There She Blows! Reading in a Participatory Culture and Flows of Reading Launch Today

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Today marks the release of not one but two closely related New Media Literacies publications. The first is a new print book, Reading in a Participatory Culture: Remixing Moby-Dick for the Literature Classroom, which is being published by Teacher's College Press in collaboration with the National Writing Project. I have not seen the completed book yet myself, but we are told that they will starting shipping copies as of Feb. 22.

The second is Flows of Reading, a digital book, which I have developed with Erin Reilly,the Creative Director of the Annenberg Innovation Lab, and Ritesh Mehta, a PhD candidate in the Annenberg School of Journalism and Communication here at USC. Flows of Reading is online and freely accessible, so check it out here.

This project started back when I was at MIT and these two release represent the culmination of more than six years of work. We tell part of the story in the opening chapter of the book, which you can read here. Here's an excerpt:

 

At first glance, playwright, youth organizer, and community activist Ricardo Pitts-Wiley might seem like a peculiar inspiration for a book about digital media and participatory culture. Although Pitts-Wiley is enthusiastic about the potential of new media, much of his work is distinctly low-tech.  He writes and produces remixed versions of such classics as Herman Melville’s Moby-Dick and Mary Shelley’s Frankenstein for a traditional venue: the community stage.

 

But something magical—something participatory—happens on that stage. First, his plays’ universal themes are seasoned with immediacy, with issues that resonate with his community. His play Moby-Dick: Then and Now, for example, intermingles the themes of Captain Ahab’s obsessions, his fatalism, his willingness to place his crew in peril, with contemporary urban gang culture. In Pitts-Wiley’s retelling, Ahab becomes Alba, a teenaged girl whose brother has been killed by a “WhiteThing” a mysterious figure for the international cocaine cartel; she devotes her life to finding, and killing, those responsible for her brother’s death.

In Moby-Dick: Then and Now, Pitts-Wiley chose not simply to revise the story, but to incorporate aspects of Melville’s version in counterpoint with Alba’s quest for vengeance. As the young actors pace the stage, telling their story in contemporary garb, lingo, and swagger, a literal scaffold above their heads holds a second set of actors who give life to Melville’s original tale. The “then” half of the cast are generally older and whiter than the adolescent, mixed-race “now” actors. The play’s meaning lies in the juxtaposition between these two very different worlds, a juxtaposition sometimes showing commonalities, sometimes contrasts.

Reading in a Participatory Culture reflects an equally dramatic meeting between worlds. Project New Media Literacies emerged from the MacArthur Foundation’s ground-breaking commitment to create a field around digital media and learning. The Foundation sought researchers who would investigate how young people learned outside of the formal educational setting–through their game play, their fannish participation, “hanging out, messing around, and geeking out” (Ito et al. 2010). The goal was to bring insights drawn from these sites of informal learning to the institutions—schools, museums, and libraries–that impact young people’s lives. Right now, many young people are deprived of those most effective learning tools and practices as they step inside the technology-free zone characterizing many schools, while other young people, who lack access to these experiences outside of school, are doubly deprived because schools are not helping them to catch up to their more highly connected peers.

Project New Media Literacies—first at MIT and now at USC–has brought together a multidisciplinary team of media researchers, designers, and educators to develop new curricular and pedagogical models that could contribute to this larger project.  Our work has been informed by Henry Jenkins’ background as a media scholar focused on fan communities and popular culture and by the applied expertise of Erin Reilly, who had previously helped to create Zoey’s Room, a widely acclaimed on-line learning community that employs participatory practices to get young women more engaged with science and technology. Our team brought together educational researchers, such as Katie Clinton, who studied under James Paul Gee, and Jenna McWilliams,  who had an MFA in creative writing and teaching experience in rhetoric and composition, with people like Anna Van Someren, who had done community-based media education through the YWCA and who had worked as a professional videomaker. Flourish Klink, who had helped to organize the influential Fan Fiction Alley website, which provides beta reading for amateur writers to hone their skills, and Lana Swartz who had been a classroom teacher working with special need children, also joined the research group.  And our development and field testing of curricular resources involved us in collaborating both with other academic researchers, such as Howard Gardner’s Good Play Project at Harvard, with whom we developed a casebook on ethics and new media, and Dan Hickey, an expert on participatory assessment at Indiana University. We also worked with youth-focused organizations such as Global Kids, with classroom teachers such as Judith Nierenberg and Lynn Sykes in Massachusetts, and Becky Rupert in Indiana, who were rethinking and reworking our materials for their instructional purposes, and with scholars such as Wyn Kelley who had long sought new ways to make Melville’s works come alive in classrooms around the country.

Reading in a Participatory Culture is targeted primarily at educators (inside and outside formal schooling structures) who want to share with their students a love for reading and for the creative process and who recognize the value of adopting a more participatory model of pedagogy. Our approach starts with a reconsideration of what it means to read, recognizing that we read in different ways for different goals and with different outcomes depending on what motivates us to engage with a given text.  Literary scholar Wyn Kelley, Theater director/playwrite Ricardo Pitts-Wiley, actor Rudy Cabrera, and myself, writing as a fan and media scholar, each describe our complex and evolving relations with Moby-Dick, and encourage teachers and students to reflect more about their own experiences as readers. We use the idea of remix as a central concept running through the book, exploring how Pitts-Wiley remixed Moby-Dick, how Herman Melville remixed many elements of 19th century whaling culture, how other artists have remixed Melville's work through the years, and what it might mean for students and fans to engage creatively rather than simply critically with literary and media texts. Along the way, we provide a fuller explanation and assessment of what worked as we moved towards a more participatory culture oriented approach to teaching classic literary texts in the high school classroom.

Here's a few early responses to the book:

"In Reading in a Participatory Culture, Media Studies meets the Great White Whale in the English Classroom. This book is one of the most exciting and breathtaking works on English education ever written. At the same time it is must reading for anyone interested in digital media, digital culture, and learning in the 21st Century." — James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University, and author of The Anti-Education Era

 ''An inspirational approach to democratizing the cultural canon and restoring classrooms to expansive educational purposes grounded in a participatory ethos. It explains in clear, accessible, and practically informative terms the New Media Literacies philosophy of reading and writing to prepare today's students for the world they must build -- together, collaboratively -- tomorrow. Reading in a Participatory Culture provides rich descriptions of experiences and perspectives of readers and writers, teachers, and learners who understand Moby-Dick as itself an instance of cultural remix and, in turn, a living creation to be remixed by all who take delight in it -- especially those who can come to take delight in it by being introduced to it as part of their education.'' -- Colin Lankshear, Adjunct Professor, James Cook University, Australia

 

Flows of Reading takes this process to the next level. We have created a rich environment designed to encourage close critical engagement not only with Moby-Dick but a range of other texts, including the children's picture book, Flotsam; Harry Potter; Hunger Games; and Lord of the Rings. We want to demonstrate that the book's approach can be applied to many different kinds of texts and may revitalize how we teach a diversity of forms of human expression.  We look at many different adaptions and remixes of Moby-Dick from the films featuring Gregory Peck and Patrick Stewart as Ahab to MC Lar's music video, "Ahab" and Pitts-Wiley's Moby-Dick: Then and Now stage production to works that evoke Moby-Dick less directly, including Star Trek: The Wrath of Khan and Battlestar Galacitca's "Scar."

We share videos produced by the Project New Media Literacies team dealing not only with Moby-Dick but a range of cultural practices, including cosplay, animation, graffiti, and remix in music, but we also share many other clips, including a great series of videos on fan bidding produced by the Organization for Transformative Works and others produced by the Harry Potter Alliance. Altogether, there are more than 200 media elements incorporated into Flows of Reading.

 

We share classroom activities which were part of the original curriculum and we share "challenges" produced using our new PLAYground platform.  The PLAYground platform is designed to allow teachers and students alike to produce and share multimedia "challenges" and to remix each other's work for new purposes and contexts. Think of it as Scratch for culture rather than code. In this case, it allows us to take the participatory pedagogy approach to the next level: this is not simply a book or a multimedia experience teacher's consume; it is a community of readers within which they can participate and we are creating a space where they can make their own contributions to this project.

This digital book was built using Scaler, a project of the Alliance for Networking Visual Culture at USC, and we are sharing the clips through Critical Commons, another USC initiative, which is intend to promote fair use of our shared culture for academic and creative purposes. We see this project as one which fuses traditional approaches to literature instruction with ideas drawn from Cultural Studies and Media Literacy, and we hope that the project provokes others to think about what can be learned at the intersection between high and popular culture.

And we also are using this project to explore how a classic work by a "dead white male writer" can contribute to multicultural education. Pitts-Wiley argues that Moby-Dick is already a multicultural work: as he explains, "everyone was already on that boat!" but we also show many different strategies for bringing alternative perspectives to bear on the book -- from a discussion of how artists and critics have responded to the absence of well-developed female characters in Moby-Dick to an exploration of contemporary Maori culture inspired by what Melville tells us about Quequeg's background. Along the way, we consider everything from the history of white appropriation of black music to the ways that Japanese and American subcultures build community and identity through cross-cultural borrowings.

Finally, we have some sections which deal directly with the representation of violence in literary and popular culture texts, recognizing that anxieties about media violence are concerns that teachers regularly must confront in their classrooms.  We hope that you will check out Flows of Reading and even more so, we hope that it offers practical models and resources that educators may use to remodel how they teach Moby-Dick and other texts in their curriculum.

This project remains a work in progress. There are still some elements we hope to add or fix in the coming weeks, but it is now open to business, thanks to the hard work of Erin Reilly, Ritesh Mehta, and the other members of their team. (See the acknowledgements section in the digital book itself.)

Check it out. Participate. Spread the word. Share your insights with us.

Before and After Mickey: An Interview with Donald Crafton (Part Four)

Much has been written in recent years about the persistence of racist stereotypes and caricatures in studio era animation, especially as we are encountering fuller versions of cartoons which had been re-edited to match more contemporary sensibilities when they were aired on television. What might a performance studies approach to animation contribute to our understanding of this issue?  

Well, again, the distribution of old cartoons was not that different from old mainstream movies that, when shown on TV or released on VHS, had minstrel, blackface, and race gags edited out. That such imagery and performances were racist is beyond doubt; the question revolves around whether its usage was "innocent" or hurtfully intended, which is complex. My thought is that racism is never benign, but may not have been instrumental, that is, intentionally hurtful. I also think that racism is a historical and cultural product and so must be contextualized.

 

In the book I discuss the racism in animation within the framework of the vaudeville aesthetic, which included acts, gags, and personae imported from minstrel shows. There are literal performances of race, as when Mickey "blacks up" to play a part in "Uncle Tom's Cabin" (Mickey's Mellerdrammer).

And there are aspects of films that are racially performative in the sense that being a toon is itself a figure of otherness with potentially racist dimensions. (I pointed this out about Felix the Cat in Before Mickey too.) Race stereotypes, along with national, ethnic, gender, and sexual stereotypes, are excellent examples of figurative performances because these roles depict nonindividualized characters who stand-in for the entire group.

 

Characters like Betty Boop are often discussed alongside Greta Garbo as “stars” and they often got represented side by side in studio era cartoons. In what ways is this an appropriate or inappropriate description of the kinds of functions they play in the studio era?

 

Trying to explain stardom has left many distinguished scholars scratching their heads. I add another dimension to the debates by insisting that toons have the same claim to stardom as human movie stars like Garbo, or stars from stage and athletics as well. The reason, as I mentioned earlier, is that all star personae are media constructions. While theorists like to point out the tension between the on- and off-screen lives of movie stars, in fact, this is specious because those alleged off-screen lives are fictions as much as the on-screen lives. The humanness of stars actually is irrelevant, since the public creates stardom, not the actor, studio, or publicity machine.

Lots of cartoons, from Mickey's Gala Premier to What's Up, Doc?, give us intelligent critiques of the animated character within the star system and show how it was rigged against toons.

 

Donald Graham turns out to be a recurring figure across the book. Who was he and what role did he play in shaping studio era American animation?

 

While the credit for defining the new approach to animation in the 1930s rightly goes to the directors and animators, the conceptual and visual artists who inspired and taught them have been forgotten. That's the case with Don Graham at the Disney studio. In the late 1920s he was an art teacher at the Chouinard Institute of the Arts, the predecessor of Cal Arts. When Disney was beginning the process of retraining his animators in what would become the embodied approach, he brought in Graham and other instructors from Chouinard to set up art classes on the studio premises. Graham gave them the classical training that most had never had. There were lectures and classes on lighting, shadows, composing in space, perspective, and the relation of the character's psychology to its environment. Graham was also a big advocate of embodied personalities, telling the animators to think of the motives, story functions, and outcomes of an action before beginning to animate it. He insisted that the characters must appear to be thinking. I believe that it was Graham who was primarily responsible for realizing Disney's West Coast style, and since that was so influential, Graham became a major contributor, but unsung.

 

“Right Wing Talk Radio Duck” is a widely circulated remix of Walt Disney cartoon footage mashed up with Glenn Beck’s radio commentary, which re-opened debates about the kinds of “ideologies” at work within Disney animation. In the book, you use Three Little Pigs to explore the competing claims made about the political and social effects of cartoons in the 1930s. What roles have cartoons played in our ongoing debate about the politics of entertainment?

 

Thanks for alerting me to this brilliant piece. Hilarious! Actually, Beck’s response is also hilarious, since it basically confirms the satirical points made about his manic irrational outbursts in the cartoon. What fools these mortals be.

 

Cartoons have always been overtly or covertly produced to spread propaganda. Dziga Vertov wisely set up an animation unit in his Soviet film studio to produce propaganda cartoons, and all the American animation studios cranked out patriotic films for the war effort. WWII was truly Popeye and Donald Duck’s finest hour. Of course the Japanese had propaganda animation too, some of which we are just now seeing.

 

Disney, although the corporation resists it, has become “vernacular,” an element of our everyday lives. Therefore it’s also a target for all manner of parodies, satires, and counter-cultural attacks, as in the notorious “Air Pirates Funnies” comics that wound up in the courts for years.[2] As vernacular texts the studio’s output is susceptible to counter-readings by fans or anyone else.

 

Social theorists tell us that everything happens for ideological reasons whether we recognize them or not, and the "culture industry" is where political motives are the most pervasive and the most pernicious because they're readily disguised and misrecognized. Because they're so popular, Disney cultural products have always been prime suspects as proponents of ideology. There's the famous analysis of Disney's alleged efforts to shape the consciousness of Latin American comic book consumers called How To Read Donald Duck.[3] The authors argue convincingly that the Spanish language versions of Disney comics in the 50s and 60s were doctored to promote the US and capitalism and to paint Communism in a bad light. In more recent animated features there are many viewers who have seen the studio’s efforts to define female adolescents by the portrayals of Wendy, Alice and eventually the princesses. Various other groups (who usually are against these things) perceive pro-gay, pro-sex, pro-feminist critiques hidden within modern Disney films. Simply asking such questions, especially when they're disseminated via the Internet, shows that consumers' readings have the power to ignore or re-write the producers' intended messages. It also reveals that ideology isn't easy to read. I show how The Three Little Pigs' reception from 1933 to the present has moved all over the political spectrum. Even now, what that film "means" and what secret agendas, if any, were hidden inside it remain open questions. (A riff on Pigs, appropriately, was the first installment in the “Air Pirates” comics series.) It turns out that it's hard to program ideology in mass cultural products because audiences can't be relied on to decode the subliminal meanings “correctly,” and tend to do their own programming.

 

With the release of the UPA cartoons on DVD, and the publication of books such as Cartoon Modern,[4] there has been a growing interest in the more stylized and abstracted cartoon spaces of the 1950s, which are often read in opposition to supposedly more "Classical” styles, especially that associated with Disney in the 1930s. What might your book contribute to our understanding of the relationship between studio-era animation and modernist movements in the art world?

 

Although the economic troubles associated with WWII usually are given as the cause of Disney’s troubles in the 1940s, I point out that the studio’s commitment to highly labor intensive and mechanically sophisticated apparatus succeeded in producing films that rivaled Hollywood, but the acting in these expensive ventures like Bambi didn’t please the public as in the old days. In fact, critics complained that the emotions were saccharine and over the top, especially the shooting of Bambi’s mother—which still sets my students weeping.

The embodied performances were becoming unsatisfying or even detrimental to the films’ popularity. At the same time, the simplified visual style of mid-century modern art is being picked up by art students and disseminated to the public through many outlets. Even in the Disney product, one sees infusions of “New York Style,” not only in Dumbo, but also in the compilation films released during and just after the war, starting with Saludos Amigos and Three Caballeros.

After the war, Disney films slowly start looking more like Warner Bros. cartoons and even UPA cartoons. I think that the studio realized that embodiment did not necessarily require massive engineering, and that visual minimalism could still generate emotional engagement and audience participation if the story was good.

 

The video game, Epic Mickey, Who Framed Roger Rabbit? and Kim Deitch's Waldo the Cat comics are among a much wider array of recent popular narratives which mythologize the history of American animation. Each acts as if animated characters were, in some sense, real personalities who exerted a strong influence on the production process. What do these contemporary works owe to a much older history of attempts to portray what you describe as the "agency" of animated characters?

 

Yes, toying with who has the agency, that is, the ability to control themselves and others, including their creators, or to resist control, is one of the original animation themes. I describe agency as a power grid, with the currents flowing from various sources—producers, creators, consumers, and the toon characters themselves to the extent that their animators and viewers imagine them as having it. Waldo takes the trope to an extreme and I love the mind-boggling complexity in Deitch’s comics. Another example you’d like is McCay: La quatrième dimension,[5] a graphic novel where Gertie the dinosaur is a living animal as well as Winsor McCay’s cartoon creation. There are lots of modern cartoons that play with the conflict between animator and animated, but one that’s especially wonderful is George Griffin’s Lineage (1980), an artistic autobiography that combines animation history, his animated character, and himself back to their common ancestry in the days when cinema was a vaudeville attraction.

 

I’m certain, Henry, that there’s a toon version of you out there, somewhere.

 

T-T-T-That's All Folks!


[1] “The Veiled Genealogies of Animation and Cinema,” Animation: An Interdisciplinary Journal 6:2 (July 2011), 93-110.

[2] Bob Levin, The Pirates and The Mouse: Disney's War Against the Counterculture. Seattle: Fantagraphics, 2003.

[3] Ariel Dorfman and Armand Mattelart, How to Read Donald Duck: Imperialist Ideology in the Disney Comic. Amsterdam: International General, 1984.

[4] Amid Amidi, Cartoon Modern: Style and Design in 1950s Animation. San Francisco: Chronicle Books, 2006.

[5] Thierry Smolderen and Jean-Philippe Bramanti, McCay Volume 4: La Quatrième Dimension. Paris: Guy Delcourt Productions, 2006.

 

A specialist in film history and visual culture, Donald Crafton earned his bachelor’s degree from the University of Michigan, his master’s degree from the University of Iowa, and a master’s and doctorate from Yale University. He was the founding director of the Yale Film Study Center, and served as director of the Wisconsin Center for Film and Theater Research. Crafton chaired the Department of Film, Television, and Theatre at Notre Dame from 1997 to 2002 and 2008-2010, and the Department of Music from 2004-2007.

Crafton's research interests are in film history and visual culture. His most recent publications are Shadow of a Mouse: Performance, Belief, and World-Making in Animation (2013) and The Talkies: American Cinema's Transition to Sound, 1926-1931 (California, 1999). He was named Academy Film Scholar by the Academy of Motion Picture Arts and Sciences in 2000 and was the recipient of an NEH Fellowship for 2003-04. The World Festival of Animation presented him in 2004 with an award for his contributions to animation theory. He received the University of Notre Dame's Presidential Award in 2007.

Before and After Mickey: An Interview with Donald Crafton (Part Three)

You write in the opening of the book that animation created a new kind of film performance, and you suggest throughout that it may seem radical or counterintuitive to discuss animation as a kind of performance. In what ways must performance studies be rethought in order to apply to animated film? And conversely, what might the study of film animation contribute to our understanding of live action performance in films?

So many questions, Henry! Good ones, too. I maintain that theatrical animation is a version of cinema and not some completely different form of expression or medium. As you know, it's trendy now to claim that all cinema is a subset of animation and now that cinema's dead, animation has made a phoenix-like return as digital fx and CGI.[1] I don't think so. There have always been uses of animation techniques outside of cinema—for instruction, for avant-garde expression, scientific imaging, advertising, etc.—but for me "cinema" is a constellation of things. Things like a social experience (especially in the twentieth century), an entertainment enterprise (in the business sense of the word), storytelling and spectacle, a cultural barometer, and potentially an art, to name the most obvious. Borrowing an excellent term from Thomas Lamarre, cinema has always been a multilectical performance, capable of many readings and participating in various social orders. CGI may be subsumed inside that performance in films like The Life of Pi, or it may enable performances outside the cinematic experience as a video game, Internet avatar, or whatever. I really don't see a conflict here.

 

The discipline known as performance studies is almost unknown to most film studies specialists. And most performance studies scholars seem to be oblivious to or in denial of the possibility that movies, television, video games, virtual reality, etc. are also performances. (There are some enlightened exceptions, like Noël Carroll.) One of the devious schemes in Shadow of a Mouse is to break down the disciplinary walls between these two pursuits of knowledge. I'd like us to consider media performances and stage performances using the same tools and criteria. For example, I insist that human actors on stage or on film and toon actors in media are all fictive and imaginative constructions, and whatever can be said about one class of performer may be said about the other. I provocatively claim that toons are as "live" as any other movie actor. After you read it, I know you'll be convinced!

In Before Mickey, you suggest that the trope of the hand of the animator played important roles in explaining and foregrounding the process of animation for early film audiences. Yet, your examples throughout the book suggest that the relationship between the animator and his characters remains a central concern well in the 1930s. What kinds of meanings get attached to this relationship in these studio era works?

When I first conceived of animated cinema as a performance art (it was in a talk I gave at DreamWorks Animation about a dozen years ago), it became clear to me that the "hand of the animator" trope was much more pervasive and persistent than the rather short shelf life I originally had ascribed to it, and that it was best understood as a performative gesture and not some vague anthropological or psychological expression (although those are performances too). Actually, “the hand of the artist” is a figurative performance because it casts the animator or artist as a conventional symbol of the act of creation that is manifested in all cultures and times. Although the image of the hand endowing its creation with "life" has religious connotations, the trope doesn't have to be mystical or theological. Usually it's just a convenient artistic device, a stock way of starting a film. As a performance it serves two functions. It says, "I, the animator, am creating this toon being for your edification and so you should assume that I have godlike or artistic mojo." And it says, "Imagine that you, the movie watcher, are also an animator and you are bringing this being to life."

 

In the earliest films the hand of the artist-animator or his performing body often was shown literally making the film. Think of Winsor McCay and his Gertie, or Max Fleischer and Ko-Ko the clown. But this seldom happened during the classicizing of the cartoon that I mentioned earlier—although the literal hand motif never went away altogether. Instead the interventionist filmmaker became either an implied absence (invisible but making us aware of him/her) or a symbolic creative presence in the narrative. Quick examples would be the adaptation of the mainstream cinema convention of voice-over narration, as when the animator-narrator explains the faux-travelogue locales in Avery's The Isle of Pingo Pongo, or Bug's off-screen hanky panky in Duck Amuck.

As I read your book, I found myself thinking about the role of personification and anthropomorphization in 1930s animation. There are scenes in the Fleischer Brothers films where it seems every element on the screen has agency. How might our inability to separate figure from field impact an understanding of animation as performance?

 

This is very perceptive. As I think about it, your idea of universal agency in cartoons is another reason for regarding these films as performative. Unlike a non-animated film shot with actors before a camera, in animation nothing is an accident. Everything is motivated, even if its motive is to create the impression that it's unmotivated or accidental. The jokes in cartoons that the frame has slipped in the projector or that there's a hair in the film gate are carefully scripted and executed "accidents." So yes, everything has agency and participates in the show, even the reporter's pen in Betty Boop's Rise to Fame that grows a butt and starts dancing the hula along with Betty. That also suggests that everything has the potential to be anthropomorphic, which is another way of saying to perform as if human.

 

There is non-anthropomorphic animation to be sure, like industrial films showing how to assemble a motor let's say. But it's hard to imagine what a non-anthropomorphic cartoon or animated feature would look like, isn't it? As the great Robert Benchley short The Sex Life of the Polyp shows, even simple animated squiggles can be personified as human.

 

You write, "If Hollywood cartoons have a soul, it is vaudeville." What does screen animation take from vaudeville? Why do you think vaudeville images were so pervasive in studio-era animation?

 

My historical research revealed that vaudeville and studio animation were deeply intertwined. There were material connections. Cartoons, especially Paul Terry's Aesop's Fables series (which were funded by a vaudeville circuit), were regularly screened as "acts" on live programs. And vaudeville acts were frequently represented within cartoons. Mickey's early appearances often depict him as a stage entertainer. And the Fleischers filmed actual vaud performers such as Cab Calloway and the Royal Samoans.

But the connection also extends to animation's adherence to a vaudevillesque aesthetic (a concept I borrowed from you when you discussed early sound comedy. Thanks!). The short films pack a punch, they are structured like stage business (sometimes but not necessarily on an actual drawn stage), with repartee between figurative character types, slapstick, singing and dancing, and a "wow finish." The films assume that their viewers had either contemporary experience with vaudeville forms or a memory of them (perpetuated by the movies and radio as much as by studio cartoons).

A specialist in film history and visual culture, Donald Crafton earned his bachelor’s degree from the University of Michigan, his master’s degree from the University of Iowa, and a master’s and doctorate from Yale University. He was the founding director of the Yale Film Study Center, and served as director of the Wisconsin Center for Film and Theater Research. Crafton chaired the Department of Film, Television, and Theatre at Notre Dame from 1997 to 2002 and 2008-2010, and the Department of Music from 2004-2007.

Crafton's research interests are in film history and visual culture. His most recent publications are Shadow of a Mouse: Performance, Belief, and World-Making in Animation (2013) and The Talkies: American Cinema's Transition to Sound, 1926-1931 (California, 1999). He was named Academy Film Scholar by the Academy of Motion Picture Arts and Sciences in 2000 and was the recipient of an NEH Fellowship for 2003-04. The World Festival of Animation presented him in 2004 with an award for his contributions to animation theory. He received the University of Notre Dame's Presidential Award in 2007.

Before and After Mickey: An Interview with Donald Crafton (Part Two)

Tell us more about the distinction you draw in the book between figurative and embodied performance. What assumptions about the nature of acting and spectatorship are implicit in these different styles of animated performance? What accounts for the shifting popularity of these different models over time?

 

Whether a performance is figurative or embodied stems from how the behaviors were intended by the animators and understood by the viewers (which often are not the same experience). They aren't opposites; they are registers that may overlap, like bass and treble adjustments. Figurative performances are given by cartoon characters (which I call toons, as used in Who Framed Roger Rabbit?) whose interest derives mainly from their exaggerated physical traits. These could be a funny walk, caricatural references outside the film, or a distinctive way of talking (like Goofy's “Uh-hyult, uh-hyult”).

Think of early Mickey or early Bugs. They were beings who were types (small-town boy and slick trickster, respectively). Their behavior was hostage to the collections of attributes, quirks and attitudes that constituted their actions. So Mickey was a caricature that blended recognizable traits borrowed from Charles Lindbergh and Buster Keaton; Bugs was hyperactive and nutty. Several have pointed out that he’s a schnorer, a friend or guest who takes excessive liberties. The repetition of their singular mannerisms was part of the humor. The figurative performance mode wasn’t limited to animation. Comedians like Harry Langdon, Jacques Tati, Roberto Benigni, Jerry Lewis, and Woody Allen in his first films exploited it too.

 

Embodied performance reflects animators' Stanislavskian goals and their expectations (or hopes) that viewers' empathetic understanding and belief in the temperament and uniqueness of the character would understand, accept, and “complete” it. The later 'thirties Mickey, say in Moose Hunters, integrates him into a believable environment. He responds to it as the viewer or any individual might, with some degree of unpredictability. He engages in banter and give-and-take with Donald and Goofy, who are foils with their own individuality. The animators and we spectators readily imbue them with characteristics that go beyond their simple existence. We care about the fate of the chums and the outcome of the story.

 

It may be too complicated to explain the mechanics of the change here, but the figurative and embodied modes complemented and competed all through the 1930s and 40s. Although Disney took his filmmaking far in the embodied direction, Langer shows that the figurative New York style could intrude even in that studio, as in the "Pink Elephants on Parade" number in Dumbo. Most of the Disney princes are figurative too—necessary placeholders in the plots in need of some "princeness" to redeem the princesses.

 

For various reasons, the public and critics grew tired of the embodied approach. The popularity of films from Warner Bros., MGM, and later from UPA avoided the embodied style or actively parodied it (Avery's Screwy Squirrel, Jones' What's Opera, Doc?).

It also became clear that the enormous investment in hardware (such as multiplane cameras) and the immense animation infrastructure of the Disney studio was not necessary to achieve empathetic characters. There’s Wile E. Coyote, naturally, but UPA's Gerald McBoing Boing might be the best example. Jones' geometric romance in The Dot and the Line, seen in this light, tested the minimal graphic investment needed to "embody" character.

 

Today there are plenty of examples of embodied acting in animation—Disney/Pixar's Up or Brave, for instance, which have a retro feel because of it, and despite their sleek digital surfaces.

The vast majority of animation, though, is figurative and exists in work for television and video games. These are stock characters in conventional roles doing conventional things. The personality is supplied imaginatively by the viewer/user, or programmed as a combination of preselected attributes.

Your titles call attention to the degree to which Walt Disney has dominated our understanding of American animation, even as your books make a concerted effort to discuss a much broader range of animators and studios. Why do you think animation history still remains so deeply under the shadow of the Mouse?

 

Having just done some holiday shopping at the Disney store, I’m inclined to say that it's all about character. The Disney formula for "toons" always has and continues to emphasize a certain definition of personality. There's limited individuality, meaning that certain expressive behaviors are allowed—let's say Ariel's rebellious actions—but never exceed the tightly enclosed limits of the character as a figure—those defining the role of "princess" in the mermaid's case. Another aspect that makes Disney characters eternal, to borrow the marketing lingo for a moment, is that they are believable versions of people, acting out childlike behaviors. We all know (or maybe are) someone like that. Peter Pan is one of those types. Disney films also are full of adolescent folks playing at being grownup—Ariel, Tiana, Wendy, and Snow White (and Remy, if rats have adolescence). But even that is regressive, since their behaviors are clearly childish. They’re playing house. They are not believable performances of adulthood (which can be relatively boring).

 

Cartoon characters, Disney's especially, succeed because they are designed to invite consumers to complete them imaginatively and to fully embody them. These characters often are diminutive versions of imagined selves. The possibilities are endless—aggressive, passive, maternal/paternal, sexy, smart, and even plush avatars. There was a stuffed Pumbaa in the store that I found particularly sympathetic…. Now conglomerate Disney enters our lives at some level almost daily, and whether these entertainment commodities are cinematic, or athletic in the case of ESPN, or the transcendental fantasies of the theme parks and cruises, or the plastic princesses, the company's in the business of selling mediatized bodies performing, whether real, simulated or virtual.

 

Of course, Mouse, as Variety calls Disney, has been perfecting the machinery for bringing this concept to consumers by way of various points of retail merchandizing for about 80 years. As for the animated films, the studio during its successful periods has been adept at anticipating and reacting to consumer interests. The immediate embrace of Winnie the Pooh as a collectible object and then the gradual acceptance of "Princess" as a desired existential category. On the contrary, we could cite the lack of traction for other franchises like Merlin and King Arthur (The Sword in the Stone), or "Kevin Flynn" (Tron). This suggests that animated filmmaking is like other Hollywood enterprises in the sense that box office trends ultimately are unfathomable because consumer response remains largely unpredictable.

 

A specialist in film history and visual culture, Donald Crafton earned his bachelor’s degree from the University of Michigan, his master’s degree from the University of Iowa, and a master’s and doctorate from Yale University. He was the founding director of the Yale Film Study Center, and served as director of the Wisconsin Center for Film and Theater Research. Crafton chaired the Department of Film, Television, and Theatre at Notre Dame from 1997 to 2002 and 2008-2010, and the Department of Music from 2004-2007.

Crafton's research interests are in film history and visual culture. His most recent publications are Shadow of a Mouse: Performance, Belief, and World-Making in Animation (2013) and The Talkies: American Cinema's Transition to Sound, 1926-1931 (California, 1999). He was named Academy Film Scholar by the Academy of Motion Picture Arts and Sciences in 2000 and was the recipient of an NEH Fellowship for 2003-04. The World Festival of Animation presented him in 2004 with an award for his contributions to animation theory. He received the University of Notre Dame's Presidential Award in 2007.

Before and After Mickey: An Interview with Donald Crafton (Part One)

When I was in graduate school, I was lucky enough to be a teaching assistant to Donald Crafton. At the time, Crafton had recently published two important books on the history of animation -- Before Mickey (which explored the role of the cartoon in silent cinema) and Emil Cohl, Caricature, and Film, which dealt with one of the great animation pioneers from Europe. Taken together, the two books made a significant contribution to opening up the space of animation as a major field for scholarly research. Now, several decades later, Crafton has released a new book, Shadow of a Mouse: Performance, Belief, and World-Making. As the book's title suggests, Crafton's latest project expands the time line of his earlier work, allowing us to understand more fully how he might apply his analytic approach to think about sound era animation, especially the works of Walt Disney, but also a range of his contemporaries. Second, as the title suggests, Crafton's focus here is on what performance studies approaches might tell us about the study of animation and vice-versa. The result is contemporary genre criticism at its very best -- drawing on a broad corpus of works, combining history and analysis in imaginative ways, providing new ways to look at films we thought we knew well, and in the process, rejiggering the cannon to focus our attention on people and projects that have largely faded from view. As always, the writing is a pleasure to read and there is a sense here of someone bringing a career's worth of classroom insights into a form which can be shared with a larger public. I know because I had a chance to take Crafton's seminar in animation at the University of Wisconsin back in the day and came away with an appreciation of the work involved in plowing through multitudes of animated shorts and features to develop a deep appreciation of how the form evolved over time.

In this interview, Crafton offers us a guided tour of a diverse range of examples of classic studio-era animated works, helping us to see the core differences in how they think about the animation process -- especially the construction of character and the figuration of the cartoon body. Along the way, he offers us some insights into the ideological work that cartoons have performed and the ways contemporary popular culture, including games and comics, still lives under "the shadow of a mouse." Enjoy! Your earlier work Before Mickey recounted the first few decades of animation, while The Shadow of a Mouse takes us into the 1930s. What do you see as the major transitions (beyond the obvious one, sound) that take place in animation between these two periods?

 

The big change was in the performativity of 1920s and 1930s cartoons. I mean that just about everyone at the time understood that the basic concept of the films as performances was changing. Unlike in mainstream cinema, which accommodated the transition to sound over the thirties' early years and settled back into a modified "classical Hollywood" style, American animated cinema became transformed fundamentally. The earlier cartoons tended to incorporate characters that pre-existed in comic strips, like Krazy Kat, or that were simulacra of comics characters, like Farmer Al Falfa and Felix the Cat. I call these performances figurative because the characters are formulaic, caricatures, refer to characters outside the films, or behave as conventional stock characters. The films consisted of interchangeable gags—what you call "accordion" structures in What Made Pistachios Nuts?, Henry.

In the 1930s, though, this freewheeling approach began giving way to more complex cinema structures in which character depth, gags, pictorial space, and emotional engagement were unified. There was a classicism analogous to what had developed in mainstream non-animated filmmaking in the late 'teens. This was something new in cartooning.

 

Studio animators often spoke of the “personality” of animated characters. What did they mean by that term and what strategies did they use to give drawn figures “personalities”

 

"Personality animation"  was a phrase that emerged mainly from Disney's shop. I think the term embodied animation captures better what the animators were aiming for. The embodied character has distinctive features of expression and patterns of idiosyncratic movement—“personality”—but also develops individuality over the course of multiple film appearances through repetition and variation. He or she can think and act spontaneously, that is, have their own agency aside from the animator’s influence.

A good example is Popeye. He was imported from the comics too ("The Thimble Theatre"), and the cartoons had plenty of anarchistic gags, and his early performances were highly figurative. Eventually, however, Popeye came to have a complex character built around making the right ethical decision to change the outcome of the plot. Audiences came to learn of his quirks, idiosyncratic behaviors and surprising attitudes—like his dislike of children, but his paternal affection for baby Swee’Pea. But they also started appreciating his moral authority and the degree to which his lower-class “swab” character was capable of sophisticated ideas. Not to mention his fistic prowess. So his personality is just one aspect of the character's role in the stories. Not that these Popeye stories were always coherent; sometimes the narratives were pretty choppy.

Comparing a relatively fully embodied Popeye performance from the mid-to-late 1930s to figurative Ko-Ko the clown from the mid-1920s says it all about the evolution of personality outside Disney. Betty Boop's performances, in 1930-33, were transitional, as in Betty Boop's Bamboo Isle, from 1932, which is chockfull of eye-popping, show-stopping effects, but still tells a story—although it's a simple and rather perfunctory one. All three examples, I hardly need to mention, come from the same studio: the Fleischer brothers.

Historian Mark Langer has proposed that there was a geographical distinction between the two attitudes toward performativity (without using the word). He sees a more figurative New York Style in contrast to the embodiment trending West Coast Style. He characterized the filmmakers in the big NYC studios (Fleischer, Sullivan, Terry, Van Beuren) who worked mainly in a high-contrast black-and-white comic-strip style as continuing their graphic media connections to comics and popular illustration. The movement in such films was rubbery and gag-filled (redolent of the animators' love affair with vaudeville). These films also were surreal and fantastic.

Disney, once they settled in L.A. (the Silver Lake area specifically), exemplified the West Coast style, which evolved into the embodied performance approach. Although his roots were in Kansas City, not New York, he and his partner Ub Iwerks had begun drawing in this comics style in their 1920s silents and early sound films. But Disney wanted product differentiation and so began emphasizing storytelling, character development, and less "cartoony" constructions. The pictorial space of his films became more rational, often observing proper Renaissance perspective, lighting, and color for creating convincing depth. This was necessary to support a character-based approach to performance.

These beings in the Silly Symphonies, let's say the ones in Father Noah's Ark, moved more gravitationally and less rubbery. Sometimes, as with the dancing porkers in The Three Little Pigs, they moved with choreographic grace.

Most important, the Disney studio tried to transform the older style characters from caricatures and comic types (often inspired by minstrels) to individuals with uniqueness and psychological depth. There might have been some surreal fantasy, but it was kept in check within the story.

 

The most influential force on the emerging West Coast style was the Russian acting theorist Konstantin Stanislavsky, whose ideas about how the stage actor must "inhabit" the fictional body to bring life to it was a model for Disney animators as well as for other "live-action" film directors in the 1930s. Eventually these ideas would give rise to “The Method.” If you ask me, the 1950s Method acting of Dean, Brando, Monroe etc. is kind of cartoony. But that’s another blog.

 

After the talkies came in, there had to be a new attitude towards sound, as you say. Early 30s animation for commercial reasons had to be anchored in music performance. Hence the references to "tunes," "symphonies," "melodies" etc. in the 1930s series titles were tie‑ins with the music publishing industry. We should think of these films as intermedial because often they were structured around and animated to a pre-existing track, usually the instrumental version of a public domain melody in the case of Disney, or of a currently popular song in the cases of Fleischer and the Schlesinger studio (Warner Bros.). So the structure of the music interacted with the gags to create a new sensation.

 

These are the major transformations, to give a long answer to your short question, but all the different aspects boil down to changes in the underlying performances presented on screen. As for Disney, there was never any doubt about his motives: he wanted his films to be like Hollywood shorts and then features so he could rent them for more revenue, and he felt that cartoons had to have the look and feel of a big studio production if they were to compete.

 

A specialist in film history and visual culture, Donald Crafton earned his bachelor’s degree from the University of Michigan, his master’s degree from the University of Iowa, and a master’s and doctorate from Yale University. He was the founding director of the Yale Film Study Center, and served as director of the Wisconsin Center for Film and Theater Research. Crafton chaired the Department of Film, Television, and Theatre at Notre Dame from 1997 to 2002 and 2008-2010, and the Department of Music from 2004-2007.

Crafton's research interests are in film history and visual culture. His most recent publications are Shadow of a Mouse: Performance, Belief, and World-Making in Animation (2013) and The Talkies: American Cinema's Transition to Sound, 1926-1931 (California, 1999). He was named Academy Film Scholar by the Academy of Motion Picture Arts and Sciences in 2000 and was the recipient of an NEH Fellowship for 2003-04. The World Festival of Animation presented him in 2004 with an award for his contributions to animation theory. He received the University of Notre Dame's Presidential Award in 2007.

Announcing Transmedia Hollywood 4: Spreading Change

UCLA School of Theater, Film, and Television,and USC Annenberg School of Communication & USC School of Cinematic Arts

Transmedia, Hollywood 4: Spreading Change

Presented by The Andrew J. Kuehn, Jr. Foundation

Friday, April 12, 2013 James Bridges Theater, UCLA

9:00 am – 6:00 pm

 

Transmedia, Hollywood is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 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. Transmedia, Hollywood is 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 4: Spreading Change

Transmedia entertainment has been advanced within the Hollywood system primarily through a logic of promotion, audience building, and engagement, offering the ideal tools for capturing the imagination of networked audiences through the creation of immersive and expansive imaginary worlds. As transmedia has spread around the world, especially to countries with a much stronger tradition of public media, these same practices have been embraced as a means not of building fictional realms but of changing the world:

  • As advertisers seek to construct their own “brand communities” as a way of forging strong affiliations with their consumers, many are embracing cause-based marketing. In the process, these brand marketers are recognizing young viewers’ capacity for civic engagement and political participation, one of the hallmarks of the millennial generation. While sometimes these brand messages end up advancing cultural movements, in other instances, they simply coopt these shared generational concerns.
  • Educational approaches to entertainment, popular across the developing world, are now extending across multiple media platforms to allow fans to develop a deeper understanding of health and social policy issues as they dig deeper into the backstories of their favorite characters. Alternative reality games, which seek to encourage grassroots participation as a marketing tool, have shifted from solving puzzles to mobilizing players to confront real world problems.
  • Fan networks, organized to support and promote favorite media franchises, are taking on the challenge of training and mobilizing the next generation of young activists, using their capacity as thought leaders to reshape the attention economy by increasing public awareness of mutual concerns.
  • Nonprofit organizations are increasingly thinking like entrepreneurial start-ups and vice-versa, as young people are starting organizations which embrace the notion of the “consumer-citizen,” modeling ways that social-change efforts can be embedded within the everyday lifestyles of their supporters.

Each of these productive, participatory, community-based activities have been facilitated over the past decade by a widening web of 2.0 social media platforms such as YouTube, Facebook, Twitter, and Pinterest. The millennial generation’s mastery of “play” has now expanded to include a growing number of apps, casual games, short-form digital entertainment experiences, and expansive alternate reality games. Millennials, who have been acclimating themselves with the tools of connectivity in times of play, now have at their disposal the means to harness a global community to solve such pressing issues as global warming, ethnic, racial or religious genocide, labor unrest, the inequities associated with class, and countless other modern-day assaults. Many of today’s thought leaders—baby boomers that witnessed an earlier social revolution during the late sixties—marvel over the subtle but pervasive shift that is underway in the web 2.0 era and beyond as social connectedness is becoming reframed as a means for large-scale community action.

Transmedia producers in Hollywood have much to learn from a closer examination of these other forms of entertainment and educational discourse, which we might describe as “transmedia for a change.” When is it appropriate for the big media companies to incorporate such themes and tactics into their pop culture franchises? And when should they tolerate, even embrace, the bottom up activities of their fans which have used their content as vehicles for promoting social justice and political change? What does it mean to produce entertainment for a generation which is demanding its right to meaningfully participate at every level — from shaping the stories that matter to them to impacting the governance of their society?

For more information, see http://www.liquid-bass.com/conference/

For conference Registration, see : http://transmediahollywood4.eventbrite.com/#

Also, that same weekend, 5D Institute, in association with University of Southern California, invites you to join us in The Science of Fiction, our first Worldbuilding festival. This groundbreaking event will take place on April 13, 2012 in honor of the unveiling of the new USC School of Cinematic Arts Interactive Media complex. For more information, see http://5dinstitute.org/events/science-of-fiction

9:00—9:10 am: Welcome and Opening Remarks – Denise Mann & Henry Jenkins
9:10—11:00 am: Panel 1 Revolutionary Advertising: Cultivating Cultural MovementsIn the web 2.0 era, as more and more millennials acquire the tools of participatory culture and new media literacy, some of this cohort are redirecting their one-time leisure-based activities into acts of community-based, grassroots social activism. Recognizing the power of the crowd to create a tipping point in brand affiliation, big media marketers, Silicon Valley start-ups, and members of the Madison Avenue advertising community, are jumping on board these crowdsourcing activities to support their respective industries. In other words, many of the social goals of grassroots revolutionaries are being realigned to serve the commercial goals of brand marketers. In the best-case scenarios, the interests of the community and the interests of the market economy align in some mercurial fashion to serve both constituencies. However, in the worst case scenario, the community-based activism fueling social movements is being redirected to support potato chips, tennis shoes, or sugary-soda drinks. Brand marketers are intrigued with the power and sway of social media, inaugurating any number of trailblazing forms of interactive advertising and branded entertainment to replace stodgy, lifeless, 30 second ads. These cutting edge madmen are learning how to reinvent entertainment for the participatory generation by marrying brands to pre-existing social movements to create often impressive, well-funded brand movements like Nike Livestrong, or Pepsi Refresh. Are big media marketers subsuming the radical intent of certain community-based organizations who are challenging the status quo by redirecting them into unintentional alliance with big business or are they infusing these cash-strapped organizations with much needed funds and marketing outreach? Today’s panel of experts will debate these and other issues associated with the future of participatory play as a form of social activism.Todd CunninghamFormerly, Senior Vice-President of Strategic Insights and Research at MTV Networks.

Denise Mann (Moderator)      

Co-Director, Transmedia, Hollywood / Associate Professor, Head of Producers Program, UCLA School of Theater, Film and Television

Rob Schuham

CEO, Action Marketing

Michael Serazio     

Author, Your Ad Here: The Cool Sell of Guerrilla Marketing

Alden E. Stoner     

VP, Social Action Film Campaigns, Participant Media

Rachel Tipograph

Director, Global Digital and Social Media at Gap Inc.

 

 

 

11:10 am—1:00 pm: Panel 2 Transmedia For a ChangeHollywood’s version of transmedia has been preoccupied with inspiring fan engagement, often linked to the promotional strategies for the release of big budget media. But, as transmedia has spread to parts of the world which have been dominated by public service media, there has been an increased amount of experimentation in ways that transmedia tactics can be deployed to encourage civic engagement and social awareness. These transmedia projects can be understood as part of a larger move to shift from understanding public media as serving publics towards a more active mission in gathering and mobilizing publics. These projects may also be understood as an extension of the entertainment education paradigm into the transmedia realm, where the goal shifts from informing to public towards getting people participating in efforts to make change in their own communities. In some cases, these producers are creating transmedia as part of larger documentary projects, but in others, transmedia is making links between fictional content and its real world implications. 

Panelists

Henry Jenkins (Moderator)     

Co-Director, Transmedia, Hollywood / Provost Professor of Communication, Journalism, and Cinematic Arts, USC Annenberg School for Communication

Katerina Cizek     

Filmmaker-in-Residence, National Film Board, Canada

Katie Elmore Mota     

Producer, CEO of PRAJNA Productions

Sam Haren

Creative Director, Sandpit

Mahyad Tousi     

Founder, BoomGen Studios

1:00—2:00 pm: LUNCH BREAK
2:00—3:50 pm: Panel 3 Through Any Media Necessary: Activism in a DIY CultureA recent survey released by the MacArthur Foundation found that a growing number of young people are embracing practices the researchers identified as “participatory politics”: “interactive, peer-based acts through which individuals and groups seek to exert both voice and influence on issues of public concern.” These forms of politics emerge from an increasingly DIY media culture, linked in important ways to the practices of Makers, Hackers, Remix Artists and Fan Activists. This panel will bring together some key “change agents,” people who are helping to shape the production and flow of political media, or who are seeking to better understand the nature of political participation in an era of networked publics. Increasingly, these new forms of activism are both transmedia (in that they construct messages through any and all available media) and spreadable (in that they encourage participation on the level of circulation even if they do not always invite the public to help create media content).

Panelists

Megan M. Boler     

Professor and Associate Chair, Department of Humanities, Social Sciences, and Social Justice Education OISE/University of Toronto

Marya Bangee

Community Organizing Residency (COR) Fellow, OneLA, Industrial Areas Foundation (IAF)

Erick Huerta     

Immigrant’s rights activist

Jonathan MacIntosh

Pop Culture Hacker and Transformative Storyteller

Sangita Shreshtova (Moderator)

Research Director of Media Activism & Participatory Politics (MAPP) project, USC Annenberg School of Communications and Journalism

Elisabeth Soep     

Research Director and Senior Producer at Youth Radio-Youth Media International

 

 

4:00—5:50 pm: Panel 4 The e-Entrepreneur as the New PhilanthropistNonprofit organizations are increasingly thinking like entrepreneurial start-ups and vice-versa, as young people are starting organizations which embrace the notion of the “consumer-citizen,” modeling ways that social-change efforts can be embedded within the everyday lifestyles of their supporters. While the boomers treated the cultural movements of the late sixties as a cause, today’s e-citizens are treating their social activism as a brand. They are selling social responsibility as if it were a commodity or product, using the same strategies that traditional business men and women used to sell products.

Sarah Banet-Weiser

Professor, USC Annenberg School of Communication and Journalism and Department of American Studies and Ethnicity

 

Sean D. Carasso

Founder, Falling Whistles

 

Yael Cohen

Founder/CEO, Fuck Cancer

Milana Rabkin     

Digital Media Agent

Sharon Waxman (Moderator)

Editor-in-Chief, The Wrap

 

 

6:00—7:30 pm:RECEPTION

Let Us Now Praise Famous Monsters: A Conversation (Part Three)

Studying Monster fandom places a new emphasis on issues of collecting, which have remained marginal to the studies of fan culture, but which are a very large part of the phenomenon itself. What existing work do you think provides the best insights into collecting cultures and what questions do you think still need to be addressed?

Mark: I think that matters of collecting have been tangential in part because the background so many media scholars have in Marxist /Frankfurt School criticism still makes a lot of us reticent to look at conspicuous consumption as anything other than totally negative--I know I’m leery of being accused of false consciousness or bougie-ness when making a case for collecting as a form of amateur cultural preservation. That said, I’ve been relieved to encounter an increasing number of writings which take a more complicated approach to the consumption of commercial product. I would specifically mention Sara Gwenllian-Jones’s essay “Phantom Menace,” Alan McKee’s “How to Tell the Difference between Production and Consumption,” and Matt Hills’s concept of performative consumption, presented in Fan Cultures, and which I apply to Chaney fans in my essay. I’m also interested in the idea of creative consumption proposed by Jean Burgess and Joshua Green in their book on YouTube, although I wish they would have developed the concept for the reader a little more. I think Jose van Dijck has many interesting ideas about material culture and collecting in Mediated Memories, and I just discovered a book by Richard Cox on the practice of personal archiving that looks promising and is on my reading list. As far as questions that still need to be addressed, I’m interested in distinctions between the physical object and the digital--is downloading digital artifacts collecting in the same sense as “having” tangible objects? There’s been work done in this area in museum studies, which may provide an inroad for looking at this matter in media studies.

Bob: A great list, Mark -- I’m making notes! I’d add Baudrillard’s System of Objects and, less abstractly, Jonathan Gray’s Show Sold Separately as ways of understanding collectors and collecting in conversation with mass media marketing. Lincoln Geraghty’s upcoming book with Routledge on “cult collecting” will also be useful, I’m sure.

Matt:  As a collector of Silver Age comic books and vinyl records, the issue of collecting is rather personal to me.  In terms of questions to pursue re: collecting, I’m particularly interested in issues of commodity value and “collectability” of an object.  I have a friend who is intensely proud of his collection of early Silver Age issues of The Justice League of America.  They are all of very high grade (virtually untouched warehouse copies in some cases) and are “slabbed.”  For him, they retain a nostalgic value (he owned copies as a kid) but he mostly values them as a financial investment.  On the other hand, my collecting has always been motivated by a desire to read or listen to something and am much less concerned about condition.  In fact,  I frequent comic book conventions looking for “reader copies” of old comic books in part because they are much more affordable but also because  I’m very interested in objects that bear traces of their use-histories.  Usually with comic books this comes in the form of a signature of ownership on the cover or the first page but sometimes there are surprising traces left behind, such as an attached personal object.  I once found a nearly incoherent response to a ‘Dear John’ letter tucked inside an LP.  It provided a strange resonance to the love songs on the record.

 

Natasha: As a former product developer who designed collectibles, I am very compelled by this question.  I’m shocked there hasn’t been more work done on collectibles in relation to fan studies.  Enormous amounts of time, capital and passion are put into collecting.  I believe that closely studying the motivations, desires, patterns, and strategies of fan based collectors can provide valuable insights and new ways to think about fan cultures.   A couple of edited volumes I’ll add to the list are: Acts of Possession: Collecting in America (ed. Leah Dilworth) and The Cultures of Collecting (ed. Roger Cardinal).

 

 

A key claim here is that Famous Monsters and its fans shaped the canon of which older films mattered and also informed the ways we made sense of those movies. What are some of the films or performers that got reappraised thanks to being featured in this publication?

Matt: More than anything, I think FM is notable for spotlighting special effects artists, especially Willis O’Brien and Ray Harryhausen, and make-up artists like Jack Pierce.  Ackerman’s narratives regarding individual artists foregrounded the tactile labor involved in filmmaking that inspired so many readers to create their own make-ups and make their own films.  The visible traces of these artists translated to the visible traces of the artist(s) of the amateur film.

Mark: Certainly FM played a major role in making Chaney appear intriguing to a generation of monster fans who may have never actually seen any of his films, and in shaping his remembrance as a star of horror films rather than as a more versatile character actor. FM was particularly instrumental in keeping one of Chaney’s lost films, London After Midnight (Browning, 1927), in memory, and of touting it as a masterpiece of horror. Ackerman may have been one of the last surviving people with a clear memory of having seen the film, and he spoke glowingly of it to the end--as he did at a Monster Bash convention Matt and his brother and I attended in 2006. In doing research for this essay, I was also fairly amazed at some of the stills and information found in the pages of FM on obscure, foreign, and/or avant-garde films like Dreyer’s Vampyr, the 1930s French version of The Golem (even now hard to find), and non-western films like Kwaidan.

 

Ackerman, as several of you note, was an important bridge figure -- between fans and the industry, but also between fandom and a range of other alternative cultural movements, and perhaps between childhood and adulthood. What kind of role model did Ackerman provide for what a mature fan identity might look like?

Matt:  Ackerman’s liberal attitudes about life are, I believe, quite relevant to his fannish affections for science fiction.  I am particularly intrigued by how certain aspects of his life are very problematic for some fans (in particular his practice of nudism in the 1950s and 1960s).  More than anything, Ackerman modelled tolerance and the necessity to think about new ways of living with one another.  Interestingly, this model is seemingly lost on some fans, who reduce Ackerman to the status of “grand collector” and nothing more.

Mark: In addition to the inclusivity and progressive perspectives Matt refers to, I think Ackerman also modelled sincerity, generosity, and kindness. One of the things I discovered while looking through old issues of FM was a series of announcements by Ackerman about an upcoming cross-country road trip he was taking, with the offer to readers that if their parents gave permission, he would visit them en route and show them some of the monster memorabilia he had with him. Imagine that! Ackerman also demonstrated a respect for children that is admirable. While I still find his sense of humor hard to take, he seems like he would have been a genuinely nice person to know.

Bob: Actually, it’s Ackerman’s sense of humor that most appealed to me as a kid; it set up a lovely counterpoint to the horrific imagery the magazine often featured, and went a long way toward “defanging” some of the primally upsetting stuff that I was drawn to, but disturbed by, in other formats (cf. the 1974 Exorcist coverage I mention above). In addition to signalling geniality and likeability, as Mark points out, Ackerman’s prose voice also delighted in its own corny panache, and encouraged me -- not always for the better -- to emulate his punning, Mad-magazine-style in my own writing.

Natasha: Ackerman’s quest to promote respect, understanding and acceptance of all people regardless of their gender, race, sexual orientation or age is what I have always admired most about his cultural legacy.  Not only was Ackerman a prominent and outspoken supporter of female-produced science- fiction work, but he was also a stanch advocate for gay rights.  He was dubbed an honorary lesbian by Daughters of Bilitis, the first lesbian rights organization in the U.S. He believed that monster films and science fiction had the capacity to take viewers out of their comfort zone and imagine alternative realities that could challenge existing sexist, racist, sexist, and ageist thinking.  Ackerman had the foresight to know that fan participation is not whimsical and irrelevant, but can be a very powerful thing that can change the way people see and interact with each other.  Best of all, he always did this with a sense of humor.

 

Matt was lucky enough to have had a chance to interview Ackerman before he died. If the rest of us had a chance to ask “Uncle Forry” a question, from beyond the grave (of course), what would you most like to know about his life, his magazine, or its cultural impact?

 

Mark: I’m curious as to how conscientiously he promoted his social politics in the pages of FM: he absolutely influenced genre fandom and formation of a canon of stars and films, but was he also trying to influence readers’ perspectives? More than asking him specific questions, though, I would’ve really liked to just talk about horror films with him, and get more of that first-hand view of London After Midnight.

The recent film, Super 8, offers some glimpses into the world of amateur filmmaking and model building which Famous Monsters inspired. To what degree do you think the film adequately captured the cultural milieu we are documenting through these essays?

Matt: Super 8 overwhelmed its superficial take on 1970s monster kid culture with sci-fi spectacle.  Joe Dante’s Matinee, while not a great film, is more successful at capturing the spirit of horror fandom because it shows us why kids loved this culture.   Super 8’s computer-generated spectacle is absent of the trace evidence of an artisan and thus distances us from the affective connections we make with classic horror and science fiction films.  In the end, the film’s nod toward kids’ amateur films of the period feels just like that, a nod.  There’s nothing substantive behind the title reference to home movies/amateur films or the storyline of the kids making a movie, no clear reason as to why they want to make a monster movie.

Bob: Funny, when I gave a talk based on my article recently, I started with a clip from Super 8: it shows the young protagonist at work painting one of Aurora’s Hunchback of Notre Dame kits. I wanted to contrast the plastic monster’s humble cameo against the movie’s CGI “star,” which was -- and here I agree with Matt -- a dispiriting genuflection to the state of the art. (If only J. J. Abrams and crew had had the guts to give us an actual creature of late 70s special effects -- a Rob Bottin or Carlo Rambaldi creation of latex and servomotors.) Its false notes aside, I respect Super 8 for what it’s trying to do (and be), and in the film’s enshrining of an earlier moment in the evolution of fantastic media -- the late 70s/early 80s golden age of Spielberg and Lucas -- heard curious nested echoes of other, prior golden ages: the late 50s-early 60s monster culture in which Spielberg, Lucas, Cameron, Zemeckis, Dante, and others came of age, as well as the period 20-30 years before that, when the classic Universal horror films were first released. Famous Monsters bridged at least three generations in this fashion, and overgrown “monster kid movies” like Super 8 are to me a way of carrying that tradition forward: revisiting and rearticulating shared, nostalgic pleasures while driving the continued industrial production of fantastic media.

Mark: Super 8 is nostalgic, in the way David Lowenthal uses the term to describe “memory with the pain removed.” There’s an implication that the young filmmakers/adventurers are misfits, or aren’t performing masculinity “correctly,” and that this somehow lends itself to their shared interest in monsters. But even though they’re misfits, they are in a group of friends, and all appear to be in a position of class privilege (except the Elle Fanning character, but she’s the exception in multiple ways). The film doesn’t really address the isolation, loneliness, ostracization, or queerness that has led many a young person to interest in fantasy, monsters, science fiction, role playing games, ancient mythology, the goth subculture, the occult, etc. But of course, isolation, loneliness, and queerness aren’t topics one sees addressed too often in big-budget Hollywood action films.

 

Mark Hain is a PhD candidate in the Department of Communication and Culture at Indiana University, and is currently working on his dissertation, which is a historical reception study looking at star image and how audiences interpret and find use for these images, with a specific focus on Theda Bara.

Bob Rehak is an Assistant Professor in the Film and Media Studies Program at Swarthmore College. His research interests include special effects and the material practices of fandom.

Natashia Ritsma is a PhD candidate in the Department of Communication and Culture at Indiana University. Her research interests focus on documentary, experimental and educational film and television.

Matt Yockey is an Assistant Professor in the Department of Theater and Film at the University of Toledo. His research interest is on the reception of Hollywood genre films.

Let Us Now Praise Famous Monsters: A Conversation (Part Two)

Reclaiming historic models of fan practices has proven challenging, so I am hoping we might take some methodological insights from the ways you each approached this project. What were some of the challenges and opportunities in reconstructing monster fandom as a historical phenomenon?

Matt:  I found it essential to foreground the nature by which FM presented and remediated fan practices.  As such, FM offers a wonderful model of how fandom can be presented to itself.  This was, of course, key to my analysis of Ackerman as an intermediary who would liberally revise letters sent to the magazine, speak for the fan, and shape fan desires.  Ideally, I would have liked to include in my essay examinations of fan films that could not be represented in the magazine outside of stills.  There are a couple of very good compilations of “monster kid” amateur films available on DVD that would be a very good resource for this work (even if one cannot make a direct connection to FM in all cases).  Bob’s essay in particular did a good job of considering the actual film production in very productive ways.

Bob: I never think of myself as practicing anything so organized as a methodology, but certainly this project’s method hinged on having access to the text and texture of Famous Monsters itself, in particular the Captain Company advertising pages where so much of monster culture’s material practices were on explicit display. To today’s eye, FM’s ads might seem like simple commercial hype (as Mark mentions below), secondary to the editorial content. But along with other fixtures of the magazine like contests, fan clubs, and classifieds, FM’s ads were extremely busy sites of social and material exchange -- invitations to participate, nodes of interactivity in the magazine’s paper network of publishing and the U.S. Postal Service. And excitingly, through those pages thread names, titles, products that connect to larger histories of fan creativity and cult media, like Jim Danforth and Dennis Muren and their movie Equinox. My “archive,” by the way, was a DVD containing the entire run of FM in the comics-reader .CBR format, purchased online. No libraries nearby have FM in their holdings, and my personal collection is a handful of favorites cherry-picked over the years from eBay. Admittedly, then, that “texture” I mentioned earlier is a pallid, pixelated ghost of the weighty stacks of beautiful pulpy newsprint and vivid covers that constitute FM’s own material being. But without the digital archive’s ease of access, comprehensiveness of content, and ability to do screen captures, I wouldn’t have been able to write the essay.

Mark: I’m particularly interested in diachronic studies of fan responses to celebrities, and methodologically this means lots of time spent reading through letters to the editor of various old publications, hoping to stumble across those little gems that communicate something about audience reactions and responses in their historical contexts. For this essay, I wanted to chart the continuities and discrepancies of reception of Lon Chaney’s star image from the 1920s to the present. I find it fascinating that Chaney was one of the biggest stars of the silent era, but at some point in time interest in him became something “specialized,” and he also became an idol for boys rather than a star appreciated by a broader audience. FM is a really valuable source for researching this shift--in part because of Ackerman’s much-proclaimed love for Chaney, but even more because of the ways, as Matt put it, that FM presented and modelled fandom to fans. Primarily, though, FM is fairly unique in the sheer amount of reader-generated content, which at least theoretically provides greater access to “the people” in their own words. But this also raises a caution as far as methodology. I hadn’t realized that, as Matt mentioned, Ackerman would tinker with readers’ letters before they were printed. It just goes to show, with historic reception studies one always has to be on guard, both in granting too much credence to the evidence, and in being alert to ways in which you might be making presumptions or “thinking for” the historical audience through a 21st-century mindset.

 

Natasha: Like Bob, my primary archive consisted of a DVD (purchased online) that contained the entire run of FM.  Access to every issue of the magazine in a digital format was crucial in allowing me the opportunity to trace a female fan presence in the magazine spanning 25 years.   I was able to borrow a sampling of paper issues of FM from the 50s, 60s, and 70s, however, echoing Bob’s point,  it would have been impossible for me to write this essay without access to the entire digital archive.  Being able to access a comprehensive collection of the magazine was essential in conducting a diachronic study and tracing Ackerman’s steadfast and consistent support for a female fan presence in the pages of F.M. Digital access to a whole range of historical documents that used to demand time-consuming and expensive visits to archives provides a rich ground for re-examining cultural assumptions, generalizations and creating a more nuanced and multidimensional understanding of historic fan practices.

 

Most work in fan studies has centered around mostly female-centered forms of fan culture. In what ways does studying Famous Monsters give us a way into talking about the relationship of fandom to masculinity?

Matt:  Of course, Mark’s essay is an excellent model for this and Natasha’s essay offers an exemplary model of how to consider female fandom in the context of male fandom.  For me, both of these essays have inspired much thought and reflection on the gender politics of superhero fandom.

Mark: I think FM is very useful in the ways it complicates what we think we might know about childhood and adolescence in the 1950s and 60s, in that it provides a historical record of things not “spoken” elsewhere--or at least not spoken as directly. You can find readers talking about feeling alienated from their peers, or of paying some price for non-conformity, which often means not conforming to normative masculinity. For another project, I spent quite a bit of time looking at old Boy’s Life magazines, and the contrast between the stereotypically uncomplicated, all-American, Leave it to Beaver image of 1950s/60s boyhood found therein and the more fraught relationship to masculinity evident in FM is pretty remarkable (although I must add I love Leave it to Beaver). I also want to voice my admiration for Natasha’s essay--not just for her valuable work, but for those girls and young women who sent their letters and photos in to FM, which in the 1950s was probably a pretty daring, brave move for many of them. They were pioneers!

Bob: I’m definitely interested in the boy culture reflected in FM’s pages, and the magazine’s larger function as a kind of primer in certain modes of fandom (the “affirmational” as it’s sometimes called, to distinguish it from the “transformative”) conventionally associated with the male gender. However, I take seriously the caveat that no fannish activity or orientation is exclusively the province of one gender or another, and that FM’s readership was a diverse collection of boys, girls, and presumably transgendered individuals outside that limiting binary. But the skills and predilections we discover as children are the roots of those we take into adulthood, so certainly I see FM as an important player in the acculturation and encouragement of behaviors that later come to seem “innate” or “essential” aspects of fanboys -- in particular, the accumulation of knowledge about make-up and visual effects that marked my own fascination with FM and most subsequent fan objects. So in short, while boys aren’t a priori horror fans who build model kits or collect action figures, being a horror fan who builds and collects arguably seeds the kind of subjectivities later associated, if only through self-identification, with being a boy/man.

 

Natasha, you turn the lens in the other direction, identifying the ways women were included or excluded from this fan culture which had historically been male-dominated. What roles do you think Ackerman and his magazine played in this process? What kinds of evidence did you find that helped you to reconstruct the history of female participation in monster fandom?

 

Natasha: Ackerman was extremely influential in creating an inclusive fan culture around his magazine.  As Matt’s interview with Ackerman reaffirms, he had total control over the content of F.M.  Not only did Ackerman strategically print captions such as “Guys and Gals Behind the Ghouls’ and ‘Girls will be Ghouls’ on the covers of the earliest issues of F. M., but he also insured that women held a variety of key roles in the magazine’s production.  Ackerman was highly aware of the way horror and science fiction fan cultures historically structured themselves as exclusive boyzones.  In 1946, Ackerman proposed an all-female guest-of-honour list for the Fourth World Science Fiction Convention, the Pacificon. This proposition was immediately shot down by his colleagues.  Ackerman used his agency at FM as a way to showcase that monster fandom wasn’t just for boys.  Pictures and letters by female fans were incorporated into the magazine’s regular features such as ‘Fiendom’s Finest’ or ‘Fan Mail.” With a circulation of 2.4 million in the 1970s, FM made a significant impact on American culture.  Ackerman’s influence on female monster/horror fans is still evident today.  Jovanka Vuckovic, director of The Captured Bird (2012) and editor-in-chief of Rue Morgue counts Ackerman as one of her key inspirations for pursuing her career path.

There’s a strong focus throughout these essays on the ways fandom translated into material cultural practices. What are some of the practices Famous Monsters inspired and supported? And what might the study of such practices contribute to a fuller understanding of the nature of participatory culture?

Matt: I’m intrigued by the notion of curatorial consumption.  I recently came across a fan’s posting of his FM collection that was quite detailed in terms of how he catalogued and stored his issues.  It was a museum level of archival care that provoked some counter-responses from other FM readers about denying the pleasure of simply reading your old FMs.   Further along these lines, a lot of these middle-aged ‘monster kids’ have transformed their homes into modest facsimiles of the Ackermansion.  Again, the notion of being a curator for a museum of one’s childhood passions is fascinating.  Such spaces are interesting because they typically remain these abstractions presented visually on the web and in competition with each other.

Mark: It’s a blast to look at the copious advertisements in those old issues, with all the “Scare your parents! Amaze your friends!” hype, for what turned out to be tawdry cardboard bats or “ghosts” made of vinyl sheeting (I know, for I was a victim of the come-on). Matt and Bob both have done really interesting work on fan consumption as a form of identity work, and as a form of archiving. I think it’s worth re-emphasizing that a lot of the material cultural practices prompted by the magazine were of a DIY nature--putting together and painting models, making films, using creating monster makeups, etc., and of consuming supplies in the interest of making a finished product.

Bob: I have little to add to Matt and Mark’s excellent thoughts, except to say that I’m increasingly dubious that fandom exists except in material cultural practices -- that is, fandom manifests in activities, objects, and spaces -- and that fan studies has traditionally been a bit narrow in approaching fandom primarily through what we might call its textual technologies and traces, such as reading, writing, rereading and rewriting, poaching, etc. While these are material practices as well, the temptation is to elevate them over the more bluntly material “things” of fan culture, since those things are so often damned through ties to commercialism or their positioning as amateurish, crude, or flawed. In future projects I hope to focus on the object forms of fandom as dynamically expressive practices, simultaneously social and private, that intersect with the commercial and the mass-produced in messy but significant ways.

 

Mark Hain is a PhD candidate in the Department of Communication and Culture at Indiana University, and is currently working on his dissertation, which is a historical reception study looking at star image and how audiences interpret and find use for these images, with a specific focus on Theda Bara.

Bob Rehak is an Assistant Professor in the Film and Media Studies Program at Swarthmore College. His research interests include special effects and the material practices of fandom.

Natashia Ritsma is a PhD candidate in the Department of Communication and Culture at Indiana University. Her research interests focus on documentary, experimental and educational film and television.

Matt Yockey is an Assistant Professor in the Department of Theater and Film at the University of Toledo. His research interest is on the reception of Hollywood genre films.

Let Us Now Praise Famous Monsters: A Conversation (Part One)

This December, a new academic publication, The Journal of Fandom Studies (senior editor: Katherine Larsen), debuted, which should be of interest to some of my regular readers.  The very first issue focuses on Famous Monsters of Filmland and its editor, Forest K. Ackerman. So much work in fan studies has dealt with science fiction fandoms, yet there's much we do not know about the "monster fan culture" of the 1960s and 1970s. As this issue suggests, digging into old monster magazines gives us a rich glimpse into the participatory culture of the period, including a range of material practices (such as model building, make-up and costume production, and Super 8 filmmaking) that have so far received limited attention by academics. Monster fan culture gives us a glimpse into what was at the time a predominantly male fan community, though, as we will see, there's also some important dimensions of female fan history to be reclaimed from the margins of this publication. And, we soon discover that Ackerman was not only a model for today's "fan boy auteur" but he also had a strong commitment to the politics of diversity and social acceptance, not exactly values we associate with American popular culture of the period. I was honored to be asked to be a respondent for this issue, and in doing so, I ended up writing a heavily autobiographical essay about my own memories of being a preteenage monster fan during the 1960s. I am sharing the opening of my essay below in hopes that it may entice you to track down this issue. I invited the editor of this special issue, Matt Yockey, and the other contributors to participate in an informal online conversation, exploring their own relationships with the topic, and also suggesting some of the ways their work might help us to further broaden the domain of fan research.

 

I cherish this invitation to my tenth birthday  which my mother carefully and lovingly packed away with other artifacts of my childhood.  The text, written in a quivering scrawl associated with old horror film posters, was accompanied by photographs of Boris Karloff’s Monster, Bela Lugosi’s Dracula, Lon Chaney’s Phantom of the Opera, Frederic March’s Hyde, and oddly, given my own strong preference for Lon Chaney Jr., Oliver Reed’s werewolf. The pictures had been cut from the pages of Famous Monsters of Filmland, almost certainly by my mother’s hands, given how precise the borders are, and then, attached with Elmer’s Glue, under my instructions, onto typing paper. The invitations were reproduced using a crude home photocopier machine my father used for his work, and then mailed to the other boys in the neighborhood.

I dug the invitation out of storage recently when I returned from seeing “The Art of Tim Burton” exhibition at the Los Angeles County Museum of Art (LACMA). Amidst concept art and film props, the exhibit devoted a room to his juvenaila,  including a childhood sketch of the Creature of the Black Lagoon (mostly likely drawn from the Aurora monster model) and  stop motion home movies (inspired by Ray Harryhausen). I was most taken with a collage (image 2), which mixes Burton’s own hand-drawn renderings of Frankenstein’s Monster, the Phantom of the Opera, and various space aliens, with pictures, including Lugosi’s Dracula, King Kong, and this time, appropriately, Lon Chaney Jr.’s Wolfman, almost certainly cut from Famous Monsters.  Burton chose Lugosi, his face partially wrapped by his cape, where-as I went with an image where the vampire’s hands are clutched, ready to strike an unsuspecting victim, but both were part of the image bank we shared with so many other boys and girls, around the country,  growing up in the mid-1960s.

 

Burton and I were born a little over two months apart, though his Burbank and my suburban Atlanta were on the opposite ends of the country.  What we shared -- with a good chunk of our generation -- was a series of powerful cultural influences, as described in the LACMA exhibit’s accompanying coffee table book:

“He revered the legendary Vincent Price and identified with such maestros of classic horror as Lon Chaney Sr. and Jr., Boris Karloff, Peter Lore, and Bela Lugosi....He was swept up by the magic of the stop-motion animation of Ray Harryhausen’s animated sequences and the unique color pallete of Basil Gogo’s illustrations on the covers of Famous Monsters of Filmland magazines (one of the few publications he avidly read).” (Frey, Gallo, and Kempf, 2009, p. 8)

For all our self perceptions of eccentricity, Tim Burton and I had more or less the same childhood. We read the same magazines, watched the same movies, admired the same artists, and fetishized the same images. As Bob Rehak writes in this issue, “Facilitated by Famous Monsters and shared by a subculture of baby boomers in their preteen and teenaged years, the constructive activities of 60s horror fandom laid both a generational and physical groundwork for today’s transformative, franchised, materialized media culture.”...

I read these historical accounts from the perspective of someone who, unlike the other authors, was part of the 1960s monster culture they are seeking to reconstruct. This is not to say my account is somehow more “authentic” or “unmediated” than theirs. As Erica Rand (1995) has suggested, we selectively rewrite our personal narratives about our childhoods to reflect our adult conceptions of ourselves, creating an aura of personal inevitability rather than reflecting the contingency of emerging identities. What we and our parents chose to box and save are not necessarily any more a part of who we are than those many things that were tossed in the trash. The LACMA curators were no doubt drawn to those childhood artworks suggesting the gothic sensibility we associated with Burton’s films; I am drawn to childhood artifacts which reflect my subsequent academic interests in film history and fan culture.  All of these accounts involve acts of interpretation and speculation, whether recovering the perspectives of Ackerman’s young fans from the photographs and letters in Famous Monsters or reconstructing my ten year old self from fading memories and yellowing party invites. So, I am writing this first person account to add another layer to our understanding of the period’s fan sensitivities and subjectivities.

As a starting point, we might add collage art to the mix of creative and performative activities, including model-making, super 8 filmmaking, costuming and make-up, that grew up around Famous Monsters. Cutting out and gluing down pictures to create a birthday party invitation may seem pretty banal -- not as transgresive as writing a homoerotic fan story or as transformative as posting a political remix video on YouTube. But, these material practices embody a similar expectation that consumers have the opportunity and right to meaningfully reshape their culture.

The fact that my parents sanctioned this bit of appropriation and remixing tells us something about Famous Monsters’ cultural status: my parents would not have allowed me to cut pictures from books or encyclopedias, they would happily allow me to cut pictures from old catalogs or newspapers, and magazines fell into a space in between -- National Geographic or Hightlights (no), Famous Monsters (yes).  The growing accessability of photocopying (first prototyped in 1959 and introduced to home consumers in the mid-1960s) supported the easy reproduction of such images, paving the way for the DIY zine culture Stephen Duncombe (1997) documented. Such cut and paste collages would become characteristic of the 1980s punk and 1990s riot grrl zines, for example. These practices also extend a much older history of children’s scrapbooking, a practice, as historians (Tucker, Ott, and Buckler, 2006; Garvey, 2004) note, that has often mixed personal (family photographs, drawings) and mass produced images (magazines and newspaper clippings).

The overlap between Burton and my respective choices reflects the degree to which Famous Monsters helped define a canon of works its most hardcore readers were expected to know. The images we selected were shared culture (in that Burton and I draw on almost identical repertoires) and personal culture (in that Burton and I would have no doubt had different personal preferences -- my strong identification with Dracula, his fascination with Vincent Price and giant Japanese monsters). The magazine helped to set a syllabus of sorts for my adolescent efforts to educate myself about the history of American movies (and still informs my dvd collecting).  I can draw a direct link from Famous Monsters  to my decision to focus my Seventh Grade term paper, several years later, on the history of American movies. My father used to joke that I had been rewriting that term paper throughout my educational and professional life.  My graduation from an elementary school monster movie buff to an undergraduate film snob was mirrored by the fact that George Ellis, the fright host for the Atlanta market, also owned the Film Forum, one of the city’s two major retro houses.

As Kevin Heffernan (2004) documents in Ghouls, Gimmicks and Gold, the Universal monster movies had been part of the large package of “Shock Theater” Screen Gems sold to television stations in the 1950s and still in active use on second tier local stations in the 1960s. After school, my friends would race home to check out which movies were playing, staying in doors if it was one featured in Famous Monsters, and otherwise going outside, often to play act those very same monster movies. At ten, we were not allowed to stay up for the “Friday Night Frights”, except in the summer time or over Christmas break, and then, often, with the carefully negotiated stipulation (shared by many of the neighborhood households) that we could stay awake only until we got to see the monster in action. This rule, designed to avoid conflicts over bedtimes, actually resulted in endless quiblings over whether a shadow or a movement in the branches really counted or in the case of The Wolfman, whether Lawrence Talbott counted as a monster before the moon turned full.  As David Bordwell (2011) has noted, the tendency of vintage film audiences to show up when they could and watch through until the point where they entered the theater surely complicates claims about narrative structure and closure. Something similar could be said of my childhood viewing practices, which put such a strong emphasis on the monster’s first appearance and meant that we almost never saw any form of containment. Much like the superheroes, who occupied our imagination around the same time, the neighborhood kids could have told you the primary “powers” and vulnerabilities of each monster (Dracula could transform into bats or fog and command wolf packs; he could be destroyed by a stake to the heart, by cutting off his head, by being exposed to sunlight), but not the plot of any particular film.

Our love for “classic” horror movies gave us a certain distinction among our classmates, many of whom raced home from school to watch Dark Shadows. We had a running battle around the school lunch table over the relative merits of Lugosi’s Dracula (never Christopher Lee’s) and Dark Shadow’s Barnabas Collins. Tom Patterson, sometimes friend, sometimes rival, held his own monster birthday party a few months later, adopting the persona of Collins, as much to cross my tastes as anything else. Ackerman’s magazine fostered a immediate and personal link between his young readers and the grand old men who had helped to create the monster movies decades earlier. When I learned that Lon Chaney Jr. was struggling with cancer, I sent him a hand drawn get well card and received a photograph of the Wolf Man, signed with his own quivering hand....

Famous Monsters contained a wealth of information about these old films and the people who made them, but it was above all a picture magazine, and our favorites often reflected what we imagined from those images.  I had seen few of the movies represented on the birthday invitation. For example,  I had not seen the original Universal Dracula by age ten; I knew the character almost entirely from the magazine, the Aurora monster models, and my Famous Monsters Speak record. Several years later, I saw the 1930 Bela Lugosi film and found it surprisingly dull. I was even more frustrated (and bored) by my aborted attempt to read Bram Stoker’s novel. The blood curdling account of Dracula in Famous Monsters, much like The Princess Bride, contained only the “good parts”. So, the Dracula I loved and admired was largely a product of my own imagination, what I extrapulated from and mapped onto the stills Ackerman published.

 

Matthew, perhaps you can get us started by sharing how this special issue focused on Famous Monsters of Filmland came about.

Matt:  This project began to percolate in the fall of 2007.  I had just moved to southern California and visited Ackerman at the “mini-Ackermansion” during one of his Saturday open houses.  I lingered after the official visiting hours were over and found that, with just me as his audience, Ackerman wanted to talk about his life - not just his work on FM or his life as a fan, but his family history, his relationship with his brother, etc.  This first conversation quickly evolved into regular visits with prepared questions.  Over the course of six months I accumulated about 20 hours of recorded conversation.  At the same time I began to purchase 1960s-era issues of FM on Ebay with the idea of writing something scholarly about FM, as this was a subject near to my heart and which had been almost completely overlooked in academia.  Around this time, I met you for the first time and seeing an Aurora model kit in your office felt like a bit of serendipity. This led to the SCMS panel with you, Mark, and Natasha, which was received so positively that finding a home to publish this work seemed the logical and inevitable next step.   In another bit of serendipity, these essays crossed paths with Katherine Larsen, who was very receptive to the idea of an FM-theme for the debut issue of The Journal of Fandom Studies.

 

 

As I note in my essay, there’s a certain generational difference in experience represented within this group. I was a first generation Famous Monsters fan reading the magazine growing up in the 1960s, where-as most of you are quite a bit younger. How did each of you first encounter the magazine?

Matt: I have a vivid memory of being 4 years old in 1970 and seeing FM #80 at the local supermarket.  The cover image was from Beneath the Planet of the Apes and I was absolutely transfixed.  My aunt, whom I was with, refused to buy it for me and I had to wait a painfully long time before I actually purchased my first issue (#95 in late 1972).   I loved FM but could only afford an issue every so often.  I would look longingly at the gallery of back issue covers in each issue and wish I could have them all.  It was a longing matched by my desire to see many of the films featured in every issue.  Reading FM directed my weekly investigation of the latest issue of TV Guide to see if any of these films were going to be broadcast on the local station that had a Friday night horror show.

Bob: Matt and I are the same age, and my first encounter with Famous Monsters and subsequent experience of Monster Culture are similar to his. I came across FM at an Ann Arbor comic book store called the Eye of Agamotto, on a rack with other Warren publications such as horror comics Creepy and Eerie, and “mature” content like National Lampoon and Heavy Metal. At 9 or 10 I was too young to be drawn to those magazines, but FM, which my parents indulged me in buying, formed the nexus of my love of monster movies new and old, which I took in both at film society screenings on the University of Michigan campus, and on TV through creature features with hosts like “The Ghoul” on WKBD-50 and WJBK’s Sir Graves Ghastly. While I don’t remember the first issue of FM I owned, I do recall the first issue whose cover I found too frightening to look at directly: #111, October 1974, which bore a Basil Gogos portrait of Linda Blair in Dick Smith’s Exorcist makeup.

Mark: I’m a couple of years younger than Matt and Bob, and I didn’t really like FM that much or read it regularly, although I do have a strong memory of reading an issue while in the hospital (the negative associations are hard to shake). At the risk of sounding like a snobby little kid, I didn’t like FM’s irreverent tone and all the pun-based captions, although I did wear a T-shirt printed with an FM cover on the first day of third grade. Right before the class recited the Pledge of Allegiance, the teacher looked over at me and said “everyone put your hands over your monsters” (not surprisingly, he was one of my favorite teachers). Around that age, I was more drawn to books like Ed Naha’s Horrors from Screen to Scream and William Everson’s Classics of the Horror Film than to FM. My parents--my dad in particular--were very indulgent of my monster-mania, and would take me to see age-inappropriate films and let me stay up late on the weekends to watch old movies. I grew up in Omaha, where the local NBC affiliate broadcast Dr. Sanguinary’s Creature Feature every Saturday. I recall being absolutely livid when it was preempted by the appearance of Saturday Night Live.

I think in terms of generational difference in reception, by the time we were old enough to be interested in monster culture and horror films, there were simply more options to explore: more publications, more books, more toys, more ways to actually see some of the films. Undoubtedly, FM paved the way for this, but it may also be the reason my own response to FM was so cool. Interestingly, my partner, who is roughly a generation older than I am, has a big stash of FMs from when he was a kid.

 

 

Mark Hain is a PhD candidate in the Department of Communication and Culture at Indiana University, and is currently working on his dissertation, which is a historical reception study looking at star image and how audiences interpret and find use for these images, with a specific focus on Theda Bara.

Bob Rehak is an Assistant Professor in the Film and Media Studies Program at Swarthmore College. His research interests include special effects and the material practices of fandom.

Natashia Ritsma is a PhD candidate in the Department of Communication and Culture at Indiana University. Her research interests focus on documentary, experimental and educational film and television.

Matt Yockey is an Assistant Professor in the Department of Theater and Film at the University of Toledo. His research interest is on the reception of Hollywood genre films.

 

The Visual Linguistics of David Mazzuchelli

I periodically get a chance to teach classes on comics and graphic storytelling. I was able to teach such a subject in Spring 2012 at USC and hope to teach it again here next year. I shared my syllabus for the class at the time. Early on in the class, the challenge is to get students to think more deeply about the range of different devices which comics artists might use to communicate meaning. We were lucky this most recent time to have a really rich essay on this topic which Randy Duncan wrote for Critical Approaches to Comics, which was our principal textbook. Duncan's essay uses David Mazzuchelli, Asterios Polyp as its primary example. This book turned out to be an eye-opener for many of my students, because of its diverse range of visual symbols, its expressive use of color, and its diverse ways of deploying typefaces to capture the different communication styles of the various characters. Mikhail Skoptsov, then a Cinema School graduate student who was taking the class, was inspired to dig deeper into David Mazzuchelli's work and developed an argument about the persistent interest throughout many of his stories in exploring the challenges characters face in communicating with each other. Skoptsov, now a student in the Media and Cultures program at Brown, has continued to revise this essay and I am delighted to have a chance to share it with you today.  My own sense is that it sheds some important light both on Mazzuchelli and on the "language" of comics more generally. Enjoy.

The Visual Linguistics of David Mazzuchelli

by Mikhail Skoptsov

 

After working on a number of high-profile projects, such as Batman: Year One and Daredevil: Born Again, David Mazzuchelli broke away from superhero comics to self-publish the magazine Rubber Blanket. Despite lasting only three issues, the publication showcased works that Mazzuchelli had fully scripted and illustrated all by himself, forming some of the recurring techniques, themes and motifs he would later apply to his co-adaptation of Paul Auster’s City of Glass (1994) with Paul Karasik and his original masterpiece Asterios Polyp (2009). I would argue that these three works evince that Mazzuchelli is a modern graphic novel auteur, who repeatedly explores issues of language and communication. To prove this, I will examine the aforementioned two novels and the short story Big Man from Rubber Blanket #3.

 

I will begin by analyzing a scene from Big Man, whose titular character is a mysterious giant that washes up on a riverbank, one day, to the consternation of a rural farming community. When Peter, a farmer, tries to unsuccessfully speak with Big Man, he realizes that the giant doesn’t understand English. In the first of the two bottom panels on page 23, Peter says to Big Man: “If you can understand me, we want to know where you come from.” (23). In the next panel, Peter tries to use hand gestures to clarify the meaning of his words. This time he speaks slowly, placing pauses between his words: “Where… do you… come from?” On the first panel of page 24, the Big Man responds with the sound “Hhhn?”, while mimicking with his hands the action of writing. By doing this, he physically expresses a desire to have something to write with.

Subsequently, we see Peter hand him a file clipper and a pencil in the next couple of panels, evincing that he understood the gesture. Big Man then begins to write. When panel 6 reveals the Big Man’s text, it turns out that Big Man’s writing is indecipherable, as it appears in the form of signs that resemble hieroglyphics, which Peter, the other farmers and the readers cannot understand. This establishes that Big Man normally speaks and writes in a language that is unfamiliar to normal people.

Thus, this series of panels juxtaposes the Big Man’s ability to communicate physically through gesture with his inability to communicate verbally and through writing. Through the juxtaposition, Mazzuchelli proposes the idea that language can be physical, that it does not necessarily have to consist of spoken words and written text. In other words, he espouses an alternate way of communicating. Supporting this idea is the fact that Big Man never utters a word via ‘speech balloons’ or ‘word bubbles’, which represent the traditional means of visualizing dialogue between characters in comics. This is clearly visible in panel 8 on page 34 and panel 2 on page 35, where the little speech-impaired girl Rebecca successfully communicates with Big Man without verbally forming words and sentences.

 

Instead, as we can see in panels 3 and 4 on page 35, both of them utilize the nasal sound “Snrrt!” to speak to each other. Though they pronounce the same noise, Rebecca’s appears within white speech balloons, designating it as ‘dialogue’, while the Big Man’s “Snrrt” appears outside of a balloon, placing it in line with other noises such as the “THUD” in panel 6. The fact that “Snrrt” appears as both dialogue and noise illustrates that noise can have the same communicative function as dialogue. This positions noise as a viable means of communication, an alternative to speech and writing.  Another possible interpretation could be that noise functions as a language, where a single sound can stand in for entire words or sentences.

One could construe the fact that Big Man and Rebecca converse using only “Snrrt” as them speaking a language only they understand. One doesn’t know exactly what Big Man and Rebecca mean by pronouncing “Snrrt!”, but the two apparently understand one another, as they use the sound repeatedly. As such, language becomes intrinsic not just to the plot and story of Big Man, but also to the perception of the titular character by the other characters and by the readers. Language essentially defines Big Man as a character, portraying him as an ‘other’ to the farmers and a familiar to Rebecca.

 

Language similarly defines the character of Peter Stillman, the reclusive billionaire of City of Glass, who hires main character Daniel Quinn to investigate Peter’s abusive and insane father. Quinn learns that Stillman Senior’s insanity apparently came about as a result of his research on language and religion. As Quinn’s narration indicates, Stillman believed that the fall of man from Paradise brought about the fall of language. After the fall, language “…had been severed from God.” (Karasik and Mazzuchelli 39) The idea of creating a new language or recovering the old language became a driving force for Stillman Sr., which he confirms to Quinn in a park conversation in the last panel on page 69. Thus, Mazzuchelli portrays language in City of Glass as part of one’s identity, as well as a source of character motivation. It can function not just as a means of communication, but as an extension of the characters.

 

Strengthening this view is the author’s visualization and foregrounding of communi-cation though an expressive utilization of text and word balloons, as well as the combination of words with abstract images. City of Glass first creates the impression that it abides by the traditional visualization of dialogue in graphic novels, wherein all the letters appear in the same font and the same size. For example, in the second panel of page 28, Quinn asks Stillman’s wife Virginia: “How was Peter finally discovered?” Virginia responds: “There was a fire”. Both lines of dialogue appear in spherical speech balloons with all letters in uppercase and in the same font. The majority of conversations within the novel utilize this style.

 

On the one hand, this establishes the font and speech balloon format Quinn and Virginia speak in as the ‘common’ format of the novel. On the other, this serves to distinguish the sequences, where conversations diverge from this format, which the scene that introduces Stillman Jr illustrates perfectly. When he begins to talk on page 15, the reader should immediately notice that Peter’s dialogue is visually different from that of the other characters. For one thing, his words mix lower and uppercase letters. The word “Peter” for example, capitalizes the “P” and the “T” while leaving the rest of the letters in lowercase. Such an amalgamation suggests that Peter speaks in an inconsistent, disorderly manner, in comparison to the other characters, who speak normally.

For another, Peter’s word balloon reaches deeply into his mouth, in stark contrast to the previous word balloons in the book, all of which appear at a distance from the mouth of the character, whose words they are conveying. This distinct visual presentation gives the impression that the balloon is a part of Peter himself, a natural extension of his character. Compounding this impression are the subsequent panels, which continue to display the word balloons literally emerging from inside Peter, each new panel closing the distance between Peter’s mouth and the frame. The second panel moves towards a medium close-up, the third to a close-up. This continues until the ninth and final panel has literally entered deep inside the throat of Stillman, which resembles an endless black-and-white spiral.

 

The word balloon continues to emerge from inside the spiral, the pattern making it appear, as if the panels have been following the spiral to its source. This continues in the 3x3 panels from pages 16-23, which display various surreal and abstract images, including a puddle of water (16), a gondolier (17), a grate (19), a bird (20) and a guitar (21). Multiple panels sometimes display the same image, only at different angles, with the gondolier occupying 15 panels from pages 16 and 17. All of the panels feature Peter’s word balloon emerging from the image and resuming his dialogue.

For example, Peter says in panel 9 of page 15: “…They say mother died.” On the next page, the frame displays the word balloon, reaching below the frame, continuing: “I say what they say because I know nothing.” The next panel shows the balloon coming from a puddle, continuing: “There was this. Dark. Very dark…” This combination of images signifies that Peter is the one speaking at all times. He remains the source of the dialogue. However, the reader sees different visual representations of the source/Peter. Thus, the use of multiple visual sources implies a continuous shift in Peter’s manner of speaking. The order of the images seems random and the lack of an identifiable pattern indicates that Peter has no control over what he says, his words essentially transmitting a stream of consciousness.

Additionally, Peter’s sentences can come off as incoherent, full of sudden changes of subject without a logical reason. As the aforementioned three lines of dialogue attest, after talking about the death of his mother, he suddenly and inexplicably shifts towards speaking about the dark room he was in as a child. Altogether, the mixing of uppercase and lowercase letters, the incoherent sentences and the different visual representations of Peter speaking express the idea that Peter is mentally unstable. He himself confirms his instability when he says: “I know that all is not right in my head” (21) As such, Mazzuchelli ultimately depicts communication expressionistically to visualize a character’s interiority to the reader.

Peter’s unique way of speaking/communicating distinguishes him from everyone else within the context of the novel. Thus, the image of the word balloon reaching literally inside him connotes that language is a part of him, an extension of his self. The plot confirms this by positioning Stillman Sr.’s search for language as the cause of his insanity. It compelled him to lock his son alone in a room for 9 years (Karasik and Mazzuchelli 27), ultimately leading to Peter’s mental instability.

Mazzuchelli expands on the idea of language functioning as one’s extension in Asterios Polyp by depicting every single character with a particular text font and speech balloon. To illustrate this, I present Figure 1, which features a sequence from the book between Asterios and his wife Hana, as they try to tell a story to a group of unseen interlocutors in a restaurant. Asterios’ text appears in all six panels in rectangular polygons, while his words are always uppercase, never lowercase, italicized or bold. The rectangular form of his speech balloons reflects his status as a professor of architecture and his preference for, as well his interest solids and rectangular flats. Meanwhile, while the use of solely uppercase letters reflects his aversion to change and his preference for rigid order and structure.

Hana, by contrast, speaks in spherical word balloons and her dialogue uses both uppercase and lowercase letters. This places her in direct opposition to Asterios visually, reflecting her down-to-Earth personality, her openness to change and her interest in non-rectangular figures, such as circles and straight lines, as she herself mentions towards the end of the book. Like in City of Glass, the text frame also functions in an expressive manner. For instance, the third panel portrays Asterios’ hexagonal speech box in the foreground, relegating Hana’s spherical speech bubble to the background.

As Hana describes how “…this one big guy tries to push…”, Asterios interjects with his addition: “Before that though, a couple of women squeezed in front of him.” Instead of telling the viewers via narration that Asterios interrupts Hana, Mazzuchelli depicts this through image and composition by visualizing Asterios’ box over Hana’s bubble. Through this, he additionally conveys Asterios’ egocentrism, his belief that he knows better than Hana. Hence, the text font and the text frame visually define and contrast the characters’ personalities, as well as convey how the characters speak, as opposed to just what they say.

By portraying everyone in the novel with his/her own particular text font and/or frame, Mazzuchelli illustrates that every person has an individual manner of speaking. Thus, the manner of speech becomes an extension of the character. This goes in hand with how the author describes language in Figures 2 and 3. Figure 2 opens with a narration. It states: “What if reality (as perceived) were simply an extension of the self? Wouldn’t that color the way each individual experiences the world?” The images on Figure 2 depict numerous people in a variety of art styles. Thus, the association of word and image indicates that the art styles all represent the different ways that individuals can experience the world.

If one’s perception of reality is an extension of one’s self and one’s manner of speaking is an extension of the self, then, by illustrating how every individual has a distinct manner of speaking, Mazzuchelli conveys that every individual has a different manner of perceiving reality. In Figure 3, the narration continues: “That might explain why some people get along so effortlessly…”. Images of men and women, drawn in an identical art style, appear next to it. In conjunction with the previous figure, the identical art style indicates that these men and women experience the world in a similar manner. The narration indicates that the images represent the people that get along easily, evincing that people who have similar perceptions of reality can effortlessly get along with one another.

Conversely, the characters in the next two images appear in different styles and the narration concludes with: “…while others don’t.” The association of these words with the images signifies that these characters perceive the world differently. So, they do not get along easily. Finally, the author presents two different characters speaking in one overlapping speech bubble. The words inside all say “Hello” in three different languages: English, Hawaiian and Hebrew. The narration below the image refers to the previous statement of people getting along: “Although people do keep trying.” Mazzuchelli associates the act of speaking, the act of verbal communication with individuals getting along or finding a common way of experiencing the world, as the overlapping speech bubble indicates.

This means that if language is key to verbal communication between different individuals, then language can be a means for people to find a common way of experiencing the world. While every character in the novel possesses a distinct style of speech and a unique perception of reality, the English language remains the one constant between them all. So, language becomes an extension of every single character within Asterios Polyp, functioning as an intermediary bet-ween the various individuals’ different perceptions of reality, allowing them to arrive at a unified perception. Together with the examples from Big Man and City of Glass, this proves that Mazzu-chelli is an auteur that visually foregrounds language and communication in comic form.

Overall, we can see that Mazzuchelli emphasizes language and communication throughout his body of work. By expressively using the text, the author helps define his characters through their manner of speech and their use of language. In addition, he raises various questions about how and why people communicate, about what language is and what its functions are. If communication is usually an unobtrusive and inexpressive element of mainstream graphic novels, it is a visible and distinguishing characteristic of the oeuvre of Mazzuchelli. So it isn’t surprising that Mazzuchelli and co-author Paul Karasik compared the adaptation of the novel City of Glass into a graphic novel to “… a translation from one language to another” (Kartalou-polos). In this regard, one could consider Mazzuchelli a graphic novel linguist.

Citations

Karasik, Paul and Mazzuchelli, David. City of Glass, The Graphic Novel. Picador, New York 2004. Revised version of Neon Lit: Paul Auster’s City of Glass, Avon Books, 1994. Based on the novel City of Glass by Paul Auster, Sun and Moon Press, 1985.

Kartaloupolos, Bill. “Three Questions for David Mazzucchelli” in Indy Magazine, Spring 2004. http://www.indyworld.com/indy/spring_2004/mazzucchelli_interview/index.html

Mazzuchelli, David. Asterios Polyp. Pantheon Books, New York, 2009

Mazzuchelli, David. “Big Man” in Rubber Blanket #3. Ed. David Mazzuchelli and Richmond Lewis, Rubber Blanket Press, Hoboken NJ, 1993, 17-64

Mikhail Leonidovich Skoptsov is currently a second semester PHD student at Brown University's department of Modern Culture and Media. He has a BA in Cinema Studies from New York University and an MA in Film Studies from the University of Southern California. His current research interests include: postmodernism in cinema, media piracy, fan productions, serialization in cinema and television, as well as trans-media storytelling.

 

The Cultural Context of Chinese Fandom: An Interview with Xiqing Zheng(Part Three)

You suggest that Chinese fans often see themselves as belonging to an elite group. In some other parts of the world, fans are considered anything but because of the low cultural status of the materials they embrace. In what ways have Chinese Otaku sought to legitimate their interests and activities through appeals to elite cultural status?

This situation is resulted from the specific history of current fan culture in China. This fan culture, however hard people try to make a connection with the older “rewriting” fiction tradition, or older tradition of appreciating a fiction on a community level, is for its majority, an import from Japan. This fact has two results: first, Chinese fan culture was at first highly restricted to a group of comparatively well-educated people, but second, the Japanese heritage of this culture is often neglected, replaced by a lineage reconstructed by Chinese fans between Chinese fandoms and canonical high art literature.

When fandoms began to emerge at the end of the 20th century in China, people having access to such cultural environment and cultural practices are highly restricted to the young, urban, highly-educated and well-informed people such as college students, or young urbanites that were at least wealthy enough to afford a computer and internet surfing fees when both of them were comparatively difficult to have in the 1990s China. Of course, universities usually have better technological condition than other places, and young students were the major target consumers of the internet cafes when they were in a fad at the turn of the century. Such condition put a restriction on the people who were able to access fandom. Comparing to the condition right now, the major difference was that the hardware difficulty stopped most young teenagers and children from entering the fandoms. And the content centered on Japanese anime further restricted the age of participants to the urbanites who were born after the late 1970s. Fan fiction created during this period is of good quality both in content and style, while many fan authors paid close attention in making their products fit the elite image. Both the age span and the social origin of the fans have enlarged in fandoms now, but the early elitism still continues.

The other aspect that I mentioned above is the self-constructed lineage of the fandoms to the elite, avant-garde literature. This is exceptionally observable in the case of slash fiction, in which fangirls try to establish a lineage between their writings with traditional Chinese literature with homoerotic contents, and also, between slash fiction and avant-garde literature with queer materials. Even though in fact Chinese slash fiction / yaoi culture has little to do with either the pre-modern homoerotic novels, nor does it bear many resemblances with avant-garde literature except both of them are standing on a marginal position in the society, and both of them present something taboo of the mainstream society. Yet still, such a self-claimed lineage constitutes a good position of self-defending, and a good way of self-disciplining.

I think the elitism of Chinese fans, and the generally mild reaction towards the fan culture from the public has another crucial reason. In both pre-modern and modern Chinese literature, there are various types and forms of fan-fiction-like literary products. For example, there were dozens of sequels dedicated to The Dream of Red Chambers 红楼梦, usually considered the greatest traditional Chinese colloquial novels, which was written in the 18th century. The novel Jin Ping Mei 金瓶梅 (written around the 16th century) can be considered as an elaboration of a comparatively small segment in another great novel Water Margins 水浒传 (possibly written in the 14th century). Indeed, such rewritten stories and sequels can be seen as the remnant of the folk literature tradition in pre-modern Chinese literature, but similar things happened in the 20th century also. At the turning of the 19th and the 20th century, when the first wave of translation of Western literature into Chinese started, genre literature such as detective fiction and science fiction attracted much attention from the translators and readers. And the first wave of “new fiction” writing in the genre of science fiction, which directly imitated the Western sci-fi, often presents a science Utopia through rewriting old novels. For example, Wu Jianren 吴趼人, in his New Tale of Stones 新石头记, puts the protagonist from Dreams of Red Chambers into the contemporary Chinese society as an observer and commentator. During the 1920s to the 1940s, many authors created so-called “re-written fiction,” including the single most important writer in modern Chinese literature, Lu Xun 鲁迅. His Old Tales Retold 故事新编 is a collection of parody of various old Chinese legends. Other similar stories involve, for example, Shi Zhecun’s 施蛰存 “Shi Xiu” 石秀, a short story in which the author retells the story of the character Shi Xiu from The Water Margins, using psychoanalysis to explain his motivation.

I am not claiming that the present Chinese fan fiction has a direct relationship with this trend, yet after some fan fiction stories started to become famous in the 21st century, many people explains the idea of “fan culture” to their curious friends by using the example of canonical literature. I have seen several cases in which people explain the definition of “fan fiction” with the example of Lu Xun’s Old Tales Retold. Even though the current fan culture does not have a directly heritage from this tradition, this “rewriting of old canon” tradition is in the large social background both for the creation and for the circulation of Chinese fan fiction. I also want to add, that such “rewritten” stories are widely seen around the world; it is never a China-only phenomenon. But I haven’t seen any scholarship trying to establish this literary tradition with popular fan culture.

One last issue I have to stress here is: there hasn’t been a hierarchy that clearly distinguishes “high culture” and “popular culture” in Chinese fiction; fiction was considered low-brow in general before the end of 19th century, when a group of literati called on a literary revolution. The historical reasons for this condition are complicated, which I will not explain in detail here. Even the word “genre literature” has only existed in Chinese language for less than two decades. Consumers of media products such as Japanese anime, especially those who are no longer young enough to be considered an appropriate consumer for anime, are generally viewed in a biased perspective. And people who love Hollywood blockbusters are despised by those who love European art films. But the bias has not yet supported a deep grained stereotype for popular fans. These might be the ultimate reason for the comparatively high status for fans in China.

 

You write particularly about female fans of slash or Yaoi. How might these young women use this genre to negotiate around tensions surrounding the status of women and female sexuality in China?

Another question that I am personally very interested in. Of course the popularity for slash or yaoi is a very complicated issue. But if we consider specifically the topic of gender and female sexuality, I want to stress the issue of gender equality. (The word choice between slash and yaoi is again a difficult one. In China the term for this genre has another name: danmei 耽美, also with a complicated history. It is originally the Japanese translation of the word “aestheticism,” yet after being imported to China, its meaning shifted. Only for the convenience, I will use the term yaoi here.)

To understand the rapid fad of yaoi culture, one has to understand the population that takes part in reading and writing yaoi fan fiction and original stories. In all of the three areas that I am examining, the rise of female created and female oriented homoerotic stories is directly associated with the issue of female autonomy and independency. In the US, the slash fiction reading and writing is not only a “women’s enterprise” outside the market economy, it also signals women’s rebellion against the dominant social norms of sexuality. In Japan, the emergence of yaoi culture eventually came from the female manga artists who was blocked out of the manga industry because of their gender, started their career in amateurish market of dōjin manga publication, which, ultimately led to their professional career as revolutionary shōjo manga artists. In China, however, the case is different. As I have already mentioned, Chinese contemporary fan culture was marked by its exceptionally elitism. In the case of yaoi culture, the case is more obvious. The first generation of Chinese fangirls, in this case the ones who are active around the year 2000, usually self-considered as the social elite. There was a very famous quote by a yaoi forum titled “Lucifer”: “Fangirls have the responsibility to be more civilized than others.” The claim holds true considering the situation that many fangirls of that age are the ones who go to good universities or high schools, well-educated in Chinese and Western literature, and have excess to the internet before many others in the country. Even though with the internet technology enters more and more people’s household, the existence of the fangirls community and yaoi culture is no longer a secret among young women students in a handful of best universities in China, the tradition of elitism still lingers.

For many girls of the one child generation, their family, especially their parents have exceptional expectation on them. The traditional patriarchy thoughts still persist in some way, especially the older tradition in a family that girls have to sacrifice for boys, that only sons are considered important, but these thoughts lose their meaning and survival environment in the generation when every family has only one child. A predictable consequence is that the only daughters are treated with all attention from their families. Some girls are raised as boys to earn fame and fortune for the family, especially to earn more success than their male cousins. To my own knowledge, most urban girls of my age have the experience of being educated that women are no worse than men, and what a man can do, can certainly be done by a woman. Being inculcated with such words, most girls of this generation, especially the ones that have gained their success according to the mainstream criteria, i.e. those who achieve high academic success and the ones who find well-paid jobs, will ultimately be forced to face with the still highly unequal gender relationship in China. Within the long tradition of women-oriented romance in Sinophone area persists, in which no matter how a woman character is successful, has to finally become an obedient daughter, a loyal wife and a responsible mother, and be restricted again into the family trivial, and to rely on the marriage to determine the success of one’s life. Then any attempt of creating a strong female character risks the danger of falling into the stereotypes of de-feminized female characters of Maoist Socialist Realism. The new possibility in recent popular fiction, though, is turning the female characters into those that encourage over identification and self-projection, i.e. Mary Sue. Mary Sue characters are too easy a role for female readers to identify with; the readymade identification choice is largely degraded in the fan community as an unhealthy indulgence. Many argue that Mary Sue as a fan fiction may not even invite female audience, because the character may bear too much characteristics of the fan fiction writer and as a consequence prevents a general identification. Recently, some new types of romance written for the young women audience and teenager girls, such as Twilight series in English speaking areas, and the time-travel fiction (chuanyue xiaoshuo 穿越小说) in China are considered Mary Sue, even if they do not necessarily fall in the category of fan fiction.

Considering the easy pitfalls for the original female characters, the retreat into yaoi material for the female readers of this generation is a logical result: if you cannot find a solution to the current male-female relationship, then get rid of the female characters all together. At least in between male characters, there can be the possibility of an equal love relationship, in which there is no such thing as one has to subject to the other. This is a temporary and escapist retreat, and probably not a healthy one, because in one way or another, one has to come back to the reality to deal with the male-female relationship. Yet still, the popularity of the yaoi material, from a special perspective, shows the current crisis in gender relationship in Chinese society.

Yet the tendency of surpassing the issue of male-female gender relationship sometimes ends in misogyny in yaoi writings online. While celebrating the pure love between two male characters, the female characters who develops a romantic relationship with one of the male lovers in yaoi materials usually have very tragic ending: for the sake of the two male characters who love each other, female characters have to get away ultimately, so they either die or being tragically dumped by the male character, and also, should never has the importance of the other male character to her ex-husband or boyfriend. I will explain this situation with the reason of jealousy, but I also want to point to the complexity and ambiguity of ideology expressions in Chinese yaoi culture. Even though the explanation of gender equality issue holds true to me and many of my friends around, it might not work on every fangirl. Even if fangirls are attracted to the gender equal expression in certain slash fiction, they might not always stick to this norm when reading other pieces of slash fiction.

Most recent writings in English on Chinese fan communities have emphasized the phenomenon of fan subbing. What roles do fan subbing practices play in promoting other kinds of fan productivity?

I personally feel that fansubbing is the core and root for many fan activities in China, especially in media fandoms. And as you have mentioned in the question, it has become one of the most observable aspects of Chinese fan culture as a whole since more than six or seven years ago, both domestically and internationally, with little of other aspects of Chinese fan culture widely mentioned (I believe the earliest occasion that brought fansub to the foreground was the unintended popularity of the US series Prison Break in China, which was largely in debt to the online fansub groups. Even New York Times had this story covered.). A fansub group is not only a volunteer that translate certain foreign texts into Chinese; it plays the role of raw material selector, the role of linguistic translator, and at the same time, the role of cultural introducer. The final function usually cannot be served in the “official” translations of foreign materials. Because of the informal nature of fansubs, fansubbers are free to add notes, comments and detailed background information introduction for cultural details in order to facilitate the audience in understanding the media materials. Besides, since the fansubbers have a general idea of the identities of their audiences (usually young fans who stay online all the time), fansubbers are able to target the direct concerns and questions of their audiences more accurately.

Fansubs are sometimes the only choice for the Chinese audience to get access to foreign media products. Because Chinese government has a strong restriction on media product imports, and also because there is no rating system in China, imported media products are very limited in number, and even if they are imported, many of which have to go through a thorough censorship first. This censorship is much more on explicit reference to sex, than on politically sensitive issues. (A famous example would be the American sitcom Friends. Despite its tremendous popularity in China, it never was able to appear on TV in China. According to certain rumors—which I believe is true—it was only because there are so many sex-related jokes that after censorship, some episodes would have little left. And as we all know, Friends is so much milder than many US series). Then in order to get access to foreign media products, audiences are forced on to an illegal way. Therefore p2p download and online streaming becomes necessary. Even though students are required to learn English from a young age, the language barriers set by media products are daunting. Because “official subtitles” are usually hard to find for TV series, not to say Chinese dubbing, it is mainly the fansub groups that translate and introduce the foreign media products to the Chinese audience. Though I do not have too much information of the fansubs in English speaking countries, from what I read and heard from conferences on fan activities, fansubs in China have a surprisingly high quality. Many fansub groups require interviews and tests before accepting new members. Some fansub groups on Japanese materials even directly ask the prospective members for their levels and grades for the Japanese Language Proficiency Test (is a standardized test to evaluate and certify Japanese language proficiency for non-native speakers, held internationally twice a year). Fansubs depend highly on reputation to thrive in a fandom. I have to emphasize that fansubbing is totally voluntary, not for profit, and open to the general public. But since fansubbers are doing this totally because of their love and interest for the original texts, they usually would do the translation with their best effort. Therefore once a fansub group has established its fame, people tend to believe in it even more than “official subtitles,” if there is any, because after all, fansubs are made “by people of our own community.”

Fan subbing is the starting point of every fan activities on certain media products, therefore it is very crucial. For example, it is not rare to see fan fiction written in Chinese that directly use dialogues in a media product translated by a favorite fansub group. Besides, since Chinese fan culture is especially open to foreign media materials, the role of fan subbing becomes even more significant under this condition.

Again, I am standing on the position of a “native informant” here. I have worked in various fansubbing and fan translation groups, including one on a Japanese radio program (named “Dear Girl~ Stories~,” hosted by two famous Japanese voice actors Kamiya Hiroshi and Ono Daisuke), another on the BBC TV series Sherlock, and I am still an active translator and subber of a fan group on J.R.R. Tolkien’s writings. The last fan translation group I am working in is based on a “little site” on a Chinese SNS website Douban (豆瓣, which is a very unique SNS site for people to exchange information on books, films, music, etc. and to post their reviews), called “Red Book of Middle Earth” 中土红皮书, a fan created and fan maintained site that introduces and updates everything about and around The Lord of the Rings trilogy and other Tolkien’s writings. If you have interest, here is the link to it: http://site.douban.com/120385/. Right now we are working on news and videos on the Hobbit films. The collection and translations of related materials do require English proficiency (and good Chinese language skills also), and much time and effort. But besides a dozen central figures that participate in the actual translation process, the fans of the fan translation group actually are able to form a small and active fan community.

 

Author's Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins's Textual Poachers into Chinese, not as a voluntary fan translator, though.

The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part Two)

Fandom constitutes a particular form of leisure. How does it fit within the exam culture which so shapes the lives of Chinese youth?

I do not feel in a confident position in answering this question. Basically I have personal experience to draw upon on all other questions, save this one. I myself had passed the age of being afflicted by the most tediously part of the exam culture when I entered the Lord of the Rings online fandom as a collective community for the first time; I was a sophomore in college then. Before then, yes, I was a fan, but I didn’t know there is something called fandom (and the fandom before 2003 did have much less observable a presence in Chinese society).

Fandom activity is a very good complimentary to the tedious exam culture for the youth in China, especially when exams are not consuming all time of the students. It is difficult for fandom to take much of their time, but leisure times? Very possible. I often find a fan fiction author explaining his/her slow update with the reason “I am a senior in high school, and you know, I don’t have time at all.” Or “I am a high school student living on campus and can only be back home to use the computer on weekends…” or “I live on campus and I can only use my cellphone to update my fic! Please forgive me for the problems on the format.” etc. Some young students may post on fan forums their art products or doodles made in their classrooms, at the back of an exam paper, in a lined notebook; in some online chat, some young fans express their excitement when they encounter anything relevant to their beloved products in a classroom situation. Fandom activities do find a way squeezing into their busy life. However busy the students are, there is always some time left for themselves.

Fan culture has actually existed in Chinese high schools for a long time. I have heard of people who started to write fan fiction with pen and paper in high school years to communicate with other fans, even before the internet is available to average urban families, but such sporadic phenomena cannot be compared to the current situation, when more and more young students are at least aware that there are fandoms for them to participate if they are interested in. We can see that the fan culture is really becoming a major choice for leisure time activities for the busy students in China, and probably a type of convenient refuge for them. Yet I am also reluctant to claim that it is unique comparing to other types of leisure time activities and hobbies for young people in China. After all, even if the fandoms are more and more widespread and observable in Chinese society right now, fan culture still belongs to a small audience and remains a comparatively marginal community.

What are the dominant modes of fan cultural production and participation in China?

I guess that fan fiction is still one of the dominant modes of fan cultural production and participation, and of course, fan art and fan video are also immensely important. The fan fiction I discuss here, which is characterized by female perspectives and commercial consumptions, started around the mid-1990s, and has been prosperous since then. Considering fan art, it is now not only restricted to originally created paintings, but sometimes involves technical manipulation on screen grabs to make them present certain effects. There was not a VHS age for Chinese fan videos so far as I know. The earliest ones I encounter were produced around the turn of the century and are directly circulated online. The earliest ones are usually flash video files; then the production shifted to other formats when online streaming sites become popular. Fan music exists, but the creation of which is more restricted to certain groups of people. Yet even though only a limited number of people participate in fan music writing, these people are very prolific. There are other types of fan activities, for example, fan game designing. But video game designing requires technical expertise of quite a high level, and therefore is very rarely seen. But if created successfully, fan video games are highly welcomed by fans. I have also seen friends who participated in designing fan board games. Fan translation is another type of activities that are able to connect and gather fans of a certain media product. Fan translation is not restricted to subbing a video of reports or interview or other media products related to the original material; it also involves translating certain news and interviews, and even fan fictions, fan arts and fan videos. Another fan activity online recent called “language-cosplay” cannot be categorized in any of the types I stated above. It is an activity for a group of people, with each of them role-plays a character in the original media and interacts with one another online in dialogues as if s/he is the characters.

Fan books and fanzines started later than fan fiction and fan arts in China, and in early 2000s, digital versions of fanzines were more frequently seen than printed ones. Recently the trend changes: fanzines and fan books in printed forms are becoming popular. One reason is the easy access to direct online merchandize with the emergence of platform website such as Taobao 淘宝, and the rapid development of convenient private postal delivery systems, thus direct one to one merchandizes have become possible. Nowadays most fan books and fanzines are planned and pre-ordered online. There is a website called Tianchuang lianmeng 天窗联盟 (Alliance of Roof Windows), which is the largest online search engine of any Chinese language fanbooks and fanzines. Tianchuang, meaning roof windows, is a jargon in the fan community: if a fan artist or fan author is not able to finish his/her work on time, the fanzine or fanbook will not be available for the proposed cons. Then it is called “roof windowed.” (And this jargon is originally from a slang in the publish industry.) This is the link to the website in case that you are interested: http://doujin.bgm.tv/. From this website we can see clearly that the production and circulation of materialized fan products now still has direct connection to the digital media.

For the activities in the “real world,” cosplay and cosplay photography are of the most eye-catching and prevalent phenomena in the fan communities, and have attracted attention in the mainstream media. These activities often take place in fan conventions, though cosplay photography also takes place outside the conventions. The number of conventions is rapidly growing each year and has spread from several major cities to almost all large cities in China. For example in the year 2011, there were more than 100 fan conventions across the country, though the size varies (most conventions register on Tianchuang Lianmeng, you may want to explore that website to see). Sales of fan books and fanzines are one of the major functions of fan conventions in China. Comparing to the conventions held in the US, Chinese conventions are totally supported by the fan artists and fan writers who bring their works to the conventions to sell, since it is usually impossible to invite media celebrities or producers in the media industry for panels and autography—because a large portion of the original materials that the fans consume do not even have a legal distribution channel in China (though, celebrities’ participation is not totally impossible, Chinese manga authors, writers, illustrators, and most recently, celebrities as Japanese voice actors begin to attend conventions). Since there has not been such a tradition for holding panels and discussion sessions in cons, many Chinese fan conventions usually look exactly like flea markets with sellers and customers all dressed up in costumes. Smaller fan gatherings have been a longer tradition from before the 21st century, but such gatherings usually are much smaller in scale, usually turn out to be a dinner, a Karaoke party, or an afternoon spent together in a board game café.

I personally feel that concerning the types of fan activities, fandoms around the world are very similar to each other. Even though some details may vary because of different social historical context, in the end all fan activities are about consumption, interpretation and appropriation. Indeed there are cultural differences, but fans’ communities around the world share astonishing amount of similarities. Because of the possibility of instant interaction and communication brought by the internet, the fan communities around the world is gradually breaking the language boundary, which is more observable in a third world country as in China, as people volunteer translating and reposting the fan products in other languages they like. But sadly, in most cases, it is still a unidirectional process.

Are there distinctive forms of fan production which have originated in China?

Since it is hard to determine all the fan production forms in other culture, I am not sure whether there is some form that is authentically “made in China.” But I feel that fan sub, or more broadly speaking, fan translation is specifically important in China, much more so than in many other countries. One reason is of course, the imported media products have from the beginning held special significance to the development of Chinese fan culture. The original media products are not the only things that Chinese fans translate; but also foreign fan productions, including fan fiction, fan art and other relevant periphery productions and news surrounding the original media products. I am not sure whether it is the condition of all fandoms in other third world countries, but just as I mentioned above, you do feel the powerful existence of globalization in fandoms. Even in the case of fandoms on pure Chinese materials, we find interactions and communications among different Chinese speaking regions (I have encountered fans from Malaysia in several fandoms I participate in). Again, I am not claiming that it is exclusively “made in China,” but fan translation is something that makes Chinese fandom more complicated than the fandoms I see in the US and in Japan, but beyond my scope, it is still hard to say.

Author's Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins's Textual Poachers into Chinese, not as a voluntary fan translator, though.

The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part One)

From time to time, I have shared with my readers glimpses into the forms fan culture has taken around the world. For example, see this discussion of Harry Potter fandom in Russia or this discussion by one of my former USC graduate students about Chinese vids made in response to Kung Fu Panda or see this interview regarding the growth of Otaku Studies in Japan. This week, I am sharing with you the insights of Xiqing Zheng, a PhD candidate in Comparative Literature at the University of Washington. We have been corresponding off and on for the past year because she is working on a translation of Textual Poachers for the Chinese market. In the course of our correspondence, she shared with me some of her work which touches on the relationship between Chinese fandom and Japanese Otaku culture. She was nice enough to let me interview her about her work, which touches on some fascinating issues concerning fandom, the global circulation of media, gender and sexuality, fan subs and digital piracy, and issues of cultural, economic, and political change in contemporary China.

You have been doing research about “otaku” cultures in China. “Otaku” as a concept originates in Japan. Why is this the most appropriate word to describe what has developed in China? Are Chinese Otaku draw primarily to Japanese media content or are they adopting and localizing Otaku practices but applying them to specifically Chinese content?

Frankly, I have to admit that the wording choice for this is partly determined by the fact that the article I sent you was written for a Japanese journal: I was trying to make their translator’s work easier, as well as to save some work on my own side—you really do not need to explain what is “Otaku” to a Japanese reader, while a strict definition of “fan” may take some time and space. Out of the Japanese context, I prefer using the word “fan” as a descriptive term for the community that I am interested in. Yet I do not see a clear distinction between the so-called otaku culture, in its current meaning, and the media fan culture in the Euro-American context. So I am against the tendency of connecting either of the identities with a fixed type of media, whether it is Japanese ACG (abbreviation of “anime”, “comic” and “game,” I will use this word constantly in below), or Euro-American sci-fi TV series.

But at the same time, I feel the word “otaku” especially appropriate in describing the situation in Chinese online fan community, because: First of all, the Japanese material actually was the starting point of the current Chinese fandoms, which was imported from Japan at the end of the 20th century. Secondly, generally the condition of Chinese fandoms looks similar to the Japanese ones, more than the US media fandom, with a boundary more thoroughly torn-down between high art and popular culture, the readers and the writers. Thirdly, in daily usage, the word “otaku” is often more connected to a certain media or a group of media, while “fan” can be linked to a media, but is more frequently associated with a single text or a single individual.

Usually if we talk about “sub-community” in Chinese fan community, there are several ways to divide up the group, and one of them is a division according to the origin of the original media text. Using this criterion, the fan community in China can be divided into Euro-American media and literature fans, Japanese ACG and literature fans, Korean media fans, Chinese media and literature fans, etc. According to the statistic of a fan author, Wang Zheng, around the year 2007, 70% of the whole fan fiction writing in China is based on Japanese original texts, especially anime and manga, 20% of Chinese fan fiction is based on Chinese texts while the other is based on Euro-American texts. I do not trust her statistic completely because such statistic is hard to conduct accurately in the internet age, but from one aspect, we can see the strong presence of Japanese media in Chinese fandoms.

However, the distinction among each group is very vague, as one person can be simultaneously put in all groups mentioned above. For example, I am personally a fan of Lord of the Rings, which is a British novel and a Hollywood film trilogy; a fan of Legend of Galactic Heroes, which is a Japanese space opera and a long series of anime; a fan of Three Kingdoms, which is a traditional colloquial historical novel written in China in the 14th century and derivative media products in China and Japan.

Most of my friends in fandoms are in exactly the same situation. And in many ways, the materials from all nations are treated in a similar way from the ending point of the media distribution and acceptance. In other words, different original places for media products do not necessarily lead to different types of acceptance and re-appropriation, while the same can be said that about the cultural value of the texts, for high art and popular culture can be treated the same way at the receiving end, also.

The naming issue for the Chinese fan culture has to be taken carefully but sometimes restricted by many other unexpected troubles. The word “otaku” has been imported to Chinese; because of the same writing system of Chinese characters shared by the Chinese language and the Japanese language, the Chinese character of otaku “御宅” is the one being imported to China, while in Japan, this word is more often written in hiragana or katakana as “おたく” or “オタク”. The word was originally a respective address to another person (referring the other person in conversation not directly, but indirectly to his/her house to show respect), and has been used jokingly inside the otaku communities for each other, as acknowledging each other as fellow “geeks.” Currently it generally refers to fans of ACG media, but terms such as “sci-fi otaku,” “railway otaku,” “board game otaku,” also exist. However, the word in Chinese has shifted its meaning mainly because it has crossed the boundary of subculture and entered the public vocabulary, or at least the urban public, but with a meaning very different from the original one.

While with the word “宅” meaning “house” in Chinese, the public is using this word as the synonym of “staying-at-home-type of people,” or those who do not go out in their spare time, or do not go out at all, which is described with another Japanese word “hikikomori”引き篭もり in Japan; such behavior is not necessarily a trait for otaku. This meaning is more widely spread in Chinese society that I have already found people using this word with the new meaning in academic environment. Therefore except that I am conducting comparisons with the Japanese otaku community, I really am reluctant to use the word otaku to refer to the Chinese fan community now. Therefore I will still use the word “fan culture” to refer to the cultural phenomenon of cultural recirculation and re-appropriation in China.

 

There is a strong history of cultural conflict between Japan and China. What role (if any) does this history play in shaping potential contacts between Chinese and Japanese Otaku?

This is one of the questions that intrigue me most. I have read and heard some presentations by Japan scholars that the popularity of Japan media materials may relieve the influence of “anti-Japan” education in many Asian countries, and therefore play a beneficial role in construction of a better image for Japan in the younger generation, and make these young people grow an attitude more friendly to Japan. (I personally feel rather repelled by the ideology connotation of the wording of “anti-Japan” education.) It is true that every media product is political, and it is also true that in Japan the otaku culture is often considered right wing, though not always so. But it does not mean that as a foreign consumer, a Chinese fan will take in everything that the producers want her to take, especially in the case like here, that the social historical and ideological circumstance of the audience is distinctive from the producers’. And here is where the complicated Sino-Japan relationship comes into play.

Interestingly enough, there is a tendency in Chinese fans to divide a “cultural Japan” and a “political Japan” when consuming Japanese media material. There is a certain tendency in Chinese otaku to clearly distinguish two “Japans” in their perception of this country: one is the governmental Japan, who still refuses to formally apologize for their imperialist invasion in Asia and its military nationalism, and the other the cultural (and especially popular cultural) Japan, who represents a fashion and “Japan cool.” Chinese fans generally accept that the products are from Japan, and they are very good, intriguing, and worth becoming a fan for. But at the same time, they refuse to identify with the political national identity of Japan linked with the media product. In fact, they try to sever the role of Japanese government and politics out of the media products.

This phenomenon is very different from the situation in the US. As I have observed so far in the US, if a consumer becomes a fan of the media products from a certain country, he/she may in a large probability become a fan of the country as a whole. But in China, many friends of mine complain about their parents’ attitude towards their cultural preferences: “Who tells them that I will love Japan if I just love to watch Japanese anime?” And this is at least the fact for a large portion of ACG otaku in China. Moreover, when there is any conflict between the cultural preference and political identification, the political identification often prevails. For example, there was an anime called Night Raid 1931, broadcasted in Japan in 2010, which is set in the background of Shanghai right before Japan invaded China, and features much denigrated representation of the Chinese people. This anime was refused totally by most large fansub groups, who usually translate literarily all new Japanese anime episodes available. Several comparatively marginal groups did the fansub, eventually, but this anime is generally intentionally ignored by the Chinese otaku group for a whole season. As the media product is never imported to China, there is no other way to show our upset about it anyway.

However, the story is usually not an easy one. For more explanation, I want to raise one fandom as an example. I actually have presented on this topic at a conference, but I feel there is still more to develop. There is a Japanese web comic, titled Axis Powers: Hetalia (referred to APH below) by Himaruya Hidekazu, and has been adapted into manga and anime. APH is a set of media products of parody descriptions of the world military and political history, especially of the World War II era, with vignettes about various countries’ culture; each character is an anthropomorphizations of various countries and areas. These anthropomorphized characters, different from the traditional fixed national personifications such as John Bull for Britain, Uncle Sam for America, are created by the author Himaruya himself and does not intend to carry any political significations. APH is now immensely popular in the US also, by the way.

APH is widely circulated in Chinese otaku community basically through online video websites and through non-copyrighted fansubbed video files, downloadable through p2p venue. Similar to many other Japanese anime, APH inspires a large amount of fan creation, including fan fiction and fan video, and also cosplay shows. Usually in the APH fandom, audience attempts to create a non-political neutral perspective that is far away from the debate of the real life political discussion. In the Chinese speaking world, there is a set of “internet etiquette,” first promoted by the Taiwan fandom, then spread into mainland China. This set of etiquettes are promoted mainly to prevent any possible conflicts between the fan writers and some “outsider” readers that happens to see the fan writings that probably will enrage him/her because of the less serious political presentation in the stories.

Despite the political neutral intention from the author and most of its fandom globally, what happens in the Chinese APH fandom is that many fans eagerly celebrate and reinforce the Chinese identity, history and culture in a way close to the mainstream narrative or sometimes even clichéd official narrative in China. I argue the main reason is the clear self-alienation from totally identifying with the Japanese text, or in other words, an identity creation process with the background of understanding otaku as mainly a Japanese-exported phenomenon.

What I mean by this self-alienation and identity creation roots from, the deep rooted Sino-Japanese conflict, which is only half relieved or hidden by Japanese media products’ popularity in China, including the immergence of the otaku culture itself. With this clear split in the “Japan” idea, the accepting Japanese culture no longer becomes a critical issue even if one is unhappy with the Japanese government’s attitude. However, it also makes the acceptance for the Japanese culture much less complete. It is already difficult to separate a pure “culture” totally devoid of political narratives; the acceptance of narratives with certain reference to real world politics, such as APH becomes further difficult with the Japanese ideology involved in the story. Therefore, the interpretation and fan creation basing on such narrative takes on a mode of accepting the “Japan” on the cultural level, i.e. taking the setting and the moe characters, while refusing Japan’s self-interpretation on the political level, instead using the Chinese mainstream narrative of the history to adapt the original narrative and create new narrative. The alienation caused by the Japanese social historical narrative then pushes the Chinese fans back to their own familiar zone of Chinese self-narrative.

Take one dōjinshi (fan book or fanzine) published in 2008, Wei Long (为龙, Being a Dragon) as an example. This dōjinshi has already become a legend in Chinese fan community. It is a dōjinshi centering on the China character, Wang Yao王耀, and it is consisted of about 25 illustrations, several four-grid comics, and several short manga stories. Highly well-known in the fandom, its original price was 75 RMB, but the price of a used copy now usually exceeds 500 RMB (this speed of price increase is very rare in China). After the release of this dōjinshi, there was also a theme song of very high quality written by fans specifically for it. If you are interested, here is a link for it on YouTube: http://www.youtube.com/watch?v=0gwB8vPGDIM.

The popularity of this dōjinshi comes from not only the quality of the pictures (there were more than ten professional manga authors participated in the creation of this dōjinshi), but also the content, which celebrate passionately the glorious long history of China and the strong will that China experienced in the 19th and 20th century to overcome all the difficulties to rise up again from defeat and invasion. Such usage of the original materials, especially the setting, is never intended by the original author, but has become at least one of the most important traits of Chinese APH fandom. As far as I know, such modes of consumption are rare in the APH fandom elsewhere.

There is another issue that I want to point out here, even though Himaruya as well as most APH fans repeatedly claim that the characters are merely created for entertainment purposes and not for political interpretations, still one cannot really separate one’s perception of a certain country with the cute personages in the anime. However, the historical truth in this narrative becomes then largely simplified and single-lateral. I want to note one specific example in the original narrative of APH. All country characters in the anime speak standard Japanese, with occasional utterance of several sentences in their respective native languages. The only character that does not speak standard Japanese is the China character, Wang Yao. Adding a redundant “aru” (ある) at the end of most sentences he speaks, this trait presents clearly the characteristics of a specific Creole language called “kyowago” (協和語) promoted by the Japanese colonial government in Manchuria during the 1930s and 1940s.

Even though Japanese colonization is never directly mentioned in APH, the using of this specific linguistic trait implicitly alludes to this history. Yet, curiously enough, this linguistic trait has also become a forgotten history on the Chinese side, with most Chinese fans interpreting this linguistic trait as a simple personal style. As my observation goes, Japanese fans also do not explicitly take this issue very seriously. Yet it at least shows in one aspect the political and historical complications behind this seemingly simple setting. It also tells us that it is really impossible to imagine a cultural product totally independent from social political issues in the real world.

Therefore, I suggest it is erroneous to imagine that the Sino-Japanese historical political conflicts can be easily remedied by developing Chinese fans of Japanese media products (or vice versa), nor should we over-emphasize the power for the audience to totally subvert or ignore the ideology embedded in cultural materials. But at the same time, how audiences interpret or appropriate a certain fictional narrative is definitely cannot be totally controlled by the producers, therefore the fandoms based on the same media product could be very different from country to country.

 

Author's Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins's Textual Poachers into Chinese, not as a voluntary fan translator, though.

Artist's Rights and Internet Freedom: A Public Conversation Between T Bone Burnett and Henry Jenkins

Late last year, I was lucky enough to be able to engage the great musician T Bone Burnett in a series of conversations concerning the proper balance between Copyright and Fair Use. The first of these events was held at the Futures of Entertainment Conference at MIT and also featured Jonathan Taplin, the Director of the Annenberg Innovation Lab, and was featured on this blog a while back. Today, I am able to share with you the video of a follow-up event, held in Los Angeles, at the Hammer Museum. Here's how the event was billed:

ARTISTS’ RIGHTS AND INTERNET FREEDOM

Award-winning producer T-Bone Burnett and communications scholar Henry Jenkins illuminate the debate over intellectual property rights versus Internet freedom. Burnett is a 12-time Grammy-winning composer and producer and a vocal advocate of artists’ rights. Jenkins is the Provost’s Professor of Communication, Journalism and Cinematic Arts at USC and an advocate of Fair Use and Internet freedom. His recent book is Convergence Culture: Where Old and New Media Collide.

Hammer Forum is moderated by Ian Masters, journalist, author, screenwriter, documentary filmmaker, and host of the radio programs Background Briefing, Sundays at 11AM, and The Daily Briefing, Monday through Thursday at 5PM, on KPFK 90.7 FM.

The video speaks for itself. Enjoy.

HOT.SPOT 2: Introduction: Election Season Revisited

A while back, I shared the first of a series of "Hot.Spot" blog posts created by my students and colleagues within the USC Annenberg School of Communication and Journalism's Civic Paths research group. The team's back with another round, this one timed to respond to the Presidential Election and inauguration. I am happy to crosspost their efforts with you. I now hand this over to Liana Gamber Thompson, our post-doc and MC Extraordinare. Hotspot Philosophy

These collections of mini-blog posts -- "hot spots" -- are organized around themes that cut across the diverse interests of participants in our research group. They’re about the things we love to talk about. And, like our in-person conversations, they play with ideas at the intersection of participatory culture, civic engagement, and new media. Our rules for the hotspot are these: No one gets to spend a million hours wordsmithing — these are idea starters, not finishers — and posts shouldn’t be a whole lot longer than five hundred words.

Election Season Revisited (Inauguration Edition!)

Live-Tweeting Laffs During the 2012 Debates On the Separation of Cable and State Obama's Back Problems Where Voting Fits In for the “Self-Expressive Citizen” #firsttimevoters Nobody 2012 Crowns and Badges

I spent the bulk of Monday tuning in to President Obama’s inauguration and the coverage around it. I admit, no matter who is being sworn in, I’m a sucker for the pageantry, the tradition, and the ceremony of the inauguration. I love seeing the National Mall brimming with enthusiastic, if freezing, faces and studying the interactions of the political rivals, celebrities, and past presidents assembled on the stage. On that day, the campaign season that got President Obama here seemed but a distant memory, the blood, sweat and tears of staffers and volunteers receding into footnotes as the President took his oath over not one, but two historic bibles.

But as President Obama gets back to work, Michelle Obama ships her ruby red inaugural gown off to the National Archives, and the blogosphere descends into a tedious debate over Beyonce’s lip-syncing, the excitement of the inauguration fades. The significance of President Obama’s achievement, however, does not. That’s why, for our second Civic Paths hotspot*, we’ve decided to return our focus to election season and to the range of people and stories that made it such an interesting one.

Kevin [1] and Sam [2] consider the relationship between politics and entertainment during election season, while Raffi [3] dissects some of President Obama’s more perplexing campaign slogans. Neta [4] seeks to understand how the traditional civic act of voting is tied to more self-expressive acts of engagement. Kjerstin [5] also looks at voters, documenting the infectious joy behind many of the tweets of #firsttimevoters, while I [6] examine a group of young non-voters and some of their favorite memes. Lastly, Ben [7] brings us back to where we started—the inauguration—with his account of the symbols and spectacle surrounding it.

We hope these posts will bring some of the more compelling stories from election season back into relief. We also hope this hotspot inspires others to bring their own stories into the conversation because so much has yet to be explored from the 2012 Presidential election and the sometimes wild and woolly days that preceded it.

-- Liana Gamber Thompson

*For more on the hotspot philosophy, see our first hotspot on DIY culture.

[1] -- Kevin Driscoll, Live-Tweeting Laffs During the 2012 Debates [2] -- Sam Close, On the Separation of Cable and State [3] -- Raffi Sarkissian, Obama's Back Problems [4] -- Neta Kligler-Vilenchik, Where Voting Fits In for the “Self-Expressive Citizen” [5] -- Kjerstin Thorson, #firsttimevoters [6] -- Liana Gamber Thompson, Nobody 2012 [7] -- Ben Stokes, Crowns and Badges

Scrapbooks and Army Surplus: C. Tyler’s You’ll Never Know

For those of you who live in the Los Angeles area, I wanted to call attention to a special event I am hosting at the USC campus on the evening of Jan. 31, featuring noted underground cartoonist C. Tyler. Here's the details.

And for those of you who do not live in Los Angeles, I will still encourage you to check out her remarkable three part graphic novel series, You'll Never Know, published by Fantagraphic Books, and just completed at the end of last year. I plan to write an extended essay about this book as part of my new Comics...and Stuff project. Below is an abstract I wrote describing why I find this graphic novel so rich and interesting:

“And like I said, I knew he had been to war. Mom told me. He didn’t tell me. It’s not something He wanted to talk about EVER. He had buried Europe 1944-45 under tons of mental concrete. Exactly what happened -- the details we never knew. Of what value would this information be anymore? That’s what he figured. And with no evidence around the house -- well, why not forget it. Except for this one scrapbook album of army pictures, carefully mounted photos with no dates or information. I never knew what they recorded specifically. No text. Maybe that’s what intrigued me: a parallel world where my Dad looked like he was having fun.” -- C. Tyler

One night, the underground cartoonist C. Tyler received a phone call from her usually taciturn 90 year old father, a World War II veteran, who suddenly wants to dump on her memories of long-ago experiences which up until that moment fell into “the category of ‘leave it the hell alone’ or ‘it’s none of your goddamn business.’” This phone call triggers an extended artistic practice as Tyler tried to capture her father’s memories first with a video camera and later through the panels of a trilogy of graphic novels, which in the process expand to tell the story not only of her father but of several generations of her family’s history.  If the father is stingy with the personal memories he is willing to share, even within the privacy of the family, his daughter fits within an exhibitionist streak in graphic storytelling which was partially initiated by the pioneering work of her husband, underground cartoonist Justin Green: she uses comics as a vehicle to work through personal issues and break down the culture of silence that informed her childhood. Ultimately, the books are designed as a tribute to the “greatest generation,” but they also speak with empathy about what happens when you bottle up so many powerful emotions, allowing them to come out only through actions and not through words and images.

The published books are shaped like a scrapbook album and when she tells her father’s story, she adopts a panel structure that reproduces the pages of a scrapbook, complete with rubber stamped page numbers and dates on each panel.  She adopts a much broader array of styles, some realistic, some cartoonish, some iconic. Sometimes, she uses the printed book like a scrapbook, incorporating a yellowed news clipping documenting the childhood death of her sister, or wartime letters from her father to the woman whom he would marry. She incorporates maps, charts, graphs, designed to explain aspects of her family’s experience, though often used in a less than naturalistic manner, as when she offers a diagram on blue print paper of the surgery her father would undergo in his struggles against cancer.

Ultimately, the finished product, You’ll Never Know, a Graphic Memoir, is, as Tyler told one interviewer, about “the stuff that gets passed down to the next generation,” with stuff here meant to describe material culture (including what she describes as “O.D. anomalies” (for “Olive Drab”) stored away in the basement or the buckets of acids and corrosives that she has to convince her pack-rat father to dispose of when he wants to move across the country, or the tools and nails shown in a detailed drawing of her father’s work area) but stuff also refers to the emotional baggage, equally toxic, which her repressed and sometimes overbearing father passed down to her generation. The two are brought together powerfully in a scene involving a box of old photographs and birth announcements which finally provokes her mother to talk for the first time about the death of her sister. Throughout the book, we learn about the characters through their interactions over stuff, such as the time when her father, jealous of the attention his wife is receiving, walls up several hundred carefully addressed Christmas cards behind a dry wall he is constructing, or a powerful story about what happens to the father’s old army jacket.

This video shares a segment from her interview with her father and shows how she has been able to convert this raw material into a rich autobiographical comic.

C. Tyler's work on the graphic novel has brought her into closer contact with many veterans -- not only of the Second World War but more recent armed conflicts. Tyler has been helping veterans to learn how to produce comics as a vehicle for sharing some of their memories and working through some of their emotions in the aftershock of their time under fire. Here's a video about her work.

What's All the Fuss About Connected Learning?

Last week, the MacArthur Foundation released a significant new report, Connected Learning: An Agenda for Research and Design, which should warrant the close attention of my regular readers, especially those of you who are strongly invested in thinking about the nature of education within a networked era. The report comes more than six years after the launch of the Digital Media and Learning initiative and represents an important re-assessment of what's working and what's not as institutions at all levels have responded to the changes which are impacting our information environment. The authors of the report include some of the most important American and British thinkers about youth, new media, and education:

Mizuko Ito...Kris Gutiérrez...Sonia Livingstone... Bill Penuel...Jean Rhodes...Katie Salen..Juliet Schor...Julian Sefton-Green....S. Craig Watkins 

The report is sobering in its acknowledgment of some of the real challenges confronting us, especially in its focus on the growing inequalities in terms of access not simply to the technological infrastructure but to the skills and opportunities required to meaningfully participate in the new media environment:

Despite its power to advance learning, many parents, educators, and policymakers perceive new media as a distraction from academic learning, civic engagement,and future opportunity. Digital media also threaten to exacerbate growing inequities in education. Progressive digital media users ... are a privileged minority. There is also a growing gap between the progressive use of digital media outside of the classroom, and the no-frills offerings of most public schools that educate our most vulnerable populations. This gap contributes to widespread alienation from educa- tional institutions, particularly among non-dominant youth. Without a proactive educational reform agenda that begins with questions of equity, leverages both in-school and out-of-school learning, and embraces the opportunities new media offer for learning, we risk a growth in educational alienation by our most vulnerable populations....

This report is skeptical and hard-nosed, challenging some of the optimism which has fueled previous work in the Digital Media and Literacy tradition, raising concerns about what is happening to those who are being excluded from meaningful participation. The authors raise alarms about how all young people are impacted by an educational process which gives them few chances to pursue their own passions and interests within a regime of standardized testing and a fragmented media environment where children have much greater access to highly commercial sites than to those which speak to them as citizens and learners.

The report raises these issues while also recognizing the very real educational opportunities DML scholars have identified when we look at those communities which have proven rewarding for a growing number of young participants, communities which have a shared ethical commitment to encouraging and scaffolding their participation. The authors believe something valuable is taking place in many corners of the web (and in the context of young people's everyday engagements with media.):

Young people can have diverse pathways into connected learning. Schools, homes, afterschool clubs, religious institutions, and community centers and the parents, teachers, friends, mentors and coaches that young people find at these diverse locales, all potentially have a role to play in guiding young people to connected learning. Connected learning takes root when young people find peers who share interests, when academic institutions recognize and make interest-driven learning relevant to school, and when community institutions provide resources and safe spaces for more peer- driven forms of learning.

Examples of learning environments that are currently integrating the spheres of peers, interests, and academic pursuits include athletics programs that are tied to in-school recognition, certain arts and civic learning programs, and interest-driven academic programs such as math, chess, or robotics competitions. These connected learning environments ideally embody values of equity, social belonging, and participation. Further, connected learning environments are generally characterized by a sense of shared purpose, a focus on production, and openly networked infrastructures.

The report is skeptical, not cynical. It asks hard questions precisely so we can empower meaningful change. The authors do not fall prey to the paralysis which consumes so much academic writing, but rather they offer a number of concrete recommendations about what new kinds of educational structures and practices need to emerge. What I admire most about this report is this movement between critique and advocacy, between analysis of existing problems and the willingness to find concrete solutions. I have admired these pragmatic qualities in many of these authors individually in the past. See, for example, my previous interviews with Mimi Ito, Craig Watkins, and Sonia Livingstone, about their research.  

The report includes rich case studies, demonstrating the kinds of experiences some youth have enjoyed through joining the Harry Potter Alliance, enrolling in New York City's Quest to Learn School, or participating in the after school offerings of the Chicago Public Library's YouMedia Center. Such projects illustrate what happens when everything comes together. Here, for example, is a bit from a sidebar written by Sangita Shresthova and Neta  Kliger-Vilenchik, two researchers from my Civic Paths team at USC's Annenberg School, dealing with the learning culture which has grown up around the Harry Potter Alliance:

Although fun and social in nature, involvement in HPA pushes young people to connect their recre- ational interests to social and political issues that they might not otherwise be familiar with. Because HPA turns its attention to many issues, ranging from net neutrality to fair trade and voter registra- tion, this forces participants to study up in a range of new areas. Almost every campaign is accompa- nied by a period of learning about the new issue and making sense of it. Chapter leaders will often educate the group on a new issue. Participants also talk about how involvement in HPA helped them see the political messages within Harry Potter. One chapter has gone as far as opening a 6-week study group on “Harry Potter as a tool for social change,” discussing links between the narratives and real-world issues. In other words, HPA is a site of hybridization and translation between political and fantasy-centered frames of reference.

Coincidentally, Andrew Slack, HPA's Founder and Leader, also released a new TED talks video last week, which is a wonderful illustration of the HPA approach at work.

Here, Slack is very much in his element, speaking to a room of youth, giving himself over to his inner fan boy, and at the same time, encouraging critical media literacies and informed engagement with social issues. You also get a sense here of how Slack and others in his organization are moving beyond a focus on Harry Potter fandom and seeking to demonstrate how we might learn from a range of popular media and literary texts.

Such educational opportunities are exciting -- they have sustained my own enthusiasm over the better part of a decade now -- but they are not in and of themselves enough, not as long as many young people lack the kind of adult mentorship which might help them to identify meaningful online experiences or make connections between what they are learning in these communities and the demands of more formalized education.

The heart of the report seeks to identify design principles which might address these concerns:

Our hypothesis is that in order to develop these cross-cutting repertoires of practice, young people need concrete and sustained social networks, relationships, institutional linkages, shared activities and communication infrastructures that connect their social, academic, and interest-driven learning. It is not enough for young people to have knowledge “in their head” and expect that they can apply it appropriately and effectively in varied settings on their own. They need caring adults, supportive peers, shared cultural references, and authentic ways of contributing to shared practices in order to mobilize their skills and knowledge. In contrast to the voluminous literature and research on cognitive and individual models of transfer, there has been very little work that looks more ecologically at the relational, infrastructural, and institutional settings that undergird effective translation and transfer between formal instruction and varied practices.

I can't begin to do justice to this report. You need to read it yourself, and then, we need to launch some serious conversations about its implications for our own practices.

 

Once You Open Your Laptop...: Final Exam

For the past week, I have been sharing insights and materials from my Technology and Culture class last semester. As I described last week,  we had explored how to integrate transactional memory, collective intelligence, and participatory culture practices into the design and implementation of the class. We built collective problem solving into the class from day one, gradually formalized student's membership into teams which would acquire skills at working through challenges together, and culminated the term with a collective final exam, which would demonstrate what these teams could do when they pooled knowledge and worked together under deadline pressure. What follows is the exam, exactly as it was presented to the students. We are offering it as an example to help other educators think about how they might redesign their teaching practice to encourage students to be more effective at producing and sharing knowledge through online networks.  

Teams should select three (3) of the following four (4) questions to address on the exam. Collectively, you should strive to answer the questions as fully as possible. Be sure to address each part of the question.

Responses to three (3) of these questions should be emailed to your TA no later than 3:30 pm on Wed. Dec. 5.  Please be sure to list all of the members of your team who participated in responding to these questions and also identify any other people or resources you consulted with in preparing your answers.

1. In his short story, “To Market, To Market: The Re-Branding of Billy Bailey,” Cory Doctorow presents both a celebration and a sharp critique of pervasive marketing and advertising in the 21st century.  Through Billy’s character development, and his interactions with Mitchell McCoy and Ronnie Ryan, Doctorow touches on many of the larger contemporary debates around “spreadable media,” advertising’s most recent “creative revolution,” and the current state of the music industry.

Through an analysis of specific quotations and overall themes in “To Market, To Market,” write an essay that answers the following questions:

  • How does Doctorow present “the power of youth” in advertising?  How does this representation of young people relate to the various roles that youth may take in the consumption, creation, and spread of contemporary media messages?
  • How might the practices Doctorow depicts represent a logical next step in the evolution of the advertising industry’s relations to its consumers which Prof. Jenkins described in his lecture?
  • Does Doctorow portray advertising positively, negatively, or a combination of the two?
  • What tensions exists between “identity” and “industry” in the world of music among different players (specifically fans, artists, and record label representatives)?  How does Doctorow illustrate the ways that “identity” and “industry” converge and diverge?
  • What assumptions does the story make about the ways consumer’s choices are influenced by those made by other consumers? What might be other ways to discuss the role of consumers in contemporary culture?

To support your claims, use at least five (5) class readings (besides “To Market, To Market”), with at least one (1) reading being from each of the following three (3) different days of class readings:

10/29 “How Does Media Spread?” 11/12 “What Will Be the Future of Advertising?” 11/14 “Are Pirates a Threat to Media Industries?”

2. In the United States, women are currently the majority of registered voters, and vote in larger numbers than men.  In addition, the 2012 election ushered in a record number of women elected to the Senate.  However, issues directly related to women’s rights (e.g. reproductive health, equal pay) were infrequently discussed in the recent presidential election and debates.

Two sets of political memes in 2012 focused very specifically on women’s equality issues:

“Texts from Hillary” (http://textsfromhillaryclinton.tumblr.com/) “Binders Full of Women” (http://bindersfullofwomen.tumblr.com/)

Through an analysis of EITHER “Texts from Hillary” OR “Binders Full of Women,” address the following questions. Based on what you’ve learned from earlier discussion section activities, trace the flow of these meme across at least three (3) online communities:

  • Which groups most readily embraced this meme?  How did these memes connect to ongoing discussions within these communities?
  • What kinds of commentaries do these memes make about gender inequalities and power?  How are these commentaries made using elements from popular culture?
  • Find responses to these memes from mainstream journalists. Do they see these kinds of participatory political practices as enhancing or detracting from meaningful political discussion?
  • Did the meanings associated with these memes change over time as they moved across different online communities? If so, how?
  • How open was this meme to expressing alternative ideological perspectives?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/24 “What Roles Do New Media Play in American Politics?” 10/29 “How Does Media Spread?” 10/31 “How Generative are Online Communities?”

3. Recent readings have focused on hopes and fears for the printed word, as well as the way narratives can extend across various media.

Describe how your group sees the format of two (2) of the following literary genres evolving over the next ten years: comic book, class textbook, religious tome, science fiction novel, technical manual, children’s picture book, newspaper or news magazine. Be specific in terms of the contexts in which they will be used, and by which communities. Keep in mind that communities are also always in flux. Address the following questions:

  • Which traditional functions of these publications are best served by print? What might digital publication offer that would create new value as compared to print-based counterparts?
  • Cite examples of current digital publishing in this space.  In what ways are these experiments are offering new affordances and demonstrating new relationships to the reading public?
  • What economic factors might push publishers to adopt digital publication, even in those cases where there is not “value added” features?
  • What aspects of these traditional publishing genres are being served by grassroots producers and online communities?
  • What concerns might critics, such as Sven Birkerts or Nicholas Carr, raise about the movement of these functions into digital media?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/31 “How Generative are Online Communities?” 11/26 “Is Print Culture Dying?” 11/28 “Has Networked Communication Changed the Ways We Tell Stories?”

4. Trace the rise of "Web 2.0" and which of its components can still be seen in today's web.

  • How was it a new paradigm? What are its key defining traits?
  • Cite several examples of exemplary Web 2.0 companies and the ways they relate to their consumers.
  • Discuss the relationship of Web 2.0 to other key concepts from the class, especially participatory culture, collective intelligence, and circulation.  What aspect of participatory culture are absorbed into Web 2.0 practices, what remains outside of commercial logic, and what are core sources of tension between Web 2.0 and these more grassroots practices?
  • Drawing on critics of Web 2.0, including Geert Lovink and Jenkins/Ford/Green, discuss what concerns people have raised about these emerging corporate practices. Which of these criticism do you agree with and which would you refute or qualify?
  • Does the current incarnation of the web facilitate discussion, self-expression and civic engagement?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

11/5 “Have There Been Twitter Revolutions?” 11/7 “What is Web 2.0?” 11/14 “Are Pirates a Threat to Media Industries?”

Spreadable Media and the Global South: Punathambekar, Shahani, Zuckerman

As of today, all of the essays we commissioned for our book, Spreadable Media: Creating Meaning and Value in a Networked Culture, are alive on the book's website extension and we are hearing that people who advance ordered the book via Amazon are receiving their copies.  There is also NOW a Kindle addition available. I have an ambitious series of talks planned for the coming semester, including appearances at Tools for Change (New York City, where I will be on a panel with Brian David Johnson and Cory Doctorow, Feb. 14), The Society for Cinema and Media Studies (Chicago, March 7 with other contributors from the book) , South by Southwest (Austin, TX, March 8 with Sam Ford and Joshua Green), Digital Media and Learning Conference (Chicago, March 16), Transmedia Hollywood (Los Angeles, April 12), and most likely Media in Transition (MIT, May 3 ). So, be on the look out for Henry Sightings in your area. :-)

 

Meanwhile, I did an in-depth interview about the book with Frank Rose, author of The Art of Immersion. I had run an interview with Frank about his book through this blog a while back and he's been nice enough to return the favor.  Part one is up already and part two goes up on Tuesday and will be linked here once it does.

 

Today's selection furthers the project begun last time of expanding our discussion of spreadability to deal with transnational media flows and in this case, with what does and does not flow between the Global South and the Global North -- two dealing with India and one with Africa.

TARGETING DESIS ASWIN PUNATHAMBEKAR

“Desi,” which means “from the homeland,” is a term that refers to people within the South Asian diaspora. It also signals the emergence of a dynamic and transcultural South Asian youth culture, speaking to a shift in the place of South Asians in U.S. public culture. No longer imagined simply as atomized immigrants nostalgic for a home elsewhere, South Asians in the U.S. are increasingly viewed as “public consumers and producers of distinctive, widely circulating cultural and linguistic forms” (Shankar 2008, 4).

This sociocultural and political shift has shaped, and been shaped by, the constructions of Desis as a sought-after marketing demographic, with the result that a growing number of media corporations have targeted Desi audiences over the past four or five years. These corporate media initiatives are all the more striking, given that the production and circulation of Desi media has been primarily shaped, since the early 1970s, by the efforts of enterprising individuals and families. Furthermore, we can draw an arc from the late 1970s to the current moment—from VHS tapes that circulated via Indian grocery stores to remix music events (DJ Rekha’s Basement Bhangra in New York City, for example), one-hour shows featuring Bollywood song sequences broadcast on public-access stations, performances on college campuses, and, now, vast pirate networks that make Desi media content available to audiences across the globe—to show that the notion of spreadability has always been a defining feature of Desi media culture.

How do media corporations understand and become a part of such a mediascape? Focusing on two recent media initiatives—MTV Desi, a television channel that sought to target South Asian American youth but only lasted about twenty-two months; and Saavn, a New York–based digital media company that has emerged as one of the most prominent distributors of Bollywood programming outside India—this brief study shows that responding to and participating in the cultures of media circulation that were already in place is crucial for media companies interested in diasporic audiences.

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“FROM WEIRD TO WIDE” ETHAN ZUCKERMAN

The fundamental question of development economics, my late mentor Dick Sabot taught me, is simple to formulate and hard to answer: “Why are some people wealthy and some people poor?” Why is the Democratic Republic of Congo, blessed with valuable minerals and timber, desperately poor, while resource-constrained Singapore is well off? (Birdsall, Ross, and Sabot 1995). In Guns, Germs, and Steel (1997), geographer Jared Diamond suggests that the natural environment is destiny: people who had access to easily domesticated crops and animals were able to generate food surpluses and build complex cultures, while those less fortunate had to focus more on survival than on constructing complex societies. Looking toward the more recent past, statistician Hans Rosling (2009) sees reason to blame slow development on colonialism, observing that many postcolonial societies are only now showing improvements in life expectancy seen in colonial powers in the early twentieth century. Economist Paul Collier, in The Bottom Billion (2007), places the blame on bad governance, arguing that governments which find it more profitable to rob their coffers than to build infrastructure are doomed to underdevelopment.

We might think of these as helpful, but incomplete, answers to the question of uneven development. There’s another set of unhelpful answers that center around the idea that certain peoples are inherently, biologically smarter than others. This idea gained traction in the middle of the nineteenth century as racial anthropology or “scientific racism.” More recently, a variation on the idea has emerged in the pseudoscientific study of associations between IQ scores and race in books such as The Bell Curve by Richard J. Herrnstein and Charles Murray (1994). Critiques of Herrnstein and Murray’s association between IQ and race point out that massive differences in educational opportunities available to rich and poor people might explain these different test scores (Jacoby and Glauberman 1995). The time I’ve spent traveling in the developing world suggests that it’s dangerous to discount the significance of opportunity. In societies where daily survival is a struggle, it can be very difficult to tell who’s a genius.

My work over the past two decades in sub-Saharan Africa has convinced me that intelligence, creativity, and humor are evenly distributed throughout the world. People’s ability to express their intelligence, creativity, and humor are heavily dependent on local circumstances, and the odds that we will even encounter these traits across barriers of language, nation, and culture are profoundly constrained by infrastructure, geography, and interest.

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THE REVOLUTION IS NOT SPREADABLE PARMESH SHAHANI

When I consider India, the main question that comes to my mind about spreadability is what is being spread and what is not. But which India are we talking about? There are many. A popular practice is to differentiate between “India” and “Bharat,” the Hindi name for India. You could say that India is rich, while Bharat is poor; India is English speaking, while Bharat speaks in regional languages; and India is urban, while Bharat is rural. All of these would be partially true oversimplifications. (There are rich farmers and landlords in rural Bharat, just as there are poor slum dwellers in urban India, and so on.) I think of the divide as all of these but, most of all, as one between those who have for decades been able to avail of opportunities for growth and those who are now catching up.

“India” is on par with anywhere else in the world in terms of sophisticated technological practices. The mainstream media is becoming fairly savvy in seeding spreadable content. Indian telecommunications provider Bharti Airtel ran a contest in August and September 2010 inviting Indians to upload their own new “crazy” cricket fandom videos to an Airtel YouTube channel, with the makers of the most popular videos winning a trip to watch the Airtel Champions League Twenty20 Cricket competition in South Africa. Airtel’s channel became one of the top sponsored channels on YouTube from India in terms of subscribers as well as views.

Today, it can seem as though almost every actor in Bollywood tweets incessantly, from superstars Amitabh Bachchan, Shah Rukh Khan, and Salman Khan to newly famous directors such as Punit Malhotra and actresses such as Sonakshi Sinha. Bachchan was perhaps the earliest leader of the blogging trend among Bollywood stars. Each of his daily posts on his personal blog receives several hundred comments on average. Bachchan also has several hundred thousand Twitter fans, and his tweets and blog posts are amplified by the mainstream press that tracks him, as well as by his legion of fans, some of whom—for instance, Rahul Upadhyay—translate each blog post within a few hours into Hindi to further spread his message to non-English-reading Internet audiences. Bachchan also innovatively maintained a voice blog (that claimed to be the first of its kind in the world) called BachchanBol (Bachchan Says), where fans could dial into a number for 6 rupees per minute on their mobile phones and listen “in the most intimate and personal way about what he is doing, his thoughts and feelings, his experiences throughout his life—anytime and anywhere—at the push of a button” (OneIndia Explore n.d.).

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  This is the last of the essays we commissioned for the book, but we hope that the conversation doesn't end here. We are going to be actively inviting others to share their responses to the book's framework both through the book's homepage and through this blog. If you have some thoughts you'd like to share, we'd love to hear from you. You can reach me at hjenkins@usc.edu, or simply send along your comments attached to this blog. And as always, please help us spread these essays.

Once You Open Your Laptop... Activities from My Technologies and Culture Class (Part Two)

These next activities mark the shift towards graded group work in the class. By this point, the students are working in permanent teams and these activities are explicitly presented as practice runs towards the final exam. Week 10 Tracking Viral Success (Henry Jenkins)

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. Teams should choose one example from amongst those which have spread the furthest and gained the most hits. Select from one of the following:

Gangnam Style Call Me Maybe S**t Girls Say Someone I Used to Know

Your team’s task is to help us to  better understand where it came from, how YouTube users responded to the video (find at least two remix/response video), how it spread beyond its original community, and how mass media responded to the video's sudden popularity .  Here are some steps which members of your team can take to get the information they need to answer this question.

  • Start with Youtube itself. Look at the video and the information that surrounds it.
  • Read the comments section on the YouTube page and see how people there responded to it.
  • Check to see if there are more than one versions of the same video on Youtube. You might also broaden your search to look at other common video sharing sites, such as Vimeo.
  • On Youtube, look for videos which responded to the original.  Or other related videos which surface alongside it and may help give us clues about its context.
  • Use a search engine to track references to the video on blogs or news coverage of its spread. See if you can find out anything about who produced the video and why.
  • Allow time to write out your answer using googledocs. You may want to take notes as you go so if you run out of time, we can at least trace the steps you took and what you found, before you consolidated your responses.

Your final response should include an evaluation of how such current theories as "viral media," “Memes,”  and Spreadable Media might have addressed the specific patterns of production, circulation, and response you have identified.  Try to draw on at least three readings in a meaningful way. 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.

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Activity for Week 11: Kickstarter as a Web 2.0 Company (Andrew Schrock)

Kickstarter is a website for "crowd funding," a way to finance creative and technical projects where small amounts of money are pledged with no guarantee of success, similar to a benefactor model spread across many parties. Projects must not be for charity, finite, and rewards should be intrinsically related to the project. Project proposals are reviewed by Kickstarter for adherence to guidelines, and funding is given only if projects meet their goal. About half of approved projects got funded in 2011, for an average funding rate of 46%, over a million pledges, with an average pledge of $86. The most popular projects are Film/video and music, although Technology has a larger average amount for successful financing.

 

Your assignment today is to summarize and contextualize a successful Kickstarter project, as selected from the list on the next page. Your tasks should include:

 

 

Your response should first be descriptive: tell us a story of who these people are, what their project is, and why you think this project succeeded over others. How does the project speak to particular communities through rewards and the video pitch? Second, you should draw on the readings from class to discuss the role Kickstarter played in the team’s personal / professional lives, and how crowdfunding operates in the larger funding ecosystem. Are they amateurs or professionals? How does Kickstarter serve as an alternative for established modes of funding, recall earlier models, or reinforce criticisms made of “web 2.0”? Were there controversies or discussions of this project on news sites and discussion forums? Be sure to employ concepts from at least three readings from this week.

 

List of Kickstarter Projects

 

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Week 12 Intellectual Property in the Music Industry (Rhea Vichot)

 

William Fischer, in discussing the role of technology within the contemporary media landscape, envisions an alternative system for artists to be compensated for their work.

Utilizing either the role you were assigned in lecture on Wednesday or, if you choose, one of four roles below:

 

  • Artist
  • Record Label
  • Intellectual Property Law Firm
  • Fan

 

Analyze FIscher's Alternative Compensation system through one of these perspectives. In doing so, be sure to reference at least three other readings. What are the advantages and disadvantages to such a system for the specific role you are writing as? How does this model address piracy and does it do so to the satisfaction of your role? What is the role of advertising in this alternative system? What changes would you want to make to Fischer’s recommendation based on our readings and discussions?

----------------------------------------------------------------------------------------------------------------------------------- Week 14 Mapping Transmedia Worlds (Meryl Alper)

Transmedia storytelling, as defined by Prof. Jenkins, “represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.”  Each medium contributes something unique to the world of the story.  Images, characters, stories, and songs travel between different media platforms, shaped in various ways by both corporations and consumers.

 

Your team’s task is to choose a media franchise, physically map how individual texts stand alone but also contribute to a larger transmedia story, and answer some questions on how your transmedia franchise reflects larger historical, cultural, political, and economic factors.

 

Choose one (1) of the following global transmedia franchises (and just a few texts to consider for each - there’s many more for you to map than the examples listed listed here):

 

1. Harry Potter (J.K. Rowling, Pottermore, The Wizarding World of Harry Potter)

2. Wizard of Oz (The Wiz, ruby slippers, L. Frank Baum, Wicked)

3. The Muppets (“Sam and Friends,” Cookie Monster and Rowlf in IBM commercials (e.g. http://www.youtube.com/watch?v=ZJVU-7WinQc, Jim Henson, movies and movie trailers, “Sesame Street,” http://www.muppetsmahnamahna.com/)

4. Batman (Why So Serious? ARG, Batman Live, live-action and animated TV series)

 

Mapping (Approx. 20 min.)

 

Your group will receive a marker, a large piece of white paper, and a pack of Post-Its.  On the Post-Its you’ll write out different textual elements (e.g. for Harry Potter, on one Post-It you might write “Harry Potter and the Sorcerer’s Stone (The Movie)” and on another, you might write “Platform 9 ¾ in London’s Kings Cross Station”).  You’ll “map” the Post-Its onto one of the sheet of white paper, and use the marker to draw connections between the elements.  “Map” is a loose term and there’s no wrong way to do this - it doesn’t have to be neat and pretty, but should reflect connections and distance between elements.

Questions (Approx. 30 min.)

After the mapping exercise, your group should then answer the following questions.  In your responses, please meaningfully incorporate material from Prof. Jenkins’ book chapter, his blog post you were assigned, AND at least one of Nick DeMartino’s blog posts from this week:

1) How does the franchise engage different types of transmedia logics?:

  • Storytelling (e.g. recurring minor characters like Boba Fett in Star Wars, story arcs across texts like Kermit and Miss Piggy’s relationship)
  • Branding (e.g. iconography like the Ruby Slippers in Wizard of Oz, consumer goods)
  • Rituals (e.g. holiday movie viewings, Harry Potter movie premieres, Super Bowl commercials)

2) Explain how one of your Post-It note “texts” relates to specific trends impacting the entertainment industry at the time of its creation.

 

3) Identify who owns one texts in your transmedia franchise (e.g. The most recent Muppet movie was produced by Disney, not the Jim Henson Company, because Disney now owns the Muppets).  How does media concentration play a role in transmedia?

4) In his “Transmedia Storytelling 101” post, Prof. Jenkins writes, “Transmedia storytelling is the ideal aesthetic form for an era of collective intelligence.”  Based on your experience working collectively during the second half of the semester and in today’s section, why or why not do you agree with that statement?

Next Time: Final Exam