From YouTube to WeTube...

Last week's 24/7 DYI Video Conference at the University of Southern California represented a gathering of the tribes, bringing together and sparking conversations between many of the different communities which have been involved in producing and distributing "amateur" media content in recent years. Mimi Ito and Steve Anderson, the conference organizers, have worked for several years to develop a curatorial process which would respect the different norms and practices of these diverse DIY cultures while providing a context for them to compare notes about how the introduction of new digital production and distribution tools have impacted their communities. The conference featured screenings focused on 8 different traditions of production-- Political Remix, Activist Media, Independent Arts Video, Youth Media, Machinima, Fan Vids, Videoblogging, Anime Music Video. The inclusiveness of the conference is suggested by the range of categories here -- with avant garde and activist videos shown side by side with youth media, machinima, anime music videos, and fanvids. The curators were not outsiders, selecting works based on arbitrary criteria, but insiders, who sought to reflect the ways these communities understood and evaluated their own work. Paul Marino, who directed Hardly Workin', and who has helped organize the Academy of Machinima Arts & Sciences, put together a crackerjack program which took us from the very earliest use of games as animation engines through the most contemporary and cutting edge work, spanning across a range of different gaming platforms, and mixing videos which are about the games world with those which have a more activist or experimental thrust. Laura Shapiro, an experienced video-maker, brought together a range of fan music videos, again representing a diverse cross-section of fandoms, while Francesca Coppa offered informed critical commentary which identified the schools represented and their aesthetic and thematic goals for their works. Tim Park, an experienced AMV producer, put together a program of anime videos drawn from more than half a dozen different countries.

Even in those categories I thought I knew well, I was familiar with only a fragment of the works shown, and even where I thought I knew a work well, I understood it differently when read in the context the curators provided. In some cases, these materials were being shown outside their subcultural community for perhaps the first time. Having written about fanvids since the 1980s, I was delighted to see them gain a public exhibition in this context and for media students to get a sense of the aesthetic complexity and emotional density that is possible working within this form. Again and again, speakers at the conference urged us to place our current moment of participatory culture in a larger historical context, and so it was refreshing to see that a larger historical trajectory was incorporated into most of the programs. The fanvids traced their traditions back to Kandy Fong's slide shows at the early Star Trek conventions; the program on political remix video (organized by Jonathan McIntosh) included some works from the late 1980s and early 1990s; and the program on activist documentary (Curated by Jon Stout) took us from the people's media movements in the streets of Chicago in 1968 through the Indie Media movements of more recent years through a shared focus on works documenting protests at the presidential nominating conventions.

In introducing the fan vids panel, Francesca Coppa quoted a recent news story which traced fan videos back to "the dawn of Youtube" before citing more than 30 years of productions by fan women repurposing the content of television shows and insisting on the importance of this history being part of our understanding of contemporary remix culture. Again and again, speakers at the conference referenced much earlier efforts by citizens to take media in their own hands, as well as the challenges which they faced in gaining distribution and audiences for their works.

One of the things that has excited me about YouTube is the ways that it represents a shared portal where all of these different groups circulate their videos, thus opening up possibilities for cross-polination. Yet, as many at the conference suggests, the mechanisms of YouTube as a platform work to discourage the real exchange of work. YouTube is a participatory channel but it lacks mechanisms which might encourage real diversity or the exchange of ideas. The Forums on YouTube are superficial at best and filled with hate speech at worst, meaning that anyone who tries to do work beyond the mainstream (however narrowly this is defined) is apt to face ridicule and harrasment. The user-moderation system on YouTube, designed to insure the “best content” rises to the top, follow majoritarian assumptions which can often hide minority works from view. Perhaps the biggest problem has to do with the way YouTube strips individual works from their larger contexts -- this was an issue even here where "Closer," a fanvid considered to be emotionally serious within slash fandom, drew laughter from a crowd which hadn't anticipated this construction of same sex desire between Kirk and Spock. This conference, from its preplanning sessions which encouraged people from different communities to work together towards a common end, through the main conference screening which finally juxtaposed videos around shared themes rather than respecting the borders between different traditions, and through conference panels and hallway conversation and hands-on workshops, created a space where different DIY communities could learn from each other (and perhaps as importantly, learn to respect each other's work).

Throughout the conference, there was some healthy questioning of the concept of DIY (Do It Yourself) Media from several angles. One group, perhaps best represented by Alexandra Juhasz, was questioning the expansion of the term from its origins in countercultural politics and its connections with an ongoing critique of mainstream media to incorporate some of the more mundane and everyday practices of video production and distribution in the era of YouTube. I find myself taking a different perspective, drawing on the old feminist claim that "the personal is political" and thus that many of the films about "everyday" matters might still speak within a larger political framework. A case in point might be a disturbing video shown during the youth media session (which was curated by young people from Open Youth Networks and Mindy Farber): a young man had been filming in a school cafeteria when a teacher demands that he stops; when he refuses, she leads him to the principal's office, berating him every step along the way, and then the two of them threaten to confiscate his camera, all the time unaware that it is continuing to film what they are saying. The young man distributed the video via YouTube, thus exposing what took place behind closed doors to greater scrutiny by a larger public. Read on one level, this is a trivial matter -- a misbehaving youth gets punished, rightly or wrongly. But on another level, the video speaks powerfully about what it is like to be a student subjected to manditory education and the strategies by which adult authorites seek to isolate the boy from any base of support he might have in the larger community of students and feels free to say and do what they want behind closed doors. Even where videos remain on the level of sophmoric "jackass" humor, there's no way of predicting when and how these filmmakers may apply skills learned in these trivial pursuits towards larger purposes. We may never know how many of the activists involved in the indie media movement learned their skills recording skateboard stunts or capturing their grafitti exploits. And that's why there's something powerful about a world where all kinds of everyday people can take media in their own hands. As we saw at the screenings of Fan Vids or Machinima, the line between the political/aesthetic avant garde and more popular forms of production is blurry. Works in these programs might engage in quite sophisticated formal experiments or may deal with political issues at unexpected moments.

A second critique of the phrase, DIY, had to do with the focus on the individual rather than on collective forms of expression. Some called for us to talk about DWO (Doing It With Others) or DIT (Doing It Together). I argued that there was a fundamental ambiguity in the "You" in Youtube since in English, You is both singular and collective. When we talked about YouTube, then, we often end up dealing with videos and their producers in isolation, while many of them come from much larger traditions of the kind represented on the currated programs. I ended up one set of remarks with the suggestion that we might think about what it would mean to have a WeTube, rather than a YouTube.

I am writing this post on the airplane on the way back from Los Angeles and am still warm with afterglow of the conference. I was inspired by fellow speakers, such as Marc Davis, Howard Rheingold, John Seely Brown, Yochai Benkler, Joi Ito, Juan Devis, Sam Gregory, and so many others. Ulrike Reinhard has posted some segments from the plenary panel, Envisioning the Future of DIY, which I highly recommend to anyone who missed the event. I was inspired even more by the broad range of different kinds and modes of video production I saw throughout the screening program at this event. I am sure to be drawing on this experience in the weeks and months ahead.

Ordinary Men in Extraordinary Times: An Interview with Iranian Underground Band, Kiosk

If you have seen the film or read the graphic novel of Persepolis, then you will recall the joy that the young protagonist took in listening to western Rock music and the risks that she was willing to take to get access to tapes of recent heavy metal or punk recordings. In many ways, music was the gateway into her political consciousness. Talieh Rohani, an Iranian-born CMS graduate student, recently wrote a paper for my Media Theory and Methods proseminar which shed light on what has happened to the rock music scene in her home country and suggested the ways that new digital tools for production and distribution were impacting the Iranian underground music scene. These insights emerge from an interview she did with Kiosk, an Iranian underground band which recently immigrated to America. An Interview with Kiosk

By Talieh Rohani

The 1979 Islamic revolution of Iran brought so many social changes and so much repression to the lives of Iranians including the decision to ban the western music. The young generation found it impossible to access any music from the rest of the world. As a result, pop music abruptly stopped progressing in Iran. At the same time in the Western World, the progressive rock scene was allegedly terminated by the arrival of punk rock, because many punk admirers incorporated progressive elements and were inspired by progressive rock bands.

Although the Iranian youngsters had already been influenced by progressive rock music from the late sixties to the late seventies, the war years made it irrelevant for the younger generation to listen to and embrace this musical goldmine. But with the arrival of satellite the Iranian young generation became aware of the current world rock music. The introduction of the Internet and the possibilities it presented allowed the Iranians to participate in the music scene.

Iranian underground music became an alternative to the mainstream pop Persian LA music. Most Iranians started to recognize this revolutionary movement. Underground bands like 127, Hypernova, Kiosk, and Abjeez have received great support in their debuts outside of Iran. And as a result, a new taste in music has emerged within Persian communities that are no longer satisfied with the mainstream LA music. What you'll be reading is an interview with the underground Iranian rock band Kiosk conducted in Boston in November 2007. Kiosk is a Persian Blues/Rock/Jazz band established in Iran's basements. The band's first album Adame Mamolli (Ordinary Man), released outside of Iran by Bamahang Productions, was known as one of the most successful of Iran's underground music recordings.

Over the past few years, Arash Sobhani, the founder and the lead singer of the band, left Iran to US and released his second album Eshgh-e Sorat (Love of Speed) in May 2007. What distinguishes "Kiosk" from other Iranian bands are the social commentaries in their lyrics. The music video clip for Love of Speed has been viewed almost 400,000 times on YouTube.

Babak Khiavchi is the founder of Bamahang Productions, which aims to help Iranian underground music gain recognition across the globe. He is also one of the main guitarists of Kiosk. Babak talks about the restrictions that were enforced on the Iranian Music Scene. He says he finds the red lines invisible but he cannot ignore their existence. According to Babak musicians cannot address certain things in their lyrics. In order to produce an album, the musician needs to get permission to start a band from Iran's Cultural Ministry. He will also need to get permission for the lyrics, the music and even the vocals of the singers. If the ministry feels that the band is imitating a famous Persian singer in Los Angeles, it probably won't give them permission to sing unless that music promotes the government. Babak talks about something called Laleh Zar Mafia that basically controls all music productions and distributions in Iran. This mafia knows both the audience and the market and has a monopoly on it. He refers to O-Hum group. Their lyrics are all from Hafez and Rumi and there is nothing illegal about that. However, O-Hum could not get permission for production in Iran because it was trying to fuse traditional Persian music with Rock music. This is something that is not acceptable in Iran.

According to these red lines, any presentation of Western values and style is considered decadent. Babak doesn't face such restrictions in the American music scene. When he started working in the IT industry about 10 years ago, he decided to help his friends in Iran who were trying to get their music recorded and heard.

Babak claims that Kiosk's Ordinary Man album was probably the first Persian underground band that was officially released and copyrighted here and he managed to add it to the iTunes catalog. He thinks that is a big step and it gives a lot of motivation to all these underground musicians in Iran to know that there is a channel for underground music on the Internet and there is an audience there for the music they are producing.

Babak believes that one of the significant things about O-Hum is that their sound engineer, Shahram Sharbaf, recorded everything on his home computer using Pro-Tools software and some other sound engineering devices. He showed everyone that they can do this at home and they wouldn't have to go to a multi-million dollar studio. Babak strongly believes that it is the content and the idea that matters. From his perspective, it is okay to have a low quality production. But the originality of styles and ability to integrate culture into music makes it attractive to people. Babak claims that everyone followed O-Hum example and learned how to use the software and started recording. "The qualities aren't good," he says, "They are mostly demo quality. But even the demos have so much raw emotions."

He compares it to the LA music market. From his point of view, the underground Persian music has so much emotion that the audience tend to forget about the quality. "You really feel the pain and frustration that these musicians burden and how they found music as an outlet to express themselves," says Babak.

Arash sees a life that is going on in Iran underground. He describes the ways people meet and socialize with each other in underground parties. Arash says, "What you see on the streets and on TV is different than what the true life is". This reminds him of the movie Underground. "The majority of people in Iran live underground," he says. Arash believes that most Iranians do not live according to the values that are reinforced on TV or the Islamic values that the government wants people to live with. So he finds underground music as a medium that is exposing the emotions of those people who cannot talk on TV or newspapers to reflect their opinions to others. That's why "These people turn to underground music and blogs...This gives voice to majority of people who do not have access to any kind of media to get heard," Arash says.

On the other hand, Babak finds the restrictions imposed on the music scene to be the main reason for the emergence of underground music. According to him, the music produced and distributed in the LA area, although they have many resources available to them without any limitations, has no content. "What suffers here is art itself. If art is the means of self-expression, and if you can't do this through the legal channels, and the channel that gives you the most audience, you just have to go and find your own channel underground and express yourself the way you want to be heard," says Babak.

Some people commented that their two albums have major differences in terms of culture and restriction. The first album, Ordinary Man was made in Iran facing government restrictions. The second album, Love of Speed was released here in the US facing none of those restrictions. It took Arash three years to write the lyrics of the first album. It covers three years of his life when he was going through "different emotions," he says, "than when I moved to San Francisco". Most of the social commentaries of Love of Speed were created in Iran. And he only polished them here. He calls it the process of growing up. Different things are more important for him now than four years ago. I wonder what those different things are. Arash says, "Nostalgia".

When Arash was writing the lyrics of Ordinary Man, he never planned on recording and releasing this as an album. He used to write for other people to sing and after Babak heard his demos he told him that he had to sing it himself instead of giving away such good songs. When he was writing Love of Speed, he knew he had more room to express himself. There were fewer limitations. He knew he had a chance to talk more about the social issues instead of just on a personal level.

Arash does not see the existence of censorship within his personal life in Iran as a positive factor in forming his music. He says that he did not plan to release the first album when he was writing it. He was doing it for himself so the red lines didn't matter to him. He claims that after Khatami's presidency, many people felt sorry for waiting for 8 years to see a progressive stable change in the society. And after, this guy, Ahmadinejad, came and took over and ruined everything. So he does not have that much time for personal songs anymore, he explains.

Kiosk received two major criticisms from people within the underground music scene. First, many people consider Mohsen Namjo Music revolutionary because it introduced new sound and rhythms to the Iranian Music. Some people believe that Kiosk has nothing new to offer other than the lyrics, and it's an imitation of Dire Straits and Bob Dylan. Secondly, many people believe when the underground musicians moves from Iran to US, they can no longer be a part of the underground music scene. In order to be known underground, the music will need to remain underground. Kiosk no longer suffers the restrictions and limitations in underground music scene in Iran.

Arash accepts that his music sounds like Dire Straits but he says he is proud of that. "I don't know any band that wasn't under the influence of any other band," says Arash, "And I don't know any good band that wasn't influenced by Bob Dylan." According to him, the challenge was to use the Farsi language in a rock context, using guitar and bass. Adapting Farsi with its own music. Arash describes that this challenge started in the 70s with Koroush Yaghmayi, Farhad and Faramarz Aslani. They tried to challenge different angles. He says that the best they could do was to take poems from Rumi, Hafez and other traditional songs and mold them to Rock music.

Kiosk's success is that it adapts Farsi lyrics to Rock and Blues. In the second album, Love of Speed, they were trying to find their own sound, similar to other rock bands that are always looking for their unique sound. "Dire Straits' first album was influenced by JJ Cale," claims Arash. From his perspective, everyone starts with an influence. "The important thing is that everyone is trying to find his own sound" Arash says. He thinks the second album was a big step for Kiosk in trying to establish a new sound and he finds himself hitting in a right direction.

In Babak's opinion, if you want to get the audience's attention, the best approach is to start from an angle that the audience is familiar with. "If you listen to "Dailiness(Roozmaregi)" you might think that it sounds like Dire Straits but it actually reflects Iranians' social issues," claims Babak. He argues that in Love of Speed there is a lot less influence of Dire Straits.

Babak considers Kiosk as an underground band still. He explains that they always try to call themselves an alternative to mainstream Persian music generated in Los Angeles. "Not that there is anything wrong with LA music. We all like to dance," Babak says. Apparently Andy played in his wedding. Babak argues that Kiosk is trying to give people another alternative. "People are fed up with recycled ideas of the same old cheesy lyrics about eyebrows, eyes, lips and how tall she is," claims Babak.

Babak mentions that they are not promoting themselves through any mainstream channels. All their concerts are being organized by grass roots support. They rely a lot on Persian student organizations in all cities that they go to. They approach them directly and ask for help. Students volunteer to do the CD sales and T-shirts. "You never see any of the big Persian promoters backing us," says Babak.

I wonder if they know their audience and if they define underground as an alternative to the LA Mainstream music, what they would tell those people that think that Kiosk has lost the reality of Iran by immigrating here and can no longer be the voice of the underground life. Arash is concerned about that. But he believes that fortunately or unfortunately, many things has happened to him in Iran that he has content to write for many more years, he says it while laughing hysterically. But he is concerned that sooner or later he will be talking about things that people in Iran can no longer relate to. He is trying not to fall in that path. "Once we become distant from contemporary Iran we will also join others to write about hips and eyebrows." he laughs.

Babak recalls when they started in basements. He says that they are trying to stay close to the vibes that they came up with in the basements. According to him, they were never concerned about the audience. They just did it for themselves. Fortunately there seems to be a wide range of Iranians all over the world who could relate to their music. They are from all ages. "We hear from them through emails, fan communities and social networking sites," says Babak. They have some fans that are analyzing every word in their lyrics. He believes that no one ever sees Persian lyrics being analyzed this much. "If people would analyze LA Persian music, maybe they could do better by now," he says sarcastically. He says that the first feedback they have got was from Persian middle-aged divorced men. Recently they have had a much younger audience. Arash thinks that is because people got exposed to their music through the Internet. They were underground and they couldn't be played on radio or TV. So their audience was among those who had access to the Internet. Mostly educated and mostly divorced!

Arash explores more the issues regarding the restrictions on music in Iran. He reminds us that Iran has the youngest population in the world. The Islamic republic is backing up inch by inch. He remembers the time that VCRs weren't allowed in Iran. And when satellites came around the government removed restrictions on VCR and video clubs. And then Internet came and they accepted it. So Arash believes that the government is giving room but very slowly. And the young generation wants more. They want more concerts and more music and this is not something that the government has allowed. This is because Iran is young and they need music and Radio Payam is the best they can get, says Arash. There are no other resources available to people. In Arash perspective, that's not even what people want.

Babak recalls an incident in Iran. There was a raid at a party in Karaj (a city close to Tehran). It was a private concert in which two hundred people participated. The police arrested all of them. And the news agency announced that it was the gathering of the devil worshipers. Babak believes they were just a rock band and maybe someone was wearing an Iron Maiden metal t-shirt. In his perspective, this proves that there is a demand for rock music.

Traditional Persian music just wouldn't satisfy Iranians. He believes that people need to have the energy of Rock music. The government knows that there is a big demand for this. That's another thing that is pushing the boundaries in his opinion. So he believes that in the long term it might work out.

Talieh Rohani studied filmmaking at Soureh University in Tehran, Iran, before going on to do a BFA in Image Arts/Film Studies at Ryerson University in Toronto and to pursue an MFA in Cinema Studies at San Francisco State University. She has directed four short films and worked, variously, as a director, art director and production designer, cinematographer and editor. She is interested in the emergence post-revolutionary popular culture in lives of young Iranian women and in the larger impact of technology on the development of a new global imagination. She sees CMS as a place to broaden and strengthen the ideas and skills that she hopes to bring back to her flimmaking practice.

Recut, Reframe, Recycle: An Interview with Pat Aufderheide and Peter Jaszi (Part Two)

Your team has had good luck developing a set of guidelines to provide more clarity to documentary producers about when their deployment of borrowed materials is protected under current legal understandings. Can you describe some of the impact that this report has had? What lessons might we take from those experiences as we look at the challenges confronting amateur media makers?

PA: Documentary filmmakers found their hands tied creatively, without access to fair use. So in November 2005 they developed a consensus statement, Documentary Filmmakers' Statement of Best Practices in Fair Use, through their national organizations and with our coordination, which describes four typical situations that come up for them, and what the principles of fair use are, along with the limitations on those principles. For instance, the Statement shows that in critiquing a particular piece of media, you can use that media to illustrate your point. The limitation is that you can't use more of it than makes your point. Common sense and good manners require that you let people know what it is (provide credit).

Filmmakers, who want access to television and theaters (that would be most of them) need for gatekeepers to agree to their claims. The Statement almost immediately made that possible, and more and more gatekeepers are turning to it. Only eight weeks after release of the Statement, three films (Hip Hop: Beyond Beats and Rhymes, This Film Is Not Yet Rated, and The Trials of Darryl Hunt ) went to the Sundance Film Festival -- a make-or-break place for the documentary market -- because they had been able to justify fair use using the Statement. Partly as a result of their Sundance showcasing, all three received television screenings from entities that approved their fair uses of major parts of the films. Hip Hop was picked up by PBS/ITVS Independent Lens; This Film went to the IFC cable channel, which went so far as to write its own internal fair use policy; and Hunt went to HBO.

Filmmakers have also used the Statement in order to conduct reasoned negotiations that lower clearance costs. IFC's Wanderlust, a film about road movies, licensed clips from several studios and used the Statement to lower its costs by hundreds of thousands of dollars.

Television programmers increasingly turn to the Statement. U.S. public television has broadly incorporated the Statement. Independent Television Service (ITVS), which co-produces dozens of television programs a year, endorses it. Producers at WGBH, one of the largest producers in U.S. public TV, give it out to their producers, and use it themselves. Public Broadcasting Service (PBS) has shared it with all general counsels and general managers in its network. On a case-by-case basis, other cable companies, including HBO, Discovery Times and the Sundance Channel, have accepted fair use claims grounded in the Statement.

Professionals have found the Statement valuable. The legal community has publicly recognized the Statement at The Copyright Society of the U.S.A., the leading association of copyright attorneys, which has showcased fair use and the Statement at regional and national meetings. The University Film and Video Association, the leading association of film and video teachers in higher education, has endorsed it and teachers in the UFVA's Fair Use Working Group have developed boilerplate teaching language.

Online video organizations have found it useful. Joost has endorsed the Statement, and Revver.com links to the Statement on its copyright page for uploaders.

Errors and omissions insurance may well be the best gauge of the adoption of fair use in general, and the Statement in particular, since insurance companies are both the ultimate gatekeepers for television documentary and also historically cautious to adopt practices that involve risk. And since fair use is a right, which can be challenged as well as asserted, insurance companies have typically only accepted fair use claims with considerable negotiation, on a case by case basis, and have much more routinely insisted that rights be licensed. The four companies most used by U.S. documentary filmmakers—AIG, MediaPro, ChubbPro, and OneBeacon—all announced programs to cover fair use claims between January and May of 2007.

The Documentary Filmmakers' Statement of Best Practices in Fair Use has had a profound effect on the documentary marketplace.

The lesson for the wider and still-emerging participatory environment is that knowing your rights and in particular knowing what acceptable fair use is to your field of practice is critical. Copyright is not broken, but knowledge of copyright law is broken.

You've drawn a distinction between acceptable use and fair use. Explain. Why might a push towards an acceptable use policy prove useful in responding to the current challenges facing amateur media makers?

PJ:In a so-called "acceptable use" policy, a copyright owner (or a group of them) might announce that it simply won't challenge certain kinds of quotations from its material – without giving an opinion, one way or another whether those are the kind of uses (i.e. fair ones) that people actually have a right to make. There's been some talk recently on the part of content owners about this approach, and we certainly don't oppose it. Anything that brings any additional clarity to is welcome.

But owners' announcements about "acceptable use" would be no substitute for "Best Practices" developed by and for particular creative communities. For one thing, "acceptable use" rules are always subject to unilateral change, as markets develop or business models morph. For another, "acceptable use" policies are likely to be more restrictive than fair use. To give one example, most discussions of "acceptable use" focus on private and strictly not-for-profit uses, including education. But fair use also operates robustly in the commercial environment (think of book publishing, for example) and that is exactly the environment into which on-line video production is moving as running platforms becomes a profitable business. So while some of us could benefit from "acceptable use," we all need fair use.

YouTube contributors are not the only group which confronts uncertainties about Fair Use. You've also been looking at the impact of these confusions and anxieties on Media Literacy educators. What have you heard? What kinds of classroom practices are being restricted as a result of fears or confusions about Fair Use?

PA:In company with Temple University's Center for Media Education and Prof. Renee Hobbs, we talked to dozens of seasoned teachers of media literacy, who every day need to quote popular culture to do their work, and issued a report, The Cost of Copyright Confusion for Media Literacy. We found that teachers' ignorance about copyright -- and particularly their lack of awareness of the fair use provision – impairs their teaching of critical thinking and communication skills. Teachers in language arts, social studies, literature and media literacy, among many others, find themselves hamstrung by copyright practices that do not accord with good law.

The report reveals that teachers who use popular culture in the classroom, and particularly teachers of media literacy, are typically put into educationally untenable situations. Teachers need to reproduce, show and demonstrate the popular culture they are analyzing, but this is often obstructed. One professor was forbidden to bring any media except that available in the university library into the classroom. Another was banned from photocopying illustrative material, including advertisements, for class analysis. Many are strongly discouraged from sharing their students' work outside the classroom, even within the same school.

Furthermore, many internalize these constraints, taking three resorts (sometimes all three): hyper-compliance; studied ignorance; and limiting all work including their own curriculum innovations to their own classrooms. All three result in bad teaching practice for media literacy.

We hope to work with media literacy educators, much as we did with documentary filmmakers, to establish best practices in fair use. These best practices, we believe, will put decision-making back in the hands of the teachers.

More generally, how does the lack of clarity on such matters impact the growth of media literacy in this country?

PJ: As distinctions between teachers, students, makers, users and distributors continue to blur, we are all becoming more and more dependent on fair use -- whether we know it or not. These days, some of the most important "media literacy education" is occurring far from the classroom. People learn about how to understand media in a variety of settings, and in a variety of ways. After-school programs and youth media activities are part of this trend. More broadly still, young people are learning about media from one another, by taking advantage of all the new tools that permit them to be makers rather than mere consumers of content. This is a powerful social development, but it also is a fragile one. Nothing threatens it more than inappropriate applications of copyright discipline. The last lesson we want to teach young people as a society is that it is wrong to participate actively in one's own culture, and that the choice they face is between compliance and transgression. Whichever choice they make will represent destructive mislearning.

What are the next steps for your research group?

PA: As we already mentioned, we're developing a blue-ribbon committee of scholars and lawyers to develop a best-practices code for online video. We are working with media literacy teachers to develop a best-practices code, as well as with dance archivists and other groups. Each of these groups, and other creative communities still discussing the process, provide important examples to others. We're hoping to develop a mechanism by which members of such communities can get free high-quality legal advice about how fair use applies to particular creative projects they have underway. We're also looking at international copyright law exemptions that permit use of copyrighted material without permission or payment, to assess the problems that people who don't have fair-use provisions face.

Pat Aufderheide, one of American University’s Scholar-Teachers, is a critic and scholar of independent media, especially documentary film, and of communications policy issues in the public interest. Her work on fair use in documentary film has changed industry practice, and she has won several journalism awards. She is the founder, in 2001, of the Center for Social Media, which showcases media for democracy, civil society and social justice. She recently received the Career Achievement Award for Scholarship and Preservation from the International Documentary Association.

Peter Jaszi is faculty director of the Glushko-Samuelson Intellectual Property Law Clinic and professor of law. He holds expertise in intellectual property and copyright law. He was Pauline Ruvle Moore Scholar in Public Law from 1981-82; Outstanding Faculty Scholarship Awardee in 1982; and he received the AU Faculty Award for Outstanding Contributions to Academic Development in 1996. He is a member of the Selden Society (state correspondent for Washington, D.C.). Previously he was a member of the Copyright Society of the U.S.A. trustee, 1992-94; International Association for the Advancement of Teaching and Research in Intellectual Property; National Zoological Park, Washington, D.C., Animal Welfare Board, 1986-present; Library of Congress Advisory Committee on Copyright Registration and Deposit (ACCORD), 1993. He has written many chapters, articles and monographs on copyright, intellectual property, technology and other issues. He was editor of The Construction of Authorship: Textual Appropriation in Law and Literature Durham, N.C.: Duke University Press, 1994 (with M. Woodmansee) (also published as a law journal issue, 10 Cardozo Arts and Entertainment Law Journal 274, 1992). He is co-author of Legal Issues in Addict Diversion (Lexington Books, 1976) and Copyright Law, Third Edition (Matthew Bender & Co., 1994).

Recut, Reframe, Recycle: An Interview with Pat Aufderheide and Peter Jaszi (Part One)

I am posting tonight from the west coast, having flown out to California to participate in 24/7 A DYI Video Summit being hosted by the University of Southern California. The event brings together videomakers from a range of different communities -- everything from fan video producers to activists who use Youtube to get their messages out to the world. I am thrilled to be participating on a plenary panel on the future of DYI Video, featuring Yochai Benkler, John Seely Brown, Joi Ito, and Lawrence Lessig, hosted by Howard Rheingold. As I was getting ready to head out to the conference, I conducted an interview for the blog with media scholar Pat Aufderheide (of the Center for Social Media) and Law Professor Peter Jaszi, both from American University. I've long been interested in the work Pat and Peter have been doing promoting fair use in relation to a range of different communities of practice -- including documentary filmmakers, media literacy instructors, and producers of online video content. We featured some of the work they were doing through the Media in Transition conference at MIT last year. You can hear a podcast of that discussion online. I wanted to check in with them because in the past few months, they've issued several major new studies on the impact of copyright confusion on our culture, work which is setting the stage for efforts to identify "best practices" and to negotiate "acceptable use" standards to broaden the protections afforded those of us who are tying to integrate media production activities into our classrooms or who are involved in mashing up content as a form of expressive practice. Today, I am running the first installment of this exchange.

A recent study by the Pew Center for Internet Research suggests that almost 60 percent of teens on line have produced their own media content and a growing percentage of them are circulating that content beyond their immediate friends and families. What are the implications of this growth of grassroots media production for our current understandings of fair use?

PA: A more participatory media culture is definitely going mainstream. While it's still true that many more people watch than make at the moment, you're right to point out that young people are growing up as makers, and seizing upon blogs, online video and social networks to express and even form their identities. There are DaxFlame aficionados, and there are dozens of take-offs on "Dick in a Box," and "Dramatic Chipmunk" has spawned "Dramatic Snake" and "Dramatic Squirrel" and even compilation and fan websites for the phenomenon.

Many practices enthusiastically being pioneered and developed online involve use of copyrighted material. That's normal for new cultural creation. It builds on existing culture. Our culture is markedly commercial and popular, and our current copyright regime features default copyright (your grocery list is copyrighted when you've written it down) and very, very long terms (meaning that nothing you'd want to quote ever seems to fall into the public domain). So quoting of copyrighted culture will continue to be a key tool of new cultural producers.

Those new cultural producers often today believe that they're doing something illegal by quoting copyrighted culture. That's partly because of relentless miseducation on the part of corporate owners of content. They are justifiably terrified of peer-to-peer file sharing and other digital copying that threatens their business models. Their response has been to demonize all unauthorized use of copyrighted material as theft and piracy.

At the same time, they're desperately trying to revamp their business models for a digital era, and are making the blanket assumption that all unauthorized copying could be a threat to some as-yet-unimagined or as-yet-unpracticed business model.

Well, you wouldn't want to be them at this moment, it's true. At the same time, when they ignore the right of fair use, they are ignoring a very vital part of the law.

They're now worried about online video as a kind of "DVR to the world." So content providers like NBC Universal and Viacom are working out deals with online video providers like Veoh and MySpace, for specialized filters and software to identify copyrighted material. These filters will be able to "take down" videos that are copies of copyrighted material. The trouble is, nobody has yet figured out how to protect online videos that may be using copyrighted material legally, under fair use. As Fred von Lohmann, a lawyer with the Electronic Frontier Foundation, says, it's like going tuna fishing without a dolphin-safe net.

Until now no one has known how big the problem of accidentally suppressing legal work really is. Our study, called "Recut, Reframe, Recycle: Quoting Copyrighted Material in User-Generated Video," (available at centerforsocialmedia.org/recut) demonstrates that it could be a very big problem indeed.

Many online videos, we showed, use copyrighted material in one of nine ways that are eligible for fair use consideration. (We weren't saying that they all are examples of fair use, only that these kinds of uses can be seen and in some cases have been widely recognized as fair use.)

Many of the precedents concerning fair use could be read as protecting specific classes of users -- the right of journalists or academics to quote for the purposes of reviews or critical commentary, for example. To what degree can or should those rights be extended to include amateur media producers?

PJ: It's really not a question of extending rights, but of making users aware of the right they already have. Fair use has been around as a judge made doctrine since the mid-19th century, and back in 1976, in its (for once considerable) wisdom, the Congress came up with a formulation of the doctrine that was general in its application rather than specific to any area or areas of practice. The problem for any group of practitioners is knowing how fair use applies to them and having the collective courage to rely on it. Some groups (journalists and academics are good examples -- and commercial publishers are another!) have done well at this over the years, and as a result they enjoy use rights that are apparently more extensive. But the truth is that documentary filmmakers, K-12 teachers, and on-line video producers have the same entitlement to fair use as everyone else.

That's why the "Best Practices" approach that we've been working on over the past several years is so important. It's an effort to help practice communities claim their legal rights by formulating consensus statements of what kinds of unlicensed use of copyrighted materials are necessary and reasonable for the creative work they do.

YouTube's impact has directed much greater public attention onto the work of these amateur media producers. In your white paper, you walk through a range of different genres of media appropriation and remixing. Which of these are the most clearly protected under current law? Which seem most at risk?

PA: First, a note: Because we're at the end of the mass media era, and because the pioneers of participatory media have been end-users or non-commercial producers, we think of this as an "amateur" movement. But it won't be for long. It'll just be expression in an open digital environment. Some of that expression, whether it's produced by professionals or not, will be monetized; much of it, most of it, will be available to be monetized. So the neat distinctions between professional and amateur, and between non-commercial and commercial use, are getting a lot messier and will soon be unhelpful. One thing we're very sure of is that we won't solve this problem by creating a non-commercial, amateur zone. Now, everyone's a player.

In our study, we identified a wide range of kinds of practices -- remix/remash (Ten Things I Hate about Commandments), quoting of a whole work for online commentary (The Worst Music Video Ever), critical commentaries (analysis of Fox news bias for instance), tribute videos (Steve Irwin), diaries (Me on Stage with U2 -- again!!), to name a few. We also saw a wide range of actual practices within those genres. One of the things we didn't do was to pass any lawyerly judgment on the fair use of any particular instance. We stopped at identifying kinds of practices as fair-use eligible, which is all that the survey we did permits us. We think this is very valuable because the kinds of practices are all clearly eligible for fair-use consideration. We hope that the next phase of our work, creating a best-practices code, will provide guidance to help people make judgments for themselves about what is fair use.

You can, however, make some generalizations:

  • It gets harder to claim fair use the closer people get to merely quoting the work without commenting on it, reframing it, or adapting it.
  • It gets harder to justify fair use the closer the copier's purpose is to the original.
  • It gets harder when the quotation is longer or more extensive than is justified by its purpose.
  • It gets harder to claim fair use the more the copier is intending to monetize the original item in order to compete with the copyright owner.
  • It gets harder when proper credit isn't given.

We also found that it's very easy for everybody to understand why it's o.k. to use copyrighted material for critical, political and social commentary. People understand that you can't critique something without referring to it, which in video would also involve hearing and seeing it. They also see critical speech as a great example of the First Amendment.

What's harder for people to grasp is that it's also o.k. to use copyrighted material to make new work that may be illustrative or celebratory or illustrative rather than critical, or may re-imagine the culture as remixes do, or may archive it, or may simply record reality that includes it. Why is that so hard to grasp? All this activity uses the same cultural processes, the building of new work and meaning on the platform of the old. We think it's because people have cultivated, in the mass media era, a cult of the author, a belief in creativity as the product of the genius of the individual creator. This of course flies in the face of everything we know about the creative process, which is a social, collective and iterative one. It also flies in the face of cultural evolution. After all, until very recently in the West, copying was homage, copying was learning.

Many of these amateur media makers know little about the law. Most of them lack the resources to seek legal advice about their work. What steps can or should be taken to protect their fair use rights?

PJ:We're suggesting that a "blue ribbon" panel of experts in law and communications should take on the task of developing a set of "Best Practices" for fair use in on-line video production. The first step would be to talk with a wide range of producers (and platforms) about what they regard as necessary and appropriate quotation. Then the panel would be in a position to craft a document that would be a useful reference for media makers themselves and for the platforms that make their work available – as well as for the content owners themelves. In particular, it would be a point of reference that platforms and content owners could use when they develop mechanisms (like filtering techniques or take down protcols) designed to block or disable infringing on-line content. Everyone seems to agree that mechanisms of this kind shouldn't interfere with fair use, but unless there is some consensus about what constitutes fair use in this new area of practice, these pious affirmations aren't likely to be translated into meaningful practice. In the extreme and unlikely case that an issue involving fair use and on-line video were to find its way to court, a "Best Practices" statement also would help to guide the courts. Following a long-standing (and sensible) tradition in fair use decision-making, judges in these cases pay close attention to practice communities' views of what is fair and reasonable. (More about tradition and its implications is at www.centerforsocialmedia.org/files/pdf/fairuse_motionpictures.pdf),

And, of course, if a media maker working within the framework of a "Best Practices" document were to be sued or otherwise harassed, there would be a healthy supply of expert IP lawyers lining up to defend that person on a pro bono basis. IP progressives -- and there are plenty of them in the legal community -- always are looking for good "test cases" to demonstrate the reach of fair use. In fact, Stanford's Fair Use Project is actively looking for such cases, and would offer legal defense if it could find one.

Pat Aufderheide, one of American University's Scholar-Teachers, is a critic and scholar of independent media, especially documentary film, and of communications policy issues in the public interest. Her work on fair use in documentary film has changed industry practice, and she has won several journalism awards. She is the founder, in 2001, of the Center for Social Media, which showcases media for democracy, civil society and social justice. She recently received the Career Achievement Award for Scholarship and Preservation from the International Documentary Association.

Peter Jaszi is faculty director of the Glushko-Samuelson Intellectual Property Law Clinic and professor of law. He holds expertise in intellectual property and copyright law. He was Pauline Ruvle Moore Scholar in Public Law from 1981-82; Outstanding Faculty Scholarship Awardee in 1982; and he received the AU Faculty Award for Outstanding Contributions to Academic Development in 1996. He is a member of the Selden Society (state correspondent for Washington, D.C.). Previously he was a member of the Copyright Society of the U.S.A. trustee, 1992-94; International Association for the Advancement of Teaching and Research in Intellectual Property; National Zoological Park, Washington, D.C., Animal Welfare Board, 1986-present; Library of Congress Advisory Committee on Copyright Registration and Deposit (ACCORD), 1993. He has written many chapters, articles and monographs on copyright, intellectual property, technology and other issues. He was editor of The Construction of Authorship: Textual Appropriation in Law and Literature Durham, N.C.: Duke University Press, 1994 (with M. Woodmansee) (also published as a law journal issue, 10 Cardozo Arts and Entertainment Law Journal 274, 1992). He is co-author of Legal Issues in Addict Diversion (Lexington Books, 1976) and Copyright Law, Third Edition (Matthew Bender & Co., 1994).

Sharing Notes about Collective Intelligence

Last week, my travels took me to San Antonio where I delivered one of the keynote addresses at the Educause Learning Initiative conference -- a gathering focused on the application of technology for learning at the college and university level. My presentation, "What Wikipedia Can Teach Us About New Media Literacies," drew on materials we have been developing through Project nml and was based in an article, originally published here on the blog, soon to appear in The Journal of Media Literacy. The conference organizers are distributing a podcast of the talk. One of the highlights of the Educause Learning Initiative conference is the release of the 2008 Horizon Report. Each year, the New Media Consortium and the Educause Learning Initiative work together to prepare a report "that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative expressions within learning-focused organizations." The report positions these technologies in terms of their likely horizons of impact on higher learning -- hence the report's name.

This year's report profiles the following technologies:

  • Grassroots Video -- "virtually anyone can capture, edit, and share short video clips, using inexpensive equipment (such as a cell phone) and free or nearly free software."
  • Collaboration Webs -- "collaboration no longer calls for expensive equipment and specialized expertise. The newest tools for collaborative work are small, flexible, and free, and require no installation."
  • Mobile Broadband -- "each year, more than a billion new mobile devices are manufactured -- or a new phone for every six people on the planet....New displays and interfaces make it possible to use mobiles to access almost any Internet content -- content that can be delivered over either a broadband cellular network or a local wireless network."
  • Data Mashups -- "mashups-- custom applications where combinations of data from different sources are 'mashed up' into a single tool -- offer new ways to look at and interact with datasets."
  • Collective Intelligence -- "the kind of knowledge and understanding that emerges from large groups of people is collective intelligence."
  • Social Operating Systems -- "the essential ingredient of next generation social networking, social operating systems, is that they will base the organization of the network around people, rather than around content...Social operating systems will support whole new categories of applications that weave through the implicit connections and clues we leave everywhere as we go about our lives, and use them to organize our work and our thinking around the people we know."

The presenters, and some of the attendees, signaled some disappointment that Virtual Worlds did not make the final cut this year, suggesting that there is still some disagreement about their viability and their long-term impact on education.

The Horizon report can be downloaded off the web and goes into some detail about each of these technologies and processes. I was personally very pleased to see such a strong focus not simply on collective intelligence but in other forms of collaboration and social networking. As we suggested in our white paper for the MacArthur Foundation, newer forms of literacy might best be understood as social rather than individual skills, having to do with the ways we share knowledge and pool resources within a larger community. Our white paper identifies collective intelligence as a core social skill and cultural competency which young people need to acquire if they want to meaningfully participate in the new media landscape.

The Horizon report situates collective intelligence on a Time-to-Adoption Horizon of Four to Five Years, though they identify forms of collective intelligence at work within many of the current Web 2.0 applications. They identify a range of current applications of collective intelligence principles in projects shaping environmental studies, history, meteorology and astronomy.

In the past, I have drawn a distinction between collective intelligence (based on the work of Pierre Levy) and "the Wisdom of the Crowds" model (proposed by James Surowiecki). The first is based on a model of deliberation in which diverse groups of people consciously compare notes and work through problems together. The second is based on a model of aggregation as individual decisions made autonomously get collected and mapped through some technology. The Horizon report makes a similar distinction:

"Two new forms of information stores are being created in real time by thousands of people in the course of their daily activities, some explicitly collaborating to create collective knowledge stores like the Wikipedia and Freebase, some contributing implicitly through the patterns of their choices and action....Explicit knowledge stores refine knowledge through contributions of thousands of authors; implicit stores allow the discovery of entirely new knowledge by capturing trillions of key clicks and decisions as people use the network in the course of their everyday lives."

Both forms, the report notes, have educational implications:

"Sources of explicit collective intelligence provide opportunities for research and self-study and give students a chance to practice the construction of knowledge -- they can contribute as well as consume....Implicit collective intelligence is already revealing a great deal about everyday patterns of activity based on programs that mine datasets of information from huge numbers of human actions."

There are several important implications of this move towards the use of collective intelligence in education:

  • As I noted in my keynote remarks, the push towards collective intelligence requires us to rethink the nature of expertise and the historic monopoly that schools and institutions of higher learning have claimed over the production and circulation of knowledge. Collective Intelligence recognizes that there are diverse forms of expertise and that we learn more if we draw on as many different minds as possible rather than placing our trust in singular minds. At the same time, this push towards collective intelligence should force academics to engage more actively in public dialog with other kinds of "experts" who operate outside of the so-called "Ivory Tower." We have much to contribute, and much to learn, through participation within these larger conversations, which are being enabled through networked computing.
  • Most of our current educational practices are based on the assumption that schools produce autonomous thinkers. We need to rethink our pedagogical practices to reflect the way knowledge is being produced and distributed within a networked culture. This means that we need to help young people identify and foster their own expertise while giving them skills at weighing evidence and arguments presented by others who also participate within their knowledge community. It means that we need to help them develop a set of ethical practices which holds them responsibile for the value of the information and insights they contribute to the group.
  • Collective intelligence is going to work best on a scale larger than the individual college or university. As such, the push towards collective intelligence is closely linked towards moves for distance learning and for open courseware. Yet, it may force us to rethink some of the models shaping our first steps in that direction. Most of these efforts start from the assumption that information travels from an elite centralized institution to a range of peripheral locations. Collective Intelligence, however, starts from the premise that information must circulate freely and equally among all of the participating institutions.
  • Collective intelligence places a new value on diversity -- this is true in both the explicit (deliberative) model and the implicit (aggregative) model. The greater diversity of inputs into the process, the richer the output. Higher education still often thinks about diversity through a lens of affirmative action and remediation. Instead, incorporating greater diversity into a collective intelligence process benefits all of the participants.

As it happens, Project nml has been developing a range of classroom activities focused on helping young learners develop a better understanding of the practices and values associated with collective intelligence. Erin Reilly, the Project's Research Manager, recently shared with me a report about a field test of some of those materials which they ran with teens from Boston's Youth Voice Collaborative. I offer it here as an illustration of some of the ways these principles might be incorporated into classroom teaching practices:

The first group activity was called "Stump the Expert". This activity put their adult facilitator, Julian ("The Expert"), in the position to work on his own and write down all that he knew about Caribbean culture …his own stated expertise. While Julian was making his long list, the girls collectively worked to jot down phrases and words on the board; anything they knew about the Caribbean culture. When Julian came back into the room, he looked at the board and laughed, stating, "Wow. You guys got a lot." He then showed the girls his paper and said how he'd written full sentences. He had started his list with the etymology of the word Caribbean. Lana Swartz, a NML Research Assistant and the Focus Group Facilitator, remarked how starting out with the origin of a word was a really good example of what an expert does.

The two lists were very different and very good in different ways. The one from the girls was totally random and not connected with each other; while Julian’s list was more like an expert where things were organized. With the two lists together, the knowledge pooled was that much greater and when the girls were asked what Collective Intelligence means to them. One girl said, "all together" and they all agreed.

This low-tech group activity was an introduction to the Exemplar Library. The group searched the skill Collective Intelligence and a video on Wikipedia pulled up. With the learning activities embedded into the multimedia material, the cue-point was when Kevin Driscoll says, "and nobody owns that sandcastle, you all built it together, you're all proud of it, and you all get the benefit of each others’ work so you really are relying on each other. And Wikipedia is like that sandcastle, except no ocean is going to wash Wikipedia away." At that point, the girls could have continued watching the video or pause and step into the exemplar to participate in the online activity. Stepping in, they were introduced to the Platial.com website, where collective intelligence is used to make maps. The clip provided a demonstration of how to make a map mash-up and they began to create their own maps.

The girls worked in two groups of two and one girl worked on her own. They were given the choice and this is what they chose. Interestingly, both 'working alone' & 'working in a group' had its drawbacks. For the kids who were in groups of two, one of the girls tended to do the whole computer part, (though in both groups, the other girl didn't seem to mind). For the girl on her own, she had the drawback of not having anyone to brainstorm and make a plan with (Luckily, Julian, the adult facilitator, jumped in and played that role which was a good example of the informal mentorship that is a key trait in participatory culture).

The girls had a great time with the activity and a picture was taken of the whole group and posted on the YVC marker on their Platial.com map. There was lots of laughing when they saw the picture. It's a fun picture. When asked if they would make these maps with their friends, they all had a resounding "Yes!"

If you'd like to learn more about collective intelligence, check out the following resources:

Podcast of a session from the Media in Transition 5 conference focused on Collaboration and Collective Intelligence -- featuring Mimi Ito, Cory Ondrejka, and Trebor Scholz, and moderated by Thomas Mallone.

Podcast of a MIT Communications Forum event focused on Collective Intelligence featuring Karim R. Lakhani, Thomas W. Malone, and Alex (Sandy) Pentland and moderated by David Thorburn.

Podcast of a conversation at the ELI conference between George Siemens and Michael Wesch about "Future Learning." I saw Seimens present an outstanding workshop on Connectivism which lay out some core assumptions about the value of social networks and collective intelligence for education.

Those of you who are in the Boston area might want to try to attend another MIT Communications Forum event this term, which is certain to consider issues of collective intelligence:

our world digitized: the good, the bad, the ugly

visionary and skeptical perspectives on the promise and perils of

the internet era

yochai benkler, harvard law school, author of The Wealth of Networks: How Social Production Transforms Markets and Freedom

cass sunstein, univ. of chicago law school, Author of Infotopia: How Many Minds Produce Knowledge

april 10

5-7 p.m., bartos theater

Confessions of a Superhero: An Interview with Filmmaker Matt Ogden

Superman on couch.jpg Earlier this month, documentary filmmaker Matt Ogden released his most recent film, Confessions of a Superhero, on dvd. I first became aware of this film, which depicts the personal lives of the people who perform the parts of superheroes in front of Grauman's Chinese Theater in Hollywood, when it played at the South By Southwest Film Festival in Austin. Ogens' previous work includes Timeless and The Life for ESPN,

Players for VH1, each of which deals in one way or another with the colorful personalities behind the scenes in sports and show business. The film is hauntingly beautiful, showing us something of the fantasy lives of its protagonists, as well as heartbreaking in its depiction of these men and women, their motives for performing, their professional dreams and disappointments, and the society they have created for themselves. There are places where the film edges a bit too close to pathologizing its subjects for my taste, but there's always something to complicate any easy judgment we might want to make about these people and the choices they've made with their lives. You can learn a good deal more about the film over at their engaging homepage or at Myspace. You can also see some sample sequences on Youtube, including this sequence of Superman working the streets, an exploration of the economic realities of street performing, The Hulk's account of his struggle to escape homelessness, and a sequence showing the superheroes at home getting ready to perform.

What first attracted you about this topic? In your Director's statement, you describe a process which takes you from estrangement towards a closer identification with your subjects. How did this reassessment of these people and their lives come about?

I'm always attracted to stories about the underdog, about people on the fringes of society, or just interesting, sometimes quirky characters. At first, I thought it would be an oddball comedy documentary. Who would dress up and work for tips on Hollywood Boulevard? After we began production, Los Angeles became a character in itself. The city draws so many different types of people from all over the world seeking fame and fortune. It's a cliché, yet it's true. As I delved deeper into filming, I discovered these "superheroes" aren't much different than myself on the inside; and not much different than the other seekers in Hollywood. They want to make it. They want success. Deep down they want to matter, to make a difference. Don't we all want that, whether it's through acting, as a doctor, lawyer, entrepreneur, or teaching? Success comes in many forms - money to some, awards to others, a sense of accomplishment, et cetera - but in the end we all want to feel like we're enough. It's easy to judge people that are different. At first glance most would say they do not relate to these characters. But stick around and get to no anyone and you just might find something you have in common. I did.

Many of your earlier films -- The Life about sports, Players about Ludacris -- dealt with celebrities in the traditional sense of the word. This film deals with people who see themselves as having found fame but not fortune, as one of the characters puts it, having acquired fame for the characters they perform but not as a result of their own personalities. How did that earlier work shape your perception of these people? What did making this film suggest to you about the culture of celebrity?

I'm an idealist. I think celebrity is ridiculous. Then, why the hell did I choose this career, you might ask? I love it. I love telling stories. And I don't mind being paid for it, but I don't need the fame. I just don't care about Paris Hilton or Lindsay Lohan. People should be recognized, if it all, for being good at what they do, what they contribute, not for who they date or who they made a sex tape with. I'd like to think the other people I've directed whether it's a hip hop artist named Ludacris or an MVP in the NBA or NFL, are more than just celebrities. They are good at their chosen professions whether anyone knows their names or not - they are great at what they do. Celebrity is just a natural offshoot of that. It's when people become celebrities for doing nothing that I don't relate to. When it's not about their profession, but what they do when they're not working - that is not what I want to learn about.

The characters in my film have found a different kind of fame. They've been featured on Jimmy Kimmel, Jay Leno, in magazines and interview shows all over the world. But they're not household names. And most people don't know their real names. They just recognize them for the characters they portray. And there is nothing wrong with that. In Robert Fritz's book The Path of Least Resistance he states "the path by which you move from where you are in your life to where you want to be cannot be put into a formula." This applies to my career as a director, even more so to these characters. This is their path and the road they chose to hopefully find success in the entertainment industry. Who's to say they want find it? Not me.

As far as celebrity goes, I do feel kids today want to be famous as opposed to a great actor. They want to be filthy rich, drive a Bentley GT Continental and where a Rolex instead of playing basketball for the love of the game or making music because they have to make music. Entertainment is a means to an end for a lot of people. If you aspire to be a celebrity, well...good luck, I guess.

In your director's statement, you said, "At first I wanted to show the eccentricities of these characters, but I didn't want to take the easy route and simply make fun of them. I wanted to peel the onion and go deeper." What steps did you take to avoid the stereotypes and preconceptions that your viewers might have about these people?

I attempted to keep my point of view out of the film. Once you turn the camera on, even if you never ask a question, reality is manipulated of course. People act different in front of a camera. In most family photos everyone is smiling. As soon as mom points a camera at you, you're trained to smile. Same with moving pictures sometimes. But I kept myself out of it as much as possible. If you laugh at the characters, they're being themselves and I'm not editing it in such a way as to get you to laugh at them. Im just showing you, the audience, what happened. As I got to know them better while filming I began to empathize with them. I hope the audience will take the same journey I did and end up rooting for the characters by the end, or at least some of them.

How have your subjects responded to this film? On the one hand, you do give them a kind of visibility on the screen. As they suggest in relation to the news coverage of the arrest of Elmo and Mr. Fantastic, all publicity has a value in their world. On the other hand, you really don't pull many punches here in terms of depicting some of the painful and humiliating aspects of their lives. Yet, several of your subjects came out to South By Southwest to help you promote the film.

Certainly, I was concerned and curious as to how they would react, particularly Max, who portrays Batman. He is definitely the antagonist, or villain of the film, if there is a villain. Truth be told, I do not know how Max feels about the film. Chris "Superman" Dennis seems to love it. Some people love recognition whether it's for good or bad reasons. Bad publicity is better than no publicity. I'm sure there's a little bit of this in play.

At SXSW, Superman and Hulk were celebrities. People loved seeing them there. And they deserved the notoriety.

One of the striking components of the film is the visual style -- especially your use of still photographs and oversaturated colors. How did these two stylistic choices come about and what do they signal about your relationship to this content?

From the moment the idea came to me, I knew I wanted this to be a visual documentary. In my opinion, a film should look as good as the story its telling. Charlie Gruet, the director of photography and a producer on the film, set out to give a style to the film, and not just shoot willy-nilly. The idea was to make this look cinematic, filmic, like you're watching a narrative film, not a talking head corporate video. All of the verite moments on the boulevard were shot handheld, in a fly on the wall style. The sit down interviews, scenics of Los Angeles, and specialty shots were more set up and art directed. But we didn't make things look "cool" for the sake of it. Each set, if you can call it that, was discussed and reasoned. Superman was interviewed on a vinyl couch against patterned wallpaper as if he was in Martha Kent's country home in the movie or comic book versions of Superman. Batman was shot in a cavernous warehouse (instead of a cave), but you get the point. Batman's past is dark. And we wanted a darker setting for him.

In addition to directing, I also shoot stills and we always shot during production for marketing materials, the website, posters, etc. The idea to use stills within the film didn't come until late in the process. We didn't settle on using still photos for the transitions until a month before we locked picture. We felt the composition of the photos complemented the sit down interviews and helped tell the story.

You clearly portray Christopher Dennis not simply as someone who performs the part of Superman but as a hardcore fan, someone who actively collects Superman related materials, who hero worships Christopher Reeves, and who shows clear disappointment when he doesn't win the costume competition.

Chris "Superman" Dennis is hardcore. He is obsessive about his character to the nth degree. The others certainly have an affinity for their characters, but not nearly to the extent as Chris. I personally feel Chris has lost himself in his character and I think he would agree. I know his wife Bonnie would agree. He so much want to be a leading actor, he is only known as Hollywood Superman. I think he's afraid of shedding the costume. He has an identity with it and without it he may feel no one will recognize him.

How did you select these particular characters out of the dozens of other performers you suggest are working in this same space? What made these stories stand out against the pack?

It was not a long "casting" process. I thought it would take forever to find the right characters. There are probably 80 people who work on and off on the boulevard and we highlight four of them - Superman, Batman, The Hulk, and Wonder Woman. First, I decided early on to stick with recognizable superheroes. For one, I felt like Superman or Wonder Woman was more iconic and forever then Sponge Bob or Freddie Krueger. Also, I felt that superheroes would make a good metaphor for the lives of the people inside the costumes.

Superman was the first character I approached. He looked like one of the leaders out there. That's how he carried himself. He introduced me to the others. I could have kept "casting." We did have a Spiderman character, played by Spike Henderson. And he was a great character. As opposed to trying to make it as an actor, this ex-professional golfer is trying to qualify for the Senior's Tour. We just didn't get enough footage of him. He didn't allow us enough access into his life to make a full story with an arc, so we had to leave him on the cutting room floor.

The film suggests at places that there is a hierarchy among the performers who work the Strip -- with Superman as a leader of sorts within this community -- as well as some antagonisms between some of the performers. What can you tell us about the community of personalities who interact in this space? Are there, for example, rival Superman performers competing for the same bit of turf or is there an understanding that once a character is taken, newcomers need to assume new roles?

Chris Superman Dennis certainly is the self-proclaimed leader of the boulevard. I don't know if the other characters would agree. But he is probably one of the most knowledegable out there. And he takes the unwritten code of the boulevard seriously. I never witnessed a second Superman but I did see rivals of other characters. Max Batman Allen has had a longstanding rivalry with another Batman character. The two have had many arguments over the years (with police involvement at times). People know what the rules are but don't always follow them so you will see duplicate characters and they compete for tips, argue, and sabatoge one another. This is how these people put food on their tables so someone coming on the boulevard with the same outfit is a problem they must take seriously. It is quite a soap opera out there. I spent two years witnessing it. God, I'm exhausted.

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.