Reconsidering Family Photographs

Not so many years ago, I was visiting my parent's home in Atlanta. As we were sprawled around the living room, glancing through the Sunday papers, my mother let out a gasp, "It's like I've seen a ghost!" She passed the paper over to me and showed me a photograph, which I was pretty sure I had seen several times previously. It depicted Martin Luther King being led through the Fulton County Courthouse in Atlanta following one of his many arrests for civil disobedience. It was being reproduced this time in anticipation of a PBS special about King. "Yes, I've seen this picture of King before, Mom."

"No," she said, "it's Pap!" I looked more closely at the photograph, searched my memory, and realized that one of the deputies escorting King was my late grandfather. Needless to say, I was now as stunned as my mother by the discovery that my grandfather had been involved in King's arrest.

Now keep in mind that I never really knew "Pap," my mother's father, who had passed away in the late 1950s when I was a little over a year old. He was someone who lived for me primarily through old photographs -- including many that are included in my own yellowing baby book. He was the kindly looking man who had given me my first haircut, since he had spent much of his life running a barber shop in downtown Atlanta. There were pictures of him bouncing me on his knee as a newborn and there were snap shots of him receiving visitors from his hospital bed shortly before his death. There are even photographs showing the huge mound of flowers at his grave-side. Family legend is that half of the city passed through his barbershop and a goodly portion of his friends and associates had turned out for his last rites. From old family stories, I knew that he had helped to run the city's draft board during World War II and that his own oldest son had ended up in a POW camp in Germany. My father liked to tell a story about sitting in Pap's patrol car and having baby Henry reach up and pull the siren, creating a minor ruckus.

It was hard to reconcile these images and stories about my grandfather with the popular representations of King's captors and tormentors, hard to reconcile the photographs in my baby book with the all too familiar images of King's followers being knocked down by fire hoses or besieged by attack dogs. So, the new information passed over me with a wave of shock and shame. As a white southern male who grew up in the south during the civil rights era, I have always struggled with issues of liberal guilt, not sure about my ability to talk meaningfully about race, unsure how to acknowledge my own complicity in a system of white privilege. And here, suddenly, the issue was asserting itself with a new degree of urgency.

For me, this era of segregation was perhaps best summed up by two childhood memories, which suggested the transitions Atlanta underwent in the period of my childhood. When I was about five or six, my parents dropped me off at the Decatur Courthouse to attend a "Toys for Tots" performance of Peter and the Wolf. My parents were going to meet me outside after and I went in proud at being on my own for perhaps the first time in my life. After the concert, I wandered outside, eager to find them, and they were nowhere to be seen, having gotten turned around and exited the building in the wrong direction. Not particularly paniced, I must have decided that I should just try to walk home and so I headed out on my own, wandering through street after street for the better part of an hour, while my frantic parents turned the city upside down. What I remember from that day was wandering through an entire neighborhood without saying any white faces. Disoriented, I had moved into the black section of the still segregated city and for the first time, I experienced what it was like to be in a minority position. I was growing up in an almost entirely white world yet I hadn't realized it until that moment. I've always been fascinated by a Flannery O'Connor short story which described more or less the same experience -- a young child separated from his parents who finds himself encountering a world where there are no white faces.

When I was a child, my father had owned his own construction company and I spent a fair amount of time playing on building sites, collecting bottles for the deposit money. One day, I found myself playing with several other children my age who happened to be the offspring of black construction workers. What did we do? We were collecting big black blocks of tar with the stated plan of creating our own tar baby, inspired by a recent screening of Walt Disney's Song of the South. Once our parents learned of our creative project, there was a general awkwardness. Though both sets of parents had taken us to see the movie, there was an understanding, even then, that this was not an appropriate thing for little black and white children to be doing together. The Uncle Remus stories were too closely associated with a history of race and racism and the tar baby embodied sticky problems none of them knew how to talk with each other about. Even as a child I saw there was something wrong with this picture.

As I grew older, I would struggle with my identity as a white southerner. There were times in late elementary school when I would wear confederate flags on my belt buckle. Those flags were never intended as statements of racism, but rather as assertions of my own racial pride. My family had lived in Georgia for many generations. We had old photographs that showed my great-great-grandfather in his Confederate uniform. I had no "mother country" that I could trace my heritage back to and this was the source of some discomfort by the late 1960s and early 1970s when many of my classmates were proclaiming their ethnic pride. For me, the Confederacy had been that mythical past to which I could trace my roots -- not a living symbol of the current divisions between the races -- but over time, I came to realize that in embracing this symbol that I could cause a great deal of pain for others. Could I be proud of who I was and where I came from without it becoming an assertion of white supremacy?

Through the years, I've resented the ways that the south has been made into a kind of national scapegoat. As a southerner growing up when I did, I always knew I had to confront racism, one way or another, and decide where I stood. Atlanta might call itself "the city too busy to hate" but there was never any easy way to escape the burden of self reflection. Some of my friends growing up were racists and made no bones about it. Some of them have spent their lives battling the Klan or contributing to the Southern Poverty Law Center. But all of them understood that racism had something to do with who they were and how they related to the other people around them.

When I was in graduate school in the Mid-West, I was struck by the unthinking racism of many of my students. I remember that one fraternity at a big ten university held a "Martin Luther Koon" birthday party, where people had come in black face, played craps, and eating water melon and fried chicken. Some of my students went to the party, not sure what to expect, and some of them told me later that they hadn't really thought this could be hurtful to anyone. It was all a big dress up game to them, having grown up in the rural midwest and having had little exposure to actual African-Americans. They had never been forced to confront the implications of their own racism and so they imagined racism as something that happened in the south that had nothing to do with their lives. It isn't that I didn't know people growing up who would have held such a gathering but they would have known what they were doing. Being there would have been a conscious choice -- for better or not. Yet, having the image of a racist south has so often been used as a way to deflect that kind of self examination and thus to simplify the history of race in America.

And so, my first response to seeing the image of my grandfather arresting King was one of shame to see someone who was so beloved in my family history play such a controversial role in the history of the nation. I didn't want anyone to know about that connection. I didn't want to talk about it. I certainly didn't know how to talk about all of the feelings that this image brought up for me.

But, then something else occurred to me,and that was the possibility that this same photograph might be found in the family albums of King's grandchildren and that through this shared image and the history behind it, our lives were complexly intertwined.

When I had looked at the photograph before, my grandfather had been just one more faceless white southerner in the background of the photograph. Yet, now, he was pushed into the foreground in my consciousness. And the photograph became a way of thinking about the subjective experiences that at once connected and separated people of different races who came of age in the same city and in the same generation. There would always be a constant set of shifts between who was in the foreground and who was in the background depending on whose perspective was being brought to bear on this image. And indeed, I was reminded of photographs of my mother's childhood where black maids might be seen in the background of family portraits -- people who, in that classic southern formulation, were always seen as "part of the family" but who were the matriarchs of their own families with their own histories which no one in my mother's household could have told you.

We can not easily separate out these different subjective responses to these shared images. Given the degree to which black and white lives imposed on each other even in the most segregated days of the south, we would always be visible in the background of each other's photographs and always appear as shadowy, not fully understood figures in each other's narratives.

This sense of connection to this historical moment, of course, also changed the ways that I have come to read accounts of King's life and his political mission. King has always been an inspiration to me -- not the least through his capacity to imagine the possibility of social transformation and cultural change, his faith that a dark chapter of American history could give rise to something more hopeful. I have come to respect King's utopian imagination -- which comes through especially in the "I Have a Dream" speech. King used "hope" as a resource through which to frame a powerful critique of the limitations of his society. By imagining a world where white and black children could play together, he was able to embody the ways that his own society fell far short of those ideals and he and his followers were able to transform that critique into an agenda for change. He described a better way and inspired many to pursue it.

As I have read these historical accounts, I recognized that the whole politics of civil disobedience meant that King counted on white men of conscience who would be shocked into action when he provoked reaction and retaliation for his protests. The point of civil disobedience was to force the system to react and in doing so, to show its excesses and contradictions. In some cases, the white men who arrested King were cast as embodiments of racist traditions and practices whose rage was turned against them through a kind of political judo. In other cases, the goal was to provoke more thoughtful men to question the institutions and practices to which they had committed their lives by forcing them to play out the contradictions between their own sense of justice and what the system required them to do.

There were white southerners who actively supported King and his movement. King wrote in his Letter From a Birmingham Jail in 1963:

I am thankful, however, that some of our white brothers in the South have grasped the meaning of this social revolution and committed themselves to it. They are still too few in quantity, but they are big in quality. Some-such as Ralph McGill, Lillian Smith, Harry Golden, James McBride Dabbs, Ann Braden and Sarah Patton Boyle---have written about our struggle in eloquent and prophetic terms. Others have marched with us down nameless streets of the South. They have languished in filthy, roach-infested jails, suffering the abuse and brutality of policemen who view them as "dirty n-word lovers." Unlike so many of their moderate brothers and sisters, they have recognized the urgency of the moment and sensed the need for powerful "action" antidotes to combat the disease of segregation.

I will never know what kind of person my grandfather was or how the experience of arresting King might have changed him. I like to imagine him as someone like Ralph McGill whose respect for basic human dignity made him question the society of which he was a part. I like to imagine that if he had lived much past that moment, he might have been part of the change which the south underwent during the early days of my childhood. I will never know what he was thinking that day, though I've studied the photograph trying to give meaning to his cryptic expressions, trying to read motives into the body language of a man whose personality is totally unknown to me, beyond the stories my mother used to tell about him. I wonder what it says that my mother never knew that her father had been one of those who had arrested King.

When Barack Obama spoke about the confusion and anguish that still surrounds the relations between white and black America in his campaign speech in response to the Wright controversy, I was touched. Here's what he said about his own grandmother:

I can no more disown him [Wright] than I can my white grandmother - a woman who helped raise me, a woman who sacrificed again and again for me, a woman who loves me as much as she loves anything in this world, but a woman who once confessed her fear of black men who passed by her on the street, and who on more than one occasion has uttered racial or ethnic stereotypes that made me cringe. These people are a part of me. And they are a part of America, this country that I love.

I understood what he meant. I can not "disown" my grandfather. In fact, the process of struggling to make sense of this photograph has strengthened my emotional connections to him. It has made him more real as a figure in my own personal narrative. I can't excuse him for what he did, even though, of course, like so many others, he was "just doing his job." I can't hide from who my grandfather was or what he did and I can't use my guilt and anxiety as an excuse not to speak up about race in America today.And I can't allow myself to feel good about myself as if somehow I had escaped that racist past into some post-racial society where "race no longer matters" just because I voted for Obama.

I cringe every time I hear a commentator talk about how voting for Obama allowed whites to feel better about themselves, knowing that on some levels, of course, it was true that I saw my vote as one step towards undoing what my grandfather had done so many years ago. I am reminded of the work Justin Lewis and Sutt Jhally did about Cosby, which described the "enlightened racism" they found in white responses to the series. Many of them felt that seeing Cosby and his family as "people like us" meant they had escaped racism, that they were no longer accountable for any legacy of harm and discrimination, and that race no longer caused any obstacles to advancement and thus no forms of affirmative action were required.

This week, we will watch the first African-American man (well, significantly, a mixed race man) become President of the United States. Some have described Obama as part of a "Joshua generation" of African-American leaders. King had seen into the promised land, like Moses, but was not able to lead his people there. Obama, the story goes, and his contemporaries were going to be able to build the new society and thus in some small way fulfill King's dream for a more just society. I wept when Obama clinched the presidency and I am sure I will weep when he takes the Oath of Office. But this, too, is too simple a response. There is still much we need to overcome.

The "Obama moment" requires us to take risks, to ask hard questions, to venture into uncomfortable territory, and to have an honest conversation about race in America. We can't wish race away but we have to re-examine the complex ways that our lives are intertwined and have impinged upon each other. We need to be having this conversation at all scales, large and small, local and global, online and off, and through many different channels of communication. The "Obama moment" offers us all a chance for redemption and transformation but it won't come easily.

Maybe it's time for more of us to take another look at our family photographs and see what's been hiding there all the time.

Loomings 2009: What Obama Might Have Learned from Moby-Dick

The following post was written by Wyn Kelley, a Melville scholar, who is collaborating with Project NML (New Media Literacies) on our teacher's strategy guide on "Reading in a Participatory Culture." The work we've been doing on Moby-Dick would not have been possible without Wyn's passion for the topic and her commitment to teaching. More than any one else, she helped me to see that there are fans of serious literature just as there are fans of popular culture and that we have much to learn from each other about how we engage with texts that really matter to us. She recently shared with me these interesting reflections on Obama's reading preferences and what they might tell us about his vision for the country. I wanted to share them with you -- along with my own best wishes on the dawning of a new era in American history. "Loomings 2009"

by Wyn Kelley

"Grand Contested Election for the Presidency of the United States."

"WHALING VOYAGE BY ONE ISHMAEL."

"BLOODY BATTLE IN AFFGHANISTAN."

After September 11, 2001, some commentators wondered if Melville's phrases in the opening of Moby-Dick prophesied a twenty-first-century war in Afghanistan. This year, as we observe a new inauguration, his words about an election for the presidency might seem strangely apt as well. Few have considered, however, whether "WHALING VOYAGE BY ONE ISHMAEL" matters to the government of the United States.

Now, apparently, it does. According to a statement on his homepage at Facebook, as well as in various interviews and profiles, incoming president Barack Obama's favorite books are Toni Morrison's Song of Solomon and Herman Melville's Moby-Dick. What does this information suggest about our new president?

Song of Solomon, the story of an African-American man searching for his identity, seems a likely inspiration for Obama's account of a (somewhat) similar quest, Dreams from My Father. But Moby-Dick? One would hardly associate Obama with Captain Ahab, a man of furious passion bent on revenge. Nor does he much resemble Ishmael. As verbally inclined as Melville's narrator, Obama nevertheless has assumed political leadership, whereas Ishmael prefers the role of observer.

Perhaps he is an island prince, like Queequeg? Yes, he comes from a distant Pacific island, but Obama has taken his place within American society as Queequeg never does. Does he, like Bulkington, have a soul that can "keep the open independence of her sea"? It may be too soon to tell.

One possible answer appears in Obama's book, Dreams from My Father. In contemplating an early failure when working as a community organizer in Chicago, Obama describes himself as like "the first mate on a sinking ship" (166). Call me Starbuck?

Ishmael portrays Starbuck as a "long, earnest man." He admires his valor: "Looking into his eyes you seemed to see there the yet-lingering images of those thousand-fold perils he had calmly confronted through life." Ishmael pays tribute to his "august dignity," which he associates with a "just Spirit of Equality, which has spread one royal mantle of humanity over all my kind!"

Starbuck, however, goes down with the Pequod. Obama took the helm of what he saw as a sinking ship and steered it to Washington.

On further reflection, we might conclude that Obama is less like Melville's human characters and more like the whales, who maintain their equilibrium in widely diverse regions. "Oh, man!" says Ishmael, "model thyself after the whale! . . . Be cool at the equator; keep thy blood fluid at the Pole. . . . [L]ike the great whale, retain, O man! in all seasons a temperature of thine own." Perhaps our new president has the whale's "rare virtue of a strong individual vitality, and the rare virtue of thick walls, and the rare virtue of interior spaciousness" with which to endure the hazards of nature--or American politics.

Wyn Kelley teaches in the Literature Faculty at MIT and has published

extensively on Melville. Other projects include working with the New Media Literacies

group at MIT and the Melville Society Cultural Project at the New Bedford Whaling Museum

in New Bedford, MA.

Beyond Barbie and Mortal Kombat: An Interview with Yasmin B. Kafai, Carrie Heeter, and Jill Denner (Part Two)

There's an emphasis throughout the book on user-generated content. One can argue that modding and other user-generated forms of content have made it easier for women to repurpose existing games to better meet their interests. Yet, one could also argue that this reliance on user-based solutions has marginalized female-interests into narrow niches rather than reshaping the design of commercial games. What do you see the gains and losses surrounding user-generated content?

CARRIE: I applaud tools to place modding and customization in the hands of more players. But these new tools will not stop advocates for girls to grow their technological comfort and expertise from wanting them to pursue the more difficult (and more powerful) advanced forms of customization through programming. Hopefully even when in-game toolsets for customization are available, it will still be possible to dig deeper and change the game even more.

JILL: The chapter I wrote with Shannon Campe describes the types of games made by 126 middle school girls, when they are given the tools and supports to design and program their own games. In fact, we found that girls' games were not highly gendered. Instead, many used humor to play with, explore, and challenge gender stereotypes. At the same time, they created games that addressed topics of great interest to them, such as fears about getting into trouble at home or school, and on moral decisions. These are topics that are relevant to many teens (male and female) but are completely absent from the most widely accessible games.

YASMIN: It's one of these unpredictable and interesting twists in the history of gaming that for once researchers interested in gender and games predated a paradigm shift in what you now call participatory culture. User-generated content carries with it the high and low: most of what is generated is not particularly compelling, if only for personal reasons, but then there are always a few examples that rise to the top. It's a gain because so many interesting developments are happening on the margins of gaming in discussion boards, machinima - this is what makes gaming an interesting experience. It's a loss if we see player-generated content as the answer to the gender issue. It's not. There is a place for professional design and production and consequently the people there need to become more cognizant about how inclusive or exclusive certain design decisions are.

All evidence suggests that adult women constitute the largest market for casual games. Has this market dominance led to any shifts in the decisions made by game designers serving this space? Does the book offer any insights into why more women play casual games than platform games?

CARRIE: Adult women tend to have less free time and the free time they have is available in shorter chunks of time. That makes games they can pick up and play in short blocks of time more possible and more appealing. Some casual games are available on platforms, but purchasing the console and getting it out and setting it up can be more than a casual commitment. Using the PC for games and the rest of life is in line with multitasking games and the rest of life.

Casual game companies are adopting approaches to acquire a sophisticated understanding of their market. Part of the beauty of online games is an ongoing connection with the player and continuous collection of play data. The game companies I am familiar with involve their most avid players and other volunteers as beta testers, and prior to beta, conduct frequent play tests before deciding the next game is ready to shift. Once a game company has a successful property, they start working with that audience to expand and improve. I don't see the market and the game company as being totally separate. Game design is becoming quite an intimate dialog.

YASMIN: This is really one of the areas deserving more attention research-wise; it just popped up when we started pulling together the book edition. To begin with the name alone 'casual' is of course a misnomer. It implies that these games are not as hardcore or serious as platform games because they don't require hundreds of hours of game play. Some however argue if you compile all the hours spend on casual games albeit distributed you end up with similar levels of involvement.

TL Taylor also made the observation that many of these word and puzzle formats found among casual games have a longstanding history of women playing them. So what we see is not the sudden emergence of the women gamer or a new genre but rather a continuation of traditional game play moving onto a new platform. It might be worthwhile to untangle all these different aspects ...

When we first edited our book, we were often asked why it mattered whether or not women played games. A decade later, what evidence has emerged which might offer a better response to this question?

CARRIE: I think games are still in the process of oozing into all walks of life. So the "one decade later" mark is not an end point but a stepping stone. There will be more change in the next ten years than there were in the last ten years. Games are sometimes and will increasingly be necessary for some jobs, and recommended for personal physical, emotional, and cognitive health. The Pew Foundation report on teens, gaming, and civic life reported that 99% of teens play games, and those who play more were more likely to be active in civic life.

I admit I am a blatant enthusiast, but games offer the curious mind a way to experience, learn, and play outside of the mundane constraints of the physical world. They are important for socialization and for maintaining and performing interpersonal relationships. They are part of participating in modern culture. Also, as games for health, games for learning, and games for social change continue to grow, playing games will be increasingly necessary.

JILL: The chapter by Elisabeth Hayes directly addresses this question. There has been a steady decline in student enrollment and graduation from computing majors in college, and a corresponding decline in the US IT workforce. Hayes argues that gaming can build IT expertise, which may potentially help to fill this gap.

YASMIN: There is one particular reason why it matters now more so than 10 years ago whether or not women and girls play games. This reason is tied to the current interest in games as promising learning and teaching tools. If we consider games effective tools and bring them into schools for that reason, then we better pay attention to their design so that everyone can learn with them. Then of course it matters what outside of school experiences you have because there is ample evidence that this impacts students' participation and success in the classroom.

The book offers some close consideration of the experiences of women working in the games industry. What factors might make this industry more challenging for women than for men to enter and maintain careers?

CARRIE: The huge barrier is programming. 95% of game programmers are male, and the proportion of females major in Computer science continues to decline. For the most part, those with a major voice in game design are the programmers and artists (also 85% male) who work on the game day after day. We either need to find ways to get more girls and young women interested in computer science, or else game development culture needs to open up roles for design consultants who don't come from the ranks of programmers and artists, but contribute in other ways.

JILL: The chapters by Mia Consalvo, and by Tracy Fullerton and her colleagues, describe how the culture of the gaming industry prevents women from entering and staying. Factors include crunch times that force employees to choose between home and work life for extended periods of time, and a devaluing of games that have social value.

The growing emphasis upon "serious games" and educational games raises new questions about gender, since it would be a tragedy if the use of games in the classroom made it that much harder for girls to learn and embrace Science, Technology, Engineering, and Math related subjects. What should educational game designers learn from the research presented in your book?

CARRIE: Part 4 of the book (changing girls, changing games) includes 3 chapters about science, math, engineering, and technology (SMET) games designed specifically for girls. The Click Urban Adventure is a mixed reality detective game in which teams of girls work together using science to solve a mystery. Kristin Hughes at Carnegie Mellon University used extensive formative research to understand some of the needs and desires of urban middle school girls in Pittsburgh. She was able to match narrative types, science tasks, tools and technologies, characters and personas to create a game very well suited to her audience. Her research showed the game was successful in generating a sense of agency and interest in SMET. Thus, games for learning do not, necessarily, exclude girls.

Caitlin Kelleher developed storytelling Alice, a tool for constructing animated stories, and for learning programming along the way. Her hunch that girls would be more interested in programming in order to build a story rather than programming to create a rudimentary game proved to be right on target. Middle school girls who used the Storytelling version of the ALICE programming software instead of the generic version learned more programming, were more delighted with the end product, and were more interested in going on to study programming.

Mary Flanagan created Rapunzel, a game in which players cooperate and compete to program dance moves. She and her team struggled to embed key activist social values within gameplay, such as sharing, cooperation, diversity, autonomy, self-esteem, and authorship.

Taken together these three projects shows that educational games certainly can be designed to appeal to girls. They reinforce the appeal of story and character and remind that games embody values whether designers intend them to or not.

The Heeter and Winn chapter reports on an experiment in which we found that rewarding speedy play interfered with girls' learning, whereas rewarding exploration slowed boys down and helped their learning but did not change girls play behavior positively or negatively. So the chapter does advise educational game designers to come up with ways to make a game "fun" other than including a time limit. As we teach in serious game design graduate classes, creating serious games is even harder than creating games. The audience is often forced to play and usually includes males and females. Learning outcomes, not just fun, must be considered. I am convinced we are all still learning how to make great games for learning. Making the experience good for all learners is part of the requirement.

A decade ago, the core question was whether we should design games specifically for girls or so-called "gender neutral" games to be played by boys and girls together. Is this still a burning question? If so, what new perspectives have emerged over the past decade?

CARRIE: That question makes me schizophrenic. In the collection of research citations on gender and gaming that I have been curating, the two most frequent tags are "gender stereotypes" and "what women want." The gender stereotype research tends to complain about girls and women are portrayed or conceptualized in stereotypical ways that ignore the wide diversity of female-ness. The what-do-women-want research reveals gendered desires and offers suggestions about how to create games to appeal to females.

From a design research perspective, Alan Cooper's proposition to "design for just one user" follows the tradition of designing products to "delight the few, please the many." That perspective implies that very best games for me would be designed for me. Some of what delights me also delights most humans. Some of what delights me would only appeal to a handful of other telecommuting, cat loving 52 year old new media professors. Even just satisfying one player would require many different Carrie-games, not just one. Each of us is more than our gender. The call for "games for girls" is a gross generalization. And yet, of course, some game designs are likely to be more appealing, overall, on average, to females and others to males. Schizophrenic. Sorry.

In her chapter, "Are Boy Games Even Necessary?", Nicole Lazzaro points out that designing for an extreme demographic reduces market size. An extreme male-typed game or an extreme female-typed game both leave out what players like most in most games. Games have changed enormously in the last decade, transitioning to become a mainstream medium and big business. With such an enlarged playing field, the answer from a business perspective is yes games for girls and games for boys and games for everyone. Gaming is large enough that it is beginning to resemble the magazine market. There can be very narrow market game franchises (paralleling the range of women's interest magazines from Vogue to Ms.) and more mainstream game franchises (paralleling Time or Newsweek).

Gender and gaming researchers tend to be more interested in empowering girls and women to engage with technology than they are with increasing game industry revenues. Betty Hayes' chapter points out that boys are more likely to engage in constructive, game-related activities such as modding, machinima, and creating fan web sites. These behaviors contribute to their IT expertise. Games for girls often do not include modding or recording, and therefore inhibit rather than facilitate tech expertise. Tracy Fullerton, Janine Fron, Celia Pearce, and Jackie Morie envision a "virtuous cycle" in which more women work in the game design industry, resulting in more games that appeal to girls, resulting in more girls becoming interested in becoming game designers. It doesn't matter whether the games are for girls, or gender neutral (ugh, that sounds so bland). We just want more appealing games.

My own research with colleagues Brian Magerko and Ben Medler at Georgia Tech and Brian and Jillian Winn at Michigan State University is moving in the direction of considering player type and motivation. We are working to develop and study adaptive games that express different game features depending upon what each individual player enjoys the most. Thus, instead of creating a game for girls, or a game for everyone, we create a game that can transform to become better for each individual player.

YASMIN: Can a game, or anything else for that matter, ever be 'gender-neutral'? And who decides? Game design can and should be more inclusive; one doesn't need to disrupt the narrative to offer more options for customization of characters or levels that are now common place for most games. That said, if we deal with younger players and school contexts, we need to be deliberate on what choices we offer in game designs to facilitate learning for various players.

In film studies, there has been extensive discussions of whether feminism has implications in terms of production processes and formal practices. Is there such a thing as a feminist approach to game design and if so, what would it look like?

YASMIN: A book chapter by Mary Flanagan and Helen Nissenbaum suggests an approach on how designers can identify the values that impact their design decisions from the initial conceptions to prototyping and play testing. You can call this a feminist design approach, if you want, or just plain good design strategy that can help everyone design better games.

We pointed to the rise of game companies as sites of female entrepreneurship as one factor that might shift the gender content of games. Why do we still see so few games companies run by women?

CARRIE: It seems like that ought to have started to change by now. Soon, perhaps? A few years ago game industry professionals complained that innovation was stifled because the game industry giants controlled distribution channels. But the growth on online computer game and movement to open up access to consoles seem to have eased some of the roadblocks.

Also, the proportion of female programmers in the game industry was only 5% in 2005, and 13% artists. The industry retains an ethic of "you have to be there when decisions are made" and an expectation that only those who do the heavy lifting have earned a say at the game design table. I am hopeful that new roles will open up such as design consultant to permit much broader participation in game design.

Happily, the Serious Game Design MA program at my university has had close to 50-50 female/male ratio of students in the first two years we've offered it. From where I sit (in a San Francisco basement telecommuting to a Midwestern university), there is plenty of interest on the part of women, and some are intending to start companies. Hopefully this same experience is happening on a much wider scale.

Our book ended with a consideration of Female Gamers as offering an alternative perspective on the "girl's game movement." Your book includes an interview with Morgan Romine from Frag Dolls. Such groups continue to be highly controversial with both feminist supporters and detractors. How would you evaluate their contribution to the issues this book explores?

CARRIE: A writer at the Chicago Tribune called to interview me about the release of the last Lara Croft game, hoping, I think, that I would be outraged. My response was to say Angelina Jolie is really cool, and although Lara's dimensions are ridiculous I am enormously glad to have a strong albeit ridiculous female character be the basis of a game franchise. I've had fun discussion with some of my male undergrad students in a gender and games special topics course, talking about what it feels like to them to play her.

But you asked about Frag Dolls. My response is similar. I celebrate every game conference attendee they beat (male or female). What a nice counter-stereotypical impression they walk away with. I hate the violence of video games and it bothers me that anyone enjoys blowing people and things up, even in a game. I love their confidence and their energy. They are being exploited, but they are also getting paid to do something they really enjoy. It is the birthright of Frag Dolls and other young women to contradict interpret and express the next generation of feminism.

YASMIN: The Frag Dolls are also opening a whole new chapter on the professionalization of gaming that is happening in the US; it has been around in Asia for quite some time. TL Taylor, one of our book contributors, actually examines in her chapter the ramifications of this change in the gaming landscape. A group like the Frag Dolls is just the most visible signpost of this change. As gaming moves into mainstream entertainment and professions, it can and will not escape the gender issues present in other industries as well. Ten years ago, the observations in From Barbie to Mortal Kombat seemed to focus on a group on the margins of technology while in fact, they were telltale signs of things to come. The chapters in Beyond Barbie and Mortal Kombat discuss the complex and continuing story of women and technology now situated in the context of gaming.

A Professor of Learning Sciences at the University of Pennsylvania's Graduate School

at Education, Yasmin Kafai leads research teams investigating learning opportunities in

virtual worlds, designing media-rich programming tools and communities together with

colleagues from MIT, USC and industry. In the early 90's at the Media Lab she was one

of the first researchers to engage hundred of children as game designers in schools to

learn about programming, mathematics and science. While at UCLA, she launched virtual epidemics in Whyville.net, a massive online world with millions of players age 8-16, to help teens learn about infectious disease. She also studied how urban youth create media art, games, and graphics in Scratch, a visual programming language developed together with MIT colleagues. Her research has been published in several books, among them Minds in Play" (1995), Constructionism in Practice (1996 edited with Mitchel Resnick), and the upcoming The Computer Clubhouse: Constructionism and Creativity in Youth Communities (edited with Kylie Peppler and Robbin Chapman). She has studied in France, Germany and the United States and holds a doctorate from Harvard University.

Carrie Heeter is a professor of serious game design in the department of Telecommunication, Information Studies, and Media at Michigan State University. She is co-editor of Beyond Barbie and Mortal Kombat: New Perspectives in Gender, Gaming, and Computing and creator of Investigaming.com, an online gateway to research about gender and gaming. Heeter's innovative software designs have won more than 50 awards, including Discover Magazine's Software Innovation of the Year. She has directed software development for 32 projects. Her research looks at the experience and design of meaningful play. Current work includes design of learning and brain games which adapt to fit player mindset and motivation and persuasive games where the designer goal is to engender more informed decision-making on complex socio-scientific issues. Heeter also serves as creative director for MSU Virtual University Design and Technology. For the last 12 years she has lived in San Francisco and telecommuted to MSU.

Jill Denner is a Senior Research Associate at Education, Training, Research Associates, a non-profit organization in California. She earned her Ph.D. in Developmental Psychology in 1995 from Teachers College, Columbia University. She studies gender equity in science, technology, engineering, and mathematics, with a focus on Latinas, in partnership with youth, schools, and community-based organizations. She edited the book Latina Girls: Voices of Adolescent Strength in the US (2006, NYU Press) and is the founder of Girls Creating Games where she conducts research on learning and technology in the context of after school programs.

Beyond Barbie and Mortal Kombat: An Interview with Yasmin B. Kafai, Carrie Heeter, and Jill Denner (Part One)

In 1997, Justine Cassell (then a Media Lab faculty, now at Northwestern) and I organized a conference, From Barbie to Mortal Kombat: Gender and Computer Games, for the MIT Women's Studies Program. It was one of the first academic conferences I'd ever organized, but I had no idea what a big deal it was going to be at the time. We brought together feminists from academia and industry to talk about the emergence of the short-lived girl game movement and in the process, we tried to explore what it would mean to expand the female market for games. A year later, Justine and I published a book based on the conference through the MIT Press, which has since become a standard in the Games Studies Field. Now, history has repeated itself: Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun, seeking to understand what has changed over the past ten years, have organized a conference -- at UCLA -- and now a book for MIT Press, Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, which was released late last year.

Justine and I were invited to speak at the opening of the conference and wrote an essay for the book exploring our own shifts in understanding the issues of gender and computer games since the conference. There, we express our pride -- and mild discomfort -- at seeing ourselves transformed from junior scholars to senior statesmen thanks to the publication of this new book. Frankly, I'm more flattered than anything else to see a new generation of feminist gamers, game designers, and game scholars take up this banner and release an important new body of research around the still very timely topic of women and the games industry.

The book opens with reflections from several other veterans of our original event, among them Brenda Laurel and Cronelia Brunner, and continues to have essays which talk about women's experiences working in the games industry, the growth of casual games as a market which strongly attracts female interests, the gender implications of work in the space of serious and educational games, and interviews with female game designers and with the leader of UbiSoft's Frag Dolls, a female gamer guild.

I couldn't let the release of this important book go without a shout out on this blog, so I asked the editors if they would agree to an interview about the book and about what has or has not changed about gender and computer games over the past decade.

It's been more than ten years since Justine Cassell and I published From Barbie to Mortal Kombat. What motivated you to want to update that book?

JILL: The first book had such a large impact on those of us trying to understand the role of gender in gaming and in technology more broadly. It was helpful to have a mix of academic and industry perspectives, as well as voices from different sides of the "pink" games debate. But as you know, in the last ten years, gaming has changed a lot--it has moved from the margins to the mainstream. It is one of the fastest growing industries in the US. and games are no longer simply a source of entertainment for the most tech savvy. In fact, games are driving innovation in health, business, education, and beyond. New types of gaming experiences have led to greater participation by females, and new research has revealed a greater understanding of what, how, and why females play. But even though women and girls are playing games in increasing numbers, the gaming industry is still run by men, and women seem to be the primary group expressing concern about this. Thus, we felt it was important to follow the model of the first book, with updates from the field.

YASMIN: We actually met a conference where we observed (and participated in) a very prominent event, called "the gender panel", that can be found at nearly any conference featuring female presenters with a mostly female audience. We wondered why nothing had changed in the ten years since the first edition had come out. We knew the field and the business of gaming was booming and that more girls and women were playing games. We titled the book edition for a reason Beyond Barbie and Mortal Kombat to open up the gaming community to the fact that gender issues are not just about equality in numbers and not just about differences in interests. The contributions in the book provide a broader perspective of what we need and can pay attention to when we study and design games for rich experiences.

Many more women play games today than they did ten years ago. Indeed, recent data released by the Pew Center for the Internet and American Culture implies that the gender gap we were discussing has significantly narrowed. What factors have encouraged more girls and women to play games?

CARRIE: At almost every age category, males spend more time playing games than females do. The magnitude of the gaming gap increases as children become young adults. My own research with Jillian Winn found in college, males have more free time than females and that free time is available in larger blocks of time. Available free time is associated with time spent gaming.

This statement of the near universality of gaming masks large variation in how much and what kinds of games teens play. The Pew report also says that boys play significantly more than girls and notes many significant gender differences by game genre. Boys play for more time and they play more and more different genres of games than girls do. The study asked whether teens played each of 14 common game genres. Boys play more action, strategy, sports, adventure, first-person shooter, fighting, role-play, survival-horror, and multiplayer games. Girls play more puzzle games. There is no significant difference in amount of play of racing, rhythm, simulation or virtual worlds games.

But your question was, what factors encourage more girls and women to play. Hardware and software technology is vastly more capable. Just look at how much computers themselves have advanced in 10 years. In 1997 Apple promoted "the blazingly fast (240MHz) PowerBook 3400." Today's 2008 a MacBook Pro runs at 1066MHz. The game industry has also grown into a multibillion-dollar marketplace. Game companies are seeking larger and new markets, and games are targeting females, either as the primary market, or more often, as part of a larger audience.

Games are getting more interesting, visually rich, more sophisticated, more diverse, more targeted and more ubiquitous. Games are a cultural medium. They are experiences to share and discuss. They are beautiful and surprising, funny and exciting.

YASMIN: The landscape of gaming in terms of genres and platforms has broadened over the last ten years. It has become socially acceptable to play games because a first generation of video game players has grown up and continues to play - all numbers indicate that indeed the gamer population is aging. In the last few years, we have seen a significant shift in who we consider a gamer: with the appearance of Wii older generations are gaming to stay fit both physically and mentally. Today, when we talk about gaming, we include all kinds of games from console games to FPS, sports, casual games, MMORPGS, and even virtual worlds that can have game components. We no longer play games only in arcades or basements but we play games everywhere. So it shouldn't come as such a big surprise that girls and women are playing games too.

Some claim that these shifts make gender a less urgent consideration in our understanding of games culture. Yet, you argue that "it is still critical to consider gender in order to understand and improve on the design, production, and play of games." Why? What issues have proven the most difficult to resolve?

CARRIE: Since we turned in the BBMK manuscript (in August, 2006), I have been developing an online gateway to research about gender and gaming. So far we have identified 362 citations dating back to 1982, including academic journals, conference presentations, books and book chapters as well as industry reports and web articles. The number of articles about gender and gaming has nearly doubled every five years since 1982. In other words, the topic is receiving more attention than ever.

Part of the reason for the fuss is the nature of the medium. We don't hear a lot about gender differences in movie going. Or books. Or web browsing. Or even toys, despite the extreme gender typing of a lot of toy advertising. I could offer excuses for each. Movies in the theater are a group activity, and Hollywood is better served by targeting as large an audience as possible. There are so many books and so many toys it is hard to worry about the overall category. Web sites tend to be functional and only a small subset target one or the other gender.

So why the continually increasing attention to gender and games? Electronic games emerged as a male medium, and typical game mechanics retain the original shooting, fighting, racing, and sports mechanics. The programmers who make electronic games are still overwhelmingly male. Somehow the medium still retains heavy traces of its origin. Lots of games still feel like they are more for boys than for girls, based on look and feel, story, and player actions. Perhaps if books had been invented by girls and only girls could write them. Might not books for boys still be a bit off target as the medium grows into its larger cultural market?

JILL: Several of the authors in our book talk about the fact that there are more similarities than differences in what, why, and how males and females play digital games. However, there seem to be great differences in how males and females experience the games they play. For example, in the chapters by Nick Yee and Holin Lin, we learn how the social context of gaming plays a significant role in a player's experience, and it appears that gender role stereotypes and discrimination are common across many settings and culture. In addition, the chapter by Elisabeth Hayes describes how different types of gaming experiences have the potential to increase IT capacity, but games that are more likely to be played by girls have fewer of the IT fluency building opportunities (e.g., modding).

YASMIN: I think in research and public media we have by far a much easier time to talk about differences in gender than about the construction or performance of gender. The story that girls don't play games in as large numbers as boys do or that they play different games is easily verifiable and accessible: who hasn't seen the difference in toy preferences and play first hand in their own family? It's much harder to sell the idea that gender is performed and thus more malleable. Theory and research-wise you have to be much more attuned to nuances and how they might play out in different situations.

Many critics of our original book assumed it would be primarily focused on the representations of women in games yet neither books spend much time dealing with games on this level. Why not?

CARRIE: Here too, a lot of the explanation goes back to the nature of the medium. Hollywood movies and TV shows are visual, linear and not interactive. Those media are all about representation. Games are so much more than representation. They involve player actions in the game, their interactions with other players, and sometimes customization of their avatar. And, as you ask in more detail later, what happens on the screen is only part of the game. The physical and social context and interpersonal dynamics with other players help define and shape the experience of playing a game.

The annoying aspects of the portrayal of women in games are not very different from all of the other mass media portrayals of women. It is not the most interesting aspect of gaming, and the portrayal emphasis on hypersexualized beautiful young bodies is so pervasive that the complaint is more about society than about games.

YASMIN: The focus on the representations of women in games and advertisements is often the most visible and thus most accessible entrance point into gender and games. I concur with Carrie that the representation in avatars is only one part of the complex equation of how gender comes into game play. But even these representations are culturally bound as for instance Mimi Ito's book chapter on gender dynamics in the Japanese media mix illustrates. In Japanese games male player characters often have features such as big eyes that would be considered part of feminized designs in Western games.

You write, "Today, in 2007, there has been a noticeable shift from pink or purple games to a more complex approach to gender as situated, constructed, and flexible." What would be some compelling examples of this more "complex approach" to gender and game design?

CARRIE: I think researchers studying and theorizing about gender and gaming are the ones who are approaching gender as situated, constructed, and flexible. Game designers are learning to think more broadly about player motivations. Nicole Lazzaro's chapter, "Are Boy Games Even Necessary," calls for moving away from demographic targeting, in which extreme preferences are targeted, in favor of more mainstream, designing for mainstream (male or female) players. My own work is moving to focus on player motivations and player types. Although some player types may turn out to be more prevalent among one gender, the emphasis is on the motivations sought, not the gender seeking those experiences.

JILL: The more complex approach can be found primarily in MMOs, or other types of games that allow players to create their own identity. Players can choose to take on distinctly feminine or masculine avatars, or an animal avatar that is not clearly male or female.

A Professor of Learning Sciences at the University of Pennsylvania's Graduate School

at Education, Yasmin Kafai leads research teams investigating learning opportunities in

virtual worlds, designing media-rich programming tools and communities together with

colleagues from MIT, USC and industry. In the early 90's at the Media Lab she was one

of the first researchers to engage hundred of children as game designers in schools to

learn about programming, mathematics and science. While at UCLA, she launched virtual epidemics in Whyville.net, a massive online world with millions of players age 8-16, to help teens learn about infectious disease. She also studied how urban youth create media art, games, and graphics in Scratch, a visual programming language developed together with MIT colleagues. Her research has been published in several books, among them Minds in Play" (1995), Constructionism in Practice (1996 edited with Mitchel Resnick), and the upcoming The Computer Clubhouse: Constructionism and Creativity in Youth Communities (edited with Kylie Peppler and Robbin Chapman). She has studied in France, Germany and the United States and holds a doctorate from Harvard University.

Carrie Heeter is a professor of serious game design in the department of Telecommunication, Information Studies, and Media at Michigan State University. She is co-editor of Beyond Barbie and Mortal Kombat: New Perspectives in Gender, Gaming, and Computing and creator of Investigaming.com, an online gateway to research about gender and gaming. Heeter's innovative software designs have won more than 50 awards, including Discover Magazine's Software Innovation of the Year. She has directed software development for 32 projects. Her research looks at the experience and design of meaningful play. Current work includes design of learning and brain games which adapt to fit player mindset and motivation and persuasive games where the designer goal is to engender more informed decision-making on complex socio-scientific issues. Heeter also serves as creative director for MSU Virtual University Design and Technology. For the last 12 years she has lived in San Francisco and telecommuted to MSU.

Jill Denner is a Senior Research Associate at Education, Training, Research

Associates, a non-profit organization in California. She earned her Ph.D. in

Developmental Psychology in 1995 from Teachers College, Columbia University.

She studies gender equity in science, technology, engineering, and

mathematics, with a focus on Latinas, in partnership with youth, schools,

and community-based organizations. She edited the book Latina Girls: Voices

of Adolescent Strength in the US (2006, NYU Press) and is the founder of

Girls Creating Games where she conducts research on learning and technology

in the context of after school programs.

How Brazil Is Reshaping the Futures of Entertainment

Regular readers of the blog know that appropriations of my images or ideas are like catnip to me -- nigh on impossible for me to resist! Indeed, as someone who works on appropriation as a new media literacy, participatory culture and now, spreadable media, I am always intrigued by the ways that media theory is itself appropriated and spread beyond academic circles. So, please, anyone who wants to play around with my image, go ahead, but if I find it, I reserve the right to re-post and analyze it on my blog.

I howled with delight when Mauricio Mota from Brazil's New Content shared this video he had produced during the final panel (on Global Flows, Global Deals) at the Futures of Entertainment conference we hosted last fall. Mota's co-conspirator in generating the video was Ricardo Justus, who also joined us at the November conference.

Mota helped to facilitate the translation of Convergence Culture into Portuguese and was my host during a trip to Brazil earlier last semester; he's been a key player in connecting the Convergence Culture Consortium to a range of Brazilian companies as we are seeking ways to better understand media development in what economists are starting to call the BRIC (Brazil-Russia-India-China), which represent some of the fastest developing high tech economies in the world. And he's part of a smart group of thinkers, who call themselves the Alchemists, who are doing cutting edge work on transmedia storytelling and branding.

Mota's video was intended to dramatize the connection between some of the ideas in Convergence Culture and the practices for promotion that have emerged in his native country. Specifically, the footage here comes from Tropa de Elite (Elite Squad), released in 2007 and now one of the most commercially successful Brazilian films ever, despite having almost no conventional advertising or promotion. As Mota explained at the conference, a copy of the film was leaked to pirates while it was in the final stages of production and the pirates spread it across the countryside. It's been estimated that 11.5 million people watched the illegal copy of the film.

This is piracy on a scale which would wake most American media executives up in a cold sweat. But Mota's point is that it also insured an unprecidented level of visibility for the film. According to DataFolha, 77% of São Paulo residents knew about the movie, 180,000 people saw the film on its opening weekend in Sao Paulo and Rio, and by now, more than 2.5 million people have watched the film legally. (These statistics come from Wikipedia. Mota's estimates are even higher, suggesting that by the time the video had been further pirated via torrents in 15 countries around the world, it may have been seen illegally by 13 million and legally by more than 5 million people).

So, how do we read this story -- did the 13 million plus illegal views represent "lost revenue" to the company? Maybe some of them -- but it's also almost certainly the case that the legal box office returns would have been substantially lower if the pirated circulation of the film had not spread the word and heightened awareness about the title, while potentially lowering the cost of its promotion. Mota rightly sees this pattern as a paradox: loss of control may in this case have resulted in increased revenue and much greater cultural impact. In the process, Capitão Roberto Nascimento (the film's antihero) became something of a cult icon and was subject to all kinds of grassroots appropriations (as suggested by the sample from a fan vid which Mota includes at the end of his own mashup).

Mota's story about Tropa de Elite is a powerful illustration of the concept of spreadable media which ran through this year's Futures of Entertainment event. I developed some of the basic framework for thinking about Spreadable Media through my opening remarks at the conference.

we explored them further throughout the first morning of the conference, with a panel on Consumption, Value, and Worth.

Different forms of cooperation between producers and consumers, including the concept of the moral economy, were central to my conversation with Yochai Benkler (The Wealth of Networks).

Later this month, the Convergence Culture Consortium will be releasing what we hope will be a significant white paper which critiques the concept of viral media and offers an alternative model, one which respects the agency and motives of consumers in actively shaping the circulation of media content through a networked society and one which seeks to better understand the interplay between consumer capitalism and the gift economy in shaping the new era of web 2.0. Watch this blog for more on "spreadable media" in a few weeks.

Meanwhile, I wanted to use this post to signal that the webcast versions of the Futures of Entertainment conference have gone up over at MIT's TechTV site and are available for all of you who were unable to attend the conference. In many ways, this was our best event so far in this series -- in part because of a good balance between academics and industry people on each panel. Some of the highlights for me: Kim Moses, the Executive Producer, The Ghost Whisperer, sharing her insights on our Making Audiences Matter session; a very animated discussion of Franchising, Extensions, and World Building, which brought together perspectives from the world of wrestling, soap operas, and cult movies; and an especially provocative series of exchanges about the relationships between the academy and industry. But every panel has something to recommend it and every panelist made at least one contribution that changed the way I thought about the contemporary media landscape.

Given the latest news of the legal battle which is brewing around Watchmen's release, the exchange which I had with Alex McDowell, the film's gift art director, and Georgia State University's Alicia Perren, has been generating a fair amount of interest out there in the blogosphere. Mcdowell just shared with me a very interesting statement issued by one of the film's producers, Lloyd Levin, about the legal struggles around the film's production and distribution. This is a story which we are all following here at CMS with baited breath.

A Media Literacy Exemption on the DMCA?: An Interview with Renee Hobbs

Today's blog post is a call to action. Renee Hobbs, a leading Media Literacy educator, has requested our help in changing the copy protection provisions of the Digital Millennium Copyright Act in a way that will further the goals of American media education. As Hobbs notes in the following interview, teachers often cite uncertainties about copyright and fair use as having a "chilling effect" on their efforts to bring media literacy skills into the classroom, even as there has been a growing public recognition that these 21st century competencies are vital in preparing young people for the new media landscape. One of the key areas for concern has to do with the legality of breaking copy protection codes on DVDs in order to insure greater access to clips for instructional use or for deployment in student projects.

Legal scholars have long noted that commercial producers are deploying copyright protection in ways which make it impossible for anyone to exercise their "fair use" rights over the materials and thus the code, to use Lawrence Lessig's famous distinction, restrict things which might well be protected under the current law.

But there are mechanisms for insuring exemptions from the DMCA provisions and Renee Hobbs has petitioned for an exception which would protect the rights of teachers to deploy copyrighted materials for teaching media literacy education, similar to the protections which already exist for me, as a Film Studies Professor, to break the code in order to make materials accessible to my students at the university level.

She's asking others who share her concern about these issues to send along supporting letters, which need to be received by February 2 2009 -- that is, the end of this month. (See details at the end of this post.)

The following interview with Hobbs outlines the argument and the process by which you can contribute your support. I'm drafting a letter of support myself and hope other readers of this blog will both write letters and help us spread the word about this worthy effort.

You recently completed a report for the MacArthur Foundation about the impact of copyright confusion on the field of media literacy education. How did you get involved?

I began teaching teachers about media literacy back in the 1980s, when VHS tapes were the latest technology--it was the age of dinosaurs, it now seems. I would bring in a handful of tapes which I had cued up, including excerpts from TV news, advertising, movies and popular television programming. I demonstrated a variety of instructional techniques that K-12 teachers could use to integrate critical analysis of mass media and popular culture into classes in English language arts, social studies, and health education. Today, because media literacy is mandated in nearly all state curriculum frameworks, often as part of 21st century skills education, I cross the country offering teacher workshops in states from Oregon to North Carolina. I now use my digital video recorder to record television programs and store clips on my computer's laptop.

But with every group of teachers I work with, there's a question that always comes up with an increasing spirit of trepidation: "Is it legal to use copyrighted material like this?"

"Of course," I say. Like many media literacy educators, I use copyrighted materials under the doctrine of fair use (Section 107 of the Copyright Law of 1976). Users have the right to use copyrighted materials without payment or permission, depending on the specific context and situation of the use.

It is ironic that, at a time when online digital technologies are enabling educators to create and share an ever-widening array of texts, sounds, still and moving images, music and graphic art, we are seeing a dramatic increase in the climate of fear among educators concerning the use of these resources for teaching and learning. And since fear reduces innovation, those of us who promote the use of digital media as tools for teaching and learning need to sit up and take notice.

In our 2007 report, The Cost of Copyright Confusion for Media Literacy, we found that media literacy educators share certain values about the use of copyrighted material, including news, advertising, movies, music, videogames, and other aspects of mass media, digital media and popular culture. While they respect the rights of owners of intellectual property, they also believe that it is necessary to use copyrighted works freely for the purpose of strengthening students' critical thinking and communication skills.

However, some educators attempt studied ignorance, believing that increased knowledge about copyright would impede their work. Still others close the doors of the classroom and keep quiet about the use of copyrighted materials in order to avoid potential conflict. The most troubling thing we found was that teachers' lack of knowledge about copyright and fair use affects the quality of teaching and learning. It limits the distribution of curriculum materials and resources, thus affecting students' overall media literacy learning. Plus, most teachers we interviewed do not teach about the law of copyright and fair use because they themselves do not understand it. As a result, students do not learn that copyright is designed to protect both the rights of owners and users in order to promote creativity and innovation.

What factors have led to the confusion?

Many teachers receive misinformation informally from colleagues and supervisors. At some educational institutions, school policies are far more restrictive than the law mandates. Some teachers have tried to distribute their curriculum materials, but found publishers unreceptive due to copyright concerns because media literacy lessons inevitably quote from films, TV shows, advertising, popular culture, and online media.

One big problem is the widespread misunderstanding of the so-called "educational use guidelines," those negotiated agreements between media companies and some educational groups which present a list of hard-and-fast rules defining fair use. These guidelines are not the law. They do not define either the "safe harbors" or the "outer limits" of fair use. Relying on these guidelines actually hurts educators. Some legal scholars fear that if the educational community accepts these "educational use guidelines" in policy statements or in settling litigation, the concept of fair use will be weakened and narrowed, not strengthened. Columbia University legal scholar Kenneth Crews points out, "When the community actually use the guidelines and adhere to them, they are reshaping the normative understanding of the law," sacrificing the flexible nature of the doctrine of fair use.

What have you done to help educators better understand copyright and fair use?

With my colleagues Peter Jaszi of Washington College of Law at American University and Patricia Aufderheide of the Center for Social Media at American University, we worked with media literacy educators following the "best practices" model developed at American University in groundbreaking work with documentary filmmakers, who also depend on the doctrine of fair use. With support from the John D. and Catherine T. MacArthur Foundation, we brought together groups of educators (from higher education, K-12 settings and youth media organizations) in ten cities across the United States, including Chicago, Austin, Texas, Philadelphia, Boston, and New York. After introducing educators to basic concepts in copyright law, we offered them various hypothetical scenarios for discussion, inviting them to reason through the process of determining when educators' or students' use of copyrighted materials was "fair" and "unfair" according to the doctrine of fair use.

The consensus principles that emerged from these discussions is reflected in the Code of Best Practices in Fair Use for Media Literacy Education, which was adopted by several national membership organizations, including the National Association for Media Literacy Education. The National Council of Teachers of English (NCTE) adopted the Code as an official policy in November, 2008. The Code identifies five principles, each with limitations, representing the community's own current consensus about acceptable practices for the fair use of copyrighted materials. As stated in the Code, educators can, under some circumstances:

  • Make copies of newspaper articles, TV shows, and other copyrighted works, and use them and keep them for educational use.
  • Create curriculum materials and scholarship with copyrighted materials embedded.
  • Share, sell, and distribute curriculum materials with copyrighted materials embedded.

Learners can, under some circumstances:

  • Use copyrighted works in creating new material.
  • Distribute their works digitally if they meet the transformativeness standard.

To help students learn, understand, and apply their legal rights under the doctrine of fair use, we created lesson plans for educators and learners as well as videos and two "Schoolhouse Rock" style music videos to illustrate key concepts in copyright law.

When students use reasoning and concepts like purpose, audience and point of view to determine if their use of copyrighted material is a fair use, they develop critical thinking skills and apply an understanding of copyright law, learning to respect the rights of both authors and users.

What is the DMCA and in what ways does it constrain classroom practices?

It is the acronym of the 1998 law, the Digital Millennium Copyright Act. This law makes it illegal to use software to "rip" or circumvent the encryption codes on commercially-produced DVDs. Because media literacy teachers and learners depend on film DVDs as a source of relevant quotations for use in both in classrooms and for student media production assignments, this law has an extremely negative impact on our work.

Although some teachers use multiple DVDs when showing clips in class, it's really inefficient and ineffective--it wastes valuable classroom time. DVD players are slow to load. Some DVDs automatically play trailers for other movies every time you play them. Some DVDs don't let you cue up which means you have to go through all the chapters to find the scene you want to use. For all these reasons, teachers want to be able to make a copy of the scenes they want to use so they can use them more effectively.

For example, teachers who want to sharpen comparison-contrast skills may want to analyze two different film adaptations of Romeo and Juliet. To conduct a historical analysis of media professionalism, they may want to show and discuss a series of clips focused on the representation of newspaper editors using excerpts from All the President's Men, Absence of Malice and The Paper. They may want to show film clips in an academic conference presentation to illustrate certain nuances of pedagogy and instruction concerning the use of film in education.

However, the DVD encryption code effectively prevents media literacy teachers and learners from gaining access to media clips for various educational purposes. Under the current law, all these examples of "ripping" DVDs are illegal.

What steps are you taking to overturn those restrictions?

Every three years, the Copyright Office of the Library of Congress considers exemptions to the law for groups or individuals who can prove that the law substantially and adversely affects their ability to make lawful, non-infringing uses of copyrighted works. These exemptions last for three years. In 2006, Peter DeCherney, a professor of film at the University of Pennsylvania, got an exemption on behalf of film professors nationwide, enabling them to rip audiovisual works included in the educational library of a college or university's film or media studies department for the purpose of making compilations of portions of those works for educational use in the classroom. Sadly, this exemption does not apply to media literacy educators, who may be teaching in college English, history or fine arts classrooms, or in schools of education, or in K-12 settings, or in youth media or other non-profit organizations. It does not apply to students who may want to use film excerpts for class assignments.

How broadly or narrowly do you seek to define an exemption?

With the help of student attorneys at American University Washington College of Law, I have submitted a petition to the Library of Congress Copyright Office requesting an exemption for teachers to circumvent the technological protection measures of DVDs that illustrate and/or relate to contemporary social issues, when used for the purpose of teaching the process of accessing, analyzing, evaluating, and communicating messages in different forms of media. This petition also requests an exemption for students to use DVD clips for specific educational assignments, including student media productions. Student media production is an essential component of media literacy education.

Does current copy protection technology restrict practices that are reasonably construed as falling under the doctrine of fair use?

Yes--that's the primary criticism of the DMCA, and it's why the Library of Congress Copyright Office grants exemptions. The creation of compilations for educational use is legal under the doctrine of fair use. Whether a teacher is creating a compilation or a student is producing a video class assignment, the intended use is for "criticism" and "comment," two uses singled out for protection under the law.

Right now, DRM restrictions make it impossible for educators to make a "transformative" use of copyrighted material. Transformative work uses copyrighted materials, but adds something new, with a further purpose, or different character, altering the first with new expression, meaning or message. Transformative uses are considered to be legal under the doctrine of fair use.

Media literacy educators' use of copyrighted materials is inherently transformative, because our uses of copyrighted content are not for the same intrinsic purpose as the one the copyright owner intended. For example, think back to that professor who uses a series of clips focused on the representation of newspaper editors using excerpts from All the President's Men, Absence of Malice and The Paper. The original purpose of these films was for commercial entertainment. The professor's purpose is educational, as the clips are used to heighten student awareness of how media representations of the newspaper industry have changed over time.

In general, media literacy educators use copyrighted content to (1) illustrate key concepts of media literacy, (2) to deconstruct and critically analyze media messages, (3) to recognize and examine specific production techniques employed in moving image media, (4) to explore economic, political, or social issues or the cultural values depicted in the representation, or (5) as part of the process of building skills and knowledge through the creation of student-produced works to demonstrate those ideas and techniques.

Why couldn't classroom teachers use older media, such as VHS, which are more open to manipulation?

The video home cassette (VHS) format is becoming less and less effective for 21st century students. Have you ever tried to make a compilation tape with VHS? It's clumsy and complicated--and the quality of the image is substantially degraded. Plus, it's no longer possible to find contemporary film works in VHS format, since it has been obsolete since 2006. Many teachers and students do not even have a VHS player/recorder in their homes. Since media literacy educators depend on making rich connections between the classroom and the culture, contemporary content is important in our work.

Why can't they use materials which are under Creative Commons license?

Teachers and learners can and do use materials which are available under Creative Commons (CC) licenses. But CC licenses do not substitute for or replace the need for the doctrine of fair use. Fair use explicitly protects users. It gives users the ability to use excerpts from any copyrighted work under some conditions. Fair use enables us to use excerpts even from dominant cultural texts in our culture, the ones which are massively popular and produced by huge media companies like Disney, Viacom and Time Warner.

In fact, fair use is the safety valve that prevents copyright law from being a form of private censorship. Without fair use, copyright law itself would probably be unconstitutional. The doctrine of fair use enables people to use all types of copyrighted materials without payment or permission when the private cost to the copyright holder is outweighed by the public benefit of the use.

How do educators claim fair use? You simply use copyrighted works after making an assessment of the particular context and situation of the specific use of the work. There's nothing formal or official to "do" to claim fair use. You do not have to ask permission or alert the copyright holder when considering the use of materials that are protected by fair use. But, if you choose, you may inquire about permissions and still claim fair use if your request is refused or ignored. In some cases, courts have found that asking permission and then being rejected has actually enhanced fair use claims.

What can readers do if they want to lend their support to your efforts?

Act soon. For a 30-day period, the Library of Congress Copyright Office invites comment on the petitions received regarding DMCA exemptions. Has the DMCA law substantially and adversely affected your ability to make lawful, non-infringing uses of copyrighted works for media literacy education? Share your story and make a difference. Comments can be submitted online and must be received by February 2, 2009 at 5 p.m. EST.

Renee Hobbs is a Professor in the Department of Broadcasting, Telecommunications and Mass Media at Temple University's School of Communications and Theater where she founded the Media Education Lab. She is interested in all aspects of the intersections between media studies and education, with a particular interest in the pedagogy and practice of media literacy education in K-12 settings. She has created many multimedia curriculum materials, including My Pop Studio, an online play environment for girls 9 to 14. She is the author of Reading the Media: Media Literacy in High School English (2007, Teachers College Press).

That's Me All Over: Catching Up With Myself Over the Holidays

I've always loved that moment in The Wizard of Oz where the flying monkeys have knocked (not to mentioned pulled) the stuffing out of the Scarecrow. His body lies like an empty sack. His head's been thrown someplace else. And the straw lies scattered on the ground. And he looks out and says, "well, that's me all over." There are many days when I know how he feels and also appreciate his self-deflating sense of humor. All of this is by way of saying that I flew too much, spoke too much, and otherwise stretched myself way too thin in 2008 and I hope that the steps I've taken at the end of the year will put me in a position to slow down a little in the coming year.

That said, today's post is intended to share with you some of the digital traces which survive from some memorable speaking gigs that I did last year. Each of these represents content I had planned to post at some point last year and never got around to sharing. I figured I'd start the new year by clearing out my inbox.

For example, the day before the election, I spoke at the University of Oregon in Eugene, sharing some of my thoughts about the role of new media and popular culture in the 2008 presidential campaign. While I was there, they got me into the studio to tape a segment of the University of Oregon Today, which recently went up on the web. I was in a particularly reflective frame of mind, talking about some core themes of my work -- especially about the shifting relations between fandom and academia, about the goals and ideals of the Comparative Media Studies Program, about convergence culture, and about politics as a transmedia practice. I will especially value this interview as recording many of the core talking points about the Comparative Media Studies Program just a few weeks before I announced my decision to leave the program. It should give you some sense of why it was so hard for me to walk away from what we had built at MIT.

Earlier in the year, I participated in a lively and spirited exchange at the Consumer Research Conference here in Boston. Joshua Green, Sam Ford, and I had been invited to represent the Convergence Culture Consortium in a mock debate with some of the key thinkers in the field of Consumer Research. We begin the debate slinging zingers at each other, but as the conversation went along, we all became so engrossed in the points of contact between the two fields of research. Consumer Research shares many core assumptions with the Cultural Studies tradition which informs my own research but it has by and large taken shape in a business school context. To be honest, few of my cultural studies colleagues have ever walked across campus to talk with their counterparts in the business school and we know very little about the research being done there, even when it explores some of the same themes or developments shaping our own research. I'm very lucky to have made contact many years ago with Robert Kozinets who has been a key thinker on the topic of "brand communities" and who has been my bridge into the Consumer Research space.Such interdisciplinary conversations should occur more often. I know that I have many readers who come from industry or Business School backgrounds and so I'm grateful that you've been open, on your part, to such dialog.

My former student, Vanessa Bertozzi, now works as a community organizer inside Etsy, an online arts and crafts community. The community had been struggling with issues of copyright and fair use as they were more and more attracting fan artists. Bertozzi, with whom I did research on Young Artists for an essay that ended up in the recent book, Engaging Art: The Next Great Transformation of America's Cultural Life (edited by Steven J. Tepper and Bill Ivey), asked me to join her online for a real time but virtual conversation about the nature of fan art, about appropriation as a transformative and expressive practice, and about the legal and ethical implications of a world where many of us create in response to existing media texts. In many ways, this exchange brought me back to ideas I first explored in Textual Poachers almost twenty years ago.

While I was speaking at the International Communications Association in Montreal last spring, I was asked to do an interview about mobile communications, new media literacies, user-generated content, and privacy for a multimedia web project being developed by Steven James May, an MA candidate at Ryerson University. I had no idea how creative May was going to get in terms of the context for the interview. He talked to me out on one of the main streets of one of Canada's busiest cities, standing inside a phone booth, and holding an outsized early mobile telephone. People were stopping on the street to stare at the strange configuration of media and at one point, an academic associate stopped, yanked out his cellphone camera, adding one more layer of mediation and telecommunication to the mix. May's project is now up on the web and my somewhat befuddled interview now lives alongside interviews with Greg Elmer, danah boyd, Toby Miller, Jonathon Zittrain, and David Weinberger, among others.

Capturing Cosplay: The Photographs of Brian Berman (Part Two)

Editor's note: this is my last post for 2008. I will be back after the start of the new year.

Last time, I shared with you a series of photographs of Furry fans taken by Brian Berman and encouraged us to reflect a bit on what they show or fail to show us about this particular subcultural community. To me, these photographs speak to a core issue in fan studies: the question of how we position ourselves vis-a-vis the subjects of our research. Put in its broadest terms, we see different things and say different things if we are writing about a community which we are a member of than when we are dealing with that same community as an outsider.

Brian is very explicit in his artistic statement and in his bio that while he is fascinated by these fan communities, he looks at them as an outsider, a non-participant. This does not mean that his photographs are necessarily hostile to the communities being depicted, but they do, to some degree, hold these fans at a distance. This is the strength of the images in many ways, but it is also what may make them more than a little disturbing to some of us who claim a much closer set of social and emotional ties to fan communities.

By way of contrast, I thought we might look at some of the videos we've been producing about Cosplay for Project New Media Literacies's learning library project. These videos, filmed at an anime convention in Ohio, reflect a perspective much more sympathetic to the fan experience. Indeed, many of the students who worked with us on these videos were themselves anime fans and some of them had a long history of cosplay. Our goal was precisely to escape the outsider perspective of many commercial documentaries about fans, to treat cosplay as a normal and valued mode of cultural expression, and to hopefully introduce these practices to young people who may not have found their way into the cosplay community before.

These photographs were taken by Brian Berman at Onnafest, Newark Gateway Hilton, Newark, NJ 2005.

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Anime Family

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Chris

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Mark and Holly

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Rebekah as Avian Firefly

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Patricia, Callie & Sonya

Brian Berman was born in New York City in 1971 and grew up in the suburbs of New Jersey. After graduating from both the University of Michigan in Ann Arbor and the School of Visual Arts in NYC he started shooting professionally in New York in 1996. He shoots for, and has been featured in, publications such as the New York Times, Esquire, Ojo de Pez, and Capricious Magazine. He has also been featured in shows at the Houston Photo Festival and Wallspace Gallery. The project featured here is part of larger project about how people fulfill a basic human need to fit in by creating their own subcultures. He does not watch anime or own a fursuit.

Letting the Fur Fly: The Photographs of Brian Berman (Part One)

A month or so ago, I got e-mail from Brian Berman, a photographer who often works with fannish subjects. Here's part of what Berman shared with me about the trajectory of his work:

Several years ago I was watching a television report about a group of men who get together once a year, show each other their vacuum cleaners, and then race the vacuums against each other to see who can pick up the most dirt. I was immediately riveted, for obvious reasons, and then rushed to contact the president of the club. I was convinced I had to photograph them. Two months later, while flying back from Los Angeles after having done the shoot, I knew I was on to something. Since then I have been to quite a few conventions/competitions (About fifteen or so). Some of the others include Taxidermy, Furry, Cosplay, Ventriloquism, Dog Disco etc. In the summer of 2007 I photographed at Anthrocon in Pittsburgh, Pennsylvania and the fall prior at Onnafest in Newark, N.J. These events are represented by the photos here. I really enjoyed these events and photographing the people that attend them.

The subculture that the participants created is extremely fascinating and something which I admire. It is as if it's their second family. It is an environment where people can create a new visions of themselves and find a place to fit in. At home they live their normal lives, and maybe they aren't happy with that, but at the furry convention they are a sexy tiger skunk or a vicious wolf. At a Cosplay convention they possess super hero powers. They can see through walls and leap over tall buildings. For the other 362 days of the year they exist anonymously on the periphery of their high school or at their jobs or within society in general. But, on that one weekend a year when the convention happens, they can be something completely different.

These photos act as a simple catalog of these unique events, the people that attend them and the worlds they have created.

Brian was willing to let me share these images with the readers of my blog.

I've struggled a lot with my own reactions to these images, which sometimes strike me as haunting, sometimes comic, sometimes highly sympathetic to the subjects and sometimes coldly distanced. I am very much reminded of the work of Diane Arbus, who similarly adopted an almost clinical gaze upon subjects who are often considered "freaks" or "outcasts." Arbus's work continues to evoke controversy because it is often hard to tell what she feels towards the people she photographs, but the very nature of being photographed by Arbus pushes these people from the fringes of society towards greater visibility. Arbus's photographs invite us to take a second look and in some cases, to see ourselves in people who otherwise would not garner that attention.

My sense is that Berman's photographs will spark debates among aca-fen and I see that debate as potentially very productive. Technically, these photographs are beautifully constructed and each one shows us a distinctive human personality underneath the costumes. Does the objective gaze of the camera necessarily leave us trapped outside or is it possible for us to see some of ourselves in these people? Do these images estrange us from these Furries (featured today) or Cosplayers (featured next time)? Or do they allow us to recognize the creativity and craftsmanship of their work, the ways that they draw together personal mythology to move beyond the more mundane aspects of their everyday lives? What do you see when you look at these images?

Today's images were taken at Anthrocon 2006 in Pittsburgh Convention Center, Pittsburgh, Pennsylvania.

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Dehner and Tank

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Firehopper

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Fisk Black and Shane LaFleur

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Phoenix D

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Smash

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Zig Zag

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Lucy

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Lucky Dog

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Moonshadow Luna

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Silk Paws

Brian Berman was born in New York City in 1971 and grew up in the suburbs of New Jersey. After graduating from both the University of Michigan in Ann Arbor and the School of Visual Arts in NYC he started shooting professionally in New York in 1996. He shoots for, and has been featured in, publications such as the New York Times, Esquire, Ojo de Pez, and Capricious Magazine. He has also been featured in shows at the Houston Photo Festival and Wallspace Gallery. The project featured here is part of larger project about how people fulfill a basic human need to fit in by creating their own subcultures. He does not watch anime or own a fursuit.

From Neil Gaiman to J. Michael Straczynski: News on the Julius Schwartz Lecture Series

Late last spring, we held the first in what we hope will be a continuing series of Julius Schwartz Memorial Lectures at MIT. Schwartz had been a founding figure in science fiction fandom and a influential editor at DC comics who was a key influence on the so-called Silver Age of American comics and on genre entertainment more generally. When he passed away, some of his friends put together seed money for us to start a series of public talks by key figures in the space of comics, science fiction, and genre entertainment. Our first speaker, appropriately enough, was Neil Gaiman, whose work spans comics (The Sandman), fiction (American Gods), cinema (Mirrormask), television (Neverwhere), the blogosphere, and much much more. Gaiman gave a memorable opening lecture on the nature of genre and its influence on the creative process, which is best known for an extended rift on how pornography and musicals follow similar conventions. It was inspired by Linda Williams' Hard Core, but Gaiman took it in his own idiosyncratic directions. As the evening continued, we had a great conversation, which ranged across his career, talked about some of the key themes in his work, and especially dug deep into his ideas about myth, storytelling, and popular entertainment. Anyone whose ever heard Gaiman knows he's a charming and engaging speaker with lots of interesting insights into cultural history and media theory.

In this excerpt from the event, Gaiman talks about his "pulp roots" and his ongoing relationship to genre entertainment

And here, Gaiman talks about the "dark" qualities of his children's fiction:

Gaiman was consistently this witty, engaging, and intelligent for the entire evening!

Too bad you weren't there!

Well, the good news is that CMS and New England Comics are offering you the chance to order a DVD of the Neil Gaiman lecture and discussion with most of the proceeds going to help fund future events in the Julius Schwartz Lecture series. You can order your very own copy here for ONLY $19.99.

We are already making plans for the second lecture in the series to be held on May 22nd at 7pm in Kresge Auditorium. Tickets will go on sale early next year.

This year's speaker is another transmedia creator – J. Michael Straczynski. Straczynski is best known for his role as the creator of the cult science fiction serial Babylon 5 and its various spin-off films and series. Straczynski wrote 92 out of the 110 Babylon 5 episodes, notably including an unbroken 59-episode run through all of the third and fourth seasons, and all but one episode of the fifth season. His television writing career spans from work on He-Man, She-Ra, and Real Ghostbusters through to The New Twilight Zone and Murder She Wrote. He followed up Babylon 5 with anothe really solid science fiction series, Jerimiah. In more recent years, he's enjoyed success as a screenwriter, most recently writing the script for The Changling, Clint Eastwood's period drama, and as a comic book writer, who both works on established superhero franchises, such as Spider-Man, Supreme Powers, Fantastic Four, and Thor, and creates his own original series, such as Rising Stars, Midnight Nation, The Twelve, The Book of Lost Souls, and Dream Police. He was one of the first television producers to actively engage his fan community online and has consistently explored the interface between digital media and other storytelling platforms.

This January, CMS will be hosting a screening series some key episodes from his television work, intended to revive awareness of the extraordinary contributions Straczynski has made to the evolution of American television.

I thought I would share her a passage from my forward to Kurt Lancaster's 2001 book, Interacting with Babylon 5: Fan Performance in a Media Universe, which spells out some of the cultural and historical significance of Straczynski's series:

Midway through Babylon 5's first season, in an episode called "And the Sky Full of Stars," Security Chief Michael Garibaldi picks up a copy of the newspaper Universe Today and the camera quickly pans over the various headlines on the cover. Some of the headlines refer to narrative issues raised on previous episodes; others introduce issues and topics that will surface more directly in subsequent episodes. What initially might seem like a throwaway detail -- a character reading a newspaper -- becomes an important turning point when we return to it for a second viewing. Of course, these headlines are only fully decipherable if you freeze-frame the image for closer scrutiny, and their full importance was made clear only through the ongoing Net and Web discussions of the series.

For me, this moment is emblematic of why Babylon 5 was such a remarkable experiment in television storytelling. First, it reminds us of the elaborate narrative planning that went into the production of the series. J. Michael Straczynski understood television as a long-form storytelling medium, and he planned and developed the basic story arc for all five seasons before the first episode was produced. His careful calculations certainly left him room to respond to shifting conditions (ranging from the loss of cast members to the perpetual threat of premature cancellation) and offered space for one-shot episodes. Such long-range planning also enabled him to build into the series elaborate foreshadowing and references to its history episode by episode. Not many television producers could have built plot details for the second season into a mid-first season episode.

Second, this moment suggests the degree of self-consciousness about media that ran through Babylon 5. The series' characters inhabit a world profoundly shaped by the flow of news and information across various channels of communication. They read about events that affect them in the newspaper or watch them unfold on television. They give interviews to reporters, and we watch as what they say is distorted to serve various agendas. They grumble over attempts to merchandise their identities as part of the ongoing propaganda and public relations warfare that shapes the complex intergalactic politics at the center of the series.

Third, the fact that these details are burried within the text, waiting to be discovered by the tacticla use of the VCR as an analytic tool and the collaborative efforts of Net discussion lists, points to the awareness and exploitation of fan competencies that transformed Babylon 5 into one of the most significant cult television programs since Star Trek. Like Star Trek's Gene Roddenberry, Straczynski understood the fans to be central to the program's success from the outset. Straczynski saw his fans as a group of opinion leaders to be courted through prebroadcast publicity and convention appearances, as a group of niche marketers and activist whose support could keep the program on the air during the rough times, and as students in an ongoing classroom where he could share his views about the production process and the aesthetics of television storytelling. Straczynski's relationship with fans was rocky. He was worshiped for his extraordinary productivity and personal vision and feared for his slashing flames in response to some fan comments. He at once sought to facilitate fan discussion and regulate fan speculations to avoid potential intellectual property issues. Yet whatever that relationship with his audience became, Straczynski sought to use digital media to directly and personally engage them, not just occasionally, but week in and week out.

Straczynski sought to validate the new styles of reading and interpretation that have been facilitated by the shifting media environment. The introduction of the videotape recorder and the Internet has significantly altered the informational economy surrounding American television. It is significant that Stephen Bochco's Hill Street Blues (1981-1987) was the first major success story of the videotape era and that David Lynch's Twin Peaks (1990-1991) was one fo the first new cult television series to develop an important Internet following. These series, with their ever-more-elaborate use of story arcs and program history, rewarded a viewer who carefully scrutinized the images using the freeze-frame function, who watched and rewatched the episodes on video tape, and who used the Internet as a vehicle for discussion with a larger interpretive community and the Web as a means of annotation. The succession of new media technologies since the late 1970s has encouraged the emergence of a culture based around the archiving, annotation, transformation and recirculation of media content.

Straczynski's genius was in recognizing the shape and potential of that new culture and in producing a science fiction series that rewarded these participatory impulses. He trusted his audience to ferret out information craftily hidden within the text, awaiting our discovery; he trusted the audience to make meaningful connections from episode to episode and season to season; he trusted the fans to be invested enough in the series to watch his ambitious story unfold and flexible enough in their understanding to cope with the complex shifts in character allignment. He made demands on the audience almost unprecedented in American television history, and for those of us who stuck with him over the five year run of the series, our patience and commitment were fully rewarded!

For these reasons, it is vitally important that media and cultural scholars look closely at Babylon 5, which seems, in retrospect, as rich an embodiment of what television storytelling can do in an age of media convergence as Star Trek represented the full potential of television storytelling in the network era. If you didn't watch Babylon 5, you missed something important."

Hope to see many of you at the event in May!

Tourists and Collectors Enter the World of Tomorrow: An Interview with Angela Ndalianis (Part Two)

You suggest some connections between the birth of Superman and the 1939 World's Fair with its theme, "A World of Tomorrow." Explain.

The New York World Fair of 1938-9 reflected a mindset of the times that saw utopia as becoming an achievable reality in the not too distant future. The birth of Superman was also very much a product of a culture that nurtured this mindset; Superman was a character from a science fiction reality, and the product of a technologically advanced society as represented in his home planet of Krypton. His arrival on Earth was very much presented as the arrival of a god-like being who offered humanity its own utopian potential. In the real-world context of the late 1930s, visionary futures were considered realizable as a result of advances in scientific knowledge, technological development, and urban planning. As early back as the Chicago World's Fair of 1893, World Expositions and Fairs - especially in the U.S. - had explored the concern with creating idealized cities but it was the 1938-9 NY fair (and the Chicago Century of Progress Exposition of 1933-1934 that preceded it) that took the first important steps in forging a relationship between science and society. But more significantly, these concerns were integrated with the visions and consumer pleasures that were offered by science fiction and entertainment. The futuristic, technologically reliant cities found typically in science fiction examples like the Buck Rogers comic strips, sf novels of Edward Bellamy and H.G.Wells, and sf magazines like Amazing Stories collided with science at the New York World Fair. In particular, living up to the Fair's motto "Designing the World of Tomorrow", the industrial designer Norman Bel Geddes created his 'Futurama' exhibit - a City of the Future in 1960. Designed as a diorama, viewers sat high above this miniature city while a motorized belt moved them around the exhibit. Drawing heavily on the aesthetics of flight - both through the technological capabilities of aviation and the biological capacity of the Superman body - the omnipotent view point from above was further empowered by the sensation of flight. To cap it all off, on July 4, 1940 the fair hosted 'Superman Day' (with the actor Ray Middleton playing Superman) and a further association between Superman and the U.S. was sealed. Superman's first appearance was in Action Comics #1, in 1938, and his own series began in 1939, but 1939 also saw the publication of New York World's Fair Comics and the two issues that were released at the 1939-40 exposition featured both Superman and Batman visiting the New York Fair to solve crimes. The new figure of the superhero was clearly seen as playing an important role in envision a future, utopian America. In the 1980s, the All-Star Squadron comic book series would return to these origins by placing their superhero team in the 1940s with their headquarters based in the Trylon and Perisphere - the iconic buildings created for the fair.

To broaden outward, much of your work has centered around juxtapositions across media and across historical periods. For example, your book, Neo-Baroque Aesthetics and Contemporary Entertainment, combines consideration of Baroque painting and architecture with discussions of contemporary amusement parks and special effects. What do you gain by bringing old and new together in this fashion?

What I enjoy about adopting this approach is exploring and unraveling the dynamic process that is history, and trying to understand the connections that exist across diverse media that may, on the surface, appear to be radically different to one another, but which on closer inspection share a great deal in terms of perceptual, cognitive and sensory responses they may want to extract from their audiences, despite the temporal and cultural gaps. One of the things I'm primarily interested in my research is the history and development of entertainment media. How have certain experiences remained the same, and how and why have they altered. In my (almost finished!!) book on theme parks for example, I look at the parallels that exist between the aristocratic villa gardens of C16th-C18th and theme parks like Disneyland and Universal Studios. In addition to the layouts and design of the park spaces (which have much in common with the plans for villa gardens), I love comparing the minutiae - all the smaller gadgets and media toys that make these places generate delight and pleasure.

Take the trick fountain, for example: in the gardens of Versailles, Louis XIVth and his followers were entertained by the sudden spurts of water that would spray them as they walked by a statue or seat that were rigged as trick fountains. The Alice in Wonderland labyrinth in Disneyland Paris and Universal Studios' Islands of Adventure have almost identical entertainment features that are similarly rigged to trigger gut, sensory reactions of laughter, surprise and joy from their recipients. I remember the fabulous little fountain in the Lost Continent section of the Islands of Adventure. The fountain didn't pretend to be anything other than a fountain, but this one seduces you into its world by acknowledging your presence and by clearly being able to see your actions; just when you feel comfortable with it and engage it in conversation, a spurt of water erupts from one or two of the many barely visible holes that are on its surface and sprays you in the face or body. Hysterical! Crowds of people stand around waiting to see the next victim become part of this slapstick routine. What does this tell us? Well, humans are still entertained by similar toys but with one dramatic difference. The space that's home to this fountain no longer belongs to royalty and to a select few who wield power over the masses. This is now a space that entertains the masses. But are the masses the new royalty, or is this now the role performed by the multinational corporations? Lots of questions that need untangling but which are not necessarily easy to find answers to; I think there's more to be gained from opening up and presenting more questions that complicate these relationships between the past and the present, than providing black and white answers that simplistically draw conclusions (e.g. 'the new royalty are they corporations who are the new oppressors of the people' - it would be easy to conclude this, but I think it would offer a myopic understanding of the complex relationships and conclusions that can be extracted via, in this case, a comparison of trick fountains and their function in entertainment spaces past and present).

A new research project I've just started also adopts a media historical approach. I'm looking at emerging examples of artificially sentient beings, in particular, robots like QRIO, Asimo and Zeno and artificial intelligence programs used in computer games and film effects - in other words, examples from within an entertainment context. But I'm also researching their historical precedents, the intention being to place current robot and AI technologies within the context of the diverse media, trans-temporal and cross-cultural history that they belong; it's through such an approach that a deeper awareness of the historical and cultural implications of humanity's continued fascination with artificial life will emerge. The automaton, for example, is a mechanical predecessor of the robot and harks back to medieval times but reached its peak in popularity in the C18th and C19th in Europe and Japan. While the automaton was reliant on clockwork mechanics and lacked any form of sentience, it shared something crucial with the contemporary examples: a product of technological and scientific invention was presented as entertainment. Like Sony's QRIO, entertainment was the vehicle that delivered the automaton's performance as technological display of the possibilities of new science and technology. To date, no study has asked why? Why entertainment? I guess, I want to ask 'why'?

You have written extensively through the years about the amusement park and location-based entertainment more generally, a topic which has received only limited scholarly attention given its cultural and economic importance. What do you think the study of amusement parks contributes to our understanding of media convergence?

The amusement park and, especially the theme park, is the example of media convergence par excellence. In some respects, it serves a similar role to the earlier World Expositions and Fairs. It's in the theme parks that the latest in entertainment technology is trialed and first exposed to the public. The most cutting edge examples of film technology, for example, has first been experienced in the theme park - the Omnimax experience offered by the Back to the Future ride in the 1980s, or the 3D Imax extravaganzas of the Terminator 3D and Spiderman rides at Universal studios more recently. But these weren't only film experiences. The theme park, and its ride technologies, bargain on engaging the audience on intense and immediate multiple sensory levels and the way this is most effectively achieved is through media convergence. Let's take the Spiderman ride: it's a truly multimedia experience that immerses the participant in cartoons on television, sculptured and architectural environments that reproduce the spaces of the Daily Bugle and New York, filmed environments in 3D on IMAX screens, and amusement park roller coaster technology that flies us seamlessly through all these different media. Add to this the fact that Spiderman originated in comics, then became a series of animated cartoons and tv shows as well as a series of highly successful blockbuster films and a phenomenal theme park attraction and you have the ultimate in media convergence. The thing with the theme parks, though, is that the convergence is more literal and in your face.

You are just about to start an extensive project focused on the impact of new media on collector culture. Can you give us a preview of some of the key themes you plan to explore there? How might comics collecting fit within the book's core arguments?

Yes, I'm co-writing a book with Jim Collins from the University of Notre Dame, which is tentatively (and possibly permanently) titled Curatorial Culture. What we're interested in is the radical transformations that have occurred in collecting culture in light of the central role that entertainment media conglomerates and digital technologies are playing in global culture. New delivery systems are redefining what going to a movie or watching TV means at the beginning of the C21st, just as they have also transformed the "display" of images at art museums throughout the world, and the accessibility and portability of digital information has given rise to a curatorial culture in which seemingly anyone can assemble their own music, film, television and art libraries. I know someone (who shall remain nameless) who owns every Superman comic book ever published - and it's stored on his/her hard drive. I mean, that's phenomenal! Do you know how much physical space you'd need to house (let alone actually find copies of) every Superman comic every written? Our book asks how the omnipresence of the personalized digital archive has altered our understanding of what acquiring culture means, whether it be in the form of an iPod playlist, a media home library, or a public art museum.

We're looking at the relationship between private and public archives as a shifting continuum that depends increasingly on the convergence of media space and museum space, and we're investigating this continuum by concentrating on five distinct sites of convergence-personal media technology, the private home, the public art museum, the retail store, and the urban landscape. So in addition to looking at ipod culture and p2p downloading and collecting, we're also interested in the fluid exchange between high culture and pop culture aesthetics - what Jim calls High Pop. Retail centers like those owned by Nike, Apple, Sony and Prada hire 'star' architects like Koolhaas, Hadid, and Gehry who have designed destination museum sites to design their retail spaces as unique consumer experiences, while also displaying their consumer products as if they're original artworks on display in a gallery. Or, to give you a couple of examples from the city of Las Vegas.... The new CityCenter residential-retail-entertainment complex being built on the Strip (and owned by MGM Mirage) will include a $40 million public Fine Art program that will distribute contemporary masterpieces throughout CityCenter's public spaces - the gaming areas, hotel and residential towers, and the retail and entertainment districts will now all serve the role of public gallery. Las Vegas represents--in intensified form--the ways in which our urban environments and leisure experiences are transforming into a collecting and display culture that has collapsed traditional boundaries that demarcated spaces of art display and those of consumerism and mass pleasures. In very real ways, the city of Las Vegas does precisely this: it visualizes global, conglomerate culture at its most intense point and, in the process, transforms itself into a living museum. In the Bellagio Casino Hotel, for example, traditionally cultural opposites collide: a visitor can tempt fate by feeding slot machines, and then walk out of the gambling hall and into the Bellagio Fine Art Gallery that's situated down the corridor to view the works of Picasso, Monet, Renoir and Van Gogh (who were on display when I visited). Even more bizarrely, in the Bellagio's Picasso restaurant it's possible to taste and smell the delights conjured by the "legendary" Spanish chef Julian Serrano, while being surrounded by the paintings and drawings of that other legendary Spaniard, which decorate the walls of the restaurant. Picasso's name now serves a dual function: Picasso the artist who created masterpiece artworks, and Picasso the restaurant that now promises to feed its customers with masterpiece food creations. What Vegas is lacking is a Superheroes casino and entertainment complex. When that happens, I'll be packing my bags and moving to the city of lights.

Angela Ndalianis is Head of Screen Studies at Melbourne University. Her research focuses on entertainment media and their histories, and she's especially interested in the aesthetic and formal implications of media collisions between films, computer games, television, comic books and theme parks - an area she has published widely in. Some of her publications include Neo-Baroque Aesthetics and Contemporary Entertainment (2004), and the anthologies The Contemporary Comic Book Superhero (2008) and Super/Heroes: from Hercules to Superman (2007). She is currently completing the book Spectopolis: Theme Park Cultures, which looks at the historical and cultural influence of and on the theme park, and is co-authoring a book titled Curatorial Culture with Jim Collins.

She can be contacted on angelan@unimelb.edu.au

Defending the Bats: An Interview with Angela Ndalianis (Part One)

In the summer of 2005, I went to Melbourne to attend Men in Tights: A Superhero Conference, hosted by the School of Art History, Cinema, Classical Studies, and Archeology at the University of Melbourne. It was like a dream come true for this particular comics geek to be able to hang out in Australia with comics scholars from around the world. Well, now you get a chance to share some of the fun, because highlights from the conference are being published as The Contemporary Comic Book Superhero, a new book edited by one of the conference hosts Angela Ndalianis. (My own essay on superheroes, multiplicity, and genre theory appears in this book. I ran an earlier draft of this essay on my blog a while back.) Since I like to use this blog to keep people up to date on new work in comics studies, along with fan studies, games studies, new media literacies, and a number of other topics, I wanted to flag this book for your attention and in doing so, direct your attention to its editor Angela Ndalianis. Angela's work should be of interest to anyone who cares about comparative approaches to media: her first book, Neo-Baroque Aesthetics and Contemporary Entertainment, manages to cover Baroque art and architecture, special effects, science fiction, comics, and amusement parks -- what's not to like. She's been teaching a course for several years which take Australian students to places like Disneyland and Vegas to study location-based entertainment and now this fieldwork is resulting in a forthcoming book on the history and theory of public amusements. And recently I learned that she's collaborating with James Collins on a fascinating new project dealing with collector culture and digital media.

In this first part of a two part interview, I grill her about her work on superheroes. Next time, we catch up with some thoughts on amusement parks and collector culture.

Your introduction to The Contemporary Comic Book Superhero begins with some autobiographical reflections on your childhood experience of reading comics. As many have noted, the autobiographical turn has been central to alternative comics and to comics scholarship, though most often, the story told has a decisively male focus. What do you think your experiences as a female comics fan brings to this discussion?

I guess, primarily it undermines these gendered assumptions. It's hard to say - especially when I was growing up in the 1960s and 70s - how much the association of comics and male readers was a socially generated pressure (of 'correct' tastes and interests becoming to little girls and little boys) , and how much was 'naturally' ingrained in our make-up as individuals. I actually lean towards thinking it's a socially induced taste-behaviour - sort of like the early game arcades, only this attitude has persisted. If anything, having more female readers engaged with their comic book experiences may open it up, both in terms of giving expression to the voice of female readers, and opening up the way to new female readers.

There may be shared gendered comic book experiences for male and female readers (like identifying with the empowered super-muscled male superheroes in the superhero comics; desiring the mega-bazooka female superheroes; rolling eyes in disbelief at those very same heroes but nevertheless becoming engrossed in their stories) but we need to also keep in mind that the reasons and ways we each consume our favourite comics carry with them their own personal reasons and associations. As I explain in the Introduction to the book, my father handed me my first comic as a 3-year old, and I was hooked from that point. All I remember about the comic was that it was a superhero comic - I don't remember which superhero. And there was something about the entire ritual of 'reading' comics (at this stage in my life it only involved reading the images): the touching and flipping of pages, the texture of the paper and the colours and images that the pages contained, and the sense of intimate possession associated with holding these comics in my hands. This sense of comfort I felt through sensory possession is still one of my oldest and happiest memories. Then there was the way wonderful worlds opened up to me in each panel on the page, and the immersion and intense relationship I developed with the superheroes and their stories. (It was nearly always superheroes, although, I did occasionally become sidetracked by the adventures of the Archies, Disney characters, and Hollywood stars like Laurel and Hardy and Jerry Lewis). Comics and cartoon shows are the two popular culture objects that left an imprint on my early memories and I still associate both with a combination of fondness and a feeling of being at peace with the world. I've always been a television junky, but there was something about the ability to physically possess comics in a way I couldn't possess my favourite tv shows that made them weave into the autobiographical and the personal more intensely - for me, at least.

And, from the perspective of female readership, I can say with certainty that, as a girl, I rarely felt short-changed or undermined by the fact that I was drawn to so many male superheroes. I cannot tell a lie, Batman was (and is) an object of desire for me. Somewhere in the fantasyscape of my brain, I still dream that there may be a reality in which he exists, and when I cross into that parallel universe, our future together will be guaranteed. Aside from my feelings for the Dark Knight, however, for me, Wonder Woman, Catwoman and Batgirl existed on the same level as Batman, Superman and Spider Man. It was their power, sense of their humanity and values, and ability to resolve crises that I associated with. I don't want to turn all academic on you here, but, I think it's Yuri Lotman who talks about hero roles not being gendered but associated with narrative action: it's society that imposes the 'norms' that associate active characters with the male, and the more passive roles with the female. Maybe 'society' never got its 'how to' ideological claws in me as a little girl and, I must say, my parents never encouraged me to play passive or victim roles - far from it. I think children don't start to fall prey to performing gendered roles till they approach their teen years, until then, they're fluid. I look at my 3 nieces (who are 4, 6 and 10) and am overjoyed to see that they in no way feel hemmed in when it comes to their abilities. In their minds, they're invincible. The difference is that they have more female superhero and hero roles to choose from - especially in animated cartoons - than I did as a kid, and that's more liberating for them as girls.

What has your experiences running the original conference and editing this book told you about the current state of comics studies?

I couldn't believe the amount of interest both during and after the 'Men in Tights: a Superheroes Conference'. The conference was held in mid-2005, and to this day I receive emails about follow up events and conference publications, as well as queries about whether courses are offered in comics studies at my - or other - universities. I've also had an increase in the number of PhD students I have who are writing on comics and superheroes. In your essay in the anthology, you write about the tendency in public consciousness to collapse the superhero genre into the comic book medium and given that the superhero's been such a driving and sustaining force behind the medium, it's not surprising. There are a number of anthologies and books that have come out in recent years that have taken a more serious and academic approach to comics and, in particular, superheroes in comics. This anthology, and the one I co-edited (Super/Heroes: From Hercules to Superman) emerged from the conference in 2005. The current anthology The Contemporary Comic Book Superhero focuses more specifically on comics and superheroes, whereas the earlier book centred more on predecessors and mythic prototypes. In addition to scholars I know who are currently writing books or essays for future publication on the topic, the healthy growth of comics studies is also evident in books like Comics as Literature (Rocco Versaci), A Comics Studies Reader (edited by Jeet Heer and Kent Worcester), Superheroes! Capes and Crusaders in Comics and Films (Roz Kaveney), Film and Comic Books (edited by Ian Gordon, Mark Jancovich and Matthew McAllister), and Superhero: the Secret Life of a Genre (Peter Coogan). To add to this, there was the Superheroes: Fashion and Fantasy exhibition and mini-conference that was held at the Metropolitan Museum of Art in New York in mid-2008. If anything, the exhibition revealed the extent to which the superhero - as representative of comic book culture - is woven deeply into the consciousness of so many people. Even if their first exposure to the superhero has been through film or television, most people know that it's the comics that gave birth to them. I should also add that the Institute for Comics Studies was unofficially launched by its Director Peter Coogan at the Superheroes: Fashion and Fantasy mini-conference event which was held at the MET in June 2008. The official launch will take place at ComicCon in 2009 and what's exciting about this Institute is that it aims to address and support the thirst for knowledge that's out there by providing scholars, professionals and fans with a contact point that can direct them to comics resources, courses being taught, conferences, as well as encouraging and organizing events with the industry. I'm really excited to be on the Board of Directors, which, in addition to including other academics such as yourself, also includes comics creators, distributors and producers.

One of the funniest outcomes of the Men in Tights conference had to do with my Batman obsession. In Melbourne, we have a problem with fruit bats. At the time of the conference they had over populated our botanical gardens and before the more logical solution of capturing the bats and migrating them to outer suburbs was achieved, a bunch of trigger happy stooges were going into the gardens and killing off bats by the hundreds. The organizer of an group called "Save the Bats" had attended the conference and heard me talk about my love of the Batman - and soon after the conference, I was contacted by this guy who asked me to become a Bat-Spokeswoman and to get the word out to students to attend protests and be more active in saving the bats of the Botanical Gardens. So how could I say no? My students thought it was hysterical - I still remember making an announcement about a save the bat protest (complete with the backstory) at the beginning of a lecture in my Genre Studies course and they cracked up in fits of laughter. In their eyes, the sequence of events made sense. Of course I'd become the spokeswoman for bats - I had, after all, shared my Batman fascination with them for years!! And this story did find sweet closure. When the Melbourne City Council eventually did move the bats out of the city, many came to settle in my suburb. So now, if I go out into the garden at night, I can sit on a bench with my cats Bats and Elektra, and look up at the giant pear tree in my back yard and listen to the very audible crunching sounds that are made by the giant fruit bats that visit my garden. Happy times!

Your introduction links the contemporary superhero to much older mythic traditions. What do we learn by searching for more "universal" themes underlying contemporary comics? What are the limits of this mythological approach to contemporary culture?

I've always been fascinated by myths and myth studies and, in particular, by the fact that heroic patterns of behaviour, hero types, and hero stories are repeated again and again throughout time and across different countries. I've always been a fan of ancient Greek and Old Norse myths and their heroes, and despite the fact that surface details may change there was so much that was similar - especially in the stories radiating around Asgard and Mount Olympus, with their shared epic tales of superheroic battle related to creation and apocalypse and everything in between. I guess it's the idea that there may be a shared desire that crosses temporal and geographic boundaries and that's fundamental to human nature (and to our understanding of the world around us) that I find so impelling. What really does my head in is trying to come to terms with 'why'? Why these stories of grand heroic battles where humanity and the universe itself is under threat? Of fearsome heroes with superhuman strength who face dark, monstrous doubles that threaten the social balance? Why have basic narrative patterns of hero myths repeated themselves across time and across different cultures? What human needs, desires, or fears does this repetition fulfil?

Having said that, there are so many limitations to universal myth models. Once you locate the repeated themes and hero types, what then? What about all of the specifics? Sure Superman may have much in common with ancient characters like Hercules and Zeus; and Thor may be named after and serve similar actions to his Norse namesake, but there's so much more to Superman and Thor as contemporary superheroes that speak to our own times. Both emerged within the specific context of C20th culture and that specificity has to count for something. Superman and Wonder Woman's origins, for example, were nurtured by the realities of Nazism and Hitler's 'perfect man'. The creation of the Fantastic Four through exposure to cosmic rays while on a scientific mission in outer space can be place very firmly within the 1960s, the rise and faith in science and technology and the emerging Space Race. And as retcons and continuity rewrites have shown us, the identity of comic book superheroes don't necessarily remain fixed across the decades: they've been revised, deleted from history, and rewritten into a new history. Beyond such socio-cultural reflections, newer superheroes like Animal Man, Hitman, Planetary, the Invisibles, the Authority - especially in the hands of 'auteur' artists and writers - tell us as much about the processes at work behind creating, reading, interpreting and refashioning comic book heroes across many decades of their production and consumption. If the fluidity of the superhero mythology shows us anything it's that a universal model of interpretation fails to come even close to understanding the nature and rationale of such dynamic processes of production.

Why do you think the superhero has been such a persistent figure across the history of 20th century popular culture?

Let's face it! On a basic level, they're exploits, dramas, relationships, stories and fashion sense are just great fun and the comic books invite repeat performances on the part of the reader. On a more serious level, like the cowboys of the western superheroes have embodied ethical codes and moral structures that society needs to embrace in order to survive. Despite their excess and hyper-humanity, they've always represented the voice or, more precisely, the various voices of the people, reflecting the social dilemmas and belief systems of their time. Even when the superheroes became darker in the late 80s, propelled by writers like Frank Miller and Alan Moore, they still reflected abstract moral crises of their era. Significantly, individual superheroes have consistently reflected the changing times that they belong to, learning to adapt to each decade that passes and the cultural changes that come with the passing of time. The Spider-Man of the 1960s, for example, is not the same Spider-Man of the 2000s - they're identities that are the product of different societies at different times that have reached different audiences. The superheroes who have survived across each shifting decade have been able to adapt their form, and connected to this is the superhero's capacity to translate and cross over into other media. This has been a huge plus in extending and familiarising audiences with the superhero stories. The Flash, Superman, Wonder Woman, Catwoman, the Hulk, Elektra - while originating in the comic book format, have also migrated media to appear in radio, television, B-film serials, blockbuster films, novels and computer games.

Angela Ndalianis is Head of Screen Studies at Melbourne University. Her research focuses on entertainment media and their histories, and she's especially interested in the aesthetic and formal implications of media collisions between films, computer games, television, comic books and theme parks - an area she has published widely in. Some of her publications include Neo-Baroque Aesthetics and Contemporary Entertainment (2004), and the anthologies The Contemporary Comic Book Superhero (2008) and Super/Heroes: from Hercules to Superman (2007). She is currently completing the book Spectopolis: Theme Park Cultures, which looks at the historical and cultural influence of and on the theme park, and is co-authoring a book titled Curatorial Culture with Jim Collins. She can be contacted on angelan@unimelb.edu.au

The Delights of "Herding Cats"

There's been far too much loose talk in recent years about the challenges of herding cats. I know I've used the expression a few times myself, especially in regard to the difficulties of getting more than one faculty member moving in the same direction at the same time. It turns out we've been maligning our fine feline friends for all these many years. You may not be able to teach an old dog new tricks -- actually you can!-- but cats are capable of being trained as performers, as is illustrated by this remarkable video about the Moscow Cat Circus. Watch and enjoy this film for three minutes of delight! My hope is that it will lighten your burdens as so many of us go through the hell of finals week.

True enough, most of these cats aren't being herded: they are doing their own tricks, but they are, in many cases, being coordinated, which is not any easier to do with faculty colleagues.

I stumbled onto this video on a recently discovered site, SnagFilms, which is still in its Beta test phase. The site features literally hundreds of documentaries -- from very short subjects to full length movies -- including some which have generated lots of buzz (Super Size Me!, What Would Jesus Buy?), some which have been featured on this blog before (Confessions of a Superhero) and some which I've never heard of but which look interesting (Manga Mad Tokyo). The topics range from nature to popular culture to politics to human tragedy. Think Hulu for documentaries -- everything is free but with a few commercials embedded. For many of us, the advertisements are a small price to pay for getting access to films which would never otherwise be available. And, as you can see, the films are spreadable to any other social space where you might want to reference them.

Interestingly, less than 24 hours earlier, one of my CMS graduate students Ana Domb introduced me to The Auteurs, another site in Beta which was inspired in part by Hulu, which offers access to classic and contemporary international films, including many still playing on the global film festival circuit. Domb explains:

The Auteurs now streams over 70 movies. This is looking very promising. The films aren't embeddable yet, but the service is in beta and one must have hope. The quality of the videos is spectacular, exactly what you would expect from Criterion, defending the cinematic quality at all costs, while shifting the exhibition platforms to make films available to a wider audience. You "pay" for the stream by watching one commercial. Thus far, I've only "paid" by seeing trailers for movies that I might want to watch later on.

In some cases, there is a $5 fee to watch the movies, especially those drawn from the Criterion collection, but many more of them are free to access. There's a very active discussion community around the films with people who really care about cinema.

All I can say is: Enjoy the cats now, go back and explore these sites when your papers and/or grading is done. But, man, it's a great time to be a film buff!

Fan Vidding: A Labor Of Love (Part Two)

In many ways, the emergence of these videos represents the culmination of a several year long process through which some in the fan vidding world have decided to come out out of their bedrooms and hotel suites and share what they are producing with the world. I wrote about part of this story in a forthcoming essay for Joshua Green and Jean Burgess's book on Youtube:

When a recent news story traced fan videos back to "the dawn of YouTube," many female fans expressed outrage. For more than two decades, a community, composed mostly of women, had been producing such videos, using two vcrs and patch cords, struggling with roll back and rainbow lines, when it seemed an act of sysiphian patience. Francesca Coppa (2007) traces the history of this form back to 1975 when a woman named Kandy Fong first put together slide show presentations set to popular songs for Star Trek conventions. Over the years, these fan vidders developed more sophisticated techniques as they embraced and mastered digital editing tools, constructed their own distribution channels, and defined and refined multiple aesthetic traditions.

Yet, even as other "remix" communities found a supportive home on YouTube, the community struggled with how public they wanted to make their practices. When I wrote Textual Poachers in 1992, the vidders were reluctant to talk and most asked not to be named. Fans were nervous that their works were vulnerable to prosecution for copyright violation from film studios, networks, and recording studios alike. They were also anxious that their videos would not be understood outside of the interpretive context fandom provided. For example, when a Kirk/Spock vid, set to Nine Inch Nails's "Closer," leaked onto Youtube without its creator's permission, its queer reading of the Star Trek characters as lovers was widely read as comic, even though this particular work was seen as disturbing within the slash fan community because of its vivid depiction of sexual violence.

Some vidders circulated their works through less visible channels, such as IMeem, often friend-locked so that they could only be accessed within their own close-knit community. Debates broke out on LiveJournal and at fan conventions as veteran vidders were torn between a fear of being written out of the history of mashup culture and an anxiety about what would happen if the Powers That Be (producers and networks) learned what they were doing. In Fall 2007, New York magazine (Hill) ran a profile of Luminosity, a leader in the viding movement, while fan vids were showcased, alongside the work of other subcultural communities, at a DIY Media conference hosted by University of Southern California.

As Laura Shapiro (2006), a contributor to the USC event, explained in a Live Journal post:

"However legitimate a vidder's fears may be, the fact is that the vids are already out there. The minute we put our vids online, we expose ourselves to the world...We can't stop people from sharing our vids without our consent or even our knowledge. We can't control the distribution of our own work in a viral medium....We also can't control other people's attitudes. New vidders arrive on the scene every day, without any historical context or legal fears, and plunk their vids onto YouTube without a second thought. They post publicly and promote themselves enthusiastically, and why not? That's what everybody does on the Internet, from the AMV creators to machinima-makers to Brokeback Mountain parodists to political remixers."

Shapiro's post to the Live Journal viding community suggests the complex creative, personal, institutional, ideological, and legal motivations which might draw such a historically sheltered subculture towards greater public outreach:

  • recognition of our history and traditions, academically and socially (new vidders learn, older vidders are venerated).
  • the opportunity to provide context and normalize our fannish work the way traditionally male fannish work is becoming normalized
  • the potential for vidders to connect fannish work with professional work, working professionally in the entertainment industry if they want to
  • more widespread appreciation and recognition of great vids and great vidders
  • the potential to generate widespread support for us in any legal battles we may encounter (joining forces with other DIY video communities, representation of the Electronic Frontiers Foundation, creation of legal defense funds, etc.)
  • the potential for cross-pollination or even unification of disparate vidding communities and the chance to connect isolated vidders with those communities
  • the chance to influence Big Media to create more of the kinds of TV shows and movies we value
  • the potential to influence the wider viewing world with themes and portrayals of sexual and gender equality, homosexuality, etc."

Shapiro's comments help to explain why the fan community has become increasingly public in promoting its agenda in recent years, including the emergence of the Organization for Transformative Works, which has taken on a range of projects, ranging from legal and public advocacy to the development of an online journal and participation in our efforts to promote New Media Literacies. These documentaries on vidding suggest one of the ways that fans can deploy new media platforms to help expand public awareness and understanding of the transformative potentials displaed in their remix practices.

Those of us at Project New Media Literacies were delighted to see what Coppa, Shapiro, and the others working on this project were able to accomplish. The filmmakers manage to represent a broad range of different source material, to showcase fans of different generations, to display a range of techniques, and to convey something of the spirit of the vidding community. It is great to be able to share a fan's eye view of this phenomenon without any of the exoticism that often surrounds dominant representations of fans. I love the way that the films move through many different voices rather than focusing on a small number of individuals. This is very consistent with our own interests in collaboration, collective intelligence, and community.

Teachers often complain that they lack aesthetic criteria for talking about what constitutes good or bad work in regards to new media production practices. In particular, as we've begun to integrate materials from participatory culture into the classroom, we find that teachers and students clash over the relative value of the examples selected and such clashes can often break down opportunities for discussion and learning. As Pierre Bourdieu notes, tastes are most often defended through the expression of distastes. We deflect criticism of our own tastes by launching into an attack on some one else's cultural preferences. Fans have long gotten bogged down in what I've described as the politics of cultural preferences. From without, fans are often isolated by a public which doesn't understand their tastes or how they choose to express them. From within, fans are often isolated from each other through clashes of tastes -- even among people who share a favorite book or television series, they may disagree over "ships" (that is, preferred relationships). For that reason, we were particularly eager to have a segment exploring how fans determine what constitutes a good or bad vid. Here, we get some understanding of the aesthetic judgments shaping vidding and in the process, we may learn to be better viewers and more informed critics of vids.

In the context of the NML Learning Library, these videos will become resources for classroom teachers, after school programs, and home schoolers. They will be explored through the framework provided by our new media literacies skills including in this case, appropriation, collective intelligence, and networking. When the learning library rolls out in the spring, we will include more than 30 challenges (clusters of resources and activities organized around the skills) and more than 80 videos produced either by our NML team or by outside collaborators like the Organization for Transformative Works or American University's Center for Social Media. These materials will provide raw materials for teachers and students alike to develop their own challenges and share them with the larger NML community.

Many of our videos center around fannish topics including vidding, cosplay, and animation. I'm hoping that fan communities may want to take on the responsibility to develop their own challenges which help introduce their innovative production practices to a larger public.

Thanks to Francesca Coppa, Laura Shapiro, and the others on their team for offering such a rich model for the value of this kind of collaboration between fandom and academia.

Fan Vidding: A Labor Of Love (Part One)

Project New Media Literacies has been collaborating with the Organization for Transformative Works to develop a series of short documentaries, designed for inclusion in our Learning Library, which explain the phenomenon of fan vidding. These videos have been produced by Francesca Coppa and Laura Shapiro, both long time contributors to vidding culture. Their stated goal is to introduce vidding to a larger public, whether in support of the classroom and after-school deployment of our resources for promoting the new media literacies or as a tool within fandom for passing along the craft and poetics of vidding to future generations or for that matter, as resources for teaching about participatory culture in undergraduate and graduate classes. We've been delighted by the level of enthusiastic support this project has received from the vidding community -- some of whom shared time with the production team via fan conventions and others sent in footage of themselves working in their homes. Over the next two installments, I am going to be sharing these videos with my readers. The videos are designed to be relatively self-contained, though in the context of our learning library, we hope they will eventually be linked with creative activities designed to encourage participants to try their hand at appropriating and remixing media content.

Here's some of Francesca Coppa's thoughts about the process of producing these videos:

We made these videos--well, like vidders; collaboratively. The OTW put together a project and together we brainstormed what questions to ask. I shot some footage, but we also sent cameras around (vidders are, after all, visually smart people.) Other people used their own cameras and interviewed their friends, and still others used webcams. Laura all did the hard work of editing; she's totally the rock at the center of this project. AbsoluteDestiny is a superhero; he did the audio-postproduction. We got our drafts betaed by our friends who are vidders.

We premiered all six segments in a show at Vividcon, 2008, and everyone seemed to like them. OTW is developing a vidding project page on the OTW site, and we hope to have them streaming there as well in the near future.

While these videos do not explicitly address the issue of gender and fandom, it should be clear from watching them what a high percentage of the people who produce and consume fan vids are female (women of all ages, professional backgrounds, and races), who work individually and collectively to sustain this particular set of remix practices. Francesca Coppa comments::

We were happy to showcase the female-domination of vidding (so rare and different from fan--and regular--filmmaking; still male dominated) and I think we do a pretty good job of showing some of the key ways vidders intervene in popular culture. I will say, too, that more and more, when I think about vidding, I shorthand it as "It's the network, stupid." I think the network of vidders--who are mostly women willing to teach other women the technical ins and outs, to share practical information and expertise--is really inspiring. I think women really need to see other women as filmmakers and artists. I know I would never have dared to think about making these OTW/NML videos if I hadn't had someone sit me down in front of a computer a few years ago and say, "No, really, it's not that hard. I'll show you how."

I hope middle and high school girls will see these videos and think--I want to do that! That looks like fun. *g*

Race in Digital Space (Revisited): An Interview with Sarah N. Gatson (Part Two)

Your work on Buffy Fandom, specifically the Bronze, explores the ways that online communities empower some participants at the expense of others. What lessons might we take from this research which would help us to better understand the ways that racial exclusion operates in fandom?

Last week I was reading the N'Gai Croal commentary on the Resident Evil 5 trailer - I read both his interview with MTV and the online discussion that followed, and I think that the interchange is a good representative of the ways in which a fandom community (or in this particular case, a fandom public sphere or audience) exposes its multiple boundaries The dominant themes therein were 1) that talking about race is racist, 2) that Croal and anyone else that saw anything racist about the trailer were, in addition to racist, unhealthily focused upon race and/or crazy, and 3) that if the trailer did contain disturbing racial imagery, it was not the intent of the designers, and thus those who did see such imagery should either ignore it, or forgive, forget, and move on, since the fault of seeing it was their own problem. While Croal kept making the point that he was talking about the trailer, not the game (which no one had seen or played), and that he was talking about it in its larger cultural context, the general exhortation to "move on" from race was repeated quite a bit.

This audience response contains several classic narrative points in what we might call the post-civil rights or indeed post-racial era, discussed in #1 above, that critical race scholars have identified. 1) Rearticulation of race and racism (Omi & Winant; Feagin; Bonilla-Silva; Moore); 2) Innocence/Intent (Moore) (usually of whites, but in the commentary responding to Croal it is extended to the Japanese game designers, as if Japan has no history of its own racial and ethnic constructions); and 3) Rearticulation of objectivity. Critical race scholars argue that the frame that only racists see race functions to turn the legal notion that race is a suspect class on its head by decontextualizing it from its historical and legal intent.

This whole framework can be seen in this statement from one of the responses to Croal: "Well, how about you flip that around and consider the possibility that you are trying to make something out of nothing. Maybe these gamers don't see the racism because they aren't racist and they don't see it as an issue of color. If you want to know what is keeping racism alive in America, then I suggest you start by looking in the mirror and build from there."

Croal and a few members of the audience/fandom address this framing of the issue several times in the course of the discussion, although the dominant narrative likely remains the take-away message, as the bulk of the comments remain in the post-racial frame. The discussion is itself an example of a great deal of discussions about race in the U.S. - people mostly talking past each other with a distinct lack of empathy - I saw the exact same narratives played out during the recent election, particularly in comments responding to Obama's speech on race that appeared online at the New York Times, with one of the most mind-boggling (to me, a biracial person whose family members don't seem to be all that angst-ridden about having discussions about race and racism) being a comment that Obama was a horrible, horrible person for talking about his grandmother's having told him about her own fears of black men. That outing her in this way was disrespectful.

That this is a framework reflective of available cultural narratives, and not something which naturally resides in people based on their group memberships per se is reflected in that comments in the critical race frame are made by whites, and comments in the dominant racial frame are made by non-whites,

Michelle says:

July 22nd, 2008 at 2:07 am

Hello,

Im black...I've seen the trailer... It is a video game; if you dont like it don't watch it or play it! Maybe you, instead of writing about a video game trailer, you should be discussing something important like the AIDS problem in Africa or anything else of importance in the world. Games are for fun; an escape. Nothing else.

Sucka.

This comment also reflects the frame I noted above that entertainment media, being non-serious, does not matter. Anything goes because it's "for fun," and to "escape" the real world where serious and "important" problems occur. This frame is addressed by some in the discussion, as they argue that media is art, and games involve artistic expression, and thus have cultural meaning, which is as appropriate an arena for serious discussion and deconstruction as anything else.

It is well established at this point that the highest rated television shows among African-Americans are often the lowest rated shows among white Americans and vice-versa. (A notable exception are reality television programs, such as Survivor and American Idol). What are the implications of this data for the future of fandom? Are there things that fan communities might do to become more racially diverse? And is this even the best response to this configuration of tastes and interests?

I'm reminded how integration is defined by whites (10% black) and by blacks (50% black) (see Larry Bobo's work on residential integration). I'm also reminded of Herbert Gans's argument that people are entitled to the culture they want. That we value different media because we have different taste cultures shouldn't be either surprising or problematic per se. I think it becomes a problem when, in part because we're mainly talking about commercial products, taste cultures reflective of smaller and/or less powerful parts of the overall potential audience don't actually get to reach the audiences that are entitled (in Gans's terms) to access those media. The Tyler Perry empire is an interesting phenomenon - his media is extremely popular in the African-American community, and within that market segment, he dominates stage, TV, and film; he's a mogul, and in "mainstream" venues like Entertainment Weekly, his success has come as quite the shock, although his stage work has a deep connection to the historical "chitlin' circuit." Obviously, his success reflects not just an existent market for black multimedia, but a change in the buying power of those who make up that market - this segment can support not just media, but multiple forms of media, and increasingly expensive media. It's one thing to have your market segment and "mainstream" audiences buy your work (see hip hop); it's another to gross $5,000,000 on one play in 5 months in one city when the vast majority - if not all - of the audience comes from one group. These are market concerns that producers are certainly paying attention to. As I suggested above, I don't think audiences are necessarily as segmented as we are when we are talking about things like residence - media flows more freely than does real estate. Perhaps the most a particular fandom community might do in terms of diversity is recognize that freer flow, and not police their boundaries quite so vehemently when it comes to discussions of race, gender, sexuality, class, etc. vis-à-vis their favorite media products.

You've written an essay explaining the ways you draw on your own autobiography to inform your pedagogy about race across a range of academic subjects. How would you mobilize your autobiography to talk about race in a course on fan studies?

Okay, here I guess I should provide an autobiographic brief, so here are some possibly relevant facts about me: I am a 39-year-old, heterosexual, biracial African American woman, nominal Unitarian, sociologist who is 8 1/2 weeks post-partum with my first child, and married to a white man. I was born and raised in Kansas City, MO, attended college in Iowa, and graduate school in Illinois. I now live in Texas. I'm about as Midwestern (and I'd like to deconstruct that identity with you when you have the time) as you can get, although I am also fairly well-traveled and not particularly "small-town," and due to my advanced degrees, part of a statistical elite. I was raised, by both my parents, as a feminist, and self-labeled as such before the age of eight. I'm a geek, and get my original fan cred mostly from Trek and comics. This is what you get when you're raised by Linc and Julie in their real world sci fi/comic fan, history/political science major, social worker incarnations. Or something.

Anyway, this is the answer in which I get more ranty, and less academic. A while ago, I was reading an article about the Sabbath in Israel, and I was struck by the following, "Who talks of 'public culture' anymore? Everybody talks about popular culture, but ours is the era of segmented markets, when hip-hop fans share no common ground with, say, OC addicts. Communitarians talk of civil society, but the voluntarism and community activity they demand is (and ought to be) local, not national; there's no obvious way to bring all those Knights of Columbus councils and bowling teams in contact with each other."

This part in particular is what chapped my hide: when hip-hop fans share no common ground with, say, OC addicts.

Because. You know. I think that's a creation of marketing and market research which, I think, is like a lot of survey research - people are more likely to be forced into boxes, and those boxes are more likely to be reified into mutually exclusive categories, when you only have boxes to check, and when your analysis is driven by a methodology (e.g. regression analysis) that forces you towards parsimony. It's not that there aren't patterns and segments, but I think a lot of that may be overdrawn... I mean, if I have to read one more article about fanboys that ignores the documented history of the myriad of ways in which women have participated in the fan-culture of the supposedly male bastion of science fiction, I may have to hit someone with my shoe. I think this Slate author is ignorant of fandom in general, and did the thing that many do - looked at the surface of hip-hop and The O.C., and decided he knew who the actual audience is for each, and that never the twain shall meet (and he also ignored the already widely documented potential of the Internet to bring together Knights of Columbus bowlers). That's easy to do when the face of the product is fairly homogeneous, but from this example alone, it seems to me that he never talked at length with any hip-hop or O.C. fan - just on my LJ flist alone I can name five people who like both of these things. I myself have been known to put Missy Elliot, the Dixie Chicks, Bob Marley, and The Clash in the CD player (yeah, I don't have an iPod) while I read back issues of X-men. It's possible that I am just weird, and that I just hang around with weird people, but as a researcher, I prefer to think we should at least investigate audiences before pronouncing who likes what and who doesn't talk to whom...

I suppose, then, I would mobilize my autobiography and the autoethnographic technique - in the same way I already do - to question the clear-cut boxes of market segments and fandom identities. Both of these ways of seeing the audience are focused upon a concern with boundaries - on the one hand, the audience is defined by outsiders (the market researcher) and on the other the audience is being defended from outsiders by those on the inside (the fans), race is ultimately about group boundaries as well. Examining how these three concepts interact and overlap would, I think, be useful in a course on fandom.

I am seeing more and more stories out there discussing Barack Obama's

background as a fan (someone who cites Star Trek in casual conversations, who reads comics, who enjoys Harry Potter, etc.). What kind of role model might Obama represent as we rethink the relationship between race and fandom? How does this geek image connect to historical constructions of black identity in the United States?

Hmmmm. I think the relationship between race, media and fandom, like that between gender, media and fandom, is very interesting - again, media constructions of media geeks tend to be dominated by images of white heterosexual men, and my personal favorite media-geek-media (is that a word???) are those that acknowledge that reality, and comment upon it. Free Enterprise's Eric when he says, "Robert. Dude. Great party but... where are all your friends of color?" The same film's Claire, who takes down Robert in the comic book store for assuming she's buying a comic for her boyfriend. Chasing Amy's Hooper X, the gay black comic artist who must front a particular black identity to be taken seriously. Currently, I'm sort of in love with The Big Bang Theory, as it's peopled with academics who are media geeks, even if it mostly does replicate the fanboy stereotype... I have conversations like those guys do, that start in my professional jargon and end in letting everyone know that Ho-ho's are a vital part of my cognitive process. In a subculture that is into dressing up as our favorite characters, Black geeks usually have Uhura on one end, and Urkel on the other - liking geeky pop culture is different than getting any kind of cred by actually being a geek. But really, Wu-Tang Clan is pretty damn geeky if you ask me, especially The Rza. I mean. Wu-Tang Clan. Let's announce our geekstyle love of subcultual fandom in a more blatant way!

Geek and Black are not normalized co-identities, but really, if geeks' specialized knowledge is more or less impenetrable to outsiders, who's geekier than Samuel R. Delany?

Have we ever had a geek president? The intellectual aspects of geekitude (geekness? geekosity?) have certainly always (okay, mostly) been present in the oval office. But there's a certain aspect of pop culture savvy to being a geek, however much we might be marginalized by the, um, extremity of our fandom love. If Barack Obama's election says something about deconstructing aspects of political power as white, it says just as much about deconstructing elite intellects as bastions of whiteness, and deconstructing the geek as a white's only identity...

Sarah N. Gatson is an Associate Professor of Sociology at Texas A&M University-College Station. She earned her B.A. at Cornell College in 1991, and her M.A. (1992) and Ph.D. at Northwestern Univserity (1999). In addition to her work on Internet community (Interpersonal Culture on the Internet - Television, the Internet, and the Making of a Community, with Amanda Zweerink, The Edwin Mellen Press, 2004), she collaborated on a NIH/NIDA-funded project looking at Computer-Mediated Communication as it intertwines with Rave and Drug-using subcultures, which has just been released as a book: Real Drugs in a Virtual World: Drug Discourse and Community Online, edited by Edward Murguia, Melissa Tackett-Gibson, and Ann Lessem (Lexington Books). Her research interests are centered on how people organize themselves in terms of community and citizenship. Her graduate work focused upon gender and race as they intersect with these processes, their significance as cultural systems, and as ideologies that permeate all our lives. Her work has moved back and forth from a focus on policy and law, and thus the more formal process of citizenship, to a more generalized focus on the micro- to macro-level processes of identity, community, and citizenship, and the connections between these processes. Some of her work has been published in Contemporary Sociology, Law & Social Inquiry, Research in Community Sociology, Qualitative Inquiry, Qualitative Research, and Feminist Media Studies. Currently, she is a collaborator on a project whose focus is the development of scientific learning and professional communities and future scientists, particularly focusing on access to education, mentors, and scientific networks for underserved segments of the population. Innovation in both offline and online methods to increase access are being explored. This project currently has NSF funding as a Research Experiences for Undergraduates site, a Research Experiences for Teachers site, and a Bioengineering and Bioinformatics Summer Institute site, and NIH funding as an R25 site to increase diversity in research personnel, and is housed at the TAMU College of Veterinary Medicine, Department of Physiology & Pharmacology. Her teaching interests include the sociology of law, race and ethnicity, popular culture, qualitative methodology, marriage and family, and the introduction to sociology; all her course are framed with attention to intersections of race, gender, class, & sexuality.

Race in Digital Space (Revisited): An Interview with Sarah N. Gatson (Part One)

"In Cyberspace, nobody knows your race unless you tell them. Do you tell?" Several years ago, I put this slogan on a poster advertising an MIT-hosted public forum about race and digital space. The resulting controversy was an eyeopener.

Like many white liberals, I had viewed the absence of explicit racial markers in cyberspace with some optimism-seeing the emerging "virtual communities" as perhaps our best hope ever of achieving a truly color-blind society.

But many of the forum's minority participants-both panelists and audience members-didn't experience cyberspace as a place where nobody cared about race. Often, they'd found that people simply assumed all participants in an online discussion were white unless they identified themselves otherwise. One Asian American talked of having a white online acquaintance e-mail him a racist joke, which he would never have sent if he had known the recipient's race. Perhaps covering up for his own embarrassment, the white acquaintance had accused the Asian-American man of "trying to pass as white." Even when more than one minority was present in a chat room, the forum participants said, they didn't recognize each other as such, leaving each feeling stranded in a segregated neighborhood. If they sought to correct ignorant misperceptions in online discussions, they were accused of "bringing race into the conversation." Such missteps were usually not the product of overt racism. Rather, they reflected the white participants' obliviousness about operating in a multiracial context.

Perhaps when early white Netizens were arguing that cyberspace was "color-blind," what they really meant was that they desperately wanted a place where they didn't have to think about, look at or talk about racial differences. Unfortunately, none of us knows how to live in a race-free society. As Harvard University law professor Lani Guinier explains, "We don't live next door to each other. We don't go to school together. We don't even watch the same television shows." Computers may break down some of the hold of traditional geography on patterns of communication, but we won't overcome that history of segregation by simply wishing it away.

This passage comes from an essay I published in Technology Review in 2002. (The article still periodically generates whole class sets of angry letters when it gets taught at various universities. Almost no one wants to accept that the taken-as-given "color-blindedness" of cyberspace could be anything other than the realization of Martin Luther King's Dream.) The forum the article describes was held four or five years before that and was intended to foreground the relative lack of research on race and cyberspace.

Yet, I fear that the same conversation could be held today (though I am less likely to make the same mistake in my framing of the event) and despite some ground breaking work on race in digital spaces by writers like Anna Everett and Lisa Nakamura, among many others, there is still far less scholarship about race in digital theory than there is about gender, generation, or sexuality. You should certainly check out Anna Everett's edited collection, Learning Race and Ethnicity, which is part of the MacArthur Digital Media and Learning book series and can be read for free online.

This gap between gender studies and critical race studies looms especially large in research on fan and geek culture, as was suggested again and again in the conversations we held here last year about "Gender and Fan Culture." I've been struggling ever since to try to figure out the most productive way to open this blog to conversations around this topic. All suggestions welcome.

Knowing of this interest, Robin Reid, a participant in those discussions, recently introduced me to a colleague of hers, Sarah Gatson, whose work straddles fan studies, digital theory, and critical race studies, who is currently organizing a conference on race and digital media, and who is co-editing with Reid a forthcoming special issue of the Transformative Works and Culture which tackles this topic.

Here's the call for papers for Gatson's forthcoming conference:

Race, Ethnicity, and (New) Media April 30-May 2, 2009

The Race & Ethnic Studies Institute at Texas A&M University convenes a symposium every other year, and the proposed theme for the 2008-2009 year is Shifting Terrains: Inequalities in the 21st Century, and the symposium itself is to focus on Race, Ethnicity, and (New) Media. The explosion of work on New Media (including the Internet, mobile devices, Web 2.0) and the juxtaposition and overlap between 'old' media (radio, television, film, and mass-print media) and New Media is a rich field of cultural production and scholarly research in which scholars of race and ethnicity have not been particularly well-represented. However, there are cutting edge scholars who do indeed explore various aspects of race/ethnicity and (New) Media (including audience/fan studies, representations of racial and ethnic identities in a variety of media, identity-focused online communities, etc.). We invite such scholars to submit papers with the intention of presenting work that deals with these topics during a 2 1/2 day interdisciplinary symposium, with several keynote speakers, including Dr. Lisa Nakamura and Dr. Henry Bial. We intend that a number of these papers will be compiled into an edited volume intended for publication, and that all papers and participants will have the opportunity to upload their papers on our developing interactive website for scholarly exchange on working papers.

500 word abstracts or full papers of no more than 8000 words (including notes and references) should be submitted to: gatson@tamu.edu and resi@tamu.edu by December 31, 2008. Submissions will be reviewed by an organizing committee, and authors will be notified of acceptance/rejection by March 15, 2009.

In the following interview, Gatson spoke with me about the current state of research on race and new media, about what critical race studies could contribute to our understanding of fan culture, and about how Barack Obama is transforming our understanding of the "black geek."

You are currently organizing a conference on "Race, Ethnicity, and (New) Media." Almost a decade ago, I was part of a group at MIT, UCSB, and USC which organized a series of similar events on "Race in Digital Space." There has been a massive amount of research and reflection on digital media over that decade. Why do you think there has been relatively little reflection on the place of race in the new mediascape?

A recurring myth is that the online world is essentially color-blind. As the classic cartoon explains, "in cyberspace, nobody knows you are a dog." What is wrong with this argument? Why do you think it carries such persistent force?

I think this second question is the beginning of an answer to the first. Since I think that discursive and narrative frames have some influence on how people understand things - especially new things with which they may actually have very little direct experience - the insertion of the color-blind (or post-racial) discourse into the online context is important. On the one hand, color-blind discourse has as one of its often implicit foundations the idea that racial identity in particular is or should be invisible. This idea is obviously rooted in the discourse of the civil rights movement itself, but its use after the last successes of this movement in 1968 has arguably (as pointed out in the now classic work of Michael Omi and Howard Winant, Racial Formation in the United States) been turned on its head (or, rearticulated in Omi and Winant's terms). Instead of focusing on race and what it does (what we make it do, what it does to us) in the real world, we are told not to focus on race because in an ideal world, it does not (should not) matter. Cyberspace, as in some ways it is the ideal "ideal world" (this is arguably one of the two dominant narratives about cyberspace), fits very well with this post-racial/civil rights discourse. I think that sometimes we don't want the problems of the "old world" invading our shiny new cyberspace, especially when so much of what many of us ordinarily do online involves leisure and entertainment.

Most often considerations of race and new media get subsumed into discussions of the digital divide. What do you see as the limitations of this framing of the issues?

Obviously issues of access to media are important, especially when we are talking about access to the creation and dissemination networks involved in the processes of media production. While it is understood generally that new media technology - being both expensive and powerful - is pervasive, its relative lack of penetration into and use by racial minority communities, some of the most prominent research on the digital divide however (e.g. Van Dijk's most recent book) is fundamentally disconnected from the vast literature on race and ethnicity. The digital divide framework in one sense replicates one strand of race/ethnicity theory (I think it tends to be more grounded in assimilation theory), but does not engage with more contemporary theories.

When I hosted the "Gender and Fan Culture" conversations last summer, there was a persistent agreement that the field of fan studies needed to address issues of race, though we could find few examples of scholarship which did so in any systematic way. What do you think critical race studies would contribute to our understanding of fandom? And conversely, what do you think an understanding of fandom would contribute to our understanding of the way racial identities operate in the online world?

I think the starting point for a fruitful discussion between these two research agendas would be first and foremost understanding fandoms as bounded groups (with more or less permeable boundaries). A crucial component of critical race theory (which is influenced by black feminist theory) explicitly examines the interplay between salient identities, how they interact, and how they are prioritized in macro and micro situations, by both those who hold the identities, and everyone else. Like any other group-identity, one's membership in a fandom may have more or less salience given a particular situation. While one might assume that a fandom identity takes the ultimately salient position in a fandom space, what exactly might that fandom identity entail, and who is to say what is the "appropriate" salience a fan's other identities should take in that fan-expressive space? Not talking about race, gender, class, sexuality - or being pressured not to do so - in a fandom space ends up offering a "generic" or "normalized" fan. If that fan is generic, what has typically been the go-to generic fan identity? The fanboy, who also has a presumed race, class, and sexuality, right? We're being disingenuous if we pretend that this isn't so.

Going online, we have to make decisions about self-presentation and identity in more purposeful ways than in offline situations. At least initially, we control a great deal more information about ourselves when we decide to go online - we may even present ourselves in anonymous ways not available to us offline (while letter-writing and graffiti are in many ways analogous to anonymous posting, the opportunities for near-thorough anonymous synchronous discussion are unique to cyberspace). However, those self-presentations still involve our offline identities, both those aspects we have more control over, and those we have less control over. Assuming either that these selves are or should be shed before entering into online space, or fandom space, or indeed online fandom space, is highly problematic.

Sarah N. Gatson is an Associate Professor of Sociology at Texas A&M University-College Station. She earned her B.A. at Cornell College in 1991, and her M.A. (1992) and Ph.D. at Northwestern Univserity (1999). In addition to her work on Internet community (Interpersonal Culture on the Internet - Television, the Internet, and the Making of a Community, with Amanda Zweerink, The Edwin Mellen Press, 2004), she collaborated on a NIH/NIDA-funded project looking at Computer-Mediated Communication as it intertwines with Rave and Drug-using subcultures, which has just been released as a book: Real Drugs in a Virtual World: Drug Discourse and Community Online, edited by Edward Murguia, Melissa Tackett-Gibson, and Ann Lessem (Lexington Books). Her research interests are centered on how people organize themselves in terms of community and citizenship. Her graduate work focused upon gender and race as they intersect with these processes, their significance as cultural systems, and as ideologies that permeate all our lives. Her work has moved back and forth from a focus on policy and law, and thus the more formal process of citizenship, to a more generalized focus on the micro- to macro-level processes of identity, community, and citizenship, and the connections between these processes. Some of her work has been published in Contemporary Sociology, Law & Social Inquiry, Research in Community Sociology, Qualitative Inquiry, Qualitative Research, and Feminist Media Studies. Currently, she is a collaborator on a project whose focus is the development of scientific learning and professional communities and future scientists, particularly focusing on access to education, mentors, and scientific networks for underserved segments of the population. Innovation in both offline and online methods to increase access are being explored. This project currently has NSF funding as a Research Experiences for Undergraduates site, a Research Experiences for Teachers site, and a Bioengineering and Bioinformatics Summer Institute site, and NIH funding as an R25 site to increase diversity in research personnel, and is housed at the TAMU College of Veterinary Medicine, Department of Physiology & Pharmacology. Her teaching interests include the sociology of law, race and ethnicity, popular culture, qualitative methodology, marriage and family, and the introduction to sociology; all her course are framed with attention to intersections of race, gender, class, & sexuality.

What Media Literacy Educators Need to Know About Fair Use...

Some time ago, this blog ran an interview with Pat Aufderheide (Center for Social Media) and Peter Jaszi (The Program on Informational Justice and Intellectual Property) about the work they have been doing developing Codes of Best Practices for Fair Use for a variety of different communities, including documentary producers and the DIY media world.

Last week, the team, working with long time media literacy veteran upstart Renee Hobbes Renee Hobbs (The Media Education Lab), released a new report, The Code of Best Practices in Fair Use for Media Literacy Education. It is a follow up to an earlier report which described "The Cost of Copyright Confusion for Media Literacy." The report comes with the endorsement of many key Media Literacy organizations including Action Coalition for Media Education, Media Education Foundation, National Association for Media Literacy Education, National Council for Teachers of English, and the Visual Communications Studies Division of the International Communications Association.

I've been watching this initiative develop over time, sharing the team's belief that copyright law (and confusion about fair use) represents one of the biggest obstacles for the development of meaningful resources for supporting media literacy education. We hosted a brainstorm with media educators at the last Media in Transition conference. I am particularly pleased to see that the report moves beyond the issue of what individual teachers do in their own classroom to address how and when we might share curricular materials with each other, an issue I've been pushing hard in my conversations with the authors.

In our own work, we regularly encounter teachers who are anxious about introducing any copyrighted works in their classroom and I've had at least one project shut down by university attorneys who were convinced we were exceeding our Fair Use rights in quoting from films and other existing media texts. We have been struggling through the work we are doing on New Media Literacies to get enough room to be able to show short segments from the media we are discussing. To date, we've been developing our materials using the best practices statement for documentary filmmakers and we are excited to see further clarification of what these principles mean in the specific context of media literacy education. As you will see if you look at the materials we are producing, we rely on Creative Commons content where-ever possible and where it is not possible, we are creating very strong markers of attribution. I know that many media educators read this blog, so I wanted to flag this new report for you.

Thanks to the work of Hobbes, Aufderheide, and Jaszi, many of us can walk into our classrooms with greater confidence that what we are doing falls squarely within current understandings of intellectual property law.

"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Three)

In his recent book, The Dumbest Generation, Mark Bauerlein writes, "In an average young person's online experience, the senses may be stimulated and the ego touched, but vocabulary doesn't expand, memory doesn't improve, analytic talents don't develop, and erudition doesn't ensue." What kinds of evidence did you find which might support or challenge this assertion?

Becky Herr: I don't think that Bauerlein's claim (as quoted here) is completely off the mark. For many young people, including some of those who we interviewed and observed in the Digital Youth Project, the Internet is a "vast wasteland" of flash games shrouded by banner ads, websites full of inaccurate information, and corporations looking to make money off young eyeballs. However, unlike Bauerlein, I don't think this is the fault of the kids. I think it's our fault as adults--particularly adults who are parents, educators, and media makers--for not making an effort to understand the Internet from a kid's point of view and for preventing kids from having the time and space to mess around in ways that encourage them to learn to evaluate what they come across online.

I think what's important to unpack with respect to Bauerlein's claim is that his criticism is rooted in specific, class-based assumptions about media and about childhood. These are not new assumptions, nor are they new criticisms. Similar issues of media damaging young people's hearts and minds have been levied in relation to earlier forms of media. In talking with parents and teachers about our research, I hear echoes of Bauerlein's concerns in their complaints about students writing essays in "IM speak" or eschewing activities parents prefer (for reasons of nostalgia or cultural capital) in favor of playing video games or surfing YouTube.

Mimi Ito: It is tempting to blame the media or a new technology for social or cultural problems. But research has shown that things are much more complex than that, and using media as a scapegoat obscures some of the important underlying issues. A new technology grows out of our existing norms and practices. The fact that many youth are not part of the kind of culture that Bauerlein describes is not a problem caused just by the technology, but is much more deeply embedded in, as Becky notes, existing social and cultural distinctions. If kids are doing things online that seem unproductive or problematic, we don't feel that the answer is to ban the media. Instead we think that it is important to look at and try to shape the underlying social issues. That may be the commercialization of online spaces, lack of connection between kids and teachers, or the fact that academic knowledge seems irrelevant to many kids. It is rarely something that is being driven by the technology alone.

We share a concern about the "participation gap" and how that may create inequalities in experience and knowledge. What obstacles did you discover that might block some young people from exploiting the full opportunities offered by these new media? What role do class differences play in shaping the way young people experience these new platforms?

Lisa Tripp: While increasingly young people of all social classes in the U.S. have opportunities to go online and use new media, the nature and quality of access still varies greatly. A lot of poor and working class youth still rely on schools, for example, as their primary source for access to the Internet and digital media production tools. Whereas interest-driven and friendship-driven genres of participation are fundamentally "kid-driven" in terms of growing out of youth interests and motivations, schools typically incorporate media into instruction in ways that are "teacher-driven" and heavily constrained by institutional and adult concerns. This can be seen in many "technology-integrated" assignments that address the standard curriculum without engaging students' interest or curiosity. It can also be seen in school policies and rules that aim to keep out participatory media, such as by blocking social network and video sharing sites, instant messaging, etc. While young people find creative ways to use media at school towards their own interests and goals, those who rely on schools for access to new media are at a disadvantage from other kids. For them it can be a challenge to find the time, space, and resources to experiment with media in more open-ended ways, and to engage in the media practices that youth tend to find the most meaningful.

In the cases where we interviewed parents, we also saw class disparities in how parents approached computers and the Internet. For the middle class families in our study (who were also very tech savvy), parents provided significant scaffolding and encouragement of their children's friendship and interest-driven practices with new media. In contrast, for many of the poor families in our study, the parents had little or no experience with computers (and often learned what they did know from the kids in the family). While in both cases there were opportunities for intergenerational collaboration around the computer, in the case of the middle class families young people had access to a great deal more support to pursue their own interests online. In the case of the poor families we interviewed, parents wanted their children to focus on using the computer for homework. Many had heard scare stories on the news about MySpace and were hesitant to let their children go online unsupervised. Some parents even took the modem or cable with them when they left their children home alone. This represented a well-intentioned effort to protect children from perceived online risks, but it also made it harder for the young people in these families to mobilize online opportunities. I think these examples speak to the ways that young peoples' access to new media is determined not just by economic factors, but also social and cultural factors.

danah boyd: In my fieldwork, during the 2006-2007 school year, I started witnessing a divide in social network site usage between MySpace and Facebook. While this divide was extremely complex, it can be understood through the lens of Penny Eckert's "jocks and burnouts." These two social network sites became digital turf and usage reflected social categories. While many teens opted to use both sites, the division that did occur took place along lines of race and class. This may not look like a traditional participation gap as both groups were participating, but divisions in usage that reinforce dynamics like race and class require us to pause. Consider for a moment that Facebook is the "preferred" tool on most college campuses. What does it mean that some teens are already engaged with the normative collegiate tools while others are not? How does high school nonparticipation shape early collegiate life?

Your writing is sympathetic to the various ways young people "work around" constraints imposed by adults on their ability to access online social networks. How would you address the concerns of adults who imposed those restrictions in the first place?

CJ Pascoe: What I tended to see as I studied kids in urban and suburban public schools was that teens constantly tried to work around the constraints the school administration placed on their internet use. Schools blocked the students' access to Facebook, MySpace, certain search terms and instant messaging programs. In response teens developed a sort of knowledge network in which everyone knew which kid could find the proxy servers that would allow them access to these sites (though of course none of them knew the name for proxy servers). Interestingly many of the teachers at these schools found these rules too stringent. One teacher listed off several students who were the proxy server "experts" when one of her students needed to access a forbidden site. Similarly when one of his students was writing a paper on breast cancer a teacher let the student conduct research on the teacher's computer because the word "breast" was blocked from the network to which the students had access. In light of these restrictions it seems that adults are not an undifferentiated mass, that some find certain restrictions of teens Internet use problematic. It seems that what the more restrictive adults are afraid of is teens access to information and ability to process that sort of information as well as the fear that teens might not concentrate on the task at hand - school - if they could be hanging out on MySpace. To those adults I would say that banning information or certain sites does not prevent teen access. Instead it creates a community of mistrust. Thus adults should be working with teens on issues of media literacy, how to process the sort of information that appears on the banned sites, rather than forbidding teens to visit them.

Heather Horst: We saw parents across the socioeconomic spectrum express considerable concern about the threats and vulnerabilities their kids faced in the contemporary media ecology. Parents worried about the type of information that circulated and, given the timing of our research, the ability of sites like MySpace to be used as a way to access and exploit their kids. They also worried about multitasking and 'wasting time' online. In addition, because there's fear of kids hanging out outside of the home, and their lives can often be overscheduled, young people genuinely felt that they had very little face-to-face contact with their friends. The use of Instant Messaging and online sites like MySpace, Facebook and so many others are now a part of kids everyday lives, part of peer culture. In addition, the kids who were doing the most interesting things talked about having (or finding) the time to 'mess around' and explore in a way that did not have 'serious' implications (e.g. being graded. To deny participation in this space is to fail to acknowledge the importance of sociality in kids' lives.

danah boyd: I commend parents and teachers for being engaged and concerned, but I worry that their concerns are often based on inaccurate understandings of danger. As is well documented by researchers at the Crimes Against Children Research Center, the mythical image of the online predator is a completely inaccurate portrayal of the actual dangers youth face online. Yet, I found that fear of predators prompted many of the restrictions youth face. When restrictions are driven by fear rather than risk, we do a disservice to our youth. I think that it is very important for parents and other adults to know the data. The findings that we share in our report focus primarily on the positive opportunities for learning and social engagement, but in a different role, I have aggregated all that is known about the risks and dangers youth face. For more information on this, check out this Literature Review, a product of the Research Advisory Board of the Internet Safety Technical Task Force.

Heather Horst: In addition to knowing the data, as danah suggests, we also want to emphasize that the 'dangers' of online participation must also be understood within the wider context of kids' lives. For example (and too channel CJ Pascoe), part of the reason going online is so compelling for GLBT teens is that they lack the opportunities for dating that are available to heterosexual teens in their local communities as well as the social support of other GLBT teens navigating complex relationships. At the same time, the lack of local support from peers, parents and teachers also makes many GLBT teens vulnerable to individuals who might take advantage of them online. Developing an understanding of these problems from a youth perspective may help to bridge the gap in understandings risk and vulnerabilities - blaming the medium merely distracts us from the root of these complex social problems.

A key argument throughout your book is that young people are often using new media to do things that teens historically did off-line such as spend time with friends or dating. Why have so many of these activities moved into the realm of "networked publics?" What kinds of new activities or social relations have emerged as a consequence of the affordances of new media platforms?

Christo Sims: I always feel funny writing as an authority on teenage flirting and dating as it certainly wasn't what I went into the field intending to find. But, of course, this was a big oversight on my part since flirting and dating is so central to teenage culture in the U.S. I think these practices are a good example of how existing offline practices are moving online. The practices are the same, but being reshaped in some new ways. In terms of flirting and getting to know someone, the primary advantage of doing so online is that the entire process can be simultaneously more controlled and seemingly more casual. The asynchronous exchanges afford more time for composition. Plus there are far less cues to manage when compared to being on the phone or interacting face-to-face: tone-of-voice, posture, and a host of other non-verbal cues don't have to be managed. Additionally, each round of messaging is, at least initially, quite brief and seemingly low key: a short little message is "no big deal." I've called this "composed casualness" because often quite a bit of effort and time goes into composing that seemingly casual and lightweight message.

Another advantage of flirting online is that it doesn't have to be done in front of a bunch of peers at school. Boys in particular mentioned how rare it was to be able to talk to a girl at school one-on-one. Girls are in groups and almost any interaction you have is witnessed. While the Internet can amplify this sense of acting in public it also affords more private communications. Messaging features on sites like Facebook and MySpace, and well as SMS on cell phones, allow teens to carry on one-on-one conversations outside earshot of friends and family. Online communications also make rejection easier, or less confrontational, during the flirting stage. Rejection is often signaled by not responding to a message. Such a passive strategy is easier for the one doing the rejection but it also allows the person being rejected to save face since they never "officially" got rejected, the conversation just stopped. In terms of dating, sites like MySpace and Facebook offer a stage for announcing and performing the relationship. My take on this is that most of the negotiations over relationship status are handled more privately, between couples (although these too might be mediated), and when they've agreed on an "official" status they announce it to the peer group.

CJ Pascoe: As the other team member focused on teens' dating, romance and hanging out practices I'd like to build on what Christo is saying. Historically adults, particularly parents, have had a lot of control over teens' social lives and the scope of the social world from which they could draw friends. New media allows teens to move beyond the institutions in which they have been historically located (schools, churches, sometimes civic groups) to create relationships and friendships of their own choosing. So in many ways making friends or sustaining friendshps in these networked publics allows teens to create friendships independent (or at least less constrained by) the institutions in which they are located because of their age.

danah boyd: Networked publics offer new opportunities for social interaction, but they are also used to replace mobility and freedoms that have been taken away. When I asked teens if they'd prefer to socialize online or offline, face-to-face encounters consistently were preferred. Yet, for many youth, such interactions were often infeasible. The reasons for why are diverse. Some teens lack transportation to meet up with friends or do not have friends who live nearby. Others have no time because their lives are heavily structured with activities or, when they do have time, their friends don't. Many places in which adults gather do not allow youth to hang out and various laws forbid youth from gathering at certain times and in certain places. Some teens face heavy restrictions because of parental values or cultural norms. Yet, the most pervasive explanation for why youth were unable to get together with friends often came down to adult fears. All told, youth have little opportunity to gather with their friends, let alone their peers. Social network sites and other networked publics enable youth to gather in new ways, asynchronously and in different physical spaces.

Dan Perkel: In some of our case studies on creative production, we're also seeing interesting dynamics in how kids are extending existing practices in new ways online. Networked publics provide space for people to more easily share and circulate their creations to others. We've seen how for both kids and adults, many people are taking existing practices of sharing photos and video and moving them online. A lot of this reflects very familiar kinds of sharing with friends and family. Posting drawings and stories online may be a different story. Here there is the opportunity to find other people who you may not know offline, who are into the same thing you are. This is the difference between friendship-driven and interest-driven kinds of sharing. So if you are creating fan fiction or drawing fan art or making fan-related movies, you may have a few others in your school, or friends you might meet at a local comic book store that share your interests. But online there are many more opportunities to share and discuss this kind of work. Moreover, there may be more opportunity to not just post this work and talk about it, but to improve and learn from others over time. These dynamics point to how the online space can provide new kinds of learning experiences that wouldn't have otherwise been available to kids.

danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

Lisa Tripp is Assistant Professor of School Media and Youth Services, College of Information, Florida State University. Lisa received her PhD in Communication from the University of California, San Diego in 2002 and collaborated with the Digital Youth Project to study youth in Los Angeles-area middle schools and neighborhoods. Her research with the project emphasized classrooms incorporating media arts into instruction and the role of the Internet in the lives of Latino immigrant families. Before coming to FSU, Lisa was Associate Director of the USC Institute for Multimedia Literacy. She has a background in developing media education initiatives and she continues to research new media literacy and digital inclusion.

"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Two)

Many writers talk about "digital natives" or describe these young people as "born digital." What do you see as the strength and limitations of these terms given what you found in your research?

Becky Herr: One potential strength of the term "digital generation" for describing young people and their relationship to technology is its acknowledgement that youth are using media and technology in interesting and important ways. Talking about kids as "digital natives" can be seen as a counterargument to pervasive discourses about kids as deviant users of technology--hackers, cheaters, wasters-of-time--or kids as victims of technology--the "prey" of online predators, for example. This is not to say that the term is used exclusively to describe positive interactions with technology; it also emphasizes the gap between the ways "digital natives" use technology and the ways non-natives (like adults) use technology.

What is worrying about the discourse of digital natives is that talking about young people as a "digital generation" risks romanticizing certain types of youth participation and ignoring important differences in access to media and technology, including barriers to access that are not tied to a lack of hardware--barriers like not reading and writing in English, being a girl and having to compete with boys in a classroom with limited resources, or parental rules borne out of moral panic. Further, the idea of a digital generation marked by shared characteristics (other than the dates of their birth) that outweigh other aspects of identity/subjectivity--race, class, gender, ability, (etc.) is problematic. What we have found in the Digital Youth project is that there is a huge amount of variation in the ways kids are using media and technology in their everyday lives. Yes, the ways in which these practices are enacted vary, often by peer group or by individual kid. We've also found that things like class, race, and gender continue to have significant influence in kids' lives.

In my own research, for example, I worked with kids at the middle school level who were using media production software (iMovie and PowerPoint) for the first time. At home, most of the students I observed and interviewed did not have a computer, Internet access, or any video equipment. However, they had other media and technology that was incredibly important to them and that they used in creative and sophisticated ways to find information, to express themselves, to communicate with friends, and to mess around in order to figure out things like game cheat codes or how to substitute a borrowed digital camera for an mp3 player. Some had vast music or DVD collections, others spent hours each day playing games on a video game console. Were they "digital natives"?

Christo Sims: There are also plenty of folks who weren't "born digital" who have developed incredible fluency in various forms of online participation. We also met numerous youth who weren't technically adept or comfortable participating online. By emphasizing a generational break we risk mystifying the factors that structure online participation, and equating competency automatically with age.

danah boyd: Many of those who use these terms often do so with the best of intentions, valorizing youth engagement with digital media to highlight the ways in which youth are not dumb, dependent, or incapable. Yet, by reinforcing distinctions between generations, we reinforce the endemic age segregation that is plaguing our society. Many social and civic ills stem from the ways that we separate people based on age. If we want to curtail bullying and increase political participation, we need to stop segmenting and segregating.

Parents and teachers often want to structure young people's time online. Yet your research suggests that some of the most productive experiences come when young people are "hanging out" or "messing around" with computers in relatively unstructured ways. Explain.

Mimi Ito: In a lot of our case studies, we saw examples of kids picking up media and technical literacy through social and recreational activity online. When they were given time and space to experiment, they often were able to pick up knowledge and skills through messing around, whether that was learning how to make a MySpace profile, experimenting with video, or figuring out how to use cheat codes in a game. Some kids used this kind of messing around as a jumping off point towards much more sophisticated forms of creative production or engagement with specialized knowledge communities.

Christo Sims: One story that comes to mind is a youth named Zelan who we feature in one of the sidebars in the Work chapter. Zelan comes from a very rural area where most of his peers will end up in working class jobs, doing construction, building roads, working as mechanics. Zelan, who identifies himself as a computer geek, leveraged his technical know-how for economic gain starting in junior high school: fixing electronics, buying and selling gaming and computer gear, and servicing the computers of neighbors and teachers. His passion, though, has been video games. He started as a player but soon became an enthusiast, subscribing to game magazines, following the latest releases, looking for tips online. In addition to becoming a fan he started messing around with broken consoles, taking them apart to see how they worked, trying to fix them so he could play a better console or sell it for a profit. He did all this without seeing it as leading towards a career or success in school. It was only once he started seeing that he his gaming interest was actually valuable to others at school and in the community that he began to imagine how these interests could lead to a life after high school. When I first met him he was a Junior and was thinking of starting a computer service business when he graduated. When I saw him again last summer he was headed to a technical college on scholarship.

Dan Perkel: Another person featured in one of the sidebars is Jacob. Jacob was an African American senior who had moved from the East Bay to Georgia and back again. Jacob, like others we talked to in our studies, joined MySpace when someone else made an account for him. For a while, Jacob didn't understand how to customize his page--again like other new members to the site--and had other people do it for him. On the friendship-driven side he used MySpace as a way to communicate with people he met and friends he left behind after various moves. However, at some point he made the connection between changing MySpace profiles and the web design classes that he had gotten into at school. He then took the time to better understand how to customize his own profile and consider making and distributing MySpace layouts, something he had seen others do on the site. When I last talked to him, he was considering a career in web design and said he had been offered a job already.

danah boyd: It is important to note that "productive" engagement doesn't necessarily mean only traditional learning or media and technical literacy. As a society, we've never spent much time considering how youth learn to be competent social beings, how they learn to make sense of cultural norms and develop social contracts, or how they learn to read others' reactions and act accordingly. We expect youth to be polite and tolerant, respect others' feelings, and behave appropriately in different situations. This is all learned. And it is not simply learned by telling kids to behave. They need to experiment socially, interact with peers, make mistakes and adjust. Stripping social interactions from youth's lives does not benefit them in any manner. I would argue that even the oft-demeaned social practices that take place online are extremely productive.

You write about "genres of participation." Explain this concept. What are the most important genres at the present time and why?

Mimi Ito: We use the concept of genre as a way of describing certain social and cultural patterns that are available and recognizable. Friendship-driven and interest-driven practices are based on genres that youth recognize, have particular practices associated with them, as well as certain kinds of identities. For example, interest-driven genres of participation tend to have a more geeky identity associated with them, involve congregating on specialized and often esoteric interests, and reaching beyond given, local school networks of friends. This is a whole package of things that goes together, a recognizable genre for how youth participate in online culture and social life. We also think of hanging out, messing around, and geeking out as genres of participation.

When and how might the borders between friendship-driven and interest-driven forms of engagement start to blur?

Mimi Ito: As with all genres, there are a lot of things that don't totally fit, and a lot of blurring between genres. When kids engage in friendship-driven practices, they often get involved in messing around with technology, and that can become a jumping off point for more interest driven activities. For example, some kids will begin messing around with video or photos that they take with their friends, and then they get more interested in the creative side of things. Conversely, we find that kids who connect to others around interests will often see these groups become really important friendship networks, and an alternative source of status and identity that is different from the mainstream of what happens in the school lunchroom.

You note throughout the report a broadening of who gets to "geek out" in today's youth culture. Explain. What factors are reshaping cultural attitudes towards "geek experiences"? Who gets to "geek out" now who didn't get to do so in the past?

Mimi Ito: Now that digital media and online networking has become so embedded in kids' everyday social and recreational lives, there is a certain baseline of technical engagement that is taken for granted. Only certain kids, though, decide to go from there to what we consider more geeked out kinds of practices. Predictably, it tends to be boys who geek out more than girls. Even though girls are often engaging in highly sophisticated forms of technology use and media creation, often they don't identify with it in a geeky way. What does seem to be changing though, is the overall accessibility that kids have to more geeked out practices because of the growing accessibility of digital media production tools as well as the ability to reach out to interest groups on the Internet. Although our study didn't really measure this, this may be particularly significant for less advantaged youth who would not otherwise have had access to specialized creative communities or media creation opportunities.

Patricia Lange: Being able to connect with dispersed networked publics enables kids to explore skills and receive mentoring that may be difficult to gain from co-located peers or teachers who do not have the same interests or experiences. For example, in my study of the video-making culture of YouTube, accessing mentors or assistance in a "just-in-time" fashion is inspiring and encouraging, especially given kids' decreasing ability to connect with other adults and potential mentors in neighborhoods and local communities. One of the things we heard very often was that friends, family, and kids at school often did not understand why young YouTubers wanted to "geek out" making videos. YouTube participants' school peers did not always have the same familiarity and expertise with how media is put together in ways that kids on YouTube did. Many of the kids we interviewed have already had extensive experiences making media. They often have very sophisticated visual literacies and complex ideologies about what makes a good or bad video, what constitutes appropriate participation in technical groups, and how they think about online safety. Failing to engage with these sites in school means there is no hands-on dialogue between teachers and students that might help shed light on why some kids thrive by geeking out and why others have difficulty.

You are using terms to describe these experiences which are much closer to those which might be used by young people than those deployed by parents and teachers. What are the implications of that shift in the terms of the discussion?

CJ Pascoe: In general we tried to take a Sociology of Youth approach to our findings in this book. In line with this approach we try to let the categories of analysis as well as the descriptive terms arise from the youth themselves, rather than imposing our adult categories on our findings. What this means is that we tried, for the most part to describe a social world from the point of view of its participants, rather than as (more powerful) outsiders. I think foregrounding our participants' terms, categories and experiences allowed us to challenge some of the common assumptions adults have about youth participation of new media.

Heather Horst: As is common in most ethnographic research, we integrate terms like 'hanging out', 'messing around' and 'geeking out' into our analysis in order to highlight the categories and perspectives that are meaningful to young people themselves. Throughout this project, we felt quite strongly that part of our role and responsibility as researchers as working to navigate the gaps between youth and adult-centered perspectives. While we recognize that this may involve some degree of translation work when talking to different audiences (e.g. educators, policy makers, etc.), if we really want to see changes in discussions about learning and education, youth voices and perspectives need to be brought to the table.

danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

Patricia G. Lange is a Visiting Scholar at the Institute for Multimedia Literacy at the University of Southern California. She received her PhD in Anthropology from the University of Michigan. Her areas of interest for the Digital Youth Project are centered around using theories from anthropology and linguistics to understand the cultural dynamics of video creation, reception, and exchange among kids and youth. She is studying YouTube as well as video blogging groups to gain insight into the cultural aspects of video sharing and how these practices change ideas about the public and private. Lange is exploring how the content and form of videos as well as material video sharing and response practices serve as sites of identity negotiation, emotional expression, and promotion of public discourse in increasingly video-mediated, online milieu. She has recently published articles in a variety of journals including: Journal of Computer-Mediated Communication, Discourse Studies, Anthropology of Work Review, First Monday, and The Scholar and Feminist Online.

Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.