece of Me" video commenting on Brittany Spears and celebrity culture. A striking shift from the 2008 to the 2010 videos has been the increasingly globalized nature of this grassroots media production. We see this in playful ways as media makers from the developing world join the "lip dub" movement or contribute to pass-along video compilations, but we also saw it in the ways that protesters in Iran were able to capture and transmit powerful footage of the action in the streets in the aftermath of their failed elections. The images of Neda gave a face to the movement and will remain key icons of the 21st century. If some have described, with a certain degree of mythologization, what happened in Iran as a "Twitter Riot," we need to also recognize that it was also a YouTube and Flickr riot. In each case, though, we need to recognize that these media were directed towards us in the west rather than being resources used in Tehran to mobilize the revolution that never quite came. The Iranians tapped new technologies and their strong diasporic network to get word out of their often closed country and to court public opinion around the world. This too is part of the story of DIY media in recent years. Through this process of media sharing, we have collectively distilled attention around key images and moments which now form key elements of our cultural archive -- some of these elements come from mass media (such as Kanye West's disruptions and eruptions), some from the grassroots media (such as "Charley Bit Me," "Keyboard Cat," or "Double Rainbow,"). In either case, these images have become culturally central because they have provided many different groups with expressive resources. They have gained resonance as they have been deployed and redeployed through countless other videos and thus they have become part of the shared culture of the various networks which pass through YouTube. In this context, each new formal innovation (capacities to autotune sounds, to layer on windows, or to use Little Big Planet to design characters and levels) travels rapidly from one producing community to another. Early on, the tool may become a source of fascination in its own right, while later, it simply becomes one more device which can be used to create a fan vid or score a political point. In such a context, it becomes challenging to maintain any sharp dividing line between different kinds of subcultural practices. What seemed relatively distinct in 2008 seems less so in 2010. For me, one of the most compelling segments of this video involved the "lip dub," a practice of grassroots performance where communities of people get together and produce elabroate, single-take music numbers. As I watched these, I was delighted by the sense of collective joy as places of work -- stores, offices, and schools primarily -- get transformed into performance spaces, taken over as sites of play. Behind each such video there is a story of collaborative production, often creative expression which straddles other kinds of hierarchies - as bosses and workers, teachers and students, doctors and patients, work together to create something which allows each of them to feel a moment of stardom. Compared to many traditional societies our culture has surprisingly few such moments of collective joy, few chances to transcend fixed relationships and imagine new ways of singing and dancing together. Here's a complete list of the videos featured in the program: Get on the #@&$! Boat All Together Now Day 18 NaVloPoMo | Ermander |2009 Deconstructing Our Icons Ian Fleming's Property of a Lady | qwaga | 2009 Neda Agha Soltan, killed 20.06.2009, Presidential Election Protest, Tehran, IRAN | AliJahanii | 2009 Teach it Yourself The Story of Stuff | Annie Leonard | 2009 Little Big Mods Little big planet COSTUMES SACKBOY | xxxNUCKxxx | 2008 AMV Technique Beat | Douggie | 2007 Kutiman-Thru-you - 01 - Mother of All Funk Chords | Kutiman | 2009 A Day at the Office | sfeder331 | 2009 Tune it Yourself Dude You Have No Quran AUTOTUNE REMIX | Bart Baker | 2010 Wedding Dance Videos JK Wedding Entrance Dance | TheKheinz | 2009 Credits 24/7 2010 Curators: Matteo Bittanti, Francesca Coppa, Sasha Costanza-Chock, Ryanne Hodson, Jonathan McIntosh, Tim Park and Mike Wesch Special thanks to Jonathan Wells, Meg Grey-Wells and the staff of The Hammer Museum October 15, 2010
Towards a New Civic Ecology: Addressing the Grand ChallengesLast 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. 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.
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. 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. 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.
October 14, 2010
Wanted: Post-Doc to Help Research Youth and Civic EngagementI 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.
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:
Start date is as soon as possible. more information about posted position and application details October 11, 2010
Raising the Digital Generation: What Parents Need to Know About Digital Media and LearningA few weeks ago, I was asked to represent the School of Communications by giving a talk for Trojans Parent Weekend at USC. (For those who do not follow American universities and their team mascots, the Trojans is the name for the USC sports team and thus, the name that is attached to anyone affiliated with the university.) Below, you can find the webcast version of my remarks, which sought to congratulate parents on their obvious success in raising a child smart enough to become part of our student body and to challenge some of their preconceptions about the forms of informal learning their offspring may have encountered in the course of their interactions with new media platforms and practices. I felt that this talk might be of interest to my readers, many of whom are educators and/or parents, and who have displayed in the past great interest in my posts on new media and learning. Parents receive so little advice about how to confront the real challenges of navigating the digital environment which is unfamiliar to them and often to their children. Most often, they are told just say no. The more you restrict media use, the better parent you are. And for God's sake, keep the computer out of the kid's bedroom. But none of that feels adequate for a world where there is real learning taking place on line, where learning to navigate the new media environment is going to be key for your offspring's future success. Our schools are already blocking access to many of these core technologies and often refusing to advise youth about how to use them ethically, safely, and creatively. If parents start shutting off computers in the home, they really do close down potentials for their children's growth and development. And if they start snooping through their young person's internet accounts, they run the risk of damaging trust that is going to be vital for their long term relationship. My core advice to parents: Kids need someone to watch their back and not snoop over their shoulders. They need adults who are as engaged in their online lives as they are with their off-line lives -- not less and not more. Some of what you hear here will be familiar, reflecting other talks and essays I've published on the work of Project New Media Literacies. Some will be newer, having to do with my ongoing projects in the area of youth, new media, and civic engagement. I mentioned there in passing that we are in the process of creating the Participatory Culture and Learning Lab in the Annenberg School. Participatory Culture has long been the over-arching theme of my work, whether applied to think about creative industries and consumer/fan culture, new media literacies and education, or civic engagement. Over the past year, I have been transitioning out of many of the research roles I played through the MIT Comparative Media Studies Program and consolidating my research efforts here at USC. I have been lucky to draw several key members of my research staff on the East coast to join me here in sunny California -- including Erin Reilly who has long been the research director of the New Media Literacies team (and now is building affiliations with the Annenberg Innovation Lab) -- and I have reunited with Sangita Shreshtova, a CMS alum, who is now Research Director for the work we are doing on civic engagement with the MacArthur and Spencer Foundations. PCL (which people are already calling Pickle) represents an umbrella organization which will sustain these efforts while opening up a space for new research initiatives down the line. October 6, 2010
Perhaps a revolution is not what we needA 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:
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 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"?
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 wasnât 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"?
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?
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. September 22, 2010
Avatar Activism and BeyondA few weeks ago, I published an op-ed piece in Le Monde Diplomatique about what I am calling "Avatar Activism." The ideas in this piece emerged from the conversations I've been having at the University of Southern California with an amazing team of PhD candidates, drawn from both the Annenberg School of Communications and Journalism and the Cinema School and managed by our research director, Sangita Shreshtova (an alum of the MIT Comparative Media Studies Program). Every week, this volunteer army gets together and explores the blurring line between participatory culture (especially as manisfested through fandom) and participatory politics (with a strong focus on youth engagement). Collectively, we've begun to generate conference presentations and publications, including jointly editing a forthcoming issue of Transformative Works and Culture, which is going to deal with fan activism. We've now received funding from the MacArthur and Spencer Foundations to do field work looking at political organizations which are engaging youth with the political process often through unconventional means. Our current focus is on Invisible Children and The Harry Potter Alliance, though other members of our group have been looking at a range of other examples. You can see some of our earliest accounts of this process on the web here. Those of you who follow my Twitter account will already have seen the Avatar Activism piece in its published form, but I thought I would share here the extended version, including the bits that ended up on the cutting room floor. And after the article, I want to talk about an interesting response to the piece which was recently posted.
So, that's where I left it in the original draft of the essay, but the great thing about the blogosphere is that others add to your ideas in unexpected ways and they do so with much more rapid turnaround than would be possible in the sluggish realm of traditional academic publishing. Over the weekend, a response to my essay appeared on line, written by an expert about the tactics and rhetoric shaping politics in the Occupied Territories, and placing the Avatar video from Bilen into the larger context of the ongoing tactics of the group of protestors who created it. The entire post is must-read for anyone who cares about either the politics of the region or the general theme I am exploring here, how activists can use participatory media practices in order to direct greater attention onto their struggles and engage with new supporters. But I thought I would share a few chunks here in the hopes of enticing more of you to check out what Simon's Teaching Blog has to say.
It was fantastic to see someone place the Avatar protest in this larger context of other interventions and tactics deployed by this same group of protesters. As someone who lacks expertise on the Middle East, I didn't know anything more about this situation than I had read in existing news reports, though it spoke to the global context where these appropriations are occuring. When we launched our paper call for the Transformative Works and Culture special issue on "Fan Activism," we were surprised that the overwhelming number of submissions on this issue came from researchers working outside of the United States and recounting very powerful examples of such tactics being deployed all over the world. I look forward to sharing more about these issues in future blog posts.
September 1, 2010
High Tech? Low Tech? No Tech?Through the work of the New Media Literacies Project, we make a core distinction between the digital divide (which has to do with access to technologies -- especially networked computers and mobile telephones) and the participation gap (which has to do with access to skills and competencies required to meaningfully engage with networked culture). While there is clearly a relationship between the two, we've seen great value in decoupling them -- recognizing that one can have access to the technology without having the support structure around it which would enable you to meaningfully participate in the online world and suggesting that even schools which have little or no access to the technology might still help to foster core literacies which would allow their students some leg-up when and if they were able to gain access to networked computing. We've taken as a challenge the design of activities for low-tech and even no-tech contexts, trying to reassure teachers that ultimately it is about new conceptual models and cultural relations as much or more than it is about new technologies.
by Laurel Felt
Those offices/apartment buildings/restaurants/hotels with the means independently purchase backup generators to see them through these periods of electrical deprivation. My workplace, the African Health Education Network (Reseau African d'Education pour la Sante (RAES)), had a backup generator.
Who can quibble with that? Who's against supporting kids' intellectual, social, and moral development? Seems like a bipartisan, big tent, "everybody on board" kind of issue to me. But a lot of people doubt the necessity of NML instruction... maybe because they misunderstand it? Maybe it's a name thing, maybe people hear the word "new," and they hear the word "media,"(2) and they think,
"Forget about it! Enough with the bells, enough with the whistles! Enough with time-sucking TECHNOLOGY! Get back to teaching little Johnny and Susie(3) good ol' fundamentals, like reading, writing, and 'rithmetic. How about teaching them how to spell, for goodness sakes?! They don't know how to write anymore!"
Am I making sense? Here's an example: We've always needed to know how to experiment in order to figure things out. How else could we have mastered free throw shooting, can opener using, or parallel parking? But now we especially need to know how to experiment. Why? Because we're confronted with complex cell phones, tricked-out digital cameras, and bewildering new versions of Microsoft Office. Let's face it, unless you're my dad, you're just *not* gonna read the manual. If we're not comfortable pushing buttons, navigating menus, and noticing what happens, we're gonna find ourselves in a jam and/or seriously undertapping potential.
New Media Literacies Improved Functioning + Social and Emotional Learning → + Asset Appreciation
"Our public school system is bankrupt and our students are falling behind. Fourth-graders in Kazkhakstan out-perform our kids in math! Most US students think Beethoven is a dog! So should we really be spending taxpayers' precious dollars on touchy-feely lessons like 'making friends' when kids can (and probably are!) learning these things themselves on the playground?"
DAY 2: Basic Computer Literacy + Message Development (NML skill of the day: Multitasking) DAY 3: Message Development (Classic media literacy; NML skill of the day: Collective Intelligence) DAY 4: Message Diffusion (Diffusion of Innovation + Stages of Change; NML skill of the day: Networking) DAY 5: Audio (Hip hop; NML skill of the day: Appropriation) DAY 6: Non-fiction (Journalism + Positive Deviance; NML skill of the day: Negotiation) DAY 7: Conflict (NML skill of the day: Performance) DAY 8: Fiction (Script-writing +Entertainment-education; NML skill of the day: Transmedia Navigation) DAY 9: Fixed images (Photography + Peer support; NML skill of the day: Play) DAY 10: Moving images (Cinematography + Human rights; NML skill of the day: Visualization) DAY 11: Basic Internet Literacy (NML skill of the day: Judgment) DAY 12: Conclusion (NML skill of the day: Simulation)
(3) (nowadays, it's more like Aidan and Madison, or Muhammad and Elena) (4) By Day 5, Alex greenlit the daily rental of a tiny generator.
Laurel Felt is a third-year doctoral student at USC's Annenberg School for Communication & Journalism who only wants to change the world... To do so, she seeks to support youths' development of new media literacies, social and emotional learning, and asset appreciation. Her research also looks at gender, obesity, bullying, and reproductive health. August 23, 2010
How New Media is Transforming Storytelling: A New Video SeriesKurt Reinhard from the Institut für Theorie, Zurich University of Applied Sciences and Arts, recently posted on Vimeo a fascinating series of short videos on the future of storytelling. The videos juxtapose the perspectives of some key thinkers in this space, including Clay Shirkey (NYU), Joshua Green (UCSB), Ian Condry and Nick Montfort (MIT), Dean Jansen from the Participatory Culture Foundation, Joe Lambert from the Center for Digital Storytelling, and, hmm, Henry Jenkins (USC), among others. Each video is between five and ten minutes long and tackles some of the ways that shifts in the media environment are changing the nature of stories and storytelling. This opening installment sets the stage with a broad overview of the nature of media change. Storytelling Part 1: Change of Storytelling from ith storytelling on Vimeo. Here's a segment that deals specifically with the issues around transmedia storytelling and entertainment. Storytelling Part 3: Transmedia from ith storytelling on Vimeo. This one deals with storytelling in relation to social networks. Storytelling Part 4: Potential of Social Media from ith storytelling on Vimeo. Another explores collaborative production of stories through processes like crowdsourcing. Storytelling Part 5: Collective Storytelling from ith storytelling on Vimeo. And this one explores issues of motivation within participatory culture. Storytelling Part 8: Motivation to Participate from ith storytelling on Vimeo.
The video series is intended to call attention to the launch of a new collaboration between European institutions to explore the processes, practices, and literacies surrounding stories and storytelling. Beyond Reinhard's own people at Zurich, he says that the following other researchers are going to be contributing to this project: * Goethe-University Frankfurt am Main, Verena Kuni August 2, 2010
Medium Specificity -- a SyllabusI have been using this blog to share the syllabi of the new courses I am developing for the University of Southern California -- courses which reflect my long-standing research interests. This semester, I was asked to develop a course for the multidisciplinary iMap program in the Cinema School, a program which encourages the interplay between theory and practice. The original subject was developed by the late Anne Friedberg, so I am very much aware of her intellectual legacy as I developed my approach to this subject matter. I also saw it as a chance to revisit some of my own intellectual roots -- with different topics hearing paying tribute to faculty who have influenced my own intellectual development, including Edward Branigan, Rick Altman, David Bordwell, Kristin Thompson, and David Thorburn -- as well as some such as Tom Gunning and George Lipsitz who have shaped my thinking from afar. I intend to use this course both to expose students to key ideas drawn from a range of different areas of media studies and to get them to think critically about a range of different media texts. Film, no doubt, plays a special role in this class, because there is such a fully developed tradition of critical and theoretical writing there, but we will also be constantly returning to contemporary developments in digital media as a space against which to test these various theories. For me, the formal and aesthetic dimensions of this course will form a nice contrast with the more social and ideological issues I am exploring in the Civic Media class that I shared with my blog readers earlier this summer. Medium Specificity This course takes as its central themes the borders and boundaries between media. Early on, we will consider some attempts to develop theories of medium specificity - trying to determine what traits define film, photography, and games with a focus on what differentiates them from other existing modes of representation. How is photography distinct from painting? What are the defining traits of the cinematic? Are games narratives? As we deal with these theories, we will show how they each moved from descriptions of the properties of specific medium to prescriptions for what the aesthetics of these media should look like. It is at this intersection where this course most clearly explores the relationship between theory and practice. Even with these medium-specific approaches, we will be exploring how their development required a mode of comparison across media. So, we see Eisenstein, for example, resting his theory of the cinematic on analogies to text-based media and Bazin drawing on notions of photography and theater to talk about cinema. And we will explore how writers like Arnheim sought to resist the coming of sound in order to protect what they saw as the "purity" of their medium specific approach. As the course continues, we will dig more deeply into media theories and practices which consciously explore the intersections between expressive media rather than marking the borders between them. We will explore notions of interface, affordance, narrative, character, space and spectacle, globalization, and cultural hierarchy as they relate to the interplay between different media systems and practices. Here, we will be looking at theories which celebrate hybridity and border crossing rather than seeing them as problematic. Yet, in doing so, these theories still make implicit assumptions about what each medium does best or what each has to contribute to a transmedia system. So, again, we will find that the notion of medium specificity plays a central role in such formulations. Across the course, we will be looking at a range of media texts as vehicles through which to test and expand the theories we are studying. These texts are sometimes read as experiments in medium specificity and border crossing and in other cases these works are seen as making their own conceptual contributions to our understanding of the interplay between different kinds of media. In every case, they will be looked at as illustrations of how media theory might inform creative practice and how production may help extend theoretical arguments. Books: Assignments: The Specificity of Digital Media (20 Percent) Much of what we are reading this semester was written in regard to early 20th century media such as film and photography. In what ways have these debates surfaced as our culture has responded to the emergence of new media of expression? What similarities or differences do you see in terms of the debates about games or the web and the debates about these earlier media? Which ideas from the past offer us the best tools for thinking about the present and future of digital expression? (Sept. 27) August 23rd Screening: Sita Sings the Blues (2009) The Problem of Medium Specificity (August 30th) LABOR DAY, NO CLASS (September 6th) Medium Specificity in Cinema (September 13th) Medium Specificity in Photography (September 20th) Medium Specificity in Game Studies (September 27th) Windows, Frames, and Mirrors (October 4th) Screening: Strange Days (1995) Attractions and Spectacles (October 11th) Migratory Characters (Monday, October 18th) Spectacular Media Spaces (October 25th) Transmedia Logics (November 8th) Hybridity and the Dialogic (November 15th) Final Presentations (November 29th) July 12, 2010
Girls, Gaming, and Gender: An Interview with Game Designer and Researcher Jennifer Jenson (Part Two)Below is the second installment of my interview with York University's Jennifer Jenson, a designer who has been doing significant research on gender and children's play with video games. You can find more about the 3G summit she is participating in here and here, including information about sponsorship. You suggest that much research on gender and games seeks to identify static "preferences" while gender is being "performed" in specific contexts. Yet the search for preferences seems calculated to identify design principles which seek to mediate inequalities in production and access to games. How might the more performance or actor-centered approach you are advocating lead to design principles that might address these concerns?
Should we be focused on redesigning the contexts where play takes place rather than redesigning the games themselves?
Is it possible to use game design in ways which encourages players to perform gender differently? What assumptions are we making about the relationship here between the impact of game design and the impact of social norms? I think the main assumption in terms of social norms is that the only two available genders are male and female -- by not allowing for a range of 'other' choices, we are automatically black boxing gender -- reducing it to binary sex-based characteristics that in some very real sense do not allow for a lot of 'play'. Can you tell us more about your own work as a game designer? In what ways has the theoretical and ethnographic work you've done on gender and games informed the games you are making and vice-versa?
You have argued that some progress might be made in these debates if we split apart concepts of sex and gender. Can you describe a bit more what this distinction might contribute to research in this area?
As you note, male experience and preferences have been taken for granted in much of this research. What would we gain if more time was spent exploring the construction of/performance of masculinity in relation to games? What we do not have to date is a careful exploration of masculinities at/in play in games, and I think what such a perspective might offer is nuance and identities that are masked by the blanket presumption that all men play games and they play them a certain way. This of course is not the case, but the fact is we do not have many accounts of boys and men's play, and it would be worth knowing something about the group of men who have played console games together since they were 10, and continue that play into adulthood, or about those who play xbox live sports games at certain times every weekend, or even about the young man labeled "addicted" to videogames -- what about their stories? And then again, what about the men who play bejewelled and not much more and love it? Dr. Jennifer Jenson is Associate Professor of Pedagogy and Technology in the Faculty of Education, York University, Toronto, Canada. She has published on gender, technology and digital games and games and education, among other topics. She also, with a team of folks, including Suzanne de Castell, designs games for education -- recent titles include: Contagion, Tafelmusik: The Quest for Arundo Donax, and Epidemic: Self Care for Crisis. In addition to a strong penchant for Victorian fiction, her favorite game at the moment is Wario Ware DIY. July 10, 2010
Girls, Gaming, and Gender: An Interview with Game Designer and Researcher Jennifer Jenson (Part One)A few weeks ago, I received an email from Mindy Faber, the co-organizer of The 3G Summit: The Future of Girls, Gaming and Gender which she described to me as "a visionary 4-day initiative that brings 50 urban teenage girls together with five leading women game designers and scholars for intensive dialogue, inquiry, game-play, and mentorship. It is organized by Open Youth Networks, Interactive Arts and Media and The Institute for Study of Women and Gender in Arts and Media at Columbia College." The designers involved with the event look like a who's who of women who have been doing cutting edge thinking about gender and games and who have also been demonstrating the potentials for developing alternative models of game and play (including two associated with the University of Southern California):
As Faber explained: Because the five women use such different approaches to game design, there is no uniform curriculum or pedagogy. Each of the five teams, consisting of ten girls, one near peer and another woman game facilitator will undoubtedly produce some surprising and intriguing game concepts that are likely to challenge many assumptions we have about what girls like to play. Important to the process is that we do not impose on the girls what types of games they should make or on what platform. Rather we want to remove obstacles that say "you can't do this "or "only this is a real game" and release their imaginations. I am proud to have made an early contribution to the research in this area through From Barbie to Mortal Kombat: Gender and Computer Games, which I co-edited with Justine Cassell, now at Northwestern University. More recently, the MIT Press has published a follow up book, Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. I interviewed the editors of that book, Yasmin B. Kafai, Carrie Heeter, and Jill Denner here on the blog when it was first published. The shift from "games" in the original collection to "gaming" in the follow up volume says a lot about the shift from a focus on games as programs to the focus on the process and contexts through which play takes place in and around games. It was exciting for me to see this project, not only exploring these questions, but applying our emerging understanding of gender and games to help make a difference for a group of young women. There is still such a burning need for women in the games industry and in computer science more generally. I had a chance to interview York University's Jennifer Jenson, one of the designers participating in the 3G Summit, both about the event and her perspective on gender and games. Both on her own and through her collaborations with Suzanne de Castell, Jenson has been doing some of the most theoretically sophisticated and conceptually advanced research in this space -- especially through introducing perspectives from performance theory to challenge some of the first generation of researchers' and the industry's assumptions about how gender impacted children's play with computer and video games. The interview will appear in this post and a follow-up piece later this week.
One of the primary goals of the workshop is to put the tools for game design development and production in the hands of girls, with near peer and other structured support in an effort to encourage them to see themselves potentially in those roles in future. It continues to be the case that the numbers of women in the games industry compared to men is shockingly low (somewhere around 10%) with most of those positions being in human resources. Not only are women under-represented in the games industry, but they are also underrepresented, and have been for nearly 25 years in fields like computer science and engineering. So a workshop like 3G Summit is an invaluable opportunity for girls at this age to begin to imagine that they might want to do something like this in the future. Is the goal of this boot camp to impact games research, game design, or both? My understanding of the boot camp is that it is meant to both impact game design and game research. And as an educator and someone who has worked with girls and women to support their enjoying the pleasures as well as the uses of new technologies since my PhD work, which is now getting on to be nearly 2 decades, and it has also meant, I hope, to impact on the girls themselves. In fact, for me, that would be the number one goal! On the first point, it is a high concentration of girls working with 5 mentors and other near peer mentors to construct games that are meaningful to them, and that can't help but make ripples in terms of game design. I am thinking of it in terms of having a mini-incubator of concentrated talent and raw enthusiasm that can't help but produce very interesting results. In terms of a research agenda, I think this will contribute to growing body of work that examines young people's production of digital games, which has been around for quite a while now -- many have been working for example, for sometime now with kids and game production, work that started to emerge in the late 1980s and early 1990's, which saw very early on the positive critical thinking and learning skills that could be developed when young people see their roles as producers, not just consumers of games. In this changed landscape of production, of as you have written, a 'participatory culture' in which individual consumers can take up productive roles in the creation of media, including games, it is critical that girls see themselves in these roles, and especially in relation and in this case, girls seeing themselves as producers of games. And as people who can make a real difference in the kinds of games being made -- which really do need some new inputs, new value bases, and new ideas to get beyond the persistently profit-driven design choices that commercial game companies (no surprise, of course) have made and continue to make. Games can do a LOT more, and do it a lot better than what we have so far seen, not just for girls, but for everyone. As you've noted, researchers have been examining gender and games since at least the early 1980s. What has shifted over this time in terms of actual women's relationship to games and how have these shifts been reflected in the research being produced?
In your writing, you suggest that much current work on gender and games falls into a series of "gender traps," which replicate hegemonic assumptions about gender rather than critique them. What are some of these "gender traps" and what advice would you offer to researchers who want to think around them?
You have challenged the common claim that girls do not like competition and prefer cooperation within their game play. On what grounds?
Dr. Jennifer Jenson is Associate Professor of Pedagogy and Technology in the Faculty of Education, York University, Toronto, Canada. She has published on gender, technology and digital games and games and education, among other topics. She also, with a team of folks, including Suzanne de Castell, designs games for education -- recent titles include: Contagion, Tafelmusik: The Quest for Arundo Donax, and Epidemic: Self Care for Crisis. In addition to a strong penchant for Victorian fiction, her favorite game at the moment is Wario Ware DIY. July 9, 2010
ARG 2.0 (Part Two)
[Studio] execs are mired in next-quarter earnings, and ARGs and other transmedia extensions require time to take root and build active, invested communities. It is decidedly a long-term investment, the fruits of which [may] not be fully realized until a significant period of time post-launch. As such, most studios aren't willing to make the investment needed to bake those components in from the beginning or allocate the funds/resource necessary to ensure their ongoing success (Gennefer Snowfield, Transmedia LA 2010). Perhaps if ARGs weren't so demanding on marketing budgets, studio executives would be more willing to "bake them in from the beginning" and hang onto them for the long term. One way around this problem is to develop replayable, ongoing ARGs that engage fans in practices rather than the mere consumption of additional layers of a property via interactions with puzzles and in-game characters. Unlike the labor-intensive PM-centric traditional ARG model, such solutions have the capacity to produce the bulk of their content and interactivity through the emergent effects of a ruleset. These kinds of ARGs might not be the future of storytelling; but perhaps they are the future of story facilitating. Over the past few years, several major ARG projects have attempted to engage fans in the co-creation of narrative content by using a ruleset to structure and guide participation. One of the most well-known of these projects is World Without Oil (Ken Eklund et al, 2007), a collaborative production game that invited players to speculate about what their lives would be like in the event of a sudden oil shock. While this game retained many of the characteristics of the traditional ARG, including an event-driven and time-sensitive structure, it shifted the emphasis away from the collective solving of puzzles and toward the production of content. In this manner, it effectively turned the tables on the players - instead of in-game events alerting participants to the existence of new PM-created content to decode and analyze, the fictional events that structured the overarching narrative of World Without Oil signaled the players to imaginatively engage with the story world and create - and share - their own content. Unlike previous efforts at "user-submitted content," which often merely offered players a chance to upload their own media artifacts as a kind of bonus activity, in World Without Oil, the players had no other option - collaborative production was the game, full stop. Further, the content the players submitted would feed back into the game system and in turn was incorporated into the evolving narrative, minimally as an entry on the individual player's profile page, and maximally as a curated or "featured" item on the game's home page. A simple and flexible set of rules governed the players' participation: they could create one of several types of media artifacts; they could work within the bounds of the fictional world or strike out on their own; they could choose to build on the work of other players or make reference only to their own imaginings; and so on. In short, the players were given enough structure such that they knew generally what they were supposed to do, but enough freedom to approach things in a manner that best suited their own interests and competencies. In his seminal essay on Linux, The Cathedral and the Bazaar (2000), Eric Raymond noted that "[it] may well turn out that one of the most important effects of open source's success will be to teach us that play is the most economically efficient mode of creative work." But by providing players with a sandbox within which they can meaningfully engage with the world of a media franchise or institutional cause, game designers do more than just streamline the production process. They also win hearts and minds. As veteran ARG writer and player Andrea Phillips told me in a recent interview, "once you've given your audience official permission to collaborate with you in any meaningful sense, they're yours forever, hook, line, and sinker" (Watson 2010). World Without Oil and other early collaborative production ARGs such as the Playtime Anti-Boredom Society's SFZero (2005) were among the first of a wave of games to articulate simple rulesets via social networking platforms in order to structure participation. Games like Top Secret Dance Off (2008), Superstruct (2008), and Evoke (2010), all designed by World Without Oil collaborator Jane McGonigal; Must Love Robots (2008), designed by Jim Babb and Tanner Ringerud; and, Austin Hill and Alex Eberts' Akoha (2010), further iterate the design of online collaborative production games, adding in new elements such as achievement badges, unlocks, leaderboards, and other player profiling and progress-tracking systems. In some cases, these games, such as SFZero, Top Secret Dance Off, and Akoha, limit or eliminate their structural dependence on time-sensitive events, resulting in ongoing game activities that further lower the bar to entry by doing away with the need for "Story so Far"-style summaries. These kinds of games draw heavily from casual game design, and reflect an awareness of the powerful affordances of social networking platforms to construct asynchronous and persistent play activities. Further, since the challenges in these games are individual rather than collective, players can effectively customize how and when they participate according to their own desires, available time, and range of skills - an impossibility in traditional ARGs designed to be played by a "hive mind." And since the experience is also inherently social - the point of these games, after all, is to share content and co-create narratives - powerful collective intelligence effects emerge nonetheless, as metadata-rich knowledge archives are produced from the aggregate of the players' contributions and interactions (Institute for the Future 2009; Shirky 2008). Many similar games and activities have appeared over the past few years that do not operate under the aegis of ARGs or pervasive games, but are nonetheless good illustrations of this kind of participation design. Kongregate, for example, is a website for independent video game designers that is itself a game, awarding players points, badges, and collectible Magic-like game cards in exchange for playing other players' games, having their own games played or rated, and accumulating friends on the network. By adding these layers of game play to what otherwise would be yet another banal social networking hub for Flash programmers, Kongregate not only motivates additional acts of collaboration and production, but creates valuable brand identity and allegiance that extends across the entire range of player-produced games hosted on its servers. This kind of productive social metagaming promises to explode over the next couple of years as Facebook's Open Graph and other (perhaps more legitimately "open") social media standards take hold (Messina 2009; Schell 2010). Of course, studios and other large media companies aren't always well-received when they attempt to enter domains of independent or fannish production. In such gift economies, to paraphrase Lessig, the studios' money is poison. And while "corporately endorsed produsage or the commercial harboring of produsage communities may enable a wider variety of remixing and mashup activities to take place" (Bruns 2008, 324) within a studio-friendly intellectual property framework, one doesn't have to look too hard to find examples of industry-sanctioned fan production sites that have failed. Fortunately, then, collaborative production is not the only way of getting around the accessibility, replayability, and scalability problems inherent in traditional ARG design. Experience designers like Jeff Hull build ambient location-based narratives that retain much of alternate reality gaming's tried-and-true transmedia storytelling componentry, but drop its dependence on time-sensitive events and collective problem-solving. Hull's The Jejune Institute (2009) is literally embedded into the fabric of the Bay Area, narrating the evolution of a strange New Age self-help cult through diverse physical and virtual artifacts, including websites, guerilla poster art, a low-powered radio broadcast station, and a physical "headquarters" space on an upper floor of a downtown office tower. The goal, Hull writes, "[is] to present . . . interactions everywhere across the civic realm, so that trap doors and side hatches exist all around you, all the time, [fused] into the urban landscape" (Watson 2010). Players who tumble into The Jejune Institute's trap doors discover a world waiting there for them to explore - a kind of off-kilter transmedia theme park that is meant to be visited and experienced rather than analyzed or "solved." Finally, it's important to note that, for some use cases, there is good reason to make ARGs less accessible, less replayable, and less scalable. Massive player populations are not always a good thing. As we have seen, such mega-games are not only expensive to run and maintain, but often have to make critical creative compromises in order to broaden their appeal. In cases where the aim is to create or mobilize an elite core of players who can then go on to evangelize for a brand or cause, difficult-to-access once-in-a-lifetime events that cater to small crowds of self-identified "lead users" can actually have much more impact than campaigns designed to attract hundreds of thousands of participants. As Dena (2008b) notes, in many cases "[designers] could improve the 'accessibility' of ARGs but to do so would remove important triggers to hard-core player production and enjoyment." The trick, of course, is to continue to find ways to appeal to a hard-core population that is extremely savvy about storytelling and game design. In this respect, the elite or hard-core ARG must by necessity remain an elusive and dynamic form. VI. Conclusions Bogost, Ian, Persuasive Games: The Expressive Power of Videogames (The MIT Press, 2007). DARPA, DARPA Network Challenge Project Report, 16 February 2010. Dena, Christy, 'ARG Stats', 2008 [accessed 9 May 2010]. ---, 'Discover Manoa!: Second Life RPG & the problem with ARGs', 2007 [accessed 8 May 2010]. ---, 'Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games', Convergence Journal: International Journal of Research into New Media Technologies, 14 (2008), 41-57. Down, Kerry Ann, 'Alternate reality games for orientation, socialisation & induction', 2008 [accessed 9 February 2010]. Gee, James Paul, What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition, 2nd edn (Palgrave Macmillan, 2007). Gibson, William, Pattern Recognition (Berkley, 2005). Goodlander, Georgina, 'Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art Museum is Letting Game Players Redefine the Rules' [accessed 19 January 2010]. IGDA ARG SIG, 'Alternate Reality Games SIG/Whitepaper - IGDAwiki', 2006 [accessed 21 February 2010]. Institute for the Future, Superstruct, 2009 [accessed 10 May 2010]. Jenkins, Henry, 'Chasing Bees, Without the Hive Mind', Technology Review [accessed 8 May 2010]. ---, Convergence Culture: Where Old and New Media Collide, Revised (NYU Press, 2008). Levy, Pierre, Collective Intelligence, 1st edn (Basic Books, 1997). McGonigal, Jane, ''This is Not a Game': Immersive Aesthetics and Collective Play', in MelbourneDAC (presented at the Melbourne DAC, Melbourne, 2003). ---, 'Why I Love Bees: A Case Study in Collective Intelligence Gaming', The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, - (2007), 199-227 ---, 'This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century', 2006 [accessed 21 April 2010]. Messina, Chris, and Jyri Engstrom, 'The Web at a New Crossroads', FactoryCity, 2009 [accessed 24 April 2010]. Montola, Markus, Jaakko Stenros, and Annika Waern, Pervasive Games: Theory and Design (Morgan Kaufmann, 2009). Morris, Chris, Sean Stewart, Elan Lee, and Jim Stewartson, 'Events, not ARGs: Interview with the founders of 4th Wall', 2009 [accessed 21 February 2010]. Nieuwenhuys, Constant, 'A Different City for a Different Life', Internationale situationniste, 3 (1959), 37-40. Phillips, Andrea, 'ARGs and Women: Moving Beyond the Hot Brunette' (SXSWi, 2010) [accessed 10 May 2010]. Raymond, Eric Steven, 'The Cathedral and the Bazaar' [accessed 8 May 2010]. Schell, Jesse, DICE 2010: Design Outside the Box, 2010 [accessed 22 April 2010]. Shirky, Clay, Here Comes Everybody: The Power of Organizing Without Organizations (Penguin Press HC, The, 2008). Stewart, Sean, 'Alternate Reality Games', 2004 [accessed 21 February 2010]. Szulborski, Dave, This Is Not A Game: A Guide to Alternate Reality Gaming (Lulu.com, 2005). Terdiman, Daniel, ''Last Call Poker' celebrates cemeteries', 2005 [accessed 9 May 2010]. The Cloudmakers, 'Puppetmaster FAQ' [accessed 8 May 2010]. The Dot Eaters, 'Coin-op Video Game History', 2007 [accessed 10 May 2010]. Various, 'Transmedia LA Google Group', 2010 [accessed 10 May 2010]. Vinge, Vernor, Rainbows End (Tor Books, 2007). Walker, Jill, 'Distributed Narrative: Telling Stories Across Networks', in (presented at the AoIR 5.0, Brighton, UK, 2004). ---, 'How I was played by Online Caroline', 2002 [accessed 9 May 2010]. Watson, Jeff. 'Interviews', 2010. Jeff Watson is an interdisciplinary media practitioner with a background in screenwriting, filmmaking, and game design. His doctoral research in Media arts and Practice at the University of Southern California's School of Cinematic Arts focuses on investigating how ubiquitous computing and social media can enable new forms of storytelling and civic engagement.For more insights from Jeff Watson, you can check out his website or follow his Twitter flow. July 7, 2010
ARG 2.0 (Part One)The Alternate Reality Game (ARG) remains a topic of great interest to me and to my students at MIT and USC. Through the years, we've discovered that the ARG falls at the intersection between our recurring interests in participatory culture, collective intelligence, new media literacies, transmedia entertainment, and civic engagement. In my Fandom, Participatory Culture, and Web 2.0 graduate seminar last spring, Jeff Watson wrote a provocative essay which reviewed and challenged the current state of ARG theory and design, proposing some of the limits of this still emerging genres, as well as identifying some experiments that stretch the ARG in new directions. I immediately knew that I wanted to share this essay with my readers, who have a range of different investments in this space, in hopes that it might serve as a catalyst for enlarging the conversation around ARGS and might give him useful feedback as he hopes to prepare this essay for publication. Watson comes at this topic as a student in the USC's Cinema School's innovative iMAP program, which is designed to bring together students who are interested in both media design and theory. I am going to be teaching a seminar through the program this fall on Medium Specificity, and will be sharing the syllabus here shortly. Each of the students I have met through this program have impressed me with their creative insights and their willingness to test their ideas through experimental practice. The Cinema School as a whole is exploring how to break down the silos between theory and production and between the different craft specializations within production, because the media maker of the future will need to think and create across media platforms. This is yet another of the many reasons I am excited about being at USC right now.
I. Abstract By exploring these components, players discover puzzles and challenges that serve both as impetus to connect with other players, and as time- and context-sensitive content bottlenecks. In order to advance the narrative, players typically work together, first assembling into affinity groups via both official (i.e., game-sanctioned) and unofficial (i.e., player-created) social media structures; then tackling puzzles and challenges collectively, leveraging the range of competencies, geographies, and biographies inherent in a large and distributed player base. As puzzles are solved, the game's content producers, or "puppet masters," release successive cycles of story and interactivity, tweaking their approach along the way based on the observed behavior and emerging collective intelligence capabilities of the players. This process repeats itself until the narrative concludes, typically with the launch of a product or service. At this point, official support for the player community is usually terminated, primary online game assets are deleted or otherwise rendered inactive, and the game ends. III. Introduction Other observers, invested in visions of participatory and collaborative storytelling, noted that, unlike typical consumers of cinema, television and other few-to-many media forms, the players of ARGs are always already necessary and constitutive elements of the work. That is, in an ARG, audience participation is not a byproduct, but rather an essential and formative component of the text. To practitioners and theorists with a stake in participatory culture, the notion of an interactive storytelling form conceived from the ground up as a means of facilitating the collaborative production of media artifacts provided a "perfect illustration of all of the principles . . . shaping the media landscape at the present time" (Jenkins 2006). Further, ARGs were viewed as fitting into a long tradition of spatially- and temporally-distributed narrative forms, and for some, their emergence indicated the arrival into the mainstream of practices that had hitherto been relegated to fan subcultures and marginal art movements. Like the critical interventions of Situationism, which sought to reconfigure public space as a "new arena for creation" wherein "unforeseen games will become possible through the inventive use of material conditions" (Nieuwenhuys, 1959), the ambiguously-bounded play of ARGs has the ability to produce dramatic shifts in subjectivity that "[sensitize] participants to affordances, real or imagined," "[make] all data seem connected, or at least plausibly connected," and "make surfaces less convincing" (McGonigal 2003, 43-44). Similarly, ARGs promised to do to mainstream storytelling what "distributed narratives"- experimental narratives spread out across "time, space, and the network" (Walker 2004, 1) - had done to avant garde and electronic literature: Distributed narratives break down the aesthetics of unity we have followed for millennia. They take this disunity a step further than the bricolage of postmodernism, by collapsing the unity of form as well as that of content and concept. Yet perhaps they also point to a new kind of unity: a unity where the time and space of the narrative are in sync with the time and space of the reader. (Walker 2004, 11)Finally, by bringing together once disparate practices such as game design, performance art, and cinematic narrative, ARGs were seen as being on the cutting edge of interdisciplinary new media thinking. Great things were forecasted, including the use of ARGs in establishing and leveraging collective intelligences in order to solve real-world problems (McGonigal 2003; Jenkins 2004). IV. ARGs in Practice: 2001-2010 While ARGs have proven that they have the potential to mobilize elite groups of "lead users" who can co-create content and evangelize for a brand or cause (McGonigal 2003; Szulborski 2005; IGDA ARG SIG 2006; Dena 2008a) - and that they can quickly generate alarmingly efficient collective intelligences (McGonigal 2007; see also DARPA 2010) - they have, perhaps understandably, failed to live up to some of the high expectations set at the turn of the century. ARGs have not seen the kinds of growth in popularity that other forms of gaming and storytelling have seen over the past decade (Schell 2010; compare with Dena 2008a); they have not proven to be a particularly effective way of building lasting communities or collaborative practices, especially when compared to more systems-oriented approaches to organizing and maintaining collective action (see Shirky 2008); and they have failed to maintain the same kind of relevance to contemporary media habits and technologies that they arguably held in the early 2000s, ceding this territory to other kinds of pervasive interactivity such as mobile and social media games, casual games, and collaborative production games (see Montola, et al 2009). The specific reasons for these shortfalls vary from context to context. In the media industry, for example, ARGs have largely been considered marketing tools, and as such have often not been sufficiently integrated into the development and production processes of the properties they promote, leading to disconnects between fans of the source material, ARG player communities, PMs, and producers. As writer Rich Silverman of the Transmedia LA message board (2010) puts it, "[it's] been my experience that an ARG component of a film or TV property comes to the game too late to be really effective . . . we need to start seeing these things baked into the development process of any show or film they're supporting." In educational and institutional contexts, ARGs are similarly marginalized, typically employed as orientation tools (Down 2008) or experimental promotions (Goodlander 2009), but rarely meshed with the core operations or mandates of their hosts. It is unclear whether the persistent design problems that constrain or preclude the accessibility, replayability, and scalability of ARGs are the cause or the result of this marginalization. Nevertheless, making such a determination is probably less important than identifying what those core design problems are, and suggesting ways in which the form can evolve or adapt in order to correct them. In general, these problems center on three overlapping and relatively unchallenged aspects of traditional ARG design, namely: 1) that, despite the decidedly playful and improvisatory character of the relationship between puppet masters and players, ARGs are ultimately not game systems but rather vehicles for delivering story; 2) that ARGs treat their core audiences as monadic "collective detectives" rather than groups of living, breathing individuals; and, 3) that ARGs are linear, event-driven experiences. Indeed, many of the problems associated with ARGs can be traced back to their status as temporally-bounded and sequentially-unfolding experiences. As Jim Stewartson of Fourth Wall Studios puts it, "[ARGs have historically been] essentially rock concerts. Very large, real-time, elaborate experiences that were really cool and really fun for the people who were involved with them" (Morris, et al 2009). This event-like design clearly eliminates any potential for replayability, and it exacts almost equally dire consequences on accessibility and scalability. In a typical ARG, players who don't have the time at the right time to dive into the game can find their experience spoiled by those who do. Even players with high levels of interest in the material and a strong desire to participate in the game's challenges can be reduced to lurking on message boards or merely following along with puppet master- or player-created story summaries if they don't have the time required to keep up with the more hard-core players. Consequently, the vast majority of the players of traditional ARGs aren't "players" at all, but are rather more like spectators, albeit very multi-modal ones:
Dena (2008b), Montola (2009), and others have pointed out that this "pyramid of participation" enables transmedial designs wherein "different play modes contribute to each other and support an experience that is larger than its parts" (Montola, et al 2009, 121). In such an arrangement, spectators co-exist with variously-engaged players, with the hard-core participants effectively acting as "stars" of the game's narrative ; puppet masters and serious players document the actions of the hard core in real- or near-real-time; and the rest of the player base consumes this documentation serially. This kind of structure has been experimented with to varying degrees of success. However, since this and other kinds of "tiering" (Dena 2008b) demand the production and management of numerous additional layers of game assets, they also represent some of the most expensive and labor-intensive solutions to the accessibility problem. That is, while individual players in an ARG are free to privately interact with characters or artifacts from the game, the puzzles and challenges are designed with such complexity that any information gathered from these interactions needs to be shared with and processed by a collective in order to be properly contextualized and rendered sensible in a timely fashion. While this design encourages the formation of collective intelligences, in the context of a time-based, event-driven, closed information system such as an ARG, it also somewhat counter-intuitively results in an increasing diminishment of the degree to which new players can easily access and enter into the activity. That is, once a functioning "collective detective" (Cloudmakers 2001) has been established, it will tackle the challenges presented by the puppet masters with a self-refining efficiency that will largely discount the need for new members. Knowledge production structures populated by elite players with available time, an appropriate range of competencies, and relevant social capital will gather, process, and analyze data faster and more thoroughly than a non-integrated outsider ever could. Further, as the game progresses, prospective members without adequate reputation within the player community and in-depth knowledge of "the story so far" (see Dena 2008b, 41) will naturally find it increasingly difficult to find a role within the collective. To illustrate this problem, consider the recent DARPA Network Challenge crowdsourcing experiment (2009). In this experiment, ten red weather balloons were placed in visible locations around the United States, and the public was challenged to find the balloons using any legal means whatsoever. Nine hours after the event commenced, all ten balloons had been found by a team from MIT (http://balloon.mit.edu/). In this instance, the team, which had conscripted around 5,400 balloon spotters via social media and various public entreaties (DARPA 2010), served its purpose and was quickly dissolved; but what if the DARPA Network Challenge had been only the first of many challenges in a long-term game - that is, if it was merely the opening puzzle of a three month long ARG. How would this emerging collective intelligence have evolved? Would it have become more broad-based like Wikipedia, exploring the diverse interests and passions of its user base, or would it have gravitated toward greater efficiencies, tighter working groups, task-oriented committees, and editorial sub-teams? According to fieldwork conducted by McGonigal (2007), the latter is more likely: rather than becoming more inclusive or expansive, the group might in fact become increasingly specialized along particular "threads of investigation" tied to the core problems with which it was presented. After all, the puzzles in ARGs are ultimately very specific: unlike Wikipedia, which is almost completely open-ended, the knowledge production demanded by an ARG is focused on a particular story world and an associated set of puzzles with clearly-defined solutions - much like the narrow-but-complex balloon-finding task of the DARPA experiment. Further, since the puzzles in ARGs are often cumulative and informed by the solutions to earlier puzzles, those who were on board for the first discoveries - in this case, those who understood the methodology by which the original 5,400 balloon spotters were coordinated and the information they provided was processed - would arguably be more valuable and acceptable assets to the team than newcomers unaware of those practices and procedures. Somewhat ironically, then, this kind of collective intelligence design, when applied to closed information systems such as ARGs, has steeply diminishing returns when it comes to inclusivity and accessibility. What all of these problems have in common is an origin in the "non-gameness" of ARGs. ARGs, despite their name, are not, in fact, games; rather, they are ergodic (Aarseth 1997) transmedia texts that, structurally speaking, are much more akin to scavenger hunts or group puzzle-solving activities like the annual MIT Mystery Hunt. Rarely in ARG design do we see the generativity, rulesets, and procedural rhetoric (Bogost 2007) that characterize games. This is fine; not everything has to be a game. But for an activity which so often aspires to take place on a massive scale, both in terms of content and participation, to not use game mechanics as a means of generating and managing interactivity is arguably a recipe for disaster. Indeed, much of ARG design is reminiscent of early experiments in electronic literature and interactive filmmaking which sought to create vast narratives via branching story trees: very quickly, artists who took this approach discovered that to do so meant writing or shooting orders of magnitude more material than the reader or viewer would ever see. An interactive movie-game like Dragon's Lair (1983), for example, needed a total of 27 minutes of animation stored on custom-made laserdiscs to provide an interactive experience that lasted for a maximum of 6 minutes (The Dot Eaters 2007) - and even then, the gameplay consisted of little more than making a handful of left-or-right decisions about which direction the protagonist should move. Compare this outcome to an even older video game, Rogue (1980), a procedurally-generated dungeon-crawler that remains popular to this day. In Rogue, the virtual world is generated on the fly at runtime via an algorithm. Instead of devoting limited computational resources to storing and displaying pre-rendered content (as in Dragon's Lair), Rogue's programmers used a compact ruleset to create their gameworld, producing an expansive and endlessly replayable realm of fantasy adventure and tabletop RPG-style interactivity that would have been technically impossible to produce using pre-made dungeon scenarios given the limited storage resources of early 1980s home computers. Despite being made for free by hobbyist programmers, Rogue's parsimonious use of algorithms rather than branching content trees resulted in much more interactivity and depth than was presented three years later by Dragon's Lair's spectacular but simplistic left-or-right decision making interface. This is the real power of games: to create dynamic interactive experiences through rules rather than archives of pre-made content. As we shall see below, approaching ARG design from this perspective opens a range of new possibilities for producers. Finally, because ARGs are so expensive and labor-intensive to maintain, media companies and institutions overwhelmingly abandon the communities they create once the putative purpose for their creation has been satisfied (McGonigal 2003; IGDA ARG SIG 2006). While this instrumental view of community may have short-term benefits to brands and creatives, and while many media companies are likely comfortable with the risk of "blowback" from disaffected ARG fans (especially since said fans will have long since served their purpose by the time their complaints come to the fore), in the long term, such a view effectively undermines one of alternate reality gaming's most important potentials for generating value: the creation and maintenance of strong, persistent communities.
July 5, 2010
Civic Media: A SyllabusOver the past few terms, I've been sharing here the syllabi of the new courses I am developing at the University of Southern California, courses which build upon my own research interests and are intended to open up space for students to pursue their own projects. In the fall, I am going to be teaching two classes, both graduate seminars -- Civic Media for the Journalism School and Medium Specificity for the Cinema School. I am sharing my Civic Media syllabus here and will share the Medium Specificity syllabus later this summer. I am sharing these in part in hopes they prove useful to other researchers and teachers and in part because I am hoping to help spread the word to USC students who might be interested in learning more on these topics. The Civic Media class is intended, as the syllabus suggests, as a nexus between Communications and Journalism students, but I also assume it may appeal to students in Political Science, History, Education, perhaps even some in Engineering or Computer Science who want to build tools for supporting civic engagement or activism. If you know of someone at USC who might be interested in this class, please pass the word. SCHOOL OF JOURNALISM Schedule/Syllabus Section: 21679D Course Description and Outcomes: "Society doesn't need newspapers. What we need is journalism...When we shift our attention from 'save newspapers' to 'save society,' the imperative changes from 'preserve the current institutions' to 'do whatever works.' And what works today isn't the same as what used to work."-- Clay Shirky 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 class on "civic media" is designed to provide a meeting ground between those involved in the cultural study of communications and those invested in the study of journalism as we address a common concern with the current moment of media in transition. We will start our semester by considering a series of recent reports exploring the current state and predicting future directions for journalism, public media, and the information needs of communities. What we hope to develop along the way is a functional understanding of the roles journalism has performed in American society over the past 100 or so years. We see professional journalism as both communicating core data vital for informed citizenship and performing central rituals needed to sustain a democratic culture. Often, we think about democracy as grounded in a rationalist discourse and shaped by structures of information, but democracy also has strong cultural roots and is shaped by what Raymond Williams would call "a structure of feeling." We may ask in the first instance what citizens need to know in order to make wise decisions and, in the second, what it feels like to be an empowered citizen capable of making a difference and sharing common interests with others. Across the trajectory of the course, we will explore a range of other institutions and practices that have similarly contributed to the public awareness, civic engagement, and social connectivity required for a functioning democracy. Before we can decide where we are going, though, we need to know where we have been -- we will consider everything from broadsides and ballads to wax museums, "living newspapers," underground comics, photo-shopped collages, circus parades, town pageants, scrapbooks, and toy printing presses, in search of historical models of civic media. Just as newspapers are one form of journalism, journalism is one set of practices that help us to perform these functions. Our expedition will be historical (looking at how these functions were performed in other times and places), theoretical (focusing on how different writers have conceived of civic engagement, public participation, and social capital), technological (understanding how the affordances and uses of different kinds of media enabled them to achieve one or another of these goals), and applied (seeking future models for how citizens, policy makers, and journalists might collaborate to better meet the informational and cultural needs of our times). We will also consider how new media practices may be altering our conception of democracy, government, citizenship, and community, seeking to better grasp what remains the same and what changes as we interact with each other via virtual worlds and social networks rather than in physical coffee houses and bowling allies. By the end of the course, students will be able to:
Grading and Assignments: 2. Students will elect one of the white papers we will have read for Week 2 of the class and write a short five-page response, focusing on the following two questions: What do you see as the strengths and the limits of their approach? What recommendations do you see as realistic and achievable? What obstacles would need to be overcome? (20 percent) All other readings will be available through the class blackboard site.
Clay Shirky, "Newspapers and Thinking the Unthinkable," March 13 2009
Week 10: Spectacular Reality (Then and Now) (Tuesday, October 26th)
Week 15: Final Presentations (Tuesday, November 30th) July 2, 2010
The Image of the Journalist in Popular Culture: An Interview with Joe Saltzman (Part Three)
Journalists of the future apparently have the same problems as journalists in the past. In a TV Sci-Fi series called Dark Angel, created by Jim Cameron in 2000, a journalist, crippled by the enemy, broadcasts news and revolutionary information by hacking into government television. He is a traditional hero in the future. So are Max Headroom and the TV staff around him. They are working in a corrupt system trying to do the best job they can at informing the public. Almost every journalist in science fiction faces the same problems journalists have faced throughout history. The technology is different. The villains can even be aliens. But the problems are the same and the way the journalist faces the problems hasn't changed in 2,000 years. Often, these sci-fi journalists will risk their lives and may even get killed to make sure the public is informed.
It turns out that gay journalists are pretty much the same as other journalists except for their sexual preferences, which take up a good deal of screen time. In analyzing more than 125 films and TV programs, we discovered that the gay journalist is often ridiculed and used as a comic figure whose stereotypical gay characteristics are a source of either derision or buffoonery. The majority of serious gay journalists in most of the 20th century are usually bitchy columnists or bitter critics whose devastating one-liners can reduce anyone to tears or anger. They have great power, but usually by the last reel are defeated or even murdered. The same is true with reporters overly concerned about doing their job well and less about the perception around them that they are gay.
I don't think the fact that Kane was a publisher and surrounded himself with journalists, especially in the early part of the film (which has delightful newspaper sequences), had much to do with making it an enduring and influential film. Journalists show up in every kind of film ever made. But there is a definite news media film genre. Richard Ness' monumental filmography demonstrates this conclusively. Although the IJPC Database chronicles any journalist in any part of popular culture - even when the journalist shows up for a page or two in a novel, or a scene or two in a movie or TV or radio program - the journalist is a key protagonist enough of the time to warrant its own genre.
The IJPC Database has more than 2,600 films from other countries that have a journalist in them. Most of the images resemble those of American films. The journalist in any country seems to be depicted in much the same way - either as a hero righting a wrong or the last one standing up for freedom of speech and press, or a villain in cohorts with the government in power.
A reporter is an obvious disguise for a superhero because it puts the superhero right in the thick of the news and gives him or her an opportunity to know what is going on in the city, the country and the world. Also, journalists are always where the news happens so it is also a good cover for a superhero to be where the action is. It is no surprise that the most enduring image of the journalist is the Daily Planet family - Clark Kent (Superman), Lois Lane, Perry White and Jimmy Olsen.
The future, I think, is very bright. Last year, we published the first edition of our peer-reviewed The IJPC Journal giving the field its own academic publication. We hope to have the second volume out by fall, 2010. Now the IJPC Database is updated daily and is available to scholars, students, researches, professionals and anyone else interested in the subject on a daily basis and this should encourage interest in the field. 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. |