Fieldnotes from Shanghai: Cult of the Unscrutable Colonial

In Search of the Inscrutable Colonial... Neil Stephenson's The Diamond Age refers to a future Chinese cult around the "inscrutable Colonial" who never revealed the secrets of his recipe for fried chicken. We saw plenty of signs that this cult was taking shape when we visited Shanghai but we also saw even greater symptoms of another religion in the making -- perhaps centered around the resurrection of a certain character from Battlestar Galactica. If nothing else, these images suggest how transnational brands get adapted to fit within culturally specific contexts.

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Photographs by Sasha Barab

Field Notes from Shanghai: China's Digital Mavens

As I was getting ready for the trip, I stumbled onto a recently released study, produced by IAC and JWT, which compared the centrality of digital media in the life of teens in the United States and China. I used these statistics in my talk at the conference to suggest the importance of fostering new media literacies and ethics among Chinese youth. Here are some of the report's findings:

  • Almost five times as many Chinese as American respondents said they have a parallel life online (61 percent vs. 13 percent).
  • More than twice as many Chinese respondents agreed that "I have experimented with how I present myself online" (69 percent vs. 28 percent of Americans).
  • More than half the Chinese sample (51 percent) said they have adopted a completely different persona in some of their online interactions, compared with only 17 percent of Americans.
  • Fewer than a third of Americans (30 percent) said the Internet helps their social life, but more than three-quarters of Chinese respondents (77 percent) agreed that "The Internet helps me make friends."
  • Chinese respondents were also more likely than Americans to say they have expressed personal opinions or written about themselves online (72 percent vs. 56 percent). And they have expressed themselves more strongly online than they generally do in person (52 percent vs. 43 percent of Americans).
  • Chinese respondents were almost twice as likely as Americans to agree that it's good to be able to express honest opinions anonymously online (79 percent vs. 42 percent) and to agree that online they are free to do and say things they would not do or say offline (73 percent vs. 32 percent).

In almost every category, Chinese youth expressed an even deeper investment in the online world than their American counterparts. It is particularly compelling the degree to which they use digital media to escape constraints on their real world experience, whether local constraints imposed by parents and schools or larger societal constraints imposed by governments.

We need to be careful about framing these findings through Cold War discourse which stresses the free west against the repressive east. It seems more useful to think about the different constraints on participation teens in each country face in their offline lives and the ways that online experiences may allow them at some limited experiences of transcending those constraints. Of course, in both countries, there are ongoing struggles about how much access to and what kinds of participation teens should enjoy in the online world.

Several people I've spoken with here, however, have sought to qualify the picture of Chinese digital youth culture represented through the study. They note, for example, that while Chinese youth have extensive access to blogging technologies they have little to no access to social networks like MySpace and Facebook and they are blocked from being able to use Wikipedia except through elaborate proxies. (I've struggle while I have been in China with having my own access to wikipedia cut off behind the firewall.) Others suggested that Chinese youth have been very active in helping to translate western media content, including the work of participatory culture, into Chinese but have been much slower to embrace such cultural practices themselves. Some have adopted judgmental perspectives on this participation gap suggesting that the Chinese take but do not give to the culture of the web.

Certainly, we can point to the visible contributions of amateur Chinese media makers to YouTube -- most notably, of course, the Back Dorm Boys. (See an interview here conducted by my CMS colleague Beth Coleman as part of her Project Good Luck initiative designed to better understand the rise of digital culture in China.) Yet, I am told they have been much slower to embrace re-mix or modding practices or to generate their own fan fiction, though some have told me that this is starting to change at a rapid pace.

One might hypothesize that Chinese and American teens deal with the uncertainties of the digital environment in different ways: many American teens are unaware of the potential consequences of posting their own content on the web, showing ignorance or naivity about the intellectual property implications of such activities or the long term impact of digital content on how they are perceived by schools or future employees. The Chinese youth, living in a very different cultural and political context, seem less willing to take risks and probably much more awareness of the potential ramifications. They seem to value the freedom they find online all the more because they know what the stakes are in their exercise of those freedoms.

Others stress that the difference may have to do with the language barrier of the online world. Chinese young people may have more skills at translating English content for their own community and may have stronger incentives for wanting to access that western content; Chinese youth perceive the west as having little interest in what they have to say and little willingness (not to mention capacity given how rare it still is for schools to offer courses in Chinese languages) to help close that gap in terms of translating their content into English.

Field Notes from Shanghai: Fansubbing in China

I had dinner on my last night in Shanghai with Yu Liu, a reporter who covers digital culture for Lifeweek Magazine, which is roughly the equivalent of Time. She shared with me a story she had written about the growing fan culture around Prison Break in China. As she notes, Prison Break's focus on strong filial bonds resonate powerfully with Chinese cultural tradition. (This left me wondering about the popularity of Supernatural in China -- which has the strong brotherly affection coupled with ghost stories and would seem ready made for this market, but I didn't see any signs of it.)

Prison Break had already been mentioned to me several times during the visit as a series which was sparking strong fan response here. Yu Liu's report describes the elaborate collaborative network which has emerged to allow Chinese fans to translate and recirculate Prison Break episodes within twelve hours of their airing in the United States. As we spoke, she drew strong parallels to the fan subbing practices around anime in the western world, which I have discussed here in the blog in the past.

She said that during the first season, the Chinese fans had discovered the series on dvds sold on street corners as part of the black market in entertainment properties here. By the second season, the fans primarily relied on the internet to access content, impatient with the longer turnaround time of dvd production. Like American anime fans, they took the media in their own hands.

She notes that some of the amateur media fan groups in China can translate as many as twenty television shows a week, suggesting how Prison Break fits within larger patterns of cultural practice. She noted that the technical languages used on contemporary procedurals such as CSI and the slang used on many American programs posed particular difficulties for Chinese translators, who had mastered textbook English but had less exposure to more specialized argots.

The internet distribution of this content had special implications for rural communities, which had enjoyed less access to dvds than their urban counterparts. Web-based fan cultures were allowing rural youths to more actively engage with their urban counterparts and to become more fully integrated into online communities because they could consume the same television and film properties without significant delays.

Such access, however, was also fostering greater dissatisfaction with what many fans saw as the inferior quality of local media content. Chinese programs, produced under a state service model, had less of a focus on entertainment and fewer of the hallmarks of cult media than programs produced from outside the country, including not only American series but also Korean soaps and Japanese anime programs. Such programs, however, gain little airtime on Chinese television given the government’s long standing quotas on how much foreign content can be distributed within the country.

I was reminded of how I first got into Hong Kong Action films in part through a local dealer who had made pirated dubs of films from Japanese dvds, many of which were not available commercially here in the United States. Over time, I watched attendance at local screenings grow and grow because more and more people got access to films which no one imagined we would be interested in seeing in the first place. You started to see websites emerge which offered more information about the filmmakers and stars. All of this proceeded a wave of immigration during which people like Michelle Yeoh, Chow-Yun Fat, and Jackie Chan, began to appear in western films. Here, again, as I suggest in Convergence Culture, piracy becomes promotion.

Field Notes from Shanghai: Whatever Happened to Shanghai Swing?

Shanghai had been a thriving center for jazz and swing music during the 1930s and 1940s. These night clubs are vividly recreated in the opening segments of Indiana Jones and the Temple of Doom . I got deeper into this world when I had a chance to see some 1930s and 1940s era Chinese musicals when I attended the Hong Kong film festival a decade or so ago. Unlike Hollywood's representation, Shanghai swing was not simply derivative, appropriating western tunes and translating them into a new language. Rather, Shanghai Swing offered a fusion of western syncopation with classical Chinese instruments and sounds. It was, in effect, an early predecessor of today's world music movement. I was able to find a few rare recordings of the 1930s Shanghai Swing, mostly taken from film soundtracks, during a trip to Beijing five years ago and it has a cherished place on my ipod. So, I was determined to learn more about the contemporary swing scene during this trip.

A little research suggests that there are at least some new groups seeking to revive this popular music tradition, much as neo-swing music has enjoyed at least niche success off and on across the western world over the past few decades. I was able to find this website which offers some background on "Yellow Music," as Shanghai Swing was known among some of its followers. They explain:

In the colourful cabarets and sepia-lit dance halls of Old Shanghai, Jazz music set the background score to a fleshy world of mobsters, adventurers, and sing-song girls. Old Shanghai was the uncontested Jazz capital of Asia, where musicians from the World over tested their musical mettle nightly to the delight of enthusiastic audiences. In 1935, Du Yu Sheng, the notorious overlord of Shanghai's ominous "Green Gang" ordered into creation the first all-Chinese jazz group, called "The Clear Wind Dance Band", to perform at the Yangtze River Hotel Dance Hall. Critics called this music 'pornographic,' but the band played on just the same. The wheels of time brought Shanghai's heady heyday to an end as the once-bustling nightclubs were boarded up or converted into Communist factory buildings, and Jazz music was outlawed as an 'indecent' form of entertainment...Until Now.

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This site publicizes the efforts of the Yellow Music Ensemble to revive his rich cultural tradition, through a series of albums which promise us "musical seductions from China’s Age of Decedence," a phrase which turns decades of anti-jazz criticisms among Chinese cultural and political leaders on its head, even as it continues to exploit western orientalist fantasies about musical exotica from the East. In explaining their name, the site suggests,

The term 'yellow music' was used as early as 1926 by May 4th musical reformers condemning the works of composer Li Jun Hui, labeling them as 'fleshy', 'pornographic' and 'decadent'. Fusing Chinese folk melodies with western jazz and the styles of such composers as George Gershwin seems innocent enough, but having them performed by rows of teenage girls 'clad in costumes that left their arms and legs unencumbered' , drew its' critics . This yellowness to which the authorities objected was not so much the exposed skin color or even the urban pentatonic quality of the music, but its' Chinese-ness, and perhaps its' blackness as well. During the 1920s jazz was racialized and assigned to the lowest rungs of the musical evolutionary ladder, the Shanghai Conservatory considered jazz to be 'a bad form of Western music' much the same manner as were Chinese folk tunes; 'primitive music composed with a pentatonic scale'. This is obviously not the case in the 21st century. We have revived this concept in describing the modern instrumental fusion of Chinese and Western musical styles.

The group has produced three albums so far, which don't seem to be for sale on the site. I have friends in China trying to track down copies for me. The site does offer some mp3 samples as well as an interesting video showing Shanghai Swing then and now. The design of the album covers evoke the aesthetics of old Chinese calendar art, a popular collectible among western visitors to this country, though I suspect few of them connect these amber images of beautiful women in traditional garb back to the thriving entertainment industry in Shanghai during the pre-war years

Field Notes from Shanghai: My Newest Avatar

Last time, I offered some perspectives on the current state of serious games in China, based on a conference I recently intended in Shanghai. Today, I want to share some other impressions of the place of popular culture and digital media in contemporary Shanghai based on other experiences and encounters I had in the country. MY NEWEST AVATAR

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While visiting the Yu Gardens, I stumbled onto a series of craftspeople from the region, including a sculpture who was producing likenesses of visitors by carving colored dough. Being obsessed with multiple personas, I could not resist the temptation to have him sculpt a "mini-me," my term, not his. The process took about twenty minutes from start to finish. Sitting for the clay portrait gave me a chance to watch him apply his skills as a craftsman involved in an activity which I am told goes back centuries. I have reproduced the likeness here (though the piece was damaged slightly during my trip back to the United States and seems to be falling apart day by day as the clay dries.) It was interesting to see what someone from another culture would emphasize in representing me. I'd just had a hair cut and beard trim before the trip so you don't get the full 'shaggy man' Henry look, but he does capture my salt and pepper beard. He spent a great deal of time trying to replicate the precise pattern and coloring of my blue and purple striped shirt. I was wearing my black leather jacket so you don't get to see my trademark suspenders.

The practice involves rolling very thin strips of clay which may be cut and shaped using tiny implements. He also mixes his colors from a more limited palette, a skill which especially came into play as he tried to match the coloring of my beard.

Games and Social Responsibility -- Perspectives from Shanghai

Shortly after the start of 2008, I traveled to Shanghai to attend the International Games and Learning Forum, an event organized by the MIT Education Arcade team in collaboration with Peking University and funded by the Hewlett Foundation. The gathering brought together some leading American thinkers (including Sasha Barab, Eric Klopfer, and Scot Osterweill) about the pedagogical potentials of games with their Chinese counterparts in education, government and industry. Special thanks to Alex Chisholm who organized the event. This fascinating series of conversations started broadly with a consideration of the current context of digital games in China and ended with a concentration on the value of games as a resource for teaching foreign languages. Here I want to share with you some impressions about the current state of games in China which emerged from these exchanges.

The concept of the 'social responsibility' of games companies was a much more central concept to these conversations than in an American context. The western discussion of 'serious games' is framed by the assumption that pedagogy is an unrealized potential of the medium but without any expectations that games companies have an obligation to create games which might transform societies. Perhaps because of the ways that media industries in China seek to walk a line between some emerging capitalist impulses/opportunities and an overarching state economy, the industry representatives at this event sought to continually reassure participants that they were fully aware of their ethical and social responsibilities. These responsibilities operate at multiple levels -- not simply a repressive notion of ethical responsibility (focused on what they exclude from games in order to protect impressionable young people) but also a generative notion (what they included in games in order to promote national culture or ethical self-consciousness). And it is this affirmative or generative notion of social responsibility which holds open the greatest promise in terms of promoting a serious games movement in China.

One attendee went so far as to link this focus on serious games to the United Nation's statement on children's rights which identified a 'right to play' as a fundamental expectation. (It's hard to imagine such a U.N. resolution playing a central role in any American discussion of games given our national disdain at the moment for such international agreements, but one can imagine such a fit carrying greater weight in China at a time the country is courting global respectability through hosting the Olympic games.)

Game Addiction

Let me break this down a bit more. First, I was struck by how little of the conversation about the negative social impact of games centered around issues of media violence or even sex. I had noted a similar disinterest in games violence when I had visited China five years ago in the wake of a tragic fire in a cybercafe started by a high school student frustrated that he was not being allowed to access the internet or play games. My essay on this incident for Technology Review is reprinted in Fans, Bloggers, and Gamers. Basically, I argue that the Chinese had little interest in the argument that games violence causing real world violence. Rather, the incident was read in terms of concerns about the breakdown of traditional community life and the loss of the moral influence of the extended family in Chinese culture, both of which were seen as a consequence of rapid cultural, technological, and economic changes. The incident was also read partially in relation to a focus on 'games and internet addiction.'

We need to be careful about taking this 'addiction' rhetoric at face value even though there are some highly publicized incidents where Asian youth played games to the point of physical collapse. For one thing, Chinese youth used cybercafes as their point of access to both games and the internet. To some degree, the Chinese government is using a rhetoric of addiction to rationalize their periodic crackdowns on young people's digital access, knowing that concern about media effects is more likely to be accepted by western governments. In that sense, addiction rhetoric does some of the same work that the Firewall does in terms of restricting youth participation in the online world.

The addiction rhetoric, though, carries force within China where it is connected to a number of concerns which the Chinese have about their children's culture. First, at a time when aspects of capitalism are reshaping Chinese society (especially in Shanghai), addiction rhetoric gives the Chinese a way to talk about the impact of leisure culture and consumer capitalism on their lives. Playing games is problematic precisely because it is unproductive (or seen as such). This focus on unproductive play rather than productive labor takes on particular significance when you recognize that time spent playing games was time “stolen” from exam preparation in a culture where one's future (and that of your family) often rested on how well you perform on standardized testing. It is the high pressure nature of Chinese education which helps to account for the attractiveness of games as a cultural outlet.

Of course, this focus on play is not unique to Chinese youth, even if the forms that play takes breaks along generational lines. On most residential streets, you can see people squatting around a card game, Chess, or Mah Jong, the game providing a context for face to face interactions within the adults of the community. Many of the public parks we visited on this trip included plastic playground equiptment, not aimed at small children but rather targeted at senior citizens, who used them to exercise. Seniors are being encouraged to play but that play is organized around keeping young and improving their physical health (that is, play is redefined as enabling self improvement). Chinese youth, by contrast, are more likely to be interacting online (or within the closed space of the cybercafes) and often to be playing games with people they do not meet face to face.

This brings us to a second aspect of gaming from a Chinese perspective: government policies have promoted birth control and the single child family. Several folks in the Chinese games industry stressed the ways that online gaming reflected the loneliness and isolation of single children who were forced to reach out beyond their own families or even local communities in search of playmates. Whether understood literally or metaphorically, this link between the one child family and the debates about games addiction helps to explain the intensity of this concern.

Finally, the games addiction debate takes on a historically and geographically specific reference point. Several of the speakers talked about the addiction to western games as the modern equivalent of the opium wars, with games suspected as vehicles for inculcating western values or simply as distractions which insured that Chinese youth would under-perform in other aspects of their lives. Here, we can read the introduction of games consoles alongside ongoing debates in China about the appropriateness of recognizing Christmas, an alien holiday which never the less fit well with the gift giving focus of traditional Chinese culture (and in effect, extended the shopping season around Chinese new year.) Walking around Shanghai one saw strange overlaps between the decorations that still lingered from Christmas sales campaigns and the decorations which had already appeared in anticipation of New Years celebrations. I was amused by a sign I spotted in the Shanghai airport wishing visitors a "Merry Chris". The rest of the world talks about putting the Christ back in Xmas, but here, it is the Mass which has dropped off altogether as Kris Kringle and not the Christ child becomes the icon for this merchant's festival. Games, not surprisingly, are popular gift purchases during these holiday seasons but like Christmas, they were often understood in terms of unwelcomed western influences upon Chinese cultural traditions.

So, on one level, the social responsibilities of games companies were framed in terms of managing games addiction with the companies falling all over themselves to talk about devices and programs they have developed to limit the amount of time Chinese youth spent playing games. There are parential controls which allow adults to set and enforce fixed limits on how long their children can play. And games produced by Chinese companies are designed to provide stop points appropriate for the anticipated limits set on game play. One speaker at the conference even suggested a plan which linked access to game worlds and assets to performance on exams. Good test scores might translate into tokens which could be redeemed in games, thus providing gamers with a stronger incentive to spend time studying.

There was also a great deal of discussion about the need to develop games which encourage families to play together, insuring that gaming helps to reinforce strong family ties rather than representing one more factor of modernity which separated youth from the influence of their parents. (This is a society where a group sitting down to lunch is still given a single menu with the expectation that the patriarch will order for the entire group.) One Chinese games industry speaker described the ways that games focused on national culture might bridge generation gaps: young people could use games to help older players to master new technologies while adults could use game play to transmit traditional cultural values and practices.

Serious Games

On the other hand, many of the speakers defined the social obligations of games companies in a more generative sense -- in terms of the introduction of elements into the game play which are seen in more positive terms by the adult society. Games in China, then, are seen as part of a national cultural policy aimed at restoring pride in Chinese history and cultural traditions, traditions which were severely disrupted by the Cultural Revolution and just now beginning to gain some traction in the society once again. Parents worry that their offspring are being drawn to alien cultural experiences --not only games but also anime and comics from other parts of the world -- rather than embracing aspects of their own cultural tradition which adults want to see transmitted to the next generation. The computer here is seen as an important educational resource, one which prepares Chinese youth for a greater engagement with the world beyond their borders.

At the conference, several Chinese game designers proudly displayed games which included historically accurate and precisely realized recreations of historical villages and cities from pre-20th century China. They have filled these historical recreations with artifacts replicated from cultural museums or used them as settings to re-enact cultural rituals, such as wedding ceremonies. Many of the games were based on classical Chinese literature, especially Three Kingdoms.(For more on the relation of games to Chinese cultural policy, check out this earlier blog post.)

One participant noted that western games did much better in the cities but Chinese games rooted in traditional cultures were expected by more rural consumers. Such a distinction makes sense if we see games as part of the process of modernization, westernization, liberalization, and capitalization of China. Those young people who will have the most contact with western travelers or business men were being educated through their play to understand the world beyond while those who would have the least contact were more invested in protecting their national culture from outside influences.

Social responsibility was also being expressed in terms of promoting games which encouraged ethical reflection and thus transmitted the country's philosophical traditions and in terms of the potential educational uses of games. Games companies had a much stronger commitment to the development of serious games, even though most of them were no closer towards developing a business model to support edutainment titles than their counterparts in the west.

One unfortunate downside of this emphasis on games as a means of transmitting national culture was a tendency to link the idea of educational games to a particular kind of content -- to this idea of historical reconstructions -- rather than to a pedagogical process. Several of us in the group of westerners attending the conference were struck by how little our Chinese counterparts spoke about game play as a learning process, saying very little about what you did in the games and much more about the worlds that players could observe. At a western conference on serious games, there is much more likely to be a schism between educators who have a curricular focus and game designers who insist that good game play is necessary for games to be able to motivate or facilitate learning. As a result of this conceptual gap, the two delegations spent a lot of time talking past each other rather than sharing insights about the challenges of designing educational games.

The western participants were more likely to embrace games in terms of a conception of enrichment activities -- things we might learn which went beyond national standards and exams. The Chinese were, as a whole, much more likely to embrace drill and practice models of educational gaming with all education understood in relation to school policies and testing practices.

Piracy and the Chinese Games Industry

This discussion was also shaped by the particular character of the Chinese games industry which is being profoundly shaped by the culture of media piracy. All we had to do was to walk outside of our hotel and we could see a thriving business in the sell of illegal copies of western media content -- games, software, films, television series, and music. I spotted several Hollywood films on dvd which had not reached the screens in the states at the time I had left for the trip. Walk anywhere in the city and you will get accousted by row after row of merchants asking you to "Lookie, Lookie" at their "Watches, DVDS, ipods, suitcases, pocket books, shoes", all knock offs or copies of western produced goods.

I spoke with one college aged young woman here who offered a range of explanations: western copyrighted materials were priced too high for most people to afford; the government set limits on how many western media properties could be imported legally and there was aggressive censorship of anime and manga (with almost no Japanese content available legally here). The black market was the only place they could go to access such cultural goods, allowing them to work around both political and economic obstacles to access.

Yet, the presence of the black market also made it difficult to make a profit off the distribution of their games in this country and caused equal difficulties for local games producers. The game company folks explained that there was almost no legal market in China for platform or pc based single player titles since there was no way to stop the rapid distribution of such materials at low prices through the black market. The only kinds of games which could make money were multiplayer games, where companies could create incentives for buying legal copies. These games were funded on subscription models or on the basis of the sale of assets and services. This focus on multiplayer experiences, then, forced the Chinese companies to compete within a space where production costs and labor demands are highest and this made it very hard for commercial companies to embrace a serious games model, even in the face of the other strong policy incentives for them to do so.

Another factor pushing against the wide spread embrace of instructional games in China has to do with the technical infrastructure of their schools. A government official from the Education ministry described a 10 billion dollar national program to insure that every school in the country had at least one computer. While Urban Chinese youth enjoyed increased access to digital technologies at home, at school, and through the cybercafes (more on this next time), the rural youth still had little or no direct access to computers. So, a school which has only one computer would not be equipt to integrate computer games into its normal instructional practices as anything beyond the focus for teacher demonstrations. No wonder there is so little focus in their thinking about game play experiences: games may be seen much more as a simulation technology performed in front of the classroom than as anything that young people get to actually play themselves.

Wu Ming on Convergence Culture

I was very flattered to have the Wu Ming Foundation write the introduction to the Italian language edition of Convergence Culture, which came out late last year. I have been corresponding with Wu Ming 1 off and on over the past year. You may recall the interview I did with Wu Ming 1 and 2 in the blog late in 2006. I've been dying to read what they have to say about the book and Wu Ming 1 just shared with me an English translation of their text. Their introduction does a first rate job of linking the arguments of the book to the current work I am doing on new media literacies, mostly by relying on content originally published on this blog. They open with some interesting comments about what my book might contribute to European discussions of popular culture and cyberculture, which I thought would be of interest to my readers here:

In the best of possible Italies, the publication of this book would be a telluric event, one that would shake the debate on the Internet and the new technologies of communication. If nothing happens, not even a twitch, it will mean that there's no actual debate, no semblance of life, only a deserted house with loose shutters in the wind. In comparison, poltergeist activity in a graveyard will sound like Rio de Janeiro's carnival.

Convergence Culture is a revolutionary work in many ways. It remains a fascinating and comprehensible reading all the way through, and it's crammed with examples and evidence. The works of European theorists are often cited, explained in a vivid language, and used to analyze concrete behaviors and practices, with none of the original intricacies. It works like magic: in the pages of this book any obscure convolution turns to crystal-clear, no-nonsense talk. Professor Jenkins plunges into the culture of our time and gives an accurate picture of how the new technologies are changing it, then he re-emerges and gives us a report not so much on the media, but on the people who are using them to communicate. The picture shows us, all of us.

A propos of this, it is necessary to make a distinction clear.

In Italian, by "cultura popolare" we usually mean folk culture, a pre-industrial heritage whose manifestations have managed to survive until today. Sardinian cantores and tarantella dances are cultura popolare. Those who use the phrase in other contexts do it with reference to the English homologue "popular culture", which is more commonly translated as "cultura di massa". Although the latter expression also exists in English ("mass culture"), it may cause equivocation and - as Jenkins observes - there are different shades of meaning between "popular culture" and "mass culture".

Equivocation: la cultura di massa is transmitted through the [mass] media (cinema, tv, print etc.), but it isn't necessarily aimed at the big masses. It may also include music addressed to a niche of listeners, or cinematic sub-genres appealing to specific subcultures. In fact, the majority of today's cultural products are not di massa. We live in a world of countless niches and subgenres. The mainstream, what we call "il nazional-popolare", is far less important than it once used to be, and it keeps getting smaller.

Shades of meaning: the expression "mass culture" stresses the way this culture is transmitted, i.e. through the media. On the contrary, "popular culture" emphasizes the role of the people who receive it and then reappropriate it. Usually, when we talk about what a song or a film means in someone's life ("Listen, it's our song!"), or how a crime novel or a comic book influenced its era, we call it "popular culture".

The problem is that, ninety times out of a hundred, the Italian debate on pop culture focuses on junk TV, as if that were the only way to be "popular", as though there were no quality distinctions and historical evolutions, as though Sandokan, Star Trek, Lost, TG4 and Beauty and the Geek were all of the same mould. It's like saying that there are no differences between Bruce Springsteen, REM, Frank Zappa and Shakira, and no possible distinctions between Stephen King books and Totti-joke collections, since both categories of books hit the top charts.

There are two armies fighting each other, and we should stay away from both of them. On one side are those who shield behind the "popular" to produce and peddle crap. On the other side, those who despise anything not aimed at an elite audience or readership.

These positions are perfectly symmetrical, they feed each other and share common views. One is that pop culture only addresses mute audiences probed by people meters, masses that express themselves only as percentages in opinion polls or figures at the box office.

And here's another merit Convergence Culture has: it gets to the roots of equivocation and puts them out. The focus shifts from an inextricable tangle of banalities to a new perspective, a way of tackling all issues by redrawing known boundaries and barricade lines.

Next Time: Thoughts on the Serious Games Movement in China

Resources for Science Fiction Fans

For science fiction fans, let me suggest two potentially interesting links. Flow TV recently ran a special issue last month focused entirely around Battlestar Galactica, including an interview with Mary McDonnell (Laura Roslin on the show), reflections by Bob Rehak on the role of remakes and reboots in contemporary television, Sarah Toton's thoughts on the Battlestar Wiki, Anne Kustritz's reflections on the interplay between the series producers and their fans, and a piece from Julie Levin Russo which gets billed as 'A transmedia love story''. (My wife and I have spent the past four months madly trying to catch up on the series through a combination of dvds and downloads. We've now caught up and are waiting for the return of the series later this year.) Fun, Fun, Fun! The second comes curtesy of Reason Magazine's Jesse Walker, a regular reader and sometimes commentor on this blog. Jesse sent me a lead to io9, a blog which describes itself as "strung out on science fiction." I certainly know where you are coming from, dude, and feel your pain. There Annalee Newitz has put together a chart which shows the ideological shifts that occur in Doctor Who over time with The Doctor sometimes seen as preserving the status quo and other times fermenting revolt among the underclasses. Newitz shows how these shifts in ethical and ideological frameworks correspond with shifts in political leadership in the United Kingdom, though readers write in to suggest a range of other factors explaining some of the philosophical inconsistencies of the show.

American Idol and the Variety Show Tradition

I also recently had a chance to contribute a guest blog for the PBS Remotely Connected Site. I was asked to write about a current PBS series, Pioneers of Television, which is a first rate exploration of tv history featuring interviews with more than a hundred key players in the early history of the medium. My post dealt primarily with an episode centered on variety programming. Near the end of the post I made an argument that in many ways American Idol has taken on some of the functions which variety programming used to serve. I wrote:

Vestigial elements of variety survive. If the episode had paid more attention to amateur variety competitions, an important sub-genre which goes back to Major Bowles on radio and Godfrey on television, we would see the clear links to contemporary series, such as So You Want to Dance, Dancing with The Stars, Americas Got Talent, and of course, American Idol. Such talent competition series fuse aspects of the game show and the variety traditions, even if they are now lumped into the larger category of reality programming. Consider some of the similarities:

  • These shows are often performed live, much like the earlier variety shows.
  • These shows are much more likely to be watched as they are aired than other contemporary programming, helping to create that sense of a national audience.
  • These shows are more likely to be watched in a social context, whether among family members or roommates.
  • The performances provide music, while the judge offer recurring comic characters.
  • Such programs combine classic old songs with emerging performers, much like the repertoire of Tin Pan Alley standards which were the stock and trade of variety show musical numbers.
  • Such programs offer constant shifts in style which move up and down the taste hierarchy -- ballroom dancing one week, hip hop moves the next.
  • Hosts like American Idol's Ryan Seacrest play much the same functions that Ed Sullivan performed on his program, introducing the performers and warming up the audience between acts.

The Writers Strike and Transmedia Entertainment

I was going to run a series of short items today. I am experimenting with breaking these down into a series of smaller posts, instead. I have not had a chance to write extensively here about the Writers' Strike. By this point, there are some very good discussions of the strike out there by other media researchers which more or less say what I would have said on the topic. For example, check out Jason Mittell's Post. I did participate in a discussion on the future of online content early this year organized by newteevee.com. Here's what I said there about the likely impact of the strike:

The writers' strike is a struggle over transmedia content and as a consumer, I certainly hope that the writers gain significant ground in their current efforts. As long as the media companies see online content purely in terms of promotion, they will not fully integrate it into the storytelling system. As long as creatives see generating 'extensions' as extra unpaid work, they will not put their best effort into this content.

The other interesting thing about the writers' strike as it intersects online video is the fact that the writers have been so much more effective than the producers at using YouTube and other online platforms to get their messages out to the public. Most mainstream media coverage of the strike has focused on how it inconveniences consumers -- after all, it is being produced by the same companies the writers are striking against. But the writers have been inventive at generating compelling online video which does get spread by their consumer base and helps to explain the underlying issues of the conflict. If nothing else, this shows how much better they understand the new media ecology than the people they are working for.

My Own Personal Writer's Strike...

Hi gang! I'm back after a somewhat longer hiatus from blogging than I had initially anticipated. I haven't posted new content on the blog in almost a month. I've been joking to people that I declared my own personal writer's strike. In reality, my absence has been caused by several factors: for one thing, we've been transferring the blog to a new server and setting up some new systems which should allow us to post comments more promptly and should result in less frustration all around. But secondly, I have needed to focus my energy on catching up on some other writing projects including some significant revisions of Convergence Culture as NYU Press gets ready to issue the paperback edition of the book. And finally, I've spent the last week or so in Shanghai attending a conference on games and education. You will be seeing a burst of posts about my China experiences over the next week or so.

Now for the sad news: I've struggled for some time trying to figure out how I maintain the pace of this blog, given increased demands on my time on other fronts. The past few years have been transformative in my career, with each week opening up new opportunities. I have a bad habbit of saying yes when confronted with an interesting invitation or when given a chance to do something I've never done before. I am on the road someplace almost every week and I am trying to manage an expanding portfolio of research projects back at MIT.

When I first started the blog, the advice I got was that the only way to sustain such an activity was to take deadlines seriously. You should figure out how many times a week you want to post, set a schedule for yourself, and stick with it. Naively, I figured I could put out content five days a week and I promised myself that I would do my best to hold to that schedule for the first full year. I succeeded. In that first year, I didn't miss a single day and I think the richness and diversity of my output speaks for itself. By last summer, I was finding it harder and harder to sustain that pace, but the Gender and Fan Culture series helped to reign in my panic because it meant that I needed to produce content for only three days a week. By the end of last term, I was having trouble doing that and so I missed some days there near the end of the year, which made me unhappy with life.

My new year's resolution, thus, is to lower the pressure on myself a bit more by stating outright that I am going to be producing content three days a week. Some weeks I may be able to do better than that, but let me lower expectations a bit. I doubt that there are very many readers out there who fully read everything I post now.

Cutting back will have some impact on the diversity of what I can cover clearly and as it was, there were topics that I wanted to write about – J.K. Rowling's outing of Dumbledore, the Writers' Strike being two examples – which I just couldn’t find time to catch up on. So, this will still be a source of tension for me, but I think life will be better if I scale back just a little bit.

I have no desire to stop blogging, altogether. Have no fear. Doing this blogging has been an enormously rewarding experience for me. Almost everywhere I go these days, I meet people who are reading the blog and I love the chance to talk with them and get their perspectives about what I've written. I confess to being totally addicted to the various blog search engines especially with seeing what other bloggers have to add to the discussions we’ve started here. When I first graduated from college, my goal had been to become a professional journalist but I wasn't able to find full time employment. In some ways, blogging has allowed me to merge the career I thought I wanted (as a journalist) with the career I have pursued (as a college professor). Writing in the blog has forced me to find ways to be even clearer and more accessible in my prose as I have been able to build up a readership here which is overwhelmingly composed of people who are not academics.

Through the interviews and guest blog posts, I have been able to expand public awareness of the work of many other media scholars and in the process, have helped to mentor them about what is involving in expanding the readership for their work. I have been able to use this blog to host important conversations in our field, such as the marathon series of exchanges on gender and fan culture we ran starting in the summer. I hope to hold other such conversations in the future. Hosting the blog has allowed me to share some of the outstanding work of my students and colleagues to a larger public and has given me a chance to collaborate with some alums of our program as they share their interests with this community.

The blog has had a huge impact on the admissions for our graduate program. More and more of the students applying understand what is unique about our program. As a result, we are getting students who are more motivated to take advantage of the opportunities we offer. They become regular readers of the blog once they are accepted and thus come to campus already feeling a part of the CMS community.

The blog has also helped our alums to feel more attachment to the program and maintain greater awareness of what we are trying to accomplish. The blog has helped to bridge between a range of different conversations about media change including those involving fans and gamers, within the brand and entertainment industries, among media literacy advocates, and among academic media researchers.

Having a regular channel through which to share my insights to the world has increased my professional visibility, calling my work to the attention of researchers in a range of different fields and dramatically increased speaking invitations. It has also allowed me to help set the agenda for how media gets covered in the press with a growing number of reporters using the topics we discuss here as a spring board for stories.

Convergence Culture has probably sold more copies than my other eleven books combined and I am certain a large portion of those sales can be traced back to the ways that this blog has increased public awareness of my work. In this case, as in many others, giving away a daily sample of my content for free has increased public interest and resulted in more book sales, not fewer. So, for these and countless other reasons. I am finding the time I pt into this blog as intensely rewarding. But I do need to cut back just a little on the time I put into this project if I am going to do justice to all of the other things people want me to do.

I've said it before and I will say it again. I see this blog as an experiment in how academics might use emerging technologies to expand their role as public intellectuals. For too long, academics were dependent on old media channels to get their ideas out to a larger public. One of my early blog posts centered on my concern that academic publishing had become a kind of ghetto which was cut off from the larger conversations which impacted our culture. I had hoped that blogging might provide an alternative means of circulating ideas and engaging in conversations.

In doing so, though, I did not want to give up on those things I value about academic writing -- the ability to connect local or topical issues to much larger, more abstract concerns; the ability to dig into substantive issues in a deeper way than would be possible through a mass media channel; the ability to provide a historical context for contemporary developments or to deal comparatively with developments in different national contexts or within different media sectors. All of this requires depth and doesn't result in the short posts which have typically characterized other forms of blogging.

The length of my posts remain one of the most controversial aspects of this blog. Some people bust me for writing too much, saying that what I do isn’t really blogging. For me, what makes blogging exciting is that when we step outside of commercial contexts, space limits become relatively arbitrary and people are free to do their own things using the new media platforms. In general, I find that my longer posts get more discussion, not less, despite those who insist that if I wrote shorter, I would have greater impact. I am finding blog posts are getting cited in academic papers because they gain some element of scholarly respectability even as they are being used as springboard for casual conversations among my regular readers because they maintain timeliness. I am going to try this year for some posts that are shorter but I don't think I can or want to move away from the longer posts which have been an aspect of this site from the start. If you want shorter posts, there are many other very good blogs out there to read. And in any case, I try to write even my longer posts in modular units which make it easy for people to duck in, read as much as they want, skim through the rest.

We are still working on finalize the new comments mechanism for the site. Be patient a little longer and we hope to improve a situation which has long frustrated me and many of you.

Futures of Entertainment Podcasts

This will be my last post of 2007, barring unforeseen circumstances. The blog is going to go down for a little bit to allow us to switch servers and hopefully provide better service in the future. The blog is also going down because I am exhausted from the term, want to spend time with my family, and need to catch up on other writing and regroup my thoughts so that I have interesting things to share with you all when I return next year. Before I sign off though, I wanted to let you know that the podcasts of the Futures of Entertainment 2 conference are slowly but surely being posted on the CMS homepage. So far, the following podcasts have appeared:

Opening Remarks by Joshua Green and myself, laying out what we see as some of the most important media trends of the past year.

Metrics and Measurement

Panelists: Bruce Leichtman, Leichtman Research Group; Stacey Lynn Schulman, Turner Broadcasting; Maury Giles, GSD&M Idea City

As media companies have come to recognize the value of participatory audiences, they have searched for matrixes by which to measure engagement with their properties. A model based on impressions is giving way to new models which seek to account for the range of different ways consumers engage with entertainment content. But nobody is quite clear how you can "count" engaged consumers or how you can account for various forms and qualities of engagement. Over the past several years, a range of different companies have proposed alternative systems for measuring engagement. What are the strengths and limits of these competing models? What aspects of audience activity do they account for? What value do they place on different forms of engagement?

Fan Labor

Panelists: Mark Deuze, Indiana University; Catherine Tosenberger, University of Florida; Jordan Greenhall, DivX; Elizabeth Osder, Buzznet; Raph Koster, Areae

There is growing anxiety about the way labor is compensated in Web 2.0. The accepted model -- trading content in exchange for connectivity or experience -- is starting to strain, particularly as the commodity culture of user-generated content confronts the gift economy which has long characterized the participatory fan cultures of the web. The incentives which work to encourage participation in some spaces are alienating other groups and many are wondering what kinds of revenue sharing should or could exist when companies turn a profit based on the unpaid labor of their consumers. What do we know now about the "architecture of participation" (to borrow Kevin O'Reilly's formulation) that we didn't know a year ago? What have been the classic mistakes which Web 2.0 companies have made in their interactions with their customers? What do we gain by applying a theory of labor to think about the invisible work performed by fans and other consumers within the new media economy?

And don't miss the webcast of the MIT Communications Forum event, Forum: NBC's Heroes: "Appointment TV" to "Engagement TV"?

The fragmenting audiences and proliferating channels of contemporary television are changing how programs are made and how they appeal to viewers and advertisers. Some media and advertising spokesman are arguing that smaller, more engaged audiences are more valuable than the passive viewers of the Broadcast Era. They focus on the number of viewers who engage with the program and its extensions -- web sites, podcasts, digital comics, games, and so forth. What steps are networks taking to prolong and enlarge the viewer's experience of a weekly series? How are networks and production companies adapting to and deploying digital technologies and the Internet? And what challenges are involved in creating a series in which individual episodes are only part of an imagined world that can be accessed on a range of devices and that appeals to gamesters, fans of comics, lovers of message boards or threaded discussions, digital surfers of all sorts? In this Forum, producers from the NBC series Heroes will discuss their hit show as well as the nature of network programming, the ways in which audiences are measured, the extension of television content across multiple media channels, and the value producers play on the most active segments of their audiences.

Keep an eye on the Comparative Media Studies Program Home page and the Futures of Entertainment 2 Conference website for the roll out of the other conference podcasts.

Live Action Anime? Only at MIT!

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When I heard several months ago that some of my MIT colleagues and students were helping to stage a performance of Live Action Anime, I knew I had to be there. I anticipated the experience with a kind of "only at MIT" amusement -- not sure what to expect but knowing that the results would be dazzling.

The performance, Madness at Mokuba, opened with a spectacular battle between two giant robots (see the image above) staged against the backdrop of projected anime images and accompanied by an awe-inspiring soundtrack of metallic clanks and engine sounds which instantly reminded me of my first experience watching RoboTech and Star Blazers several decades ago. I didn't know what live action would look like but as the performance continued, I was more and more impressed with the craft and research which went into this performance.

The show was staged by SLIPPAGE: Performance, Culture, and Technology, a collective of artists and researchers established in 2003, which seeks to explore "connections between acts of performance, formations of culture, and interventions of technology toward an end of

original theatrical storytelling."

Madness was scripted by Ian Condry, an associate professor of Japanese cultural studies in the MIT Foreign Language Program. Condry is the author of the recently published Hip Hop Japan: Rap and the Paths of Cultural Globalization. Some readers will recall an interview with Condry I ran some months ago about his research into Japanese popular culture. Condry is now working on a new book, tentatively titled Global Anime: The Making of Japan's Transnational Popular Culture, which emerges from field work spent in Tokyo animation studies. (I was lucky enough to tag along with Condry during one his trips to Japan, getting to visit Studio Ghibli, and getting some behind the scenes perspectives from the producer of Pokemon. I've described some of my impressions of seeing cosplayers in Yoyogi Park in a previous blog post.)

Condry runs the Cool Japan program, a joint efforts between Harvard and MIT, which regularly brings to Cambridge leading researchers, producers, writers, and others involved in the production and distribution of Japanese popular culture. In an e-mail interview, Condry shared some of the thinking which went into this production:

One of the things that interested me about the live action anime project is that it got me thinking about the many ways that anime crosses over from the "virtual" to the

"real." The most obvious example is cosplay and the many forms of licensed merchandise,

such as toys and models, that in effect bring anime through the screen and into

people's hands. When fans take anime and manga characters, and use them to create their

own fanzine manga (dôjinshi), a similar kind of translation effect is underway, that

is, taking imagined characters, re-imagining through our own minds, and the creating

something new in the world.

It shows how inaccurate in some ways the distinction between virtual and real is, and I

think that partly explains why debates about the division between the two worlds has

slackened in recent years.

During fieldwork research in Tokyo, I have also been struck by how often the term "real"

(riaru, in Japanese) comes up when anime creators talk about what makes particular works

distinctive. Anime creators always struggle with challenge of bringing the "real" into

the "virtual" space of animation.

The original Mobile Suits Gundam series, which began airing in 1979, is looked back on now as the moment when "super robot" anime, with its happy heroes, child audiences, and 30-minute resolutions, gave way to "real robot" anime, in which war was represented in a

more realistic manner. Real had other connotations in this context as well. In real

robot anime, so-called heroes are often despised for their violence and wanton

destruction, audiences were older, and the stories seldom had clean-cut endings, but

rather meandered through the gray zones of war's ambiguities, hypocrisies, and senseless

violence. Gundam turned robots from heroes into mere weapons of war.

In the end, the notion of live action anime may be paradoxical, but it also reflects

some of the most fascinating aspects of anime as a medium.

Anime fans have long debated whether Anime is best understood as a genre (or perhaps a set of related genres), as an aesthetic style, as a mode of production, or as a transmedia phenomenon. Informed by Condry's theories and research, the MIT show managed to cover all of these bases and then some.

The show's characters (see below) each embody archtypes from the anime tradition, collectively taking us on a tour of its core genre elements and linking them to larger trends in Japanese society and culture, including "giant robots, a Japanese schoolgirl, a lovelorn otaku, a masterless samurai, a gamer woman, evil media magnates, and a vengeful deathgod who all battle for truth, justice, and the anime way."

anime%201.jpg

As the story opens, the protagonists, including Schoolgirl and her sidekick, Sam Rye, and their arch rivals, Flux and Ota Ku, are preparing their robots for the Makuba Institute of Technology's annual giant robot battle. Yet, something strange is going on. Their classmates are falling prey to VIRTIGO, a strange mental illness which involves altered states of consciousness. We learn that the illness has been manufactured by an evil media conglomerate (The Infinite Channel Network) in order to produce a state of constant consumption, transmitted through the use of flash rhythms similar to those that alarmists claimed caused epileptic seizures when Pokemon was first released. Falling prey to what is described as a "Neo-Postmodern Trans-subjectivity syndrome," victims "fall from one reality into another." As the corporate scientists spell out their plans to use anime to achieve global dominance, they become the vehicles for Condry and the show's cast to explore the historical evolution of the anime movement. As scenes from Astro Boy, Gundrum, Neon Genesis: Evangelion, and Pokemon, among other defining texts in the anime tradition, are projected on the wall, the cast stages a gender-bending re-enactment of key moments, such as the creation of Astro-Boy. There's a very funny re-enactment of Pong with actors moving a giant cardboard ball between two massive paddles. Cyberpunk has long been a vehicle for authors and animators to reflect upon the influence of media on contemporary culture and this high tech plot provides an ideal vehicle for Condry to express his own insights into the cultural and economic factors which have enable anime to straddle genres, to reach across multiple media platforms, and to shape youth culture world-wide.

The performance loving captured the anime aesthetic. While the performers are live, the voices are dubbed, capturing the slight mismatch between lips moving and spoken language which is part of most westerner's experience of watching anime. (During the question and answer period, one anime saavy spectator asked when they might see the subtitled edition of this performance and offered to help launch a fan sub project!) The soundtrack wittily samples effects from classic games and anime which sparked some audience members to shout out the references -- and trust me, at MIT, a high percentage of those attending the show were deeply immersed in games, anime, and other aspects of geek culture.

The acting style was designed to convey some of the limited animation techniques most closely associated with anime -- even including repeated gestures which hint at the longstanding practice of recycling footage at certain generic moments -- transformation scenes for example -- in some series.

The show's director, Thomas F. DeFrantz, who is a Professor of Theater Arts and the current head of the MIT Program in Women's and Gender Studies, shared with me some reflections about the stage design and choreography for Madness:

To construct movement for the piece, I often had my dancers think of themselves as if 'in camera.' I asked, "if you were the animator, how would you draw this moment?" The piece is based on stillness, rather than on motion. In many anime, you don't see every bit of a gesture, just the edges. This took a technique of 'clenching' the body, strangely enough, to reveal the edges of each silhouette that stood for a character emotion. More than anything, we had to work against the casualness of everyday gesture, in which there might be many silhouettes of little interest to an animator or someone watching anime. For this work, we had to focus on the silhouettes that could reveal character, attitude, and opinion all at once. The performers developed their 'signature poses' and we worked from those to generate a language of motion. In the end, it was much harder than I thought it might be, to go through the entire piece in this sort of 'physical karaoke' but without ever speaking a word. It helped us reconsider the importance of breath and sound as components of human expression, because in the live action anime, working with the pre-recorded soundtracks, the performers never got to make a sound.

The costume and make-up were equally iconic, designed to transform the student performers into cartoon characters. Here, for example, is a portrait drawn by castmember Ashley Micks of Ota Ku, one of the young people who helps overcome old school rivalries and work together to defeat the evil corporations.

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Milo Martinez, an undergraduate major in the Comparative Media Studies Program, describes the challenges he faced bringing this larger-than-life character to the stage:

I can honestly say that Live Action Anime was an experience worth having. As a Dancer, Cosplayer, and Anime-fan, I saw it as a perfect fit for me. The entire piece is gesture based, and a lot of focus was placed on creating phrases with our bodies. "How can our body say this sentence for us?" was a common question we asked ourselves while constructing the choreography. Since our voices were "dubbed over" we had to make sure that our movement could speak for us.

We were very particular in everything we did, each character had a walk, pose, attitude, and each needed to agree with the others. As an Anime fan, it was important to me to try and make my movements big and crazy, if it looks like it hurt, then it probably did. How fast can I run from this side of the stage to the other? How high can I jump? A lot of this show I pushed my body to its limits to try and create a character that had indeed walked out of a screen.

As his comments suggest, Milo came to the show with extensive experience in cosplay, a form of costuming and performance which thrives within the anime fan community. Indeed, Milo was interviewed on camera as part of a series of short documentaries on cosplay we have been producing for Project nml (New Media Literacies). Here's a segment from this documentary, which is still in production, which features Milo talking about his cosplay experience and suggests the ways that these fans are, as Condry has suggested, already involved in finding ways to translate the look and feel of anime into physical reality.

From Zoey's Room to Project NML: An Interview with Erin Reilly

Yesterday, I introduced you to Matthew Weise, a producer from our GAMBIT lab, and a key figure behind our games research efforts. Today, I wanted to introduce you to another researcher who recently joined the CMS community -- Erin Reilly, Research Director of Project nml. The New Media Literacies (NML) project, funded by the MacArthur Foundation, is developing a theoretical framework and curriculum for K-12 learners that integrate new media tools into broader educational, expressive and ethical contexts. NML is partnering with classrooms and after school programs around the country to test curriculum prototypes created by CMS students and program affiliates.

Before coming to MIT, Reilly was co-creator of Platform Shoes Forum's model program Zoey's Room, a national online community for 10-14 year-old girls, encouraging their creativity through science, technology, engineering and math (STEM). Zoey's Room has proven results in advancing STEM and Media Literacy skills. In 2007, Erin received a national educational Leaders in Learning Award from Cable in the Classroom for her innovative approach to learning through Zoey's Room. A recognized expert in the design and development of thought-provoking and engaging educational content powered by virtual learning and new media applications, Erin has been a featured speaker, panelist and keynoter at several industry events. Erin serves on the Working Committee of Pop!Tech (http://www.poptech.org), an internationally acclaimed technology event that can be seen on PBS and the Technology Committee of the Maine Arts Commission.

Knowing how many of my readers have a strong interest in the use of new media for education, I asked Reilly to share some of her insights from working on Zoey's Room and to give us a preview of what you can expect to see from Project nml in the coming year.

Tell us about Zoey's Room. What were the goals of this project and how do you measure it success?

Zoey's Room is a safe, online educational community developed by Platform Shoes Forum to creatively engage 9- to 14-year-old girls in science, technology, engineering and math (STEM).

The goals of Zoey's Room are to encourage middle school girls to:

• Learn science, technology, engineering and math skills in a fun, collaborative online environment by completing online activities and offline challenges on their own or in a group.

• Behave responsibly and ethically online and to be Internet Safe

• Participate and share in an informal learning environment, and

• Be better prepared for the technological demands of a future workforce.

Fewer than a dozen Science, Technology, Math, Engineering (STEM) websites are currently available online for middle school girls right now. Of them all, Zoey's Room is the only STEM website that features a multicultural character "Zoey" who appeals to both rural and urban girls. Zoey hosts her own chat room for girls every day after school. She encourages girls to explore STEM topics through fun challenges called Tec-Treks, that expand their knowledge on a range of 21st century skills. Additionally, each month, Zoey leads informative chats with "Fab Female", women role models who have STEM professions. This unique interpersonal connection, along with the collaborative nature of the Tec-Treks, encourages girls to become more interested in STEM careers.

We measure the success of Zoey's Room not on the number of its members but on the girls' safety, progress in academic fields, and retention in the program. The extensive research behind Zoey's Room allowed us to develop a practical application, which includes an on-going assessment of each member's participation and learning. Evaluative tools include a benchmark survey taken when a girl first joins the program, annual assessment polls, and one-on-one feedback from online members and adult facilitators.

Specifically, a sample of 100 girls participated in the Zoey's Room 2006-2007 benchmark and final survey. When asked the answers to very specific STEM questions we put to them in the survey, the majority of girls got 12 out of 13 of the answers right--which proves to us that they actually learned terms and concepts and principals of certain STEM topics by doing the various Tec-Treks. But beyond statistical measures, what girls are saying about Zoey's Room matters the most.

"Math is my favorite subject - I'm (now) interested in numbers and problem solving"

"We need more ideas like Zoey's Room; being a girl is hard and we need all the support we can find since it's hard to discover that at home, with our friends, or our schools."

"I think that Zoey's Room is the best idea in the whole entire world. On Zoey's Room, a safe environment is provided where questions can be answered and girls actually have a voice."

What factors have historically limited young girl's comfort with Science, Technology, Engineering, and Math? How has Zoey's Room overcome these problems?

Reports like "Shortchange Girls, Shortchange America" (1991) and "Gender Gaps" (1998) by the American Association of University Women (AAUW) were the catalyst for starting a program like Zoey's Room. Through aggregated research and internal studies, these reports uncovered the need for schools to provide equitable education for girls in the areas of STEM. AAUW found that to instill math, tech and science skills in girls; we need to educate girls to be designers, not just passive users of technology- and Zoey's Room encourages that. Given the social and collaborative nature of girls, a girls-only self-paced learning environment seemed a natural platform. The next step was to make this environment engaging and attractive to girls by including community tools.

Though girls today are more apt to be interested in technology, they are still not pursuing further as advanced courses or career aspirations. According to a more recent report," What We Know about Girls, STEM, and After-school Programs" (Cheri Fancsali, Ph.D. for Educational Equity Concepts) girls are much less likely to major in science-related fields in college; less likely to complete undergraduate and graduate with STEM degrees. Beyond that, women comprise a disproportionately low percentage of the STEM workforce, earn less, and are less likely to hold high-level positions in STEM careers. What does that mean for our society? Today, eight of the 10 fastest growing jobs in the U.S. are computer related. By 2010, jobs in the technical and mathematical fields are expected to increase by 67%. If this trend continues, not only does it seriously cripple young women's potential financial earning power, but as more jobs in the future demand technological proficiency, this trend can be a detriment to the nation's intellectual resource pool.

In the last five years, numerous studies have documented concrete methods to get girls re-engaged into learning "hard skills." Programs for girls combining hands-on activities, role models, mentoring, internships, and career exploration have improved girls' self-confidence and interest in STEM courses and careers and helped reduce sexist attitudes about STEM (Campbell and Steinbrueck, 1996; Ferreira, 2001).

The AAUW Commission also stressed the need for adult female role models to engage younger females in the areas of science, technology, engineering and math for girls to begin reshaping their own perceptions about these fields as career choices. A recent Girl Scout Research Institute (GSRI) study showed that girls tend to make career choices based on their role models rather than their academic interests.

Joseph Bernt, an Ohio University professor of journalism, and one of the authors of a nationwide study funded by the National Science Foundation about the media's influence upon middle school children found "this age group spends more time interacting with media than in school or with family, or even with their peers. This means that media has to start providing better role models for girls. Zoey's Room is our example of creating a fun, creative, positive use of media. By harnessing the media for education, we hope to inspire girls with other role models.

In a recent column, I argued that the term, "digital natives," masked lots of differences in young people's access to and participation within digital media. What kinds of differences in skills and access have you observed through your work on Zoey's Room?

I think we've grown up in a culture that we have to label everything, but by doing this we limit the truth of who people really are. Using labels like digital natives and digital immigrants is just another way of stereotyping people. Anyone who's participated in community online knows that it's these places where stereotypes are broken down. The anonymity of the web allows for the girl you'd never hang out with in school to become one of your closest allies online. It's a congregation of girls interested in a particular subject rather than hanging out on a particular social norm that sets precedence in the school cafeteria.

Children have to learn technology skills just like we adults. The only way they are going to learn the skills are by trying it out or asking for help. This metaphor makes it sound that every kid is a native to the digital environment. It doesn't take into account that kids and adults all have different experiences with digital technology. And it also doesn't take into account the guidance and supervision that happens in communities and the positive results occurring when an informal mentorship happens between an adult and a child online. It really depends on how much access they have to the technology in order to be comfortable. These skills are unevenly distributed across our population and can easily be seen in the Zoey's Room membership. We have many home-schooled girls using Zoey's Room who are much more savvy online than girls who doesn't have a computer at home and only get to use the computer when she meets with her after-school Zoey's Room club.

The chat and message boards on Zoey's Room are filled with peer-to-peer sharing of how to do something online. (See the below image for example of girls sharing how to change fonts within chats).

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The message board tech tips wouldn't be filled with this information if girls came into the program knowing how to do everything digital.

I also argued that adults might have more to contribute in helping young people adjust to new technologies than the phrase "digital immigrants" implied. How did you harness adult expertise through Zoey's Room?

We harnessed adult expertise in Zoey's Room by creating a mentoring pipeline through our Friends of Zoey and Fab Female components. High school girls can apply to be "Friends of Zoey", which are junior staff members who interact online with girls and encourage them in Tec-Treksâ„¢. The FOZ began as an internship program for girls who have aged-out of Zoey's Room but still wanted to stay involved and developed into these girls being the community hosts of Zoey's Room as well as keeping content evergreen.

As I mentioned earlier, Fab Females are female role models who have professions in STEM. Past Zoey's Room "Fab Females" have included a NASA Food Technologist, Microsoft IT manager, a marine biologist, a paleontologist, and digital artist, designers and film makers. Fab Females have asked to stay involved beyond the chat session. With an increase in membership this year, we're opening up a space in the community for on-going interaction between Fab Females and the members.

Not only are our Friends of Zoey the glue to the online community, but also these girls build leadership skills by recruiting and interviewing our Fab Females to conduct online chat sessions. They also work with these Fab Females for additional Tec-Trek activities.

Online safety was a central concern of your work on Zoey's Room. Many adult fears about young people's experiences online are misguided, but some are not. What do you see as the most realistic concerns and what steps did you take to address them?

Since we work with children under the age of 13, the biggest concern is following the guidelines of COPPA, and we worked closely with the FTC to ensure our registration was COPPA compliant. However, this doesn't guarantee that a person signing up is who they say they are and we all know how easy it is to change your birth date to make you whatever age you want to be. So, how do we protect girls from encountering just anybody on our site?

We've partnered with a 3rd party verifier to ensure all adults who register a girl for an account are subject to identity verification. Before confirming a girl's membership to Zoey's Room, our process verifies the data collection of adult registrants to ensure they are who they say they are. This is a reactive approach and does not provide the answer to safety but we hope this extra step will deter folks who are joining the community for reasons other than its intended purpose.

Past the access point, Zoey's Room creates a proactive approach to safety and ethics by training Friends of Zoey how to help moderate and monitor the chat room and message boards every day for ongoing protection of its members. We also create an environment where members watch out for each other and know the guidelines they need to follow to participate in the community... and I think this is the best approach to take. I conduct adult workshops and stress to attendees how important it is to have open conversations with your kids and help educate them of proper conduct online.

Lately, we find the biggest concern is not safety but ethics. We've found that when confronted with someone prying too much, they usually quit out of the program and shut down. Their natural instincts kick in. However, it is mob mentality and bullying that causes the most damage. Zoey and Friends of Zoey provide peer-to-peer guidance in how to handle the situations and have been known on more than one occasion to be the bridge to acceptance of each other.

What did you learn from the work on Zoey's Room that will help us expand the community around Project NML?

The first thing we started with this year was defining our audience. If it's for teens, make it for teens. Don't worry about the adult. If teens like it, the adults will join in. If teens don't like it, you and the adults will always feel like its work.

"Today's American teens live in a world enveloped by communications technologies," states a 2005 Pew Internet and Life Report titled "Teens and Technology.

Whether adults are comfortable with this technological revolution or not--it's happening. According to the Pew Report more than 87% of teens and tweens between 12-17 are using the Internet and their preferred method of communication is online in the form of Instant Messaging, Chat Rooms, and Social Networking sites with older girls taking the lead nationally as the "power users" of the Internet.

In Zoey's Room, we foresaw this trend in 2002 when we created a moderated chat room for girls only with the sole purpose of appealing to girls' natural collaborative and communicative natures as a platform to introduce "stealth" education in the form of Tec-Treks and role models.

We also saw the success of having a place for members to showcase their work and get feedback. Each of the Tec-Treks is project-based and not yes or no or multiple choice answers. Tec-Trek projects are loaded for not only Zoey and her friends to give feedback but also the other mentors.

I've seen first-hand that community is the glue to learning online. If you lose community, then you might as well be reading a book on your own without ever joining the book club for discussion.

I hope to take the Zoey's Room "pipeline" community to Project NML. This approach encompasses the traits recognized in participatory culture, including:

• Low barriers for artistic expression & civic engagement

• Strong support for creating and sharing what you create with others

• Some type of formal mentorship (pass it along to newbies)

• Members contribution matters - reinforce your contribution is important

• Some degree of social connection matters

And first and foremost, I bring the knowledge of lessons learned in the field. Of having taken theories and created a successful digital learning application. Having processed what works and doesn't work will help Project NML be successful and hopefully push the digital learning community further.

What have you learned through working on Project NML so far that helps you think differently about Zoey's Room?

In your graduate proseminar on Media Theory and Methods, you ask your students to interview a media maker and to try to get a sense of the theoretical assumptions underlying their work. Zoey's Room has been a practical application but the research that we looked at to develop Zoey's Room was girls and STEM. We were media makers so we didn't look at the media theories to develop... we just did it.

Since becoming Research Manager for Project NML, I realize that we intuitively created a participatory culture for members of Zoey's Room. Even though the program was about encouraging girls in STEM, it is an example of a shift in media literacy from thinking about what media does to helping change our mindset to what choices we make as users / producers of media. This is an active way of participating in media instead of the passive way to what media we consume.

We cannot have media literacy be a separate class / add-on at the end as we've seen in the past decade. Instead it needs to be infused cross-curricular.

Reviewing the skills against Zoey's Room Tec-Treks, I see these skills come into play both in and out of the digital realm. There are connections of how kids are connecting in the digital realm to what they should be doing in the classroom. This skill set is not just about high-tech activities. This is an opportunity to help kids acquire skills on how they process knowledge so that they can participate in a new way.

We've been rethinking the goals of Project NML since you've come on board, but the impact of that rethinking has not yet been made visible to the public. What can you tell us about the Project's future plans?

This semester, we've created new approaches to working on this project that really has allowed everyone on the team to understand the goals we want to deliver.

We are currently immersed in production with a goal to re-launch Project NML's interactive website Fall 2008. The new website will allows users to create their own pathways through our exemplar library and have users create and add their own material to the exemplar library.

The exemplar library is a sampling of the participatory culture framework centered around the 4 C's ...how do we Create, Connect, Communicate and Collaborate. It is an interactive learning library that creatively encompasses a best practice video with an online activity and offline group challenge. The library is built on an extensive backend database where each piece is tagged on multiple traits including; the 11 new media literacy skills, media tools, traditional subjects, and the 5 ethical categories created by Harvard's Good Play project.

The exemplar library will also have some online activities that highlight our collaboration with Harvard's Good Play project. These activities will provide a springboard for discussion on a dilemma centered on one of the five ethical categories: identity, ownership / authorship, privacy, participation and credibility.

As community is the glue to learning online and Project NML will provide a venue for all users to answer the question, "How do YOU create, connect, communicate and collaborate?" This type of user-generated content will allow for the library to expand by the community and for new best practices to emerge, be shared and discussed.

Whereas Project NML's exemplar library is informal learning directed to the teen, the Teacher's Strategy Guide: Education in a Participatory Culture provides structure for a teacher to integrate the new media literacies into the traditional classroom. The framework includes a lesson plan, with extension link of ways to extend the 1-2 class period lesson plan into a semester or year-long project with options to tie to other class subjects as well as a side bar that provides entry points to engage the student through the Project NML exemplar library.

We currently are in development of our first guide called Moby Dick: Remixed and are currently seeking 10 high school English / Literature teachers to test our Teacher's Strategy Guide: Education in a Participatory Culture in Fall 2008. Moby Dick: Remixed help students to better understand the appropriation and transformation of pre-existing cultural materials which shaped some of the most cherished works in the western cannon. The guide provides a set of lesson plans that juxtapose Herman Melville's Moby Dick and Ricardo Pitts-Wiley's theater performance Moby-Dick: Then and Now and is a clear example of the new media literacy skill: appropriation.

Our next steps are to develop material for history / geography teachers. The next guide will be called Weaving the Threads - Social Mapping to Global Citizenship. This project will couple children's interest in cultural diversity with our own interest in the New Media Literacy skills required to process new forms of simulation and representation, producing a project which challenges participants to think about their relationship to their space in fresh new ways. Such a curriculum should enhance traditional social science education, while allowing students to become active participants in their learning rather than passive recipients, because it is in this approach that we help our children become global citizens.

Mentorship will continue with expansion into a media franchise. One of the motivating factors of the community is to develop a character based on the 4 C's. This character will be customizable per user and provide rewards for motivation within the community. This character has the potential to be the lead character in an e-zine style program targeting Tweens. With the collaborative learning community online, the strategy guides deployed to the classroom and the television series, Project NML will be a transmedia experience that helps foster the new media literacies.

If you'd like to become a test school for Project nml, please contact our outreach coordinator Jenna McWilliams at .

Want to know more about new media literacies? If you live in the Boston area, you might want to check out a forum being held at the Brattle Theater at Harvard Square on Dec. 12, 5:30 pm:

MIT Press And The MacArthur Foundation Present

Totally Wired: How Technology Is Changing Kids And Learning

Are digital media changing how young people learn and play? A public forum featuring Howard Gardner (Harvard Graduate School of Education), Henry Jenkins (MIT), and Katie Salen (Parsons School of Design), hosted by the John D. and Catherine T. MacArthur Foundation, as part of its $50 million digital media and learning initiative. The panel will be introduced by Jonathan Fanton, MacArthur President, and moderated by Connie Yowell, MacArthur's Director of Education. Free and open to the public.

Free and open to the public

The event is designed to celebrate the launch of a new series of books being released by MacArthur and the MIT Press which share state of the art research on how kids learn and what they encounter in the new media landscape. The first six books in the series are being released this month and will be available online as of December 12.

The Future of Sandbox Games

Last summer, we launched our new GAMBIT lab, which brings together students and researchers from around the world, to work together to develop projects which stretch our understanding of the medium. Thanks to a grant from the National Research Foundation and the Media Development Authority of Singapore, more than fifty faculty and students from nine different universities and polytechnics in Singapore come to MIT to work with our students, faculty, and staff, in a rapid design and development process. Students working on this project are able to go from conceptualization to user-testing, developing a finished, playable game in a little over eight weeks. Matthew Weise is one of the people we've brought to MIT to help supervise the production process. Weise is equal parts gamer and cinephile, having attended film school before segueing into game studies and then game development. Matt is a producer for GAMBIT and a full-time gamer, which means he not only plays games on a variety of systems but he also completes (most of) them. Matthew did his undergrad at the University of Wisconsin in Milwaukee, where he studied film production before going rogue to design his own degree. He graduated in 2001 with a degree in Digital Arts, which included videogames (this was before Game Studies was a field). He continued his research at MIT's Comparative Media Studies program, where he worked on Revolution with The Education Arcade. After leaving MIT in 2004 Matt worked in mobile game development for a few years, occassionally doing some consultancy work, before returning to work at GAMBIT.

Matt, along with Clara Fernandez and Philip Tan, two other alums of the CMS graduate program who have returned to MIT to oversee the launch of the GAMBIT lab, have been the primary writers of a recently launched blog, affiliated with the lab, which showcases games research at MIT, offers reviews of innovative games, and shares commentary on trends, ranging for public policy to product placements, which are impacting the current games sector. Check it out!

If you'd like to know more about how GAMBIT contributes to undergraduate education in games at MIT, check out this recent story written by Game Tap's Jonathan Miller. Weiss is spearheading the development of a new game, GunPlay, which is featured in the story:

Consider GunPlay, one of GAMBIT's four undergrad research projects this semester. Using the Source engine made famous by Half Life 2, the students are creating a first-person shooter that doesn't feature any weapons or ammunition. Instead, GunPlay is based on the childhood game of guns in which kids used their hands as makeshift pistols and yelled out "bang!" in order to shoot.

While the early prototype is still running in the Half-Life 2 universe, the final coat of graphics will feature children scampering about a playground. The team has already replaced the Half-Life weapons with children's hands. Instead of bullets firing from a pistol, a voice yells out "bang!" You can also switch to a shotgun ("ch, ch, bang!") or a machine gun (bangbangbangbangbang). It's, quite simply, hilarious.

The point of GunPlay is somewhat more profound. First-person shooters are often denounced by politicians and parenting groups for their ultra-violent gameplay. But what if you remove the bullets and the blood and make the exact same shooter with smiley-faced grade schoolers? Is a child shooting another child with his imagination, using the exact same gameplay mechanics as Doom or Halo, still violent?

And then consider what reactions would have been if the team had chosen to take a completely opposite direction that bordered on obscene. GAMBIT faculty member Matt Weise points to Raph Koster, who examined how context affects gameplay. Imagine if, for example, that instead of placing colored blocks in Tetris that you were organizing corpses in a Nazi death camp puzzle game. It's graphic and profane and not a game you would ever want to see. But it is nonetheless an important way to examine violence in games.

It's this kind of dialogue that Weise hopes will get game designers and critics thinking. Is it the act of pulling the trigger that can be considered violent, or does it depend on context, be it the playground, Auschwitz, or the fictional City 17? Answering these questions through research is at the very core of GAMBIT's mission. "Whatever you can do to get people talking and increase discussion on designing games is a good thing," Weise says.

Still, the team behind GunPlay is focused on making the game fun to actually play. Some challenges ahead include creating an argument system for when one Child 1 shoots Child 2 but Child 2 says that Child 1 missed. While this argument was common on the playground when we were kids, how do you incorporate it in a videogame? Use a voting system? A bully meter? Such are the dilemmas for a game designer.

I asked Matt to share with my readers what he's thinking about these days. What follows are his thoughts on Assassin's Creed and Sandbox Gaming.

The Future of Sandbox Gaming

by Matthew Weise

Chris Kohler over at Wired has written a brutal review of Assassin's Creed.

[T]he open-world concept does absolutely nothing for Assassin's Creed's gameplay. I simply can't see any reason why they decided to go this route other than the fact that sandbox games are the hip new thing that all the kids are doing these days. Yes, it's initially very impressive to look upon and roam about this vast, detailed world. But a progressive, linear series of deliberate challenges would have suited the concept so much better.

Sandbox is a term often used but rarely defined. There is a general awareness that the term refers to open-ended game design, but there are many types of open-endedness. In the loosest sense almost any game that does not funnel player navigation into some obvious path could be considered sandbox. The most commonly cited example of this is Grand Theft Auto, with its giant world freely navigatable by car. Recent titles identified as sandbox games often take GTA as a model, as in the case of Spider-Man 2, Mercenaries, or Saint's Row. All these games feature massive worlds, rapid navigation systems for travel, and amusement park-like mission design.

Although Kohler never defines exactly what he means by sandbox it feels like he's using the popular definition, citing the incompatibility of stealth with a GTA-style massive world. "How do you make an open-world Metal Gear Solid? Apparently you don't," he concludes.

Ironically, I've long considered Metal Gear Solid--and many stealth games in general--sandbox games. I've used the term sandbox to refer to any game world--regardless of size and scope--that offers free-roaming, open-ended gameplay. For example, I've always felt Mario64 is the greatest sandbox game ever made because of its ingenious non-linear level design. Levels in Mario64 do not rely on multiple paths but instead allow for improvisational play based on a simple, elegant rule set. In my view this is what all good stealth games do as well. Games like Thief, Tenchu, and Hitman are based largely on open-ended spaces designed for improvisational play. And even once-linear series like Splinter Cell and Sly Cooper seem determined to adopt more open-ended design with each new installment. I'd say stealth has the market cornered on sandbox design in a way no other single genre has... which is why Creed's inability to create a deep sandbox experience is so interesting.

Assassin's Creed's problem is that it's too much GTA and not enough Mario64. The cities are massive and the player can run, jump, and climb effortlessly over every building. This lies in stark contrast to stealth games like Hitman, which also have fairly large environments yet limit the player's actions in ways that create tension and strategy. It's not the complexity of the world in Assassin's Creed that's the problem. The problem is that the player's super-human abilities negate most of that complexity. One can easily imagine a version of Assassin's Creed in which Altair is far more mortal, enemies far more deadly, and climbable structures far more limited. It's also easy to imagine a world where targets are available at all times. Then it would be entirely up to the player to decide how and when to perform a hit--sort of like deciding how and when you get a star in Mario64. In the current game, though, it's as if the designers feared Creed would be too short if players were simply allowed to use the freedom they were given, hence the GTA-style mission design in which the people you are supposed to assassinate only "appear" after you complete task A, B, and C.

When I think of open-ended world design I tend to think of worlds that don't involve such limitations. Call it the result of a childhood playing Ultima. I think of worlds in which, if you need to kill the dragon in the cave and you happen to have a drill, there's no reason you can't just drill straight down, bypassing all his little traps, and kill the bastard. That's open-ended to me. That's sandbox. The pleasure of such incredible agency is much more satisfying than any forced narrative structure.

It's true that Assassin's Creed offers some interesting dynamics. Kohler mentions how absurd it is that your targets--which are really just bosses--will follow you to the ends of the earth in an effort to kill you should you botch a hit. This is sort of stupid, but that doesn't mean it can't result in an interesting experience. Once I was being pursued by a target who had spotted me. He began following me up a ladder to a rooftop, brandishing his sword. Instead of engaging him in a swordfight I waited until his head peaked over the roof's edge, quickly grabbed him by the face, and threw him to his death. I have to admit I found this both hilarious and satisfying. It gets hard after a while, though, to see such character behavior as anything but predictable A.I. since all bosses seem to display this suicidal quirk. And even if there were deeper dynamics to be explored in each boss encounter, you cannot actually go back and explore them without restarting the chapter and sitting through endless unskippable cut-scenes. So while there may be some depth to Creed's dynamics, you'll likely never see them since you've got basically one chance at each boss.

Part of me wonders if a good chunk of Creed's problems might gave been solved by a manual save system. In most stealth games I find myself wanting to perform tasks perfectly, which means I like to replay certain moments over and over in an effort to perform them in exactly the way I find the most dramatically satisfying. Creed actively prevents this: you have to live with your mistakes. While I respect that philosophy in the abstract, I think it undercuts Assassin's Creed. Altair is a badass; the player is not. Therefore the player has to make mistakes in order to assume the role of their avatar. By the time I've replayed a Hitman level six times in order to achieve the Silent Assassin rating, I feel like I've become an assassin. The ability to engage in such trial and error in Creed might have totally altered the experience.

It will be interesting to see how sandbox gaming evolves in the future. Are we going to get bigger worlds with shallower dynamics or smaller worlds with deeper dynamics? Or maybe there doesn't have to be a trade off. I still don't believe sandbox games, stealth or otherwise, have to sacrifice depth for size. Hopefully a game will come along that will prove this someday. Maybe it will be Assassin's Creed II.

Ellen Hume Joins the CMS Team

MIT's new Center for Future Civic Media (C4FCM) has announced that Ellen Hume will join the center as research director, effective Jan. 28. A joint effort between the MIT's Media Lab and Comparative Media Studies Program, C4FCM, founded earlier this year with a $5 million grant from the Knight Foundation, develops new techniques and technologies to promote and enhance civic engagement in local communities, providing people with new means to share, prioritize, organize and act on information relevant to their communities.

As research director, Hume will collaborate closely with C4FCM principal investigators Chris Csikszentmihályi, associate professor of media arts and sciences; Henry Jenkins, Peter de Florez Professor of Humanities and co-director of the MIT Comparative Media Studies Program; and Mitchel Resnick, LEGO Papert Professor of Learning Research and head of the Program in Media Arts and Sciences, to define the priorities and plans for the new center.

Hume is currently founding director of the Center on Media and Society at the University of Massachusetts Boston, where she created the New England Ethnic Newswire. Previously, she served as executive director and senior fellow at Harvard University's Shorenstein Center on the Press, Politics and Public Policy, and as executive director of PBS's Democracy Project, where she developed special news programs that encouraged citizen involvement in public affairs.

Hume was a White House and political correspondent for the Wall Street Journal, national reporter with the Los Angeles Times and regular commentator on PBS's Washington Week in Review and CNN's Reliable Sources program. Hume wrote "Media Missionaries" (2004), a report for the Knight Foundation about American journalism training abroad, and the award-winning "Tabloids, Talk Shows and the Future of News" (1995) for the Annenberg Washington Program. She holds a B.A. in American History and Literature from Harvard University and honorary doctorates from Kenyon College and Daniel Webster College.

As part of its four-year grant from the Knight Foundation, C4FCM will study and identify best practices in existing uses of civic media; develop new tools and techniques based on best practices; partner with local groups to test these tools in real community settings; and monitor the results to inform the next phase of development.

Whereas many other research efforts support and study interactions in distributed, virtual communities, C4FCM focuses explicitly on geographically local communities. The Center uses the term "civic media" to refer to any form of communication that strengthens the social bonds within a community or creates a strong sense of civic engagement among its residents.

"This Ain't Your Gramma's Embroidery!": An Interview with Jenny Hart

Every year, I ask the students in my graduate proseminar on Media Theory and Methods to interview a media maker and to try to get a sense of the theoretical assumptions underlying their work. In part, this exercise is designed to give students some experience in conducting and interpreting interviews. In part, it is intended to get them out of the classroom and testing how the ideas we've been exploring in academic terms throughout the course relate to what's happening on the ground. Every year, I am astounded by what students come up with -- especially the diversity of media represented in an average cohort in our program. And so, off and on, I am going to be sharing with you a few of the essays I received which I felt would be of particular interest to regular readers of this blog. This first deals with the relationship between art, craft, and popular culture, a recurring theme in this class, brought home by Whitney Trettien's interview with Jenny Hart, an artist who works in embroidery. Enjoy.

"This Ain't Your Gramma's Embroidery!": An Interview with Jenny Hart

by Whitney Trettien

Jenny Hart is, first and foremost, an artist. Her work has been shown in New York City, Los Angeles, Chicago, London; she has been featured in the magazines Spin, Rolling Stone and Bust, to name a few. Many of her pieces are in the private collections of celebrities, including Carrie Fisher, Ben Harper, Tracey Ullman, Debbie Reynolds and Elizabeth Taylor.

Yet most would dismiss her medium as mere hobby-craft, a distraction for middle-aged housewives. Hart paints with embroidery thread on cloth canvasses.

"I work with embroidery in multiple ways," Hart told me; "as fine art, as illustration, as a hobby-craft." Although she dropped out of art school to study French, Hart now shows her work in galleries and frequently collaborates with contemporary artists, such as Kevin Scalzo and Jon Langford.

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"Aw Nutts" by Jenny Hart and Kevin Scalzo. 2002. Hand-embroidery on satin and felt.

One of her recent pieces, "Oh Unicorn," invites the viewer to break down the arts/crafts dichotomy through its tender treatment of its subject and its "non-traditional media" - deerskin embroidered with her own hair, a process she has described as "embroidering with air".

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. "Oh Unicorn." 2005. Hair embroidered on leather.

When the swatch of deerskin makes up the back of a jacket or purse, the needlework is mere embellishment; when pinned to a gallery wall, though, the delicacy of the lines illuminates the artistry in hobby-craft, and the craftwork required to make art. Says Hart, "I introduce themes in patterns that typically are not used but have an obvious (at least to me) relationship to needlearts," both underscoring and obscuring her relationship to contemporary embroidery aesthetics.

It's clear in Hart's work that her artistic predecessors are not the darlings of the modern art world, but comic artists and illustrators like Moebius and George Herriman. "I grew up reading my older brothers' stash of independent comics," Hart admits. "Zap, Weirdo, Neat Stuff, Heavy Metal, Love and Rockets, Ranzerox - I love illustration and great comics. They also are a great inspiration to me for embroidery." One of her most recent works, "Girl with Japanese Clouds," uses the iconography of manga to express quiet grief, while much of her portraiture draws upon the conventions of classic illustration.

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"Girl with Japanese Clouds." 2006. Hand embroidery on denim

"I'm working on an embroidered comic series this upcoming year," Hart says, adding that she has collaborated with comic artists in the past.

Hart, though, is quick to note that unlike comics, her work is not narrative. "I see my work as having a memorializing quality," she says. "This has to do with the medium - embroidery, often used on quilts and for heirlooms - and the format, portraiture." Despite needlework's long history in both art and storytelling - the Bayeux Tapestry is a typical example - today, embroidery is seen as a decorative craft, a means of ornamenting a useful object. Hart's portraits, however, allow embroidery to stand on its own, freeing her work to play with the concept of ornamentation. She often does so by ironically "decorating" not an object, but her subject. In "Jim Goad," for instance, the notorious author's head floats above the phrase "Nolite me culpare," while flames, a dying snake and revolvers adorn the edges of the fabric.

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Jim Goad." 2002. Hand-embroidery and sequins on cotton

In a more flattering portrait, Hart embroiders "Ars longa, vita brevis est" under the ruggedly handsome head of Bill Hicks. Hart admits, "I tend to idealize people in my portraits."

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Bill Hicks." 2003. Hand-embroidery and sequins on cotton and satin.

Hart also shies away from describing her work as "feminist." "Well, I'm quick to explain that my work was never intended as a feminist statement, or a comment on domestic handcrafts," she tells me. "But, once I began the work I came to respect that connection, I became aware of it - the time, the care and skill that goes into embroidering is overlooked and undervalued as 'women's work.'" Although none of her work is overtly feminist, iconic and bold women, such as Dolly Parton and the burlesque dancer Irma the Body, play prominently in her portraiture.

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Blue Dolly." 2003. Hand-embroidery and sequins on cotton.

If Hart has not been shy to challenge the boundary between art and craft or high art and popular art, it should come as no surprise that she has used her artistic success to venture into business. Through Sublime Stitching, Hart sells embroidery patterns which center on a single theme that is often retro or camp, such as "Roller Derby" or wrestling ("¡Lucha Libre!"). "I saw no new 'mix' happening with embroidery," Hart says. "It was either flowers, or teddy bears or traditional themes worked over and over again with no new themes being introduced." The patterns may include a phrase or font, some icons related to the theme and a few more complex designs which the buyer can then mix and remix to create her own work.

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Embroidered figures from Sublime Stitching's "Roller Derby" kit

Recently, Hart has used her business as a platform to disseminate the work of artists within the d.i.y. crafts world. She says, "I have started engaging the work of well-known illustrators (Kurt Halsey, Mitch O'Connell, Julie West) to design embroidery sheets for my company, that are sold to hobbyists." Illustrator Kurt Halsey's kit, for example, features needlework-friendly iterations of his twee pop illustrations, while tattoo and comics artist Mitch O'Connell's kit includes his trademark busty "bad gals." Hart has also collaborated with artists in other media, including indie pop bands The Decemberists and The Flaming Lips. These collaborations serve to collapse the distinction not only between artist and hobbyist, but between untouchable gallery work and reproduced, commodified craft. "Never before were the works of artists or illustrators sold as the craft platform for hobbyists," Hart explains, "unless they were doing so anonymously as a commercial and financial necessity. I'm deliberately combining the two to bring their fine art to craft, and the attention of crafters to their art."

By now, it should be clear that Hart's work draws from models typically thought of in relation to "new media": transmedia storytelling, media remix and mash-ups, internet entrepreneurship, participatory culture, social networking. Yet when asked to apply these concepts to her own work, Hart hesitates. "I guess I was working in 'new media' without realizing it," she tells me. "I'm definitely aware of working with an old medium and moving forward an old handcraft with emerging technology. The internet made it possible for me to launch my company." In many ways, Hart's work invites us to see digital technology not only in the context of the new, but in the context of the old, the nostalgic, or the residual - to explore, as Will Straw puts it, "the internet's relationship to a cultural past that it reinvigorates and invests with value."

Whitney Anne Trettien is a first year Master's Student in the Comparative Media Studies Program at MIT. She holds a B.A. in both English and Philosophy from Hood College (2007), spent her time as an undergraduate studying early English literature, continental and post-modern philosophy, as well as Latin, Old English, and Ancient Greek. Outside the classroom, she wrote extensively for online indie rock publications, edited webzines, and designed clothing for her internet company Moonslush. Unexpected commonalities between her academic research and the online communities she was involved with sparked her ongoing interest in the relationship between early oral narratives and the so-called "secondary orality" produced in digital culture.

Trettien is also a Truman Scholar and a political activist, having worked with the Green Party, Amnesty International, Women in Black, ACORN, and the Pro-Literacy Council, among other groups. She recently edited an anthology of stories, poems, photography, and artwork from the American peace movement entitled Cost of Freedom, which was published by Howling Dog Press in 2007.