Ode to Robot Chicken

I recently had a chance to catch up with the first season DVD of The Cartoon Network's Robot Chicken series and found it an interesting illustration of some of the trends I discuss in Convergence Culture. For those of you not in the know, Robot Chicken is a fifteen minute long, fast-paced and tightly-edited, stop motion animation series, produced by Seth Green (formerly of Buffy the Vampire Slayer and Austin Powers) and Matthew Senreich: think of it as a sketch comedy series where all of the parts of played by action figures. The show spoofs popular culture - vintage and contemporary - mixing and matching characters with the same reckless abandon as a kid playing on the floor with his favorite collectibles.

For example, the first episode I ever saw included a Real World: Metropolis segment where Superman, Aquaman, Batman, Wonder Woman, Cat Woman, the Hulk, and other superheroes share an apartment and deal with real life issues, such as struggles for access to the bathroom or conflicts about who is going to do household chores. The same episode also included an outrageous parody of Kill Bill, in which Jesus does battle with the Easter Bunny, Santa Claus, and George Burns (as God). And a spoof of American Idol where the contestants are zombies of dead rock stars and the judges are breakfast cereal icons - Frankenberry (as Randy), Booberry (as Paula) and Count Chocula (as Simon).

The humor is sometimes sophomoric (in the best and worst senses of the word) - lots of jokes about masturbation, farting, vomiting, and random violence - an entire "nutcracker suite" sequence consists of nothing but various characters getting hit or kicked in the groin. Yet, at its best, it manages to force us to look at the familiar icons of popular culture from a fresh perspective: one of my favorite segments features a series of breakfast cereal icons (Tony the Tiger, Toucan Sam, Captain Crunch, The Trix Rabbit, and the Lucky Charms Leprechaun) as forming an international drug cartel smuggling "sugar" into the country. Many of the sketches depend on the juxtaposition of toys remembered fondly from childhood with adult realities (such as a segment which restages the violent murders of S7even within the Smurf kingdom): it has all of the transgressive appeal of cross-dressing a G.I. doll or staging a ritual hanging of Barney the Dinosaur, speaking to a generation which has only partially outgrown its childhood obsessions.

Action Figure Cinema as Fan Practice

In Convergence Culture, I described the ways that the ancillary products surrounding Star Wars were being redeployed by amateur filmmakers who wanted to pay tribute or spoof the original film franchise:

"The amateur filmmakers often make use of commercially available costumes and props, sample music from the soundtrack album and sounds of Star Wars videos or computer games, and draw advice on special effects techniques from television documentaries and mass market magazines... The availability of these various ancillary products has encouraged these filmmakers, since childhood, to construct their own fantasies within the Star Wars universe....The action figures provided this generation with some of their earliest avatars, encouraging them to assume the role of a Jedi Knight or an intergalactic bounty hunter, enabling them to physically manipulate the characters in order to construct their own stories. Not surprisingly, a significant number of filmmakers in their late teens and early twenties have turned toward those action figures as resources for their first production efforts." For many of us, these action figures introduce us to the idea of participatory culture, creating a space where we can rewrite the narratives of popular television and where we can immerse ourselves in vast fictional universe. For some kids, the goal is to lovingly recreate the worlds of their favorite fictions with as much accuracy and plausibility as possible. For others, the goal is to subvert -- do rude things with characters from television, turning Skeletor into a good guy, criss-crossing program boundaries at will.

I go on to discuss the works of amateur filmmaker Evan Mather: "Mather's films, such as Godzilla Versus Disco Lando, Kung Fu Kenobi's Big Adventure, and Quentin Tarantino's Star Wars, represent a no-holds-barred romp through contemporary popular culture. The rock-'em sock-'em action of Kung Fu Kenobi's Big Adventure takes place against the backdrop of settings sampled from the film, drawn by hand, or built from LEGO blocks, with the eclectic and evocative soundtrack borrowed from Neil Diamond, Mission Impossible, Pee-wee's Big Adventure, and A Charlie Brown Christmas...Apart from their anarchic humor and rapid-fire pace, Mather's films stand out because of their visual sophistication. Mather's own frenetic style has become increasingly distinguished across the body of his works, constantly experimenting with different forms of animation, flashing or masked images, and dynamic camera movements."

Action figure cinema is an emblematic example of the capacity of grassroots media makers to archive, annotate, appropriate, and recirculate media content. Fan filmmakers essentially take toys that were sold to them as commodities and transforming them into resources for their own creative output. Action figure cinema makes a virtue of the technical limits of amateur filmmaking. The movies are intentionally crudely done -- everyone is supposed to recognize that the sets are built from Lego blocks and the roles are performed by molded plastic figurines.

Mass Media Absorbs and Amplifies Grassroots Creative Practices

Action figure cinema was quickly absorbed by commercial media-makers. We see a similar blend of low tech production and pop culture references in MTV's Celebrity Death Match and Nickelodeon's Action League Now!!! series, both of which used stop motion animation and in the case of Nickelodeon, actual action figures, to parody icons of contemporary popular culture. If amateur filmmakers parody and remix popular culture, commercial media engages in "cool hunting," monitoring their local innovations and pulls back into the mainstream those that they think may have a broader market appeal. And then the process begins all over again. Innovation is most likely to occur on the fan fringes where the stakes are low; the power of mass media comes through its capacity for amplification.

We can trace this process at play within the history of Robot Chicken. As the show's head writers Douglas Goldstein and Tom Root explain, the series originated as part of a regular feature in Toy Fare, a niche magazine which targets action figure collectors and model builders. Seth Green, a fan of the publication, asked Goldstein and Root to help him put together a special animated segment for Green's forthcoming appearance on Conan O'Brien's show, which, in turn, led to an invitation to produce a series of web toons for Sony's short-lived but highly influential Screenblast, which, in turn, led to an invitation to produce a television series as part of the Cartoon Network's Adult Swim lineup. We can thus trace step by step how this concept moves from the fan subculture across a range of sites noted for cult media content.

As the aesthetics of action figure cinema moves more mainstream, the media producers never-the-less want to maintain some of the grassroots authenticity which gave the approach its initial edge. Many of the earliest web cartoons (see the shows at Mondo for example), specifically spoofed the content of television and cinema - trying to establish themselves as closer to the viewer than the mass media (even when, or especially when, the content was actually produced by companies like Sony which were themselves part of the so-called "mainstream media.") In fact, almost every journalistic account I've read of the series stresses Seth Green's own status as a fan boy and toy collector and often describes the challenges faced by the program's "toy wrangler" who often has to go onto eBay or move into retro shops in search of the specific toys needed to cast a particular segment, again blurring the line between amateur and commercial media making practices.

Fan-Friendly Television

When this approach is done well - and Robot Chicken really does this about as well as any show I've seen, the program enjoys enormous credibility within the fan community. For all of the crude comedy and broad parody, the show consistently respects the nuances and details of popular culture. As a parent, I would sometimes step on some artifact of my son's action figure collection trying to go to the bathroom in the middle of the night. Extracting a sharp chard of molded plastic from my barefoot, I would grumble about "god damn Teela" only to be told by my still three-quarters asleep son, "No, Daddy, that's from Evil-Lyn." My son would respect a show like Robot Chicken because it would know the difference between Teela and Evil-Lyn, even as it breaks down the borders between different fictional universes and brings the characters screaming and kicking into the world of adult realities.

Welcome to Convergence Culture

Welcome to my blog. I launched this site in June in anticipation of the release of my new book, Convergence Culture: Where Old and New Media Collide. The book is now out and can be purchased here.

What's it all about? Here are some key passages from the book's introduction:

Reduced to its most core elements, this book is about the relationship between three concepts - media convergence, participatory culture, and collective intelligence....

By convergence, I mean the flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences who would go almost anywhere in search of the kinds of entertainment experiences they wanted. Convergence is a word that manages to describe technological, industrial, cultural, and social changes, depending on who's speaking and what they think they are talking about. In the world of media convergence, every important story gets told, every brand gets sold, every consumer gets courted across multiple media platforms. Right now, convergence culture is getting defined top-down by decisions being made in corporate boardrooms and bottom-up by decisions made in teenagers' bedrooms. It is shaped by the desires of media conglomerates to expand their empires across multiple platforms and by the desires of consumers to have the media they want where they want it, when they want it, and in the format they want....

Right now, convergence culture is getting defined top-down by decisions being made in corporate boardrooms and bottom-up by decisions made in teenagers' bedrooms. It is shaped by the desires of media conglomerates to expand their empires across multiple platforms and by the desires of consumers to have the media they want where they want it, when they want it, and in the format they want....

This circulation of media content - across different media systems, competing media economies, and national borders - depends heavily on the active participation of the consumer. I will argue here against the idea that convergence can be understood primarily as a technological process - the bringing together of multiple media functions within the same gadgets and devices. Instead, I want to argue that convergence represents a shift in cultural logic, whereby consumers are encouraged to seek out new information and make connections between dispersed media content. The term, participatory culture, is intended to contrast with older notions of media spectatorship. In this emerging media system, what might traditionally be understood as media producers and consumers are transformed into participants who are expected to interact with each other according to a new set of rules which none of us fully understands. Convergence does not occur through media appliances - however sophisticated they may become. Convergence occurs within the brains of individual consumers. Yet, each of us constructs our own personal mythology from bits and fragments of information we have extracted from the ongoing flow of media around us and transformed into resources through which we make sense of our everyday lives.

In a culture which some have described according to information overload, it is impossible for any one of us to hold all of the relevant pieces of information in our heads at the same time. Because there is more information out there on any given topic than we can store in our heads, there is an added incentive for us to talk amongst ourselves about the media we consume. This conversation creates buzz and accelerates the circulation of media content Consumption has become a collective process and that's what I mean in this book by collective intelligence. None of us can know everything; each of us knows something; we can put the pieces together if we pool our resources and combine our skills.... Collective intelligence can be seen as an alternative source of media power. We are learning how to use that power through our day to day interactions within convergence culture. Right now, we are mostly using collective power through our recreational life, but it has implications at all levels of our culture. In this book, I will explore how the play of collective meaning-making within popular culture is starting to change the ways religion, education, law, politics, advertising, and even the military operate.

The book develops these ideas through case studies of a number of key media properties, including Survivor, American Idol, The Matrix, Star Wars, Harry Potter, Global Frequency and the presidential campaign of 2004.

Here's What the Blurbs Say (Skip This Part)

At the risk of being immodest, let me share with you some of the things that others have been saying about the book:

"I thought I knew twenty-first century pop media until I read Henry Jenkins. The fresh research and radical insights in Convergence Culture deserve a wide and thoughtful readership. Bring on the 'monolithic block of eyeballs!'" --Bruce Sterling, author, blogger, visionary

"Henry Jenkins offers crucial insight into an unexpected and unforeseen future. Unlike most predictions about how New Media will shape the world in which we live, the reality is turning out far stranger and more interesting than we might have imagined. The social implications of this change could be staggering."

--Will Wright, designer of SimCity and The Sims

"One of those rare works that is closer to an operating system than a traditional book: it's a platform that people will be building on for years to come. . . . It should be mandatory reading for anyone trying to make sense of today's popular culture--but thankfully, a book this fun to read doesn't need a mandate."

--Steven Johnson, author of the national bestseller, Everything Bad Is Good For You

Henry Jenkins is the 21st century McLuhan I've been waiting for. With all the fuzzy generalities, moral panics, and gloomy pronouncements from industry spokesmen and social critics, Jenkins's clearly communicated and nuanced analysis is sorely needed. The world McLuhan foretold back in the age of electric media has become immensely more complicated in today's many-to-many, converged, remixed and mashed-up, digital, mobile, always-on media environment. If you are a parent, a student, an educator, a creator or consumer of popular culture, an entrepreneur, or a media industry executive, you need to understand convergence culture­­. And you will only after reading Henry Jenkins. --Howard Rheingold, author of Smart Mobs: The Next Social Revolution

"I simply could not put this book down! Henry Jenkins provides a fascinating account of how new media intersects old media and engages the imagination of fans in more and more powerful ways. Educators, media specialists, policy makers and parents will find Convergence Culture both lively and enlightening." --John Seely Brown, Former Chief Scientist, Xerox Corp & director of Xerox PARC

And oh, one more endorsement, for a second book also coming out this summer, Fans, Bloggers, and Gamers: Exploring Participatory Culture:

"Jenkins is a one of us: a geek, a fan, a popcult packrat. He's also an incisive and unflinching critic. His affection for the subject and sharp eye for 'what it all means' are an unbeatable combination. This is fascinating, engrossing and enlightening reading."

--Cory Doctorow, author of Someone Comes to Town, Someone Leaves Town and co-editor of Boing Boing

Check Out This Webcast

For those who would like to see me talk about convergence culture, check out webcast of a keynote presentation I did about some of the key themes from the book at the New Media Conference in 2004.

About This Blog

I am going to be using this blog to talk about some of the issues raised in the book -- including providing some of the sections I had to edit out of the book for length reasons, updating some of the case studies in the book, commenting on recent events which reflect some of the book's key themes, and responding to questions and criticisms from readers. Frankly, one of the challenges of writing about contemporary media change is that many of the specifics of popular culture will have shifted by the time a print book appears, so I am excited to have a space where I can play catch-up.

Have no fear, though, if you have not read the book yet, this space will also allow me to comment on many other contemporary developments in the new media landscape. This is after all my 12 book over the past 16 years and so I have a broader array of interests than can be gleamed from any given publication.

And along the way, I will be sharing more about the work we are doing through the Comparative Media Studies Program at MIT to put the ideas found in these books into practice through work on consumer culture, media

Update: Some people have read this to suggest this site is purely a "publicity stunt" for the book or to imply that I plan to stop blogging once the book tour is over. Nothing could be further from the truth. I have been overwhelmed by the positive response to this site. I am going to do my best to keep blogging in the months ahead. Getting the book out has given me an incentive to start blogging. But it isn't the only reason for this blog. I've wanted to do this for a long time but like many of you, I have been procrastinating. In any case, I plan to continue to blog once classes start back up. This may result in some cut back in the number of entries per week but I am going to try to continue to get out something every weekday, even if it means more use of interviews and guest bloggers to fill in some gaps in my schedule.

Who the &%&# Is Henry Jenkins?

ABOUT HENRY JENKINS The simple answer is:

Henry Jenkins is the Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. He is the author and/or editor of nine books on various aspects of media and popular culture, including Textual Poachers: Television Fans and Participatory Culture, Hop on Pop: The Politics and Pleasures of Popular Culture and From Barbie to Mortal Kombat: Gender and Computer Games. His newest books include Convergence Culture: Where Old and New Media Collide and Fans, Bloggers and Gamers: Exploring Participatory Culture.

Until recently, Jenkins wrote a monthly column and blogged about media and cultural change for Technology Review Online. A longtime advocate of games culture, he currently co-authors a column with Kurt Squire for Computer Games magazine which seeks to promote innovation and diversity in game design. Jenkins recently developed a white paper on the future of media literacy education for the MacArthur Foundation, which is leading to a three year project to develop curricular materials to help teachers and parents better prepare young people for full participation in contemporary culture. He is one of the principal investigators for The Education Arcade, a consortium of educators and business leaders working to promote the educational use of computer and video games. He was also one of the principal investigators on collaboration with Initiative Media to monitor audience response to American Idol with an eye towards developing new approaches to audience measurement. He is one of the leaders of the Convergence Culture Consortium, which consults with leading players in the branded entertainment sector in hopes of helping them adjust to shifts in the media environment. Jenkins also plays a significant role as a public advocate for fans, gamers, and bloggers: testifying before the U.S. Senate Commerce Committee investigation into "Marketing Violence to Youth" following the Columbine shootings; advocating for media literacy education before the Federal Communications Commission; calling for a more consumer-oriented approach to intellectual property at a closed door meeting of the governing body of the World Economic Forum; signing amicus briefs in opposition to games censorship; and regularly speaking to the press and other media about aspects of media change and popular culture. Jenkins has a B.A. in Political Science and Journalism from Georgia State University, a MA in Communication Studies from the University of Iowa and a PhD in Communication Arts from the University of Wisconsin-Madison. He has taught at MIT for more than 16 years, where he is also housemaster of Senior House dormitory.

Well, that didn't seem so simple after all. For a somewhat more personal account of whom I am, read below.

ABOUT ME

The first thing you are going to discover about me, oh reader of this blog, is that I am prolific as hell. The second is that I am also long-winded as all get out. As someone famous once said (Thomas Jefferson, I think), I would have written it shorter but I didn't have enough time.

My earliest work centered on television fans -- particularly science fiction fans. Part of what drew me into graduate school in media studies was a fascination with popular culture. I grew up reading Mad magazine and Famous Monsters of Filmland -- and much as my parents feared, it warped me for life. Early on, I discovered the joys of comic books and science fiction, spent time playing around with monster makeup, starting writing scripts for my own Super 8 movies (the big problem was that I didn't have access to a camera until much later), and collecting television-themed toys. By the time I went to college, I was regularly attending science fiction conventions. Through the woman who would become my wife, I discovered fan fiction. And we spent a great deal of time debating our very different ways of reading our favorite television series.

 

Textual Poachers

When I got to graduate school, I was struck by how impoverished the academic framework for thinking about media spectatorship was -- basically, though everyone framed it differently, consumers were assumed to be passive, brainless, inarticulate, and brainwashed. None of this jelled well with my own robust experience of being a fan of popular culture. I was lucky enough to get to study under John Fiske, first at Iowa and then at University of Wisconsin-Madison, who introduced me to the cultural studies perspective. Fiske was a key advocate of ethnographic audience research, arguing that media consumers had more tricks up their sleeves than most academic theory acknowledged.

Out of this tension between academic theory and fan experience emerged first an essay, "Star Trek Reread, Rerun, Rewritten" and then a book, Textual Poachers: Television Fans and Participatory Culture. Textual Poachers emerged at a moment when fans were still largely marginal to the way mass media was produced and consumed, still hidden from the view of most "average consumers" and as such, represented a radically different way of thinking about how one might live in relation to media texts. In the book, I describe them as "rogue readers." What most people took from that book was my concept of "poaching," the idea that fans construct their own culture -- fan fiction, artwork, costumes, music, and videos -- from content appropriated from mass media, reshaping it to serve their own needs and interests. There are two other key concepts in this early work which takes on greater significance in my work today -- the idea of participatory culture (which runs throughout the Convergence Culture book) and the idea of a moral economy (that is, the presumed ethical norms which govern the relations between media producers and consumers.)

Aca/Fan Defined

Textual Poachers and much of my subsequent work has been written from the perspective of an Aca/Fan -- that is, a hybrid creature which is part fan and part academic (hence the current, provisional title of this blog). The goal of my work has been to bridge the gap between these two worlds. I take it as a personal challenge to find a way to break cultural theory out of the academic bookstore ghetto and open up a larger space to talk about the media that matters to us from a consumer's point of view. This philosophy has governed my various stabs at journalism and public advocacy and they are what are motivating me to develop a personal blog.

Convergence Culture

>

Convergence Culture: Where Old and New Media Collide returns to this question of media audiences and participatory cultures at a moment where fans and fan-like activities are absolutely central to the way the culture industries operate. At all levels, the assumption is that consumers will become active participants but there is widespread dispute about the terms of our participation. We are seeing enormous experimentation into the potential intersections between commercial and grassroots culture and about the power of living within a networked society. At the same time, the media industries are struggling to keep up with these changes, issuing contradictory responses out of different divisions within the same companies. Convergence Culture was designed as a public intervention into this situation, trying to help both consumers and producers understand the changes which are occurring in their relationship.

Fans, Bloggers, and Gamers, my second new book, maps the transition between the world described in Textual Poachers and the world depicted in Convergence Culture: it reprints many of my key essays about participatory culture through the years, including early writings about fans and later writings which sought to respond to some of the moral panic kicked up by Columbine and claims that games and other forms of popular culture were leading young people to the brink of damnation.

It's safe to say that neither of these books would have come about if I had not moved to MIT 16 years ago and found myself immersed in the vibrant digital culture of the past decade. I often claim that I am a walking, talking oxymoron -- a humanist from MIT. But I think that my unique perspective as someone studying culture within one of the world's leading technical institutions gives me some distinctive insights into the ways that culture and technology are reshaping before our very eyes.

Comparative Media Studies

One of my proudest accomplishments so far in life has been the creation of the Comparative Media Studies (CMS) graduate program at MIT. At its core, this program encourages students to think across media, across historical periods, across national borders, across academic disciplines, across the divide between theory and practice, and across the divides between the academy and the rest of society. Our goal is simply to train the next generation of leaders for industry, government, education, the arts, journalism, and academia to think in more imaginative ways about the process of media change. I like to joke that CMS is a program for people who could never decide what they wanted to major in. It is "undisciplined" in the best sense of the terms -- my own sense is that the academic disciplines which emerged around the problems of the industrial age have outlived their usefulness in a networked culture and that we need to reconfigure the ways we organize and communicate knowledge to our students.

Central to the vision of CMS is the idea of "applied humanism." MIT has applied math, applied physics, and applied chemistry so it made sense to me that there should be an applied branch of the humanities. Our goal is to take what we are teaching in our classrooms and give students a chance to apply it more pragmatically to think through some of the core challenges being faced out in the field as core institutions confront media change. With this in mind, we have launched a range of research initiatives which I will be writing more about as this blog continues.

Convergence Culture Consortium

 

The Convergence Culture Consortium is a direct outgrowth of the books coming out this summer. We wanted to bring together key thinkers from a number of different disciplines and universities who were interested in the kinds of social and cultural changes that were impacted the branded entertainment sector. We wanted to bring together leading entertainment companies, advertising firms, and key sponsors to create a dialogue about where media is going and how it impacts consumers. We are developing white papers on topics such as advergaming and product placement, transmedia storytelling and mobile entertainment, alternative reality games, and fan cultures, among other topics. And I get to go into places like Cartoon Network or the MTV Networks and lecture them about what they need to know about the fan communities I study.

 

Project NML

Project New Media Literacies also grows out of the ideas in my most recent books. Here, the focus is on the educational challenges of making sure that every kid in America has the social skills and cultural competencies needed to participate in a networked society. According to a recent study by the Pew Center for Internet and American Life, more than half of all American teens have produced media and a significant portion have distributed that media content on line. We need to be aware of the challenges faced by both halves of that statistic -- those faced by media makers who lack the traditional mentorship and apprenticeship into production practices and ethical norms which would have shaped previous generations of media makers (student journalists, for example) and those faced by those who are not yet making media -- what we are calling the participation gap between those who have anywhere, anytime access and those who may only be able to go online on a library computer with limited bandwidth, filtered content, short work spans, and no capacity to store or upload what they create. This project argues that media literacy skills, broadly defined, need to be integrated into school-based and after-school programs, into adult education for parents and teachers, and into popular culture itself if we are going to fully address the challenges of this moment of media in transition.

 

The Education Arcade

The Education Arcade represents a systematic attempt to explore and experiment with the pedagogical potentials of computer and video games. I was one of the first humanities scholars in the world to write seriously about video games -- not as a social problem but as an emerging medium of aesthetic expression and social experience. Through the years, my work on games has led me to consult with Purple Moon on the development of the girls game movement (and later to co-edit a book, From Barbie to Mortal Kombat: Gender and Computer Games), to run a creative leaders program for Electronic Arts, to become a key public critic of the media effects argument and the push to regulate games content, and to become actively involved in the design and implementation of "serious games."

We have more new initiatives coming soon -- including, we hope, some work on public policy and civic media. But these three initiatives illustrate the ways we are trying to fuse theory and practice through the program.

And Stuff

And of course, this just scratches the surface in terms of my academic interest. I began my career writing about vaudeville and early sound comedy (What Made Pistachio Nuts?: Anarchistic Comedy and the Vaudeville Aesthetic). Through the years, I have written about WWF wrestling, Doctor Seuss, Lassie, Pee-Wee's Playhouse, and a host of other popular culture works. This strand of my research is represented by yet another forthcoming book, The Wow Climax: Tracing The Emotional Impact of Popular Culture, coming out near the end of this year. And comic books are my current popular culture passion. I hope to write a book about genre theory and superheroes before much longer.

I never can keep my personal life separated from my professional life. This is what comes of being a fan/academic. Much of what I write about popular culture comes from an autobiographical impulse and also reflects the tastes and interests of my son, Henry, now in his mid-twenties, and my wife, Cynthia, who helped get me into fan culture in the first place. I also seek inspiration from not only the students I teach through the CMS program but also the students who live in Senior House, the dorm where I am housemaster. I expect all of these folks will be making appearances in my blog posts from time to time. My wife would no doubt tell you that it is symptomatic of my workaholic tendencies that I cram my personal life into the last paragraph of an overly long and overly detailed account of my life. The reality is that most of my work is deeply personal and my personal relationships shape everything else I do.

And Now a Blog...

This blog is frankly long overdue. I've wanted to have a blog for some time. I used to blog for Technology Review; we run blogs for many of the projects; and I've run blogs through several of my classes. But I have until now been reluctant to make the time commitment needed to make a personal blog work. Reread the account above and you will see the reason why I have been a little preoccupied. So I've blogged for other people; I've written about blog; and now I have my own blog.

 

Karolin Lohmus has translated this post for Estonian readers. You can find it at https://www.espertoautoricambi.it/science/2018/02/04/kes-on-henry-jenkins/