Kickstarting Veronica Mars: A Conversation About the Future of Television (Part Three)

Henry Jenkins: Suzanne, I share some of your concerns about the ways that fan power is being evaluated here primarily in terms of economic capital. Interestingly, the Veronica Mars campaign was preceded by another effort -- David Fincher's effort to raise funds to produce an animated film based on Eric Powell's cult comic book series, The Goon. This project had set a goal of raising $400,000 in order to fund a story reel as proof of concept for a proposed feature film, and instead, they raised 441,900 from 7,576 backers, which was, as of November, a record-breaker for the micro-funding company, now dramatically surpassed by the Veronica Mars juggernaut. At the time, there was considerable pushback from fans who felt that these funds should be raised by the studio through traditional means rather than tapping the fan network for investments that would be repaid through merchandise but not through either revenue or creative control.  As Cartoon Brew's Amid Amidi wrote at the time:

"Should the film be made by a corporate film studio, that company just saved themselves half a million dollars on the backs of dedicated animation fans who believe they’re funding an indie project, when in reality they’re funding a mainstream Hollywood feature....while I’m sure Fincher and Blur Studios are well intentioned in their desire to make an animated feature, their approach of mixing their fans’ money with those of media corporations, the latter of whom will receive all the profit from a Goon feature, leads to an uncomfortable situation that is contrary to the entire spirit of Kickstarter. Artists should use the generosity of backers in crowdfunding campaigns to fulfill a creative vision, not to help corporations make money, as The Goon Kickstarter is currently set up to do."

These are, to my eyes, legitimate concerns in both of these case but these projects also potentially represent a transitional point in the degree of creative control which cult producers may yield in this still emerging system. Neither The Goon or Veronica Mars were likely to be produced in the absence of a strong show of audience support; both fall into an awkward category of production that is neither fully mainstream nor fully independent. They are both genre series that gain strong support from a substantial niche that is too small to move the levers to greenlight a project under traditional industry logics. Yet, this is why the recent developments seem to me to be game-changers, both in terms of the ways they strengthen the hands of creative producers and of the ways they allow fans to exert a greater influence on production decisions.

I see this as especially true when coupled with the new systems for content production and distribution we are seeing emerging in recent months via the web. We have talked so far about Netflix funding both original programming (House of Cards) and rescuing orphaned cult series (Arrested Development).  Hulu has also announced similar plans and is already importing imaginative content from Canada, Australia, and the United Kingdom as exclusives for their subscribers. YouTube has recently developed a system for funding content production. And Amazon has announced that they will be presenting fans with a range of pilots later this year, both comedy and children's series, and asking consumers to weigh in on which ones should be put into full production.

These alternative arrangements offer much to program producers, starting with the fact that with the exception of Amazon where they are introducing content to consumers at an earlier point in the negotiation process, they seem to be making upfront commitments for entire seasons of programs, allowing them to exert creative integrity over entire story arcs, rather than subjecting them to the uncertainties of the ratings, where they might well get cut off after the first few episodes, never resolving any of the enigmas they have set into play. One can be successful in these platforms with a much lower viewership than network television, creating a space for programs that can command a strong niche of intense support, as opposed to the diffused viewership that gets rewarded on the major networks. These programs can have a more unique perspective because they are never designed to appeal to everyone.  Some producers may be much better served in this context: this may no longer be right for Joss Whedon who is turning down Star Wars to keep working with Marvel, but it would certainly be true for someone like Bryan Fuller, who is already revisiting Pushing Daisies and Wonderfalls in the wake of the Veronica Mars news.

The example of The Goon above is an interesting one in this context, since The Goon is a creator-owned comic book series, that has been successfully sustained since 2002. In comics, a creator's rights movement in the 1990s helped pave the way for more sustainable models of content creation: creators now have multiple options for publishing their own work, with or without the challenges of self-distribution. We are seeing some top talents move project by project between the mainstream publishers to self-publishing models and now, through Kickstarter, crowdsourcing models. Kickstarter now ranks just below DC and Marvel as the number three source of comics funding in the United States. And even artists who work with the majors have somewhat greater creative control than before and have been able to cut better deals as a result of the option of going independent.

The space of indie comics, as opposed to underground and alternative comics, has long been smart and original genre content -- pushing comics beyond the superhero genre that dominates DC and Marvel, but also having broader appeal than the more experimental space represented by alternative comics. This seems like the niche that is apt to be filled in this new world of crowd-funding and web distribution that is taking shape week by week before our eyes right now. In such a world, there might not be a need for Rob Thomas to depend upon Warner Brothers to distribute his content, or perhaps, there might be a chance for him to retain more of the IP rights going into his negotiations so that there are more options for series which gain a hardcore audience that is too small to sustain broadcast. Netflix's decision to release all of the episodes at once, allowing for binge viewing, also seems to point towards this kind of program production -- i.e., allowing for more intricately woven stories, which reward this kind of intense viewer commitment.

Such arrangements would help get us out of the paradoxes of these current cases, where producers are appealing for fan support, but ultimately have to work within a system which gives most of the rewards to the same studios who have always controlled production decisions. Clearly, what we need is a creator rights movement for television, which learns as much as it can from the creator rights movement in comics, which is still struggling to fully achieve its goals.

Of course, the costs of television production dwarf those of comics production, meaning that it is unlikely to see fan-support television be fully realized in the short term. Veronica Mars may work as an early example because it is going to be a lot less expensive to produce than some of the cult science fiction or fantasy series that have been mentioned alongside it this week. But, part of what's interesting to me is that Veronica Mars has a fandom that I would describe as mid-level intensity: there are shows out there with much more dedicated and active fan bases. And so, if they can raise the funds, there is apt to be many other series which could, in theory, command this same level of support.

The reality is that in a capitalist-mode of production, fans are always going to be read first and foremost through an economic lens. The old model saw us primarily as a commodity -- eyeballs -- that could be sold to advertisers. More recently, Web 2.0 has treated us primary as a source of creative labor -- for which we are never directly compensated. And now, this model treats us as investors, who may gain some greater creative control as a consequence of advancing gifted producers money they need to get their dream projects into production. For me, the key thing is that the relationship here needs to be transparent: fans need to understand what is being offered and what role they can or will play in the process. In most cases, fans are not seeking to take creative control away from the producers whose work they admire, but they do hope to prevent series from being "retooled" in order to broaden their support, often at the expense of cutting out elements that drew fans to the program in the first place.

Aymar Jean “AJ” Christian

Whew, this is enthralling!

It sounds like we’ve zeroed in on a couple key tensions. One pits creative control for producers and satisfaction for fans against the profit-focused motives of the conglomerates. Another pits their impulse to mainstream against the increasing popularity of indie and digital production, from television to comics.

We can’t resolve these tensions here, but I'll give it a go! To start, some context. And the most important context is the financial health of the studios and distributors. As Mauricio said, it is hard to be a studio, and media executives have always worked in tense environments permeated with fear.

But the truth is the studios are richer now than they’ve been in a decade (after the heyday of the 1990s). Movies are still popular. People watch almost as television as they ever have, albeit across more devices and technologies. Media stocks have joined the broader market rally after lows in late 2008 and early 2009. From that low, ViacomComcastand Lions Gate stocks have quadrupled. News. Corp has quintupled. Time Warner and Disney’s have tripled. There are lot of reasons for this, but the underlying factor is there is much more power in distribution these days. Since there are so many niche markets, distributors with resources can grab our attention. Everyone knows when the next Star Wars is due.

Studios seek market share to keep stocks afloat, and that's why they’ve been spending hundreds of millions marketing new film franchises. And now web networks are taking a cue, hence Netflix outspending legacy TV with House of Cards. These investments in franchises pay off. They are rich, even as they underfund niche markets (Viacom cable channels Logo and BET, for just one example, are criminally under-resourced, with some shows actually written by freelancers!).

Which brings us to our conundrum, and the tensions above: clearly fans and producers know what’s going on. They know, instinctually, studio money is being funneled to bigger and bigger “mainstream” products, as companies reach for market share amidst the tidal wave of digital production.

As Derek Johnson argues in his new book, we have to view bottom-up dynamics in the context of the growth of franchising, the studio’s (logical) way of responding to complex market dynamics. As Suzanne rightly noted, crowdsourced projects really are a message to distributors from fans and producers to studios that they’ve gone too far, channeling investments in IP higher and higher. Why, even with the lowered production costs of digital, have mid-range projects dried up? As Rob Thomas has noted, the $2-$20 million film is struggling, but there’s no reason it should be. Veronica Mars is an important reminder, if an ambivalent one, since Thomas also noted they need Warner Bros. to work out gifts.

In this environment, mainstream distributors are both essential and inadequate. Focusing on the breadth and depth of bottom-up efforts at value creation points the way to reform: producers and fans are already leading, but they can only go so far on their own. Their efforts, niche-driven, are largely unseen, because they are sporadic. Individual scholars and journalists are aware of the robust growth in indie production in gaming, comics, film, music, television (web series), radio (podcasting) and publishing (blogging to e-books). These are all markets dominated by conglomerates, in various ways, and yet we rarely talk about them in conversation (Henry's work a significant exception).

Which is why it’s good we’re having this conversation! Can we imagine a different system than what we have now? I think we can. And it starts with independents.

Why, for instance, don’t studios have internal mechanisms for nurturing franchises from the ground up? Studying web series has shown me how we can think of TV development differently: certain niches can nurture small but passionate fan bases for budgets well under the cost of marketing Avatar or ambitious series that flop like Terra Nova or Smash. And it’s not just in low-fi comedy; special effects heavy series like Video Game High School indicate there’s a lot of value yet to be mined. The indie comics Henry mentioned are an excellent source.

All of this activity can be streamlined and aggregated. The studios could market one less blockbuster a year and incubate dozens upon dozens of projects, with enough to support union (read: trained, skilled) labor from the oversupply of art/film-school graduates. They don’t do this because they have to report quarterly to shareholders, so they think short-term. It takes years to grow such projects, but the pay-off could be huge. Projects that prove successful at a smaller scale could argue for more resources and broaden narratives with fans in conversation. “Bombing” rates could go down.

Conglomerates do support small-scale projects, but not consistently. Veronica Mars is only a higher-profile example;The Goon is another. Of the web series I’ve tracked that have been picked up for television – like super-grassroots YouTube series Fred and The Annoying Orange, which spent years cultivating millions of fans – most are successful enough to go beyond one season. Now cable networks are looking to artier showrunners like Abbi Jacobson and Ilana Glazer, creators of the brilliant sketch series Broad City that Comedy Central just picked up to series (with a little help from Amy Poehler, no stranger to YouTube). I'm running a series of essays on "Indie TV Innovation" on my blog next month, with contributions from Jane Espenson (Husbands), Glazer and a dozen others, to show how there's a lot of value being generated in these spaces at very low-cost.

The problem is these examples are scattered and dispersed. The effect of studio neglect is we get a small number of outrageous case studies like Veronica Mars that present ethical conundrums because there aren’t structures in place. Under-investment also means, even if projects can generate fans, they often do so at lesser quality, which perpetuates the myth that indie projects are artistically impoverished.

We are indeed in a capitalist mode of production that privileges conglomerates and publicly-traded companies, and the culture in Washington suggests that won’t change anytime soon, which is fine. But the takeaway from Veronica Mars et al. should be a call for distributors to: invest in the growing segment of smaller and mid-range projects, hand over intellectual property and creative control (something web series creators like Felicia Day have been fiercely advocating for years) and nurture more fan-driven projects before producers face the crowds. They have the money. It’s better for business, for workers and the culture at large.

Aymar Jean “AJ” Christian is an assistant professor of communication in the Media, Technology and Society program at Northwestern University. His manuscript, tentatively titled Off the Line, Independent Television and the Transformation of Creative Economy, explores the politics and value of the web series market. He edits a personal blog, Televisual, has been published in the academic journals Continuum, Transformative Works and Cultures, First Monday and Cinema Journal, and in the popular press in Slate, Indiewire, The Wall Street Journal and The Root, among others. For more information, visit his site.

Suzanne Scott is a Mellon Digital Scholarship Postdoctoral Fellow in the Center for Digital Learning + Research at Occidental College.  Her work on fandom within convergence culture, transmedia storytelling, and fanboy auteurism has been published in the anthologies Cylons in AmericaThe Participatory Cultures Handbook, and A Companion to Media Authorship, and the journal Transformative Works and Cultures.  She blogs at Revenge of the Fans and tweets @iheartfatapollo.
Mauricio Mota is one the founders of The Alchemists, Entertainment Group responsible for building original transmedia narratives and content for studios, publishing companies, fans and brands. Some of their clients include Coca-Cola, Petrobras, TV Globo, CW, Elle Magazine, NFL, Nextel and the Brazilian Ministry of Education. He was responsible for bringing the concept of transmedia storytelling to Brazil and implemented the Transmedia Communication Department for Globo Television (4th largest network in the world).

 

Kickstarting Veronica Mars: A Conversation on the Future of Television (Part Two)

   

Suzanne Scott:

Hi everyone, I’m looking forward to this conversation.  I’ve been attempting to work through my ambivalent response to the Veronica Mars kickstarter for the past few days, particularly where it bumps up against my unadulterated fannish glee that Netflix Saved Our Bluths.  Two of my favorite cult TV series are being revived.  It should feel like a win-win, but I can’t shake this sense that the Veronica Mars Kickstarter (or fan-ancing generally) sets a problematic precedent for what constitutes fan “participation.”  Or, to AJ’s point, my concern doesn’t stem from the kinds of value producers and fans generate from television, or even the value that fans are generating from this kickstarter campaign, but how producers are increasingly and strategically generating value from fans.

 

My work broadly engages with industry-fan relationships within convergence culture, and how those relationships are gendered.  In particular, I’m interested in which types of fans and modes of fannish engagement are valued, normalized, or incorporated, and which remain marginalized or are subject to containment.  I’ve written in the past about how industrial efforts to engage fan culture often function as re-gifting economies, or planned communities that strive to “repackage fan culture, masking something old as something new, something unwanted (or unwieldy) as something desirable (or controllable, or profitable).”  I’ve also blogged about the problematic legitimization discourses that surround industrial efforts to co-opt fan practices and retain ownership over fan texts.  Many, myself included, are inclined to view the Veronica Mars Kickstarter as a prime example of fan empowerment (or, in Henry’s terms, as a techno-realization of a longstanding fannish frustration with audience measurement metrics, and a desire to revive media properties that were cut down in their prime).  But, I still worry about what it means to discursively celebrate fans’ power in purely economic terms.

 

I’m a frequent donor to Kickstarter campaigns, especially those like Womanthology or Tropes Vs. Women in Video Games that are attempting to make a transformative intervention into media industries and fannish subcultures that can be unwelcoming to women.  I’m also all for using Kickstarter to launch creator-owned projects.  For example, I get why Batgirl writer Gail Simone, who was recently fired and rehired by DC Comics after a massive pushback from fans, would want to kickstart a graphic novel where she’ll have full control over the creative direction and, more importantly, the intellectual property rights. I’ll probably pull the trigger and donate to the Veronica Mars movie before the days tick down to zero…or, let’s be realistic, probably before the end of this conversation.  But it’s not because I want a t-shirt, or a digital download of the finished product from Flixter, Warner Bros.’ proprietary video platform.  What I want is information, however filtered through Warner Bros. publicity brass that it might be, about how this grand experiment is playing out, and to see if fans are addressed primarily as partners, or promotional agents.

As AJ rightly notes above, crowdfunding may not be the great equalizer, but it is a vital emergent tool that allows minority voices and audiences that are too often underrepresented by media industries to carve out a space to be heard.  The figures that you’re tracking on your blog are vitally important.  They aren’t just dollars, they’re pointed messages sent to media industries by media audiences.  Can we view the massive success of the Veronica Mars Kickstarter as a call to television executives that there’s a market to be tapped for programs with compelling, complex young female protagonists?  Hopefully.  Would I feel better if Rob Thomas had Kickstarted an original web series, where the profits would be funneled into developing the next Veronica Mars, rather than into Warner Bros.’ coffers?  Absolutely. It's the slippage between crowdsourcing and outsourcing financial risk here that I find troubling.

Mauricio Mota:

Ok, here comes the black sheep-capitalist storyteller from Brazil ;-)

I was born - literally - at the intersection between Academia, Commerce, Storytelling and Marxism. While my parents were academics and Marxists during the 70-80's, my mom was a fiction writer trying to figure out how to keep working, teaching, studying, paying bills and finally get picked by a publisher to bring her words to the world. The funny thing of that intersection is that till I was 8 I thought one of my grandfathers was Karl Marx - because of a picture my parents had in the home office. But actually my grandfather was considered the Latin-American Shakespeare.

That mix of backgrounds, struggles and opportunities trained my eyes and perceptions (with some scars and learnings) to always pay deep attention to the relationship between Creators (Storytellers), Distributors (Storysellers) and Readers (Story…buyers?) and to keep on the pace around one of the most fascinating dynamics ever. In the past, the roles were so clear, the imposed status quo was so comfortable/a given and people in general were just having fun with their stories that the Veronica Mars/House of Cards models were impossible to imagine.

Kickstarter didn't invent crowdfunding for storytelling. Neither did Felicia Day or Joss Whedon. The most efficient systems of crowdfunding for storytelling that I ever seen in my life are the Catholic and the Evangelical Churches. People have been funding saints, bibles, sagas, music concerts, souvenirs or tokens for more than 2000 years. In Brazil, the evangelicals own one of the top three tv channels (where they air religious programs, produced telenovelas and bought series from the US like Veronica Mars). So the whole conversation about "exploring" fandom or using fans to fund a movie owned by a big studio is a little bit strange for me because generally people want to watch and share an experience around a story: be it that story about a guy who could regenerate fast (no, I'm not talking about Wolverine, I'm talking about Jesus), Veronica Mars or about an elite group that uses people's trust to do whatever they want (I'm talking about House of Cards).

The line between owning something and owing was completely blurred when the Veronica Mars kickstarter campaign started. Many fans donated something because they feel such an emotional connection to that cannon that gave them so many good times that they feel the owe something to it and they want more of the pleasure that story gives -- with or without having something material back (a shirt or equity). It is the difference between Profit Sharing and Sharing Collective Value.

The roles are also blurred, thanks G'd -- both on Veronica Mars and House of Cards. And today I'm able to fund the stories my company creates from different sources: fans, non-profits, global advertisers, studios, networks or a toy company.

Because the Veronica Mars campaign is like advance money given by fans to the creator that implicitly says: "Hey, here is the money I would already buy for this and that, so now go make that extension so I can have the storytelling experience that no money nor a shirt can give me. Oh, I can also make it with my Mastercard and don't need to wait for someone to decide to fund it?". Instead of investing money on the IP after it airs, fans are doing it before.

Everyone, on the House of Cards case, was mesmerized by two things: launching 13 episodes at once on Netflix and the fact that some of the decisions to produce were based on algorithms. In the end of the day, the "series marathon" culture is something that is part of the fabric of pop culture consumption; Kevin Spacey is a great actor and amazing villain; politics brings eyeballs, fans add value whenever they watch something and the British version was already really good. If we build it, they will come. And with David Fincher behind, maybe (just maybe), the execution will be good. ;-)

By the way, The funders behind House of Cards are also "outside" the regular model as the Kickstarter examples: Goldman Sachs, WPP Group (one of the largest advertising groups in the world) and AT&T.

Netflix move to offer exclusive content at once was brave and risk taking strategy in a town where networks kill shows on episode 3. VOD changes the importance of focus groups and research to a level that makes me love where all this is going. Because so many amazing pilots or shows would have survived if Netflix, Amazong, Hulu and Kickstarter existed and gave that opportunity to fans, creators and last but not least, studios to make a decision.

Yes, studios.

Because everybody loves to blame the Studios for Hollywood's lack of innovation. Being a Studio is HARD. Crowdfunding is also hard. But what happens next is the point I'm trying to make.

The Veronica Mars case will show how sending the gifts and tokens for all the 50k+ backers (including movie sessions into remote cities) is really, really, really hard to accomplish but a Studio knows how to make something like this happen. And before the tomatoes come, the discussion is not if the studios do it well or not, but they make it and they have a system. If fans, indies, academics and writers believe there are improvements to be made, fight for it or kickstart a project and start your own Studio. It is about re-allocation of power and responsibilities and not resetting a whole organism that has brought to the world amazing stories - including Veronica Mars.

The Studios used to have the formula of success. Using Henry's recent book as a reference, the formula was "If doesn't get picked by studio it is dead". Now it probably would be "If doesn't get picked, lets talk to the fans and other distribution channels" (not so charming as "If it doesn't spread, it's dead" but really fascinating).

Now nobody has is total control, decision-making power is more shared. But Studios/Networks still have the most efficient marketing and logistics machine in the world and they deserve their share. Fans and storytellers that know how to build their own micro-networks also deserve a share.

Fans are now Studios. Advertisers are Studios. Amazon is a studio. Netflix too.

So, the roles are not only changing, they are blurred and the winner is the story. Because generally we don't know what we want until a story is in front of us and we say: I want more of that. And I will pay with my time, my emotions, my network of friends and my money.

Aymar Jean “AJ” Christian is an assistant professor of communication in the Media, Technology and Society program at Northwestern University. His manuscript, tentatively titled Off the Line, Independent Television and the Transformation of Creative Economy, explores the politics and value of the web series market. He edits a personal blog, Televisual, has been published in the academic journals Continuum, Transformative Works and Cultures, First Monday and Cinema Journal, and in the popular press in Slate, Indiewire, The Wall Street Journal and The Root, among others. For more information, visit his site.

Suzanne Scott is a Mellon Digital Scholarship Postdoctoral Fellow in the Center for Digital Learning + Research at Occidental College.  Her work on fandom within convergence culture, transmedia storytelling, and fanboy auteurism has been published in the anthologies Cylons in AmericaThe Participatory Cultures Handbook, and A Companion to Media Authorship, and the journal Transformative Works and Cultures.  She blogs at Revenge of the Fans and tweets @iheartfatapollo.
Mauricio Mota is one the founders of The Alchemists, Entertainment Group responsible for building original transmedia narratives and content for studios, publishing companies, fans and brands. Some of their clients include Coca-Cola, Petrobras, TV Globo, CW, Elle Magazine, NFL, Nextel and the Brazilian Ministry of Education. He was responsible for bringing the concept of transmedia storytelling to Brazil and implemented the Transmedia Communication Department for Globo Television (4th largest network in the world).

 

 

 

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

Spreadable Media Spreads New Joy For 2013

So, we are now roaring into 2013 with the next installment of essays associated with the launch of Spreadable Media: Creating Meaning and Value in a Networked Culture, which I co-authored with Sam Ford and Joshua Green. The book is due out from New York University later this month. Each week, we are releasing a series of commissioned essays associated with the book, written by various friends, colleagues, former students, most of whom have at one time or another been affiliated with the Futures of Entertainment Consortium. The Consortium, among other things, runs two conferences per year -- one on the East Coast (Futures of Entertainment, hosted by MIT) and one on the west coast (Transmedia Hollywood, which is jointly hosted by UCLA and USC). These essays are tightly integrated into the book's argument, but they are also intended to stand alone as spreadable content, and we hope that you will feel free to pass them along through your various social networks.

I have been writing about the core concept of Spreadable Media via this blog for several years now, and it has already inspired rich discussion. I thought I would share with you an outstanding video, which uses Spreadable Media concepts, to explain the Caine's Arcade phenomenon. If you do not know the original Caine's Arcade video, check it out below.

Now, here's the video explaining what happened produced by Stephanie Linka, a student in a class taught last Spring at George Washington University, by USC Annenberg School of Communication and Journalism alum Nikki Usher.

How Caine Won the Internet from Stephanie Linka on Vimeo.

And now onto our regularly scheduled series of essays. Today's crop are focused around forms of participation within a networked culture.

The Moral Economy of Soap Opera Fandom C. Lee Harrington

Soaps accompanied my real life as a stay at home mother, chronicled my years as a working adult, kept me company when I was alone, gave me something to bond with my mother, sisters, daughters, and daughter-in-laws over.

—52-year-old soap opera viewer who has been watching General Hospital for 46 years, One Life to Live for 41 years, and All My Children for 39 years; quoted in Harrington and Bielby 2010

I have long been fascinated with daytime soap operas, both as a source of pleasure in my own life and as the central anchor of my research on media industries, texts, and audiences. Soaps are distinct from other media forms due to their longevity in the U.S. television landscape (the average age of soaps airing in 2011 was 40 years), the daily installments of “primary” text (260 new episodes per year, per soap), their celebration and magnification of emotional expression, and the possibility of lifelong relationships forming between loyal viewers, soap characters, and the communities in which those characters live and work (see the epigraph). No other form of media fiction offers comparable dailiness, intimacy, and familiarity over the long haul.

Soaps’ longevity poses challenges to researchers, who struggle with the sheer volume of textual material produced, as well as to the soap industry, which struggles with staying true to shows’ long narrative histories and developing characters in “real time” while aligning those narratives with contemporary tastes of both newbies and lifers. Balancing these potentially competing demands generates a particular moral economy within soap opera fandom. The research on soap fans that Denise Bielby and I conducted in the early 1990s (Harrington and Bielby 1995) captured the beginning of fandom’s migration to the Internet, with viewers experimenting with electronic bulletin board discussions as a supplement to their investment in other aspects of “public” fandom (attending industry-sponsored fan events, buying fan magazines, joining fan clubs, etc.). In our book, we made a distinction between legal ownership over soap narratives and what we called “moral” ownership over them—fans’ sense that soap opera communities and characters are “theirs,” rather than belonging to the writers, actors, directors, or producers.

This sense of ownership is rooted in at least three factors. First, “soaps’ very success at creating and sustaining a seamless fictional world [. . .] creates a space for viewers to assert their claims when they perceive continuity is broken” (Bielby, Harrington, and Bielby 1999, 36). Second, viewers regularly outlast soaps’ revolving writing and production teams. Many long-term fans have been invested in their show(s) longer than the people creating them (as, often, have several of the actors playing the characters, leading to interesting ownership struggles within the industry [Harrington and Brothers 2010]), and they often do know their show’s history better. (The same point can be made of long-term sports fans or movie-franchise fans, contexts in which transgenerational fandoms outlast coaches, players, actors, directors, etc.) Third, soap production schedules allow the industry to respond relatively quickly to fan complaints and concerns, giving fans a sense that their opinions can make a real difference. MORE

How Spreadability Changes How We Think about Advertising Ilya Vedrashko

You can’t spell “spreadability” without “ad.”

The vision of unpaid people cheerfully passing around ads they love has been a guiding light for marketers for more than a decade now. And what’s not to like? An ad that gets passed along receives extra attention. The Good Housekeeping stamp of consumers’ approval that such transmission suggests is assumed to add trustworthiness to the message. An ad that “goes viral” scores extra eyeballs.

But while the demand and the budgets for “viral” have been growing, it’s been surprisingly difficult to find a permanent box for spreadable media on the modern agency’s org chart. While many different disciplines—creative, media, public relations, social—are claiming ownership, a systemic problem has prevented spreadability from gaining a true acceptance.

Ad agencies, like factories of the industrial era, are a particular arrangement of means of production, highly specialized labor force and scarce resources optimized around efficient mass manufacturing of a particular type of output. For agencies, this output consists of ad units placed in print, television, online, radio, outdoor, theaters, events, and so on. An average agency produces and places thousands of such units on behalf of its clients each year.

These ads—paid announcements that appear in media—come in a finite variety of formats and sizes, and their production is scalable to the point where much of it can be, and has been, automated and outsourced. Ads are designed to elicit responses along the vector “see, like, remember, buy.” The agencies are structured around maximizing the number of these responses. Media departments craft media plans that try to ensure the highest number of the right people see the ad at the lowest cost. Creative departments are judged by the number of people who like and remember the ad. Ultimately, the agency’s output is evaluated against the number of people who buy the advertised product. The more people see, like, remember, and buy, the more successful the agency is in the long run. MORE

Soulja Boy and Dance Crazes Kevin Driscoll

During the summer of 2007, U.S. pop media seemed saturated with talk show hosts and pro athletes dancing along to “Crank Dat (Soulja Boy).” By the time an official music video was shot in late July, the dance craze was already approaching an apex, with new videos appearing daily on MySpace and YouTube. Close inspection of the phenomenon reveals a diverse array of overlapping audiences exploiting “Crank Dat” as a producerly framework for the expression of personal, social, and political messages. Steeped in southern hip-hop’s independent tradition, teenage rapper Soulja Boy Tell ’Em championed the songs, dances, and videos produced by these audiences in pursuit of his own commercial success. “Crank Dat,” for all its confusion, contradiction, and welcoming incompleteness, is a valuable demonstration of spreadability in practice.

In the dominant narrative of the 1990s, hip-hop was driven to pop dominance by a rivalry between Los Angeles and New York City. Excluded from mainstream media channels, artists living in the southern U.S. were forced to develop an alternative hip-hop industry supported primarily by locally grown “indie” record labels with connections to regional radio personalities, nightclub DJs, and mom-and-pop record-shop owners (Grem 2006). This independence enabled the southern artists to develop innovative sounds and styles quite distinct from their coastal peers. In 2003, with CD sales flagging, major record labels turned to these indies in search of new talent to revitalize the industry. Among the many southern styles attracting attention, snap music deviated the most from the conventional hip-hop template. Snap’s minimal drum programming and repetitive lyrics destabilized unquestioned hip-hop norms such as the value of complex wordplay and the use of funk and soul samples. MORE

Television’s Invitation to Participate Sharon Marie Ross

In Beyond the Box: TV and the Internet (Ross 2008), I argued that television shows starting in the late 1990s increasingly seemed to be “inviting” television viewers to become actively engaged with the TV text, often through the Internet. I saw three forms of invitation emerging: overt invitations, where a TV show obviously invites a viewer to become involved (e.g., American Idol’s calls to phone in a vote); organic invitations, where a TV show assumes that viewers are already actively engaged and incorporates evidence of this within the narrative of the show—or, in some cases, television network (e.g., Degrassi: The Next Generation’s attention to the role of new communications media in teens’ lives, and The N network’s use during Degrassi episodes of interstitials that feature teen viewers texting and IM chatting via The N’s website); and obscured invitations, where a TV show’s narrative complexity demands viewer unraveling that drives fans to online applications (e.g., Lost’s dense referencing of philosophers and artists as clues to the “hidden” meaning of the island and its inhabitants).

In discussions with Henry Jenkins since, I have suggested that organic invitations are likely to become the dominant form of TV invitations to participation. Today’s texting, IMing, web-surfing teens will become tomorrow’s multimedia-tasking adults, who will likely only be followed by a new wave of teen TV watchers who will be engaging in yet-to-be-imagined forms of new media communication.

Such developments are reverberating throughout all of media, from increasing demands on print journalism to be more present online to the use of branding in the spread of media franchises across TV, film, and music in such a way that demands more widespread knowledge of marketing from all media professionals. And such changes tend to spread throughout the TV landscape—even CSI has popular online applications, after all. MORE

What Old Media Can Teach New Media Amanda D. Lotz

While it may be the case that you can’t teach an old dog new tricks, the question remains whether that old dog can teach a new dog anything useful from its existing repertoire. Or, in terms of spreadable media, can the “old”—or, as I prefer, “established”—processes of media industries for creating entertainment content teach those who are endeavoring on the creation of spreadable media anything of value? In the overinflated rhetoric of new media, media revolutions, and change, too often we lose track of basics and fail to consider that most of what seems new and different isn’t really, either. In this essay, I identify some of the established characteristics of entertainment-based media industries that remain relevant in an era of spreadable media and explore how some of the strategies these industries have developed to deal with their particularities do or do not apply to the spreadable media context.

A key starting point for understanding entertainment-based media industries is acknowledging that they are different from most other business sectors—often in particularly frustrating ways for their practitioners. This “difference” of media industries means that the rules and practices that hold for and prove productive to commercialization practices elsewhere simply don’t work, or at least don’t work as effectively, for these media companies. One of these key differences is captured in the maxim “nobody knows,” also expressed sometimes as the acknowledgment that such media industries are “risky businesses.” This sense that nobody knows results from the fickleness of audiences when it comes to creative and entertainment goods. Conventional focus-group testing or the combination of known “successful” features tend not to be particularly predictive of success in the design of a new media good. In other words, you can’t test or engineer your way to a hit with any certainty.

Considering the spreadable media successes of the past few years, I suspect the “nobody knows” maxim is likely to be true of the circulation of spreadable media to the same degree it is for the distribution of established entertainment media. Try as we might to identify common features or characteristics, we fool ourselves if we think we can anticipate a formula for producing creative content likely to catch the cultural fancy of any particular audience at any given moment. But all is not lost; these media companies have developed a number of strategies designed to counter some of the uncertainty of their established platforms, and some of these strategies might prove productive for making spreadable media as well. MORE

For those of you who were at the Modern Language Association conference this past weekend, you might have had a chance to buy an advanced copy of the book. If you did, we'd love to hear what you think, so feel free to drop a note here or even better on the Spreadable Media website.

Television and the Civil Rights Movement: An Interview with Aniko Bodroghkozy (Part Two)

You suggest that the news media made “common cause” with the civil rights movement in bringing some of their concerns to the American public. What motivated the national news media to embrace this story? What were the limits of their commitment to the cause?  

It was a limited common cause. Around issues such as integration of schools and public spaces, along with voting rights, the media was largely supportive.  But Presidents Kennedy and Johnson also embraced those goals.  The news media, television in particular, tended to be very positively inclined to JFK and was as well to LBJ in the early period of his administration when he appeared to be trying to carry out the Kennedy agenda, particularly the Civil Rights Act that passes in 1964.  The legislative goals of the movement were “legitimated” by the fact that there was significant support among both Democratic and Republican officials outside the South. These were somewhat less partisan times, certainly in media coverage.  Television news deferred quite a bit to the president.

But one thing surprised me as I examined TV news coverage.  Reporters tended to become far more critical of civil rights activists and civil rights campaigns when things turned violent.  In reading transcripts of NBC coverage of the sit-in movement, I was surprised to discover that the reporter refused to identify who was being violent.  The reporter kept using the passive voice so it wasn’t clear that white segregationists were the ones pummeling sit-in demonstrators.

At other times, however, when the violence was so clearly marked between victim and aggressor, there was less criticism of the civil rights activists.  When voting rights marchers in Selma were brutally gassed and beaten on the Edmund Pettus Bridge in full view of a battery of cameras, there was no attempt to suggest that the marchers were participating in creating the mayhem.  However, in another news story from Selma that I viewed, the CBS reporter was somewhat critical of very youthful demonstrators who, unlike their elders, did not present docile bodies, but ranged around the streets and back alleys during their march.  In general, there appeared to be more anxiety about the activities and potential threat of black youths (who were, of course, fundamentally important to the success of civil rights campaigns, particularly those of direct action and civil disobedience).

It’s a weird paradox: TV news was drawn to the civil rights story to some extent because it provided dramatic visuals of violence and a powerful good versus evil narrative, but reporters tended to criticize the violence that drew them to the story in the first place.

You write in the book about “a moment [in the 1960s] of non-stereotypical, respectable middle-class blacks” on fictional television. What factors gave rise to this moment and which led to its decline? How do these fictional black characters relate to the idealized civil rights subject that you suggest was constructed through the evening news?

 

http://www.youtube.com/watch?v=wcOlcDUQ29M

It seems that every era of media representation of African Americans is attempting to respond differently to the era that precedes it.  I open the book with a consideration of The Beulah Show and Amos ‘n’ Andy, the early 1950s shows featuring blacks in starring roles.  We tend to consider them to be stereotyped and degrading images of blacks.  At the time, however, the thinking about these representations was somewhat more complicated.  Beulah, the black housekeeper to a white family, was seen by some (including some in the black press) as equal to her employers, middle-class in deportment, not using dialect, and in general a good role model.  In developing Amos ‘n’ Andy for television, CBS very deliberately elevated them and the Kingfish to middle class status presumably to make them appear less disrespectable and buffoonish.  Nevertheless, both shows, and especially Amos ‘n’ Andy, were subject to high profile protest by the NAACP, and were off the air by 1953.

Prime time becomes a very “white-washed” world from then on till the early-mid 1960s.  Network programming philosophy was: appeal to the most, offend the least.  Black performers tended to cause controversy – witness the case of Nat King Cole and his 1957 variety show which couldn’t secure a sponsor.  The “integrating” of prime time entertainment programming is, of course, a direct result of the civil rights movement.  It was becoming more of a problem to not show at least occasional black performers or black characters.

Herman Gray came up with the concept “civil rights subject” when he was writing about how television tended to remember civil rights.  The civil rights subject in his original formulation is the latter-day beneficiary of the movement: an exemplary figure signified by hard work, individualism, middle-class status.  The Huxtable family of The Cosby Show is the quintessential example of this concept.  What I argue in my book is that this “civil rights subject” is also evident in television representations (both in news coverage and in prime time entertainment) during the civil rights era.  The most notable early example in prime time drama is Bill Cosby again!  In 1965 he’s paired with a white partner in the Cold War espionage series, I Spy.  Cosby’s character can’t just be a spy, though: he’s a Rhodes scholar who speaks eleven languages and is clearly superior to everyone around him (except that his white buddy gets all the girls).  I Spy gives us a colour-blind, post-integrationist world where our two heroes can range around the world to Cold War hot spots (typically in Asian countries that look “exotic”) and represent a black-and-white America that doesn’t have anything to do with racism.

 

http://www.youtube.com/watch?v=H6YH3j01Ou8

Bill Cosby’s character is the opposite of a victim, but another form of early 1960s programming did focus on blacks-as-victims – the “social problem” dramas that appeared in direct response to both the idealism of the Kennedy New Frontier and also industry anxiety about tougher regulation by the new FCC chairman, Newton Minow who castigated television as “a vast wasteland.”  One show I look at, East Side/West Side, focuses on the crusades of an idealistic white social worker in New York City.  One very high profile episode examines the plight of a young Harlem couple dealing with the lack of jobs for black men and horrendous ghetto housing conditions (their baby dies after begin bitten by a rat).  Even though the couple is obviously poor and living in degraded conditions, they are presented to us as middle-class seeming, dignified, hard-working, eminently respectable – although James Earl Jones, as the husband, portrays a barely contained rage against his oppression.  The characters, nevertheless, are presented to white viewers as ones deserving of help – the only thing standing in the way of their achieving middle-class status and integration into the white world is employment discrimination and slum housing.  So there’s that similar appeal that we see in news and photojournalism coverage: helpless but worthy blacks, enlightened, caring whites as potential rescuers.

 

http://www.youtube.com/watch?v=Kn5kDvpiibA

But shows like East Side/West Side were a bit grim for prime time Nielsen families.  The quintessential civil rights subject after Bill Cosby in I Spy was Diahann Carroll in Julia, which came on air in 1968 and was the first TV series to star an African American since the days of Amos ‘n’ Andy and Beulah.  Julia was colour-blind integration fully achieved.  She’s a nurse with white co-workers and she lives in a LA apartment building with white neighbours.  Except for mostly humourous instances of “prejudice,” Julia and her adorable young son personify a world of interracial harmony.  The show was controversial because as network television’s first high profile attempt to center a show around African Americans, it ran up against the rapid shifts in the black empowerment movement and what was going on with race in the US at that point.  By 1968 with the Civil Rights and Voting Rights Acts having passed, the attention shifted North and there’s more of a focus on economic oppression and “de facto” segregation and the situation with black inner city “ghettos.”  The movement also shifts into more confrontational directions that are more discomforting to liberal and moderate whites.  Julia was a popular show but arguments swirled around it suggesting that the show was out of touch with what was really going on: the show wasn’t “telling it like it is.”

 

You see the book as seeking to correct some common misunderstandings about the role of television during the civil rights era. What do you see as the most widespread misinterpretations of this period?

 

I think it’s similar to the misunderstanding about television and the Vietnam War.  Television did not embrace the cause of the anti-war movement and thereby lead the US population to demand the war’s end.  (See Daniel Hallin’s The “Uncensored War.”)  Similarly television didn’t cause the success of the civil rights movement.  Television was not a mouthpiece for the movement; news coverage did not transmit or reflect the positions, perspectives, and arguments of the movement in some simple, one-directional sort of way.  I see this over and over again in histories of the civil rights era: the nation saw it on television and the nation acted.  This reifies the medium, gives us television as a neutral mirror reflecting what’s in front of the camera.   No attention to television as an institution and industry, or to textual construction, or to reception practices – all the issues that we as media scholars explore.  This is preaching to the choir when I say this to fellow media studies folks, but I’m hoping my book gets read by non-media scholars, too!

Was network television in general sympathetic to the legislative goals of the movement?  Yes.  But as I’ve already noted, so were powerful political players.  Was the movement sympathetic to many of the movement’s strategies, including demonstrations, direct action, civil disobedience?  In general, no.  For instance, in the run-up to the March on Washington, the media (and not just television) was very critical of the prospect of a hundred thousand and more black people converging on the nation’s capital.  The recurring news peg was “violence is inevitable” and “mass marches won’t sway congressional votes anyway.”  When violence didn’t occur on the day of the march, the live coverage became largely celebratory with images mostly focused on dignified, middle-class-looking marchers – ideal “civil rights subjects” – who presented docile, smiling, and unthreatening images.  But newsmen covering the event continued to insist that the quarter of a million marchers wouldn’t sway votes, so what was the point of the march.

So I really want to undercut and question a certain amount of technological utopianism and determinism that I see in civil rights historiography and also in popular memory.  Television coverage was crucial to the movement, of course; the movement did not, however, fundamentally control either the medium or its messages.  The medium and the movement were not one and the same; that fact tends to get lost.

Aniko Bodroghkozy  is Associate Professor in the Department of Media Studies at the University of Virginia. Prof. Bodroghkozy received her PhD in 1994 from the University of Wisconsin/Madison’s Department of Communication Arts where she worked with John Fiske and Lynn Spigel. She received an MFA in Film from Columbia University in New York, and a BA High Honours from the Department of Film Studies at Carleton University, Ottawa, Canada.

Prof. Bodroghkozy’s first book, Groove Tube: Sixties Television and the Youth Rebellion was published by Duke University Press in 2001. She has published numerous articles on American cinema and television and the social change movements of the postwar era. Her work has appeared in scholarly journals such as Cinema Journal, Screen, Televisionand New Media, and the online TV Studies journal Flow. Her current book project, Black Weekend: Television News and the Assassination of John F. Kennedy is a narrative history exploring the four days of network coverage surrounding the death of JFK.  She is also editing the forthcoming Blackwell Companion to the History of American Broadcasting.

 

 

Fan Studies at the Crossroads: An Interview with Lynn Zubernis and Katherine Larsen (Part Four)

Hurt/Comfort, which is a major focus of this book, has gotten far less attention than slash in recent fan scholarship, despite Bacon-Smith's assertion that it is at the heart of fandom. Why has this genre been neglected and what do you see when you examine it?

 

Lynn: H/C seems like the last subgenre to remain determinedly in the closet. Slash has been written about. BDSM has come out of the closet with a flourish thanks to 50 Shades of Grey. Hurt/comfort remains less discussed and more hidden – perhaps because it is less displaced and therefore more vulnerable to shaming. In some ways, H/C is a more primitive drive than even sex. We are all, at some level, still helpless and frightened little children, dependent on others for comfort and, quite literally, survival. H/C fic taps into those primal needs, expresses the depths of pain and fear, and then rewrites the ending of the story to include the healing that may never have happened in ‘real life’ but is continually wished for. The increased ability to comfort and heal oneself seems to result from the unfolding of the narrative, and especially from the willingness to accept the support and comfort of the group after the telling.

 

While H/C fanfiction carries the built-in displacement of using recognized fictional characters instead of being autobiographical, the genre seems less displaced than slash. In the Supernatural storyfinders community on Live Journal, posters commonly request fanfic about their own physical and emotional afflictions, explicitly seeking mastery through reading H/C fic about their own challenges. Writers in the genre are less likely to tie their topics to their own experience, maintaining the distance that displacement offers, but some do discuss their motivations as the same drive for mastery.  This tendency to consciously recognize the individual writer or reader’s motivation may be part of the need to keep H/C secret.

 

H/C fic tackles themes that cultural norms strongly discourage us from expressing openly – namely vulnerability and rage/revenge. Acknowledging vulnerability only makes one feel more vulnerable. For women especially, rage is disallowed and unacknowledged, the human desire for revenge something nobody wants to accept. Incorporating all of these themes into H/C fic is both subversive and personally dangerous, but the drive to do so is powerful. Bacon-Smith recognized the role of emotional expression as integral to coping and healing twenty years ago when she identified hurt/comfort as the heart of fandom, but she also recognized her own negative reaction as one of the reasons that heart remained so hidden.

 

I think the genre’s secrecy has made it less visible to researchers. It seems, at least at first inspection, to be a smaller genre than slash, but that may just be a reflection of the layers of protection that have grown up around it and the fact that fanfiction which tackles H/C themes may not be labeled H/C. It may be labeled slash, het, or gen, yet essentially be hurt/comfort.

 

Kathy: It’s another one of those things that seems to reflect badly on women – the desire to see our men bloody. It’s a real turn on for (some) women to see men vulnerable, exposing aspects of themselves that are normally so closely guarded.  H/C knocks down those barriers, and it’s sexy as hell. It’s another glimpse into female sexuality.

You talk throughout the book about the "fourth wall" that many fans feel needs to exist between the producers/stars and the fans. What do you see as the value of this "fourth wall" and in what ways has Supernatural threatened the "safe space" of fandom as it has sought to reconfigure the relations between the industry and the audience?

 

Kathy: I should preface this by saying that I’m all for fourth wall breaking.  Fan practices serve as critical engagement with the text and breaking that fourth wall encourages dialog which enriches both sides.  That said, it can be done well or poorly and I think Supernatural in particular has done it both ways. “The Monster at the End of This Book” acknowledged fan practices (detailed knowledge, writing fan fiction, factions within fandom, criticism of story lines) and allowed the characters to playfully respond.  Where it erred, in my opinion, was in choosing to portray a particular fan “Becky” who is over invested, inappropriate, and eventually crosses the line into plain creepiness.  She eventually becomes a sad figure of derision and all playfulness is lost, all dialog suspended.

 

As far as protecting the “safe space” of fandom, I don’t think it was ever really in jeopardy.  The actors don’t have the time or the inclination to hang out in fan spaces (with a few notable exceptions – Joss Whedon commenting on a fan video or members of various bands acknowledging that they’ve regularly read fan fiction about themselves) and showrunners are more interested in what fans think about particular episodes – what works and what doesn’t. There was some anxiety in the SPN fandom when Becky was portrayed writing slash, but this anxiety was more over “outing” fans and exposing their fan practices to non-fans (among them family, friends, co-workers).  Given the levels of shame that surround being a fan this was certainly understandable.

 

Lynn: Fans see the value of the fourth wall as keeping their valued (and yet shamed) practices secret – and thus safe – from outsiders, including the actors who might be starring in their fanworks. As recently as Comic Con in July, someone asked Supernatural actor JaredPadalecki, “What do you think of this?” and showed him (and the entire gigantic Hall A audience) a piece of fanart depicting him and his costar Jensen Ackles in a slashy embrace, both shirtless in only low-slung jeans. Padalecki, ever the diplomat, replied dryly, “I never wear jeans without a belt.”  Fan response (directed toward the fan who crossed the line)  was predictably scathing.

 

When Supernatural first changed the rules by depicting fanfiction – and even Wincest – in canon, fan response was mixed, but the ever-present fear of being “outed” as a kinky, slash-writing fangirl prompted many meta posts and some powerful fanart, including a widely-circulated comic expressing a fan’s fear of her husband’s disapproval of her fannish community and interaction after seeing the episode. Most of Supernatural’s forays into fourth wall breaking have been affectionate insider portrayals of fans, poking fun but also affirming fans, and often giving them the role of hero or heroine at the end of the day – or even having them end up in bed with the creator of the show himself (or at least the character who was not-so-loosely portraying him). That changed with a much reviled episode in Season 7, “Time For a Wedding.”  Becky the fangirl somehow morphed from an overly amorous but ultimately heroic Wincest-writing fangirl to a scheming, manipulative stalker, who drugged Sam Winchester and tied him to a bed ala Misery. Fandom was not divided this time – gone was the affectionate poking fun, and in its place was a mean-spirited, seemingly misogynistic and shaming censure. That episode is how not to do fourth wall breaking – at least not if you want to keep your fans.

 

You spent considerable time interviewing the production team around Supernatural about how they perceive their fans. What surprised you the most about their response?

 

Kathy: Given the continuing tone of most mass media coverage of fans and fan practices (crazy, needy, cranky, a force to be courted but not necessarily embraced) what we found most surprising was how appreciative the production side was of the fans and how normalizing the encounters were between fans and producers at every level, and how willing they were to understand fan practices.  In many cases we'd get just as many questions about the fans from the production side as we asked.  The actors would often ask us to clarify something - the level of investment, a particular fan practice.

 

Lynn: What surprised me most was the level of appreciation and respect. Fans continually step up to the microphone at conventions and ask the actors “What’s the craziest thing a fan has ever done?” Actors continually shake their heads and say “Actually our fans are really cool.” That’s not to say that we haven’t heard cautionary tales about fans being outed to actors as ‘slash-writing perverts,’ with very real repercussions. Bacon-Smith writes about the Professionals actor who became close to many of the female fans writing fanfiction about his character, but was so disgusted by his discovery that some of them were writing slash that he banned those fans from his ‘inner circle’ and attempted to get them banned from fandom itself. He didn’t succeed, but that and other cautionary tales have been passed down through the decades and continue to inspire fear in fans of all genres. We heard similar – and more recent – stories from several fans we interviewed for this book, but none of these occurred within the Supernatural fandom.

 

In our own experience interviewing the Supernatural production team, we never heard a negative reaction. Surprise, even shock – but not censure or judgment. Most of the people on the creative side had worked out where the boundary should be between them and fans. They had been able to locate areas of commonality and connection, but also maintain a distance, especially from fan activities that they understood were intended as fan-only spaces. The vast majority self-identified as fans themselves, and could empathize with fannish passion, even if it seemed jarring when directed at them. They tended to code fans as same instead of different, and thus to avoid too much stereotyping.

What might the back and forth between Supernatural fans and creatives suggest about the future of fandom, given the increasingly personal exchanges facilitated by social media as opposed to the more controlled, regulated access fans historically had in an autograph line?

 

Kathy: I would caution against reading too much into the “personal exchanges” or the power of Twitter and Facebook.  The technology is quicker, more immediate, and gives the illusion of intimacy,  but by and large these are still anonymous exchanges – the 21st century version of the snail mail fan letter.  It allows producers to have a better idea of what appeals to fans (and what they will absolutely hate), but I don’t think it influences the actual product all that much.  Fan service is just that – in many cases merely a marketing tool. (A fantastic example of this would be the MTV sponsored video asking fans to vote for Teen Wolf as favorite summer show.  The video plays up the slashy relationship between the two main characters.)  Which is not to say that actors who tweet birthday greetings are doing it simply to further their careers, or that meaningful relationships don’t occasionally occur, they certainly do.  I just think too much has been attributed to social media exchanges between fans and producers.

 

Lynn: It’s a mixed blessing. While the lines of communication are more open than ever, they are also filtered and constricted and misunderstood on both sides. Many of the actors have confided their struggles with how to use Twitter and Facebook effectively – they’ve found out how easily one sentence can be misconstrued, and how sensitive fans can be about what the celebrities they fan are saying to them (and might think of them). If a celebrity tweets you back, it’s too important to dismiss – if it’s received positively, the fan is euphoric. If it’s received as a negative, the fan is crushed – and in turn may lash back at the celebrity to save face and self esteem.However, the new expectations for communication are not going away, and are likely to expand as platforms proliferate. Both sides are likely to continue struggling to accommodate as technology and associated cultural norms change faster than any of us can keep up with them!

 

Lynn Zubernis is a clinical psychologist and teaches in the Counselor Education program at West Chester University of Pennsylvania.

Katherine Larsen teaches courses on fame, celebrity and fandom in the University Writing Program at George Washington University. She is the principal editor of the Journal of Fandom Studies.

Dr Zubernis and Dr Larsen are co-editors of the forthcoming Fan Culture: Theory and Practice. They have also published four articles in Supernatural Magazine.

Fan Studies at the Crossroads: An Interview with Lynn Zubernis and Katherine Larsen (Part Three)

  Before we continue with our regularly scheduled interview, I wanted to share with my readers this very interesting segment of PBS's Off Book series, which explores many different dimensions of fandom and fan studies, featuring among others, Francesca Coppa and Whitney Phillips.

http://www.youtube.com/watch?v=B9Zum7azNIQ&feature=player_embedded&list=PLC3D565688483CCB5

 

Now, back to Zubernis and Larsen...

I am struck by the ways you use collages of fan macros and juxtapositions of fan meta to comment throughout the text on your key themes. In a sense, the voices of fans function as a Greek chorus to comment upon and challenge academic claims. What do you see the value of these kinds of insertions of fan voices into your analysis?

 

Lynn: As we struggled mightily with the aca-fan boundaries in ourselves and our writing, we wanted to find a way to bring fan voices into the book as they were actually expressed, whether posted online or told to us directly, in the hopes of conveying the messages the fans intended to convey.  We included fan interviews, in the same way that many fan studies researchers have, with full disclosure that the interviews would be part of an academic text. However, as many have acknowledged, fans who are talking to an interviewer are always speaking to an outsider, and what they say is limited and modified by that knowledge. So we alsosampled from fan meta discussions that had been publicly posted, wanting to bring the fan voices over without interpretation before adding our own analysis. Including fan voices from discussions within the community, even though these were public posts and accessible to outsiders, we hoped would provide a less censored and more genuine expression of fan opinion, thoughts and emotions.

 

We also felt that much academic analysis had focused on fanfiction – our own included. (The recent issue of TWC on vidding is a delicious exception). Yet fandom is such a visual medium, and so much is conveyed in photos and art and vids, instead of in text. We wanted to incorporate icons and photo/art posts to bring some of that visual language to the printed book. And again, we felt this was a way to bring fan voices into the book in a “pure” form, uncensored and unedited. We had become fascinated with the use of icons as a language all its own, especially in the early days of LJ, when fans changed their icons on a daily basis to comment on fandom current events – and now on Tumblr, as fans comment visually on a minute-by-minute basis to do the same. Our incorporation of this visual language into the book, we hoped, would allow fans to do the same, essentially ‘commenting’ on what we were saying in the text.

 

 

You deal explicitly here with the idea that fan practices operate as a kind of therapy. I have to admit to feeling some discomfort with this move, given how much fans pushed back on Camille Bacon-Smith's use of a similar analysis twenty years ago, suggesting that discussing fandom as a site of therapy was necessarily pathologizing to fans, since, minimally, it implied that fans were somehow in special need of therapy. How does your analysis differ from Bacon-Smiths? What has shifted about fandom or about the discourse of therapy which makes a re-engagement with this model productive at the present moment?

 

Lynn: Several things have shifted, and our hope is that these shifts are reflected in our analysis of fandom as a site of individual change. The first shift is simply the passage of time. We’ve had twenty years since Bacon-Smith’s ethnography of fandom in Enterprising Women, and since Joli Jensen challenged ‘fandom as pathology’. Much has been written since that time in an attempt to carry on Jensen’s defense of fandom as not inherently pathological. I think aca-fans (and perhaps fans as well) are slightly less defensive at this point in time, allowing a more open exploration of the therapeutic elements of fandom – hopefully without engaging a defensive reaction that wants to discount the possibility of anything therapeutic for fear of lumping all of fandom into the ‘needs therapy right the hell now’ category.

 

The second shift is perspective. The fan studies field has moved toward a more auto-ethnographic approach, and we wanted to continue that movement.  One of the reasons it was important to us to write from an insider (or at least a hybrid) position, was to minimize the knee-jerk defensive reaction of both fans and academics to the suggestion that fandom can be therapeutic, at least long enough to consider the possibility. We weren’t standing on the outside looking in, examining a community of fan women under a microscope and trying to figure out what makes ‘them’ tick. (Otherwise, we’d have been standing in line behind Ogi Ogas and company and incurring fandom’s defensive – and quite justified – response).  Because of the strong sense of internalized shame around fan practices like slash and hurt/comfort fanfiction, the assumption of negative judgment by outsiders is quickly made.

 

Bacon-Smith’s account of fandom is consistently even-handed and non-judgmental, but even seemingly insignificant comments can appear otherwise when it’s clear they are made by someone who is an outsider. When Bacon-Smith recounts her discoveries – of fanfiction, of slash, of hurt/comfort – she does so from an explicitly articulated motivation of “curiosity”. Even this can raise the hackles of someone who knows the value of secrecy and the risk inherent in being different. We are rarely curious about something we understand, and just the fact of non-understanding can be threatening, and thus perceived as coming from a position of aggression, or at the very least of unintended threat. In keeping with the ethical position of an ethnographer, Bacon-Smith rightly maintains the outsider position, periodically reminding her subjects that she is not, in fact, one of them. Thus, when she analyzes fans’ motivations, there is at times a subtle “fly under the microscope” dynamic that is created. Bacon-Smith, to her credit, is candid about her own struggle with some types of fannish participation – her emotional reaction to discovering hurt/comfort, for example, is one of extreme discomfort. She remarks at one point that she wanted to close her eyes and cover her ears, so she could shut out the material. She recognized h/c as the “heart of fandom”, but her personal feeling was that she did not want it to be.  Her reaction is perfectly understandable to anyone who’s ever been overcome by their own empathy, but because it was an outsider’s reaction, it takes on a tone of judgment: this thing you do is something I don’t want to see or hear or know about.  This carries the risk of shaming, which is perceived as a threat to the women who are already feeling ashamed of what they’re motivated to create and express.

 

Because of this risk, we wanted to make it clear that we were part of the community we were studying, not just as observers, but as participants. We read – and wrote – gen and slash and het and hurt/comfort. We went on fan pilgrimages and attended conventions and stood in line for photo ops and autographs. Our hope was that by sharing our own often-shamed fan practices, we could analyze the therapeutic aspects – as well as all the other aspects – of fandom with less risk of judgment. (And possibly less objectivity, which we saw as a trade-off). Bacon-Smith says she was pushing back against what she perceived as Joanna Russ’ over-valuation and over-estimation of the importance of slash in fandom, and against what she perceived as Jenkins’ under-estimation (at the time) of the importance of slash and sexuality. She consciously attempted to cast a wider net and use a larger sample, trying to show the diversity and variety of fan practices and motivations. We wanted to cast a wider net still, enabled by the way online fandom has expanded fan participation and provided numerous fan spaces -- which are all accessible if you’re already a fan. Like Bacon-Smith, we didn’t attempt to write until we’d been immersed for years, since even from the inside, fandom reveals itself slowly, like the peeling of an onion.

 

Part of the shift in perspective, and thus the return to a consideration of fandom as therapeutic, is also the greater incorporation of fans’ actual voices in the text. Fans talk openly within their own communities about the therapeutic value of fandom, in a million different idiosyncratic ways. “Fandom saved my life” is a phrase repeated so often that it’s a mantra of sorts; almost every fan can identify some way in which this is true. That does not, however, mean that all – or even most – of those ways are literal. It’s not that fans are more often suicidal, or more often depressed, or lonely, or isolated, or socially awkward, or unattractive, or any of the other stereotypes hurled our way. Some fans are, because some humans are. Some fans have dealt with trauma with a capital “T”, just like many non-fans. Some fans have been impacted by trauma with a small “t” – the seemingly small, relatively ordinary, bad things that befall all of us over the course of all lives, and sometimes have a seemingly out-of-proportion impact on sense of self, identity, mood, etc. Outside of fandom, people work through their “stuff” by talking to a close friend, finding a hobby, seeing a rabbi, taking up a sport, writing in a journal, joining a book club, finding a therapist. They look for a sense of community and acceptance and belongingness; they seek validation, searching for that sense of “I’m okay.”  We all do this – we all need this.  Within fandom, the motivation is the same. Fans look for acceptance and validation and a sense of belonging, and find it within the fandom community. They work through their “stuff” by sharing their experience with other fans, sometimes in autobiographical posts and sometimes in more displaced form in fanworks. We looked mostly at fanfiction, because that is how we happened to participate in fandom ourselves, but other fan spaces and types of fanworks offer similar means to change. The difference between fans and non-fans is not in the need for therapeutic change, but the means employed to accomplish it.

 

The third shift is also of perspective. Kathy comes from a background of literary analysis. I come from a psychodynamic theoretical background, which is often the psychological lens used in fan studied, but I was trained as a clinician as well as a researcher, so a wide range of theories colors both -- cognitive behavioral therapy, group dynamics, narrative therapy, positive psychology. My background influences the way I conceptualize ‘therapy’ and what constitutes a ‘therapeutic’ modality –  like Seligman, I tend to view therapeutic change as normative, a developmental process that allows all of us to grow and change over time – not as something focused solely on pathology.  My work as a therapist also influenced my perspective. Fifteen years of clinical practice working with clients taught me more than grad school about how people hurt and how people change. I saw firsthand the power of reworking life scripts through narrative change and expressive writing, so the parallel process that played out for fans through fanfiction was striking. I’m indebted to the anonymous reviewers from TWC who gave me constructive criticism on an early iteration of these ideas and helped me recognize the glaring omission of hurt/comfort fic in my analysis (which focused mostly on slash).

 

I hope we made it clear that we recognize that fans write fanfiction and make fanvids and create fanart and do everything else fannish for a thousand different reasons. Many of them have nothing to do with a dictionary definition of therapeutic change and everything to do with having fun and being creative. At the same time, having fun and being creative and expressing oneself is, in the broadest sense, therapeutic. So is belonging to a group, and exploring sexuality, and consolidating identity, and expressing emotions.

 

Kathy: I'm just going to add to this that I think that we're all in special need of therapy. Don't we all do things that could be characterized as therapeutic? Some people exercise, or throw themselves into work, rescue animals, travel, knit, whatever.  We bristle at the idea that fandom is therapeutic only because we spend so much time pathologizing it.  Lose that shame and I don't think this suggestion remains that bothersome.  I used to spin wool and I found every step in that process enormously therapeutic,from getting the fleece off the sheep to knitting the final product.  It was soothing, it connected me back to the land and linked me to (female) traditions, and it was empowering - taking back the means of production and making something that I wanted rather than having to settle for what was available to me in stores (not unlike fan practices, when you get down to it). I don't think anyone in my spinning group would have disagreed if I had said that I found it therapeutic.   In all likelihood they would have just said "Of course!"

 

 

While my generation of fan scholars sought to downplay conflict within fandom, you devote considerable space here to the consideration of "fan wank." How are you defining "wank"? What role does it play within fandom? And what does a close consideration of this phenomenon contribute to our understanding of fan practices as a whole?

 

Kathy: Wank, as we're using it, is simply the same kind of contentiousness that occurs in any group. I think the first wave of fan studies needed, for good reasons, to see fandom as a united front, a powerless group seizing power.  The "us against them" construction of fandom served a purpose, but it also set up a utopian view of fandom as a safe haven for those othered by mainstream culture - what  Sandvoss, Gray, and Harrington characterized as the "fandom is beautiful" phase of fan studies. I think it's important to acknowledge that fandom is not one homogenous whole, otherwise we run the risk of doing to fans the very thing many have gotten into fandom to challenge - the notion that we all consume things in the same way and that we are all comfortable in the one size fits all garment we've been handed by our culture.  This was initially a problem for us, the tendency to see fandom as a uniformly happy place -  because we were limiting ourselves to certain corners of fandom based on our own interests. We repeatedly overlooked all the other fan spaces that didn't like the things we liked or weren't engaging in the practices we were engaging in.  It's easier to overlook the fact that there are people strenuously disagreeing with what you are doing in fandom if you limit yourself to certain Live Journal orTumblr communities.  One of the great things about fandom's migration to the internet is that it allows for niche communities, but it also means that as researchers we need to cast a wider net if we want to understand a fandom - including its contentiousness. I became fascinated eventually with Fandom Secrets because it was a space where disagreement was voiced. And since all posts are anonymous, it was also a place where the performance  of  disagreement highlighted  how difficult it is for all of us - both fans and academics - to acknowledge it.

 

Lynn: When we first encountered the fandom mantra “You can’t stop fandom from wanking,” we were honestly a bit surprised. We were still, at the time, in our fandom honeymoon phase, with the corresponding tendency to view fandom through rose-colored glasses as a place of inclusion and mutual support. The level of fan-on-fan aggression that periodically broke out was striking to us, simply because it seemed to fly in the face of those norms. We felt it was important to include an acknowledgment of fan wank in the book because it is present in all fandoms, and impacts the way the fandom as a whole functions, and how fandom is perceived by those outside the community as well.

 

Fandom is, by definition, a group. And group theory tells us that whenever humans are in a group (which we are constantly motivated to be, lest we succumb to our evolutionarily ingrained fear of being rejected and thus eaten by a saber tooth tiger), there will be intra-group aggression. Hierarchies develop, as people define themselves and their place through shoring up in-group and attacking out-group behaviors. When shame is added to the mix, it serves as fuel to the fire. Fans are on the lookout for outside criticism, and will censure their own if a fan is perceived as behaving in a way that invites that outside censure.  The constant accusations of “You’re doing fandom wrong” are an example of this type of censure, which attempts to shore up the safety of the group by policing fans who are too “extreme” or who do something that attracts outside shaming.

Many of the fan-actor encounters you discuss throughout the book occur at the professionally run Creation Cons. I wouldhave said previous fan scholars have had some bias towards focusing on the activities which occur at fan-run gatherings. What have we missed in not dealing with Creation Cons as a space for fan engagement and participation?

 

Lynn: Our experience at fan-run conventions and for-profit conventions has been vastly different, with each space offering something unique to fans. The fan-run gatherings have been intimate, in many ways duplicating the feeling of a ‘safe space’ which online fandom offers. Since our experience is limited to Supernatural cons, the fan-run conventions were almost entirely female gatherings, reiterating the online female fan space. Fan-only gatherings allow the same kind of genuine communication that online fandom offers, with the added benefit of face-to-face and physical interaction. We can squee together, commiserate, read badfic out loud and laugh together, or put our plastic Winchester dolls into compromising positions for each other’s amusement and titillation. Fan-run cons are validating, the sense of acceptance and belongingness heady.

For-profit cons are organized to bring fans face-to-face with their fannish objects in the form of actors, writers, musicians, etc.  This interaction mirrors the newer forms of online interaction between fans and celebrities on Twitter and Facebook, but with the added intensity of “personal” and physical interaction. This interaction, of course, is not really personal at all, but highly structured and boundaried. Fans, however, find and savor moments of connection, however brief. What surprised us about the for-profit cons is how much of the experience is not about the celebrities – much like the fan-run gatherings, these cons are as much about fans coming together as they are about meeting actors. The celebrity moments are emotionally satisfying but fleeting; the rest of the three-day weekend is spent meeting up with other fans, sharing stories and squee and support.

Kathy: I think a significant part of the equation has been left out by excluding the actors and creators.   There still seems to be a strong bias toward looking only at fan behavior among fans, and fan practices as enacted in the enclosed world of fandom, but if we're going to talk about the increasingly intimate relationship between fans and producers, we need to talk to the producers directly.

One of the things that’s missed goes back to the idea of fan shame. You see it enacted at fan conventions where the actors are present - fans policing other fans, voicing their disapproval when certain fan practices are mentioned to actors.  The fan fiction questions, for instance, are almost always booed. At one convention we attended someone had posted rules of behavior in the women's room on all the stall doors.  Fans want to get close, but they also want that gaze to work in only one direction for the most part. This isn’t something you’ll necessarily see if you’re only looking at fan interactions with other fans – or even fan reaction to fan/producer encounters posted online.

You argue that some early accounts of slash, which were focused on the reconfiguration of male identity, missed the degree to which it also involves the reconfiguration of female identity. In what senses? Explain.

 

Lynn: Some early theorizing of slash focused on the transgressive potential – the desire of women writers to reconfigure males in a way that would challenge cultural stereotypes of masculinity and allow males to express emotions and experience greater levels of intimacy than the culture allowed (and which women might have wished for in the men in their own lives). These motives probably remain true, but seemed to us to tell only part of the story. Women want men to feel, to emote, to allow intimacy – but women also want to be able to feel themselves, to express their genuine emotions and desires, to achieve the intimacy which only comes from being real with someone. Perhaps, we thought, women were telling and reworking their own stories in slash, displaced enough to allow open expression, and told over two male bodies who were, simply because they were male, freed from certain cultural expectations. Bacon-Smith identified similar motivations twenty years ago, but did not analyze these individual motivations extensively, instead emphasizing the cultural change which might result from women reconfiguring the discourse of power and desire. We wanted to build on what Bacon-Smith said about fanfiction being a displaced way of expressing fans’ real life fear, rage, desire, etc – and about slash providing an additional degree of distance for safe exploration of their own identities and life narratives.

 

Again, we aren’t saying that all slash is about reconfiguring female identity – or male identity. Sometimes, as has been said so perfectly, it’s merely normal female interest in men bonking.

 

 Kathy:  I agree and I would take that further to say that I'm not sure that it does reconfigure female identity so much as it exhibits what was always there.  It’s just being publically enacted.

 

Lynn Zubernis is a clinical psychologist and teaches in the Counselor Education program at West Chester University of Pennsylvania.

Katherine Larsen teaches courses on fame, celebrity and fandom in the University Writing Program at George Washington University. She is the principal editor of the Journal of Fandom Studies.

Dr Zubernis and Dr Larsen are co-editors of the forthcoming Fan Culture: Theory and Practice. They have also published four articles in Supernatural Magazine.

Fan Studies at the Crossroads: An Interview With Lynn Zubernis and Katherine Larsen (Part One)

Lynn Zubernis and Katherine Larsen's new book, Fandom at the Crossroads: Celebration, Shame and Fan/Producer Relationships is already generating buzz in the academic and fan communities where I travel. For one thing, it is an academic book about Supernatural. Some years back, when I asked my fan readers to "pimp their show," on this blog, I was met with a systematic campaign on behalf of this CW-hosted drama. Following the sound advice of my readers, I checked out the first season of DVD and shared my impressions here. I still consider Supernatural one of the most under-appreciated genre shows on American television -- at least among critics and mainsteam viewers -- but I have also come to appreciate the dedication, creativity, and passion of its fans. This book, however, is more than the study of a single fandom. It raises some substantive challenges about the theories and methods which have shaped fan studies as a field over the past twenty plus years.  I will be honest: Parts of this book made me a little uncomfortable, because they trod close to either spaces which I made conscious decisions not to discuss in my own work (real person slash and incest themed stories, among them) or because they are returning to old debates which have ended badly before (fandom as therapy, primarily), but I think Zubernis and Larsen handle these issues with sympathy and nuance and in the end, I felt some important new insights emerged as a consequence of revisiting some of these spaces. I especially appreciated their ongoing engagement with the concept of the Aca-fan and the ways that this framing has and has not brought about better relations between fans and academics. And the authors had unprecedented access to the cast and producers of the series, interviewing them at great length about the ways they perceive and interact with their fans and also the ways that those interactions have impacted the production of the series.

One very valuable contribution the book makes is to revisit Camille Bacon-Smith's Enterprising Women, which came out the same year as my Textual Poachers and remains, to my mind, one of the defining works in the field of fan studies. Over the years, the book has been controversial within the fan community for several reasons: its rhetorical structures (which cast Bacon-Smith as "The Ethnographer" exploring the fan phenomenon from the outside), its treatment of fan productivity through a therapeutic lens, and its focus on Hurt/Comfort as the "heart of fandom." All of these are issues worth raising, and Zubernis and Larsen offer some fresh new perspectives on these topics in Fandom at the Crossroads, but I also think there is an enormous amount of valuable material in Bacon-Smith's book, which sometimes has gotten unjustly neglected by more contemporary researchers. She offers us a vivid picture of a key moment in the history of American media fandom. I always recommend that my students read Poachers and Enterprising Women side by side to see how researchers with different theoretical and methodological commitments deal with the same topics. Fandom at the Crossroads returns to Bacon-Smith and mines it productively, building on and reworking some of its key concepts, and considering how they might help inform our engagement with such issues as "fan shame" and going back to a theme central to Enterprising Women, the "management of risk."

 

In the interview that follows, Zubernis and Larsen share some core insights about how they approached the project, how it relates to the larger Fan Studies tradition, and how and why aca-fen need to work past their discomfort with certain aspects of their subject matter. I am sure people will find what they have to say here both thoughtful and provocative, and I look forward to the response this post will generate.

 

In many ways, Fandom at the Crossroads is as much a book about Aca-fandom as it is about fandom. You are critical of some of the ways that Aca-fans describe their relationships to the academy and to fandom. What are your primary concerns here?

 

Kathy: We began the project out of a feeling that academics weren't "doing it right" in the sense that there was a lot of theorizing going on that seemed to have little relation to what fans were feeling and doing in fandom.  We were concerned that pleasure had been taken out of the equation and that fans' voices were being lost in the rush to apply theory.  While some of that theory definitely applied, and still applies, there are also other reasons people come to fandom that did not always fit neatly into the dominant theoretical models.

 

Lynn: We were also frustrated with how little aca-fans wrote about the ‘fan’ side of their identity; while it seemed most theorists were now proclaiming that they were fans as well as academics, few were talking about what they actually did as fans. This seemed to imply a lingering sense of shame about the fannish part of the aca-fan identity, or perhaps a fear that cosplaying as a Klingon or waiting in line at Comic Con at 3 am or spending money on photo ops with Jensen Ackles might negatively impact one’s credibility as a researcher. We wanted to “confess” the fan side of our identity up front and in detail, instead of in general claims of “I’m a fan myself.”

 

We also felt that some types of fannish motivation were under-theorized – that there had been an early emphasis on fandom as subversive in a societal sense, challenging gender and other norms, which had continued, but less on fandom as individually transformative. We wanted to build on some of Bacon-Smith’s early ideas about fan participation, community and writing as a source of emotional expression and narrative change, but as a site of individual change as much as cultural change. We also wanted to explore the drive for individual change as healthy and universal, not pathological – while at the same time recognizing the very real impact of oppressive societal norms and the realities of women’s experiences of violence, pain and loss.

 

 

How do you deal with your own fan participations throughout the book? You write, for example, "the Squeeful Fangirl...has no place in an academic text, and yet it is precisely that fangirl who informs everything we write about. How do we go about banishing our subject from our text?" And you conclude, "What we learned is that 'co-existence is futile."  Is there no way to write as an academic about how we know what we know as fans?

 

Kathy: Yes, but we are then writing as academics and not as fans. It's like trying to speak with two different accents at the same time. It can't be done.  And in any other field, I don't think we'd even try it.  I love Byron, but I wouldn't write an academic paper about how I have fallen hook, line and sinker for the "bad boy" persona he projected.  I could perhaps analyze the reasons that persona was so appealing during his time, but I would not discuss my own infatuation.

 

And I also think there is always a danger that we do disservice to one group or the other.  We've certainly been guilty of this no matter how much we were aware of it and tried to avoid it. Even the act of trying to describe the split runs the risk of privileging one group over the other. To say that I "write like a fan" when I'm participating in fandom and that I “write like an academic” when I write about fandom has the appearance of placing one above the other rather than simply acknowledging that there are two different audiences involved.  The moment we pull ourselves out of fandom to begin writing about it as academics, we assume a superior position - we are outside and above.  It's no wonder fans distrust us.  On the other side, if we didn't write as academics, then our colleagues wouldn't take us seriously.  It's impossible to please both audiences simultaneously.

 

Lynn: There is, but as Kathy’s comments make clear, it requires a lot of painful fence-straddling. We attempted to write from a hybrid perspective, because we felt it was important and would add something unique to the knowledge base. Writing from an outside perspective, as Bacon-Smith acknowledged thirty years ago, affords a different, and necessarily limited, view of a culture. While ethnographic accounts of fandom uncovered and explicated an amazingly detailed study of the culture, even after years of immersion in the community, there were things that remained hidden to an outsider. What Bacon-Smith refers to as the “heart” of the fandom community, the hurt-comfort genre, is eventually understood by her as an ethnographer on a rational level, but she remains someone who had to overcome an initial revulsion, describing the process as having to desensitize herself to the content and wanting to cover her eyes and ears at one point. The difference between writing from the outside and writing from the inside is similar to the difference between sympathy and empathy. We didn’t need to work towards understanding; we understood many fannish motivations already. We had no need to imagine ourselves in the shoes of fans. We had our own.

 

What we didn’t realize, at first, was that attempting such an insider perspective distorts one’s point of view as much as taking an outsider one. We were often too quick to assume we understood something simply because we’d experienced it ourselves – or so we thought. In reality, while we gave frequent lip service to the vast variety of ways to “do fandom”, we repeatedly fell into the trap of using the lens of our own experience too broadly, obscuring the reality of fans who were participating in fandom indifferent ways and in different spaces than we were. Ultimately, the attempt to write from both an academic and a fannish perspective turned out to be much more difficult than we’d anticipated. And all that scrambling back and forth over the fence left us with a lot of splinters.

Lynn Zubernis is a clinical psychologist and teaches in the Counselor Education program at West Chester University of Pennsylvania.

Katherine Larsen teaches courses on fame, celebrity and fandom in the University Writing Program at George Washington University. She is the principal editor of the Journal of Fandom Studies.

Dr Zubernis and Dr Larsen are co-editors of the forthcoming Fan Culture: Theory and Practice. They have also published four articles in Supernatural Magazine.

How I Spent My Summer Vacation (Part Three): England and Ireland

England has always felt like a mother country to me -- not simply because (depending on who you ask) Jenkins is either an Irish or Welsh name, but also because Birmingham is the intellectual birthplace of the Cultural Studies tradition from which my work on participatory culture can claim its intellectual roots. So, while most of the other legs of the trip took me to places I had never been before, the British leg was a chance to reacquaint myself with old friends and especially to meet the next generation of British scholars who are working on fan studies or transmedia topics.

London

Our visit to London fell just about a month before the Queen’s Diamond Jubilee and a few months before the city would host the Summer Olympics. As this photograph of a British street scene suggests, she was already spruced up and flying her colors.

 

 

On May 15th, I delivered a talk about our forthcoming Spreadable Media book  in the Regent’s Street Cinema, which has been hailed as the Birthplace of the British Cinema, since it was the location of the first public exhibition of motion pictures in London.

 

The talk was hosted by David Gauntlett, whose work on grassroots creativity I showcased on this blog not long ago. Gauntlett's  critiques of media effects arguments had helped to inform my writings around the Columbine Shootings more than a decade earlier. We had corresponded off and on through the years but this was the first time we met in person.  While the official video from the event has not yet been posted, someone in the audience captured and has posted the second part of the talk, including the question and answer session with the audience, and it will give you a good taste of how well Jenkins and Gauntlett played opposite each other. Here's a blogger's take on the event.

Immediately after the talk, I went backstage where I was interviewed by an Irish radio reporter, and you can again got some taste of the presentation from the version he shared through his podcast.

 

Nottingham

Cynthia and I then traveled by train to Robin Hood country -- Nottingham, for a conference, Contemporary Screen Narratives: Storytelling’s Digital and Industrial Contexts, which was organized by Anthony Smith.  Jason Mittell and I were the two keynote speakers for the event. Jason gave a really provocative presentation, drawing on his current book project dealing with complex television narratives. In this case, he used Breaking Bad to elaborate a theory of television characters. Jason has been posting chapters from the book via Media Commons for feedback, and so you will find the text of his remarks here, and given the interest in my readership in all things transmedia, here’s a link to his chapter on transmedia entertainment, which discusses Lost and again, Breaking Bad. My own remarks centered around “Engagement, Participation, Play: The Value and Meaning of Transmedia Audiences,” and was a dry run of sorts for the presentation I gave at the Pompidou Center in Paris a week or so later. (Watch for video of the Paris version).

For me, the highlight of this event was getting to sample the rich strands of work on fandom, cult media, games, and transmedia entertainment being done by the emerging generation of British and European academics, many of whom were students of my many old friends here:

  • Bethann Jones (Cardiff University), a contributor to our issue of Transformative Works and Culture, shared her perspectives on the fanmix as an emergingcreative practice: the fanmix is a compilation of songs (something like a mix tape) which is intended to explore the psychological journey of a particular character (or character relationship), sometimes inspired by a work of fan fiction, sometimes informed by the fan’s reading of an episode or the series as a whole.
  • Matthew Freeman (University of Nottingham) provided an important historical corrective to a day heavily focused on contemporary transmedia experiments, exploring the kinds of commercial intertexts and paratexts constructed around Superman in the late 1930s and 1940s. For comic buffs, some of the examples used was familiar ground, but what made the talk exceptional was the ways  he examined the specific industrial contexts of each of the production companies involved in developing Superman for comics, radio, live-action serials, and animation, and the contractual relations  the publishers deployed to insure some degree of integrity and consistency across them.
  • Aaron Calbreath-Frasieur (University of Nottingham) traced the history of meta-media and transmedia explorations by the Jim Henson Corporation and the Muppets franchise, suggesting the ways that our awareness of the characters and their personalities inform our response to their performances across multiple media platforms.
  • Feride Cicekoglu, Digdem Sezen, and Tonguc Ibrahim Sezen (Istanbul University/Istanbul Bigli University) reflected on the ways transmedia could be deployed to generate civic awareness and political participation, including both examples from the highly topical Valley of the Wolves series for Turkish television and recent efforts to use alternate reality games for social change, such as the British Red Cross’s Traces of Hope and Play the New .

 

Sunderland

Our next stop was Sunderland, an industrial city in North East England. Sutherland  is the home of British comic book artist and author, Bryan Talbott, whose graphic novel, Alice in Sunderland, will be the focus of a chapter in my planned Comics...and Stuff book project.

Reading Bryan Talbot’s Alice in Sunderland is an overwhelming experience -- not simply because of its epic scale whether judged by its 300 plus page length or by its historical scope, which traces the history of a town in Northwest England from the Age of Reptiles and the era of St. Bede through to the present moment.  Talbot shows how Sunderland has functioned as a crossroads for many of the cultural currents that have shaped British history. But, even on the level of the single page, Sunderland is overwhelming because of the way that Talbot has built it up primarily through techniques borrowed from photocomics and especially through the use of collage.

Each page may feature dozens of images Talbot has collected from archives -- old photographs, documents, woodcuts, carved marble, stained-glass windows, film stills, cartoons, and printed books, all jockeying for our attention, each conveying separate bits of information relevant to the historical narrative he is developing, but each gaining far greater meaning when situated within the book’s gestalt.   At the center of this narrative, as its title might suggest, is the story of Lewis Carroll, the author of Alice in Wonderland, who lived for a time in Sunderland and met Alice Liddell, his young muse, for whom his fairy story was dedicated. On the surface, the book can be read as an obsessive argument for the priority of Sunderland over Cambridge as the site from which to understand the origins of Carroll’s Wonderland. In the process of making such claims, Talbot goes further, linking Alice and Carroll to a much broader array of stories (from ancient mythology to music hall comedy) which have sprung from the same geographic and cultural roots.

Sunderland, thus, is a project in radical intertextuality, forging links between dispersed narratives drawn from both history and fiction, mapping them onto a highly localized geography. For all of its historical expansiveness, the core structure of the book is a tour, walking up and down the streets of Sunderland, pointing out various monuments and landmarks, and linking them into the emerging narrative of British history. And on yet another meta-level, Talbot is trying to link his own medium, comics, to a much broader history of artistic practices which combined words and pictures to construct narratives, including a consideration of Carroll’s relations with his illustrator John Tenniel, the Bayeux Tapestry, William Blake, and William Hogarth, as well as patches of many different comics genres.

 

Given the book’s focus on the local history and geography of Sunderland, I was eager to visit some of the depicted sites myself, and to try to get a better understanding of the context within which Talbot works. I was lucky to have established contact via email with Billy Proctor, a scholar of comics and popular narrative who is based in Sunderland, and through him, I made contact with Bryan and his wife, Mary, who invited us to pay them a visit. There, we shared thoughts about our shared fascination with vaudeville and music hall, and I got the chance to see some of the work in progress towards the next book in his Grandville series (which combines steampunk with the funny animal tradition).

 

 

While I was there, I found myself being interviewed for a documentary being produced about Talbot and his work (as well as by a local newspaper reporter eager to find out what would bring an “American visitor” to their city). The documentary producer Russell Wall has since shared with me this short film promoting Dotter of Her Father’s Eye. Dotter was Bryan’s first creative collaboration with his wife, Mary Talbot, a noted feminist scholar, who uses the graphic novel form to explore two father-daughter stories: the first is an autobiographical account of her troubled relationship with her father, a noted Joyce scholar, and the second is the account of Joyce’s relationship with his daughter, Lucia.

http://www.youtube.com/watch?v=cXUKksNjR78&feature=youtu.be

 

And this video documents Talbot’s involvements to get young people more invested in the expressive potentials of comics as a medium.

 

http://www.youtube.com/watch?v=X5t1Chy1sz4&feature=youtu.be

 

After our visit with the Talbots, Proctor and his colleague, John-Paul Green, took me on a brief, brisk walking tour of Sunderland on what had turned out to be a rainy, misty afternoon.

Here, you see a picture of Proctor and myself standing next to a Walrus sculpture which figures prominently in Alice: a stuffed walrus was brought back to England by Captain Joseph Wiggins (an associate of Carroll’s Uncle) and may have been the inspiration for the Walrus and the Carpenter.

 

Here are a few other stops along our walk, each of which plays a central role in the graphic novel:

 

The giant chess pieces in a children’s playground in Mowbray Park, which celebrates Carroll’s ties to the city

 

 

 

The Empire Music Hall, where such legendary British performers as Vesta Tilley, Guy Formby, and Sidney James once played.

 

The Statue of Jack Crawford, a British sailor, known as the “Hero of Camperdown,” who “nailed his colors to the mast” of the H.M.S. Venerable when it shattered during a battle with the Dutch.

Proctor, and his colleague Justin Battin, rode with us by train back to London, and we spent most of the trip totally geeking out about contemporary comics, science fiction, and fantasy franchises.

 London (Round 2)

We were all going to attend the Symposium on Popular Media Cultures: Writing in the Margins and Reading Between the Lines, which was being hosted by the Center for Cultural and Creative Research at the University of Portsmouth and by Forbidden Planet, London’s best known comic book shop.  The event was held in the Odeon Cinema near Covent Gardens.

 

 

 

Organized by Lincoln Geraghty, the conference brought together a who’s who of the top British academics working on cult media and fan cultures, including:

  • Joanne Garde-Hanson and Kristyn Gorton speaking about the online reactions to Madonna as an aging female pop star
  • Cornel Sandvoss examining  the ways that reality television series, such as The Only Way is Essex and Made in Chelsea, played into the local imagination,
  • Mark Jancovich tracing the initial critical response to the Val Lewton horror films,
  • Stacey Abbott analyzing  the title sequences for such series as American Horror Story and True Blood,
  • Will Brooker exploring the construction of authorship around the Dark Knight trilogy,
  • Matt Hills sharing  insights about spoilers and “ontological security” within Doctor Who fandom,
  • Roberta Pearson mapping a new project she is developing about the popular resurgence of interest in Sherlock Holmes.

My talk, “Beyond Poaching: From Resistant Audiences to Fan Activism,” sought to locate my current work on fan activism as a form of participatory politics in relation to much older debates about whether fan culture can serve as a springboard for “real political change”.  Amusingly, during my talk, Will Brooker asked me a question proposed via Tweet from Alexis Lothian, one of my graduate students back at USC, a symptom of the number of friends and associates who were following some of these adventures online.

Here’s a picture of some of the participants, hanging out in a local pub, following the event.

 

 Dublin

The following morning, Cynthia and I flew to Dublin, where I had been asked to speak at the Institute of International and European Affairs, a notable think tank which brings together business leaders, journalists, and policy leaders to discuss some of the challenges confronting the modern world.  Here, I offered some critical perspectives on the ways “content” is being reshaped in the contemporary media environment. As I noted, the word, “content,” has classically been defined as “that which is contained,” as in the contents of a bottle or the table of contents of a book. But, a key characteristic of our current moment is that content (as defined by the “content industries”) is not contained, but rather content flows very fluidly across media platforms, across national borders, often shaped by unauthorized acts of circulation which intensify its meanings and may or may not increase its value.

http://www.youtube.com/watch?v=aAffkJpYnPI&feature=player_embedded

Don’t miss the question and answer session which followed my talk, including some forceful challenges from business leaders and lawyers who felt threatened by the manipulations and appropriations of intellectual property I had depicted and by those eager to understand what Irish media makers might have to gain by embracing spreadable media.

Earlier that day, I had wandered over to a comic book shop, near my hotel, which had a display of Irish comics in the window. When I brought an armful of titles to the cash register, I discovered that the owner of the shop, Robert Curley, wrote and published most of the books I was buying through his Atomic Diner imprint. I thoroughly enjoyed my purchases, which included Jennifer Wilde, a supernatural mystery set in Paris in the 1920s and involving the ghost of Oscar Wilde; Rossin Dubh, which is set in the world of Irish theater in the 1890s and involves the return of an ancient demonic force,  Black Scorpion, a superhero saga set during the first world war; and the League of Volunteers, which created a team of superheros to reflect Ireland’s national identity.  The writing is lively, the characters are well developed, the attempts to tap into local history, politics, and mythology are distinctive, and the artwork is compelling.  Check out their website. http://www.atomicdiner.com/

 

 

 

Everywhere we looked in Dublin, we saw political posters, speaking to the ongoing debates around the European economic crisis and the austerity moves the government was seeking to impose.   Needless to say, almost every conversation we had in Europe turned sooner or later to the current political moment. The fact that we were traveling to Greece near the end of our tour often raised graveyard humor, speculating about what currency the Greeks would be using by the time we reached there and whether it would still be part of the European Union. It became clear that much of Europe was unified behind at least one core idea – their anger towards German banks and institutions which they saw as seeking to impose their will on the other countries. This image offers a sample of the political signage debating these issues.

 

 

 

 

 

And this one reduces the debate to its most basic terms.

Cynthia and I spent many hours wandering around the streets of Dublin, and found ourselves utterly charmed by the city, its architecture, and its local culture.

 

 

Along the way, we visited the Trinity College Library to see the Book of Cells, a beautifully illuminated version of the Gospels produced by Celtic monks around 800 A.D., and regarded as one of the real treasures of the country’s cultural heritage.

 

 

Coming Soon: Paris!

A Pedagogical Response to the Aurora Shootings: 10 Critical Questions about Fictional Representations of Violence

The horrifying and tragic news of the shooting in Aurora, Colorado this weekend requires some degree of reflection on our parts. As someone who found himself very much involved in the national debates surrounding the Columbine Shootings in the late 1990s, there is a terrible sense of deja vu: we all know all too well the twists and turns the national debate will take and the dangers of what happens when "moral panic" spins hopelessly out of control.

I was deeply moved this weekend by a video blog produced by a young woman -- Lauren Bird -- from the Harry Potter Alliance who has so many thoughtful things to say about the social value of popular entertainment, the shared ritual of the midnight movie, and the dangers of pathologizing our desire to participate in the culture. (But, of course, the national AMC chain has already announced that they are banning the wearing of any costumes into their theaters, as if the problem with the shooter in this case was that he was a "crazy fan" who showed up in costume.)

Today, I wanted to share some pedagogical materials which I developed through the New Media Literacies Project in the aftermath of the Virginia Tech shootings, where, once again, anxieties about popular culture substituted for serious reflections on the many root causes of violence in American culture.

To be extra clear, I do not think media is where this debate should be focused. The conversation needs to be centered around the root causes of violence and the need to develop a much stronger infrastructure around mental health issues in this country. But, media violence issues are often used as a distraction from serious conversations about public policies in the aftermath of such incidents. If we are going to be discussing "media violence," we need to do so with sufficient nuance to have a meaningful discussion, and ideally, we need to do so in a way which moves us from thinking about simplistic models of "media effects" towards a focus on the meanings of representations of violence as understood in the context of the work as a whole. See my essay on "The War Between Effects and Meanings" in Fans, Bloggers, and Gamers, for an explanation of this distinction.

First, I wanted to share a passage from a statement about violence I wrote for teachers, which expresses something I was unable to meaningfully communicate via Twitter in an online exchange yesterday:

Why is violence so persistent in our popular culture? Because violence has been persistent across storytelling media of all kinds. A thorough account of violence in media would include: fairy tales such as Hansel and Gretel, oral epics such as Homer's Iliad, the staged violence of Shakespeare's plays, paintings of the Rape of the Sabine Women, and stained glass window representations of saints being pumped full of arrows, or, for that matter, talk show conversations about the causes of school shootings. Violence is fundamental to these various media because aggression and conflict are core aspects of human experience. We need our art to provide some moral order, to help us sort through our feelings, to provoke us to move beyond easy answers and to ask hard questions.

Our current framing of media violence assumes that it most often attracts us, that it inspires imitation, whereas throughout much of human history, representations of violence were seen as morally instructive, as making it less likely that we are going to transgress against various social prohibitions. When we read the lives of saints, for example, we are invited to identify with the one suffering the violence and not the one committing it. Violence was thought to provoke empathy, which was good for the soul. Violence was thought to make moral lessons more memorable.

Moral reformers rarely take aim at mundane and banal representations of violence, though formulaic violence is pervasive in our culture. Almost always, they go after works that are acclaimed elsewhere as art--the works of Martin Scorsese or Quentin Tarantino, say--precisely because these works manage to get under their skin. For some of us, this provocation gets us thinking more deeply about the moral consequences of violence, whereas others condemn the works themselves, unable to process the idea that such a work might provoke us to reflect about the violence that it represents. The study of literature offers a remarkable opportunity to engage young people in conversations about such issues, expanding the range of stories about violence which they encounter, introducing them to works that encourage reflection about the human consequences of revenge and aggression, and broadening the range of meanings they attach to such representations.

In order to encourage such reflections in the classroom, I developed a set of basic questions we should ask about any representation of violence. There are persistent references throughout this to Moby-Dick because it was part of a teacher's strategy guide for Moby-Dick. Our book on this larger project, Reading in a Participatory Culture , is coming out from Teacher's College Press later this year. I was struck re-reading this today that I had already written here about the role of violence in the Batman saga, though this came out prior to the Dark Knight films by Christopher Nolan.

TEN CRITICAL QUESTIONS TO ASK ABOUT FICTIONAL REPRESENTATIONS OF VIOLENCE

1. What basic conflicts are being enacted through the violence?

Literary critics have long identified the core conflicts that shape much of the world's literature: Human vs. Human, Human vs. Nature, Human vs. Self, and sometimes Human vs. Machine. Such conflicts spark drama. Moby-Dick can be understood as including all three conflicts: the conflict between Ahab and Starbuck embodies deeper divisions within the ship's crew over the captain's decision to place his own personal goals above their collective well being or above the business of whaling; the conflict between Ahab and Moby Dick may be understood as a human being throwing himself full force against the natural world; Ahab struggles with his own better nature and Starbuck searches his soul trying to figure out how to respond to his conflicting duties. Any of these conflicts can erupt in violence--directly against other people, against the natural world, or against ourselves.

You might ask your students to identify which of these forms of conflict are most visible in contemporary video games, on television, or in the cinema and why some forms of conflict appear more often in these media than others. For example, video game designers have historically found it difficult to depict characters' internalized conflict (human vs. self), in part because contest or combat are central building blocks of most games.

2. Do the characters make conscious choices to engage in acts of violence? How do they try, through language or action, to explain and justify those choices?

In the real world, an act of violence may erupt in a split second: one moment, people we care about are alive; the next, they are dead. The violence may be random: there is no real reason why these victims were singled out over others; they were in the wrong place at the wrong time. Yet, works of fiction often focus our attention on moments when characters make decisions, often based on aspects of their personalities which they little recognize or control, and those choices may have repercussions that echo across the work as a whole.

So, the act that took Ahab's leg may have been totally random, and we see several examples throughout the novel where a split-second decision may cause a character to be wounded or killed. We might compare Ahab's amputation with the events that lead to Pip being thrown from the boat, left adrift, and ultimately driven insane, or to the unnamed man who falls from the ship's mast and drowns. By contrast, the novel invites us to consider the choices Ahab makes at each step and how the other characters respond to those choices. Melville shows us many points where the ship could turn back and avoid its fate. He spells out what the characters are thinking and why they make the decisions they do.

The events could take a different shape, though the shape of a plot can give depicted events a sense of inevitability. Some forms of tragedy, for example, rely on the notion that characters are unable to escape their fates, no matter what choices they make, or that the final acts of violence and destruction flow logically from some "tragic flaw." In trying to make sense of a fictional representation of violence, you want to encourage your student to seek out moments where the characters make choices that ultimately lead towards acts of aggression or destruction. Often, authors provide those characters with rationalizations for their choices, offering some clues through their words, thoughts, or actions about why they do what they do.

At such moments, the work also often offers us alternatives to violence, other choices the characters could have made, though such choices may remain implicit rather than being explicitly stated. Different works and different genres may see these alternatives to violence as more or less plausible, attractive, or rational. So, if you are being chased by a mad man waving a chain saw in a horror film, engaging him in a conversation may not be a rational, plausible, or attractive alternative. Genre fiction constructs contexts where the protagonist has no choice but to resort to violence, though what separates heroes from villains may be their relative comfort in deploying violence to serve their own interests. In many American movies, the hero is reluctant to turn towards violence, seeing it as a last resort. By contrast, the villain may deploy violence in situations where she has other alternatives, suggesting cruelty or indifference.

In dealing with violence in video games, then, you may want to ask what options are available to the player for dealing with a certain situation. In some games, there may be no options other than violence, and the game itself may spend very little time offering the character a rationalization for such actions. It is fight or flight, kill or be killed. Many games are simply digital versions of the classic shooting galleries: the game space is designed as an arena where players can shoot it out with other players or with computer-controlled characters. In other games, there may be options that allow the protagonist to avoid violence, but they may not be emotionally satisfying; they may put the player at a significant disadvantage; they may be hard to execute. So, helping students to interpret the options available to characters in a literary fiction may help them to reflect more

consciously on the more limited choices available to them as gamers.

3. What are the consequences of the violence depicted in the work?

Many popular stories don't pay sufficient attention to the consequences of violence. Rambo may slaughter hundreds and yet, much as in a video game, the bodies simply disappear. We get no sense of the human costs involved in combat on such a scale. Many medieval epics consisted primarily of hack and slash battle sequences; yet, periodically, the action would stop, and the bard would enumerate the names of the dead on both sides, acknowledging that these warriors paid a price even if their actions help to establish the nation state or restore order to the kingdom. Gonzala Frasca has argued that video games inherently trivialize violence because they operate in a world where the player can simply reboot and start over if their character dies.

In contrast, westerns follow a basic formula: the protagonist (most often male) would resort to violence to battle other aggressive forces that threaten his community; his heroic actions would restore justice and order, but the hero could not live within the order he had helped to create and would be forced to ride off into the sunset at the end of the story. Susan Sontag has written about "the Imagination of Disaster," suggesting that films about apocalyptic events often create a rough moral order in which characters are rewarded or punished based on the values they display under extreme circumstances.

Moby-Dick can be said to have its own mechanisms for punishing violence: Ahab's search for vengeance at all costs means that he and his crew must pay the ultimate price.

4. What power relationships, real or symbolic, does the violence suggest?

In many cases, storytellers deploy violence as a means of embodying power. We should not be surprised by this tendency given the way sociologists have characterized rape as the deployment of male power against women or lynching as the enactment of white power against blacks. Historically, wars have been seen as a way of resolving conflicts between nations through the exercise of power, while trial by combat was a means of deploying power to resolve individual conflicts and disagreements.

Media representations of violence can give viewers a seductive sense of empowerment as they watch characters who are hopelessly out-numbered triumph or they watch segments of the population who seem disempowered in the real world deploy violence to right past wrongs. Some have argued that young people play violent video games, in part, as a means of compensating for a sense of disempowerment they may feel at school.

Conversely, stories may encourage our sense of outrage when we see powerful groups or individuals abusing their power, whether in the form of bullies degrading their victims or nations suppressing their citizens. This abuse of power by powerful forces may prepare us for some counter-balancing exercise of power, setting up the basic moral oppositions upon which a story depends.

As you teach students to think critically about representations of violence, a key challenge will be to identify the different forms of power at play within the narrative and to map the relations between them. Which characters are in the most powerful positions and what are their sources of power? Which characters are abusing their power? What sources of power are ascribed to characters who might initially seem powerless, and to what degree is violence depicted as a means of empowerment?

5. How graphic is the depiction of violence?

One of the limits of the study on violence in American cartoons released by the American Academy of Pediatrics is that it counts "violent acts" without considering differing degrees of stylization. In fact, children at a pretty young age--certainly by the time they reach elementary school--are capable of making at least crude distinctions between more or less realistic representations of violence. They can be fooled by media which offers ambiguous cues, but they generally read media that seems realistic very differently from media that seems cartoonish or larger than life. For that reason, they are often more emotionally disturbed by documentaries that depict predators and prey, war, or crime, than they are by the hyperbolic representations we most often are talking about when we

refer to media violence.

While most of us have very limited vocabularies for discussing these different degrees of explicitness, such implicit distinctions shape the ways we respond to representations of violence within fictions. We each know what we can tolerate and tend to avoid modes of representation we find too intense or disturbing. Most ratings systems distinguish between cartoonish and realistic forms of violence. We need to guard against the assumption, however, that the more graphic forms of violence are necessarily "sick" or inappropriate. More stylized forms can make it much easier to ignore the gravity of real world violence through a process of sanitization. In some cases, more graphic depictions of violence

shatter that complacency and can force us to confront the human costs of violence.

Literary critics have long made a distinction between showing and telling. We might extend this distinction to think about media representations of violence. An artist may ask us to directly confront the act of violence, or she may ask us to deal with its repercussions, having a character describe an event which occurred before the opening of the narrative or which took place off stage. Some very famous examples of media violence--such as the torture sequences in Reservoir Dogs or Pulp Fiction --pull the camera away at the moments of peak intensity, counting on the viewer's imagination to fill in what happens, often based on cues from the soundtrack, or in the case of Pulp Fiction , the splattering of blood from off-camera. Again, we need to get students to focus on the creative choices made by the storytellers and artists in their construction of these episodes, choices especially about what to show and what not to show.

6. What function does the violence serve in the narrative?

Critics often complain about "gratuitous violence." The phrase has been used so often that we can lose touch with what it means. According to the dictionary, "gratuitous" means "being without apparent reason, cause, or justification." So, before we can decide if an element in a fictional work is gratuitous, we have to look more closely at why it is present (its motivation) and what purposes it serves (its function).

Keep in mind that we are not talking here about why the character performs the violent act but rather why the artist includes it in the work. An artwork might depict senseless killings, as occur at certain moments in No Country for Old Men where the killer is slaughtering people seemingly at random. This doesn't necessarily mean that the violence is "gratuitous" since in this case, the violence sets the action of the story into motion, and the work is very interested in how other characters react to the threat posed by this senseless violence. There is artistic motivation for including the violence, even if the directors, the Coen Brothers, are uninterested in the killer's psychological motives.

An element in a work of fiction may be motivated on several different levels: it may be motivated realistically, in the sense that a story about contemporary urban street gangs might be expected to depict violence as part of their real world experience; it might be motivated generically, in the sense that people going to see a horror movie expect to see a certain amount of gore and bloody mayhem; it may be motivated thematically, in the sense that an act of violence may force characters to take the measure of their own values and ethical commitments; it may be motivated symbolically, in the sense that a character dreams about performing violence and those dreams offer us a window into his or her thinking process. In each case, the violence has a different motivation, even though the actions depicted may be relatively similar.

By the same token, we might ask what functions an act of violence plays in the work. One way to answer that question is to imagine how the work would be different if this element were not included. Would the story have the same shape? Would the characters behave in the same way? Would the work have the same emotional impact? Some acts of violence motivate the actions of the story; some bring about a resolution in the core conflict; still others mark particular steps in the trajectory of the plot; and in some rare cases, the violent acts may indeed be gratuitous, in that their exclusion would change little or nothing in our experience of the work

But keep in mind that the violence which disturbs us the most on first viewing is not necessarily gratuitous and is often violence which has ramifications throughout the rest of the story. Describing a scene as "gratuitous" is easy, especially when it shortcuts the process of engaging more critically with the structure and messages of the work in question. For example, the film Basketball Diaries became the focus of controversy following the Columbine shootings primarily because of a single scene in which the protagonist wears a long black coat and imagines shooting up a school. Those discussing the sequence failed to explain that it was a dream sequence, not an action performed by the film's protagonist, and that it is part of a larger story which explores how a young man overcame his rage, his addictions, and his antisocial impulses to become a poet. Without the representation of his aggression, the power of the story of redemption would be weakened, whereas the scene removed from context seemed to endorse the antisocial values the work itself rejects.

7. What perspective(s) does the work offer us towards the character engaging in violence?

Media theorists have spent a great deal of time trying to determine what we mean when we say we identify with a character in a fictional work. At the most basic level, it means we recognize the character; we distinguish the fictional figure from others depicted in the same work. From there, we may mean that the work devotes a great deal of time and space to depicting the actions of this particular character. Typically, the more time we spend with a character, the more likely we are to see the world from her point of view. Yet, this is not always the case. We may be asked to observe and judge characters, especially if their actions and the values they embody fall outside of the stated perspective of the work. We may grow close to a character only to be pushed away again when the character takes an action we find reprehensible and unjustifiable.

There is a distinction to be drawn here between the structuring of narrative point of view and the structuring of moral judgments on the character. Part of what helps us to negotiate between the two is the degree to which we are given access to the thoughts and feelings of the character (and in the case of an audio-visual work, the degree to which we see the world from his or her optical point of view).

Consider, for example, the use of first person camera in a work like Jaws where scenes are sometimes shot from the perspective of the shark as it swims through the water approaching its human prey. At such moments, we feel fear and dread for the human victims, not sympathy for the sharks. Filmmakers quickly learned to manipulate this first person camera, sometimes duplicating the same camera movement, tricking us into thinking the monster is approaching, and then, demonstrating this to be a false alarm.

So, it is possible to follow characters but not get inside their head, and it is possible to have access to characters' thoughts and still not share their moral perspective.

And indeed, all of these relationships may shift in the course of reading a book as we may feel the character's actions are justified up until a certain point and then cross an implicit line where they become monstrous. Homer shares Ulysses's point of view throughout much of the Odyssey, but we still are inclined to pull back from him at a certain point as he brings bloody vengeance upon Penelope's suitors in the final moments of the epic.

Wyn Kelley identifies a similar pattern in Moby-Dick where we are invited to experience what whaling would be like from the point of view of the whale, and in the process, we are encouraged to reflect on the bloody brutality of slaughtering an innocent animal, stripping the meat off its bones, and boiling its flesh to create oil. Here, a break in the following pattern gives us an opportunity to reassess how we feel about the characters with whom we have up until that point been closely aligned. We might think about a common device in television melodrama where we've seen a scene of conflict between two characters who believe they are alone and then at the end, the camera pulls back to show the reaction of a previously undisclosed third-party figure who has been watching or overhearing the action. Such moments invite us to reassess what we've just seen from another vantage point.

In video games, the category of "first person shooters" has been especially controversial with critics concerned about the implications of players taking on the optical point of view of a character performing acts of violence; often, critics argue, the player doesn't just watch a violent act but is actively encouraged to participate. Gamers will sometimes refer to their characters in the third person ("he") and sometimes in the first person ("I"), pronoun slippages that suggest some confusions brought about by the intense identification players sometimes feel towards their avatars.

Yet, even here, we need to be careful to distinguish between following pattern, optical point of view, and moral attitude. In games, we typically remain attached to a single character whom we control, and thus we have a very strong following pattern. In first person shooters, we see the action through the optical point of view of that character, though we may feel no less connected to the characters we control in a third person game (where we see the full body of the character from an external perspective). The Second Person video game confounds our normal expectations about optical point of view, inviting us to see the action from an unfamiliar perspective, and thus it may shake up our typical ways of making sense of the action.

Those who have spent time watching players play and interviewing them about their game experiences find that in fact, identification works in complex ways, since the player is almost always thinking tactically about the choices that will allow her to beat the game. Winning often involves stepping outside a simple emotional or moral connection with an individual character. Players are encouraged to think of the game as a system, not unlike taking a more omniscient perspective in reading a work of fiction, even as other aspects of the game's formal structure may encourage them to feel a close alignment with a

particular character whose actions are shaped by their own decisions.

Game designer Will Wright (The Sims, Sim City) has argued that games may have a unique ability to make players experience guilt for the choices their characters have made in the course of the action. When we watch a film or read a novel, we always reserve the ability to pull back from a character we may otherwise admire and express anger over choices he or she has made or to direct that anger towards the author who is reflecting a world view we find repugnant. Yet, in a game, because players are making choices, however limited the options provided by the designer, they feel some degree of culpability. And a game designer has the ability to force them to reflect back on those choices and thus to have an experience of guilt.

8. What roles (aggressor, victim, other) does the protagonist play in the depiction of violence?

Many of the media texts which have been most controversial are works which bring the viewer into the head of the aggressor--from the gangster films of the 1930s through contemporary films like Natural Born Killers and American Psycho, television series like Dexter and The Sopranos, and games like Grand Theft Auto. All of these works are accused of glamorizing crime.

As we've already discussed, we need to distinguish between following pattern, optical and psychological point of view, and moral alignment. Many of these works bring us closer to such figures precisely so that we can feel a greater sense of horror over their anti-social behavior. Consider, for example, Sweeney Todd, which depicts a murderous barber and his partner, a baker, who turns the bodies of his victims into meat pies she sells to her customers. We read the story from their perspective and we are even encouraged to laugh at their painful and heartless puns about the potential value of different people as sources for human meat. Yet, our strong identification with these characters allows us to feel greater horror and sorrow over the final consequences of their actions.

At the other end of spectrum, literary scholar James Cain describes how a whole genre of literary works arose in the Middle Ages around representations of saints as victims:

"The persecutions of early Christians gave rise to an extraordinary collection of tales commemorating the supernatural endurance of victims who willingly suffered heinous atrocities and ultimately gave their lives bearing witness to their faith. From accounts of the stoning of the first martyr, St. Stephen, to the broiling of St. Lawrence on an open grill, the strapping of St. Catherine to a mechanical wheel of torture, the gouging-out of St. Lucy's eyeballs, the slitting-open of St. Cecilia's throat, the slicing-off of St. Agatha's breasts, the feeding of St. Perpetua and St. Felicitas to the lions, the piercing of St. Sebastian with a barrage of arrows--the graphic brutality undoubtedly exceeds even the most violent images in media today.... The strong emotional responses these images conjured up in their observers were deliberately designed to produce lasting impressions in people's memories and imaginations, to enable further reflection."

Far from being corrupting, representations of violence are seen as a source of moral instruction, in part because of our enormous sense of empathy for the saints' ability to endure suffering.

Most American popular culture negotiates between the two extremes. In the case of superheroes, for example, their origin stories often include moments of victimization and loss, as when young Bruce Wayne watches his mother and father get killed before deciding to devote his life to battling crime as the Batman, or when Peter Parker learns that "with great power comes great responsibility" the hard way when his lack of responsibility results in the death of his beloved uncle. In the world of the superheroes, the villains are also often victims of acts of violence, as when the Joker's face (and psyche) are scarred by being pushed into a vat of acid. The superhero genre tends to suggest that we have a choice how we respond to trauma and loss. For some, we emerge stronger and more ethically committed, while for others, we are devastated and bitter, turning towards anti-social actions and self-destruction.

A work like David Cronenberg's A History of Violence is particularly complex, since we learn more and more about the character's past as we move more deeply into the narrative and since the protagonist moves from bystander to victim and then reverses things, taking his battle to the gangsters, and along the way, becomes increasingly sadistic in his use of violence. Cronenberg wants to have the viewer rethinking and reassessing the meaning of violence in almost every scene of the film.

The filmmaker Jean Renoir famously said "every character has his reason." His point was that if we shift point of view, we can read the aggressor as victim or vice versa. Few people see themselves as cruel; most find ways to justify and rationalize acts of even the rawest aggression. And a literary work may invite us to see the same action from several different perspectives, shifting our identifications and empathy in the process. So, for example, the moment when we see the hunt from the whale's point of view reverses the lens, seeing Flask and his crew as the aggressors and the whale as the victim, a perspective we don't get in the rest of the novel.

Even when the artist doesn't fill in these other perspectives, critics and spectators can step back from a scene, put themselves in the heads of the various characters, and imagine what the world might look like from their point of view. Consider the novel and stage play, Wicked, which rereads The Wizard of Oz from the vantage point of the Wicked Witch and portrays Dorothy as a mean spirited trespasser who has murdered the witch's sister.

9. What moral frame (pro-social, antisocial, ambiguous) does the work place around the depicted violence?

Some fictions focus on violence as the performance of duty. The police, for example, are authorized to use certain sanctioned forms of violence in the pursuit of criminals and in the name of maintaining law and order. Some of these--for example, the television series The Shield--find great drama in exploring cops who "cross the line," seeing brutality or unnecessary use of force as a symptom of a police force no longer accountable to its public.

Similarly, much fiction centers on themes of war, with works either endorsing or criticizing military actions as forms of violence in the service of the state and of the public. There is a long tradition of national epics, going back to classical times, which depict the struggles to establish or defend the nation with violence often linked to patriotic themes and values. In the American tradition, this function was once performed by the western, which depicts the process by which "savagery" gave way to "civilization," though more recent westerns have sometimes explored the slaughter of the Indians from a more critical perspective as a form of racial cleansing.

So, even within genres that depict the use of force in pro-social or patriotic terms, there are opportunities for raising questions about the nature and value of violence as a tool for bringing about order and stability.

On the other hand, many stories depict violence as anti-social, focusing on criminals, gangsters, or terrorists, who operate outside the law and in opposition to the state or the community. The cultural critic Robert Warshow discusses the very different representations of "men with guns" found in the western, the gangster film, and the war movie, suggesting that all three genres have strong moral codes which explain when it is justifiable to use force and depicting what happens to characters who transgress those norms. The westerner can not live in the community he has helped to create through his use of force; the gangster (see Scarface for example) frequently is destroyed by the violence he has abused to meet his personal desires and ambitions; and the hero returns home at the end of the war, albeit often psychologically transformed by the violence he has experienced.

Just as fictions that seem to depict the pro-social use of violence may contain critiques of the abuse of power by the police or the horrors of war, fictions which depict the anti-social use of violence may include strong critiques of the gangster lifestyle. Robin Woods has famously summed up the basic formula of the horror films as "normality is threatened by monstrosity." In such a formula, there are three important terms to consider--what constitutes normality, what constitutes the monstrous, and what relationship is being posited between the two. Some horror films are highly moralistic, seeking to destroy anything which falls outside of narrow norms; others use the monster as the means of criticizing and questioning the limits of normality.

In many works, there is a core ambiguity about the nature of the violence being depicted. We may be asked to identify with several characters who have different moral codes and thus who see their actions in different terms. Our judgments may shift in the course of the narrative. The characters may understand their actions as pro-social even as the author invites us to read them as antisocial. Or the work may be saying that there's no simple distinction to be drawn between different forms of violence: it's all equally destructive. We might even imagine a truly nihilistic work in which all violence is justified. It isn't that we want students to fit works into simple either/or categories here. Rather, asking this question can force them towards a more complex understanding of the moral judgments the work is making--as opposed to simply those being made by the characters--about the value of the violence to society.

10. What tone does the work take towards the represented violence?

We've already seen the importance of distinguishing between the forms of violence being depicted in a work and the position the work takes on those actions. We've seen that identification with a protagonist is fragile and shifting across a work, so that we may sometimes feel a strong emotional bond with a character for much of the story and yet still feel estranged from her when the author reveals some darker side of her personality.

A work may depict the pro-social use of violence and either endorse or criticize the Establishment being depicted. A work may depict anti-social forms of violence in ways which are conservative in their perspective on those groups who use force outside legal contexts. Or a work may depict forms of violence that are hard to classify in those terms and thus invite readers to struggle with that ambiguity.

Similarly, we need to consider the range of different emotional responses a work may evoke through its use of violent images. Some fictions about violence, such as the action sequences in an Indiana Jones movie, may thrill us with exciting, larger than life heroics. Some, such as Saving Private Ryan or Glory, may appeal to our sense of national pride towards the brave men who gave their lives defending their country. Some, such as the scene in Old Yeller where the boy is forced to shoot his dog, may generate enormous empathy as we feel sorry for the characters who are forced to deploy or suffer violence against their will. Some, such as depictions of human suffering around the world, may seek to shock us into greater social consciousness and civic action. Some, such as slapstick comedy, may encourage us to laugh at highly stylized depictions of physical aggression. And still others, such as Saw or Nightmare on Elm Street, may provoke a sense of horror or disgust as we put ourselves through a series of intense emotional shocks in the name of entertainment.

We can not understand what representations of violence mean, then, without paying attention to issues of tone, and part of teaching close reading skills is helping students identify the subtle markings in a text which indicate the tone the author is taking towards the depicted events. Popular texts tend to create broadly recognizable and easily legible signs of tone, though many of the works of filmmakers like Tarantino or Scorsese generate controversy because they adopt a much more complex and multivalent tone than we expect from other texts in the same genre. We might compare Tarantino or Scorsese to certain writers--William Faulkner or Flannery O'Connor come to mind--who also seek complicated or contradictory emotional reactions to grotesque and violent elements in their narratives.

Videos from Transmedia Hollywood 3: Rethinking Creative Relations

Sometimes it's easy, sometime's its hard. We've had ongoing success in building a community around the Future of Entertainment Consortium's west coast event, Transmedia Hollywood, which is jointly produced each year through a collaboration between University of Southern California and University of California-Los Angeles (or as they would put it, University of California-Los Angeles and University of Southern California). But, this year's conference seemed to be under some kind of black cloud. We never have had so much difficulty lining up speakers, so much last minute shuffling of presenters. On top of that, the event will be known as the year without Henry, since I ended up in the hospital on the eve of the event, ended up missing most of the day as I fought my way through the bureaucracy to get released. And, then, we faced epic delays getting the videos out to the world.

Well, the videos are finally here and, despite the struggles, we are still very proud of what we were able to produce -- the speakers are, as always, lively and thought provoking, a rich mix of academics and folks from many different sectors of the entertainment industry, and the content remains timely, capturing some of the key transitions shaping the entertainment industry today and bringing an ever stronger transnational focus to the mix, as we are connecting more and more with folks creating transmedia content around the world.

With the growth of transmedia and creative industries/production studies focused classes at universities around the world, we hope these videos will prove to be important resources for use in the classroom or to assist researchers who would not otherwise have access to insider perspectives within the media industries.

Above all, enjoy! And if you find something interesting, help us spread the word.

Transmedia Hollywood 3: Rethinking Creative Relations

As transmedia models become more central to the ways that the entertainment industry operates, the result has been some dramatic shifts within production culture, shifts in the ways labor gets organized, in how productions get financed and distributed, in the relations between media industries, and in the locations from which creative decisions are being made.

This year's Transmedia, Hollywood examines the ways that transmedia approaches are forcing the media industry to reconsider old production logics and practices, paving the way for new kinds of creative output. Our hope is to capture these transitions by bringing together established players from mainstream media industries and independent producers trying new routes to the market. We also hope to bring a global perspective to the conversation, looking closely at the ways transmedia operates in a range of different creative economies and how these different imperatives result in different understandings of what transmedia can contribute to the storytelling process - for traditional Hollywood, the global media industries, and for all the independent media-makers who are taking up the challenge to reinvent traditional media-making for a "connected" audience of collaborators.

Many of Hollywood's entrenched business and creative practices remain deeply mired in the past, weighed down by rigid hierarchies, interlocking bureaucracies, and institutionalized gatekeepers (e.g. the corporate executives, agents, managers, and lawyers). In this volatile moment of crisis and opportunity, as Hollywood shifts from an analog to a digital industry, one which embraces collaboration, collectivity, and compelling uses of social media, a number of powerful independent voices have emerged. These include high-profile transmedia production companies such as Jeff Gomez's Starlight Runner Entertainment as well as less well-funded and well-staffed solo artists who are coming together virtually from various locations across the globe. What these top-down and bottom-up developments have in common is a desire to buck tradition and to help invent the future of entertainment. One of the issues we hope to address today is the social, cultural, and industrial impact of these new forms of international collaboration and mixtures of old and new work cultures.

Another topic is the future of independent film. Will creative commons replace copyright? Will crowdsourcing replace the antiquated foreign sales model? Will the guilds be able to protect the rights of digital laborers who work for peanuts? What about audiences who work for free? Given that most people today spend the bulk of their leisure time online, why aren't independent artists going online and connecting with their community before committing their hard-earned dollars on a speculative project designed for the smallest group of people imaginable - those that frequent art-house theaters?

Fearing obsolescence in the near future, many of Hollywood's traditional studios and networks are looking increasingly to outsiders - often from Silicon Valley or Madison Avenue - to teach these old dogs some new tricks. Many current studio and network executives are overseeing in-house agencies, whose names - Sony Interactive Imageworks, NBC Digital, and Disney Interactive Media Group - are meant to describe their cutting-edge activities and differentiate themselves from Hollywood's old guard.

Creating media in the digital age is "nice work if you can get it," according to labor scholar Andrew Ross in a recent book of the same name. Frequently situated in park-like "campuses," many of these new, experimental companies and divisions are hiring large numbers of next generation workers, offering them attractive amenities ranging from coffee bars to well-prepared organic food to basketball courts. However, even though these perks help to humanize the workplace, several labor scholars (e.g. Andrew Ross, Mark Deuze, Rosalind Gill) see them as glittering distractions, obscuring a looming problem on the horizon - a new workforce of "temps, freelancers, adjuncts, and migrants."

While the analog model still dominates in Hollywood, the digital hand-writing is on the wall; therefore, the labor guilds, lawyers, and agent/managers must intervene to find ways to restore the eroding power/leverage of creators. In addition, shouldn't the guilds be mindful of the new generation of digital laborers working inside these in-house agencies? What about the creative talent that emerges from Madison Avenue ad agencies like Goodby, Silverstein & Partners, makers of the Asylum 626 first-person horror experience for Doritos; or Grey's Advertising, makers of the Behind the Still collective campaign for Canon? Google has not only put the networks' 30-second ad to shame using Adword, but its Creative Labs has taken marketing to new aesthetic heights with its breathtaking Johnny Cash [collective] Project. Furthermore, Google's evocative Parisian Love campaign reminds us just how intimately intertwined our real and virtual lives have become.

Shouldn't Hollywood take note that many of its most powerful writers, directors, and producers are starting to embrace transmedia in direct and meaningful ways by inviting artists from the worlds of comic books, gaming, and web design to collaborate? These collaborations enhance the storytelling and aesthetic worlds tenfold, enriching "worlds" as diverse as The Dark Knight, The Avengers, and cable's The Walking Dead. Hopefully, this conference will leave all of us with a broader understanding of what it means to be a media maker today - by revealing new and expansive ways for artists to collaborate with Hollywood media managers, audiences, advertisers, members of the tech culture, and with one another.

Once the dominant player in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space.

Moderator: Denise Mann, UCLA

Panelists:

Nick Childs, Executive Creative Director, Fleishman Hillard

Jennifer Holt, co-Director, Media Industries Project, UCSB

Lee Hunter, Global Head of Marketing, YouTube

Jordan Levin, CEO, Generate

In countries with strong state support for media production, alternative forms of transmedia are taking shape. How has transmedia fit within the effort of nation-states to promote and expand their creative economies?

Moderator: Laurie Baird, Strategic Consultant - Media and Entertainment at Georgia Tech Institute for People and Technology.

Panelists:

Jesse Albert, Producer & Consultant in Film, Television, Digital Media, Live Events & Branded Content

Morgan Bouchet, Vice-President, Transmedia and Social Media, Content Division, Orange

Christy Dena, Director, Universe Creation 101

Sara DIamond, President, Ontario College of Art and Design University

Mauricio Mota, Chief Storytelling Officer, Co-founder of The Alchemists

A new generation of media makers are taking art out of the rarefied world of crumbling art-house theaters, museums, and galleries and putting it back in the hands of the masses, creating immersive, interactive, and collaborative works of transmedia entertainment, made for and by the people who enjoy it most.

Moderator: Denise Mann, UCLA.

Panelists:

Tara Tiger Brown, Freelance Interactive Producer/Product Manager

Mike Farah, President of Production, Funny Or DIe

Ted Hope, Producer/Partner/Founder, Double Hope Films

Sheila C. Murphy, Associate Professor, University of Michigan

By many accounts, the comics industry is failing. Yet, comics have never played a more central role in the entertainment industry, seeding more and more film and television franchises. What advantages does audience-tested content bring to other media? What do the producers owe to those die-hard fans as they translate comic book mythology to screen? And why have so many TV series expanded their narrative through graphic novels in recent years?

Moderator: Geoffrey Long, Lead Narrative Producer for the Narrative Design Team at Microsoft Studios.

Panelists:

Katherine Keller, Culture Vultures Editrix at Sequential Tart

Joe LeFavi, Quixotic Transmedia

Mike Richardson, President, Dark Horse Comics

Mark Verheiden, Writer (Falling Skies, Heroes)

Mary Vogt, Costume Designer (Rise Of The Silver Surfer, Men In Black)

For those of you who live on the East Coast, here's the latest news from Sam Ford, who is hard at work planning the next Futures of Entertainment conference:

We have just announced that FoE6 will be Friday, Nov. 9, and Saturday, Nov. 10, in the Wong Auditorium at MIT. Panels will tackle subjects such as the the ethics and politics of curation, corporate listening and empathy, "the shiny new object syndrome," new distribution models in a digital age, and rethinking copyright. We will also look specifically at innovations in storytelling and sports, in video games, in public media, and in civic media.

Information on the tentative schedule, as well as registration, is available here.

Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part Two)

What aspects of the Long Tail theory do you find convincing as a means of explaining what kinds of content will thrive in a networked culture? What do you see as the limitations of this model?

I don't believe the Long Tail exists, neither socially nor economically. The Net has permitted the emergence of a certain unsatisfied demand, but it is very small. The physical barriers to analogue distribution are greater on the Net. Added to that, the most difficult barriers to break down are the social, cultural and psychological ones. For example, World Cinema in the United States: before it was not possible to see these films because they weren't distributed, but even with the Net, the viewing of them has not increased. This is spite of them being free in many cases (P2P or Megaloud).

Some have imagined that user-generated content will eventually displace commercial media content (seeing this either in terms of a liberation or a decline). Yet, you seem to be suggesting that different kinds of content will co-exist on the web for the foreseeable future. In such a world, what mechanisms will need to exist to help viewers find content which is meaningful and pleasurable to them?

It is a Utopia. I think that the UGC will grow considerably in the next few years, but will coexist with professional content. The new viewer will be omnivorous but we can't generalize, it is necessary to distinguish. A film is not the same as an application for an iPhone or a poem. There is content which will greatly develop but it is difficult to imagine that USG will substitute professional content. This needs a large investment of capital which needs to be translated into income or corporate earnings.

You are generally dismissive of what you call "the utopia of free-of-charge." Yet, many have wondered how they can develop business models to get people to pay for content given these expectations. What steps do you foresee which might enable a transition from "free" to "paid" content models on the web?

Small subscription payments and advertising cannot sustain the current investment in content. It's impossible. The content should be more attractive to people to the point where they are willing to pay. I think we should maintain the neutrality of the Net and wait for innovations from the users and the logical evolution of the social networks. Facebook and Google set the standard. New business models will also appear with low profits and prices which are more attractive to users. But, advertising investment in the internet is still small and, added to that, all advertising which exists on the Net is not going to finance content (yellow pages).

Much of the book is spent describing some of the risks that television content producers face in the digital era, yet you also identify some advantages of operating across these media platforms. What are some of them?

The risk for the content producers is the difficulty they have in making money from the internet. The use of the internet is on the rise and the income from it is not increasing at the same rate. The advantages come from the fact that the net is a cheap and efficient system of distribution. It can unite producers and consumers and thereby exclude the intermediaries from the supply chain. I sometimes dream about millions of consumers in the world who can pay a little to watch a hit film, an episode of a series or to read a newspaper at a price which is much lower that what they are paying today. For the rest it could be free. This would be a good business for the producers. It is economy of scale.

Throughout, you seem skeptical of some of the claims made for collective intelligence emerging via networked communications. Where do your reservations come from?

For me it is very difficult to understand the concept of collective intelligence. The example of Wikipedia is usually given, but the management of the information demands time for it's organization and structuring. A company can do this much more efficiently than an army of net surfers. I am also not convinced by the idea of giving our individual know-how for free for the benefit of the collective. At the root of it is work. Although I also believe in the free-time productivity of the net users. We will see over the next few years how this matter develops.

What do you see as the biggest threats to the hopes for the web remaining a more participatory medium than previous forms of broadcasting?

The interests of traditional companies: media, Hollywood etc. This is a medium that they do not control and from which they do not obtain sufficient profit. They lose more than they earn (those who read the press on paper Vs those who read it digitally, a cinema goer Vs a net viewer). The most successful companies on the net are those which do not have content: Google, Facebook, iTunes, Amazon etc. Companies will try to question the neutrality of and to limit the freedom which exists on the net. The signing of the ACTA agreement by different countries is a clear signal of the danger. They are also going to defend the current system of control of content, that's to say, conventional distribution via different methods (cinema, video, cable, etc.). They are reluctant to release content using the new global distributors such as iTunes, Netflix, Facebook or Microsoft with the XBOX etc.

Another big threat for the internet as a participatory medium is the privacy control of personal information on social networks. Also, the collection of data regarding people's surfing habits which other companies are interested in, in order to target their marketing campaigns, as the press highlighted days ago.

I am also a great critic, perhaps unfairly, understanding that their thesis could be more pertinent than mine. But the majority of people don't have much to say. It is the convenience of passivity and the lack of "habitus" which was highlighted by Bordie. To be an expert takes a lot of work. There have always been social networks. When the Bastille was stormed the internet did not exist.

Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).

Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part One)

This summer, I am embarking on an extraordinary adventure -- a 20 city lecture tour of Europe. I have been long overdue paying a visit to the Continent, not having visited there since Convergence Culture has been translated into a host of different languages, and this will be my chance to visit academics, public intellectuals, cultural leaders, and transmedia producers, and learn more about the ways these various nations have responded to the shifts in the media landscape which my works describe. I am excited at the prospect of meeting many new thinkers there. I am still struggling to decide how to deal with this blog while on this exhausting journey but in the long run, it should allow me to bring more perspectives to you. Jose M. Alvarez-Monzoncillo, a professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid, will be one of my many hosts on this trip, and he shared with me the English translation of one of his recent books, Watching the Internet: The Future of TV?, which takes up many of the issues we like to discuss through this blog. I asked him if he would be willing to do an interview and share some of his takes on the intersection between old and new media as seen from his perspective, as a veteran of the old media industries and as someone deeply immersed in a Spanish context.

Early on, you quote Gilles Lipovetsky's description of "the unstoppable process of individualization." What factors do you think are leading to the individualization and personalization of our media experiences? How does this personalization impact the existing models shaping the entertainment content industries?

I think there are two distinct, though closely related tendencies. On the one hand there is a tendency towards social individualism which is referred to by Lipovetsky, and on the other hand there is that which refers to the experience of the media. I think the first is indisputable, at least in Europe. "Close relationships" have diminished considerably in recent years (going to church or to the cinema on Sundays, chatting on public transport, talking every day to the person who sells you your newspaper or to the one who serves you coffee in the neighbourhood where you live etc.. There is a great demand to escape from "social control" or anonymity. With regard to television or the cinema I think there is also a trend towards individualism. The concept of the family sitting together in front of the television has disappeared and groups of friends who go to the cinema are doing so less frequently.

However, social networks allow a new social relationship that is replacing the previous ones. I do not agree with Lipovetsky when he argues that virtual communities will eventually destroy the real community, the direct encounter, collective bonds. This is a new form of social relationship that overlaps with the previous ones.

The factors which explain the new socialisation process are very diverse and profound: changes in the family, the design and planning of cities, new forms of social relationship with the arrival of the internet etc. Nobody is denying that the Internet is a powerful tool which allows a new form of socialisation, although it also has the opposite effect: for example, parents have fewer opportunities to have a relationship with their children as they are using social networks or mobiles. The content industries are already taking into account the personalisation and individualism of nomad entertainment. More and more variations of different products are being made to be used on different devices and in different locations: from the cinema to tablets. I think there is still much to be done in this area.

Others, myself among them, argue that television viewing has in fact become more "socialized" as people respond to and debate what they are watching through formal and informal social networks. Would you agree?

Yes, I agree in general terms as people are talking, expressing their opinions, debating and sharing much more than in the past. However, I also believe that television audiences have become much more fragmented in the last few years. The mass audiences of the past are more divided. Broadcasting vs narrowcasting. New digital divides are being created (in their use of the net), economic and social (between the rich and poor), generational (young people, the middle aged and elderly) and cultural (technophobes and technofiles). Inside every group, however, a larger socialisation has appeared. For example, television is more "collectivised" and the dreamed of interactivity of the past is starting to become reality

.

You write, "The social functions once fulfilled by TV are in crisis, while new ones have yet to be defined." Does this imply that television is in crisis? Should a medium survive if it has outlived its social functions?

In Europe, yes. The television of the masses which emerged during the previous century to inform, teach and entertain and was controlled by the State has died. All of the public television stations are in crisis and commercial television, though highly competitive, is losing audiences and advertising. Young people are now deciding how to do these three things. That form of television is changing at the hands of the internet. The logic of demand is changing to the logic of choice. It is the viewer who decides what he wants to see.

Is the "new television" television, and if so, how do we define this medium? Is watching a television series on Hulu television? Is watching a web series? What about playing a game on our television set? What defines the nature of this medium -- the content, the delivery technology, our modes of consumption, its social functions?

This new concept will be created by all of us. But for me, what defines television is the content. When we watch an HBO series, we are watching television. It doesn't matter what screen we are watching it on or the type of telecommunication (cable, satellite, ADSL etc) .The day the internet produces content, things will change. We will then have to invent new concepts. Hulu will always be a joint venture.......

As you note, the rate of change has been uneven across countries and later, you point out that Spain has one of the lowest level of creative participation in net culture in the world. How would you describe the current state of participatory culture in your country and what factors do you think contribute to its relatively slow rate of creative sharing?

This has more to do with what the statistics say than with my opinion. Spain is the leader in pirating and, traditionally, a culture of sharing has not existed, to the point of defrauding the tax office being well looked upon. The Spanish are individualists, in contrast to what is usually supposed. However, I believe that little by little the UGC is catching on among young people, but more slowly than in other countries.

To what degree do you think television will become a global rather than a local, national, or regional medium in an era of networked communications?

Global television for big events (sports, news programmes etc) will continue for a time and will coexist with regional and national television. The Net will complement and start to integrate with television. The internet offers a fascinating complementary opportunity.

Like many others, you speculate that the BRIC countries may become dominant players in the audiovisual culture of the future. Since I have many readers from those countries, I wondered if you might spell out a bit more what you think their impact is going to be and what factors might lead to their increased visibility in the global media market.

I don't believe so. The global mainstream will be North American. It will be difficult for them to break into China but they will manage it in the end. My position is very similar to that of Frédéric Martel. We are moving towards "standardised diversity". We are not faced with a value system that wants to impose itself on the world, rather a "hydra" of companies that feed off each other and know how to adapt themselves to circumstances. The power of the USA on the net and in the production of content makes me think this. Without doubt, styles and vanguards from other cultures will be incorporated, just as happened during the 20th Century. The size of the American national market will help to provide high production costs which will make it very difficult for other cultures to compete.

Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).

The Futures of Entertainment 5: The Videos (Day Two)

Introduction (8:30-9:00 a.m.) Grant McCracken (author of Chief Culture Officer; Culturematic)

MIT Tech TV

The Futures of Serialized Storytelling (9:00-11:00 a.m.)

New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

Moderator: Laurie Baird (Georgia Tech)

Panelists: Matt Locke (Storythings, UK), Steve Coulson (Campfire), Lynn Liccardo (soap opera critic), and Denise Mann (University of California-Los Angeles)

MIT Tech TV

The Futures of Children's Media (11:30 a.m.-1:00 p.m.).

Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

Moderator: Sarah Banet-Weiser (University of Southern California)

Panelists: Melissa Anelli (The Leaky Cauldron), Gary Goldberger (FableVision) and John Bartlett (Houghton Mifflin Harcourt)

MIT Tech TV

The Futures of Nonfiction Storytelling (2:15-4:15 p.m.).

Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have-and might-nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

Moderator: Johnathan Taplin (University of Southern California)

Panelists: Molly Bingham (photojournalist; founder of ORB); Chris O'Brien (San Jose Mercury News), Patricia Zimmermann (Ithaca College) and Lenny Altschuler (Televisa)

MIT Tech TV

The Futures of Music. (4:45-6:45 p.m.)

The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

Moderator: Nancy Baym (Kansas University)

Panelists: Mike King (Berklee College of Music), João Brasil (Brazilian artist), Chuck Fromm (Worship Leader Media), Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard University) and Brian Whitman (The Echo Nest)

MIT Tech TV

Futures of Entertainment 5: The Videos (Day One)

A few weeks ago, I made the trip back to Cambridge, MA to participate in the fifth iteration of the Futures of Entertainment conference. This conference emerged from the work we did at MIT through the Convergence Culture Consortium. The goal of the conference is to provide a meeting ground for forward thinking people in the creative industries and academia to talk with each other about the trends that are impacting how entertainment is produced, circulated, and engaged with. Through the years, the conference has developed its own community, which includes alums of the Comparative Media Studies Program who see the conference as a kind of homecoming, other academics who have found it a unique space to engage with contemporary practices and issues, and industry leaders, many of them former speakers, who return because it offers them a chance to think beyond the established wisdom within their own companies. Our goal is to create a space where academics do not read papers and industry folks don't present prospectus-laden powerpoints or talk about "take-aways" and "deliverables," but people engage honestly, critically, openly about topics of shared interest.

Read by these criteria, this year's event was arguably our most successful venture ever, ripe with sometimes heated debates about the nature of the "crowd" (and of the relations between artists and consumers within crowd sourcing models), about the struggles over privacy, piracy, and self identity which shape everything from our relations with location-based entertainment to children's media, about the ways that global perspectives complicate some of the assumptions shaping American media practices, and about the ways that grassroots control over circulation complicate established business models.

On a personal level, I was deeply proud to see so many of the CMS alums in their new professional identities, showing that they have continued to grow in intellectual stature and cultural authority after leaving MIT, including Sam Ford who has taking over as the primary person in charge of the event and of our newly renamed Futures of Entertainment Consortium. I was delighted to see so many of my new friends from the west coast fly to Cambridge to join us for this year's event, including Ernest Wilson, the Dean of the Annenberg School of Communications and Journalism. Formally, Futures of Entertainment is the sister conference to Transmedia Hollywood, which we host here in Los Angeles, swapping years between USC and UCLA. But this was the year where the two families mingled with each other and the bridges between the two conferences were strengthened. By the way, I've gotten lots of questions about the next Transmedia Hollywood conference: there's not a lot of information to share yet, but it will be held on April 6 2012 at the USC Cinema School, if you want to save the date. Watch this blog for further announcements.

Finally, I was deeply proud of the diversity we achieved in our programing this year, making further progress in a long struggle to get greater gender balance on our panels, and making a huge step forward in terms of bringing transnational perspectives into the mix. We welcome recommendations for speakers at our future events in general, but we especially welcome recommendations for female, minority, and international speakers.

I am also proud that we continue to maintain a tradition of making webcasts of the conference available free to all. I am posting the videos of the Friday events today and next time, of the Saturday events. We will end the week with a focus on a special event on Global Creative Cities, and with some further reflections of our announcement of a new partnership with the City of Rio.

Check out this very thoughtful response by Jonathan Gray to the conference's focus on "crowdsourcing" and collaborative production.

While I was at MIT, I dropped by my old stomping grounds at the Comparative Media Studies Program and had brunch on Sunday with the newly arrived crop of Masters Students and some of the Program's Alums. What a smart group! After several years of regrouping, CMS has come back strong as ever, has maintained strong standards in terms of the quality and diversity of the community. I wish them all the best.

Introduction (8:30-9:00 a.m.)

William Uricchio (Massachusetts Institute of Technology) and Ilya Vedrashko (Hill Holliday)

MIT Tech TV

Spreadable Media: Creating Value and Meaning in a Networked Society. (9:00-10:00 a.m.)

How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green-co-authors of the forthcoming book Spreadable Media-share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.

Speakers: Henry Jenkins (University of Southern California), Sam Ford (Peppercom Strategic Communications) and Joshua Green (Undercurrent)

MIT Tech TV

Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. (10:15 a.m.-11:45 p.m.)

In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?

Moderator: Sheila Seles (Advertising Research Foundation)

Panelists: C. Lee Harrington (Miami University), Seung Bak (Dramafever) and Jamin Warren (Kill Screen)

MIT Tech TV

Creating with the Crowd: Crowdsourcing for Funding, Producing and Circulating Media Content. (12:45-2:45 p.m.)

Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent?

Moderator: Ana Domb (Almabrands, Chile)

Panelists: Mirko Schäfer (Utrecht University, The Netherlands), Bruno Natal (Queremos, Brazil), Timo Vuorensola (Wreckamovie, Finland) and Caitlin Boyle (Film Sprout)

MIT Tech TV

Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories (3:15-4:45 p.m.)

Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?

Moderator: Xiaochang Li (New York University)

Panelists: Germaine Halegoua (University of Kansas), Dan Street (Loku) and Andy Ellwood (Gowalla)

MIT Tech TV

At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. (5:00-6:00 p.m.)

The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?

Participants: Jonathan Zittrain (Harvard University) and Helen Nissenbaum (New York University)

MIT Tech TV

Making My Peace with The Bicycle Girl: Reflections on The Walking Dead Web Series

Earlier this semester, I was asked by Scott Walker to be the guest speaker at the Los Angeles Transmedia Meetup, an event which brought together a roomful of artists and entrepreneurs who are invested in making the concept of "transmedia entertainment" into a reality. Today, I wanted to share with you the webcast version of this exchange.

If this whets your appetite for further discussions of these issues, it's not too late to register to attend the Futures of Entertainment conference being hosted by MIT on November 11-12. I will be speaking there on a panel with Sam Ford and Joshua Green, the co-authors of our forthcoming book, Spreadable Media: Creating Value and Meaning in a Networked Society, and you can find more information here.

In my opening remarks to the Transmedia group, I responded to the news that The Walking Dead was launching some webisodes in anticipation of their Second Season. My remarks were based on a news story I had seen that morning, which contained very little information about what was planned other than the news that it would center on "Bicycle Girl," a very memorable zombie character introduced in the series's opening episode. This news seemed to me a mixed blessing and as such, offered us a way to think about when and where transmedia extensions are appropriate or desirable. The discussion was a hypothetical one, a thought experiment, not intended as a criticism of the series producers, and I can now follow it up with some thoughts about the actual execution of the webisodes.

On one level, the choice of "Bicycle Girl" as the focus is inspired. The character originates in Robert Kirkman's original graphic novel and despite appearing on only a few pages, remains a "haunting" figure. She is the first zombie we really get to know as an individual when Rick exits the hospital and his decision to, in effect, commit a mercy killing on this zombie punctures any easy divide between humans and zombies. I've long wanted to know more about this character and particularly I wanted to know whether there was any previous relationship between Rick and the human who had changed into this hideous monster. Clearly the producers also were fascinated with this figure since they devoted a video segment on The Walking Dead dvd release specifically to the making of this sequence.

I would make two claims about why she was the right starting point for a web extension:

1. She is an iconic figure. She's a character we remember. Her situation speaks to the larger themes and conflicts which structure The Walking Dead as a series. Often, transmedia extensions, for budget and contract reasons, end up working with secondary characters rather than the series leads. This is fine if the secondary characters are ones we care about, if they are ones who have a compelling role to play in the series. In fact, introducing alternative points of view on the action may be one of the most valuable contributions transmedia extensions can make. A series which did this right was The Wire, where they produced only a few highly memorable and meaningful webisodes, each focused around characters and character relationships which were meaningful and memorable in the context of the original series. Too often, producers work with who-ever is available and the results seems arbitrary and disappointing.

2. The moment is one which taps what Microsoft's Geoffrey Long would call "negative space." The original moment created a gap or hole which viewers wanted to fill in. In the most generative cases, the audience taps its own "negative capability" to flesh out what must have occurred. This is one of the core processes which generate fan fiction (in its most formalized cases) or simply conversation and speculation (in more informal cases). The challenge for the producer is that when you attempt to fill in these gaps later, once fan speculations have been entrenched, you end up working against rather than with your fan base. We often call this the Boba Fett paradox in reference to a much-beloved secondary character from Star Wars, whose on-screen execution disappointed rather than rewarded a decade or more of intense fan interest. So, to use myself as an example, I very much wanted to see a story where Rick already knew the "Bicycle Girl" and was thus touched by seeing her laying there dismembered and zombified: this is why it matters that he takes the time to go back and take her out of her misery.

Why might it not be a good idea to return to the "Bicycle Girl" story? I have been finishing up an essay which explores the ways that The Walking Dead is and is not "faithful" to the original comic book series. In doing so, I argue that fans are ready to accept expansions and elaborations, even major changes in the continuity (especially those which allow them to explore other aspects of the character conflicts) as long as they are consistent with "the rules" (to borrow from Scream) which were established by Robert Kirkman. In this case, the "rules" are explicit; they emerged over time as Kirkman engaged with his fans through the letter column in the back of the comic.

One of the core rules which Kirkman established was that we would never be given an explanation for why there are zombies and we are never going to go back and fill in the first 20 days of the zombie apocalypse. Here's one of the many times that Kirkman has explained his rationale:

As far as the explanation for the zombies go, I think that aside from the zombies being in the book, this is a fairly realistic story, and that's what makes it work. The people do real things, and it's all very down to Earth...almost normal. ANY explanation would be borderline science fiction....and it would disrupt the normalness. In my mind, the story has moved on. I'm more interested in what happens next then what happened before that caused it all.

Some in the original audience for my remarks assumed I was saying that there was a hole in Kirkman's construction that he was seeking to work around. I don't think so. I think this goes to what I call the active production of belief. I never much liked the phrase the suspension of disbelief, which seems to me far too passive to explain what happens when we consume a fiction. For me, belief is something that is achieved (not something simply accepted) and it is achieved through choices made both by the storyteller and the listener.

In this case, Kirkman's impulses as a storyteller is that any explanation for the zombies would damage the credibility of the fiction he was constructing. This is not a problem with his story: it's a challenge in working with the zombie genre more generally, one all storytellers run up against, and especially a challenge of a version which strives for emotional realism in the ways Kirkman did. Given this particular "rule," which we might see as an informal contract between the producers and consumers, fans were understandably upset when the final episodes of last season took us to the Center for Disease Control and threatened to provide a "rational explanation" for the zombie attacks -- one grounded in the idea of contagion and epidemic. So, I was also defensive at the thought of telling the "Bicycle Girl" story which would mean going back to a time prior to Rick's awakening and thus increase the likelihood of the producer's trying to explain why there are zombies.

As it turned out, I should not have worried. The producers of "Torn Apart" (as the Bicycle Girl webisode is called) were well aware of audience expectations around this issue and as a consequence, they take steps to avoid giving us anything substantive which might explain the outbreak. We get one dubious theory from a somewhat crazed neighbor that the zombie attacks might have been caused by "terrorists." We get a few snippets of news coverage before the power grid goes down and all communication gets cut off. We get the suggestions that whatever happened occurred very swiftly, allowing no time for people to prepare, and catching most of the population off-guard. None of this breaks the underlying logic of the "rule" even if it may push up against the letter.

I spent a class session in my Transmedia Storytelling seminar walking episode through episode through "Torn Apart". The initial response was that the quality was not as high as was routinely achieved on the television series: the acting was more heavy handed, the scripting and camera work more obvious in calling out certain key plot points, and there was less time to fully explore the emotional consequences of certain moments of intensified drama. As we talked as a class, though, we came to a deeper understanding of how these aspects of amplification and simplification emerged from the specifics of production for the web. There were production constraints, in terms of budget and time, which made it hard to achieve the same quality in the web productions as could be achieved on the show itself, and this becomes an issue when what happens on the web is intended to be read as "part" of the television series, a problem which transmedia producers of all kinds will need to address. We discussed the similarities and differences from how these problems are confronted by student filmmakers (at USC film school and elsewhere) and exploitation filmmakers, both of whom dealt with limited time and money, and worked within short form as opposed to long form storytelling. And we discussed the very different interpretive frames consumers bring to such work, excusing imperfections in favor of ambitions in both cases, because we understand the constraints on what could be done.

A second discussion centered around the compression which occurs here. The more closely we looked at the construction of this web series, the more impressed we were by how tightly integrated the details were. Every line, every plot point connected to something else, so that by the end, this was a very classically constructed story with many intensely melodramatic moments and with no loose ends. There are choices here the class debated, such as the decision to recenter or decenter key aspects of this story from the "Bicycle Girl" onto her ex-husband or other members of her family, or the relative arbitrariness of how the "Bicycle Girl" becomes a zombie, despite the elaborate back story with which we were presented (and whether this was consistent with the sense that anything could happen at any time that is part of the logic of The Walking Dead series as a whole.)

The short length of these segments seems to suggest a prevailing industry logic that people only want to watch things on the web which are less than five minutes long (shorter depending on which web expert you talk with) but we can start to question this logic when more and more of us are watching full episodes or feature length movies on our computers through Hulu and iTunes. In the class setting, it quickly became tiresome to have to wade through a pre-roll commercial and credits before getting into the next chunk of the story, and in this case, all of the episodes were released on the same day which means that the serial process was perhaps wasted on this content. That said, part of what we were trying to discuss in class was the twin logics of seriality, which depend on chunking (the creation of meaningful bits which cohere in any given chapter) and dispersal (the shifting of interests and attention onto what is coming next through cliff-hangers and enigmas, both of which are well illustrated in the construction of this particular series).

Some of the more interesting discussion centered around the placement of this episode in the overall flow of The Walking Dead series -- as a bridge between the first and second series. I often hear people talk about the nonlinear quality of transmedia, saying that the parts can be consumed in any order. This is technically true in the same sense that we can read any chapter in a book in any order we want, but we often choose to read the book in a desired sequence. Or we can read any book in a series we want, but again, most readers choose to follow the author's preferred order. Transmedia (at least as Hollywood currently practices it) has to be designed so that any given extension can function as a point of entry into the series and so that only the "mothership" is essential to the experience, but that does not mean that there is not considerable thought put into the timing with which different extensions are introduced into the franchise.

In this case, there is a conscious decision to create something which refers back to the very first episode of The Walking Dead rather than following on from the end of season one, especially in the context of a series which has been sparing with flashbacks and which tends to have a strong forward momentum. We also felt that the focus here on children at risk connected very strongly to the core themes which surfaced in the opening episode of the second season, with certain moments in the webisode having direct parallels in the television episode many of us would watch shortly after.

Beyond this, there is a nice balance in the webisodes between relying on information hardcore fans have acquired through watching the series (such as what happened in Atlanta or what they know at CDC, both plot points here which were already answered in the series) and creating something which could be an "attractor," a point of entry for first time viewers which might draw them into watching the series itself.

There is a lot more that transmedia producers and consumers can learn from looking closely at this example: indeed, my hope is that we can move the conversation about transmedia from broad definitional debates to this kind of close reading, which helps us to learn what works and what doesn't in the current work being done in this space.

Aca-Fandom and Beyond: Rhianon Bury and Matt Yockey (Part One)

Rhiannon Bury: It has been a bit of a challenge putting together this "provocation" in the final weeks of the Acafan and Beyond debate. I hope I have succeeded in responding to the original set of questions without covering too much of the same ground as earlier posts. Let me start by saying that I really am an accidental fan studies scholar. As late as 1995, when I was doing my PhD in Education with a focus on Cultural Studies, I was still heavily invested in the high/low culture binary. I whole heartedly agreed with William Shatner's "get a life" cri de coeur to fans. I identified strongly as a feminist so my "discovery" of the three David Duchovny Estrogen Brigades (DDEBs) while surfing the web for X-Files information and subsequent engagement with some of the members forced me to interrogate and reevaluate my elitist attitudes. Sixteen years later and an academic career made possible by the kindness and generosity of participatory fans, I do not consider myself an acafan or even a fan-scholar (overlapping but not interchangeable terms).

My reservation is in part a discontent with labels and their effects. As others have already remarked, they serve to homogenize the heterogenous, to constrain and erase difference and to draw boundaries that mark out who is an insider and who is an outsider. To be fair, "acafan" gestures openly to its hybridity and instability as a category but as the discussion over the weeks has made clear, it has historical linkages to a particular set of fan practices that involves the production of secondary texts such as fanfic or vids. Despite fannish interests in a number of primary texts and a number of professional and personal relationships with fanfic writers and vidders, my highest level of non-academic participatory engagement has been reading and posting a few comments on Television Without Pity for Battlestar Galactica (reimagined) and Dexter. As much as I like the idea of making a vid, I just don't have the creative commitment to follow through.

Drawing on queer studies and activist discourses while recognizing the dangers in doing so, I am mulling over another term that might be a better fit for me and perhaps others: fan-ally and, by extension, an acafan-ally. As previous contributions to the debate have indicated, being an acafan may be a fraught, complicated, even contradictory identification but its legibility and legitimacy must ultimately be determined by those who articulate it. I suspect a good number of those who identify as acafans are also on the margins of academia-- as women, as students, and/or as contingent, independent or untenured scholars. "Objective" criticisms and dismissals from those who do not identify as acafans but hold positions of authority can have a silencing effect, even if unintentional.

The other issue I wish to touch on is the issue of self-defined acafans "sitting too close" (Jenkins, 1993). I agree to a point with Nancy Baym's statement that the inability of acafans to distance themselves critically "is a failure of their academic training, not of their being fans." Part of this "failure" may be attributable to graduate degrees in the humanites not the social sciences. I had an MA in CompLit and was fortunate to have had a linguistic anthropologist on my thesis committee in addition to taking a qualitative methods course as part of my doctoral coursework.

Working out of a critical paradigm, I strongly believe that the location of the researcher, not just training, affects knowledge production. Being an insider both enables and disables certain forms of knowledge production. The same is true for the outsider. Researchers who put themselves in the frame of the research are not being subjective; they are being responsible knowledge producers.

Matt Yockey:

Responding to these provocations has proven much more challenging than I originally anticipated, perhaps in large part because it requires the kind of candor and reflexivity I've tried to dodge in my own work on texts of which I am a fan. The problem for me is my own struggle with identifying as a fan, as if this some sort of monolithic construct. For similar reasons I've often resisted the label of academic. The acafan label limits my identity as an academic (I do more than study texts of which I would consider myself a fan) and as a fan (I don't perform academic analyses of many objects of my fandom, such as the Red Sox, Robyn Hitchcock, or The Rockford Files). Curiously, however, the designation acafan has both emphasized my ambivalence regarding such labels and reconciled some of the problems I've had with them.

I don't explicitly identify as an acafan but the term is important to my sense of self; I keep it as a reminder of my own (perceived) liminality. Yet it also allows me access to certain communities when I choose to, or need to, use it for such a purpose. This was brought home to me by a recent trip to Australia. My trip was purely academic in purpose: I researched a comic book archive at the National Library and presented a paper on Wonder Woman fandom at a conference on the female superhero at a university in Melbourne. In the first instance I found a perfect commingling of my academic and fan selves, as I not only found valuable research information but quickly bonded as a fan with some of the staff members who enthusiastically brought out box after box of comic books and volunteered their own fannish interests to me.

I found a similar rapport at times with my fellow attendees of the conference, where the term "acafan" was never spoken but was certainly realized on every panel about Xena, Buffy, the Powerpuff Girls, etc. As with any conference, I found that my level of engagement with the presentations waxed and waned according to whether the paper was intellectually engaging and/or the topic was of general interest to me. For example, when panelists presented papers on Buffy, I listened attentively (and even took notes and asked questions), but my heart wasn't really in it because I actively dislike that show (and by admitting this, I know I've now alienated 75% of the academics reading this).

The trip confirmed for me why I am both an academic and a fan: because in academia and fandom I can engage with a community that confirms my own sense of self and legitimates my own utopian desires. I suppose the academic side of equation simply intellectualizes the affective fan side of it, for I'm compelled to turn to theorists to explain myself. Cornel Sandvoss, in particular, comes to mind when he writes in Fans: The Mirror of Consumption: "Fandom best compares to the emotional significance of the places we have grown to call 'home', to the form of physical, emotional and ideological space that is best described as Heimat" (64).

Sandvoss argues that the fan sense of Heimat as fluid is different from the traditional understanding of home as a stable signifier. I would argue that what attracts me to academia is its potential (much less often realized than in fandom) to confirm a sense of Heimat through an individual, affective response to a text (in the case of the academic, an object of study and/or the theory applied to an analysis of such an object).

I say less often realized because in the "acafan" equation, the academic side is the one that I most frequently find wanting. Academia is as suffused with its own coded jargon, internal hierarchies, and privileged texts as the most pathologized fan community. In fact, I use my fandom to more comfortably take on the role of academic. And I am an acafan because I believe that, at its best, my affiliation with an academic community offers as much potential for utopian transcendence as the fan communities with which I identify.

The (ideally) perpetual intellectual pursuits of academia mirror the ongoing, transformative engagements fans make with texts. Both are motivated (at least for me) by the utopian pursuit of Heimat, an affirmation of my identity through a group affiliation. And Heimat is mobile because I am always searching for the utopian ideal away from home and only by separating myself from home can I then re-imagine home as potentially utopian. It's my own fort/da game with self located within the fluid structures of academia and fandom. The term acafan has allowed me to bridge the gaps produced within this dynamic and be more comfortable in my own skin(s).

Rhiannon Bury is an Associate Professor of Women's and Gender Studies at Athabasca University, Canada's Open University. Her book, Cyberspaces of Their Own: Female Fandoms Online was published by Peter Lang in 2005. She is currently analyzing survey and interview data collected for her current research project, Television 2.0: Shifting Patterns of Audience Reception and Participatory Culture. Updates coming soon via www.twitter.com/television2pt0.

Matt Yockey is an Assistant Professor in the Department of Theatre and Film at the University of Toledo. He has published articles in Transformative Works and Cultures, The Iowa Journal of Cultural Studies, CineAction, and The Velvet Light Trap. His book on the Batman TV series is forthcoming from Wayne State University Press.

Announcing Futures of Entertainment 5 Conference

Registration Open for Futures of Entertainment 5 By Sam Ford

We're excited to announce that registration has officially opened for our fifth Futures of Entertainment conference, which will begin on 11/11/11. The conference--which will run Nov. 11-12--will be held at the Kirsch Auditorium on the first floor of the Frank Gehry-designed Ray and Maria Stata Center on the campus of MIT in Cambridge, MA.

Full details on the line-up as it stands is below. Registration is available here. Please keep in mind that seats are limited, so--if you plan to attend--register soon.

The Futures of Entertainment conference brings together professionals from academia and the marketing and media industries to discuss how communication between media producers/brands and audiences are changing, and how the nature of storytelling is shifting in a digital era.

On Friday, we will tackle some of the pressing questions and new innovations on the media horizon: new models of media creation and distribution--and challenges/questions related to participation--in a "spreadable media" landscape; new models aimed at representing fan interests in media production; innovations in crowdsourcing for content creation, funding, and distribution; the impact of location-based technologies and services; and privacy concerns raised by these developments. On Saturday, we will look at particular media industries to how these innovations are evolving: serialized storytelling; children's media; nonfiction storytelling; and music.

The conference will run from 8:30 a.m. until 6:45 p.m. on Friday and Saturday, with a reception scheduled for Friday evening.

On Thursday evening, Nov. 10th, from 5-7, MIT will be hosting an "eve of FoE" Communications Forum event on "Cities and the Future of Entertainment" in the Bartos Theater in MIT's Wiesner Building.

Cities and the Future of Entertainment. Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment?

  • Moderator: Maurício Mota (The Alchemists)
  • Panelists: Parmesh Shahani (Godrej Industries, India)
  • Ernie Wilson (University of Southern California)
  • Eduardo Paes (Mayor of Rio de Janeiro)

FRIDAY:

Introduction:

  • William Uricchio (Massachusetts Institute of Technology)
  • Ilya Vedrashko (Hill Holliday)

Spreadable Media: Creating Value and Meaning in a Networked Society. How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green--co-authors of the forthcoming book Spreadable Media--share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.

Speakers:

  • Henry Jenkins (University of Southern California)
  • Sam Ford (Peppercom Strategic Communications)
  • Joshua Green (Undercurrent)

Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?

  • Moderator: Sheila Seles (Advertising Research Foundation)
  • Panelists: C. Lee Harrington (Miami University)
  • Seung Bak (Dramafever)
  • Jamin Warren (Kill Screen)

Creating with the Crowd: Crowdsourcing for Funding, Producing and Circulating Media Content. Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent?

  • Moderator: Ana Domb (Almabrands, Chile)
  • Panelists: Mirko Schafer (Utrecht University, The Netherlands)
  • Bruno Natal (Queremos, Brazil)
  • Timo Vuorensola (Wreckamovie, Finland)
  • Caitlin Boyle (Film Sprout)

Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories. Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?

  • Moderator: Xiaochang Li (New York University)
  • Panelists: Germaine Halegoua (University of Kansas)
  • (other two panelists still being confirmed)

At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?

  • Participants: Jonathan Zittrain (Harvard University)
  • Helen Nissenbaum (New York University)

Saturday:

Introduction:

  • Grant McCracken (author of Chief Culture Officer; Culturematic)

The Futures of Serialized Storytelling. New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

  • Moderator: Laurie Baird (Georgia Tech)
  • Panelists: Matt Locke (Storythings, UK)
  • Steve Coulson (Campfire)
  • Lynn Liccardo (soap opera critic)
  • Denise Mann (University of California-Los Angeles)

The Futures of Children's Media. Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

  • Moderator: Sarah Banet-Weiser (University of Southern California)
  • Panelists: Melissa Anelli (The Leaky Cauldron)
  • Michael Levine (Joan Ganz Cooney Center, Sesame Workshop)
  • John Bartlett, Houghton Mifflin Harcourt

The Futures of Nonfiction Storytelling. Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have--and might--nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

  • Moderator: Ellen McGirt (Fast Company)
  • Panelists: Molly Bingham (photojournalist; founder of ORB)
  • Chris O'Brien (San Jose Mercury News)
  • Patricia Zimmermann (Ithaca College)
  • Lenny Altschuler (Televisa)

The Futures of Music. The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

  • Moderator: Nancy Baym (Kansas University)
  • Panelists: Mike King (Berklee College of Music)
  • João Brasil (Brazilian artist)
  • Chuck Fromm (Worship Leader Media)
  • Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard Univeristy)
  • Brian Whitman (The Echo Nest)

Aca-fandom and Beyond: Roberta Pearson and Alexis Lothian (Part One)

Roberta Pearson: I'm looking forward to Alexis' 'provocation' since our preliminary exchanges indicate that we're ideal partners, coming at the issue of aca-fannishness from very different perspectives. In fact, it's the perspective and position of the various posters that I want to address first.

The very title of Henry's blog together with this debate have so far led most participants to confessions concerning the kinds of acafans they are or are not and why. As Anne Kustritz pointed out, though, there's a danger here. "The aca-fan concept will be defined by perhaps the most simplistically "confessional" works unless we create a theoretical frame for understanding...." And as Henry said, "my bet is that each participant has reasons to feel somewhat inside and somewhat outside the "core" of the community being represented." So far we've had discussions of myriad fandoms, including skating and Radiohead, with many people positioning themselves somewhat outside the core of the fan communities with which they affiliate. We've also had people positioning themselves outside a presumed core of acafans, which implicitly (and not so implicitly in some cases) means an active involvement in a fan community or at least a stake in transformational as opposed to affirmational fandom. I'd like to suggest that we can't begin to theorise the concept of acafan unless we first return to our theorisations of fan.

Harrington says, "I am also, I suspect, a different kind of fan that most participants in this blog series. I'm definitely an "as-is" (not transformative) fan and for the most part my fandom is experienced privately not publicly." Campbell says that when reading some fan studies, he has the "distinct impression that if I don't don a Star Trek uniform, attend Sci-Fi conventions, invest a significant amount of my time memorizing minutia surrounding each episode and reading fan fiction, then I cannot claim to be a Star Trek fan. Apparently, enjoying the series, collecting some Star Trek memorabilia, and discussing the series with friends who also enjoy the show is not enough to be a "fan.""

And now time for a bit of personal confession and positioning. I certainly consider myself a fan, particularly with my core fandoms of Trek and Sherlock Holmes. Re the former, I've written a couple of fanfics, just to see how it was done, but the first and only time I went to a con, the sight of people dressed in Starfleet uniforms struck me as either risible or horrifying. Re the latter, I've written Sherlockian scholarship, was for a period in my life actively involved in the Sherlockian community and still count some members of that community among my dearest and oldest friends. But with Harrington I'm much more an affirmational than a transformative fan and experience most of my fandom in private; thus by some accounts I'm probably not a fan despite my self-declaration as such. Here we have two possible dimensions of fandom: affirmational versus transformational and private versus public (or perhaps text versus community).

In a recent essay that I wrote for Kristina Busse's and Louisa Stein's collection on the BBC Sherlock, I suggested another dimension, distinguishing between those who are fans of a specific text/cultural icon and those who are fans of fandom itself, the shared protocols of fandom on sites such as LiveJournal permitting fans to move easily from one fandom to another. The relationship of these various kinds of fans to texts, to the industries that produce them and to fan communities are distinctly different and worthy of exploration. And until we do this we cannot begin to distinguish among the different kinds of aca-fans.

And of course once we've charted the fan bit of the term, we must also chart the aca bit, defining the individual's relationship to the academy. We can then differentiate for example, between a non-tenure track transformational fan of fandom and a tenured affirmational fan of particular texts or cultural icons (the category into which I would put myself), along with the factors of power and privilege that come with these distinctions.

Continuing with self-positioning, I have to confess (and among this crowd it feels very much like a confession, although one I've made before and in print) that I'm a fan of lots of high culture, ranging from Shakespeare to Bach. I would argue that many in the humanities who engage in "serious scholarship" around these cultural icons are also fans. As Henry says here, "as writers like Jolie Jensen noted, this mixture of passion and knowledge was what qualified one to speak about classical music, serious literature, or high art, but because of the legacy of critical studies, being passionate about popular culture was seen as being duped by the culture Industries." Here's the classic Bourdieu-ian binary: passionate engagement with popular culture and distanced appreciation of high culture.

Yet as I have argued elsewhere, those who love Bach or Shakespeare are just as passionate as those who love skating or Radio Head, and this extends to those who engage in "serious scholarship." Above I've suggested refining the concept of the aca-fan; here I suggest broadening it to include those within the humanities who research particular texts or icons. Anyone who has been in the company of Shakespeareans for example, recognizes the easy familiarity and in-group conversation of the fan, as people reference various plays and characters. Why should those of us who (also) study popular culture and engage in much the same activities, feel inferior to acafans of high culture?

These high culture acafans have always felt fully confident in their judgments as authorized tastemakers, fully confident that is until the culture wars that enshrined relativism and challenged academic authority. As someone who began her academic career amidst this furore and fully imbibed the concept of cultural relativism, I've never felt confident in imposing my own tastes upon my students nor in unproblematically declaring that something I like is 'good'.

My initial training as a social scientist, which involved the notions of objectivity that others have referenced here, probably also made it harder for me to engage either in aesthetic analysis or aesthetic judgments. From my preliminary exchanges with Francesca Coppa, originally scheduled to be my partner in this debate, I have the impression that the younger generation of academics feels much less reticent about this and happy to grab the tastemaking power that comes with an academic position. And even I am now happier to declare something "good," or at least to interrogate the factors that might make something "good," as my co-author and I are doing in a chapter of our book about Star Trek and Television. But does being an acafan always mean that one loves the object that one studies?

And yet another confession - as well as being a fan of texts I'm a fan of the industries that produce them. This industry fandom was practically forced upon me as a fan of Star Trek during its first airing, as news of low ratings and imminent cancellation continually circulated. In order to understand this, my adolescent self had to acquire some grasp of network operations, even if only through the not so reliable medium of TV Guide. Now that production studies has emerged as the dominant paradigm within television studies, I return to worries about objectivity and what it means to study the beloved object and to have access to those who produce it. Can we/should we maintain a critical distance?

I said above that when I first saw someone in Starfleet uniform at a con, I hovered between horror and laughter. The next time I saw someone in Starfleet uniform, was on the Paramount studio lot during the filming of Star Trek Nemesis. When Brent Spiner and Marina Sirtis appeared fully decked out in their characters' costumes, scholarly objectivity disappeared in a haze of excitement: I was for a moment completely fan without a trace of aca, indeed, living the fan's perfect daydream. But loving something doesn't mean always being affirmational: affirmational fans are perfectly capable of insightful criticism.

And fans of course are themselves often insightful industry analysts, for the same reasons that I was forced to be as an adolescent; they want to know what brings their beloved object into being and how long it might survive. I think it's important that fans, academics and aca-fans all have some knowledge of the industries that produce the texts that generate the majority of fandoms. Therefore, I disagree with Kristina when she says, "As a fan I don't want to engage directly with actors/writers/directors, and as an academic, I don't care about that side either. I know it's an important area, and I'm very happy that we have good and smart people explaining and representing fandom, but to me fandom is mostly about what we as fans do." However, I do think that acafans who do production studies do need to engage in constant self-reflexivity about their relationships to industry and to producers.

Alexis Lothian:

I couldn't agree more with Roberta that we need to theorize what it is we mean when we talk about being a "fan" as well as an "acafan." Without that, we find ourselves talking at cross purposes--though, of course, it's the very overdetermination of both those terms that keeps them alive and interesting. That said, it is difficult to engage in this conversation without giving in to a certain urge to self-disclosure. Especially because the way I experience the overlap of academia and fandom in my own life has everything to do with personal ethics, with the contexts and standpoints that shape my participation in knowledge production.

For me, fandom is less an identity than a location, a set of networks and connections within which I'm situated. My participation in fan culture mostly means being accountable to a community that I became part of through my love for science fiction and my interest in transformative works and fan video, but it's been sustained--and friendships formed--more through discussions of feminism, race, queer sex, and capitalism than through exploration of a source text. In fact, I find it difficult to name anything that I am intensively a fan *of* at the moment. Other than to say that I'm a fan of critical fanworks that engage transformatively with the hegemonic politics of the culture industry, which is possibly partly a way of seeking excuses for the extent of the pleasures I take in the aforementioned hegemonic products.

Being a fan is difficult, as Jack Halberstam says in this debate. The things you love betray you and other people just don't understand. In fact, my own movement away from more object-oriented fandom can probably be traced to the intensity of my disappointment with the end of Battlestar: Galactica, around which I participated in an exciting whirl of collaborative fanwork-making, drawing out queer and antihumanist and other critical interpretations through transformative works. The show's last half-season (and here I do speak as frustrated fan!) made a mockery of everything that excited my collaborators and I, and even though the fanworks the group created maintained the queer worldmaking we'd been doing around the show in ways I think are fascinating and important, I've been less inclined to give myself over to a fannish passion since.

Instead I have been working to celebrate and expand critical forms of fandom through the feminist science fiction convention WisCon, where I've been part of a group bringing transformational fanworks into the heart of a convention traditionally focused on literary science fiction with a feminist focus (the kind that tends, alas, not to sell very well or to get mainstream marketing). The convention is not an academic conference, but it shares very many concerns with my academic home of queer studies: thinking critically about politics and pleasure, discovering and creating and building on ways of living, thinking, loving that are outside the mainstream. It owes at least as much to activism (often online activism but certainly not restricted to that) as to the fandom it's ostensibly organized around. As with anything one is a fan of, I have plenty of frustrations relating to WisCon, but it wouldn't be inaccurate to say I'm a fan of this particular fan community. It's also true that I could occupy the position I do with respect to the WisCon community without necessarily calling myself a fan--to think of myself as a fan marks me as more personally invested, names the position the feminist sf world plays not just in my professional but also in my personal life.

In going to WisCon as a fan, even a fan who has been afforded professional opportunities through it, I tend not to go as an academic. I don't study fans or fannishness as such, though I have written about fanworks and will continue to do so. It's more that my participation in fandom has shaped the way I engage with scholarship. My academic work is about what speculative fiction and other forms of artistic speculation can do to create alternative ways of being, different ways of living and thinking futures and worlds. Being part of feminist sf and transformative works fandom lets me see how other people are also thinking about these things. I don't want only to study fans or to use fans' ideas to make sense of texts, although those are certainly dynamics that I engage in. I tend to prefer to think about fandom, as about as a set of communities where people are engaging in cultural production, intellectual exchange and concrete worldmaking that participates in the same project as the one I'm working on. Fandom has become central to my intellectual life because of the specific things that happen in the fannish world I live in: the art that gets made, the people who connect, the ways in which normative relationships between pleasures, politics, capital, genders, and sexes get played with and reimagined.

I say "intellectual life" rather than "academic life" with some care. I take seriously Matt Hills's injunction in the classic Fan Cultures that academics should bear in mind our tendency to valorise the modes of fannish participation that look most like the particular class based institutional worlds that we inhabit, and certainly convention-based US sf fan culture looks sometimes disturbingly similar to the academic conference and publication circuit. But the differences between fandom and academia are profound, and I get very uncomfortable when they are eroded from either side.

Fandom's structures come about through play, sometimes through desires to make the world a better or more equitable or more entertaining place. Academia's an industry, and academics working on objects they love or with communities they are a part of don't get to opt out of the more problematic parts of knowledge production--such as measuring their output for the assessment of research's quality and impact. If I use my connections to fandom for that purpose, I think it's vital for me to offer something to fandom itself as well. I could call that research ethics, but as a scholar of literature and cultural production without a substantial background in the social sciences or in critical anthropological literature, I'm happier calling it acafannish manners.

I hope these meditations make it clear why I tend to embrace the term acafan, and how I've been able to leverage that term to account for the ethical considerations that are important to me. Other terms might fit as well; Halberstam talks in In a Queer Time and Place about the subcultural archivist who is also a participant, and that also describes how I see my work.

There are plenty of places where my scholarship and my fandom do not overlap, and I think I need that space in order to maintain both rigor in my academic work and pleasure in my fandom. But in the spaces between, acafandom is a helpful shorthand for my affective, ethical, critical, and personal negotiations. Working within queer studies and having lots of connections to critical ethnic studies scholarship, I've seen plenty of examples of the way this kind of insider/outsider position plays out for scholars who study communities of which they are members--particularly communities that are excluded and oppressed. Fandom is not an oppressed community, although there are plenty of people and groups within it who are structurally oppressed in various ways. But it is often marginal, overlaps with other marginal groups and practices (especially when it comes to sex and sexuality, I have found) and it can still be unfairly exploited.

I've recently had the opportunity to experience the acafannish situation from the opposite side, as it were. A friend of mine, who I know through fannish circles and who is a postgraduate student, recently wrote a paper about vidding. She wanted to interview a vidder and asked me, and I've now had the opportunity to read my own opinions about fannish meaning-making as stated by a research informant rather than from the pedestal of scholarly publication. Her piece is excellent and I learned a lot from the way she was analyzing my responses; I suppose this must be an experience with which any academic who is also an artist or cultural producer will be familiar. Yet it was still a strange and vulnerable feeling, one that may well affect the way my academic and fannish projects intersect in future.

Alexis Lothian is completing her dissertation in the English department at the University of Southern California. Her research focuses on queer time, speculative fiction, and fan communities' transformative modes of digital analysis and critique. She is a founding member of the editorial team for Transformative Works and Cultures and has presented and published on science fiction literature and film and on fan video, including contributions to dossiers in Cinema Journal and Camera Obscura (forthcoming). Her website is http://queergeektheory.org.

Roberta Pearson is Professor of Film and Television Studies and Head of the Department of Culture, Film and Media at the University of Nottingham. She has written about Star Trek, Sherlock Holmes, Batman and other cultural icons. She has written some Sherlockian scholarship and even produced a Trek fanfic or two for private circulation, but considers herself primarily an 'affirmational' fan whose academic interests are more in the industry than in fandom.

Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part Three)

This is the final installment of my interiew with Brian David Johnson. Sorry for the delay in posting. I had some difficulty with email access during Comic-Con.

You talk in the book about "ubiquitous television." Many readers will not know this concept, so can you explain what it means and how it represents a significant shift from our current relationship to content?

Ubiquitous TV is built off the idea of ubiquitous computing. This was a concept pioneered by Mark Weiser while he was at Xerox PARC. Weiser saw computing existing in three stages: Stage one was the old mainframe computer. These were the computer the size of an entire room. The second stage of computing was the personal computer. This is the Mac or PC that we all know and love.

Now we should point out that the shift from stage one to stage two was massive. This shift defines the world of computing as we know it today. There was a time when it was fantasy to think of a computer that could fit in your pocket. But of course we all know that happened. And Weiser made a leap to the next stage of computing.

For Weiser stage three was where computing disappeared and literally could be found everywhere. It would be invisible. It would be ubiquitous. This has been a long standing area of study in the academic and corporate research worlds. In my book I took this approach and showed how it was actually beginning to happen in the world of entertainment. I also expanded it to how consumers and people would experience TV in their lives.

The idea of ubiquitous TV means that people would live with TV throughout their day and across all the digital devices or "screens" in their lives. What I always found lovely about the idea of ubiquitous TV was that it shifted the focus of the definition and experience away from the devices and to the lives of consumers. No longer would you go to your TV just to get TV. You wouldn't go to your PC to access the Internet and phones wouldn't just be for phone calls. The idea of ubiquitous TV really is the foundation of my idea of Screen Future.

For consumers it's not about the TV or the PC or the smart phone or any other devices. When our social scientists talk to consumers they hear that for real people it's just about the screens and the entertainment and social communication that these screens give us. That is truly a ubiquitous experience. It's not about one device to rule them all but about whatever device we have handy at the time. In this world of ubiquitous TV it is less about the device and more about how that device does, what we want it to do and how it gives us the experience we want.

When I think about ubiquitous TV now for me it is a real life actualization of Weiser's theoretical ideas. The world of ubiquitous TV is happening and gives us a real world glimpse and application of what we can expect to see In the future.

One could argue that there is a core tension between the idea of media as "personalized" and the idea of media as "socialized," something we consume through networks (whether old school broadcast or new school digital/social). This is not a new tension, but it seems hard for advocates for new models of television to keep both aspects in their heads at the same time. How do these two pulls impact the design of the next generation of television-related technologies?

You couldn't be more right. It has been hard for people to keep both of these concepts in their heads at the same time. But for me I approach it differently. For me I think about what consumers and people are telling us. Because ultimately it's about what they want and people have no problem managing these two ideas at the same time. The reason why it's easy for them is because they want it both ways.

As we start to think about how to design for both the personalized state as well as the socialized state, I think we need to remember that for consumers both of these states are still TV. In the business of entertainment and even in the business of thinking and writing about entertainment, we like to create categories and systems for understanding what's happening in the modern media landscape. This certainly is important as we need to have these discussions but even as we discuss and debate we have to remember that for consumers they don't think this way. They are not thinking about the business or cultural implications of media. People are simply enjoying it as a part of their lives.

I realize this might sound a little over simplified but I've noticed over the past few years that many people I've been talking to forget this simple difference.

So as we start to think about designing for consumers we must remember that there is no line between personalized or socialized. It's about access and communication. I've written a few times that the goal of my kind of futurism is to ultimately become mundane.

People often quote Arthur C. Clarke's third law. "Any sufficiently advanced technology is indistinguishable from magic." But I'd like to humbly add Johnson's Addendum to Clarke. It would say that yes - Any sufficiently advanced technology is indistinguishable from magic - But come next Tuesday evening that magic will be mundane.

For us to design in this landscape we need to understand how people move through their days interacting with people and entertainment. If we remember that people want it both ways. They want to interact and socialize sometimes AND they want to just sit back and be passive sometimes PLUS they want to switch between these modalities freely then I think we are starting to approach a proper design sense.

BUT this is just a start! What I'm most interested in is not their either or approach that we are taking. We always seem to be talking about New TV and Old TV. That's fine. As I said above we have to remember that people want both and that's a good thing. But what I'm really interested in is the landscape I'm between these two experiences. The uncharted territory around these TV experiences. I'm worried we are still encumbered by our past prejudices and experiences. This is why I typically tell my students that they are the future of TV-- not me. I may be working out how people will be interacting with TV and computational platforms and screens and even you Henry will be writing about what's happening and COULD happen but they are the ones who will actually build these experiences. They are the ones who need to be unencumbered by the past. We always need to appreciate what consumers what and respect the TV entertainment experiences but there are so many places to innovate and invent.

Much early writing on digital media implied that the era of mass media would be displaced by an era of niche media, yet there remains an ongoing engagement with our shared experience of broadcast media which has allowed television to weather the storm. What factors have allowed television to withstand competition from the net and the web?

I love the old ideas of where TV was going to go. People always said that it would all be personal; that mainstream broadcast media would shrivel and die. No longer would large corporation dictate to the people what they should watch. It would be a wild and wooly collection of intensely personal niche channels that would change and adapt to the needs and desires of people.

Well yeah that's cool but it didn't happen exactly like that. It turns out people love mainstream broadcast TV. People all over the world love watching American Idol or Pop Idol or Indian Idol... And there's nothing wrong with this. Consumers love personalization and they also love watching Idol live. This is not hard for them to understand.

Look we have to be clear here. Our research shows that the majority of people all over the world still watch the majority of their TV on an actual TV in real time, in broadcast from traditional broadcast, cable or satellite. TV...traditional TV is still very important to people. But that doesn't mean it can't change. Obviously what has happened over the last few years with the delivery of entertainment via the internet to multiple connected computational screens clearly illustrates that people's imaginations can get captured with new entertainment experiences. But that's TV. It can be both things and it's an experience that is strong enough and robust enough to be up to the task.

Part of the frustration of print publishing about emerging media practices is that the book is always out of date before it reaches the reader. What recent developments do you wish you had been able to discuss in the book?

Ah yes! At the end of Screen Future I wrote that I figured that by the time people read the book there would be a whole host of issues and technologies that were outdated.

But in Screen Future I really wanted to spend more time writing and talking to people in the gaming industry. I have always been a gamer. Pong and I were born in the same year. I grew up with a joystick in my hands. My generation is a generation of gamers and the affect that this has had on how we think about entertainment is massive.

I got to do a little writing in this in one of my columns. I spoke with a round table of gamers and game developers at the PAX convention in Seattle and that was really informative. Ultimately I think we need to rethink how we define gaming and that this could have a massive affect not only on the gaming industry but perhaps the entire media landscape.

I've joked that I could write an entire book on social TV. I feel in the book I barely scratched the surface. I really think the social activity is the future of TV and entertainment. Now really this is a bit of a copout because social experience has always been in the bedrock of TV but I do think there is so much more we can do.

What happens when TV and entertainment becomes the platform not only for being social for our friends and family? What happens when TV becomes the platform by which we are social with our government and with our culture and with education?

I'm thinking I should really explore this with you Henry. It's an amazing area and one that I think we need to keep our eye on. The future is going to be really amazing here.