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March 6, 2007
From Participatatory Culture to Participatory Democracy (Part Two)Yesterday, I ran the first part of the text of my keynote address to the Beyond Broadcast conference. I conclude the text in today's installment. Here are a few other key concepts that we might draw from Convergence Culture into the current discussion of Democracy: 1. Convergence is a cultural rather than a technological process. We now live in a world where every story, image, sound, idea, brand, and relationship will play itself out across all possible media platforms. As such, the system creates many points where it is vulnerable to intervention, appropriation, repurposing, and recontextualizing its contents towards political purposes. 2. In a networked society, people are increasingly forming knowledge communities to pool information and work together to solve problems they could not confront individually. We call that collective intelligence. The political potential of collective intelligence might be recognized through a closer examination of the Wikipedia movement. Wikipedia has developed strong ethical standards that enable people with wildly divergent beliefs to work together towards a common project; they focus on the shared infrastructure that they all need in order to achieve their aims rather than on the individual points of disagreement; the Wikipedia movement provides them with meaningful mechanisms that allow for the reconciliation between competing truth claims and the co-existence of differing perspectives. 3. We are seeing the emergence of a new form of participatory culture (a contemporary version of folk culture) as consumers take media in their own hands, reworking its content to serve their personal and collective interests. It will come as no surprise to regular readers of this blog that I consider Second Life to be one of the most powerful embodiments of this new participatory culture -- a whole world that is being constructed bottom up through the collective and individual efforts of participants. In the white paper we wrote for MacArthur, I offer the following definition of a Participatory Culture:
In the white paper, my focus was primarily on various communities of fans, gamers, and bloggers, many of whom are involved in creative expression, yet this description might also apply to various projects that are designed to promote real world civic engagement. Don't let anyone tell you that participatory culture is new or that it has not made earlier contributions to the evolution of American democracy. We know, for example, that teenagers were using toy printing presses to produce what we might now call zines during the Civil War period, using them as vehicles to debate abolitionism and secession in publications that they circulated through an Amateur Press Association. We might similarly point to the various kinds of civic activities that young people were engaged with during the early history of American radio at a time when it was expected that there might be as many transmitters as receivers. Youth groups, such as the Boy Scouts and Girl Scouts, embraced amateur radio as a site of community service and civic engagement. The Radio Merit Badge was one of the very first created and was once central to what it meant to be a Scout. When the Federal Communications Commission sought to shift radio towards a medium of corporate broadcasting, they did so by vilifying the "boys in short pants," suggesting that young people had misused the public airwaves and that the experiment with participatory media had failed. Today, both of these earlier experiments in participatory culture have been written out of the history of American politics but they offer us valid historical antecedents for today's blogs, podcasts, and video-blogs. (For a useful history of the amateur radio movement, check out Susan Douglas's Inventing American Broadcasting, 1899-1922.) 4. We are acquiring skills now through our play, which we will later apply towards more serious ends. Indeed, we are again and again seeing examples of entertainment technologies being repurposed for more citizenly ends. So, no sooner did the game, The Movies, hit the market with its promise of allowing players to create their own cinema than it was picked up by student activists in Paris and used to explain to the world their particular vision of French Democracy. Moveon's "Bush in 30 Seconds" contest took its model from the reality television series, Project Greenlight, and took advantage of the skills that young people had developed through the years putting together fan or skateboarder videos. Meetup was created as a vehicle for trading beanie babies and is today deployed by all kinds of interest groups, but it has also become a staple of political campaigns and was a hallmark of the Howard Dean effort in 2004. YouTube may be the distribution channel for Lonelygirl15 and for college kids around the world who want to lip-sync with boy band songs, but it has also been a system by which amateur news footage of incidents like the tasering of the UCLA student by the campus police may gain much greater visibility and circulation. Indeed, we are just beginning to see the kinds of grassroots documentary work that can emerge in a world where almost everyone has both a camera and a video recorder built into their mobile phones and thus carries media production equipment with them where-ever they go. We can already point to the ways that these mobile cameras have changed public perceptions of the Bush administration's handling of Katrina. Early news reports were largely favorable since reporters were embedded in the teams of rescue workers but a different image of the events emerged as refuges started to tell their stories and upload amateur images of the same events. Others used Flickr and other photosharing sites to deconstruct and critique news media coverage of the incident, showing for example the different kinds of language used to describe the same actions taken by white ("finding bread and soda") and black refuges ("looting a grocery store.") These new communication platforms taught many of us to read past the official accounts and led to a significant decline in Bush's public support. The Downsides of Participation An interesting case in point might be the use of photoshop collages as a form of political satire. We might see such transparently manipulated images as a kind of modern equivalent of editorial cartoons, translating political events into vivid, compelling, and amusing images which insure their wider circulation. In a high number of cases, these cartoons deploy images from popular culture to help the public understand the stakes of the political process. Already we are seeing images start to emerge of the candidates for the next campaign. A strikingly high percentage of them appeal to sexism (in dealing with Hillary Clinton) and racism, not to mention Xenophobia, (in dealing with Barack Obama). Some of these images are too offensive to be circulated in the mainstream media (though I wouldn't bet on it: the new Fox comedy news show had a skit about "B.O. [Barack Obama] Magazine" as part of its sample reel!) but they appeal to the urge towards politically incorrect speech that shapes so much of the participatory culture online. We will benefit as a society by broadening the range of perspectives on political life through tapping this new participatory culture but only if, at the same time, we foster civility and mutual respect as a cornerstone of our political discourse. Ideally, a participatory democracy supports the formation of coalitions across parties and across political categories, allowing people to work together to support those things which are absolutely essential if Democracy is going to thrive. We need, in other words, to work together to insure for the survival of participatory culture itself. (There will, of course, being other debates that are more divisive, debates which deploy the tools offered by participatory culture to try to sway voters in opposing directions, and this too is at the heart of a democratic culture.) If privacy was in many ways the central political struggle of the late 20th century, manifested in a range of different political debates (from Gay Rights to Abortion), then participation may be the core battle of the early 21st century. Our right to participate in our own culture is being held hostage both by big government and by big industry and we need to adopt a multiple front strategy that will allow us to hold open a space for participation. The current media reform movement is focused on empowering the government to regulate media concentration but has had much less to say about the ways that the government itself encroaches into our rights to participate. This struggle manifests itself in a variety of different debates. On the one hand, we might point to struggles over the regulation of youth access to digital media in the face of regulatory efforts, such as the Deleting Online Predators Act or its revamping as The Protecting Children in the 21st Century Act. We might point to struggles to redefine copyright law in terms which enable us to comment upon and debate core aspects of our contemporary culture. We might point to the debates around Net Neutrality as centering around preserving the technical infrastructure necessary for allowing all perspectives to be heard and the ongoing struggle against the Digital Divide (understood in terms of technical access) and the Participation Gap (understood in terms of access to core social skills and cultural competencies) as one which allows all citizens to fully participate in the new media landscape. As we do so, we need to challenge the culture war discourse and the politics of fear which disempowers many from political participation by dismissing core aspects of their cultural identities. For many of us, popular culture offers us the most meaningful language for talking about our political identities and it may offer us a space for conversations across ideological and cultural differences in part because these conversations don't come precoded in partisan terms. To paraphrase Obama, we watch 24 in the Blue States and The Daily Show in the Red States and by discussing these programs together, we may start to identify common values and frames of references out of which we might achieve important political compromises. So, for example, we might deploy Survivor as the focus for a conversation about race in America or 24 to talk about the ethics and effectiveness of torture in the war on terror. Some activist groups have already seen such cultural events as key rallying points for political activism as when the environmental movement used the release of The Day After Tomorrow to educate people about global warming. We have seen a range of voter registration votes, such as MTV's Rock the Vote or the World Wrestling Entertainment' s Smack Down Your Vote, prove effective at getting young people registered and engaged with electoral politics. We are seeing the emergence of a range of other groups, such as Games for Change, The Entertainment Consumers Association, and The Video Game Voters Network, tap our identities as gamers to mobilize us for political action. As we do so, we need to recognize the value of fantasy for empowering political action. In my book, I discuss Muggles for Harry Potter, a free speech organization that emerged to rally opposition to the censorship of the Harry Potter books in schools and public libraries. I also suggested, however, the irony of this effort, given how many of the young people involved felt compelled to recant their fantasies as "meaningless" in order to demonstrate that the books had no "effect" on them. Instead, we need to value fantasy as part of the process of political transformation and respect the kinds of cultural politics which emerge from the fan community. Consider, for example, the ways that Sequential Tart, an organization of female comics readers, has helped to impact both comics production and retailing practice by providing a space where women regularly discuss what they like and dislike about the comics they read. There is real political power in this new participatory culture. We know this because of the emergence of Astroturf, fake grassroots media, created by major political groups or advertisers but circulated through bottom-up media channels. A classic example of this was the attempt of Al Gore's Penguin Army to debunk An Inconvenient Truth: the video tried to pass itself off as coming from amateurs when it was in fact produced by a major advertising firm which regularly worked for major oil companies and the GOP party. The story teaches us two things: Ask a Ninja? Want to know what democracy looks like in the 21st Century? Ask a Ninja! 1 CommentsHenry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |
Matthew Barney was in Moscow last weekend for the screening of his 'Cremaster Cycle' and 'Drawing Restraint 9' as part of the Second Moscow Biennale of Contemporary Art, so at the Q&A session that followed the last screening, I couldn't resist asking him what 'he' thinks of convergence culture...
The enigmatic artist and filmmaker said he is aware of this process, but he doesn't see his creations as part of it, at least so far. "I'm making language that can communicate, my task is to communicate, so I guess there is a certain level of interactivity there, but it stops there," he said, stressing that his focus on sculpture and static natural elements fosters a viewing experience that is more observational than participative.
One personal observation: given the enthralling, immersive imagery of many moments in the five Cremaster films, Second Life and other virtual worlds pop to mind...
With reference to point 1. - "Convergence is a cultural rather than a technological process. We now live in a world where every story, image, sound, idea, brand, and relationship will play itself out across all possible media platforms.":
For Russia's take on transmedia storytelling, and more precisely its own version of 'The Matrix' franchise - this Moscow Times story is quite informative - http://www.themoscowtimes.com/stories/2006/12/15/101.html
It reviews a book on the 2004 blockbuster 'Night Watch' and its sequel 'Day Watch' by leading Russian intellectuals who compare the two movies to the 'Matrix' trilogy phenomenon. The first two films of Timur Bekmambetov's trilogy, adapted from Sergei Lukyanenko's fantasy novels and which broke all previous box-office records, depict a supernatural struggle between good and evil in contemporary Moscow.
Like the Wachowski brothers' films, the 'Watch' films contain plenty of hidden meanings and references to well-known elements of [in this case Russian] popular culture, including details that invite viewers to research the stories further in other sources. However, in contrast to the 'Matrix', whose main message to humans is to resist, Bekmambetov's films tell their audience to be passive and trust the authorities. As they were produced, and promoted, by state-owned Channel One, the authors suspect some underlying Kremlin political ideology in them.
The third and final film, 'Dusk Watch' is in development.
Meanwhile, the daughter of former St. Petersburg Mayor Anatoly Sobchak and reality show host Ksenia Sobchak and novelist Oksana Robski are said to be writing a book jointly, called 'To Marry a Millionaire' - apparently a spin off from the perfume of the same name they launched together last year.
Russian transmedia storytelling and franchise development know no creative frontiers it seems...
Florence Gallez

[Moscow-based journalist]