Media-Making Madness: #Arab Revolutions from the Perspective of Egyptian-American VJ Um Amel (Part One)

Like many of the rest of you, I've followed with intense interest the developments over the past few weeks in North Africa and the Arab world, grabbing at anything which might help me better understand the perspectives of those involved in the various revolutions, protests, and uprisings, and in particular, to make sense of the back and forth debates about the role which new media may have played in what has been occurring. Talking to friends who know the region well, it is clear that more turmoil and transformation is on the horizon, and we will be sorting out what happened and why for many years to come. In this process, I've reconnected with Laila Shereen Sakr, akn as VJ Um Amel, an Egyptian-American artist, activist, and critic, currently a graduate student in the iMAP program at University of Southern California, and a student in my Medium Specificity class last term. Sakr has long been interested in developing tools which would allow her to better map the use of social media in the Arab world and has remained very interested in debates about the role of Twitter in social change movements impacting her region. Over the past few weeks, she's been working hard trying to map what's happening in Cairo and trying to share what she's learned through her video productions.

Late last week, I asked if she would write up a report on this work to share with the readers of this blog, and she turned this around in record time. I hope you will find the work she is doing as interesting as I do.

At her request, I am running both part one and part two of this post today given the timely nature of the content. You can either read them together or bookmark part two and return later. I will accordingly not be running a post mid-week but will be back with a new post come Friday.

Media-Making Madness: #Arab Revolutions from the Perspective of Egyptian-American VJ Um Amel

by Laila Shereen Sakr

I have not yet been able to digest the magnitude of what has happened in Tunisia, Egypt, and is happening now Iran, Syria, Yemen, and other Arab countries. As an Egyptian-American VJ and media artist whose work concerns the Arab world, the revolutions of 2011 have deeply impacted me professionally, artistically, and personally. There is something extremely poignant for Egyptians living outside of Egypt at this exact moment in history. Most of us who emigrated from Egypt often did so for the same reasons that incited millions to rise and cause revolutions. Perhaps there is lingering guilt that stays with the emigrant for not having stuck it out--on top of repercussions of Diaspora accumulated over decades. Still, there is no doubt that all Arabs living in and outside of the region have been extremely inspired and mobilized by the collective power of the people in the region. I keep hearing, repeatedly: the time is now.

The last couple weeks indeed have been a whirlwind. The Egyptian Revolution of 2011 happened in 18 days, while the world participated in this epic media making madness.

Since January 2011, I have entered into communication with tens of thousands of people through a weird concoction of videos online, Twitter, Facebook, satellite TV, online journals, and data visualizations. I think it is significant to consider the relations among media, and I am in agreement with you, Professor Jenkins: The reality is that we have truly passed beyond the point of media convergence. Contemporary cultures--influenced by global trends and transnationalism--have become a fully designed and mediated phenomenon. From the built spaces we inhabit, to the paths of circulation we travel through--a set of expressive practices, professional skills, and making protocols--plays a critical role in the production of global culture. During the Egyptian and Tunisian revolutions, I believe that all media makers became like co-designers of the transformative, speedy, historic event(s) in the region--from the 800,000 posts on #Jan25 in Twitter, to the role of Facebook, YouTube, Al Jazeera, Democracy Now, to White House and Egyptian State Television broadcasting. Just as large numbers of Egyptian were flooding the streets of Egyptian cities throughout the country, pedabytes of data were mediated through various networks.

And so when it all began in last month, my first reaction was to start to archive and aggregate this exponentially growing corpus of data into our prototype. I started by adding #Tunisia then #Jan25 to the existing R-Shief's Twitter Analytics. Despite what some scholars and journalists might have said before, Twitter (and other social networking sites) had undoubtedly been causal in recent events in the Middle East. Since August 2010, R-Shief has been data mining (pulling from Twitter and storing onto our own server every 15 minutes) tweets by selected hashtags. (A hashtag is Twitter nomenclature for 'subject heading'). After storing the tweets by hashtag, we chose to use language field by which to sort the data because language is able to offer culturally specific indicators of the Middle East beyond its current geopolitical place in the world.

Effectively, R-Shief continues to make accessible all tweets following hashtags: #Wikileaks, #Tunisia, #Jan25, #KhaledSaid, #Abdulemam, #Gaza, and #Flotilla going as far back as September 2010. This simple, craigslist-like interface is meant to encourage users to filter searches through these hashtags by language and/or range of dates--while providing interesting word clouds and parsing out top contributors and hyperlinks within tweets.

VIDEO URL

Over the following days, I crafted a VJ remix in support of my fellow Egyptians, "#Jan25, Oum Kalthoum, Sadat, Latuff, #Video Remix," which I published on both Vimeo and YouTube on Monday, Jan 31, 2011, one week into the protest in Egypt. The entire country of Egypt was taken offline, which had repercussions beyond Twitter--ATM's were down, banks were closed; the Egyptian economy came to a "sudden stop." And so along with that there came a sudden urgency to spread the word. Secondly, I wanted to illustrate the irony of the recursive nature of history itself, incredible in the face of human integrity. It was ironic to me that the very same army which was responsible for the coup d'etat of 1952 that led to the expulsion of King Farouk was now being usurped by the people in the name of peace, solidarity, and unity. Whereas the previous generation was led by individual icons like Gamal Abdel Nassar, Anwar Sadat, Oum Kalthoum, images used to represent today's iconic power reflected the scale of the protests, the eagle multiplied into a flock of birds, The images that took the breath of the world revealed numbers and numbers of people--the beauty was in its plurality and diversity. Published only a week into the revolution for the Egyptian people, this video remixed significant milestones of that week with historical references, YouTube videos that rocked the world, a visualization of live Twitter posts of #Jan25, original music, and illustrations by revolutionary cartoonist, Carlos Latuff. The animations I made in After Effects and the recording of the Twitter visualization built in Quartz composer were added into Final Cut Pro for final editing. If I had enough time, I would have added translated too.

VIDEO URL

Using spatially designed information visualizations along with other representations, these remixes by VJ Um Amel demonstrate live media mixing as a research methodology whereby one can capture temporally specific conjunctures such that others can witness them.

This next remix was a total inspiration--immersed in all the media coming from Tahrir square I began noticing patterns emerging. One thing that struck me was how instrumental were the Arab women and youth in this movement. Even though all generations, professions, classes, faiths came out to protest in unity, there were several key voices that swept through social media, new media, and even satellite media like hot fire--and they were that of women, young women. There were several photo albums specifically of Egyptian women protesting that got reposted around social media sites. And when I saw the video of the young girl leading the chants and waving the Egyptian flag, I realized I had to do another remix that captured the contributions women and youth were making to the revolution. The final motivation to do this piece came when DJ Lucxke pinged me on Facebook with a link to the dubstep and bass song he had just composed. Using this style of music allowed me to bring out the techno-feminist cyborg in VJ Um Amel.

"Women & Youth of the Arab Revolutions (Suheir Hammad, Carlos Latuff, Dubstep Remix)" is done entirely differently than the previous one (published on YouTube on Feb 8, 2011). This video is a recording of a live VJ session where I edited the clips in real time--the cube effects, the rotoscoping, the layers and transitions, were all performed using real-time video processing software, VDMX and patches. This is a very different process than post-production editing in Final Cut Pro. Though the video is raw, I find that there is a certain poetics that real-time mixing was able to bring out.

VIDEO URL

Through my research developing R-Shief Twitter Analytics, I have accumulated over 800,000 tweets on the hashtag #Jan25 alone since Jan 25, 2011. And that includes the several days at the height of the conflict in Egypt, when 85 million inhabitants in Egypt were cut from the Internet--still the world tweeted. How did that happen? How were millions of tweets generated over protests in Egypt while the entire nation was offline? I wrote about my experience managing this Twitter aggregation in a recently published article in critical code journal, ThoughtMesh: "social media operates based on principles of uncertainty, where there are no groups, only formations of groups, and where non-linear time and space still create narratives and meaning vis-à-vis the database, and where objects (such as Twitter) have agency in a social network." (ThoughtMesh.net, Feb 5, 2011).

This info vid below is a good example of what how computers can run semantic analytics on a set of strings (words), an interactive experience that demonstrates how a database narrative might express meaning through recombinant and indexical instantiations.

VIDEO URL

The purpose of these data visualizations is to capture that special something that makes Twitter (and other social media sites) so feared that a government would shut down the Internet to an entire nation during civil uprising and protest. This next information visualization below, also published Feb 12, 2011, was designed to have a more poetic (and less narrative) meaning to express. This is a running hashtag of all the tweets on #Egypt that were posted to Twitter the day Hosni Mubarak resigned as president of Egypt. Whereas the previous semantic content info vid is more like content analysis or data visualization, the hashmap presented here offers a sentiment analysis and is intended to be evocative.

I programmed it in Processing, which runs as a Java applet. Crunching the data was not as straightforward as you might think. I have only begun to consider the design challenges to producing data visualization. Ideally, my process is to problematize the project's approach in order to get beyond the obvious and expected, i.e.: "Muslims" AND "Christians" combination. In future research, I will be conducting link analysis, term frequency analysis, creating a network map based on themes and links, and if possible identifying primary grouping. My aim is to make people say, "ah, that's what's going on with Twitter. That's how it participated in the #ArabRevolts."

VIDEO URL

What we need most at this point is illumination on the kinds of research questions we need to be asking plus a good perspective how others are going about content analysis. I am confident we can master the tools and generate data. I think the big challenge is designing it in a way that renders meaning. The revolution that started in Tunisia is having its Tsunami effect felt all the way over on the West coast of the United States. Next week I have been invited to attend a roundtable workshop on "Blogs & Bullets: Social Media and the Struggle for Political Change," hosted at Stanford University with US Institute for Peace and The Institute for Public Diplomacy & Global Communication at The George Washington University. Other participants will be from the Oxford Internet Institute and Meedan online translation along with Larry Diamond, Marc Lynch, Clay Shirky, and others. I am looking forward to this.

I see the ecology in the field of database narrative making and visualizing as rich, undiscovered territory to explore. We need to consider various methodological approaches to social media analysis for both the expert and the student. In the months to come, I plan to provide suggested approaches of social media analysis for teachers. Also, I will be documenting the techniques used in the research practice as we uncover--all of this is work in progress.

In parallel, my itch to create innovative VJ mixes continues. They are like my version of blog posts, a type of serialized commentary. Last week, I wanted to do a live remixing of tweets and people's YouTube videos and project it into Tahrir via Al Jazeera's bandwidth. I still want to do it, however, Tahrir no longer makes sense. So am connecting with friends and family there to find an appropriate time and place. One way this might go down is as a show comprised of performances of other Arab-American/ Egyptian-American artists like L.A.-based comedian, Ahmed Ahmed, Omar Effendum, Wesam Nassar, Rita Qatami, Leyya Tawil and others. Imagine projecting back to the people in Egypt the tweets from around the world--parsed out by language, Italian, French, Arabic, Japanese, etc...

Common among the creative fields--the arts, science, technology and design--is a commitment to the production of new knowledge based on original research. This presentation hopes to have extended notions of how innovative methods might be applied in a Media studies or Middle East studies context. Through this VJed publication, my aim has been to demonstrate the notion of design/ art practice as transformative research. Most recently in Arab countries, social media and its surprising political usages have created interplay between the application of structure and resistance that have been transformative. In conclusion, I argue that social media in the Arab world be unique--both in terms of how the society is operating, tightly woven; and in terms of media's history in the Arab world, born in print form as an apparatus of the state since the Ottoman Empire. Where U.S. media, in principle, acts to ensure the power of the government remains under checks and balances, in the Arab world it functions quite differently. And so when, in Egypt, media became actively dependent on the social fabric, rather than institutional sources of information and analysis, that opened up an uncertain bag of worms for an entire region.

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Laila Shereen Sakr (a.k.a. VJ Um Amel) is a media artist whose practices include ambient visual projection, live cinema performance, game design, database design, and innovative research. In her live VJ performances, she explores the implications of juxtaposing the identity of "mother" and a techno-feminist construct of "cyborg" within local and transnational expressions of "Arab." Currently, she is pursuing a Ph.D. in Media Arts and Practice at the University of Southern California's School of Cinematic Arts where she was awarded an Annenberg Fellowship.

Starstruck: An Interview with Elizabeth Currid-Halkett (Part Two)

You also call attention to the less visible labor which goes into the production of the celebrity. Why is becoming a celebrity such hard work and why is it worth it for people across a range of different sectors of the entertainment industry?

One thing that my research has indicated is that celebrity is big business - hundreds of thousands of people and billions of dollars go into the production and upholding of celebrities. Many paychecks and livelihoods beyond those of the stars themselves are a result of celebrity. Being a celebrity is hard work in that one has to constantly keep on top of cultivating one's public persona and of course getting into the Hollywood star machine is virtually impossible for most of us. That said, many of us question the self-perpetuating, almost tautological nature of celebrity, but if we look at the number of jobs and payroll it makes a lot of sense why there are so many people who want to keep the celebrity industry and the production of stars in business.

John McCain rather famously attacked Barack Obama for being a "celebrity" on the same order as Paris Hilton. What were the implications of this slur and what might it suggest about our ambivalence towards celebrity?

For someone like Obama McCain's slur has no negative impact - Obama is really talented and a very gifted politician so McCain can try to compare Obama to Hilton but it does not detract from Obama in the way he might have wanted. McCain's comment rings true though: we're collectively fascinated with both Paris and Obama and we care about how they drink their coffee and when they go to the gym. We are ambivalent about celebrity because we do think it's frivolous but the fact is that we care about our stars and they build empires around our fascination (See again: Paris Hilton. See also: Kim Kardashian).

What are "celebrity networks" and what approach did you take to studying them?

I was interested in how celebrities might be different from us. One way in which they are different is that they spend time with an elite group of individuals and invite-only exclusive events - these social behaviors are part and parcel of one's celebrity status. In order to capture celebrity networks my colleague Gilad Ravid and I looked at the caption information for over 600,000 Getty Image photographs and ran social network analysis to study who was in the photos, at what event, when and where. We found that celebrities really do have more exclusive networks but also that they are able to access one another with much greater ease than those of us in "random" networks. Given that much of career mobilization hinges on "who you know" this means that they have greater possibilities to advance their careers in these industries by virtue of being a part of the network.

How do the "democratic celebrities" which emerge through reality television differ from the more traditional kinds of celebrities you mostly discuss in your book?

Well, democratic celebrities are different because they are more like us - again less icons of perfection than our Hollywood stars. They give us the belief that should we want that type of stardom we could achieve it. They are also circumventing the conventional star system and they are created through the public's - their fans' - preferences. They've "beaten the system" and don't have to comply to rigid Hollywood standards of stardom.

Some scandals seem to focus greater awareness on celebrities, while other scandals may destroy them. Do you have any sense on why these very different consequences?

I think the different consequences are a result of whether or not there is a disconnect between our perception of the star the scandal in which she/he is involved in. Tiger Woods took a hit because he was perceived as a clean cut family man and it turned out he was engaged in a string of infidelities. We expect a lot less from Charlie Sheen - not that his behavior is in any way okay but we've never thought him to be the poster child of good behavior. Kate Moss' cocaine scandal was initially thought to hurt her career but she's even more famous and in demand than ever - but she's always been the bad girl of the fashion world and never pretended to be anything other than that. It's really about synchronicity between the star's public persona and their behavior - good and bad.

Elizabeth Currid-Halkett is the author of The Warhol Economy: How Fashion, Art and Music Drive New York City (Princeton University Press) and Starstruck: The Business of Celebrity (Faber & Faber). She is assistant professor at University of Southern California's School of Policy, Planning and Developme

Starstruck: An Interview with Elizabeth Currid-Halkett

Celebrity culture is in many ways the flip side of fan culture. Having spent many years studying fans, I was delighted upon arriving at USC to meet a new colleague, Elizabeth Currid-Halkett, who studies celebrities. We instantly began comparing notes. In many world, those fans who are drawn towards celebrities display very different dynamics than those drawn towards fictional characters. Celebrity-focused fans seem more competitive, less collaborative, with each other, in part because the celebrity is a limited good. The fans who get close to the celebrity often become "protectors" of that access by "policing" the behavior of other fans. Only a limited number of fans can be "close" to Johnny Depp, while there can be as many Jack Sparrows as there are fan fiction writers. And so, I suspect celebrities often see fans at their worst rather than understanding the richness of all that fan culture has to offer. Currid-Halkett's book, Starstruck: The Business of Celebrity, was released late last year and I am happy to present it to my readers "for their consideration," as the posters around Hollywood this time of year would put it. I found it a very engaging and informative read, one which seeks to understand the economics of being famous, and one which takes an imaginative approach to mapping the social networks which grow up around celebrity culture in Hollywood and elsewhere. She certainly has a lot to say about what it means to be famous in our culture, including being famous for being famous, as is true say for Paris Hilton, or being famous in a niche community, as might be true for Big Name Fans in the science fiction world or in her example, designers in the wargaming world. While there's just enough gossip here to keep us turning the pages, people checking out this book will get a lot more -- a deep understanding of what makes being a celebrity or being close to a celebrity or selling news and pictures of celebrity such a lucrative business in today's culture.


You open the book with a comparison of the kinds of lifestyle information some people divulge on Facebook and the role which celebrities play in our culture. In what way are they the same? How are they different? Why do you think so many young people want, above all, to be famous?

Celebrity hinges on the collective fascination we have with particular people which means it can exist in all social stratospheres. Hollywood is just a very visual mega version of a phenomenon that exists in all of our lives. Facebook and social media more generally just provide more avenues for people to cultivate a public persona. If we look back to high school or the family reunion we see the same type of collective fascination in more old fashioned contexts as much as in "celebrity 2.0".

You define celebrity as "the special quality that some individuals possess that propels society to care more about them than about other people." Do we have any basis for understanding why some personalities become celebrities and others fall below the grade?

Yes and no. I think that it's hard to truly pinpoint what makes us anoint some people as stars while we discard others - is there a meaningful difference between say Paris Hilton and every other pretty socialite? That said, celebrities do behave differently than everyone else. They over share, they put themselves in the spotlight, they show up at events that are documented and they create a public persona - we see this on Facebook as much as we see it in Hollywood.

You suggest that the nature of celebrity shifts when the media system changes. How might we contrast our current era of celebrity gossip from, say, the Hollywood star system of the 1930s?

Social media and the 24/7 gossip cycle have transformed stars from being icons of perfect who we admire from afar to individuals who we attempt to relate to and who are, to borrow US Weekly's phrase, "Just Like Us". Also the ability to take a photo and have it online in under 10 minutes means that we are recording the day by day activities and banality of stars. I actually feel bad for them because now it's not just looking fabulous at the Oscars, they have to think about what their makeup looks like when their grabbing their morning Starbucks order.

One of the interesting aspects of the book centers around what you call "relative celebrity," a topic which takes you from the Warhammer workshop to ROFLcon, trying to understand how people become famous within smaller niches. What can studying such relative celebriities tell us about the larger phenomenon of celebrityhood?

Relative celebrities are simply fractal versions of mainstream Hollywood-style celebrity. They are not on their way to Hollywood, they are autonomous forms of stardom. In this sense, relative celebrities tell us a lot about how celebrity is a social phenomenon everywhere and a way in which society is organized. We anoint special people, we collectively obsess about certain people for things that transcend their talents and our stars provide an important social function -as you've pointed out in your own work, they are the material and information we gossip about. So their function is more than just existing as people - their existence provides a stickiness for society to bond over.

Elizabeth Currid-Halkett is the author of The Warhol Economy: How Fashion, Art and Music Drive New York City (Princeton University Press) and Starstruck: The Business of Celebrity (Faber & Faber). She is assistant professor at University of Southern California's School of Policy, Planning and Development.

Announcing Transmedia, Hollywood 2: Visual Culture and Design

Transmedia registration can now be done through http://www.ticketmaster.com/Transmedia-Hollywood-2-Visual-Culture-and-Design-tickets/artist/1559777

TRANSMEDIA, HOLLYWOOD 2:

Visual Culture and Design

A UCLA/USC/Industry Symposium

Co-sponsored by

UCLA Producers Program,

UCLA School of Theater, Film, and Television

and

USC School of Cinematic Arts

Friday, April 8, 2011

James Bridges Theater, UCLA School of Theater, Film, and Television

9:45 AM - 7 PM

Event Co-Directors:

Denise Mann, Associate Professor, Producers Program, UCLA School of Theater, Film and Television

Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication

Overview

Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.

Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia.

The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel.

The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:

  • What does it mean to structure a franchise around the exploration of a world rather than a narrative? How are these worlds moving from the film and television screen into other media, such as comics, games, and location based entertainment?
  • What does it mean to design a character that will play well across a range of different media platforms? How might transmedia content re-center familiar stories around compelling secondary characters, adding depth to our understanding of the depicted events and relationships?
  • What does it mean to develop a sequence of events across a range of different media? How do we make sure that the spectator understands the relationship between events when they are piecing together information from different platforms and trying to make sense of a mythology that may span multiple epochs?
  • What does it take to motivate consumers to invest deeply enough into a transmedia franchise that they are eager to track down new installments and create buzz around a new property? How is transmedia linked to a push towards interactivity and participatory culture?

As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality.

The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.

Conference Schedule

Friday, April 8, 2011

9:15--9:45 am

Registration

9:45--10:00 am

Welcome and Opening Remarks

  • Teri Schwartz, Dean, UCLA School of Theater, Film, and Television
  • Denise Mann, Associate Professor/Head, Producers Program, UCLA School of Theater, Film and Television
  • Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC

10:00--11:50 AM

Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond

Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox--Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially.

Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers--aka "transmedia producers"--charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities.

The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida.

Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes.

Moderator: Denise Mann

Panelists will include:

  • Alex McDowell, Production Designer for Tim Burton and Zack Snyder (Corpse Bride, Watchmen)
    • Dylan Cole, Art Director, Tron, Alice in Wonderland, Avatar, Lord of Rings
  • Thierry Coup, Art Designer, Wizarding World of Harry Potter
  • Angela Ndalianis, Associate Professor and Head of the Cinema Studies Program at the University of Melbourne, Australia (Neo-Baroque Aesthetics and Contemporary Entertainment)
  • Bruce Vaughn, Chief Creative Executive, Disney Imagineering

12:00--1:50 PM

Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms

How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms?

Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures?

How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination?

Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?

Moderator: Henry Jenkins

Panelists will include:

  • Geoff Johns, Chief Creative Officer of DC Entertainment
    • Geoffrey Long, Program Manager, Entertainment Platforms, Microsoft
  • Alisa Perren, Assistant Professor, Georgia State University
  • Kelly Souders and Brian Peterson, Executive Producers of Smallville

2:00--3:00 PM

Lunch Break

3:00--4:50 PM

Panel 3: Fan Interfaces: Intelligent Designs or Fan Aggregators?

Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere.

Given the complexities and contradictions involved in negotiating between industry and audience interests, we will ask the game designers to explain their philosophy about the intended and unintended outcomes of their fan interfaces. Marketers clearly love it when fans become willing billboards for the brand either by wearing logo T-shirts or by dressing a favorite Madman avatar in the 1960s clothing, accessories and backgrounds on display on the AMCTV.com "Madmen Yourself" and then spreading the content through Facebook and Twitter.

What is the design philosophy behind a video game like Spore, which allows fans free range to create their own creatures and worlds but then limits their rights over this digital content? Who owns these virtual creations once they appear for sale on E-bay? These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging fan interfaces.

Moderator: Denise Mann

Panelists include:

    • Jeph Loeb, Executive Vice President, Head of Television, Marvel (executive producer for Lost, Heroes, Smallville)
    • Craig Reyna, Disney Interactive Studios Marketing (Epic Mickey, Tron, Chronicles of Narnia)
  • Avi Santos, Assistant Professor, Dominican College and Co-editor, FlowTV.com and In Media Res.com
  • Matt Wolf, Double 2.0, ARG/Game Designer

5:00--6:50 PM

Panel 4: "It's About Time!" Structuring Transmedia Narratives

The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions.

We might think of such stories as hyperserials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms.

So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristoltelian unities of time and space?

Moderator: Henry Jenkins

Panelists include:

  • Caitlin Burns, Transmedia Producer, Starlight Runner Entertainment
  • Abigail DeKosnik, Assistant Professor, University of California-Berkeley (Co-Editor, The Survival of the Soap Opera: Strategies for a New Media Era; Illegitimate Media: Discourse and Censorship of Digital Remix)
  • Jane Espensen, Writer/Producer: Buffy the Vampire Slayer, Battlestar Galactica, Torchwood.
  • John Platt, Co-Executive Producer, Big Brother, The Surreal Life
  • Tracey Robertson, Chief Executive Officer and Co-founder, Hoodlum
  • Lance Weiler, Founder, Workbook Project
  • Justin Wyatt, Executive Director, Research at at NBCUniversal, Inc (High Concept: Movies and Marketing in Hollywood).

7:00 PM

Reception

Lobby, James Bridges Theater

Location

James Bridges Theater, UCLA School of Theater, Film, and Television

Registration

Faculty/Students:

Tickets are $5 for faculty and students of accredited institutions and will only be sold at the box-office of the UCLA Central Ticket Office and at the door on the day of the event (prior registration required). Valid university I.D. is required. Registration includes admission to conference and reception.

General Public:

Tickets for the general public are $30. Registration includes admission to conference and reception. Please register: http://www2.tft.ucla.edu/RSVP/index.cfm?action=rsvp_form

Directions

Directions to UCLA:

http://www.ucla.edu/map/

Campus Map:

http://www.ucla.edu/map/ucla-campus-map.pdf

Parking Info:

http://map.ais.ucla.edu/go/1002187

http://www.transportation.ucla.edu/portal/maps/parkingmap/0206UCLAParkingMap.htm

Bus Info:

http://www.metro.net/

http://www.bigbluebus.com/home/index.asp

Contact

UCLA Producers Program

UCLA Department of Film, Television, and Digital Media

203 East Melnitz

Los Angeles, CA 90095

Phone: (310) 206-3761

Fax: (310) 825-3383

Email: producers@tft.ucla.edu

Web: www.tft.ucla.edu/producers

Measuring New Media Literacies: Towards the Development of a Comprehensive Assessment Tool (Part Two)

Measuring New Media Literacies: Towards the Development of A Comprehensive Assessment Tool (Part Two) by Ioana Literat

Results

Although all of our scale items collectively attempt to measure new media literacy levels, and the overall reliability of the scale was high (Chronbach's α=.903), we were interested in identifying the specific subcomponents that make up this concept. Our initial research question was whether the subscales of this survey instrument map well onto Jenkins' 12 NMLs. Particularly, we were interested in seeing if, as predicted, the scale would break down into components that were similar to those identified by Jenkins.

To address this question, we performed a factor analysis on the 60 items, and then assessed the reliability of each separate subscale that emerged from the factor analysis. With the exception of 2 NMLs (collective intelligence and simulation), the factors identified in this analysis mapped well onto Jenkins' 12 NML skills, indicating the definite existence of subcomponents that tap into dichotomous skill sets. Thus, out of the 12 NML skills that make up Jenkins' framework, 10 were identified in the factor analysis of our scale; furthermore, all 10 of these components had adequate reliability. This is a rather impressive and encouraging finding, especially given the fact that all 60 items of the scale were completely randomized and thus the items that made up each of these 12 subscales never appeared in order. The two NMLs that did not distinctly emerged from the factor analysis were collective intelligence and simulation; rather than clustering together as distinct factor components, the items measuring these two dimensions ended up being spread out over the different subscales.

Once the factor analysis revealed the various new media literacy skills that the scale constituted of, we proceeded to explore the relationship between these NMLs and patterns of media exposure and digital participation, by running multivariate analyses of variance (MANOVAs).

We first looked at respondents' cumulative media exposure, which included time spent with all forms of media: Internet, television, print media, and videogames. According to our second hypothesis, we expected to see a significant difference in NML skills between high and low media users. The multivariate difference in media literacy levels assessed using MANOVA was indeed significant: F(10, 316)= 3.025, p=.001, with avid media consumers scoring higher across all NML skills than less enthusiastic media consumers. The univariate differences between the high and low media exposure groups were particularly pronounced in the areas of negotiation, networking, appropriation, play, multitasking, and transmedia navigation.

Next, we explored the relationship between NMLs and exposure to specific media. In terms of Internet use, there was a significant difference between low and high users: F(10, 316)= 3.171, p=.001, with the most striking contrast occurring in terms of networking skills. Due to the interconnecting and socializing features of the Internet, less enthusiastic internet users scored much lower in networking skills than frequent users. For videogames, the difference between frequent and infrequent users was also significant (F(1, 316)=2.811, p=.002), with avid gamers scoring substantially higher than their peers in the domain of play, or experimental problem-solving.

Our questionnaire addressed users' exposure to four different forms of media: two new ones (internet and videogames) and two old ones (television and print media). Interestingly enough, while the difference in NML skills between light and heavy users of the Internet and videogames - i.e. new media - was substantial, this difference was not significant in the case of traditional media. This is an interesting conclusion, which supports the view that new digital media, due to their interactive and highly socializing nature, are more adept at breeding the social and cultural competencies needed for a full participation in today's digital environment than traditional media, which are inherently more passive.

In terms of digital participation, we hypothesized that higher levels of media literacy should predict a higher degree of engagement with Web 2.0 platforms, as well as an increased propensity for multimedia creation. This hypothesis was fully supported: the difference in NMLs between users with high digital participation levels versus those with lower participation levels was indeed significant (F(10, 316)=3.172, p=.001). Out of the digital platforms we explored in this study, the ones that emerged as particularly significant in this analysis were Facebook (F(10, 316)=5.294, p<.001), Twitter (F(10, 316)=3.181, p=.001), YouTube (F(10, 316)=4.553, p<.001), and blogging (F(10, 316)=4.747, p<.001).

For Facebook, the difference between light and heavy users was especially pronounced in the area of networking, with enthusiastic Facebook users displaying extremely high networking skills. This result is unsurprising, given the function of Facebook as a social networking site, but this connection is important in regards to the applicability of such online-learned skills in the context of one's offline behavior.

In the case of Twitter, the two main NMLs where light and heavy users significantly differed were networking and transmedia navigation. We found that light Twitter users (including non-users) scored much lower in these 2 NMLs than more enthusiastic tweeters. This conclusion makes sense, and can be explained by the hyperlinked and social nature of the Twitter platform.

YouTube also emerged as an extremely significant platform in terms of NML skills.

The NMLs that YouTube users excelled at were appropriation and transmedia navigation, but also, to a less astounding degree, performance and negotiation. These results are most likely explained by the primary functions of the YouTube platform as a crucial depository of popular culture clips (to be used in appropriation processes) and as a source of multimedia information (encouraging transmedia navigation), but also a democratic limelight for stardom and personal opinion (performance) and a transnational hub that facilitates intercultural learning (negotiation).

Finally, blogging emerged as another particularly important platform in terms of NML skills. We found a significant difference in overall NML skills between bloggers and non-bloggers, and individuals who keep a blog scored much higher in appropriation and networking skills. Most likely, this is due to the increasingly interlinked nature of the "blogosphere", with writers linking to other blogs of interest, keeping a blogroll on their personal page, republishing relevant posts, and so on. This process of hyperlinked interconnectedness, while gradually transforming the personalized "blogosphere" into one global community, increasingly requires networking and appropriation skills that allow one to most effectively tap into this informal community.

The results of this study also supported the connection between multimedia creation and NMLs. As hypothesized, higher NML levels predicted a propensity for multimedia creation, and the difference between frequent and infrequent digital creators was extremely significant (F(10, 315)=6.635, p<.001), with the most acute contrast occurring, not surprisingly, in the area of appropriation. This is in line with the literature in the field, which claims that the ability to creatively produce and distribute multimedia texts should correlate strongly with higher levels of media literacy.

Similarly, the results also confirm the connection between new media literacies and civic engagement, which is emerging as a critical application of NML educational initiatives. Our hypothesis regarding the positive relation between media literacy and civic engagement was fully supported, with respondents that scored highly across the NMLs showing much higher degrees of civic engagement than their less media literate peers (F(10, 313)=3.516, p<.001).

In conclusion, as evidenced by the support for our main conceptual hypothesis, the data gathered in this study will be instrumental in perfecting a validated quantitative assessment tool to complement NML initiatives built around this particular framework. So far, educational endeavors aimed at cultivating these skills only benefitted from qualitative evaluation tools, which are inherently unfit for use with large samples, and are much harder to implement due to logistical considerations. We therefore hope that this questionnaire, especially used as a baseline measure of new media literacies, will help provide a more accurate and comprehensive picture of individuals' abilities in this domain.

Furthermore, the study provided critical information about the connections between new media literacies, media exposure, and engagement with different Web 2.0 platforms; this represented a much-needed addition to the literature on media education, which so far did not address these specific correlations. In terms of the validity of the present assessment tool, the fact that our hypotheses regarding the connection between media literacy and media use habits were strongly supported lends additional predictive validity to this survey instrument. This is a highly significant conclusion that adds further import to the current study. While the causal relationships between these variables would need to be examined longitudinally, over time, it is our interpretation that the relationship between media use and media literacy is a circular one, involving a virtuous feedback loop: for instance, while extensive use of the internet raises one's new media literacy levels, individuals with high NML levels are also more likely to access the internet considerably more.

While further research is certainly needed regarding the feasibility and scalability of quantitative methods of assessment in the field of new media literacies, we believe our study is a valuable starting point in this direction, and a much-needed inquiry into the challenges facing such assessments in both national and international contexts. While this particular study represented a pre-test of the validity of the current survey instrument, we are now working on its practical application as a baseline measure of NML levels at the Robert F. Kennedy Community Schools, where Project New Media Literacies will be implementing an after-school program starting in February. Stay posted for updates regarding this initiative, and an upcoming report on the quantitative assessment of new media literacies among the high school students at RFK!

Ioana Literat is a PhD student at USC's Annenberg School of Communication and a research assistant for New Media Literacies. She has taught digital storytelling and social justice curricula to children in the Dominican Republic, Romania, Uruguay and India, and spent the last year working as the field coordinator of The Modern Story program in India. At USC, Ioana is researching the social impact of media and its potential to stimulate positive change, with a special focus on the future of educational media and virtual communities. As a result of her extensive international experience, she is particularly interested in the global scalability of NML projects, and the applicability of such educational initiatives in the developing world.

Measuring New Media Literacies: Towards the Development of a Comprehensive Assessment Tool (Part One)

Last fall, I spread a message to my Twitter followers, asking for their participation in an online survey we were conducting, trying to assess new media literacies skills. Needless to say, people who follow this blog and my Twitter account are apt to have a higher degree of technical and cultural literacy than the general population, but we were looking for a sample base large enough to be able to test and refine our instruments before applying them to other populations, such as the students at the schools where we are doing after-school programs or which are adopting some of our curricular recommendations. Given the intense response we received, and our deep gratitude for everyone who participated in the survey, I wanted to make sure we shared the results with you in a timely fashion. Ioana Literat, a PhD candidate in the Annenberg School of Communications and Journalism at the University of Southern California, did the work as part of a class project in Lynn Miller's class, COMM 550: Research Methods in Communication. She also is part of the Project New Media Literacies research team and we are immediately putting her tool and her insights to work by pre-testing students entering our programs here in Los Angeles.

Her results are interesting in that they do suggest that the skills we have identified through the White Paper I helped to write for the MacArthur Foundation do cohere in real world contexts and that these skills improve through engaging with new media platforms and practices. I should stress here that we believe that the relations between increased skills and increased use of new media tools does not simply mean that the people who consume more media get better at it.

As writers like James Paul Gee have argued, these "affinity spaces" contain powerful forms of informal learning which motivate and support the acquisitions of these skills in a way that would not be true for most people watching films and television outside of the context of a fan community, which might perform similar work for its members. Further, we are not simply describing consumption per se, but rather we are talking about forms of participation which involve applying those skills rather than simply observing. At its heart, then, the argument is that participatory culture communities and practices actively support the learning of their members and reversely, that as we first asserted certain skills have emerged as characteristic of and often necessary for meaningful involvement in participatory culture. Today, we are going to lay out the methods behind this research; next time, the findings.

Measuring New Media Literacies:

Towards the Development of a Comprehensive Assessment Tool

by Ioana Literat

The present study was motivated by our observation that, in spite of the increasing popularity and impact of Henry Jenkins' New Media Literacies framework, there was a lack of an appropriate quantitative measurement tool to assess these new media literacy skills. Certainly, existing tools do not capture the full spectrum of skills and propensities suggested by Jenkins. Furthermore, the reliance on qualitative data - which is typical of most studies in this field - means that such assessment projects are not feasibly replicable with larger groups. Therefore, this study aimed to address methodological lacunae within the NML framework by developing and validating a comprehensive quantitative assessment tool that could be used to measure new media literacies (NMLs) in both adult and juvenile populations.

Below, you will find an overview of the survey instrument and a summary of the results. If you would like to see the complete NML questionnaire that was used for this assessment, as well as the full report on the findings of this study (including all the statistical data), we encourage you to contact Ioana Literat at iliterat@usc.edu.

In assessing the psychometric properties of this new assessment tool, survey data was first factor analyzed in order to assess the reliability of the measure, and determine how these emergent factors compared with Jenkins' original 12 NML skills. If the survey instrument was accurately constructed, we expected to see 12 separate subscales - similar to the 12 NMLs identified by Jenkins - resulting from the factor analysis. In terms of the relationship between media exposure and NMLs, we hypothesized that higher levels of new media literacies would correlate with a higher degree of engagement with media forms - particularly new digital media - and that there would therefore be a significant difference in NMLs between people with low versus high levels of media exposure. An increased degree of digital participation in various Web 2.0 platforms should also relate to high NML levels, with light users scoring lower in media literacy than heavy users of these digital platforms. Finally, we also hypothesized that high NML levels should predict a greater propensity for multimedia creation, and, respectively, civic engagement.

The sample for this study (N=327) was a convenience sample of normal volunteers over the age of 18, who completed the survey online. In terms of gender distribution, the sample contained 131 male respondents and 187 female respondents. The average age was 33.7 years (SD=11.7). In regards to ethnicity, 83.9% of respondents were white, and 77.3% indicated English as their primary language. Income and education levels were normally distributed.

Survey Design

The survey was structured around 4 main sections: demographics, media use habits, new media literacies (NMLs), and civic engagement. All questions were randomized, so that each participant received them in a different order, to maximize the validity of the findings.

The section on media use habits queried respondents about their access to a computer and to the Internet, the extent of their exposure to different media forms, their digital memberships and affiliations, and their creative engagement with multimedia. The NML section of the survey - the most extensive and critical part of this instrument - aimed to assess respondents' new media literacy skills (NMLs) by presenting them with a randomized series of 60 statements about their personality, social and cultural modes of engagement, online and offline peer interaction, learning styles, and media consumption and creation patterns. The statements were conceptually built around the 12 NML skills identified by Jenkins (2006): play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, negotiation, and visualization. To ensure an adequate factor analysis while minimizing the duration of the survey, we decided to include 5 items for each NML, for a total of 60 questions. These items addressed both technology-related and non-technology-related behaviors, in accordance with our view that the NML skills are social and cultural competencies that stretch beyond media expertise or technological capability.

Finally, the last section of the questionnaire contained a set of 5 questions that attempted to measure the respondents' degree of civic engagement, by addressing three principal dimensions of civic engagement: self-efficacy, civic responsibility, and commitment to civic action.

Ioana Literat is a PhD student at USC's Annenberg School of Communication and a research assistant for New Media Literacies. She has taught digital storytelling and social justice curricula to children in the Dominican Republic, Romania, Uruguay and India, and spent the last year working as the field coordinator of The Modern Story program in India. At USC, Ioana is researching the social impact of media and its potential to stimulate positive change, with a special focus on the future of educational media and virtual communities. As a result of her extensive international experience, she is particularly interested in the global scalability of NML projects, and the applicability of such educational initiatives in the developing world.

What Constitutes an Open-Book Exam in the Digital Age?

Several weeks ago, I shared here the syllabus for the undergraduate class I am teaching this semester at USC. As I noted, it is my first time doing a lecture hall class in some years and my first undergraduate class at USC, so it has been a learning process for all involved. I wanted to share with you a pedagogical challenge I've faced this term in part as an illustration of the kinds of transition higher education is undergoing as we try to absorb new media technologies and practices into our teaching. It starts with the decisions we made about the course readings. We opted to put the scanned essays onto Blackboard, the classroom management tool which USC urges us to use, rather than having them printed out at a local copy shop. My hope was to save the students money and to also save trees by having as close to a paperless class as possible.

Then, I made the announcement that the exams in the class would be open book, open note and that I was planning to distribute a list of potential questions in advance from which I would draw in constructing the exam, a practice I have used for more than 20 years without any great confusion. I've found that this approach lowers stress for students by allowing them to feel more in control as they are preparing for and taking the exam. In practice, some fraction of the class works really hard, prepares for the exam by writing out their answers in advance, and copies them into the blue book. Another fraction studies their notes, comes in and improvises on the exam, or develops an outline in advance that they write from. And some fraction, for their own reasons, pays no attention to the advanced questions, doesn't study, and does really badly on the exam. The kicker is often the identification questions, which would be simple to answer by anyone with a textbook open in front of them, but nevertheless often end up unanswered or answered wrongly. The result is a grade distribution curve not very different from what I would have if I gave a closed book, closed notes exam -- but as I said, it lowers stress.

No sooner did I announce this policy than I got a question I've never been asked before. A student wondered whether open book, open note, meant open laptop. I needed time to reflect on this and said I would answer in the next class period. Actually, it took me a few to get back to them with a response. Given this was a class on technology and culture, I decided to use this as a teachable moment.

So, I started by breaking down the computer into two elements. First, there is the computer as a stand alone word processing machine. I certainly would have had no great objections to students using the computer to write their answers or even to access their materials. Indeed, as someone with painfully bad penmanship, I had been the first in my graduate program to take my quals on a computer the department provided. They made sure to give me a clean disc as I entered the room and I was allowed to take nothing else with me into the test.

But this was before the era of networked computing, which fundamentally changed the character of what a computer is. So, allowing students to use a laptop during an exam suddenly would allow students to access any information anywhere on the web and more significantly would allow students to trade information with each other throughout the test in ways which would be extremely difficult to monitor.

As I thought about it, the challenges of designing a meaningful test under those circumstances intrigued me. What would it mean to create an exam which could be taken not by individual students but by networked groups of students -- either the class as a whole or a specifically designated study group? Could we enfold ideas of collective intelligence into the design of tests? Could we create challenges which demonstrated their mastery of the material through the search strategies they deployed and the knowledge they produced together? In theory, such an exam holds promise as more and more jobs require the capacity to pool knowledge and collaborate with a team of others to solve complex problems, and learning how to mobilize expertise under these conditions should be a key goal of our educational process.

But, how would we deal with such an exam in the context of our current grading systems? After all, we still assume that grades measure individual performance and so if we gave group grades, that might prove unsatisfactory to everyone involved. Would students raised in a culture where grades based on individual performance know how to act fairly in a culture where grades were based on group performance?

After all, we know that on group projects, bright students are often treated unfairly, exploited by their classmates, who fail to do their fair share of the work, and who may, in fact, not be capable of contributing at the same level? Under such system, teachers have had to devise systems to measure individual contributions to the group, thus going back to personalized rather than collective grading? What would be involved in terms of time and technology in monitoring what each student contributed to the group's collective performance on the exam?

And of course, all of this assumes that all of my students do have laptops or can borrow laptops, a more or less safe assumption given the relatively affluent population of USC, but hardly the case at many other colleges and universities around the country. How could you give one group of students such an intense advantage on the exam? Would we then have to issue laptops the way we now issue blue books?

As I started to contemplate these issues, I started to choke. As much as I wanted to be the cool, open-minded teacher, the model pedagogue for the digital age, there was no way I was going to be able to work through all of the implications of this radical shift in classroom practice in time to apply it this semester. A real answer to this question may not be possible in our current educational system, though it is a kind of question which we are going to be asked more and more. So, I spelled all of this out to my students, and challenged them to start thinking through the issues.

But, then came the turn of the knife. If they could not use their laptops, and the course texts had navigated to the web, then in what sense was this going to be an open book test? They could no longer access the course materials without printing them off, which would undo everything we saved by making them digital in the first place. The answer of course is that with the questions in advance, they could print out notes or print out the essays they needed to address the questions. They wouldn't have to print out everything, but they would no longer be working in a paperless environment.

So, we went back to the drawing board one last time, and asked the tech people if it would be possible to shut down the wireless in the room for the duration of the exams. They were not able/willing to do this, so that's where things stand as of the moment. Neither the students nor I are fully satisfied with this resolution, but both the pedagogical and technological structures of the modern university would seem to block any path out of this challenge that I have come up with.

I can't be the only faculty member on the planet facing these challenges, so I am posting this to see how other educators are dealing with these transitions. I can see the world we are surely evolving towards, but I don't know how to get there on my own.

So, let's use our laptops to work through this problem together. Oh, wait....

While we are on the subject of Digital Media and Learning, I wanted to give people a head's up for a great new documentary, New Learners of the 21st Century, which will be airing on PBS stations across the United States this coming Sunday, Feb. 13. Some of you will recall how one-sided and negative I found the Digital Nation documentary which aired last year, despite having talked to many key researchers and collected some compelling material for their webpage.

New Learners of the 21st Century offers the flip side of that documentary, taking us into innovative school and after school programs which are making creative use of new media platforms and practices for pedagogy. You can get a taste for what to expect from this opening segment which they have posted to PBS Video, but it is really, in this case, only the beginning.

By the second segment on Quest to Learn, the New York charter school which uses game design to teach, you can see the difference in the ways the two documentaries approach their topics. In Digital Nation, the Quest to Learn segment is almost incomprehensible: we see lots of activities involving technology but we have no idea what the kids are doing or why, and as a result, it feels like technology for technology's sake. Here, we learn about their pedagogical approach; we see processes unfold; we hear about when they use technology and when they ask the kids to put it aside. The focus is less on the use of computers in the classroom, an old topic after all and as my above discussion suggests, one we are still struggling with, and more on the use of new media literacies in education.

The same holds true for the film's treatment of a range of other pedagogical sites, including great stuff on work being done by the Smithsonian Institute and by the YouMedia Center at the Chicago Public Library, both important innovators in this space.

Because the topic is more narrowly focused, and because the goal is to explain and not simply stir up controversy, this film does do justice to the complex research which the MacArthur Digital Media and Learning program has funded in this area. I have been honored to be part of this initiative from the start, so my recommendation is scarcely unbiased here. But if like me, you've been burnt several times already by PBS's treatment of youth and digital media, I want to let you know that this one will be more rewarding.

DIY Media 2010: Video Blogging (Part Three)

This is the sixth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is my interview with Ryanne Hodson, author of The Secrets of Videoblogging.

Let me ask the painfully obvious one first just to get it out of the way. Many of those who dismiss YouTube and other video sharing platforms as exhibitionistic are probably visualizing something like the classic video blog. How have these charges been confronted within the videoblogging community?

In the beginning, a majority of the videos being shared were people talking into the camera, or showing a day in their life, so there were a few critics who called videoblogging narcisistic, self centered and boring. Basically 'Who wants to see that?'. The reaction the community had was two fold. First of all, we wanted to see that, so that's what we were making for each other. And we challenged anyone who didn't want to see that, to make something else. If you have a camera and an idea, make it happen. There were no limits to what you could make. The best defense to criticism of any online media is the choice not to watch or participate. If you don't like it, you don't have to watch it. It's really that simple. To take that a step further, maybe it will even inspire you to make something that you think is better. In fact, that's why a lot of us started- because several had been television producers and editors and wanted to make something different.

What has been the response within the videoblog community to projects such as Lonelygirl15 which have sought to imitate the visual rhetoric of the videoblog in order to create "fake" or fictional materials?

The initial reaction to Lonelygirl15 within the community was fear that a wider audience would now question the authenticity of our videos as well. It was the first project that really called into question wether what we were saying was real or not. Several of us were trying very deliberately not to be produced or written like a television show, but to simply share genuine, personal and creative moments. Eventually the buzz about the Lonleygirl project died down and they moved onto to more obviously fictional interactive project but the fear of having your genuine voice questioned was a real one that has stuck with a lot of creators.

As you've emphasized here, these video blogs are part of an ongoing regular series of communications. To what degree can they be viewed and understood outside of the sequence of their original production?

The context of the videos could never be fully controlled on the web, that's true now more than ever with videos being shared on facebook, twitter, etc.

A lot of the original videos from 2004 were part of a series of conversations, but could be viewed as their own individual moments as well. I feel like the videos we made back then weren't meant to be as portable as they are now, but we didn't have video on phones or wifi on planes then either. A lot of us have moved from strictly editing video for a blog and distributed through RSS to shooting moments on our iPhones, emailing to flickr and automatically posting to Twitter.

You also suggest that these videoblogs constitute a system of communication between multiple people who have gotten to know each other as friends. Does this suggest something significant is lost when we view the work of one videoblogger without looking at others with whom they are communicating?

This was more true in 2004-2005. There is so much video online right now, it really depends on what you're watching. I find that some communities online are very exclusive and are often making videos for very specific people, maybe mentioning them by name and referring to previous conversations. But there are so many micro-communities happening at this point, that it's truly like the wild west. Watching a section of a conversation could mean just as much to you as the people it was intended for. That's why I love video on the web. Everyone has their own interpretation of the importance or coolness of one single video. If you want to trace the conversation back to it's beginnings, most likely, you can. If you just want to enjoy one piece or one part of a meme, you can do that too.

How has the videoblog changed with the rise of a range of other social media, which also allow for and support these communications within a community?

As I've mentioned before, for me personally, Twitter changed the way I videoblogged dramatically. I felt i could share ideas and have conversations more quickly and fluidly, whereas on my videoblog, it would take a lot more time and effort. With the introduction of video on the iPhone and video hosting on places like Flickr and Facebook, several videobloggers have all but abandoned their blogs for the instant gratification of shooting to sharing in the same 5 minutes. This is not to say that creators have forgotten about making more complex content. Using these tools to sketch and have conversations and collaborations has opened up the flood gates of creativity, in my opinion. Making ideas flow faster and further breaking down the barriers to media access is nothing but good for everyone- creators and participants alike.

You suggest that the videoblog is becoming more visually sophisticated as some veterans have sought to move beyond to face in camera approach. As this happens, are they looking towards other kinds of media production for inspiration in how to create more experimental modes of expression?

A lot of us were media producers before we were videobloggers. And every one of us has been influenced by television and films since birth. As the tools get smaller, cheaper and the quality gets higher, people expand what they feel they are capable of. I have a small, DSLR HD camera with a relatively inexpensive lens and mic. I have seen, in the last 6 months, several independent films and a couple TV shows shot with almost the same equipment. If you have the idea and the gumption, the distribution exists, there should be nothing stopping you from making something just as compelling and creative as what comes out of Hollywood.

ryanne_miami_sq.jpgRyanne Hodson (RyanEdit.com, RyanIsHungry.com) co-author of the first published vlogging book, The Secrets of Videoblogging, started her career as a video editor at WGBH PBS Boston and in Boston public access television. From Bangkok to Delhi, Amsterdam to San Francisco, Ryanne has taught diverse audiences the hows and whys of videoblogging. With partner Jay Dedman, she produces RyanIsHungry.com featuring stories of individuals hacking everyday life and exchanging notes on survival.

DIY Media 2010: Video Blogging (Part Two)

This is the sixth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following selection of video blogs was produced by Ryanne Hodson, author of The Secrets of Videoblogging.

As several videobloggers, myself included, have celebrated their 5th and 6th anniversaries of publishing video work online, we find ourselves wanting to show more than just our talking heads. With the creation of Twitter and Facebook, many of us have been able to stay personally connected on a daily basis, sharing what we used to share through our videoblogs. The need to create deeper and more artistic narratives has begun to shine through. Here are some of my favorites.

Wreck and Salvage- Shirts Get Dirty

talkbot.tv- Ep. 04 Lady Time

Mary Matthews- REM 30

Jennifer Proctor- Grand Rapids in Miniature

Ryanne Hodson and Jay Dedman- Beijing, China: August 2008

Kerry Brogen- Seeing

Jay Dedman- Sure

Robert Croma- Night Impromptu

ryanne_miami_sq.jpgRyanne Hodson (RyanEdit.com, RyanIsHungry.com) co-author of the first published vlogging book, The Secrets of Videoblogging, started her career as a video editor at WGBH PBS Boston and in Boston public access television. From Bangkok to Delhi, Amsterdam to San Francisco, Ryanne has taught diverse audiences the hows and whys of videoblogging. With partner Jay Dedman, she produces RyanIsHungry.com featuring stories of individuals hacking everyday life and exchanging notes on survival.

DIY Media 2010: Video Blogging (Part One)

This is the sixth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is a curatorial statement by Ryanne Hodson, author of The Secrets of Videoblogging. Videoblogging emerged as the bandwidth hogging stepchild of podcasting or 'audio blogging' in early 2004, a little over a year before YouTube. We can put media files in a blog and have it delivered right to people's computers as we update? This is it! This is what we as artists, filmmakers, cable access producers, frustrated television editors and moms and dads with camcorders have been looking for for so long. The big D, Distribution. We have all these ideas floating in our heads, now we can get them out and share them with no gatekeepers or higher ups telling us it's not 'broadcast quality' or 'green light worthy'. We're "making stuff up and...putting it on the internet, and you can't do shit about that " (Michael Verdi, Vlog Anarchy).

Technical note: In the beginning, videos were uploaded in the Quicktime format and not easily embeddable/sharable on other blogs like Flash (and soon the HTML5 video tag) is now, so I'm linking to the original blog posts for viewing. My second round of videos will be embedded for your viewing ease.

First Mantra- Kicked To The Head- Daniel Liss- 11/25/2005

there are so many kinds of videos to choose from made by videobloggers since 2004. For the first 24/7 DIY Video Summit in 2008 I chose a selection based on personal connections.

Excited- RyanEdit- Ryanne Hodson- 12/01/2004

Many of these people have become my close friends and collaborators over the past 5 years.

Vlog Anarchy- Michael Verdi- 2/20/2005

I've slept on their couches, I've played with their kids, I'm about to get married to one of them.

Became A Nurse- Miss B Havens- 3/10/2006

Videoblogging can be anything the creator wants it to be. Some say it's just simply video on a blog, or even broader, just video online.

This Cheese Sandwich- The Faux Press- Jan McLaughlin-7/17/2006

Most of us were video makers before we were bloggers.

Private Screening- Scratch Video- Charlene Rule- 2005

Blogging was just a way to distribute our creations free and wide- whether it was a conversation, a documentary, a political statement, a home movie or just a tiny moment that was recorded.

Mad As Hell- Twittervlog- Rupert Howe- 7/13/2007

These are people whose work from 2004-2007 inspired and changed me. All of them are still active videobloggers. Some, including myself, have morphed their methods to include more instant videoblogging through iPhones, flickr, Facebook and Twitter- our ideas scattered throughout the web.

Hand Carved Tusk- Hopper Video- Rob Parrish- 6/10/2006

For the most recent 24/7 DIY Video event, I explored these creators' evolution into more experimental endeavors. I will be sharing these in my next installment. Enjoy!

The End- Twittervlog- Rupert Howe- 6/11/2007

ryanne_miami_sq.jpgRyanne Hodson (RyanEdit.com, RyanIsHungry.com) co-author of the first published vlogging book, The Secrets of Videoblogging, started her career as a video editor at WGBH PBS Boston and in Boston public access television. From Bangkok to Delhi, Amsterdam to San Francisco, Ryanne has taught diverse audiences the hows and whys of videoblogging. With partner Jay Dedman, she produces RyanIsHungry.com featuring stories of individuals hacking everyday life and exchanging notes on survival.

"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part Two)


You draw a range of comparisons here to older, even pre-20th century forms of storytelling -- from Daniel Dafoe to Charles Dickens. What continuities and changes do you see between deep media and older forms of serialized fictions?

That's a question I became increasingly intrigued with as I worked on the book. Collective entertainment may be new, but there's nothing new about entertainment that's participatory and immersive. In fact, every new medium from the printing press on has been considered dangerously immersive at first. TV, movies, books--Don Quixote went tilting at windmills because he'd lost his mind from reading too much. And in order to gain acceptance, each new medium has tried to pass itself off at first as something familiar. In his preface to Robinson Crusoe, which is generally considered the first novel in the English language, Defoe declared the entire story to be fact. Fiction was considered an inferior branch of history that had the glaring defect of not being true, so when Robinson Crusoe came out in 1719, it had to be passed off as autobiography. Nearly a hundred years passed before the novel became a generally accepted literary form in England. And then when Dickens came along in the 1830s and his publishers started putting out his novels in monthly installments, critics decried that as dangerously immersive. Bad enough that people were reading novels when they could have been engaged in social pursuits, like conversation or backgammon--but now they were going to be losing themselves in a fictional world for months on end.

But the really remarkable thing about Dickens was the way he communed with his readers. That was something serial publication made possible--and serial publication was purely a product of technology. Better printing presses, cheaper paper, trains that could deliver things reliably, rapidly growing cities with a lot more people who could read. Few of these people could afford to purchase entire books, but they could pay for short installments. An unanticipated result of this was that when books were published over a period of 19 or 20 months, readers had a chance to have their say with the author while the novel was still being written. And Dickens relished this. He took note of their comments and suggestions, and he loved interacting with them on the lecture circuit as well. One of his biographers described it as "a sense of immediate audience participation."

But seeing new media as a threat--that's a pattern we fall into again and again. Now it's video games and the Internet. Before that it was TV, and before that it was the movies, and a couple hundred years ago it was serial fiction and people like Dickens. The only constant is that whatever is new is threatening. And usually it's considered threatening because it's too immersive--you could get lost in it. But that's exactly what fiction is. If it's good enough, people are going to want to inhabit it.

You argue that the digital world has created an "authorship crisis." What do you mean? How are audiences and producers responding to this crisis?

With a certain amount of confusion, I think. It's certainly understandable. We've spent the last hundred-plus years with a strict delineation between author and audience--you read a book, you watch a movie, and that's it. You're a consumer. We came to think of this as the natural order of things, but in fact it was just a function of the limitations of our technology. Mass media, which is the only media we've ever known until now, had no mechanism for participation and only very limited, after-the-fact mechanisms for feedback. But there was nothing natural about that. That's why you had stuff like fan fiction springing up in the shadows, mostly out of sight of the legal operatives whose job was to enforce this regime.

Before culture became a consumable, it was something people shared. The problem is, that was so long ago we've forgotten how to do it. So when I talk about participatory storytelling, a lot of people think I mean choose-your-own-ending or something like that. Actually, that's not what I mean at all. I see branching storylines as a really primitive mechanism. Giving people a say in the story isn't as simplistic as letting them decide what happens next--A, B, or C.

But what does it mean, exactly? That's what everybody's trying to figure out. Technology has finally created a mechanism for people to have a voice, but authors are still working out how to deal with it.

I had a really interesting exchange about this with Damon Lindelof and Carlton Cuse, the guys who ran Lost. The fans want a say in the story, Lindelof said, but they also want to be reassured that the producers know where the story is going--and those two impulses seem mutually exclusive. Except they're not, really. Lindelof and Cuse demonstrated that themselves with Nikki and Paulo, the slimy lowlifes who turned up out of nowhere in season 3. Viewers hated them. So 11 episodes later, they got killed off in spectacular fashion--buried alive by the other survivors after being bitten by a fictional species of spider whose venom brings on a paralysis so complete it makes you look dead. So Lost took the whole idea of authorship-sharing back to where Dickens got it 170 years ago--which is progress. But it's still a long way from there to the narrative version of an open-world game, where the author creates a world and sets the parameters for the player to live out a story.

You cite Jon Landau as describing Avatar as "not just a movie. It's a world." and arguing that the film industry "has not created an original universe since Star Wars." What do you see as the implications of these two statements for our understanding of deep media?

That's from an interview I did with Landau and James Cameron in Montreal in 2006, when Cameron had Avatar in development but Fox hadn't yet agreed to take the plunge. It's the same exchange in which Cameron talks about the best science fiction as a "fractal experience" that can be enjoyed at any level of depth--anybody can enjoy the movie, but if you want to you can go in an order of magnitude deeper and see a whole new set of patterns, and an order of magnitude deeper after that, and so on. That's how the idea of deep media originated for me, though it was two years later before I began to see that it was part of a larger pattern.

The thing about fantasy worlds--Avatar, Star Wars, The Lord of the Rings--is that they give us license to imagine ourselves in entirely novel circumstances. Watching The Social Network we can imagine ourselves at Harvard--nice place, but populated entirely by humans. We know it already. There's an allure to something utterly unknown, with its own geography and its own flora and fauna and unique experiences to be had. At the same time, it's comforting in a way to see the basics--gravity, humanoid appearance, stuff to eat and drink--remain unchanged. The guy at the cantina on Tatooine might be four feet tall and have a head like a beat-up football, but he still likes a nice, cold beer.

This is one of the many places where Star Wars crops up as a reference point in the book. It does seem to be the ur text for many of the trends you describe. What do contemporary artists take from this now classic franchise?

I think above all it's the possibility of engagement at so many different levels of depth. Star Wars predated the Internet, of course, but it made use of all the different kinds of media that the Internet now delivers to us. It wasn't just the movies, though the vast majority of viewers stopped there. If you were a true fan--and a lot of people in Hollywood were, from Cameron to Lindelof to JJ Abrams--there were all sorts of other experiences to be had. Comics. Action figures. And what made all this work is what George Lucas calls "immaculate reality"--a level of verisimilitude that made the fantastic seem real. It's all very fractal.

To what degree do you think deep media represents the global circulation of the idea of "media mix" which first took shape in Japan around anime, manga, and games?

I think it's largely unconscious--I don't know anybody in the US or Europe who says "media mix" to mean storytelling across different media, and it's not just because we use different terms here. Star Wars certainly owes something to Kurosawa, but there's no evidence Lucas was influenced by Japanese media-mix business strategies. Jeff Gomez of Starlight Runner was aware of it because he grew up in Hawaii, but I think he's the exception. But it's an important precursor to what we're seeing now, a sort of proof of concept that was adopted by Japanese manga and anime producers way before the Internet. Ideas take hold when people are ready for them, and in Japan people were ready early.

You cite a Madison Avenue type who says, "Advertising used to interupt life's programming. Now advertising is the programming. And if you're actually being marketed to successfully, you have no idea." So many of the works you and I like to talk about were funded as promotion yet consumed as part of the story/world of the fiction. How do we reconcile those two different experiences/goals? Are fans manipulated when they invest value into things which are purely promotional or has deep media/transmedia turned promotion into an art form?

It's all part of the blur. It isn't just stories and games that are blurring together, it's author and audience, fiction and nonfiction, advertising and entertainment. Because the Internet is so relentless about dissolving boundaries, this is pretty much inevitable.

Marketing is all about manipulation--that's the whole point of it. But people today, young people in particular, are so much more media savvy than people 20 years ago, not to mention 40 or 50. I was struck by how commentators in Advertising Age would talk about "blatant" product placements on a show like Chuck at the same time that Chuck fans were using the same advertiser in a social media campaign to pressure the network to renew the show. So who, exactly, is manipulating whom?

What's happening I think is that like other forms of storytelling, advertising is breaking its bounds. It used to be that commercials were in a neat little box 30 seconds long and there was a clear distinction between them and the show. And that was reassuring--it meant we could compartmentalize our entertainment away from the advertising that paid for it, even though the commercial breaks eventually swallowed up eight minutes out of 30.

Now things are getting homogenized. Alternate reality games like Flynn Lives and Why So Serious? are obviously promotional events for Tron: Legacy and The Dark Knight, but nobody objects because they also add depth and personal resonance to the story. People think Nike+ was developed by Nike and Apple, but they forget that R/GA, one of Nike's ad agencies, was instrumental in making it happen as well. Nike+ is a runner's tool that's also a marketing platform. And if people register that at all, they're mostly okay with it. The fact is, we live in a commercial culture. Let's acknowledge it. I don't think hypocrisy is ever healthy.

You talk about games as relying upon our "foraging instincts." What do you mean by that? How conscious do you think designers are of how they expect audiences to behave?

This may be the most unexpected thing I came across while I was working on the book. I got very interested in how games and stories work on the brain, and it quickly became apparent that games work by stimulating the dopamine system, which is key to our sense of reward. This makes sense--games are all about rewarding your achievements, and dopamine release is stimulated by the anticipation of reward. But if we get rewarded all the time, the dopamine release goes down and we begin to lose interest. And if we never get a reward for what we're doing, we get frustrated and lose interest even faster. The most effective reward pattern, it turns out, is one that has a certain amount of randomness built into it. Slot-machine operators have known this for decades, but it was a neuroscientist at Washington State named Jaak Panksepp who connected it to the behavior he calls "seeking."

Seeking, or foraging, is one of the most basic survival instincts in the animal world. It keeps us focused on whatever jackpot it is we're seeking--food and sex, originally, but also other kinds of payoffs--points, social recognition, whatever. I think game designers are very conscious of this, but so are people who are porting game mechanics to other areas of existence. Foursquare gives you points for walking out the door. This is a remarkably effective means of manipulating people. Because it's so powerful, there's a pretty high potential for abuse. On the other hand, all entertainment is about being manipulated at some level. If you're not being manipulated properly, you're not going to have a very good time. Nobody wants to go to a movie where you laugh at the wrong places.

Several times in the book, you refer to that moment just before 9/11 when several key experiments in deep media were first being launched -- Majestic, The Beast, The Runner. In some ways, you are suggesting, we are just now getting back to that moment. What took us so long? What can we do now that was not on the drawing board back then? What have been the consequences of that delay?

It's kind of tantalizing, isn't it? Like a lost moment that could have happened but didn't. I think people just weren't ready. The Web browser was only a few years old. Broadband hadn't taken hold yet, so online video was painful at best. Blogging was just beginning to take off. Social media hadn't happened yet--Flickr, YouTube, MySpace, Facebook, Twitter. The Web was dominated by new media publishers like Yahoo and AOL that were basically just like old media, except the people running them didn't wear suits. And the dotcom bust had a lot of people convinced that the whole Internet thing was just a fad anyway--the CB radio of the '90s.

What's happened in the meantime is that we've had ten years to figure out what the Net is really about. It's not about publishing, it's about participating. It's about immersiveness. It's about redefining our relationship to entertainment and marketing and each other. People need time to absorb that. Stuff is coming at us at amazing speed, but that doesn't make us any faster at knowing what to make of it. We think we're living on Internet time, but the Internet is in no hurry to reveal its secrets.

"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part One)

Wired contributing editor Frank Rose is releasing a new book this month which will be of interest to many of my regular readers -- The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue and the Way We Tell Stories. It is a highly readable, deeply engaging account of shifts in the entertainment industry which have paved to way for more expansive, immersive, interactive forms of fun. He's talked to key players -- from Will Wright and Jeff Gomez to James Cameron and George Lucas -- and brings back their thinking about the changing media landscape. As he wrote me, "at various points in my career I've focused on technology and at other times on entertainment, but when I joined Wired in 1999 I started writing about both together." Rose has been exploring some of the key concepts from the book through his blog as he's been working through the project. I suspect when I teach my transmedia storytelling class again at the USC Cinema School next fall, this book will be on the syllabus, since it manages to condense down many of the key conversations being held around these much discussed topic into language which is accessible and urgent.

When I first heard of his concept of "deep media," during a talk Rose gave at South by Southwest, I was intrigued by its relationship with what I've called transmedia entertainment. And in fact, I've been asked about the relationship many times and didn't really know what to say. So, naturally, given a chance to interview Rose for the blog, that's where I started. It sounds like his own thoughts on the relationship have evolved over time and in interesting ways. As the interview continues, we talk about world-building, the relationship between games and stories, the interweaving of marketing and storytelling, and the impact of 9/11 on interactive entertainment.

You write in the book about what you call "deep media." What do you see as the core characteristics of deep media? How do you see your concept relating to others being deployed right now such as transmedia or crossmedia?

To me it's mainly a question of emphasis. Are we focusing on the process or the goal? Transmedia, or crossmedia, puts the emphasis on a new process of storytelling: How do you tell a story across a variety of different media? Deep media puts the focus on the goal: To enable members of the audience (for want of a better term) to delve into a story at any level of depth they like, to immerse themselves in it. Not that this was fully thought out when I started--the term was suggested by a friend in late 2008 as a name for my blog, and when I looked it up online I saw that it had been used by people like Nigel Hollis, the chief analyst at Millward Brown, so I adopted it.

That said, I think the terms are more or less interchangeable. I certainly subscribe to the seven core concepts of transmedia as you've laid them out. I also think we're at an incredibly transitional point in our culture, and terms like "deep media" and "transmedia" are needed to describe a still-evolving way of telling stories. I wouldn't be entirely surprised if both terms disappeared in 15-20 years as this form of storytelling becomes ubiquitous and ultimately taken for granted.

Throughout the book, it seems you see these creative changes towards a more immersive and expansive entertainment form being fueled by the emergence of games. Why do you think computer and video games have been such a "disruptive" influence on traditional practice in other entertainment sectors?

Because they engage the audience so directly, and because they've been around long enough to have a big influence on other art forms. Movies like Inception, as you've observed, are constructed very much like a game, with level upon level upon level and a demanding, puzzle-box approach to narrative. If you're a gamer, you know intuitively how to approach this. If you're not, well, good luck.

One of the reasons I started this book was that I'd begun to meet screenwriters who'd gone from TV to games and back again, and when they came back it was with a different approach to narrative--moving across multiple levels, thrusting you directly into the story and letting you figure it out for yourself, that kind of thing. But at first I just had this vague sense that games and stories were blurring into each other--that in some way that I didn't fully understand, games were becoming stories and stories were becoming games. I got obsessed with trying to understand the relationship between the two. I spoke with a lot of game designers, but it wasn't until I got to Will Wright that I found someone who could really answer my question.

We all know that games are in some sense a rehearsal for life--a simulation that models the real world. That's why kids who never play games tend not to pick up the skills they need to navigate adult existence. Wright said that at bottom, stories are an abstraction of life too--an abstraction we share with one another so we can all make sense of the world. This took on added depth for me when I stumbled across, in a neuroscience paper of all places, an 1884 exchange between Henry James and Robert Louis Stevenson on the nature of fiction. James described it as an "impression of life." Stevenson countered that life is "monstrous, infinite, illogical" while art is "neat, finite, self-contained"--a model, in other words. Steven Pinker took this a step further a century or so later when he described fiction as "a kind of thought experiment." Jane Austen novels? Rehearsals for womanhood in Regency England. All those Hollywood disaster movies? Rehearsals for the apocalypse. And so on.

So stories and games are intimately connected because they're two sides of the same impulse. Stories give rise to play, and play gives rise to stories. Think of Star Wars, and all those action figures, and the fan fiction that came out of it--story transmuted to play and then to story again.

The big question now is, will games and stories actually merge? Will we ever have the experience of being at the center of a carefully constructed dramatic narrative? That's certainly the way things seem to be headed, but I'm not convinced that anybody in the business today will achieve it. Probably there's a nerdy freshman at Harvard or USC who will. My advice would be, watch out for the Winklevosses.

Another key idea running through the book is the idea that entertainment is now designed to be engaged by collectives, often of the kinds that form in and through social network sites. What are some of the consequences of perceiving audiences as collectives of people who interact with each other and with the producers rather than as aggregates of isolated eyeballs?

I'm not entirely sure, and I don't think anybody else knows either. It's too new, it's too different from anything we've ever experienced before. It's not that we haven't had participatory entertainment--we've had game shows on TV ever since the late '40s, and on radio before that. But the idea of people working together to "solve" or interpret a story at any scale beyond the water cooler is unprecedented, simply because no technology has enabled it before. Will it change storytelling? It already has. Inception, Lost--because its narrative was so convoluted, Lost implicitly demanded that people connect online to figure it out. No one ever dared do that on TV before. Does this herald some emerging facet of connected existence? Definitely. How will it change us as a society? Too early to say.

Frank Rose is the author of The Art of Immersion: How the Digital Genera-tion is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories, to be published in February 2011 by W.W. Norton, and a contributing editor at Wired, where he has written extensively about media and entertainment. Before joining Wired in 1999, he worked as a contributing writer at Fortune and as a contributing editor at Esquire and at Travel + Leisure. He is also the author of The Agency, an unauthorized history of the oldest and at one time most successful talent agency in Hollywood, and West of Eden, a 1989 best-seller about the ouster of Steve Jobs from Apple, now available in an updated edition.

Manifestos for the Future of Media Education

A few months ago, I was asked if I might contribute a short essay to a United Kingdom based project to frame a series of arguments around the value of media education in the 21st Century. The project is intended to spark debate within the Media Studies field and beyond about the value of our contribution to secondary and post-secondary education. This week, Pete Fraser, Chief Examiner of OCR Media Studies & Jon Wardle, Director, The Centre for Excellence in Media Practice, Bournemouth University, launched a website which includes ten such manifestos, including mine, and which they hope will host ongoing discussions around these issues. Here's part of the rationale they provide for the project:

There are those who would dismiss the very idea of studying the media. The Daily Mail might argue that it is only on the national curriculum and available at degree level to ensure that the participation numbers for young people engaged in formal learning and gaining good qualifications remains high- the 'dumbing down' agenda. They might argue that studying Soap isn't a serious pursuit and will be frowned upon by University admission tutors and employers. Implicitly this argument is promoting a high brow / lowbrow divide; we can't remember the last time we read an 'angry from Tunbridge Wells' letter complaining that the tax payers money was being used to fund the teaching of metaphysical poetry instead of physics....

Twenty five years of scholarship have bought about broad consensus on the theoretical framework for Media Education - 1) that media is representation not reality, 2) that the media is produced by organizations and individuals and therefore can and should be read critically 3) that the media is now not only read and received, but reinterpreted by audiences. We would nonetheless argue that we are still some way from identifying a broader teaching and learning framework for media education and most critically - and the focus of this work - we are yet to articulate a clear purpose for the work we do. What is the point of media education? - whether it be media studies, media practice, media production, media literacy - what is the point?. You may argue the clue is in the title of each of these subsets of media education - as on the surface the differences between media production and media literacy seem pretty straightforward. However, the purpose of each still feels rather opaque.

Are we seeking to develop the media producers of tomorrow, or to nurture individuals capable of holding power to account, are we seeking to hold a looking glass up to society in order for society itself to better understand itself, or perhaps we are hoping to develop a more media literate society capable of protecting itself from evil media conglomerates?...

I used my own response to their provocation to reflect a bit on what we learned through the decade plus that I ran the Comparative Media Studies Program at MIT and especially how we might extend the thinking behind Project New Media Literacies to include more advanced studies in media. Here's part of what I had to say:

We should no longer be debating the value of media education. The real question is whether media education should be a stand-alone discipline or whether expertise in media should be integrated across all disciplines, just as the ability to communicate is increasingly recognized as valuable across the curriculum....

Beyond these core skills which need to be integrated into K-12 education [those in the MacArthur white paper], though, I might also argue for kinds of contextual knowledge which are vital in making sense of the changes taking place around us. All learners need to acquire a basic understanding of the processes of media change, an understanding which in turn requires a fuller grasp of the history of previous moments of media in transition. All learners need to acquire a core understanding of the institutions and practices shaping the production and ciculation of media -- from the Broadcast networks to the social networks, from Madison Avenue to Silicon Valley....

Media education offers skills, knowledge, and conceptual frameworks we need in our everyday lives as consumers and citizens, members of families and communities, but they should also be part of the professional education of lawyers, doctors, businessmen, people entering a range of professions and occupations. At the present moment, there is a tremendous need across all sectors for what the industry calls "thought leadership" -- the ability to translate big picture change into language that can be widely understood and engaged -- as well as the capacity to deploy such media expertise to shape pragmatic and practical decisions.

Grant McCracken (2009) has argued that this hunger for insights into how media and cultural change impacts economic decision-making may lead many business to hire "Chief Cultural Officers," ideally people who can bring humanistic expertise on culture and society into the C-Suite. If this vision came to pass, we might imagine media educated students entering not only the academy or the creative industries, but business of all kinds, policy think tanks, arts curatorships, journalism, advertising and branding, and a range of other jobs, many of which do not yet have names. Current media education tends to focus on reproducing the professoriate, despite declining numbers of jobs, and treating the vast number of our alums who get jobs elsewhere as if this was a failure of the system, an unfortunate byproduct of the decline of higher education. What if we reversed these priorities and saw the expertise media education offers as valuable in a range of different kinds of jobs and presented these options to our students at every step in the process.

The kinds of media education required for such a context differs profoundly from what we have offered in the past. For starters, it requires a much more conscious engagement with the relationship between theory and practice -- not simply production practices (itself a big change given how often theory and production faculty sit at opposite ends of the conference table at faculty meetings) but the practices of everyday life. We need to compliment the current theoretical domains of media study with a more applied discipline, which encourages students to test their understanding through making things, solving problems, and sharing their insights with the general public.

The site's participants include some of England's top thinkers about media and learning, including David Buckingham, David Gauntlet, Cary Bazalgate, Natalie Fenton, and Julian McDougall. Having just spoken at a British media literacy conference in November, I came away with a deeper understanding of the caliber of scholarship and pedagogy emerging there and of the particular nature of the political struggles they are facing over education at the moment. I welcome the chance to learn more about their thinking through the ten remarkable essays the site assembles.

To whet your appetite for more, let me close by sharing a chunk of David Buckingham's manifesto. Buckingham notes that he often finds the rhetoric by which we justify our profession overblown and deterministic, so he labels himself a poor choice to write a manifesto. In fact, it is precisely because Buckingham is so cautious in the claims he makes, so skeptical in the way that he reads the world, that his work carries such weight and impact:

I have always felt that media education suffers from an excess of grandiose rhetoric. We have all heard far too many assertions about how media education can change the world, save democracy or empower the powerless. As a classroom teacher, I was always painfully aware of the gap between this sort of rhetoric and the messy realities of my own practice (and I don't think that was just about being a useless teacher). While it can be morale-boosting in the short term, this overblown rhetoric does not serve teachers very well: we need to cast a more dispassionate eye on what really happens in the classroom, however awkward or even painful that might feel.

In my view, we can make the case much more effectively by showing in concrete ways what and how children can learn about media. Most of the critics of media education do not have even the faintest idea of what it actually looks like in practice. Media education can be intellectually challenging; it can involve intense and rigorous forms of creativity; and it can engage learners in ways that many other school subjects do not. Even experienced teachers can be positively surprised by the quality and sophistication of students' thinking as they engage in media education activities - and by the forms of oral and written work that result from it. Like any other school subject, media education can also be undemanding and boring, and it can result in pointless 'busywork'. I am not calling here for rose-tinted accounts of 'good practice', of the kind that most teachers tend to find somewhat implausible. Rather, we need to come up with evidence that media education actually works - that it can engage, challenge and motivate young people, as well as enabling them to understand and to participate more fully in the media culture that surrounds them.

A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part Two)

You describe educators in the new culture of learning as mentors, rather than teachers. Can you explain the difference between the two?

The key difference for us is that in the new culture of learning mentors are very likely to be peers who may have picked up something a little ahead of the curve or who may have more experience in something than their peers. Mentorship is a much more flexible concept and one which is tied less tightly to authority. Since so much of what we see as the key to future learning is passion-based, we think it makes more sense to understand the process of learning as something that can be guided by a mentor, as opposed to being taught by a teacher. No one can teach you to follow your passions, but they can help guide you once you discover what motivates you.

You write about learning collectives. Often, when I try to describe this concept, I run up against the deeply embedded tradition of individualism, which has made all forms of collective sound, well, "socialist." Have you found effective ways of responding to American's ideological revulsion against collective identities and experiences?

Collectives, as we use the term, have nothing to do with the politics or economics of socialism. Instead what we are trying to capture is the formation of new institutional structures that are radically different from more traditional notions of community. Collectives are literally collections of people who form around a central platform. What is interesting is that collectives tend to promote individual agency and may actually be more consistent with individualism than they are with even community based theories of social interaction. Collectives, as we use the term, are actually institutions that enable and enhance individual agency. And because the costs of entry and exit are usually negligible, they tend to have much less persistence than more traditional institutions have had in the past and hence they don't outlive their usefulness as the world changes around them.

One of the key contrasts we need to draw is between notions of communities and collectives. Communities are institutions that are designed to facilitate a sense of belonging. Collectives are institutions that facilitate individual agency. Anyone who joins a collective looking for a sense of belonging is going to wind up disappointed, because that is not how they function. Collective are more social platforms than social entities. Communities may form within a collective, but they need not form in order for the collective to function. The key point is that because collectives are agency driven, they form the perfect environment for the cultivation of imagination. In other words, the collective amplifies what I can do by tapping its collective experience.

In that sense "collective identity" is something of an oxymoron. Collectives are spaces in which individual identity is critically important. It makes no sense to talk about the "Facebook community" or the "Google community" because people are using those platforms in such incredibly different ways. Yet at the same time, Facebook and Google have become such common and shared practices that they are almost regarded as part of the fabric of online life. No one goes to Google for a sense of belonging, yet there is no denying it has had a powerful, even transformative, social effect. Our book is an argument for these collectives as environments where the cultivation of imagination is possible like it never has been before. But we are also very careful to say it is not just a matter of exposure. Cultivation is a purposeful act, not something that just happens as a result of exposure or access, but what we are discussing may also be a new sense of cultivation, one where the collective itself is committed to making the individual better.

You draw on the concept of "concerted cultivation" or what others called the "hidden curriculum" to explain why what happens outside of schools has a powerful influence on young people's performance in the classroom. To what degree does it make sense to extend this well established educational principle to think about the informal learning which takes place online? Isn't part of the point the alignment of the values in a middle class home and the classroom? Would this principle work only if schools were ready to embrace the values of the online world? Yet, elsewhere, you suggest some core conflicts between the two.

This goes back to the core thesis of the book. What we were able to identify were two radically different learning environments, one which was overly structured (such as the contemporary classroom) where boundaries are put in place to actually discourage play, experimentation and real inquiry based learning. The other environment is completely unbounded and unlimited, best represented by the information explosion on the Internet. Absent some sort of structure or boundaries, learning is not any more likely to happen in an unrestricted space than it is in a tightly controlled one. What we see happening in the most successful learning environments is a fusion of these two ideals. Like a petri dish, the best learning environments have boundaries which control and limit them, but within those boundaries permit almost unrestricted growth, experimentation and play. Neither innovation nor learning can happen in a vacuum and we have seen time and again that it is the constraints that students face that provide the opportunity for really innovative learning to happen.

The core conflict is a matter of mentality. Our schools believe that teaching more, faster, with better technology is preparing our students for the 21st century. Their answer to dealing with change is to keep doing the same thing faster. To our way of thinking, this is like trying to fix a leaky bucket by pouring more water in it. We do think there needs to be more of an alignment on both sides. We hear over and over again how our schools are broken. That metaphor only works if you treat them as machines. When you think of schools as learning environments, it no longer makes sense to say the environment is "broken." What we hope this book does is, like the work on concerted cultivation, help people see that the line between schools and the world or the world place and daily life is illusory. Learning is happening everywhere, all the time.

This brings us back to imagination and the last line of the book: Where imaginations play, learning happens.

As you note, people not only learn in "different ways" but they also learn "different things" when confronting the same information. Yet, doesn't this insight run against the current culture of schooling with its emphasis on standardized testing? How can we as a culture work past this contradiction between our understanding of learning and our policies for measuring classroom success?

What no one seems to pick up on is that innovation by its very nature runs counter to the idea of standardization. Something is innovative because it is outside of the standard. If we are serious about learning and embracing change in the 21st century, we need to also start thinking about evaluating learning in more sophisticated ways. Standardized testing is easy. It is also efficient. Again, these are the standards that we use to judge machinery. But we should be surprised when our students who go through the machine end up emerging looking like cogs.

Another key distinction we are trying to make is to understand the difference between creativity and imagination, two terms that are often used interchangeably. Creativity is a much later stage and something that can not be taught. It is the product of a fertile imagination. Imagination, on the other hand, is something that can be cultivated in response to a learning environment. Much of what we found in our research was that there is no creativity without imagination and that imagination, the true life of the mind, is something that is not given much (if any) space in classrooms or workplaces. Part of why we think collectives are such powerful environments for learning is that they stimulate imagination by encouraging activities like play, experimentation, and inquiry.

You describe inquiry as a core principle of the new culture of learning. In true inquiry, we follow our interests where-ever they lead us. Is true inquiry possible within the current structure of disciplines which shape our schooling practices?

Is it possible within the current structure? Probably not. What this book is pointing to is the need for a complete overhaul in our educational philosophy. Our schools are training people for the jobs of the 20th (and sometimes 19th !) century. Inquiry is not a new idea. Is was a core principle of Plato's academy and it was the cornerstone of John Dewey's education philosophy. Until now, however, it has not really been possible on a large scale. We now possess a technological infrastructure which makes it possible to engage in inquiry and to truly follow our interests. But at the same time, we believe there need for some constraints or boundaries on how far and in what direction those interests go. In large part, the role of the teacher needs to shift from transferring information to shaping, constructing, and overseeing learning environments. We take the idea of cultivation very seriously. You don't teach imagination; you create an environment in which it can take root, grow and flourish.

How do we understand the value of diversity in this new culture of learning? Do learning networks work better if they include homogenous mixes of people pursuing the same goals or heterogeneous groups pursuing different interests? To what degrees are our current schooling practices a product of a historically segregated culture?

This is a great question that we don't get to go into much in the book. The thing that makes learning different in the 21st century from any other time in the past is the diversity of information, knowledge, experience, and interaction that is available to us in the digital age. This new culture of learning only works if it can be fed by an enormous influx of constantly updated information. It is driven by change, so it is a way of looking at the world that is maladjusted to homogeny. In the theory of inquiry we spell out, we talk repeatedly about the questions being more important than the answers and the idea that solutions to one problem are gateways to dealing with increasingly more sophisticated problems and deeper questions. People in learning environments are inherently curious. Diversity is not only a value; we would say it is the key ingredient in formulating a new culture of learning in the 21st century.

What do you see as the value of remixing as a means of learning? Many teachers confuse remix culture with plagiarism, which they have been taught to prevent at all costs. How can you help educators resolve these competing understanding of what it means to build on the work of others?

The crux of the issue is one of content versus context. Plagiarism is the intentional misrepresentation of someone else's ideas as your own; it is about content. Remix is an effort to fundamentally transform meaning by shifting or altering the context. The idea of making meaning through context is a relatively new one, because it is only recently that we have had the technological tools available to us to reshape contexts and then disseminate that information on a large scale.

What we have had, however, are things like parody, social satire, and commentary, all of which rely on very similar mechanisms to make arguments about meaning. Once you start thinking of remix as reshaping context rather than content creation, it becomes much easier to understand both its power and it utility. Of course as an added benefit, the easier it is for the average user to manipulate context, the more transparent the tradition of mainstream media doing the same thing becomes. There are countless examples of editing, tight focus, perspective and so on which have radically remade the meaning of events and have reshaped national and international perspectives.

You talk about learning, making, and playing as the core mindsets that support education. Despite a decade now of work on games for learning, many will be surprised to see "playing" on this list, in part because our schools are shaped by a puritan work ethic which distrusts play as frivolous. What would need to change for formal education to fully grasp and embrace the value of play?

There are two critical things to realize. First, play is not trivial, frivolous or non-serious, in fact, quite the opposite. Play can be the place where we do our most serious learning. And second, it is something we do all the time. When we explore, we play. When we experiment, we play. When we tinker or fiddle, we play. Science is play. Art is play. Life, to a great extent, is play. Every great invention of the past hundred years has had an element of play in its creation. So we are using the word in a very deep and serious way. A big influence on our work was Johan Huizinga's book Homo Ludens, which goes so far as to make the argument that culture grew out of play, not the other way around. So, from Huizinga's perspective play is the most basic and most human part of us.

When education became more "mechanized" it began to lose that sense of play. After all, who wants "play" in their machinery? Play is not precise or efficient; it is messy. But play also exemplifies what we think of as the ideal learning environment. Play is defined by a set of rules which form a bounded environment. But within those rules players have as much freedom as they like to create, innovate and experiment. Just think of all the amazing athletic feats that have emerged from a game like soccer, simply from the rule "you may not touch the ball with your hands." It is that boundary that sets off an incredible set of innovations and ideas and in doing so, forms an extremely rich learning environment.

Those same principles can be applied to any environment that values learning and we believe that if we follow those ideas, we will see a revolution in education that will create a new generation of explorers, innovators, and people who understand both the ways to and value of embracing change.

Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part One)

It is my privilege and pleasure from time to time to showcase through this blog new books by important thinkers who are exploring the relations between digital media and learning, concerns which have become more and more central through the years to my own interests in participatory culture. Today, I want to call attention to a significant new book, A New Culture of Learning: Cultivating the Imagination for a World of Constant Change, written by two of my new colleagues at the University of Southern California -- Douglas Thomas and John Seely Brown. Asked to write a blurb for this book, here's what I had to say:

A New Culture of Learning may be for the Digital Media and Learning movement what Thomas Paine's Common Sense provided for the American Revolution -- a straight forward, direct explanation of what we are fighting for and what we are fighting against. John Seely Brown and Douglas Thomas lay out a step by step argument for why learning is changing in the 21st century and what schools need to do to accommodate these new practices. Using vivid narratives of people, institutions, and practices at the heart of the changes and drawing from a growing body of literature outlining new pedagogical paradigms, they place the terms of the argument in language which should be accessible to lay readers, offering a book you can give to the educator in your life who wants to become an agent of change. My hope is that our schools will soon embrace the book's emphasis on knowing, making, and playing.

This book really is a gift, one which arrived too late for the Christmas season, but just in time for the start of the new semester. I know that I will be drawing on its insights to shape my own New Media Literacies grad seminar this term and to inform the new afterschool program we are launching at the RFK Schools here in Los Angeles. I admire it for both its clarity of vision and clarity of prose, not a common combination. In the interview which follows, I play devil's advocate, challenging some of the core premises of the book, with the goal of addressing critics and skeptics who may not yet be ready to sign on for the substantive reforms in pedagogical practices and institutions they are advocating.

Doug, you shared a story of how your students gradually took over control of your class. On one level, this sounds like teachers' worst nightmares of where all of this may be leading, but it sounds like you discovered this process has its own rewards. Can you share some of what you learned about student-directed learning? How might you speak to the concerns of educators who are worried about their jobs and about satisfying various standards currently shaping the educational process?

This was a fascinating experience for me and it speaks directly to the distinction we are making throughout the book between teaching and learning. Even after having thought long and hard about what it means to be an educator and being open to ideas such as student-directed learning, I still found that I was carrying a whole lot of baggage about what it meant to be a responsible educator. Primarily, what that meant was transmitting valuable information and testing how well that information was received, absorbed, and processed. What I had not really thought about was the ways in which that limits and cuts off opportunities for exploration, play, and following one's passions.

The fear is easy to understand. What we are essentially doing when we move to student-directed learning is undermining our own relatively stable (though I would argue obsolete) notions of expertise and replacing them something new and different.

That doesn't mean there is no role for teachers and educators. Quite the opposite. One of the key arguments we are making is that the role of educators needs to shift away from being expert in a particular area of knowledge, to becoming expert in the ability to create and shape new learning environments. In a way, that is a much more challenging, but also much more rewarding, role. You get to see students learn, discover, explore, play, and develop, which is the primary reason I think that most of us got into the job of teaching.

"Lifelong learning" has become a cliché. What is it about the world of networked computing you describe which transforms this abstract concept into a reality? Are the kinds of learning experiences you discuss here scalable and sustainable?

We take it as a truism that kids learn about the world through play. In fact we encourage that kind of exploration. It is how children explore and gain information about the world around them. Since the time of Piaget we have known that at that age, play and learning are indistinguishable. The premise of A New Culture of Learning is grounded in the idea that we are now living in a world of constant change and flux, which means that more often than not, we are faced with the same problem that vexes children. How do I make sense of this strange, changing, amazing world? By returning to play as a modality of learning, we can see how a world in constant flux is no longer a challenge or hurdle to overcome; it becomes a limitless resource to engage, stimulate, and cultivate the imagination. Our argument brings to the fore the old aphorism "imagination is more important than knowledge." In a networked world, information is always available and getting easier and easier to access. Imagination, what you actually do with that information, is the new challenge.

Essentially what this means is that as the world grows more complicated, more complex, and more fluid, opportunities for innovation, imagination, and play increase. Information and knowledge begin to function like currency: the more of it you have, the more opportunities you will have to do things. To us, asking if this kind of learning is scalable or sustainable is like asking if wealth is scalable and sustainable. But instead of finances, we are talking about knowledge. Education seems to us to be one of the few places we should not be afraid of having too many resources or too much opportunity.

You argue that many of the failures of current teaching practice start from "the belief that most of what we know will remain relatively unchanged for a long enough period of time to be worth the effort of transferring it." Granted the world is changing rapidly, how do we identify the narrowing range of content which probably does fall into this category and which provides a common baseline for other kinds of learning?

The problem is not with facts remaining constant. There are some things we know that we have known for a very long time and are not likely to change. The force that seems to be pushing the knowledge curve forward at an exponential rate is two fold. First, it is the generation of new content and knowledge that is the result of simply participating in any knowledge economy. This leads to a second related dimension: while content may remain stable at some abstract level, the context in which it has meaning (and therefore its meaning) is open to near constant change. The kind of work you have been examining from the point of view of convergence culture is a prime example: users are not so much creating content as they are constantly reshaping context. The very idea of remix is about the productions of new meanings by reframing or shifting the context in which something means. The 21st century has really marked the time in our history where the tools to manipulate context have become as commonplace as the ones for content creation and we now have a low cost or free network of distribution that can allow for worldwide dissemination of new contexts in amazingly brief periods of time.

If you look at something as simple as Google News, the simple act of viewing a news story provides data which is fed back into the system to determine the value and placement of that story for future users. Millions of micro-transactions, each of which are trivial as "content" powerfully and constantly reshape the context in which news and current events have meaning.

You challenge here what James Paul Gee has called the "content fetish," stressing that how we learn is more important than what we learn. How far are you willing to push this? Doesn't it matter whether children are learning the periodic table or the forms of alchemy practiced in the Harry Potter books? Or that they know Obama is Christian rather than Muslim?

Ah, this question throws us into one of the key traps of 20th century thinking about learning. Learning is not a binary construction which pits how against what. In fact, throughout the book, we stress that knowledge, now more than ever, is becoming a where rather than a what or how.

Where something means or its context raises questions about institutions and agency, about reliability and credibility and it always invites us to interrogate the relationship between meaning and context.

In our framework, we stress that every piece of knowledge has both an explicit and a tacit dimension. The explicit is only one kind of content, which tells you what something means. The tacit has its own layer of meaning. It tells why something is important to you, how it relates to your life and social practices. It is the dimension where the context and content interact. Our teaching institutions have paid almost no attention to the tacit and we believe that it is the tacit dimension that allows us to navigate meaning in a changing world.

Knowledge may maintain consistency in the explicit, while undergoing radical changes in the tacit and we believe that understanding how knowledge is both created and how it flows in the tacit is the key to understanding and transforming learning in the 21st century.

Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

DIY Media 2010: Video and Gaming Culture (Part Three)

This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is an interview with Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab. Your curator's statement sets up the opposition between the way game videos might be seen in the traditional art world and the ways they are perceived in the fan world. Yet, one could argue that the Machinima community in particular has been developing its own art world -- including festivals, exhibitions, critical authorities, and canons. What can you tell us about how this alternative art world functions and what role it plays in shaping the aesthetic evaluation of the videos you are sharing with us?

As artworlds, Machinima and Game Art have had different gestation periods. The former is actually younger - the first examples can be found in the mid-Nineties, but artists have been experimenting with games - at various levels - since the Eighties. Nevertheless, machinima - as an artworld - has reached a fascinating level of complexity. Although the vast majority of machinima productions are still self-referential - therefore primarily intended for the gaming community, i.e. the connoisseurs who possess the necessary gaming capital to recognize and appreciate the intertextual connections between the game and its visual commentary - there's also a significant production of machinima intended for different crowds and contexts - art galleries, new media arts festivals and even film festivals (mainly because for long time, film people thought of games as "interactive cinema" - an oxymoron, obviously, a contradiction in terms, a classic example of the "rearview mirror" syndrome, that is, they could only understand/relate to those elements of games that resembled film, which became the trademarks of the medium itself - a major strengths but also its Achille's heel (I'm just trivializing what Espen Aarseth said, much more convincingly, here).

Machinima thus represented a good trade-off since what we are dealing with here is basically (non-interactive) digital animation. If machinima is "an animated cartoon" then it can be featured - read: tolerated - alongside film festivals, media art events, retrospectives etc. That second order of machinima, the machinima that flirts with the Contemporary Art World rather than the Videogame world, includes artists like Frenchmen Benjamin Nuel and Yann Bauquesne.

Performance in Counter Strike from Foke on Vimeo.

The latter is the author of a series of performances in Counter-Strike that I find absolutely brilliant but most fans of the game would dismiss with an irreverent "Huh?/WTF?". Incidentally, Bauquesne is the same artist who created Violent Waste (2010), a sculpture of Super Mario entirely made of cartridges - pun intended.

Not too long ago, Salman Rushdie said that the best way to free Iran is to drop gameboys and bigmacs", basically comparing videogames and junk food to weapons of mass distraction/destruction. In this sense, Bauquesne's scultpures acquires another layer of meaning, both literal and allegorical. Anyway...

Again, the context is everything: it's interesting to see how the 'same" artwork is received, for example, by the readers of Kotaku and by the readers of Flash Art/Artforum etc...

To answer your question, Henry: I am afraid that if we over-emphasize the text over the con-text and the pre-text) we risk of losing sight of the real importance of machinima. That is, although the essence of a medium cannot be considered independently of its technical aspects, the question concerning technology is not exclusively technological. I'm more interested in understanding the ways people use, think and talk about a medium.

Example. When John Hillcoat, the director of The Road (2009) created Red Dead Redemption. The Man from Blackwater, a machinima based on Red Dead Redemption (Rockstar Games, 2009) he was basically legitimizing the medium (machinima) in a broader context while simultaneaously promoting the game.

There was a time when several machinima practitioners believed that machinima was going to revolutionize digital filmmaking. It was around the time Tom Pallotta directed a video for Zero 7 in machinima-form, "In The Waiting Line". That scenario has not materialized (yet) and perhaps it does not really matter.

What matters is that right now there are many ideas of what machinima is and what machinima does - machinima as an artform per se, machinima as an inexpensive yet versatile alternative to digital filmaking, machinima as video commentary about gaming culture for gamers etc. All these ideas are competing with each other right now, but in the future one or possibly two may become dominant and redefine the perceived meaning of machinima. A Kuhnian paradigm shift, if you will.

In just a few months, MIT Press will release The Machinima Reader, edited by two scholars who have written extensively on this topic: Henry Lowood and Michael Nitsche. I believe this collection of essays will simultaneously answers many questions about the nature of the medium and raise new ones.

Given these two parallel art worlds, is it possible to define an "avant garde" and "popular aesthetic" for thinking about the videos which have been produced through and about games?

I love to repeat myself, so I would simply say that the context matters more than the text. That is, the same artifact could be perceived as "avant-garde" or "popular aesthetics" depending on factors like "where", "how", "who", "why" etc. Think of Cory Arcangel's entire ouevre...

Moreover, a video distributed via YouTube prompts a certain response and attracts a certain crowd (also, for an artist to choose vimeo over YouTube as a channel of distribution has political rather than simply technical/design implications). But if I take the same exact video and show it in a physical art gallery, it will attract a vastly different feedback. Plus, cultural and social biases play a significant role as well in defining the nature of what we consume.

I'll give you an example. A friend of mine, let's call her D., recently told me about her experience at Leonard Cohen's concert in Oakland. D. was born in Poland but lived in the US most of her life. Nevertheless, she still has strong ties with her home country. Once Polish always Polish, so to speak. Anyway, the Canadian singer was playing at the Oracle Arena. His first concert in NorCal after a long hiatus. He's 77 - in great shape - but still, 77. Now, D., who practically worships Cohen, at one point took out her cellphone to take a picture of the living legend performing on stage. The man seated next to hear - yes, the audience was seated - yes, at a rock concert - tapped on her shoulder to tell her that she was "Being obnoxious and should be "Ashamed of herself". She also got the stink eye from many other attendees around her (average age: 50-60+) and felt mortified.

When she went home, the first thing she did was opening the browser to check out the videos from previous gigs - Cohen played in Poland as well. The European Eastern crowd (which ranged from twenty-somethings to fifty-somethings) was dancing like crazy, and everybody was taking pictures and recording videos that eventually found their way on YouTube. Thus one act that was considered "disrespectful" and "blasphemous" in one context, was perceived as a heartfelt manifestation of appreciation in another: the more videos and pictures the crowd captures of a performer, the higher the level of appreciation.

The point that I am trying to make is that although Cohen performed the same songs, the reaction from the crowds, the locale, the written/unwritten rules of conduct changed the very nature of the performance. In Oakland, the concert was a religious experience, in Poland a Dionysian party.

Another example. Last Saturday I attended the screening of Mahler on the Couch (Felix Adlon, Percy Adlon, 2010), a film about the life of the famous composer. The most interesting aspect of an otherwise forgettable/predictable story of love and betrayal is a somehow minor episode, that takes place at the very end [MINOR SPOILER AHEAD], when Mahler is fired after a ten-year tenure as the director of the Vienna Opera House. The crowd is outraged by the fact that the new director immediately changed the rules of attendance, forbidding the audience to clap and chat. "Opera used to be fun," one of the enraged spectator says, "Now it's only art".

One of the reasons why the new rules of conduct were imposed so abruptly has more to do with the changing media landscape of the early 20th century than with personal politics. Opera - which used to be a popular form of entertainment - was being challenged by film - a medium still in infancy, still perceived as a technical novelty, a childish, somehow juvenile pastime (Gunning's "Cinema of attractions"), deemed "artistically" inferior to theater by the intelligentsia of the day (Pastrone's Cabiria and Griffith's Birth of the Nation were still a few years away).

So in order to distinguish itself from the increasingly popular new medium, opera "changed" with the introduction of new rules of engagement, new behaviors, new codes of conduct. It became "only art". The ways we interact - or are expected to interact - with a text change the nature of the text.

Let me give you one last example: Second Life. Second Life looked like a videogame, behaved like a videogame, and yet it was not a videogame. You know why? Because gamers hated it. They found it pointless, cumbersome, boring. They checked out for about ten minutes and then left. This is exactly why the art community found it intriguing and exciting. Finally they had a playspace they could tinker with. Heck, even Chris Marker became a believer. And they did a lot of interesting things. Yet, in many cases, the kind of artists' performances/practices in Second Life were not essentially different from gamers' performances/practices in game-spaces. Example. Eva and Franco Mattes aka 0100101110101101's "Synthetic Performances" (2007-) is a series of re-enactments of famous art performances (e.g. Marina Abramovic's Imponderabilia, Vito Acconci's Seedbed, Chris Burden's Shoot) in Second Life. How do they differ - conceptually - from gamers' remakes in LittleBigPlanet? I'm talking about Duckhunt, Pitfall and a million of others? Yes, it's a rhetorical question.

You seem drawn towards the expressive or performative dimensions of games-related videos rather than the narrative. There has been a long debate in game studies between approaches focused on narratives and approaches focused on game play. Can we see the aesthetic distinction you are making here as reflecting this larger debate about the nature of games as a medium?

I followed that debate from its inception which means that I am very old. It was a clever strategy to put game studies on the academic radar, a perfect example of agenda-setting. It worked well: the Ivory Tower discovered digital gaming, which means we could talk about games without feeling ashamed as long as we - the game scholars, another oxymoron, a lovely one - made the "right" connections with Deleuze, Guattari, Eco, Baudrillard and company. And we could also explore, and map, and colonize the new "virgin" territory, which is always fun.

And we laughed and cried and sat on the edge of our seats for years while the Scandinavian school of Ludologists fought its battles against the US Army of Digital Narratologists. I loved those conversations. (For some reason, I'm thinking of Bryan Ferry's "More than This: "It was fun for a while/There was no way of knowing/Like a dream in the night/Who can say where we're going?"). And we all cheered when the armistice was declared.

Although we now pretend to be looking at other issues, that seminal diatribe never really disappeared, like all major diatribes (e.g. "iconoclasts vs. iconolaters"). Mutatis mutantis.

Having said that, what I find exciting is that what we are seeing right now is the emergence of new game aesthetics, brought on by a new generation of designers and artists that use games as a form of expression, as raw material. Young, talented individuals that attended art/design schools and universities that have strong programs in digital media (both theory and practice). "Hands-on" students who read Roland Barthes alongside Judith Butler, Bill Moggridge & Andre Bazin, Michel de Certeau & Erwin Panofsky, Slavoj Zizek and Janet Murray.

Nobody is really surprised by the fact that several influential game critics awarded a tiny, independent production called Limbo, created by a Danish studio called PlayDead, as their favorite game of the year. On the surface, Limbo is a simple side-scroller action/platform game. Deep down, it is a reflection on the human condition, delivered with a black & white, sepia tone aesthetics, minimal soundtrack, etc. etc.

Equally interesting, but on the game criticism side, is the impressive work done by an art student from Washington State, Cory Schmitz, who was able to turn his school projects in some of the most exciting paper-based game/art criticism I've seen in a long while - EXP and The Controller. While everybody is hyping the iPad - tablets and e-reader - here we are, celebrating a cellulose-based lascivious fanzine about gaming! Ha! So, to make a long story short, the gaming as a medium is changing dramatically and it's not really about rules vs. stories anymore. Or maybe it is. Who knows. We are just beginning a new journey into gaming. "A journey which along the way will bring to you new colour, new dimension, new value."

Grassroots video making around games has, as your selection illustrates, been profoundly shaped by specific gaming platforms -- from Quake to Spore and LittleBigPlanet. What can you tell us about how the videomakers represented here work within or against the constraints of those platforms?

Today more than ever, the constraints are more political than technical. That is, while the PC is (still) a (relatively) open platform, consoles (PS3, Xbox 360, Wii) are (still, relatively) closed systems, tightly controlled by the respective manufacturers, which can considerably influence/limit the creative efforts of the game community. The history of the PlayStation 3, for instance, is marked by the continuous struggle between the hackers - that jail-braking the console on a weekly basis - and the Japanese company, which is doing all it can to suppress such "illicit" operations (when the users get tough, the users get sued).

This perfectly exemplifies the dynamics between tactics and strategies described by de Certeau. And the struggles between the producers and the users, the way a company reacts to such creative/disruptive efforts, defines the very nature of that technology - the way you talk, or not talk, about a technology, a feature, etc. So, a hacker who tinkers with the Microsoft Kinect is a creative genius because Microsoft tolerates or even encourages such tinkering (within limits). A hacker who unlocks the PlayStation 3 is "a pirate" and a criminal. "Terrorists" vs. "Freedom fighters": reality is always defined by who gets to call the shots.

It's obvious that if I want to create something using LittleBigPlanet as my plaftorm/canvas I need to be aware that my creation could be erased overnight without any warning, that I might be censored by Sony for "copyright infringement", "offensive content" etc etc. whereas if I mod/hack a PC game, I can have multiple outlets for displaying my creations. I can do interesting and potentially controversial things like a first-person shooter starring Jesus Christ or simulate the battle in Waco, Texas and play a deathmatch game at the MoMa and elsewhere. Nevertheless, there are several levels of LittleBigPlanet that really pushed the boundaries - from the Little Big Cremaster cycle to the re-enactment of 9/11 - that are just waiting to be "discovered" by the Artworld.

Much of the early Machiniema content was focused specifically on the concerns of the gaming community. Yet, many of your examples here connect games-based videoing to larger internet "memes". What does this suggest about the relative porousness of the cultural communities represented here? What points of contact exists between these games-based video-makers and other kinds of grassroots cultural production in the era of YouTube?

There is a high degree of porousness between mainstream pop culture and the gaming community because today (almost) everything is one click away, instantly accessible 24/7, and content migrates easily from one platform to another, from one screen to the next. In the age of television flow, channel hopping, "500-channels and nothing to watch" etc., writers and artists invented cut-ups and similar techniques. Today such production is not limited to niches anymore.

In the era of convergence, media literacy has expanded considerably. Finally, thanks to Windows and Facebook geeks became powerful and respected within our society - their fashion, language, and idiosyncrasies/inferiority complexes migrated to the mainstream. Steve Jobs is a rockstar. Julian Assange is the man of the year...

To quote Jen from the I.T. Crowd (S01, e01), "Ideas are coming, things are happening here". To answer your question, we could certainly come up with a taxonomy of memes - scholars fetishize taxonomies - or a series of case studies - economists love case studies - to get a sense on how digital gaming is influencing other grassroots cultural productions.

Example:

Case one. All Your Base Are Belong to Us (1998). A game-based video that becomes an internet meme. By game-based I mean that its "materiality", i.e. the phrase "All Your Base Are Belong to Us" and game footage used came from a videogame, namely the the 1989 side-scrolling arcade shooter Zero Wing, itself rather niche within the game community dare I say.

Case two. The Downfall/Hitler Meme (2006). In this case, a Spanish game player appropriates a sequence of a film, namely Downfall (Oliver Hirschbiegel, 2004), to express his disappointment about a videogame, Flight Simulator X by Microsoft. The video spreads first within the game community - spawning other game-related spoofs/parodies/responses (my favorite, "Hitler Gets Banned from Xbox Live"), then goes "global", and, bingo!, next thing you know is that The New York Times is writing about it.

Case three. The Fail meme (2003?). Like "All Your Base Are Belong to Us", here's an example of a game-based term, "fail" (from the Engrish line "YOU FAIL IT" from the 1998 Neo Geo video game Blazing Star -also very niche) which was used - right from the inception - to illustrate, visually, examples of failures - failures tout court, not necessarily game-based.

...But we should also remember that there are memes in the Game Art world as well, but they are not necessarily called memes, but "homages". One recurrent theme among Game Artists to is to recreate a gallery or a museum in a game space with the explicit goal of destroying a) the space itself, b) the artworks it contains, c) eventually, the artists/curators/spectators. The origin of this meme, pardon, theme, can be traced back to ArsDoom (1995), Created in 1995 by Orhan Kipcak and Reini Urban, ArsDoom was shown at the Ars Electronica Festival in Linz the same year. Using the Doom II engine and Autodesk' AutoCAD software, Kipcak and Urban created a virtual copy of the Brucknerhaus' exhibition hall and invited artists to create or submit virtual artworks that could be displayed in the new map. Armed with a shooting cross, a chainsaw or a brush the player could kill the artists and destroy all the artworks on display.

Others point to Palle Torsson and Tobias Bernstrup's Museum Meltdown (1996) as the main culprit. These two enfants terribles - at that time art students in Scandinavia - created a mod of Duke Nuke'm 3D that allowed the "player" to destroy everything that moved - and did not move, like paintings - on the screen. This idea spread like fire in the Game Art community, and became an almost required practice. A playful subversion the rules of the Artworld by using videogames became a rite of passage among art students... Among the others: Chris Reilly's Everything I Do is Art, But Nothing I Do Makes Any Difference, Part II Or: How I Learned to Stop Worrying and Love the Gallery(2006), Michiel Van Der Zanden's Museum Killer (2008) and Christopher Wyant's Team Fortress 2 Ceramics (2011).

In short, endless fun.

Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art.

DIY Media 2010: Video and Gaming Culture (Part Two)

This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following selection of videos was curated by Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.

LittleBigRevenge

Seakitten Collective (Belgium)

2009

genre: the video uses a blend of real footage and in-game footage

keywords: LittleBigPlanet, fandom, comedy

LittleBigRevenge uses a blend of real footage and in-game footage of Media Molecule's LittleBigPlanet in a creative and engaging way The video, starring the game avatars Sackboy and Sackgirl, asks the viewers "what would happen if a diplomatic mistake causes [sackboys] to take revenge on humanity? A Belgian couple finds out right in their living room..."

"MTBig Planet"

DanteNeverDies (Spain)

2009

genre: machinima music video

keywords: Music video, Montage, parody

An irresistible spoof of famous dance music videos created with Media Molecule's LittleBigPlanet. PlayList: Flatbeat - Mr Oizo; Sing it Back - Moloko; Satisfaction - Benny Bennasi; Destination Calabria - Alex Gaudino; Right Here Right Now - FatboySlim; Who's Your Daddy - Benny Bennassi; Starlight - Supermen Lovers; DANCE - Justice; My Boobs are Ok - Lene Alexandre; Hey Boy; Hey Girl - The Chemical Brothers; Call on me - Eric Prydz; Invaders Must Die - The Prodigy; One More Time - Daft Punk.

"LittleDaftPunk"

DanteNeverDies (Spain)

2009

genre: machinima music video

keywords: Music video, Montage, parody

A visual medley of Draft Punk's most celebrated songs recreated with Media Molecule's LittleBigPlanet by DanteNeverDies.

"I'm On a Boat"

Matthew Gallant (Canada)

2009

genre: machinima music video

keywords: Machinima Music Video, The Legend of Zelda: The Wind Waker (Nintendo), Saturday Night Live

Matthew Gallant mixes Saturday Night Live with Zelda and creates the (explicit) Wind Waker version of I'm On a Boat. In his own words: "Like all stupid ideas, it began on the Internet"

"Half-Life2: All sounds replaced with my voice"

-Trase- aKa Patcher aKa Tr45e (Ukraine)

2009

genre: Gameplay footage

keywords: BHuman beat Box, Mod,

The author replaced 1327 sound files with his voice ("I did not edit any of them, its fresh from the microphone"). The result is incredibly funny and started a new meme on the internt. (He left untouched: "Ambient noises like wind; some zombie voices; character voices (it would sound dumb); maybe i missed some minor physics like a trap door hidden somewhere in ravenholm and no one ever opens it").

"Infinite Mario AI -Long Level"

Robin Baumgarten (United Kingdom)

2009

genre: Gameplay footage, speedrun

keywords: speedrun, skill, AI, music

This incredible video won the Super Mario Competition in September 2009 which invited players to submit their game performances. Robin Baumgarten, a PhD student at Imperial College, London, produced an enhanced run which pulls off a major coup halfway through when it walljumps out of a pit. In his own words: In this version of Mario, when you're jumping while sliding on a wall, you jump backwards and upwards away from it").

"Project Blackjack: Trials HD - Stunt Video"

BLKJ Son (United States)

2009

genre: Gameplay footage with Music (Bonnie Tayler's "I Need a Hero")

keywords: Skill, Trials HD, montage

Videos stunts performed in Trials HD, a motorbike game available on Xbox Live arcade. The author - BLKJ Son - presumably filmed his television screen and edited the video adding a rock soundtrack (the screams and wows from the player can be heard as well). BLKJ Son's description: " Trials HD is the sickest game ever. You know how we get down ... BLKJ Son". I law the "raw footage" nature of this video.

"What A Wonderful L4D"

James McVinnie (originally from the UK, living in Canada)

2009

genre Edited gameplay Footage with soundtrack

keywords: Gameplay, montage, music

This video creates a powerful cognitive dissonance by juxtaposing scenes from the ultra-violent horror game Left 4 Dead (Valve) and Louis Armstrong's "What a Wonderful World". The effect is similar to Microsoft's famous TV ad for "Gears of Wars" featuring Gary Jule's "Mad World".

In his own words: "I play Left 4 Dead waaaay too much. It deserves a vid. Please ignore the lag spikes and such, i rushed this out over 2 days and didn't really have time to fix up all the bugs. The reason Louis doesnt make much of an appearance is the fact that i'm always Louis, so he was doing all the camera work."

What a Wonderful Left 4 Dead (Machinima) from James McVinnie on Vimeo.

"The Adventures of Ledo and iX"

Emil Carmichael (US)

2009

genre Game-Inspired Animation

keywords: Homage, 16-bit aesthetics, lo-fi

The Adventures of Ledo & Ix online is a low-fi (but conceptually rich) five minute faux-16-bit short by Emily 'Kid Can Drive' Carmichael.

In His Own Words: "In many ways, Ledo and Ix are just like us. Sleeping under the stars makes them philosophical. Sometimes they wonder if they should have chosen different careers. They avoid dens of monsters when possible. But in one crucial way, they're different--they're fantasy adventurers in an extremely small-scale video game epic. What exactly do video game characters do when we're not around? What if they chat and bicker like we do, wonder and dream like we do, feel boredom and dread like we do, despite being 48 pixels tall? A sort of eight-bit tribute to Waiting for Godot, The Adventures of Ledo and Ix uses the visual vocabulary of retro video games to explore the human fear of both the unknown and the known."

"Creepy Mario 64"

LightningWolf3 (US)

2009

genre Manipulated Game Footage of Super Mario 64 (Nintendo)

keywords: Gameplay Footage

A manipulated version of Super Mario 64 that evokes David Lynch's cinematic nightmares.

Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art.

DIY Media 2010: Video and Gaming Culture (Part One)

This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is the curator's statement from Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
I have always been fascinated by the tension between different forms of cultural productions, by the ongoing diatribe between the artistic nature of gaming, which to me has much more to do with the notion of gaming as a set of practices rather than gaming as a specific set of artifacts. That is: I am more interested in understanding the broad range of gaming performances by different social players than defining/defending a canon. A key assumption is that there is nothing intrinsically artistic about the medium of the videogame - or any medium/artform for that matter, although one could argue that "interactivity" is the special ingredient that does the magic for digital games. Whatever. It all comes down to rhetoric. As for art, well, it is simply a label, a socially constructed definition that serves a political, ideological, and economic agenda.

My selection for the DIY festival juxtaposed two forms of game-related productions that are simultaneously close - in terms of aesthetics - and distant - in relation to their cultural positioning. There are several fan-made productions -e.g. the LittleBigPlanet music videos - that have limited "artistic" appeal, that is, are extremely popular and well received among gamers but ignored/dismissed in the "official" artworld - that is, the marketplace that values sharks in formaldehyde and museum sit-ins performances. And there are a few "artistic" productions that are highly regarded among art practitioners, but unknown/dismissed or even derided by "gamers". There are two set of mutually exclusive forms of capital at play in two different factions/subculture: the "gaming capital" of gamers celebrating skill-based performances (e.g. speedruns, stunts, replays, machinima that expand/reflect upon/joke about the narrative world of the games they are based on, and so on) and the "cultural capital" of the artworld - that rewards marketable ideas and intents (e.g. illustrating, via a specific installation to be installed in a specific context - an art gallery - the 'essence of the gaming medium', 'its effects on human psyche', 'the commodification of leisure', 'the game of identity', 'the blurring between the so-called real and the so-called 'virtual'', 'hacking/modding as a political subversion' etc. etc.).

While they both use digital games a platform/canvas//raw material for creative expression, their nature as fan-art objects or artistic artifacts is not specifically defined by technical craft, but by a dispositif/apparatus that is both cultural (thus social =>human-based) and technical (machine-based). A network that comprises both human beings in various contexts (intellectual production/criticism/consumption) and automated delivery systems (e.g. Youtube, vimeo, flickr etc). Just to clarify: I am not suggesting that a speedrun is not artistic. The matter to me is almost irrelevant. I am just saying that until an influential art critic demonstrates that a speedrun is "artistic" by placing it in a socially recognized artistic context (e.g. a museum, an art gallery, a prestigious film festival), a speedrun will remain confined to a fan-only context. The context is everything. If I can have my speedrun on display at the Gagosian, Saatchi, or at the MoMa, I can sell it in the market place for $$$ - if that's my goal. Clearly, in order to sell my speedrun for $$$, I need the aforementioned influential art critic(s) that will justify the market value of my piece with a convincing critical assessment that will explain/justify/make up its cultural relevance to a broader public, a public unfamiliar with - and likely uninterested in - the conventions/language/aesthetics of the medium.

This also applies to those videogame-based artworks that have acquired weight (= market value) in the "official" artworld - I'm thinking about works by artists such as Cory Arcangel, Miltos Manetas, Joseph Delappe, Feng Mengbo and more (but not many more). For instance, I consider Miltos Manetas the first machinima-maker not because he was the first one to make machinima - today being "first" only matters if you're writing comments online, and especially if you are a troll - but because he was the first one to have his game-based videos recognized as a significant, groundbreaking artistic achievements by a critic who matters (Nicolas Bourriaud), in a NY gallery that matters, in the mid-Nineties, while the Ill Clan was creating the first Quake movies. Obviously, if one's goal is to gain reputation, admiration and status within the gaming community by being the greatest player in the world, the most skilled performer, the greatest e-athlete, the funniest commentator, then she/he will not give a toss about "Art". Or pretend not to: dismissing the artworld as "irrelevant" in today's society is instrumental in acquiring/increasing/solidifying street cred in other contexts.

This eclectic selection features a variety of video-game videos ranging from gameplay footage to game music videos. The main criterion behind this extravagant assortment is the urgent need to redefine the very notion of machinima in order to include the most enthralling audiovisual experiments produced, shared, and discussed by and within the game community. It also represents an explicit criticism toward the narrative-based machinima: the vast majority of the videos included steer clear of a traditional, conventional, linear form of narration. The success of DIY/Sandbox games like Media Molecule's LittleBigPlanet and the proliferation of movie editing tools have spawned a new generation of creators that transcend the confines of game culture. This is a small sample is by no means an adequate reflection of the ginormous (sic) production of game videos currently floating in the seven seas of the electronets. Nonetheless, I hope you'll find them interesting. Expect the unexpected.

Street Fighter Deconstructed

Dylan Hayes (US)

2009

genre: gameplay videos

keywords: abstract, deconstructionism; glitch art

Dylan Hayes is literally tearing down Capcom's Street Fighter to its constituent parts in order to bring in the foreground the true essence of this seminal beat'em up game. The result is a series of mesmerizing experiments in ludic abstractionism and glitch art that nostalgically evoke an 8-bit past that never was. We begin with "Palette Change Test" (described by the author as "palette change tests on SFII. almost 8-bit, i kinda dig it"), we continue with "Shapes" only to end with "Block Test 01", where the original game is so deconstructed that it becomes almost unrecognizable.

Palette Change Test from Dylan Hayes on Vimeo.

Shapes 02 from Dylan Hayes on Vimeo.

Block Tests 01 from Dylan Hayes on Vimeo.

DM Spectrum

Matthew Bradley (UK)

2009

genre: gameplay video and teaser of a computer mod

keywords: teaser, gameplay video, music, abstract

DM-Spectrum is a custom UT3 deathmatch level developed by Matthew Bradley. The video selection includes a teaser and a gameplay video.

DM-Spectrum from Matthew Bradley on Vimeo.

DM_Spectrum Gameplay from Matthew Bradley on Vimeo.

Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art.

Introduction to Communications Technologies

For those who might be interested, this entry has been translated into Ukrainian by Aloyna Lompar http://www.fatcow.com/edu/introduction-communications-ua/">here. Well, it is hard for me to believe that the University of Southern California semester starts back today. I think spending 20 years at MIT spoiled me. MIT has this glorious month long "Independent Activity Period", which allows faculty to both catch up on their own research and to test innovative new ideas, host public lectures, and otherwise engage in the intellectual life of the university. It was my favorite time of the academic year and I could use it this year as I have been grinding all break trying to finish up our (Sam Ford, Joshua Green, and my) new book, Spreadable Media: Creating Value and Meaning in a Networked Society. I will be saying more about the book here throughout the year, but for the moment, let me just say that our draft is so close to being done that we can taste it!

That said, I am also very excited to be teaching my first big lecture hall class since moving to USC. At MIT, my biggest class was 75, while enrollment for this class is over 200 students. I have a great team of TAs to help with the teaching. This class is one which rotates between a range of Annenberg faculty and is intended to introduce undergraduates to basic issues around technology and society. I am using new media in two senses here -- one is focused specifically on digital and mobile technologies, the wave of emerging communication tools and practices that have emerged over the past few decades and the other is focused on the process by which any emerging media technology gets absorbed into the culture. So, there is a constant movement in the class between contemporary and historical developments. For example, the first session we will watch The Honeymooners episode ("To TV or To Not TV") where the two couples go in together and buy a television set. Lynn Spigel introduced me to this episode several decades ago and it remains a staple in my teaching because it shows so many of the conflicts and tensions which surrounded the introduction of television into the home. I will then unpack it for a lecture, drawing on ideas from Raymond Williams and Nancy Baym, about the social construction of technologies. And from there, we will venture into the early history of the web. I am hoping that this constant movement between past and present will off-set a tendency to talk about new media as if they were without precedent and as if their social impacts were inescapable.

I've thought a lot going into this class about the issue of laptop use in large lecture hall classes and we've decided to make that issue an explicit part of our strategies for the class. Specifically, we are going to be deploying a Backchannel platform which we have experimented with at the Futures of Entertainment conferences back at MIT. It allows people to post questions and for the audience to vote them up or down so that one gets a rough ranking of their priority for the group as a whole. The questions will be projected onto a second screen in front of the class. This will allow me to respond on the fly to what the audience is thinking and at the same time, ideally, will keep laptop use focused on what's going on in the class. We will see what happens.

Anyway, I have made it a habit since moving to USC to post my new syllabi on this blog for anyone who might be interested. So here's the syllabus for my Intro class. You will see that I've worked hard to find the most accessible versions of certain arguments, including the use of interviews, bog posts, and journalistic writing by key thinkers on issues of media change.

For those wondering, I will also be teaching my graduate seminar on New Media Literacies this semester. This is the version of the syllabus I posted last year, which still forms the core of what I am doing this term. The key difference is that I will be involving my students in developing and teaching lessons through an afterschool program which Project New Media Literacies will be launching this semester through the Robert F. Kennedy Community Schools in Los Angeles. I will have more to say about this down the line.

Henry Jenkins

COMM 202

Introduction to Communications Technology

This course is intended as an introduction to the ways new and emerging communications technologies impact our culture. While the primary focus will be on digital and mobile technologies and practices (contemporary new media), the course will also consider a range of older media when they were new - including print culture, cinema, television, recorded sound, photography, and the telephone. The course is divided into three broad units:

  • Understanding Technological Change is intended to offer broad conceptual frameworks for thinking about the relations between technology and culture.
  • Reinventing... takes as its starting point the ways that the emergence of digital, networked, and mobile communications technology has impacted pre-existing media forms.
  • Rethinking... examines a range of institutions and practices as they are re-imagined in response to the introduction of new communications technologies.

Taken as a whole, this class will introduce students to:

  • Core issues concerning the study of communications technologies
  • The process of media in transition
  • The ways that new media impact existing media and institutions
  • Core digital platforms (YouTube, Facebook, Wikipedia, Twitter, eBay, Flickr, Second Life, etc.) and the ways they are reshaping our everyday lives.

The course readings are intended to introduce core thinkers and debates surrounding these technological and cultural shifts. And student assignments are designed to introduce a range of research methods and conceptual models commonly deployed to examine the interface between new communications technologies and cultural practices.

Assignments:

1. Participation in online forum. Every week, students will be expected to use Blackboard's Forum to share a core question or thought that emerges from the assigned readings. These questions can be a paragraph or so and informal, but they are intended to help the instructors better understand how the students are relating to the class materials and content. Such questions are also intended as springboards for the recitation session. (20 percent)

2. Autobiographical essay. Students will draft a short (5 page) essay exploring their own relationship to new communications technologies and practices. There are many valid ways of approaching this assignment. You might describe a particular program you use regularly and how it impacts your day to day activities. You might trace your evolving relations to computers from elementary school to the present. You might describe a specific activity that is important to you and talk about the range of technologies you deploy in the pursuit of these interests. In each case, the paper is going to be evaluated based on the ways you deploy your personal experience to construct an argument about the nature of new communications technologies and practices and their impact on everyday life. The more specific you can be at pointing to uses of these technologies, the better. You do not need to make sweeping arguments about "Today's Society" but you do need to argue how they impacted specific aspects of your own experience. (10 percent)

3. Contextualizing a YouTube video. Each video on YouTube has a story. While it can be hard to trace the origins of some of these videos, each was posted by someone, for some reason. Most reflect ongoing conversations within particular subculture communities. Each may inspire comments either as written texts or response videos. And each may travel from YouTube to other communities through social networking tools. Choose a video and help us to better understand where it came from, how it relates to the existing genres of participation on YouTube, how the YouTube community responded to the video, and how it has been taken up by other online communities. Tell us that story in a five page analytic essay. The core goal of this paper is analysis and documentation, not description. You will be expected to refer to specific outside sources to support your core factual claims. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment. (20 Percent)

4. Reporting on Wikipedia. Identify a Wikipedia entry that has undergone substantial revision. Review the process by which the entry was written and the debates which have surrounded its revision. Write a five-page essay discussing what you learn about the process by which Wikipedia entries are produced and vetted. How does the discussion and debate around the entry draw on the core principles of the Wikipedia community? Again, this paper is intended to combine research and analysis. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment. (20 Percent)

5. Midterm and Final Exams. The exams will be open-notes, open-text. They will combine identification terms, short answer, and essay questions. The terms and essay questions will be selected from a list circulated in advance. The Midterm Exam will cover material from the first two units of the class; the final exam will cover material in the final unit. (15 Percent for each exam)

Students will be allowed to revise one of the three essays to be considered for a higher grade. The paper must be turned in at least two weeks after the original paper was returned. The grade will only be raised if the revisions substantively address one or more of the criteria for the paper's evaluation. Students who simply correct cosmetic or grammatical errors identified by the grader will not receive a higher score.

Assigned Books:

James Paul Gee and Elisabeth R. Hayes, Women and Gaming: The Sims and 21st Century Learning (New York: Palgrave MacMillan, 2010)

Remaining readings can be found on the course's Blackboard site.

Part One: Understanding Technological Change

Week 1

January 10 Overview of the Course; Thinking about Technological Change

screen: The Honeymooners, "To TV or Not To TV"

January 12 The Problem of Technological Determinism

Raymond Williams, "The Technology and The Society," Television: Technology and

Cultural Form (New York: Schoken, 1974)

Nancy Baym, "Making New Media Make Sense," Personal Connection in the Digital

Age (New York: Polity, 2010)

William Boddy, "The Amateur, the Housewife, and the Salesroom Floor: Promoting Post-War U.S. Television," New Media and the Popular Imagination (Oxford: Oxford University Press, 2004).

Week 2

January 17 NO CLASS

January 19 The Origins of Digital Culture

Steven Levy, "The Tech Model Railroad Club" and "The Homebrew Computer Club,"

Hackers: Heroes of the Computer Revolution (New York: Anchor, 1984)

Fred Turner, "The Shifting Politics of the Computational Metaphor," From

Counterculture to Cyberculture: Stewart Brand, The Whole Earth Network, and

the Rise of Digital Utopianism (Chicago: University of Chicago Press, 2006)

Week 3

January 24 The Myth of the Digital Revolution

Nicholas Negroponte, "The Post-Information Age," Being Digital (New York: Vintage,1995)

John Perry Barlow, "A Declaration of the Independence of Cyberspace," 1996

John Battelle, "The Data Base of Intentions," The Search: How Google and Its Rivals

Rewrote the Rules of Business and Transformed Our Culture (New York: Portfolio, 2006)

Chris Anderson, "The Web is Dead. Long Live the Internet," Wired, August 2010

January 26 From Mass Culture to Participatory Culture

Henry Jenkins, "Nine Propositions Towards a Cultural Theory of YouTube," Confessions of an Aca-Fan, May 28 2007.

Henry Jenkins, "What Happened Before YouTube," in Joshua Green and Jean Burgess,

YouTube: Online Video and Participatory Culture (New York: Polity, 2009)

"Andrew Keen vs. David Weinberger," The Wall Street Journal, July 18 2007.

Week 4

January 31 From Technological Utopianism to Steampunk

Howard P. Segal, "The Technological Utopians", Technological Utopianism in American Culture (Chicago: University of Chicago Press, 1985)

Bruce Sterling, "Introduction," Mirrorshades: The Cyberpunk Anthology (New York: Ace, 1988)

Sharon Steel, "Steam Dream," The Boston Phoenix, May 19, 2008.

February 2 From Pirates to Policy Makers

Debora L. Spar, "The View from Partena," Ruling the Waves: From the Compass to the Internet (New York: Mariner, 2003)

Thomas Streeter, "Blue Skies and Strange Bedfellows: The Discourse of Cable

Television," in Lynn Spigel and Michael Curtin (eds.), The Revolution Wasn't

Televised: Sixties Television and Social Conflict (London: Routledge, 1997)

Week 5

February 7 Adjusting to a New Media

Lynn Spigel, "Designing the Smart House:Posthuman Domesticity and Conscpicious Production," in Chris Berry, Soyoung Kim, and Lynn Spigel (eds.) Electronic Elsewheres: Media, Technology and the Experience of Social Space (Minneapolis: University of Minnesotta Press, 2010)

Lisa Gitelman, "New Media Users," Always Already New: Media, History and the Data of Culture (Cambridge: MIT Press, 2006)

February 9 Is Print Culture Endangered?

Sven Birkerts, "The Fate of the Book," in Sven Birkerts, Tolstoy's Dictaphone:

Technology and the Muse (Boston: Graywolfe, 1996)

Nicholas Carr, "Is Google Making Us Stupid?" The Atlantic, August 2008.

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

Part Two Reinventing...

Week 6

February 14 The Library

James J. O'Donnell, "From the Alexandrian Library to The Virtual Library and Beyond"

and "From the Codex Page to the Homepage," Avatars of the Word: From Papyrus to Cyberspace (Cambridge: Harvard University Press, 1998)

Scott D. N. Cook, "Technological Revolutions and the Guttenberg Myth," in Mark Stefik (ed.) Internet Dreams: Archetypes, Myths, and Metaphors (Cambridge: MIT Press, 1996).

February 16 Television

Henry Jenkins, Sam Ford, and Joshua Green, Spreadable Media: Creating Value and Meaning in a Networked Society (New York: New York University Press, forthcoming),Chapter 4.

Week 7

February 21 NO CLASS

February 23 Music

William W. Fischer, "The Promise of New Technology" and "An Alternative

Compensation System," Promises to Keep: Technology, Law and the Future of Entertainment (San Francisco: Stanford University Press, 2004)

Sam Carroll, "The Practical Politics of Step-Stealing and Textual Poaching: YouTube, Audio-visual Media and Contemporary Swing Dancers Online," Convergence, 2008, 14, 183-204.

Week 8

February 28 The Telephone

Claude S. Fischer, "Educating the Public," America Calling: A Social History of

the Telephone (Berkeley: University of California Press, 1994)

Misa Matsuda, "Discourses of Keitai in Japan," Personal, Portable, Pedestrian: Mobile Phones in Japanese Life (Cambridge: MIT Press, 2006)

March 2 Midterm Exam

Part Three: Rethinking...

Week 9

March 7 Production

Trebor Scholz and Paul Hartzog, "Towards a Critique of the Social Web," Re-Public: Reimagining Democracy

Axel Bruns, "Who Controls the Means of Produsage?," Re-Public: Reimagining

Democracy

Jeff Howe, "The Rise of Crowdsourcing," Wired, June 2006.

Brendon I. Koerner, "Geeks in Toyland," Wired, February 2006.

March 9 Consumption

Tim O'Reilly, "What is Web 2.0," O'Reilly Media, September 30, 2005.

Cory Doctorow, "The Branding of Billy Bailey," A Place So Foreign and Eight More

(San Francisco: Running Press, 2003)

Week 10

March 14 NO CLASS

March 16 NO CLASS

Week 11

March 21 Circulation

Henry Jenkins, Sam Ford, and Joshua Green, Spreadable Media:

Creating Value and Meaning in a Networked Society, (New York: New York University Press, forthcoming), Chapters 1-2, 6

March 23 Innovation

Kevin Driscoll, "The Hip Hop Approach," Stepping Your Game Up: Technical Innovation Among Young People of Color in Hip-Hop, MIT Master's thesis, 2009.

Jonathon Zitrain, "The Generative Internet," Harvard Law Review 119.7, 2006

Week 12

March 28 Privacy

danah boyd, "Making Sense of Privacy and Publicity," South by Southwest, March 13 2010.

March 30 Knowledge

Henry Jenkins, "Spoiling Survivor," Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006)

Andrew Lih, "Community at Work (The Piranha Effect)," The Wikipedia Revolution (New York: Hyperion, 2009)

Week 13

April 4 Learning

"Hanging Out, Messing Around, and Geeking Out: A Conversation with the Digital

Youth Project," Confessions of an Aca-Fan, November 21, November 24,

November 26, 2008,

Jeffrey J. Williams, "Culture and Policy: An Interview with Mark Bauerlein," The Minnesota Review, Winter 2005.

April 6 Play

James Paul Gee and Elisabeth R. Hayes, Women and Gaming: The Sims and 21st Century Learning (New York: Palgrave MacMillan, 2010)

Week 14

April 11 Community

Julian Dibell, "A Rape in Cyberspace," The Village Voice, December 23, 1993 http://www.juliandibbell.com/articles/a-rape-in-cyberspace

danah boyd, "White Flight in Networked Publics? How Race and Class

Shaped American Teen Engagement with MySpace and Facebook." in Lisa Nakamura and Peter Chow-White, Digital Race Anthology (London: Routledge, forthcoming).

April 13 The Public Sphere

Dayna Cunningham, "Can African-Americans Find Their Voice in Cyberspace?," Confessions of an Aca-Fan, March 2009.

Malcolm Gladwell, "Small Change," The New Yorker, October 2, 2010.

Week 15

April 18 Piracy

Nancy Baym, "The New Shape of Online Community: The Example of Swedish Independent Music Fandom," First Monday, May 16, 2007.

Mizuko Ito, "Contributors Vs. Leechers: Fansubbing Ethics and a Hybrid Public

Culture," Fandom Unbound: Otaku Culture in a Connected Age (New Haven: Yale University Press, 2011)

April 20 Originality

Lawrence Lessig, "Re-Examining the Remix," TED.com.

Aram Sinnreich, "Something Borrowed, Something Blue," Mashed-Up: Music,

Technology and the Rise of Configurable Culture (Amherst: University of Massachusetts Press, 2010)

Week 16

April 25 Final Reflections: What Happens Next

April 27 Review for Final Exam

DIY Media 2010: Anime Music Videos (Part Three)

This is the fourth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is an interview with Tim Park from AnimeMusicVideos.org in which he responds to my questions about the anime fan scene.
Many get confused by the superficial resemblances between Fan Vids and Anime Music Vids. Though both are expressions of fan appreciation, they come from very different traditions. How would you describe the similarities and differences between the two?

For this question, I asked AbsoluteDestiny, who started making AMVs in 2001, and switched to making vids in 2005. He's much more familiar with the vidding community than I am, but also has familiarity with the AMV community in order to compare. He wrote:

Henry's question is a really huge one and one I've actually given a lot of thought. There was a time, in the 2vcr days of both vidding and amvs, where there were a lot of similarities between the videos made in the two communities. Hair by Media Cannibals is largely the same vid as Hair by You Know Who, albeit with different gender gazes. As the communities, skills and aesthetics developed, the respective videos started to diverge. The reasons for this are a mixture of three important factors:

1) How the source is read and enjoyed

2) How the source lends itself to video editing techniques

3) What kinds of videos the communities give praise (and reward) to

In very very broad terms, the vidding community grew out of media fandom's more narrative side, fan-fiction and so on, with a strong emphasis on character over genre. Anime fandom, on the other hand, is largely interested in genre, spectacle, Japanese culture and self-referentiality. These differing priorities tend to different subjects for videos - Wonder of Birds (Laura Shapiro) versus AMV Hell (Zarxrax) to take two extremes.

Then we have the very nature of the source. Scenes in anime are not emotionally subtle - visually, especially in TV anime. Much of the emotional nuance is carried by the voice acting and only the more emphasised visual emotions (joy, anger, embarrassment) remain when the footage is removed from its audio. So where vidding can rely on the superbly nuanced body language of the actors, anime can really only pull on whatever aesthetic flourish the source gave them (flowers, blushing, thought bubbles with super-deformed characters beating each other up etc). To do subtle emotion with anime is hard and it's not unknown to rely on external manipulation (such as Playground Love by Nathan Bezner). Thankfully, animation lends itself to external manipulation very well and roto-scoping the footage and puppeteering it to do your bidding is not out of the realm of possibility, which allows for original narratives that are still very much in the spirit of anime (with its genre, spectacle, culture and meta fixations).

Lastly we have the community and how their reception of the works develop and refine aesthetics. The AMV community learned to walk at conventions and even in the early days of Anime Expo and Otakon a formal structure for AMV exposition was created in the form of the contest. Categorisation and the need to find ways to compare highly subjective works led to the formation of AMV genres and a fond regard for technical proficiency (being something that is much more objective when judging a video's quality). While the explosive growth of the community towards the mid 2000s did introduce all kinds of new aesthetics, the major genre categorisation and the search for technical wonders moved amv work further to the side of original spectacle, sometimes very disconnected from the narratives of the sources being used. Ultimately, however, it is a combination of all three elements here that have created the communities we have and the output they produce.

There are wonderful oddities and outliers on both sides but the kinds of work you are likely to find largely fit into the following spectrum:

Vidding tends toward deep analysis of character and show and utilisation of interior movement where amvs tend toward meta, spectacle and genre works with a strong utilisation of external motion, footage, effects and original art.

I've also vaguely plotted some well-known videos (though the amvs totally show my age) onto the graph. It's very rough but this should give an idea as to how I see the whole amv vs vidding spectrum.

[Titles in black are vids, titles in blue are AMVs]

Your account of AMV focuses on their American origins. Are such vids part of the Otaku tradition in Japan or is this a distinctly western response to Anime? If the former, what kinds of contact exists between the artists in the two countries? If the later, is the AMV being picked up by Japanese fans as well?

Learning about hobbyist video editing by fans in Japan and sharing ideas is difficult due to the language barrier. Remix videos in Japan that we're familiar with are called MADs, since one of the early tapes was labelled "Kichigai Tape", or "Tape of Madness". There are many different types of MADs, but early on the AMV community was exposed to a number of Seishiga MADs (and to many, "MAD" came to be a term with only this narrow definition), where still images, often from dating games or visual novels, have motion and other effects applied to them. This creates a distinct aesthetic that was emulated by some North American AMV creators such as VicBond007 in his Believe AMV.

In 2005, one MAD editor named pianos (interview from 2004) came to Anime Weekend Atlanta with a translator, and showed the audience MADs made by him and other editors at his panel. Some of them can be difficult to understand, again due to the language barrier, but there was one short MAD I came across years ago that I liked so much, I remade it for an English-speaking audience.

It used to be fairly difficult to find MADs. I stumbled across some videos where the files were split up between hosts to avoid bandwidth and space limitations. Later on, I came across a collection of them on Usenet. Now you can find Japanese fan videos on Nico Nico Douga, but of course it's a Japanese site so it can be difficult to navigate. Some of them get uploaded to YouTube so you can see them there. They can be hard to find since MAD is a common English word, but you can try searching for "Nico Nico MAD" to find some examples. Several MADs consist of anime-inspired custom artwork, which is relatively rare in AMVs. (Some exceptions: Greed vs. Envy, Utena Daioh, Woolongs For Nothing)

What functions do AMV play within the fan community? Are they primarily consumed by existing fans of the program or are they part of the process of educating American fans about Japanese media content?

A little of both. As I wrote in the first segment, fans at AMV panels at conventions have often indicated that they've bought anime after seeing it in an AMV. For those that are already fans of a particular show, today's search engines make it easy to find an AMV that uses that show.

Now, however, the internet also makes it much easier to find both licensed and unlicensed copies of anime, so I have a feeling that the promotional impact of the hobby is now less than it used to be. Though in some cases, editors seek out shows that haven't been licensed here yet, possibly in order to be the first to use a high-quality new title.

What kinds of relationship exists between the AMV creators and the commercial and semi-commercial groups who are marketing anime in this country?

Views on the hobby depend on which company representative you talk to. I heard of one anime convention panel with ADV Films where one of their employees told Brad DeMoss that they loved his Evangelion/Star Wars Episode I parody. The company, while it existed, was also AMV-friendly in other ways, with employees helping to judge at Iron Editor events. Also, for the final DVD of their release of the Noir series, they contacted four AMV editors, including myself, to create videos to include as Easter eggs on the disc. This took some wrangling on their part with the rights holders in Japan, and due to rights issues we were only allowed to use the opening and ending songs from the show, but it was a pretty cool thing of them to do.

On the other hand, reportedly at the closing ceremonies of Anime Expo one year, a Japanese guest of honour was upset when they played an AMV that incorporated one of his works. I'm not sure who the guest was, but AX stopped playing AMVs at their closing ceremonies after that.

For one final example, Anime Tourist reported on a 2002 interview done with Hiroyuki Yamaga, Co-Founder of Gainax and his friend Takami Akai.

Audience question: What is your opinion on anime music videos from a company standpoint and from a personal standpoint? Have you seen any anime music videos?

Mr. Yamaga: What exactly do you mean?

AQ: Like the anime music videos that we are going to be showing tonight?

Mr. Yamaga: I like them a lot. I think that they are very well done.

Mr. Akai: I didn't know that they existed. I actually like them personally.

Mr. Yamaga: I feel that copyrighting is only for professionals. For people who are doing it for their own enjoyment as a hobby, I feel that the line is very blurry. The reason that copyright laws are so strict is because it is very difficult to make the distinction whether or not someone is professional or amateur. But as Gainax, they got their start doing similar stuff so it's very hard for them to say, "No, We won't allow that'. They also feel that they don't really want to say that. As Gainax, the corporation, they have to say, 'No, we haven't seen it', 'Nope, haven't heard about it'. That is how they deal with it.

I've also heard this "willful ignorance" position from some in the North American industry. (again, from a professional standpoint) Though I've heard of at least one employee calling them a "headache", AMVs and the North American anime industry seem to coexist reasonably peacefully.

Tim Park programs videogames by day, and helps to administrate AnimeMusicVideos.org at night. The site has been online for over ten years and catalogs over 100,000 AMVs. He's edited a few dozen AMVs (and one vid) under the name Doki Doki Productions.