ARG 2.0 (Part One)

The Alternate Reality Game (ARG) remains a topic of great interest to me and to my students at MIT and USC. Through the years, we've discovered that the ARG falls at the intersection between our recurring interests in participatory culture, collective intelligence, new media literacies, transmedia entertainment, and civic engagement. In my Fandom, Participatory Culture, and Web 2.0 graduate seminar last spring, Jeff Watson wrote a provocative essay which reviewed and challenged the current state of ARG theory and design, proposing some of the limits of this still emerging genres, as well as identifying some experiments that stretch the ARG in new directions. I immediately knew that I wanted to share this essay with my readers, who have a range of different investments in this space, in hopes that it might serve as a catalyst for enlarging the conversation around ARGS and might give him useful feedback as he hopes to prepare this essay for publication. Watson comes at this topic as a student in the USC's Cinema School's innovative iMAP program, which is designed to bring together students who are interested in both media design and theory. I am going to be teaching a seminar through the program this fall on Medium Specificity, and will be sharing the syllabus here shortly. Each of the students I have met through this program have impressed me with their creative insights and their willingness to test their ideas through experimental practice. The Cinema School as a whole is exploring how to break down the silos between theory and production and between the different craft specializations within production, because the media maker of the future will need to think and create across media platforms. This is yet another of the many reasons I am excited about being at USC right now.

ARG 2.0

by Jeff Watson

I. Abstract

As marketing instruments, alternate reality games (ARGs) are powerful tools for generating buzz and fostering audience engagement. Their capacity to initiate and maintain playful and creative dialogue between producers and fans signals the immanence of interactive and participatory transmedia entertainment. However, the established structure of the ARG as a time-sensitive and event-driven experience managed by the behind-the-scenes machinations of "puppet masters" (PMs) forecloses a number of important design possibilities. Consequently, ARGs often lack the qualities of accessibility, replayability, and scalability that are so crucial to the adoption and impact of other kinds of socially-articulated interactive systems. In instances where the objective is to create or engage an elite class of "in the know" participants, such a lack may in fact be a strength; but for other use cases, accessibility, replayability, and scalability are critical. This paper outlines the significance of the absence of these characteristics from many "first generation" ARGs, and points toward an emerging "2.0" iteration of the form through reference to recent projects and practices in both industrial and institutional contexts.

II. Terminology

In contrast to more capacious terms such as "pervasive game" or "big game," the term, "alternate reality game," refers to a very specific and well-defined form of interactive transmedia storytelling that "[takes] the substance of everyday life and [weaves] it into narratives that layer additional meaning, depth, and interaction upon the real world" (IGDA ARG SIG 2006). In an ARG, players discover the game through an encounter with one or more access points embedded in real world contexts. These access points, known in the parlance of ARGs as "rabbit holes," lead players into a dynamic matrix of story components distributed across various kinds of digital and physical media.

By exploring these components, players discover puzzles and challenges that serve both as impetus to connect with other players, and as time- and context-sensitive content bottlenecks. In order to advance the narrative, players typically work together, first assembling into affinity groups via both official (i.e., game-sanctioned) and unofficial (i.e., player-created) social media structures; then tackling puzzles and challenges collectively, leveraging the range of competencies, geographies, and biographies inherent in a large and distributed player base. As puzzles are solved, the game's content producers, or "puppet masters," release successive cycles of story and interactivity, tweaking their approach along the way based on the observed behavior and emerging collective intelligence capabilities of the players.

This process repeats itself until the narrative concludes, typically with the launch of a product or service. At this point, official support for the player community is usually terminated, primary online game assets are deleted or otherwise rendered inactive, and the game ends.

III. Introduction

Early participants and producers of ARGs compared their emergence to watershed moments in pop music (Phillips 2010) and cinema, with some going so far as to suggest that the ARG is effectively the defining narrative mode of our present communications epoch (Stewart 2004). Indeed, especially in the context of the early 2000s, ARGs represented a uniquely transmedial mode of interactive storytelling, and as such were seen as being natural and inevitable outgrowths of the burgeoning network culture. When playing an ARG, fans consume story in a variety of modes, via a range of devices, channels, settings, and practices. This platform-independent nonlinearity and fragmentary or distributed consumption-participation pattern was seen as a logical outcome of millennial shifts in media habits, and was referenced by various futurists as a model for how stories and games could be designed in the coming era of ubiquitous computing and social media (Gibson 2005; Vinge 2006).

Other observers, invested in visions of participatory and collaborative storytelling, noted that, unlike typical consumers of cinema, television and other few-to-many media forms, the players of ARGs are always already necessary and constitutive elements of the work. That is, in an ARG, audience participation is not a byproduct, but rather an essential and formative component of the text. To practitioners and theorists with a stake in participatory culture, the notion of an interactive storytelling form conceived from the ground up as a means of facilitating the collaborative production of media artifacts provided a "perfect illustration of all of the principles . . . shaping the media landscape at the present time" (Jenkins 2006).

Further, ARGs were viewed as fitting into a long tradition of spatially- and temporally-distributed narrative forms, and for some, their emergence indicated the arrival into the mainstream of practices that had hitherto been relegated to fan subcultures and marginal art movements. Like the critical interventions of Situationism, which sought to reconfigure public space as a "new arena for creation" wherein "unforeseen games will become possible through the inventive use of material conditions" (Nieuwenhuys, 1959), the ambiguously-bounded play of ARGs has the ability to produce dramatic shifts in subjectivity that "[sensitize] participants to affordances, real or imagined," "[make] all data seem connected, or at least plausibly connected," and "make surfaces less convincing" (McGonigal 2003, 43-44). Similarly, ARGs promised to do to mainstream storytelling what "distributed narratives"- experimental narratives spread out across "time, space, and the network" (Walker 2004, 1) - had done to avant garde and electronic literature:

Distributed narratives break down the aesthetics of unity we have followed for millennia. They take this disunity a step further than the bricolage of postmodernism, by collapsing the unity of form as well as that of content and concept. Yet perhaps they also point to a new kind of unity: a unity where the time and space of the narrative are in sync with the time and space of the reader. (Walker 2004, 11)

Finally, by bringing together once disparate practices such as game design, performance art, and cinematic narrative, ARGs were seen as being on the cutting edge of interdisciplinary new media thinking. Great things were forecasted, including the use of ARGs in establishing and leveraging collective intelligences in order to solve real-world problems (McGonigal 2003; Jenkins 2004).

IV. ARGs in Practice: 2001-2010

While ARGs have proven that they have the potential to mobilize elite groups of "lead users" who can co-create content and evangelize for a brand or cause (McGonigal 2003; Szulborski 2005; IGDA ARG SIG 2006; Dena 2008a) - and that they can quickly generate alarmingly efficient collective intelligences (McGonigal 2007; see also DARPA 2010) - they have, perhaps understandably, failed to live up to some of the high expectations set at the turn of the century. ARGs have not seen the kinds of growth in popularity that other forms of gaming and storytelling have seen over the past decade (Schell 2010; compare with Dena 2008a); they have not proven to be a particularly effective way of building lasting communities or collaborative practices, especially when compared to more systems-oriented approaches to organizing and maintaining collective action (see Shirky 2008); and they have failed to maintain the same kind of relevance to contemporary media habits and technologies that they arguably held in the early 2000s, ceding this territory to other kinds of pervasive interactivity such as mobile and social media games, casual games, and collaborative production games (see Montola, et al 2009).

The specific reasons for these shortfalls vary from context to context. In the media industry, for example, ARGs have largely been considered marketing tools, and as such have often not been sufficiently integrated into the development and production processes of the properties they promote, leading to disconnects between fans of the source material, ARG player communities, PMs, and producers. As writer Rich Silverman of the Transmedia LA message board (2010) puts it, "[it's] been my experience that an ARG component of a film or TV property comes to the game too late to be really effective . . . we need to start seeing these things baked into the development process of any show or film they're supporting." In educational and institutional contexts, ARGs are similarly marginalized, typically employed as orientation tools (Down 2008) or experimental promotions (Goodlander 2009), but rarely meshed with the core operations or mandates of their hosts.

It is unclear whether the persistent design problems that constrain or preclude the accessibility, replayability, and scalability of ARGs are the cause or the result of this marginalization. Nevertheless, making such a determination is probably less important than identifying what those core design problems are, and suggesting ways in which the form can evolve or adapt in order to correct them. In general, these problems center on three overlapping and relatively unchallenged aspects of traditional ARG design, namely: 1) that, despite the decidedly playful and improvisatory character of the relationship between puppet masters and players, ARGs are ultimately not game systems but rather vehicles for delivering story; 2) that ARGs treat their core audiences as monadic "collective detectives" rather than groups of living, breathing individuals; and, 3) that ARGs are linear, event-driven experiences.

Indeed, many of the problems associated with ARGs can be traced back to their status as temporally-bounded and sequentially-unfolding experiences. As Jim Stewartson of Fourth Wall Studios puts it, "[ARGs have historically been] essentially rock concerts. Very large, real-time, elaborate experiences that were really cool and really fun for the people who were involved with them" (Morris, et al 2009). This event-like design clearly eliminates any potential for replayability, and it exacts almost equally dire consequences on accessibility and scalability. In a typical ARG, players who don't have the time at the right time to dive into the game can find their experience spoiled by those who do. Even players with high levels of interest in the material and a strong desire to participate in the game's challenges can be reduced to lurking on message boards or merely following along with puppet master- or player-created story summaries if they don't have the time required to keep up with the more hard-core players. Consequently, the vast majority of the players of traditional ARGs aren't "players" at all, but are rather more like spectators, albeit very multi-modal ones:

Of the millions of people who 'experience' an ARG only tens of thousands actually play them, the rest read the texts created by players. Now, as I have stated many times before, this is a very interesting model of audience tiering and shows a preference for player-created narratives above producer-created ones (indeed, the desire for a linear narrative above a fragmented one)...but the large numbers often claimed . . . are not indicative of the people who actually play these forms. They are hardcore games that only a (relatively) small amount of players can actually play directly (due to skill, time and access obstacles). I don't see how a form with such accessibility issues is the ultimate form. (Dena 2007)

Dena (2008b), Montola (2009), and others have pointed out that this "pyramid of participation" enables transmedial designs wherein "different play modes contribute to each other and support an experience that is larger than its parts" (Montola, et al 2009, 121). In such an arrangement, spectators co-exist with variously-engaged players, with the hard-core participants effectively acting as "stars" of the game's narrative ; puppet masters and serious players document the actions of the hard core in real- or near-real-time; and the rest of the player base consumes this documentation serially. This kind of structure has been experimented with to varying degrees of success.

However, since this and other kinds of "tiering" (Dena 2008b) demand the production and management of numerous additional layers of game assets, they also represent some of the most expensive and labor-intensive solutions to the accessibility problem.

Another aspect of the accessibility problem emerges from of the manner in which ARG designers traditionally address their players. As Sean Stewart notes in an interview with members of The Cloudmakers (2001), "[the] premise from Day One was that the entire Internet should be considered as a single player; that we could put an ad in a newspaper in Osaka in the morning and have some kid in Iowa using that information by supper time."

That is, while individual players in an ARG are free to privately interact with characters or artifacts from the game, the puzzles and challenges are designed with such complexity that any information gathered from these interactions needs to be shared with and processed by a collective in order to be properly contextualized and rendered sensible in a timely fashion. While this design encourages the formation of collective intelligences, in the context of a time-based, event-driven, closed information system such as an ARG, it also somewhat counter-intuitively results in an increasing diminishment of the degree to which new players can easily access and enter into the activity.

That is, once a functioning "collective detective" (Cloudmakers 2001) has been established, it will tackle the challenges presented by the puppet masters with a self-refining efficiency that will largely discount the need for new members. Knowledge production structures populated by elite players with available time, an appropriate range of competencies, and relevant social capital will gather, process, and analyze data faster and more thoroughly than a non-integrated outsider ever could. Further, as the game progresses, prospective members without adequate reputation within the player community and in-depth knowledge of "the story so far" (see Dena 2008b, 41) will naturally find it increasingly difficult to find a role within the collective.

To illustrate this problem, consider the recent DARPA Network Challenge crowdsourcing experiment (2009). In this experiment, ten red weather balloons were placed in visible locations around the United States, and the public was challenged to find the balloons using any legal means whatsoever. Nine hours after the event commenced, all ten balloons had been found by a team from MIT (http://balloon.mit.edu/). In this instance, the team, which had conscripted around 5,400 balloon spotters via social media and various public entreaties (DARPA 2010), served its purpose and was quickly dissolved; but what if the DARPA Network Challenge had been only the first of many challenges in a long-term game - that is, if it was merely the opening puzzle of a three month long ARG. How would this emerging collective intelligence have evolved? Would it have become more broad-based like Wikipedia, exploring the diverse interests and passions of its user base, or would it have gravitated toward greater efficiencies, tighter working groups, task-oriented committees, and editorial sub-teams?

According to fieldwork conducted by McGonigal (2007), the latter is more likely: rather than becoming more inclusive or expansive, the group might in fact become increasingly specialized along particular "threads of investigation" tied to the core problems with which it was presented. After all, the puzzles in ARGs are ultimately very specific: unlike Wikipedia, which is almost completely open-ended, the knowledge production demanded by an ARG is focused on a particular story world and an associated set of puzzles with clearly-defined solutions - much like the narrow-but-complex balloon-finding task of the DARPA experiment. Further, since the puzzles in ARGs are often cumulative and informed by the solutions to earlier puzzles, those who were on board for the first discoveries - in this case, those who understood the methodology by which the original 5,400 balloon spotters were coordinated and the information they provided was processed - would arguably be more valuable and acceptable assets to the team than newcomers unaware of those practices and procedures. Somewhat ironically, then, this kind of collective intelligence design, when applied to closed information systems such as ARGs, has steeply diminishing returns when it comes to inclusivity and accessibility.

What all of these problems have in common is an origin in the "non-gameness" of ARGs. ARGs, despite their name, are not, in fact, games; rather, they are ergodic (Aarseth 1997) transmedia texts that, structurally speaking, are much more akin to scavenger hunts or group puzzle-solving activities like the annual MIT Mystery Hunt. Rarely in ARG design do we see the generativity, rulesets, and procedural rhetoric (Bogost 2007) that characterize games.

This is fine; not everything has to be a game. But for an activity which so often aspires to take place on a massive scale, both in terms of content and participation, to not use game mechanics as a means of generating and managing interactivity is arguably a recipe for disaster. Indeed, much of ARG design is reminiscent of early experiments in electronic literature and interactive filmmaking which sought to create vast narratives via branching story trees: very quickly, artists who took this approach discovered that to do so meant writing or shooting orders of magnitude more material than the reader or viewer would ever see.

An interactive movie-game like Dragon's Lair (1983), for example, needed a total of 27 minutes of animation stored on custom-made laserdiscs to provide an interactive experience that lasted for a maximum of 6 minutes (The Dot Eaters 2007) - and even then, the gameplay consisted of little more than making a handful of left-or-right decisions about which direction the protagonist should move. Compare this outcome to an even older video game, Rogue (1980), a procedurally-generated dungeon-crawler that remains popular to this day. In Rogue, the virtual world is generated on the fly at runtime via an algorithm. Instead of devoting limited computational resources to storing and displaying pre-rendered content (as in Dragon's Lair), Rogue's programmers used a compact ruleset to create their gameworld, producing an expansive and endlessly replayable realm of fantasy adventure and tabletop RPG-style interactivity that would have been technically impossible to produce using pre-made dungeon scenarios given the limited storage resources of early 1980s home computers. Despite being made for free by hobbyist programmers, Rogue's parsimonious use of algorithms rather than branching content trees resulted in much more interactivity and depth than was presented three years later by Dragon's Lair's spectacular but simplistic left-or-right decision making interface. This is the real power of games: to create dynamic interactive experiences through rules rather than archives of pre-made content. As we shall see below, approaching ARG design from this perspective opens a range of new possibilities for producers.

Finally, because ARGs are so expensive and labor-intensive to maintain, media companies and institutions overwhelmingly abandon the communities they create once the putative purpose for their creation has been satisfied (McGonigal 2003; IGDA ARG SIG 2006). While this instrumental view of community may have short-term benefits to brands and creatives, and while many media companies are likely comfortable with the risk of "blowback" from disaffected ARG fans (especially since said fans will have long since served their purpose by the time their complaints come to the fore), in the long term, such a view effectively undermines one of alternate reality gaming's most important potentials for generating value: the creation and maintenance of strong, persistent communities.

Jeff Watson is an interdisciplinary media practitioner with a background in screenwriting, filmmaking, and game design. His doctoral research in Media arts and Practice at the University of Southern California's School of Cinematic Arts focuses on investigating how ubiquitous computing and social media can enable new forms of storytelling and civic engagement. For more insights from Jeff Watson, you can check out his website or follow his Twitter flow.

Civic Media: A Syllabus

Over the past few terms, I've been sharing here the syllabi of the new courses I am developing at the University of Southern California, courses which build upon my own research interests and are intended to open up space for students to pursue their own projects. In the fall, I am going to be teaching two classes, both graduate seminars -- Civic Media for the Journalism School and Medium Specificity for the Cinema School. I am sharing my Civic Media syllabus here and will share the Medium Specificity syllabus later this summer. I am sharing these in part in hopes they prove useful to other researchers and teachers and in part because I am hoping to help spread the word to USC students who might be interested in learning more on these topics. The Civic Media class is intended, as the syllabus suggests, as a nexus between Communications and Journalism students, but I also assume it may appeal to students in Political Science, History, Education, perhaps even some in Engineering or Computer Science who want to build tools for supporting civic engagement or activism. If you know of someone at USC who might be interested in this class, please pass the word. SCHOOL OF JOURNALISM

USC ANNENBERG SCHOOL FOR COMMUNICATION & JOURNALISM

JOUR 599 Special Topics: Civic Media

Fall 2010

3 units

Schedule/Syllabus

Section: 21679D

Day/Time: Tuesday, 2-4:40 p.m.

Classroom: TBD

Professor: Henry Jenkins

Email: hjenkins@usc.edu

Office: ASC 101C

Office hours: By appointment.

Please contact Amanda Ford at: amanda.ford@usc.edu

Course Description and Outcomes:

"Society doesn't need newspapers. What we need is journalism...When we shift our attention from 'save newspapers' to 'save society,' the imperative changes from 'preserve the current institutions' to 'do whatever works.' And what works today isn't the same as what used to work."-- Clay Shirky

Civic Media: any use of any technology for the purposes of increasing civic engagement and public participation, enabling the exchange of meaningful information, fostering social connectivity, constructing critical perspectives, insuring transparency and accountability, or strengthening citizen agency.

This class on "civic media" is designed to provide a meeting ground between those involved in the cultural study of communications and those invested in the study of journalism as we address a common concern with the current moment of media in transition. We will start our semester by considering a series of recent reports exploring the current state and predicting future directions for journalism, public media, and the information needs of communities. What we hope to develop along the way is a functional understanding of the roles journalism has performed in American society over the past 100 or so years. We see professional journalism as both communicating core data vital for informed citizenship and performing central rituals needed to sustain a democratic culture.

Often, we think about democracy as grounded in a rationalist discourse and shaped by structures of information, but democracy also has strong cultural roots and is shaped by what Raymond Williams would call "a structure of feeling." We may ask in the first instance what citizens need to know in order to make wise decisions and, in the second, what it feels like to be an empowered citizen capable of making a difference and sharing common interests with others. Across the trajectory of the course, we will explore a range of other institutions and practices that have similarly contributed to the public awareness, civic engagement, and social connectivity required for a functioning democracy.

Before we can decide where we are going, though, we need to know where we have been -- we will consider everything from broadsides and ballads to wax museums, "living newspapers," underground comics, photo-shopped collages, circus parades, town pageants, scrapbooks, and toy printing presses, in search of historical models of civic media. Just as newspapers are one form of journalism, journalism is one set of practices that help us to perform these functions.

Our expedition will be historical (looking at how these functions were performed in other times and places), theoretical (focusing on how different writers have conceived of civic engagement, public participation, and social capital), technological (understanding how the affordances and uses of different kinds of media enabled them to achieve one or another of these goals), and applied (seeking future models for how citizens, policy makers, and journalists might collaborate to better meet the informational and cultural needs of our times). We will also consider how new media practices may be altering our conception of democracy, government, citizenship, and community, seeking to better grasp what remains the same and what changes as we interact with each other via virtual worlds and social networks rather than in physical coffee houses and bowling allies.

By the end of the course, students will be able to:

  • Define key concepts, such as "public sphere," "counterpublic," "imagined communities," and "citizen journalism," which have run through debates about the civic functions of media
  • Discuss how professional journalism fits within a larger realm of public and civic communications
  • Identify key positions in current debates about the future of news
  • Describe a range of different mechanisms through which civic functions have been performed across history
  • Recognize alternative conceptions of the role of citizens and their relationship to civic information
  • Analyze major shifts in American and global civic life manifesting through the rise of social networks, virtual worlds, and Web 2.0 practices

Grading and Assignments:

1. Students will contribute questions and comments to the class forum. (20 percent)

2. Students will elect one of the white papers we will have read for Week 2 of the class and write a short five-page response, focusing on the following two questions: What do you see as the strengths and the limits of their approach? What recommendations do you see as realistic and achievable? What obstacles would need to be overcome? (20 percent)

3. Students will develop a five-page report on a civic or activist organization they feel is making innovative use of civic media. (20 percent)

4. Students will develop a final project that applies the broad ideas of the course. This project might be a conventional academic essay, an experiment in new journalistic practice, or the prototype for a new civic media tool. Students should discuss their project with the instructor early in the semester so we can set an appropriate scale for this project. Students will be ready to give a 10-15 minute presentation on their project by the final weeks of the class. (40 percent)

Required Books:

Danielle S. Allen, Talking to Strangers: Anxieties of Citizenship since Brown V. Board of Education (Chicago: University of Chicago Press, 2006)

Peter Levine, The Future of Democracy: Developing the Next Generation of American Citizens. Tufts (2007).

Beth Noveck, Wiki Government: How Technology Can Make Government Better,

Democracy Stronger and Citizens More Powerful, Brookings Institution Press

(2009).

Vanessa R. Schwartz, Spectacular Realities: Early Mass Culture in Fin-De-Siecle Paris, University of California Press (1999).

Peter Ludlow and Mark Wallace, The Second Life Herald: The Virtual Tabloid That

Witnessed the Dawn of the Metaverse, MIT Press (2007)

Rahaf Harfoush, Yes We Did: How Social Networks Built the Obama Brand, New Riders Press (2009).

Stephen Duncombe, Dream: Re-Imagining Progressive Politics in an Age of Fantasy, New Press (2007)

All other readings will be available through the class blackboard site.

Week 1: Introduction to Civic Media (Tuesday, August 24th)

James W. Carey, "A Cultural Approach to Communication" and "Reconceiving 'Mass'

and 'Media,'" Communication as Culture: Essays on Media and Society (New York: Routledge, 1992)

Benedict Anderson, "Introduction," "Cultural Roots," and "Census, Map, Museum,"

Imagined Communities: Reflections on the Origins and Spread of Nationalism (London: Verso, 2006)

Robert Putnam, "Introduction: Thinking about Social Change in America," Bowling

Alone: The Collapse and Revival of American Civic Life (New York: Simon and Schuster, 2001)

Handout with quotations from John Milton, John Stuart Mills, Alexis DeTocqville, John

Dewey, Raymond Williams, Benjamin Barber.

Week 2: Does News Have a Future? (Tuesday, August 31st)

Paul Duguid, "Material Matters: The Past and Futurology of the Book" in Geoffrey Nunberg, The Future of the Book (Berkeley: University of California Press, 1996)

Jessica Clark, "Public Media 2.0: Dynamic, Engaged Publics" Center for Social Media

Tony Deifell, "The Big Thaw: Charting A New Course for Journalism" The Media

Consortium

Knight Commission on the Information Needs of Communities, "Informing

Communities: Sustaining Democracy in the Digital Age,"

Clay Shirky, "Newspapers and Thinking the Unthinkable," March 13 2009

Week 3: Where Publics Gather (Tuesday, September 7th)

Nancy Frazier, "Rethinking the Public Sphere: A Contribution to the Critique of Actually

Existing Democracy," Social Text, 25-26, 1990

Tom Standage, "Coffee," A History of the World in 6 Glasses (New York: Walker, 2006)

Richard Butsch, "The Politics of Audiences in America," The Citizen Audience: Crowds, Publics and Individuals (New York: Routledge, 2007)

Mary L. Gray, "From Walmart to Websites: Out in Public," Out in the Country: Youth, Media and Queer Visibility in Rural America (New York: New York University Press, 2009)

Paul Starr, "The Opening of the Public Sphere, 1600-1860,"The Creation of Media: Political Origins of Modern Communications (New York: Basic, 2005)

Handout with key passages from Jurgen Habermas, The Structural Transformation of the Public Sphere (Cambridge: MIT Press, 1991).

Week 4: Why Media Matters (Tuesday, September 14th)

John Fiske, "Introduction" and "Technostruggles," Media Matters: Everyday Culture and Political Change (Minneapolis: University of Minnesota Press, 1996)

Hans Magnus Enzensberger, "Constituents of a Theory of the Media" New Left Review 64, 1970, 13-36.

John Hartley, "The Frequencies of Public Writing: Tomb, Tome, and Time as

Technologies of the Public," in Henry Jenkins and David Thorburn (eds.)

Democracy and New Media (Cambridge: MIT Press, 2003).

Kirsten Drotner, "Media on the Move: Personalized Media and the Transformation of

Publicness," in Sonia Livingstone (ed.) Audiences and Publics: When Cultural

Engagement Matters for the Public (Bristol: Intellect, 2005).

Paula Petrik. "The Youngest Fourth Estate: The Novelty Toy Printing Press and

Adolescence, 1870-1886," in Elliot West and Paula Petrik (eds.) Small Worlds:

Children and Adolescents in America, 1850-1950. (Kansas City: U of Kansas P, 1992)

Week 5: Rethinking the Informed Citizen (Tuesday, September 21st)

Danielle S. Allen, Talking to Strangers: Anxieties of Citizenship since Brown V. Board of Education (Chicago: University of Chicago Press, 2006)

Steve Classen, "Introduction", "Conclusion," Watching Jim Crow: The Struggle Over Mississippi TV, 1955-1969, Durham: Duke University Press.

Michael Schudson, "Click Here for Democracy: A History and Critique of an

Information-Based Model of Citizenship," in Henry Jenkins and David Thorburn

(eds.) Democracy and New Media (Cambridge: MIT Press, 2003).

Cynthia Gibson, "Citizens at the Center: A New Approach to Civic Engagement" The

Case Foundation

Week 6: The Future of Democracy (Tuesday, September 28th)

Peter Levine, The Future of Democracy: Developing the Next Generation of American Citizens (Boston: Tufts, 2007)

Sonia Livingstone, "On the Relationship Between Audiences and Publics," and Daniel

Dayan, "Mothers, Midwives and Abortionists: Genealogy, Obstetrics, Audiences and Publics," in Sonia Livingstone (ed.) Audiences and Publics: When Cultural Engagement Matters for the Public Sphere (London: Intellect, 2005)

Meira Levinson, "The Civic Empowerment Gap" Defining the Problem and Locating

Solutions," in Lonnie Sherrod, Constance Flanagan, and Judith Torney-Purta (eds.) Handbook of Research on Civic Engagement in Youth (Boston: John Wiley and Sons 2009)

Henry Jenkins, "A Person's A Person, No Matter How Small: The Democratic

Imagination of Doctor Seuss," in Henry Jenkins, Tara McPherson and Jane Shattuc (eds.) Hop on Pop: The Politics and Pleasures of Popular Culture (Durham: Duke University Press, 2003).

Week 7: A Digital Revolution? (Tuesday, October 5th)

Anna Everett, "Digital Women: The Case of the Million Woman March Online and On

Television," Digital Diaspora: A Race for Cyberspace (New York: State University of New York Press, 2009)

Roger Hurwitz, "Who Needs Politics? Who Needs People?: The Ironies of Democracy in

Cyberspace," in Henry Jenkins and David Thorburn (eds.) Democracy and New

Media (Cambridge: MIT Press, 2003).

Cass Sunstein, "The Daily We: Is The Internet Really a Blessing for Democracy," and

Responses, The Boston Review, Summer 2001

Richard A. Ryerson, "Committees of Correspondence," The Revolution is Now Begun: the Radical Committees of Philadelphia, 1765-1776. (Philadelphia: University of Pennsylvania Press, 1978)

Week 8: Collective Action (Tuesday, October 12th)

Beth Noveck, Wiki Government: How Technology Can Make Government Better,

Democracy Stronger and Citizens More Powerful (Brookings Institute Press, 2009)

Yochai Benkler, "The Emergence of a Networked Public Sphere," The Wealth of

Networks: How Social Production Transforms Markets and Freedom (New

Haven: Yale University Press, 2007)

Warren Sack, "What Does a Very Large Scale Conversation Look Like?," Electronic Book Review, March 7 2005.

Jane McGonigel, "This Is Not A Game': Immersive Aesthetics and Collective Play,"

Avant-Game,

Week 9: Civic Rituals (Tuesday, October 19th)

Victor Turner, "Liminal to Liminoid, in Play, Flow, and Ritual: An Essay in Comparative

Symbology," Rice University Studies 60(3), 53-92

Janet M. Davis, "Instruct the Minds of All Classes," The Circus Age: Culture and Society Under the American Big Top (Chapel Hill: University of North Carolina Press, 2002)

Marie Ryan, "The American Parade: Representations of 19th Century Social Order,"

in Lynn Hunt (ed.) The New Cultural History (Berkeley: University of California Press, 1989)

Paul Nadler, "Liberty Censored: Black Living Newspapers of the Federal Theatre

Project," African American Review 29 (1995): 615-622

Lynn Hunt, "Pornography and the French Revolution," The Invention of Pornography, 1500-1800: Obscenity and The Origins of Modernity (Cambridge: Zone, 1996)

Week 10: Spectacular Reality (Then and Now) (Tuesday, October 26th)

Vanessa R. Schwartz, "Setting the Stage: The Boulevard, the Press and the Framing of

Everyday Life," "Public Visits to the Morgue: Flanerie in the Service of the

State," "The Musee Grevin: Museum and Newspaper in One," Spectacular

Realities: Early Mass Culture in Fin-De-Siecle Paris (Berkeley: University of

California Press, 1999)

John Hartley, "Reality and the Plebisite," Television Truths: Forms of Knowledge in

Popular Culture (London: Wiley-Blackwell, 2007)

Aswin Punathambekar, "Television, Participatory Culture, and Politics: the Case of

Indian Idol," Flow 10(5)

Pamela Wilson, "Jamming Big Brother USA: Webcasting, Audience Intervention and

Narrative Activism," in Ernest Mathis, Janet Jones (eds.) Big Brother International: Formats, Critics and Publics (London: Wallflower, 2004)

Marwan M. Kraidy, "A Battle of Nations: Superstar and the Lebanon-Syria Media War,"

Reality Television and Arab Politics: Contention in Public Life (Cambridge: Cambridge University Press, 2010).

Week 11: Democracy in Virtual Worlds (Tuesday, November 2nd)

Peter Ludlow and Mark Wallace, The Second Life Herald: The Virtual Tabloid That

Witnessed the Dawn of the Metaverse (Cambridge: MIT Press, 2009)

Ian Bogost, "Digital Democracy," Persuasive Games: The Expressive Power of

Videogames (Cambridge: MIT Press, 2007)

Joe Kahne, Ellen Middaugh and Chris Evans, The Civic Potential of Video Games (MacArthur Foundation, 2009)

Week 12: Surviving Disasters (Tuesday, November 9th)

Eric Klinenberg, "In the Public Interest," Fighting for Air: The Battle to Control

America's Media (New York: Holt, 2008)

George Lipsitz, "Learning from New Orleans: The Social Warrant of Hostile Privatism

and Competitive Consumer Citizenship," Cultural Anthropology 21(3), August 2006

Elaine Scarry, "Who Defended The Country?," in Daniel J. Sherman and Terry Nardin

(eds.) Terror, Culture, Politics: Rethinking 9/11 (Bloomington: Indiana University Press, 2005)

Henry Jenkins, "Captain America Shed His Mighty Tears", in Daniel J. Sherman and

Terry Nardin (eds.) Terror, Culture, Politics: Rethinking 9/11 (Bloomington: Indiana University Press, 2005)

Huma Yusuf, "Old and New Media: Converging During the Pakistan Emergency (March

2007-February 2008)," Center for Future Civic Media

Week 13: Social Networks and Participatory Culture (Tuesday, November 16th)

Andrew Kohut, "Social Networking and Online Videos Take Off: Internet's Broader

Role in Campaign 2008," Pew Internet and American Life Project

Rahaf Harfoush, Yes We Did: How Social Networks Built the Obama Brand (San Francisco: New Riders Press, 2009)

Ellen Gruber Garvey, "Scissoring and Scrapbooks: 19th Century Reading, Remaking and Recirculating" in Lisa Gitelman (ed.) New Media, 1740-1915 (Cambridge: MIT Press, 2004)

Week 14: Politics, Fantasy and Parody (Tuesday, November 23rd)

Stephen Duncombe, Dream: Re-Imagining Progressive Politics in an Age of Fantasy (New York: New Press, 2007)

Henry Jenkins, "Photoshop for Democracy" and "Why Mitt Romney Won't Debate a

Snowman," Convergence Culture: Where Old and New Media Collide (New

York: New York University Press, 2006)

Henry Jenkins, "How Dumbledore's Army Is Changing the Real World: An Interview

with Andrew Slack," Confessions of an Aca-Fan, July 23 2009,

Week 15: Final Presentations (Tuesday, November 30th)

LAST DAY OF CLASS

The Image of the Journalist in Popular Culture: An Interview with Joe Saltzman (Part Three)

Science fiction media offers us a chance to envision the future of news. What images have surfaced there most frequently?

Journalists of the future apparently have the same problems as journalists in the past. In a TV Sci-Fi series called Dark Angel, created by Jim Cameron in 2000, a journalist, crippled by the enemy, broadcasts news and revolutionary information by hacking into government television. He is a traditional hero in the future. So are Max Headroom and the TV staff around him. They are working in a corrupt system trying to do the best job they can at informing the public. Almost every journalist in science fiction faces the same problems journalists have faced throughout history. The technology is different. The villains can even be aliens. But the problems are the same and the way the journalist faces the problems hasn't changed in 2,000 years. Often, these sci-fi journalists will risk their lives and may even get killed to make sure the public is informed.

In the 1950s, journalists were used in countless sci-fi films (many real-life journalists performing in the movies just as they performed in real life on radio or TV) to give the films more credibility. In the early 1950s, the House Un-American Activities Committee and Senator Joseph McCarthy played on the postwar fear of communism to stage a witch hunt in Hollywood that destroyed many careers and left a legacy of fear that would last for more than a decade.

It diminished the motion picture industry's enthusiasm for making movies about corrupt

politicians and powerful businessmen. And it created an unquestioning, passive reporter who shows up in one science fiction film after another. These reporters always work with the authorities, and worry less about scoops and informing the public. These reporters are more interested in working with the military and the government to extinguish the man-made or outer space threat, than in the people's right to know. These reporters are good Americans first, journalists second and they never question the government's ultimate authority to do the right thing.

You recently put together a case study of representations of "gay journalists." What did you find?

It turns out that gay journalists are pretty much the same as other journalists except for their sexual preferences, which take up a good deal of screen time. In analyzing more than 125 films and TV programs, we discovered that the gay journalist is often ridiculed and used as a comic figure whose stereotypical gay characteristics are a source of either derision or buffoonery. The majority of serious gay journalists in most of the 20th century are usually bitchy columnists or bitter critics whose devastating one-liners can reduce anyone to tears or anger. They have great power, but usually by the last reel are defeated or even murdered. The same is true with reporters overly concerned about doing their job well and less about the perception around them that they are gay.

By the late 1980s, being gay was often acknowledged in one way or another. Many plots involved the growing AIDS epidemic or the problem of being outed as a gay or the problems of being gay in any society. Interestingly enough, most of the sensitive portrayals of gays in the cinema involve films made outside the United States. With the exception of India, whose stereotypes of gay characters seem to be a staple of Bollywood, films made in France, Italy, Poland, Hungary, Egypt, Germany, Japan, Hong Kong, Canada, and the United Kingdom are extremely sensitive and moving portrayals of both male and female gay characters.

As the 20th century came to a close and continuing in the 21st century, gay journalists are accepted as being gay and often their gayness figures prominently in the plot. For some reason, 1997 turned out to be a seminal year previewing the next century's portrayal of gays. Rupert Everett's gay British editor in My Best Friend's Wedding and Tom Selleck's tabloid reporter in In & Out were characters the audiences accepted with affection. But even as film after film featured fully realized gay characters, the ridicule of stereotypical gay characteristics continued in films as recently as He's Just Not That Into You in 2009.

Surprisingly, television programs featuring gay journalists provided far more sensitive portrayals of gay characters. Individual episodes of Night Court, Murphy Brown, Queer as Folk, Dirt, Veronica Mars and The Nanny, and continuing characters in such shows as Ugly Betty, Frasier, Da Ali G and The L Word showed gay journalists who were not afraid or embarrassed to be gay. And the gay journalist in The L Word even gets her own series in 2010.

The gay journalist turns up in all forms of film genres, including horror films, action films, sci-fi and supernatural films, detective films, cartoons and comedies. There's a Ph.D. thesis to be written on the image of the journalist in soft and hard-core adult films and the image of the gay journalist is no exception. All of the stereotypes associated with gays and journalists can be found in soft-core or hard-core pornography featuring gay journalists.

It can also be concluded that lesbians are generally treated more favorably in films and TV than gay men. With the exception of the female who displays male characteristics and is constantly ridiculed and assaulted in films, lesbians with feminine characteristics are among the most favorable images of gay journalists in films and TV.

Some of the more serious films dealing with gays show the influence of parental approval or disapproval on the gay journalist. It is easier for the female to win approval of her lifestyle than the male. Often the male gay journalist is an outcast not only to his family, but also to his fellow workers.

Public relations practitioners display all the characteristics of the image of the public relations practitioners as well as the image of the gay journalist in popular culture. They exhibit all of the stereotypical gay characteristics, they can be ruthless in their pursuit of power, and they often are accepted as being gay and frequently their gayness figures in the plot.

The image of the gay journalist in films and TV is a varied collection of males and females whose sexuality is a primary factor in the plot and character development. They often have close friends of the opposite gender, they exhibit bright minds and devastating one-liners, they seem to be always looking for that significant other and seldom finding him or her, and many seem to have an enormous reservoir of understanding for people who don't get the concept of being gay. More often than not, they appear in comedies. When they appear in dramas, it is usually heavy going involving prejudice, illness and sometimes violence. Gay journalists seem to fare better than other gay characters, possibly because of their sense of humor, their wit and ability to lose themselves in the stories they are working on.

Citizen Kane, the film many consider to be the greatest American movie, deals with a journalist. Is its depiction of the press part of what has made it such an enduring and influential film?

I don't think the fact that Kane was a publisher and surrounded himself with journalists, especially in the early part of the film (which has delightful newspaper sequences), had much to do with making it an enduring and influential film.

The newspaper part came mostly out of Herman Mankiewicz's mind. He was a newspaperman who had written other newspaper films, hated William Randolph Hearst, knew much of the gossip around him because of his friendship with Marian Davies and put practically all of it into the film. It was that part of the film that almost destroyed it.

But Citizen Kane is considered one of the greatest American movies primarily because of its brilliant use of sound, deep focus camera work, and brilliant acting and writing. Nothing like it was ever seen before it appeared on the screen. It was original and daring in its use of audio and video. That is the real secret of its greatness, not its rather coarse story of a publisher who in strategic parts of the film resembled Hearst (the inside joke concerning "Rosebud" will live in infamy).

Is the newspaper film a genre or should we be focusing on the diverse roles journalists play across a range of genres?

Journalists show up in every kind of film ever made. But there is a definite news media film genre. Richard Ness' monumental filmography demonstrates this conclusively. Although the IJPC Database chronicles any journalist in any part of popular culture - even when the journalist shows up for a page or two in a novel, or a scene or two in a movie or TV or radio program - the journalist is a key protagonist enough of the time to warrant its own genre.

The word journalist dates back to 1693 and is defined as someone who makes a living by editing or writing for a public journal or journals. In modern times, the journalist has grown to mean much more than someone simply involved in the production of printed journals. It has become a synonym for reporting in any news media. The IJPC defines journalist as anyone in any century who performs the function of the journalist - to gather and disseminate news and information, to report, to observe, to investigate, to criticize, to inform. The body of film and novels that include this kind of journalist is huge.

Do you see significant differences in the ways journalists are portrayed in films coming from countries which do not have the same tradition of a free press as the United States?

The IJPC Database has more than 2,600 films from other countries that have a journalist in them. Most of the images resemble those of American films. The journalist in any country seems to be depicted in much the same way - either as a hero righting a wrong or the last one standing up for freedom of speech and press, or a villain in cohorts with the government in power.

Many of the problems American journalists face in popular culture are the same as those journalists in foreign films and novels. The concept of a free press and the importance of a free press is a popular theme in most foreign films, even those in which a free press is more of an ideal than a reality. And one Italian film gave us the concept of paparazzi (La Dolce Vita).

About 30 percent of the IJPC Associates are outside the United States. There is great interest in the image of the journalist in American films and TV programs outside of this country. And many of these films and TV programs have had a tremendous influence on the image of the journalist in various non-English speaking films.

In less serious films, the journalist is depicted as an object of humor, and the tabloid press worldwide is the subject of ridicule and sharp satire. Especially in the films labeled Bollywood, many feature a journalist as comic.

Your data base includes many comics. Why do you think the journalist became so centrally linked to the superhero genre?

A reporter is an obvious disguise for a superhero because it puts the superhero right in the thick of the news and gives him or her an opportunity to know what is going on in the city, the country and the world. Also, journalists are always where the news happens so it is also a good cover for a superhero to be where the action is. It is no surprise that the most enduring image of the journalist is the Daily Planet family - Clark Kent (Superman), Lois Lane, Perry White and Jimmy Olsen.

Since they appeared in comic books in 1939-1940, they have not changed at all throughout the last 70 years. They may have been modernized (at one point in the comic books Kent becomes a TV reporter, and in current comic book issues, the Daily Planet is suffering cutbacks and the Internet revolution), but at the heart of it all Kent is still the hard-working reporter who believes in accuracy and fairness, Lois Lane is still the 1940s sob sister more interested in getting the story first than anything else, Perry White is still the gruff editor out of any 1930-1940 film, and Jimmy Olsen, the aspiring cub reporter and later photojournalist is still out to make a name for himself and always following in Kent-Lane's footsteps.

It doesn't matter whether it is the original comic books, the radio show, the early cartoons based on the radio show, the movie serials, the four Superman films, the Lois & Clark TV series, the many TV cartoon versions throughout the years or the brilliant reimagining of the Superman-Clark Kent myth on Smallville, the Daily Planet staff always remains the same - probably the most enduring positive images of the journalist in modern history.

It's no coincidence that the most enduring superheroes - Superman, Spider-man, The Question (TV Reporter Vic Sage), Tabloid Vampire Reporter Becky Burdock, Vulcan (Reporter Johnny Mann), The Megaton Man (Reporter Trent Phloog), The Creeper (Tabloid Columnist-Investigative Reporter Jack Ryder) - are journalists or have journalists around them, superhero partners or rivals - Reporter Lois Lane, Photojournalist Jimmy Olsen, Editor-Reporter Joseph "Robbie" Robertson, Reporter Ben Ulrich, TV Reporter Sweet Polly Purebred, TV Reporter April O'Neil, Magazine Reporter Natsuko Shouno, Reporter Pamela Jointly, Tabloid Reporter Anne-Marie Brogan, Reporter Tully Reed.

The journalist is a good partner, someone who, like a Dr. Watson, is a friend to the superhero and recounts many of the hero's adventures. Also, the audience easily identifies with a journalist, expects that journalist to ask questions and demand answers and is at ease when the journalist narrates the story. For that reason alone, the journalist is often thrown into films and novels simply to be a natural way to give exposition, continuity and reality to a fictional story.

What does the future hold for IJPC? What are your goals for IJPC?

The future, I think, is very bright. Last year, we published the first edition of our peer-reviewed The IJPC Journal giving the field its own academic publication. We hope to have the second volume out by fall, 2010. Now the IJPC Database is updated daily and is available to scholars, students, researches, professionals and anyone else interested in the subject on a daily basis and this should encourage interest in the field.

Our goals are to increase academic scholarship in the field and to publish in areas never before explored. Most of the publication in this field involves movies and some novels. We hope to expand the scholarship to every facet of popular culture.

The IJPC also produces invaluable video compilations filled with images that have never been seen in one place. We have produced seven volumes to date:

  • Hollywood Looks at the News: 1925-2007, a one-hour-and-49-minute compilation with 165 movie and TV clips
  • Sob Sisters: The Image of the Female Journalist, 1929-2007, a two-hour-and-41 minute video with more than 136 movie and TV clips
  • The Image of the Broadcast Journalist in Movies and Television, 1931-2006, a two-hour-and-48-minute compilation with 200 movies and TV clips
  • Real-Life Journalists in Movies and Television, 1939-2006, a two-hour-and-13 minute compilation with 79 movie and TV clips
  • The Image of the War Correspondent in Movies and Television, 1931 to 2007, a two-disc, 225-minute compilation with 166 movies and TV clips
  • The Image of the Gay Journalist in Movies and Television, 1929 to 2009, a three-disc, four-hour and-42 minute compilation with 123 movie and TV clips
  • Journalism Ethics Goes to the Movies, a 110-minute compilation.

Anyone wanting a copy simply has to join the IJPC Associates (information at the IJPC Website).

Today, more than two dozen universities offer courses in the subject and many use IJPC materials and video compilations in those classes or in other classes on journalism and the news media. I think the IJPC Database going online will expand the use of the IJPC in classrooms around the world.

We also hope to do two national surveys - one exploring how the images of the journalist in films, television and fiction influence the public, and another exploring how the images of the journalist in film, television and fiction have affected and influenced those who work in the media. Most of what we know about the influence of the images of the journalist on popular culture is anecdotal. We need a scientific survey to give us solid evidence that what we have surmised is true.

I know I became a journalist because of Clark Kent and Hildy Johnson (of The Front Page). Most every journalist I know was influenced by similar images - Lois Lane and Brenda Starr were inspirations for many female journalists throughout the latter part of the 20th century. And whenever I talk to someone who hates the media, they usually reference a movie or TV program that lives up to their worst expectations. There is no question in my mind that the image of the journalist in popular culture has a tremendous influence on the public's perception of its news media. And that's why I have spent so much time documenting the IJPC and try to encourage other academics to write on this extraordinary subject. And there's another reason to explore the IJPC. As one of my colleagues put it, "It's just a lot of fun to do."

Joe Saltzman, the director of the Image of the Journalist in Popular Culture (IJPC) and the author of Frank Capra and the Image of the Journalist in American Film, is an award-winning journalist and professor of journalism at the Annenberg School for Communication & Journalism at the University of Southern California.

He received his B.A. in journalism from the University of Southern California and his M.S. from the Columbia University Graduate School of Journalism. After working for several years as a newspaper reporter and editor, Saltzman joined CBS television in Los Angeles in 1964 and for the next ten years produced documentaries, news magazine shows, and daily news shows, winning more than fifty awards, including the Columbia University-duPont broadcast journalism award (the broadcasting equivalent of the Pulitzer Prize), four Emmys, four Golden Mikes, two Edward R. Murrow Awards, a Silver Gavel, and one of the first NAACP Image Awards.

The Image of the Journalist in Popular Culture: An Interview with Joe Saltzman (Part Two)


What do you see as some of the recurring themes in the popular representation of journalism? How much do these myths change over time and how much do they remain constant?

The surprising thing is that the image of the journalist hasn't changed much throughout the centuries. In Antigone, Sophocles summed up the popular opinion more than 400 years before Christ was born: "None love the messenger who brings bad news." About the same time, another popular play told the story of a herald bringing shocking news to the mad hero who is believed to be involved in a murder plot. The hero picks up the herald and dashes his brains upon a stone. No doubt the audience cheered. And so, the image began.

One of the most vicious portrayals of the journalist, for example, is Five Star Final made in 1931. The final shot in the film is the newspaper in the gutter being splattered by mud or something worse.

The basic image of the journalist from the silent days of the movies to the media-drenched days of the early 21st century is that of the flawed hero fighting everyone and anything to get the facts out to the public. The reporter or editor could get away with anything as long as the end result was in the public interest. The journalist could lie, cheat, distort, bribe, betray, or violate any ethical code as long as the journalist exposed corruption, solved a murder, caught a thief or saved an innocent. Most films about journalism end with the reporter or editor winning the battle, if not the war.

At the same time, the most indelible image may be that of the journalist as scoundrel, as evil, as the worst of villains because these journalists use the precious commodity of public confidence in the press for their own selfish ends. If the journalist uses the power of the media for his or her own personal, political, or financial gain, if the end result is not in the public interest, then no matter what the journalist does, no matter how much he or she struggles with his or her conscience or tries to do the right thing, evil has won out.

Betraying the public trust is one of the great sins in a democracy and whether it is a journalist or a politician who does the dirty deed, it is despicable. The corrupt media tycoon's goals and tactics are familiar to everyone, and real-life parallels in modern media abound. That may be the reason so many people are skeptical of the motives of such media billionaires as Rupert Murdoch.

Perhaps the most dominant and damaging image of the journalist in popular culture is that of anonymous reporters chasing after stories. In countless movies, television programs and novels, they travel in packs, usually armed with television cameras and microphones. They cover fast-breaking news by crowding, yelling, shouting, bullying and forcing their way into breaking news events. There were always such packs of aggressive print journalists chasing after heroes in movies, and they made a negative impact through the years, but their zeal was usually taken in good spirits. Nowadays, they appear far more menacing and out of control because their lights, cameras, microphones and tape recorders are jabbed into faces of real people on television news and favorite actors in movies and entertainment television programs.

In the 1930s and 1940s, practically every popular actor eventually portrayed a journalist. By the 1980s, anonymous reporters were chasing popular actors. The audience, as always, identifies with the popular actor. For the most part, audiences now root against reporters who are chasing familiar and friendly faces. It isn't Clark Gable or Barbara Stanwyck chasing after a story. It is now overzealous media newshounds chasing Bruce Willis or Julia Roberts.

This image of a harassing press with no valid reason undermines the public's trust in the news media, conflicting with the movie and television image of the reporter as hero. One result is that the public has turned against reporters, concluding that journalists are obnoxious, interested only in their own egos, not the public interest, and that laws should be passed to stop reporters from harassing innocent people - innocent people often translated in the public mind to be a favorite movie or television star.

These conflicting images of the journalist contribute to the love-hate relationship between the public and its news media that is at the center of the public's confusion about the media today.

The anger and lack of confidence most Americans have in the news media today is partly based on real-life examples they have seen and heard. But much of the image of the journalist as a money-grubbing, selfish, arrogant scoundrel is based on images from movies and television. And it is those images burned in the public memory that have turned the phrases, "the people's right to know" and "First Amendment freedoms" into sick jokes rather than honored phrases. These images directly affect the public's opinion and consequently its support of the freedom of the news media.

What are some of the early texts which helped to define the stories popular cinema tells about journalists and where did they get their ideas about the profession from? How important was the crossover that occurred as trained journalists sought jobs as script writers in Hollywood?

The early cinema stole from everywhere and everyone, from plays, novels, Shakespeare, mythology, the bible, you-name-it. Much of what the popular cinema knew about journalism came from novels and plays written by former journalists about their profession. There were many silent films made about journalism taken from popular 19th-century novels.

Two of the most popular talkies featuring journalists in the early 1930s were The Front Page and Five Star Final, both Broadway plays written by newspapermen. When sound came in, Hollywood raided Broadway to find writers who could write the words their new stars would say. Since newspapermen of the period were glib and hungry, an exodus of newspapermen and women left New York for Hollywood and wrote a good many of the scripts. Because they knew the world of newspaper journalism, many of the scripts featured reporters and editors in starring roles or in secondary roles. These journalists certainly knew what they were writing about and often took real-life anecdotes about editors and reporters and stuffed them into their scripts.

While the kernel of the idea was true, these writers were forced to exaggerate and expand the truth for dramatic effectiveness. For example, they would take 10 years of anecdotes and jam them into one film. Since many of the newspapermen and women were former reporters who hated their editors, they loved getting even with their former editors by revealing every drunken and angry anecdote they could remember.

So while these early newspaper films had a veneer of truth, they were exaggerated to the point where real-life newspaper reviewers condemned their efforts as unrealistic and ridiculous. But what did come through was a kind of affection for these newshawks that only a professional journalist could bring to the craft of screenwriting. That affection - even when the journalist behaved badly, even when the journalist had no ethics at all and would do anything to get a scoop - came through loud and clear and pretty much disappeared in the 1950s when the films about journalists became harder, rougher and less sympathetic. What used to be funny in the 1930s and 1940s - alcoholism among journalists, for example - became serious social problems in the 1950s through the rest of the 20th century. Films about journalists became less fun, and the newspaper world became a more serious place to do business.

You've written a book which specifically examines Capra's Journalists. Why were journalists so central to Capra's work? In what ways does his view of journalists reflect his own contradictory concerns between an embrace of collective action and a fear of mob rule, for example, or between individualism and community?

Capra loved the newspaper world and not only delivered newspapers as a boy but also wanted to be a reporter. He also worked with Robert Riskin, a playwright who while on Broadway spent a lot of time with reporters, especially drunken reporters, who used to spin tales about their lives and hates for hours on end. He soaked in all of this and put much of it into his screenplays for Capra.

The director also never missed a chance to put a journalist into his films - the original story for It Happened One Night didn't have a journalist as its principal character (the Clark Gable role in the short story is a college-educated chemist). It's impossible to imagine that film without a journalist as its major character. He also used reporters as commentators on a society and, while flawed, they usually were guys and gals with good hearts who ended up doing the right thing. Capra and Riskin saved their angry indignation for the publisher.

In Capra's world, the hardworking male or female journalist might do anything for a story, but by the end of the film he or she usually does the right thing even if it means giving up his or her job. By contrast, Capra saved his venom for the owner of the newspaper, the publisher, the media tycoon. They are among the most vicious media villains in all of film history. They are the ones who create the moral chaos in which reporters and editors struggle to survive. Capra was far ahead of his time in seeing that the person who controlled the media was dangerous to any free society. Capra with Riskin's great help was one of the first popular filmmakers to recognize the possibility of great evil on the part of those who own the media. He issued the first popular alarm against the media tycoon who could control the world by controlling information.

In Meet John Doe, for example, a ruthless publisher (whose personal security force resembles the Nazi military) who owns much of the nation's media, plans to use it to create a dictatorship in America. He puts together a cartel of rich businessmen to do just that using the populistic John Doe movement to get elected into office. Only a Capra-contorted conclusion stops the publisher - for now. The ending, one of many filmed, seems to indicate that the media mogul has been stopped for now but will live to fight another day.

The scenes of decent, hard-working Americans turning into a mob when they are told John Doe deceived them is one of the most powerful in American film history showing the fear of mob rule. And while we are watching it, real-life radio commentators pulled off the airwaves and into Capra's film are shown in silhouette, their familiar voices giving the vicious mob scene even more credibility and realism. The scene where John Doe tries to talk to the audience and speaks into a microphone that has been purposely disabled is one of the most terrifying images in the film - the hopelessness of the individual against the ones who control the media and the mob itself.

American journalism has undergone some profound shifts in recent years. How is this reflected in media representations of journalists?

Ironically enough, while the technology changes, the image pretty much stays the same. The reporter is either a hero exposing a crime or catching a crook, revealing some diabolical scheme to wrest power away from the people. Or he/she is a villain going against everything a journalist should be doing - helping people, exposing hypocrisy, fighting for the little guy. Instead, that journalist villain is using the media for his or her own economic or political gain. This is true whether they work for a newspaper, a magazine, a radio station, a television station or, now, the Internet. Bloggers seem to have the same image as their newspaper antecedents. It seems the Internet Journalist Hero is still working in the grand tradition of journalist heroes by exposing a conspiracy or solving a crime. The Internet Journalist Villain uses the new technology to gain economic or political power.

Joe Saltzman, the director of the Image of the Journalist in Popular Culture (IJPC) and the author of Frank Capra and the Image of the Journalist in American Film, is an award-winning journalist and professor of journalism at the Annenberg School for Communication & Journalism at the University of Southern California.

He received his B.A. in journalism from the University of Southern California and his M.S. from the Columbia University Graduate School of Journalism. After working for several years as a newspaper reporter and editor, Saltzman joined CBS television in Los Angeles in 1964 and for the next ten years produced documentaries, news magazine shows, and daily news shows, winning more than fifty awards, including the Columbia University-duPont broadcast journalism award (the broadcasting equivalent of the Pulitzer Prize), four Emmys, four Golden Mikes, two Edward R. Murrow Awards, a Silver Gavel, and one of the first NAACP Image Awards.

The Image of the Journalist in Popular Culture: An Interview with Joe Saltzman (Part One)

If USC's Nonny de La Pena is exploring new tools and platforms that will shape the future of journalism, another of my new Annenberg colleagues, Joe Saltzman, is using new media tools to make it easier for us to research journalism's history. Specifically, Saltzman has launched a data base which indexes a vast array of films, television series, comic books, and other media texts which include popular representations of journalists. Saltzman has long been at the center of a growing academic research field focused on the study of the image of the journalist in popular culture. As Saltzman explains in the interview here, much of our understanding of who journalists are comes from such popular representations. It is there we can see both heroic representations of the power of the press to bring down seemingly insurmountable institutions and more critical representations of how this power gets abused for commercial gains or cynical motives. These media encapsulate our dreams and our fears about the Fourth Estate.

I've become good friends with Saltzman since coming to USC -- we have great conversations which range from why the Greek historians might have better been understood as prototypical journalists to the pleasures of watching old movies. He brings a veteran journalist's salty skepticism to a lifetime of serious study of the history of his profession.

This interview will orient you to the new database and how you can use it in your research, but it will also span across some key representations of the press in popular culture, allowing Saltzman to share his unique perspective on some of my favorite movies and movie-makers.

Tell us about your new database. What kinds of information does it contain and what research purposes was it intended to address?

The mission of the Image of the Journalist in Popular Culture, a project of the Norman Lear Center at USC Annenberg, is to investigate and analyze the conflicting images of journalists in film, television, radio, fiction, commercials, cartoons, comic books, music, art, video games and other aspects of popular culture. Through research and publication, we are able to examine their impact on the public's perception of newsgatherers.

When I started researching the image of the journalist in popular culture almost 20 years ago, no one was much interested in the subject. Seven years ago when I started the IJPC, it wasn't considered an academic discipline and few universities offered courses in the subject. Today, the IJPC Web site (ijpc.org) and the IJPC Database are considered the definitive worldwide sources for this subject and are used on a daily basis by scholars, students and professionals who want to do more research in this area. By having the IJPC Database now online, it means anyone can access it and this means there are no limits to how far the field can grow.

Before the IJPC Database went online only 250 IJPC Associates had access to it. Now anyone can use the database. That means all 75,000 entries on journalists, public relations practitioners and media are now available to everyone, anywhere in the world, to use for research, scholarship, study or just for fun.

The IJPC Database includes:

  • Print journalists (from large urban newspapers to small country weeklies and the Internet, including editors, reporters, photojournalists, correspondents, columnists, publishers, newsboys, bloggers)
  • Broadcast journalists (from networks to local stations including reporters, anchors, correspondents, producers, writers, technical personnel, news directors, station owners, network executives and management).
  • Public relations practitioners (from press agents to publicists)
  • News media (anonymous reporters who show up in countless films and television movies ranging from press conferences to packs of reporters shouting questions or chasing after the main character to individual reporters asking questions).

The IJPC Database can be referenced by year, title, type, occupation, country and author as well as key words in the comments section. It's been said that there are thousands of scholarly papers to be written out of the database. As one professor put it, "I don't see how anyone can write anything in this field without referring to the database. There is nothing like it and it is an indispensable reference."

The entries include:

  • Television (27,000 items)
  • Films (19,500 movies, movies made for TV and miniseries)
  • Fiction (12,300 novels, 1,550 short stories, 500 plays and 200 poems)
  • Cartoons, Comic Books & Comic Strips (5,900 items)
  • Non-Fiction (Documentaries-News-Sports) (3,150 items)
  • Radio (2,900 items)
  • Humor (710 items)
  • Commercials (350 items)
  • Games (140 items)
  • Early References (120 items)
  • Music (Songs-Compositions) (95 items)
  • Internet-Websites (90 items)
  • Art (40 items)

We also redesigned the ijpc.org website making it easier for users to read the thousands of articles and materials we offer on the site. The "Resources" section includes an invaluable collection of hard-to-find articles and books on this subject. The IJPC Student Research Papers include IJPC subjects never before researched. The sections on "The Image of the Gay Journalist in Popular Culture," and "Sob Sisters: The Image of the Female Journalist in Popular Culture" are unique areas of study. The seven video compilations, available only to IJPC Associates, are used in classrooms all over the world. (You can join the IJPC Associates by going to the ijpc.org website and filling out the online form.)

The concept of the IJPC Database was to collect every image imaginable of the journalist in popular culture so scholars, researchers, students, professional journalists and anyone interested in the subject could take this information and use it as the basis for articles, books, blogs and other multimedia publications.

You can have great fun searching the database. I enjoy looking up real-life local reporters (in the Comments section) and seeing all the movies they made as themselves or as generic types (i.e. Newscaster #1). Other things to do with the database queries:

  • If you want to see the full database, simply click Submit and all 75,000 items come up. You can then order the database by year, title, author, or occupation (in the Comments section).
  • Looking up a favorite actor to see how many times they played a journalist (Clark Gable played more leads as a journalist than any other actor, and an actor named Lester Dorr played more reporters in movies than anyone else I can find).
  • Try typing in "Deadline" in the Title category and see how many entries show up.
  • Type in your favorite author (last name followed by a comma and then first name) and see how many journalists were included in their body of work (Anthony Trollope is a good one to check).
  • Type in "Advice Columnist" in the Comments category.
  • Type in a specific country such as Spain in the Reference/Country category.
  • Highlight a Type such as Cartoons or Comic Books or Commercials to see everything in that category.
  • Check out every episode of Mary Tyler Moore, Murphy Brown, Smallville, Ugly Betty or How I Met Your Mother, just write in any of those titles in the Title category and all will pop up within seconds.
  • Type in a certain type of journalist - a columnist or investigative reporter or war correspondent - in that occupation in Comments category and see what pops up.

You can literally spend all day looking up things and still not even touch the surface of what's included in the IJPC Database.

The categories that cause me the most difficulty are soap operas and romance novels because journalists are poorly chronicled in soap operas and it seems as if a romance novel is published every three seconds and then disappears in months. I'm looking for experts in both areas to help me out. I'm also looking for correspondents from every country to send me lists of films, novels, comic books and so on featuring journalists, especially someone in India to send me a complete list of journalists and the news media in Bollywood films.

Can you share some of the process of pulling together this data base?

Like many things, the IJPC started in tragedy. When my youngest son David developed Hodgkin's disease as a senior at Yale in 1998 and died a year-and-a-half later. 11 days before his 23rd birthday, I needed a research project to get my mind off the tragedy. I started spending hours in the library studying the subject. Five years later, I came out of my depression realizing that I had more than 10,000 pages in my computer on the subject covering the image of the journalist from the 21st century to ancient times. And so the IJPC was born.

There were a few early writings on the subject, but they focused mostly on films featuring journalists and some novels. The many books by Howard Good, a professor of journalism at SUNY and Richard Ness, Associate Professor of Journalism at Western Illinois University's seminal filmography on the subject (From Headline Hunter to Superman) along with a book by Alex Barris called Stop the Presses! The Newspaperman in American Films in 1976 were the pioneers in the field although often we were writing on the subject simultaneously without any of us knowing about the other. Both Good and Ness are now involved in the IJPC, as is another early writer on the subject, Matthew Ehrlich, Professor of Journalism at the University of Illinois at Urbana-Champaign (Journalism in the Movies.)

I obviously went through their books as well as thousands of others on film genres, surveys of novels, short stories, plays and poems in various centuries and any other reference book that simply listed films or novels and characters. But without the Internet, the work would be much harder. I am constantly using the Internet to discover new databases on comic books, cartoons, romance novels, soap operas, commercials, music and every other aspect of popular culture.

I also go through various established Internet databases - the Internet Movie and TV Database, tv.com, Amazon, Barnes & Noble, TV Guide, etc. And every day I do various Google searches (I have a search vocabulary of 57 words that can turn up references to journalists appearing in various aspects of popular culture) looking for entries not in the database. I spend about five hours a day searching for new entries for the database, adding about 5,000 entries per year.

In addition I record more than 80 hours a week on four DVRs chronicling journalists on television, in commercials and in movies made for television.

You'd be surprised at how many journalists are featured in TV programs and are never mentioned in the summary of the show itself. Besides the obvious programs such as Ugly Betty, How I Met Your Mother, The Daily Show, there is, for example, the Law & Order franchise that often features journalists. There are also many TV shows and movies that show anonymous journalists chasing after the major characters and I want to document all of those. I add all of these programs to the database on a daily basis.

I also make DVD copies for IJPC Associates and we now have more than 12,000 DVDs and tapes, more than 5,000 hours of audiotapes and MP3 files, more than 8,500 novels, short stories, plays and poems (the largest collection of novels and short stories featuring journalists ever assembled), scripts, research materials, articles, art works and other artifacts

You've been the leader of a new field of research centering on the academic study of popular representations of journalists. What do you see as the value of this approach for the students of journalism? What do you think it contributes to the study of cinema more generally?

The IJPC goes far beyond cinema in evaluating the image of the journalist in popular culture. One of the things that amazed me was that most of the writing about the IJPC involved film and the 20th century. But the images of the journalist were really being solidified in the 18th and 19th centuries. Most of the images in early cinema, for example, come from 19th century novels on journalism.

The first question I'm asked when I tell people that I'm director of the Image of the Journalist in Popular Culture (IJPC) is who cares about the image of the journalist and why do you waste your time studying it?. And the simple answer is this: Because the images of the journalist you see in films, watch on television and read in novels influence the public's opinion about the news media and the effectiveness of that media. And the ramifications of how the public perceives and judges the media can have a profound effect on the success or failure of our American democracy.

Think about that. When your favorite aunt asks you why would anyone go into journalism, a profession filled with arrogant, impolite reporters who invade people's privacy, make up stories and sensationalize the news, where is she getting her information? She probably doesn't know any journalists, has never visited a newsroom, and has no idea how reporters work. Yet she has very specific ideas about who journalists are and how they behave. And she learned this by watching journalists in the movies and on television and reading about them in novels.

Surveys continue to show that most Americans want a free press that is always there to protect them from authority, from Big Business and Big Government, and give them a free flow of diverse information. But those same surveys also show that most Americans harbor a deep suspicion about the media, worrying about their perceived power, their meanness and negativism, their attacks on institutions and people, their intrusiveness and callousness, their arrogance and bias. And many of the reasons for this dichotomy can be found by studying the image of the journalist in all aspects of popular culture.

By looking at the image of the journalist in popular culture, we can better understand why the public feels the way it does about journalism and the people who practice it.

Joe Saltzman, the director of the Image of the Journalist in Popular Culture (IJPC) and the author of Frank Capra and the Image of the Journalist in American Film, is an award-winning journalist and professor of journalism at the Annenberg School for Communication & Journalism at the University of Southern California.

He received his B.A. in journalism from the University of Southern California and his M.S. from the Columbia University Graduate School of Journalism. After working for several years as a newspaper reporter and editor, Saltzman joined CBS television in Los Angeles in 1964 and for the next ten years produced documentaries, news magazine shows, and daily news shows, winning more than fifty awards, including the Columbia University-duPont broadcast journalism award (the broadcasting equivalent of the Pulitzer Prize), four Emmys, four Golden Mikes, two Edward R. Murrow Awards, a Silver Gavel, and one of the first NAACP Image Awards.

Designing the Futures of Journalism: An Interview with USC's Nonny de la Pena (Part Two)

You are especially interested in issues of bodily presence and affective immediacy that arise in response to immersive environments, qualities which make our experiences in such worlds expecially intense and memorable. Yet there's a long tradition of science fiction writing which worries about the use of such devices for propaganda and social control, suggesting that we may find it hard to separate virtual and real experiences. What do you see as the benefits or dangers of this level of immersive experience when applied to political debates and social policies?

If only I could use this technology to brainwash my kids into cleaning up their room! Joking aside, propaganda can be an extremely effective and manipulative tool and print, radio, television have all been used throughout history for this purpose. I do hope, however, that this technology will be adopted by reputable news organizations and well-trained journalists who can help establish best practices for telling news stories. This will also enable them to have the skills to undercover when mistruths are being fed to the public.

That said, the intensity of immersive environments lends itself to creating exciting news stories. In much the way cameras in Vietnam helped shape what we saw and felt about the war, virtual worlds can potentially create powerful connections to stories. Imagine if we had built a virtual Iraq at the start of the war - audiences would have been able to experience events like marketplace bombings in much more visceral way in that they could "visit" the scene. Of course issues about the legitimacy of recreation now arise - should the audience "feel" the force of the blast?

Clearly there are practical challenges surrounding immersive journalism, given the time and money required to create such robust simulations. Does this mean that "immersive journalism" is most apt to be used for certain kinds of stories -- those which have prolonged significance for the culture?

We are at a very nascent stage in immersive journalism and we may find that certain stories work better than others. My own work tends to focus on human rights and empathy and so I tend to build pieces around those issues. For example, I am currently gathering the necessary physical world audio for a piece that will focus on hunger in California. However, the future remains wide open. In explaining my work, Ernest Wilson, dean of the Annenberg School of Communications and Journalism described one possibility: Imagine when you get your home and garden section in the morning and you could just walk around the gardens. I like the beauty of that vision.

How do you respond to critics who suggest that such simulations must necessarily be partial, giving a simplified version of the way the real world works, given the limits of the program's ability to deal with the complexity of human experience?

Nothing will ever replace the experience of being face to face with another human or actually being in a physical location where an event unfolds. Moreover, before the advent of virtual reality, distortion of factual scenarios in text accounts, photographs or video has a long history. It is true that the rise of digital tools has made faking it much easier and even trusted news sources have been caught using technology for questionable alterations. For example, in 2006 a Reuters' photo editor digitally manipulated photographs from the Israeli-Lebanon conflict and released them as real. In fact, we often accept photos that are "image corrected" or "image enhanced."

What really seems to bother critics about virtual worlds is the cartoon-like animation. But as these spaces become increasingly photorealistic, with more details drawn from data obtained in the physical world through various techniques such as 3D reconstruction, image-based rendering, and motion capture, immersive journalism can become a much more accurate representation of physical world stories. Of course, immersive journalism will then be subject to the same potential manipulation as video and photographs, but it will be certainly not any less 'real' than video.

By allowing for more immersive experiences, if generated according to the principles advocated here and using ethical, best journalistic practices, immersive journalism has the potential to constitute a much more faithful duplication of real events. Being in the middle of a scene can be much realistic and powerful than watching it from the audience or sitting, completely removed from the action, in your living room.

With Stroome, you are turning your attention to what remix culture might have to contribute to journalism. What can you tell us about this project?

Remix is an old culture in newsweekly journalism. For example, as a correspondent for Newsweek, I would join other Newsweek correspondents around the world in contributing material for a single story. We would all send in our individual reports to headquarters in New York where a "writer" would edit our material into the piece that would appear in the magazine. Stroome is based on the same principles. Multiple people can contribute to one story by uploading their video onto Stroome and it can be remixed right in the browser into a finished piece that can be quickly shared across the web. Stroome pushes the newsweekly idea even further, creating a social networking site that celebrates what's possible on the web today. Multiple people can remix any story and that means any contributor can choose to have a voice on how the story should be told. Stroome also tries to be sensitive on how people feel about their content - users can designate that their content only be shared by a small group or kept private until they feel ready to push their work across the web. Finally, Stroome users can quickly search for video they can use to make their remix complete. For example, when reporting on a story, one minor element might be missing such as a sunset shot. Stroome provides a clip pool to access those missing elements.

While Stroome has recently launched, you are already seeing global impact. Can you share with us some of the early reports you've gotten on how journalists around the planet are using this tool?

We launched the site first at USC's Annenberg School of Communication and Journalism and bloggers across the web quickly picked up on the launch. Suddenly, we had users joining from Uruguay to Tunisia, Brazil to Ireland. Just last week the Tiziano Project, which provides community members in conflict, post-conflict, and underreported regions with the equipment and training necessary to report local stories and improve their lives, announced they'll use Stroome to create a series of video vignettes bridging war and geography. The first piece--a look at the lives of those living in the streets of Mogadishu and Los Angeles' skid row--will go into production next week.

Neon Tommy and USC Annenberg have started to use Stroome on a regular basis. Do you have any reports yet on the impact it has had on how they are covering stories?

We are still at the initial stages of the launch, but already these USC student reporters have begun to use the site by working from different locations and uploading and editing from wherever they are - home or newsroom. For example, if you go to Madeline Scinto's piece, you can see she reported both from home and in the Neon Tommy newsroom and had fun doing it. Annenberg TV News (ATVN) had one reporter filming at the airport during the volcano-induced chaos and another pulling AP photos while back at USC and posting them to the piece so they could achieve a quick turnaround. These were test cases, but they proved how readily news could be produced on Stroome.

What do you see as the primary implications of Stroome for citizen journalists?

Not only does Stroome makes it much for journalists of all stripes to quickly get their stories across the web, but it also provides a place where collaborations can spawn more robust pieces. For example, during a protest rally, Stroome can be the "meeting point" on the web, where anyone shooting video at the rally can post their material. Now everyone can use different clips from the rally to remix the story as they see fit and push it out across the web. In fact, the same stories can take different shapes, with diversified viewpoints sharing the same space. We also hope to make it possible to stream video straight to the site from cellphones - which means no one can ever confiscate a camera and censor footage before its reached the public. I

Ultimately, we hope Stroome can contribute to a more robust democracy by creating new avenues for information access and delivery. Also, I hope it can help break down the fears that often accompany lack of understanding about those who might be different than you are. Now people from across the planet can tell stories, side by side. Perhaps that sounds idealistic - but Stroome provides the tools to make that possible.

Nonny de la Peña is a Senior Research Fellow exploring Immersive Journalism, a novel way to utilize gaming platforms and virtual environments to convey news, documentary and non-fiction stories. Her recent projects include, "Gone Gitmo," a virtual Guantanamo Bay Prison in Second Life, which was prototyped with funding from the MacArthur Foundation and employs first person experience and spatial narrative. Another project, "IPSRESS", is a collaboration with the Event Lab in London and Barcelona which investigates the use of head mounted display technology to evoke feelings of presence in reportage. A former correspondent for Newsweek Magazine, de la Peña has written for The New York Times, Los Angeles Times Magazine, Time Magazine, Hispanic and others. She has also directed and produced a number of feature documentary films that have been screened on national television and at theaters, festivals, and special events in more than 50 cities around the globe.

Designing the Future of Journalism: An Interview with USC's Nonny de la Pena (Part One)

My Journalism colleagues at USC's Annenberg School of Communications and Journalism are on the cutting edge of national and international conversations about the Future of Journalism. Our school is a site of experimentation and deliberation, sketching and testing new models, which see the emerging media environment not simply as a challenge to traditional forms of news but also as an opportunity to expand resources available to reporters. The School has the right mix of vision and pragmatism -- trying to imagine new possibilities, trying to test them against current realities. Or as Annenberg's dean Ernest Wilson likes to put it, the school is a place where "cool stuff happens." (Well, sometimes he puts it in a bit more colorful language.)

This past week, one of my Annenberg colleagues, Nonny De La Pena, received a Knight News Challenge grant to support the work she is doing around Stroome, a web platform which provides tools and communities to support the collaborative production and remixing of news content.

I had known De La Pena for some yearss and was delighted to find her here when I moved to the west coast. She's constantly probing, trying to imagine new affordances for presenting information to publics in compelling ways, and she's got the hacker instinct to prototype and test her ideas as soon into the process as possible. She has long sought to promote and map the space of immersive journalism. Don't know what that is? You will soon.

The following interview was conducted about a month ago, when Stroome had first launched, and it lays out some of her key research initiatives -- from Gone Gitmo, which uses Second Life to explore human rights issues, to Stroome, which provides citizen journalists new tools for collaboration.

What do you mean by "immersive journalism"? What are some examples of work which falls under this description?

Immersive journalism is a novel way to utilize gaming platforms and virtual environments to convey news, documentary and non-fiction stories. These stories can be set in online virtual worlds such as Second Life or produced using a head-tracked head-mounted display system that puts the individual into a virtual body or with a body-tracking Cave. Capitalizing on the sense of presence that comes with well-made virtual reality scenarios, these platforms provide an immersive experience that can offer unprecedented access to the sights and sounds, and possibly feelings and emotions that accompany the news.

Participants move through the story as a digital representation of themselves or as one of the subjects about which the story is being told. Visual and audio primary source material from the physical world reinforce the concept that participants are experiencing a nonfiction story, with the video, sounds or photographs acting on the narrative. For example, video that triggers at key points in the virtual landscape remind a participant that the computer generated environment is grounded in the physical world. Scripted events that create a first person interaction with the reportage can also help create a feeling of "being there." Also, participants can query or interact with the elements around them to learn more about the details or context of the news story.

In collaboration with digital media artist Peggy Weil, we have built several prototypes. Gone Gitmo, a virtual Guantanamo Bay prison built in Second Life, allows participants to explore a place that is inaccessible to the average American citizen and press. (In fact, the Pentagon just kicked out four reporters who have been covering the prison for years.) Gone Gitmo includes an experience on what it might be like to be detained, hooded and then imprisoned in Camp X-Ray. It also examines the ramifications of losing habeas corpus rights. Another prototype using Second Life, Cap & Trade, is a news report on the carbon market that sends people on a journey to follow the money in order to try to better understand the complexities and human consequences of trading carbon credits.

A third prototype is based on the interrogation logs of Detainee 063, Mohammed Al Qahtani, who had been declared tortured by the Bush. Built at the Event Lab in Barcelona with Mel Slater and his team, we used head mounted display (HMD) technology to put participants into the virtual body of a detainee who is held in what is referred to as a "stress position." When the participants look around, they see a virtual mirror and the figure in that mirror, a digital avatar who looks like a detainee, moves in unison with the participant. Participants also wear a breathing strap that programs their avatars to breathe at the same time, further enhancing the sense of virtual body ownership. Throughout, the sounds of the Al Qahtani interrogation plays as if it is coming from the next room. While research data was not collected on this particular prototype, every participant anecdotally reported that their body was hunched over in a stress position when in fact they were sitting upright.

What relationship exists if any between "immersive journalism" and "news gaming"?

News games embrace gaming protocols. The player undertakes a task or pursues a goal, voluntarily constrained by agreed upon rules, and must take action to advance position. Progress is often measured by indicators such as levels or points. In contrast, a participant in immersive journalism isn't playing a game but is put into an experience where she is participating and affected by events but may or may not have agency to change a situation. Immersive journalism also parallels a news narrative playing out in the physical world much like a piece in a newspaper or segment on television and while one might experience the story from different starting points, the story itself should not shift. Of course, that makes immersive journalism less available for irony or political commentary that news games like Gonzalo Frasco's September 12 achieve so successfully. In that game, you try to shoot terrorists on a crowded street, which means bystanders are always at risk. Moreover, whenever you launch a missle, the game spawns multiple replacements until the screen is overrun with terrorists.

How do we overcome the association which often exists between virtual worlds and play/fantasy? Given these associations, will people seek out virtual experiences which are potentially unpleasant or emotionally disturbing? Will they enter into these experiences with the "wrong" mental attitude?

It is exactly because of these issues that we recognized we would have to deal sensitively with questionable interrogation practices in Gone Gitmo -- we do not torture your avatar. We knew that there were many ways torture could become trivialized. However, as these environments become as ubiquitous as the 2D internet is today, I believe these spaces will become a natural environment for experiencing both fiction and non-fiction. Already children are growing up using avatars in populated virtual worlds like Club Penguin and Pixie Hollow. Our web, which uses Google or other 2D spaces as a point of entry, is quite lonely for them -- nobody is there.

Nonny de la Peña is a Senior Research Fellow exploring Immersive Journalism, a novel way to utilize gaming platforms and virtual environments to convey news, documentary and non-fiction stories. Her recent projects include, "Gone Gitmo," a virtual Guantanamo Bay Prison in Second Life, which was prototyped with funding from the MacArthur Foundation and employs first person experience and spatial narrative. Another project, "IPSRESS", is a collaboration with the Event Lab in London and Barcelona which investigates the use of head mounted display technology to evoke feelings of presence in reportage. A former correspondent for Newsweek Magazine, de la Peña has written for The New York Times, Los Angeles Times Magazine, Time Magazine, Hispanic and others. She has also directed and produced a number of feature documentary films that have been screened on national television and at theaters, festivals, and special events in more than 50 cities around the globe.

Transmedia Education: the 7 Principles Revisited

Last week, I participated in one of the ongoing series of webinars for teachers which is being conducted by our Project New Media Literacies team. The series emerges from an Early Adopters Network we are developing with educators in New Hampshire to drill down on the skills we identified in our white paper for the MacArthur Foundation and to think through how teachers in all school subjects and at all levels can draw on them to change how they support the learning of their students. Vanessa Vartabedian is the coordinator who has been running this series. Each month, they focus on a different skill. This month's focus was on Transmedia Navigation. The webinars are open to any and all participants and are drawing educators from all over the world. The webinars are also available after the fact via podcast. The Transmedia Navigation discussion involved not only some remarks by me but also a conversation with Clement Chau from Tufts University and Mark Warshaw from the Alchemists who has developed transmedia content for Smallville, Heroes, and Melrose Place, among other properties. "Our Ning site is where our community of educators are exchanging ideas and trying out resources. You simply need to sign-up and fill out a short profile to access the schedule of upcoming webinars, as well as links to the archived recordings for previous webinars."

The focus of transmedia navigation offered me a chance to think a bit more deeply about what it might mean for us to produce transmedia education and I thought I would share some of those insights with you.

Let's start with some first principles:

Transmedia needs to be understood as a shift in how culture gets produced and consumed, a different way of organizing the dispersal of media content across media platforms. We might understand this in terms of a distinction I make between multimedia and transmedia. Multimedia refers to the integration of multiple modes of expression within a single application. So, for example, an educational cd-rom a decade or so ago might combine text, photographs, sound files, and video files which are accessed through the same interface. Transmedia refers to the dispersal of those same elements across multiple media platforms. So, for example, the use of the web to extend or annotate television content is transmedia, while the iPad is fostering a return to interest in multimedia.

Multimedia and Transmedia assume very different roles for spectators/consumers/readers. In a multimedia application, all the readers needs to do is click a mouse and the content comes to them. In a transmedia presentation, students need to actively seek out content through a hunting and gathering process which leads them across multiple media platforms. Students have to decide whether what they find belongs to the same story and world as other elements. They have to weigh the reliability of information that emerges in different contexts. No two people will find the same content and so they end up needing to compare notes and pool knowledge with others. That's why our skill is transmedia navigation - the capacity to seek out, evaluate, and integrate information conveyed across multiple media.

The push for transmedia is bound up with the economic logic of media consolidation. Yet, there is a push to transform this economic imperative into an aesthetic opportunity. If entertainment experiences are going to play out across multiple platforms, why not use this principle to expand and enrich the experience which consumers have of stories? Why not see transmedia as an expanded platform through which storytellers can deploy their craft? As we think about transmedia in the classroom, there are several key justifications/motivations for integrating it into our learning and teaching practices.

First, as modes of human expression expand and diversify, then the language arts curriculum has to broaden to train students for these new forms of reading and writing. If many stories are going to become transmedia, then we need to talk with our students about what it means to read a transmedia story and as importantly what it means to conceive and write a transmedia story. This is closely related to what Gunther Kress talks about in terms of multimodality and multiliteracy. Kress argues that we need to teach students the affordances of different media through which we can communicate information and help them to foster the rhetorical skills they need to effectively convey what they want to say across those different platforms.

I've had good luck at getting students to think in these terms through assignments which ask them to propose ways of translating an established story into a new medium - for example, translating a novel or film into a computer game. This practice requires them to develop critical skills at identifying the distinctive features of specific stories and worlds and it requires them to think about the affordances and expectations surrounding other media. Check out my earlier blog post on this practice.

As educators, we need to model the effective use of different media platforms in the classroom, a practice which would support what Howard Gardner has told us about multi-intelligences. In this case, I am referring to the idea that different students learn better through different modes of communications and thus the lesson is most effective when conveyed through more than one mode of expression. We can reinforce through visuals or activities what we communicate through spoken words or written texts. Doing so effectively pushes us to think about how multiple platforms of communication might re-enforce what we do through our classrooms.

Some will object that this skill takes a mode of commercial production as a model for what takes place in the classroom. Didn't I note here just a few weeks ago the dangers of talking about "learning 2.0" because it confuses a business plan for a pedagogical approach. I think we need to be careful in this regard and if it were only Pokemon or Lost that operated according to transmedia principles, I might be much slower to advocate integrating these same principles into our teaching.

But here's the thing: Obi-Wan Kenobi is a transmedia character, so is Barrack Obama. In both cases, readers put together information about who this character is and what he stands for by assembling data that comes at us from a range of media platforms. In such a world, each student in our class will have had exposure to different bits of information because they will have consumed different media texts. As a result, one child's mental model of Obama may include the idea that he was not born in the United States, that he is a Moslem, that he is a socialist, or what have you, and we need some way of communicating across those mental models, we need a way of understanding where they came from, and we need to help students expand the range of media sources through which they search out and assess information about what's happening in the world around them. To some degree, teachers emphasis similar skills when they tell students to seek out multiple sources when they write a paper, yet often, they mean only multiple print sources and not sources from across an array of different media. All of this suggests to me that we need to make the process of transmedia navigation much more central to the ways we teach research methods through schools.

Vanessa asked me to share with the group the Seven Principles of Transmedia Entertianment which I presented through this blog last fall and suggest how they might relate to learning. I wanted to express some cautions about this exercise. Transmedia Storytelling is one of a range of transmedia logics, which might also include transmedia branding, transmedia performance, and transmedia learning. There is sure to be some overlap between these different transmedia logics, but also differences. I don't doubt that some principles carry over but we need to keep in mind that there may also be some core principles for transmedia teaching/learning which will not be explored if we simply try to adopt what we know about transmedia entertainment for this space. I hope that this blog can start a conversation which helps us to identify other principles which are specific to the learning domain.

7 principles.jpg

Here goes.

Spreadability vs. Drillability Daniel Thomas Hickey wrote a series of posts (Part One, Part Two) which explore how the circulation of educational media might be described and improved by our model of spreadability. They are worth checking out.

But for the moment, let's think of this in a somewhat broader way. Spreadability refers to a process of dispersal - to scanning across the media landscape in search of meaningful bits of data. Drillability refers to the ability to dig deeper into something which interests us. A good educational practice, then, encompasses both, allowing students to search out information related to their interests across the broadest possible terrain, while also allowing students to drill deep into something which matters to them. This requires us as educators to think more about motivation - what motivates students to drill deeper - as well as class room management - how can we facilitate their capacity to dig into something that matters to them.

Continuity vs. Multiplicity The media industry often talks about continuity in terms of canons - that is, information which has been authorized, accepted as part of the definitive version of a particular story. Education has often dealt in the range of canon - not only the canon of western literature which deems some books as more worth reading than others but also the structures of disciplines and standards which determine what is worth knowing and how we should know it.

Multiplicity, by contrast, encourages us to think about multiple version - possible alternatives to the established canon. So, for example, Kurt Squire in his work on adapting Civilization III for the classroom talks about the value of asking students to think through "what if" scenarios about history - what if the Native Americans or Africans had resisted colonization, for example - that can be played out in the simulation game and which can help us to understand the contingencies of history. Asking what if questions both force us to think about the impact of historical events as well as the different factors which weighed in to make some possibilities more likely than others. As Squire notes, playing Civilization III encourages students to master the logic of history rather than simply what happened. The same thing happens when we explore how the same story has been told in different national contexts. It helps us to see the different values and norms of these cultures as we look at the way the story has been reworked for local audiences.

p>Immersion vs. Extraction In terms of immersion, we might think about the potential educational value of virtual worlds. I don't mean simply having classes in Second Life which look like virtual versions of the classes we would have in First Life except with far less human expressivity. I mean the idea of moving through a virtual environment which replicates key aspects of a historical or geographical environment. I am thinking about Sasha Barab's Quest Atlantis< or Chris Dede's River City as examples of fully elaborated virtual learning environment which rely on notions of immersion. I am also thinking about activities where students build their own virtual worlds - deciding what details need to be included, mapping their relationship to each other, guiding visitors through their worlds and explaining the significance of what they contain.

Extractability captures another principle which has long been part of education - the idea of meaningful props and artifacts in the classroom. In a sense, every time we have show and tell, everytime a student brings an element from their home culture into the classroom, every time a teacher brings back a mask or a tool from their visit to another country and displays it as part of their geography lesson.

World Building World Building comes out of thinking of the space of a story as a fictional geography. I've mentioned here before that L. Frank Baum described himself as the Royal Geographer of Oz. In this case, we do not simply mean physical geography though this is part of it. Books with a strong focus on worlds often include maps - whether it is the large scale map of Middle Earth in J.R.R. Tolkien or the much more local map of the rigigng of the ship found in many of Patrick O'Brian's books. Part of the pleasure of reading those books is mastering that fictional geography. But world building also depends on cultural geography - our sense of the peoples, their norms and rituals, their dress and speech, their everyday experiences, which is also often the pleasure of reading a fantasy or science fiction narrative. But it is also part of the pleasure of reading historical fiction and a teacher can use the activity of mapping and interpreting a fictional world as a way of opening up a historical period to their students. This moves us away from a history of generals and presidents towards social history as the key way through which schools help us to understand the past. And many traditional school activities encourage students to cook and eat meals, to make and wear costumes, to engage in various rituals, associated with other historical periods. If we develop ways of mapping these worlds as integrated systems, we can push beyond these local insights towards a fuller, richer understanding of past societies.

Seriality The media industry often discusses seriality in terms of the "mythology," which offers one way of understanding how we might connect this principle to traditional school content. At its heart, seriality has to do with the meaningful chunking and dispersal of story-related information. It is about breaking things down into chapters which are satisfying on their own terms but which motivate us to keep coming back for more. What constitutes the equivalent of the cliffhanger in the classroom? What represents the story arc which stitches a range of television episodes together? Or by contrast, what has to be present for a story or lesson to have a satisfying and meaningful shape even if it is part of a larger flow?

Subjectivity At heart, subjectivity refers to looking at the same events from multiple points of view. When we were going through my late mother's papers, we found a school assignment from the 1930s when she wrote the story of Little Red Riding Hood from the perspective of the wolf. When I mentioned this at the webinar, others mentioned Wicked which tells the Wizard of Oz from the vantage point of the Wicked Witch of the West. Matt Madden's book 99 Ways to Tell a Story: Excercises in Style is a great way to bring these issues into the art or language arts classroom: he tells the same simple story 99 times, each time tweaking different storytelling variables, including those around tense and perspective. In the history classroom, there's a value of flipping perspectives - how were the same events understood by the Greeks and the Persians, the RedCoats and the Yankees, the North and the South, and so forth, as a way of breaking out of historical biases and understanding what lay at the heart of these conflicts.

Performance In speaking about entertainment, I discuss performance in terms of a structure of cultural attractors and activators. The attractors draw the audience, the activators give them something to do. In the case of the classroom, there are a range of institutional factors which insure that you have a group of students sitting in front of you. But you still face the issue of motivation. When we were doing work on thinking about games to teach, we often had to ask the content experts to tell us what the information they saw as valuable allowed students to do. To turn the curriculum into a game, we had to move from information on the page to activities which put that information to use.

This is at the heart of any process-driven approach to learning. What are you asking your students to do with what you teach them? How are they able to adapt it in a timely and meaningful fashion from knowledge to skill? And tied to this is the idea of adaptation and improvisation, since in the entertainment world, different fans show their different understandings and interest in the entertainment content through very different kinds of performances. So, how do we create a space where every student can perform the content of the class in ways which are meaningful to them? In short, how might teachers learn to think about cultural activators in designing their lessons?

When Dora the Explorer Met INS: Playing with Popular Icons

As part of my lecture at the Fiske Matters conference, I shared many images of contemporary activist groups which drew upon images and icons from popular culture as "resources" which help them to capture the imagination and motivate the engagement of broader publics. As Fiske wrote,

"These popular forces transform the cultural commodity into a cultural resource, pluralize the meanings and pleasures it offers, evade or resist its disciplinary efforts, fracture its homogenity or coherence, raid or poach upon its terrain."

Fiske saw such struggles over the meaning of cultural texts and commodities as part of the larger process of political transformation. If the power of the status qou was often exercised through the construction of political fictions and the regulation of our access to particular narratives, meanings, and identities, then the ability of grassroots communities to highjack such images and processes towards their own ends was part of the struggle for social change. The mechanisms of the culture industry work to spread them across different subcultures and across national borders. That recognition makes them effective for expressing alternative conceptions in ways which carry an affective force and are immediately accessible to diverse publics.

For example, we've seen Dora the Explorer get mobilized in multiple ways on both sides of the debate about the Arizona immigration bill. Dora is one of the best known Latina characters in contemporary American popular culture so it is no surprise that people would use this sympathetic figure to represent what might happen under the new law. In these images, she is abused for no other reason than her color - and here, the innocence of her original context speaks to the sense of outrage many feel about the potential consequences of a law which allows police to stop any person thought to be an illegal alien and demanding her papers, a practice which is apt to rely heavily on racial profiling.

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These are another powerful set of images which have emerged around the debate about immigration. Dulce Pinzon has taken photographs which depict superheroes doing jobs which are often assigned to illegal immigrants in our society to suggest the hard work, the strength, the endurance, the speed and agility, that immigrants have to possess in order to do work that often nobody else wants to do. These images work in part because so many of the superheroes are themselves visitors from other worlds, outsiders who have had to adopt secret identities in order to function within contemporary American society. The superhero story is often an immigrant story in the United States. There's also a connection to be drawn between these images and the ways that masked wrestlers in the Lucha Libre tradition function as champions of the oppressed in Mexico. Here, also, the supernatural or spectacular aspects of popular culture get deployed as vehicles for making sense of structures of inequality and for inspiring struggles for social justice.

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One of the examples which I explored in depth in the lecture was the phenomenon of Avatar activism. Here's a remarkable video of Palestinian protestors who both enact the plight of the Na'vi and remix footage from James Cameron's film as a way of getting into the global media flow. I wrote a much longer piece on this example for Le Monde diplomatique which will appear later this summer and I will share an English translation at that time. For the moment, I want to suggest two key points: first, the ways that this protest fits within a longer tradition of conducting protests through adopting the identity of racial others (the Moors and Amazons in Early Modern Europe, the Native Americans at the Boston Tea Party, etc.) and second, the ways that re-enacting Avatar created content which could spread more immediately across national and cultural borders, offering a set of metaphors which might make sense to people who knew and cared little about the specifics of the occupied territories.

Finally, we might see some examples of how popular culture can become a semiotic resource for political struggle when we look at some of the images which have been created around the BP Oil Spill off our Gulf Coast. These images combine dark humor with witty appropriations from Mario Brothers, from superhero comics, and a range of other sources, to help us think about the environmental devastation caused by the environmental disaster. There have been concerted efforts to make it harder to circulate images of the actual damage of the leaks on wildlife, so these highjacked and transformed images stand in for the images we are not seeing. This rhetorical process is effective because these popular culture figures have personal, cultural, even mythological significance for so many of us.

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Fiske's work had described a world where struggles over cultural meanings could pave the way for political struggles. These illustrations are among countless examples of how politics, on the right and the left, is now being conducted in and through the language of popular culture. We can connect this to earlier examples I've already discussed on this blog, such as the Obama/Joker trope which has been taken up by the Tea Party movement, the Harry Potter Alliance's effort to use J.K. Rowling's characters to model human rights activism, and the ways that concern over the construction of race in the film version of The Last Avatar has lead to new political consciousness. I still believe that Fiske's work offers us the best language to describe what's going on at such moments.