Confessions of an Aca-Fan by Henry Jenkins CMS MIT
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Gender and Fan Studies (Round One, Part One): Karen Hellekson and Jason Mittell

As promised, we are going to be running a mega-event through my blog this summer -- an ongoing conversation among some of the leading scholars of fan cultures and cult media. This conversation has grown out of a perceived disconnect in the ways that male and female scholars are writing about this phenomenon, though I hope that it will evolve into something else -- a discussion of fan studies as a field, its theoretical groundings, its methodologies, and its most important insights. There has been an explosion in recent years of exciting new work on fan culture which is coming from an emerging generation of scholars -- male and female. I am hoping that this event will help introduce this work to a larger public and that this discussion can be seen as a sign that fan studies is really coming of age.

Here's how it will work: Every Thursday and Friday, we will introduce a new pair of scholars, who will continue the discussion, seeking to explore commonalities and differences in the ways they approach the work. Jason Mittell and Karen Hellekson have gotten things rolling here with some thoughts about the nature of fannish and academic authority.

Our hope is that this discussion will spill over into other blogs as well and I will try to post as many links to these other discussions as possible. So far, for example, Kristina Busse and Will Brooker have started a public discussion in anticipation of the series which Kristina is running over at her blog.

I am also encouraging other participants to add their thoughts and comments here whenever something in the public discussion sparks their interests. Karen and Jason suggested the use of numbered units to make it easier for people to refer to parts of the exchange.

So, let the fun begin.

Authority
by Karen Hellekson & Jason Mittell

1. Academic authority

[1.1] KLH: It seems that every discussion about fan studies somehow has something to do with authority - not only with establishing who has it (apparently not the fans, unless they appropriate it), but indicating the closeness of the relationship with the subject matter (apparently being an academic means you're inauthentic if you're a fan, and being a fan means you can't be a properly dispassionate, disinterested academic). My problem with this led to my coediting, with Kristina Busse, a recent volume of new essFays about fan studies, Fan Fiction and Fan Communities in the Age of the Internet, all by academics who are also fans, because I think that this connection is a useful and good thing.

[1.2] Interestingly for this discussion, the academy does not employ me. I'm employed full-time as a copyeditor in the scientific, technical, and medical market - a good fit for me, because I prefer not to teach. My academic credentials include a PhD in English, with an emphasis in science fiction, and I've published some books and articles, some of which happen to be about fan studies. I write book reviews about SF titles for Publishers Weekly. However, I've found that a lack of an academic connection is terribly disenfranching. The simplest research project is fraught with annoyance and pain as roadblocks are thrown in front of me: it's ridiculously difficult to get the books and articles I need, thanks to all the limits placed on me by the library; and I don't have an affiliation to put on my abstract submissions, which results in their being kicked back to me for "completion."

[1.3] My work in fan studies includes literary and historical readings of fan texts and/or the bits of the Internet given over to fan community. I'm currently interested in notions of authorship; of truth-claims, authority, and analysis; and ideas about constructing and editing reality (as, for example, editing blog posts to alter the historical trace). I've also done some work on the idea of fandom as a gift culture. I blog occasionally about my academic-type thoughts.

[1.4] JM: My aca-identity is comparatively traditional - I teach Media Studies at Middlebury College, writing about television primarily in the forms of books (author of Genre & Television: From Cop Shows to Cartoons in American Culture [Routledge, 2004] and a textbook in-the-works called Television & American Culture), articles (essays on TV narrative, genre, discourses about television as a medium), and blog (JustTV, where links to many of my other writings can be found as well). I'm primarily interested in the intersections between television programming, industrial strategies, and viewer practices, and have recently been focusing these interests on the development of new forms of television storytelling emerging in the past decade or so in the United States.

[1.5] Importantly for this discussion, I do not consider myself a scholar of fandom; although occasionally my research does peer into fan practices, such as a new essay on spoiler fans of Lost, my motivating question in such research is not focused on understanding fandom as a distinct set of practices - I'm not the least bit hostile to such scholarship, but it's just not my primary interest.

2. Fannish authority

[2.1] JM: My fan-identity is a bit more muddy. While I'm an eager consumer of many types of media & popular culture (including TV like Lost, Veronica Mars, BSG, The Wire, Six Feet Under, Arrested Development, etc.; a lot of animation; much music; and a fair number of videogames), I would not self-identify as a fan per se. And to me, this cuts to the heart of the debate framing this discussion - what are the boundaries of being a "fan" and who is invested in the label as an identity? I'm interested in fans as part of my pedagogy, regularly teaching academic work about fandom and showing examples of fan creativity & engagement. I read fan studies, even blurbing the excellent new volume Fandom.

[2.2] But I have no real personal investment in the fan label, or the practices and communities that tend to coalesce around the notion of fandom. For me, fandom centers around three main aspects: fan creativity (paratexts, fanfics, vidding, etc.), fan community (in-person and/or online), and fan self-identification (prominent self-branding through fashion, online profiles, behaviors, etc.). I don't really engage with any of these (save for wearing a Red Sox cap on bad hair days), so that's why I don't conceive of myself as a fan. (I realize that many people would argue that my notion of fandom is too narrow - I invite more discussion about those boundaries as they're crucial to the debate.)

[2.3] KLH: I myself am an active fan, involved in newsgroups and blogs about my few primary fandoms. I write fan fiction under a pseudonym, and occasionally, I go to fan conventions. Although I'm a longtime fan - I was into Doctor Who first, in 1981, with a live-action fan club - I took some time off and got back into it in a big way in 2002, when I turned to fandom basically as a form of social engagement, because I live in an isolated, fairly rural area. I run a fanfic archive in my primary fandom. Within fandom, I do lots of large project type things - things that involve organizing the time and effort of others, because I can get such projects done. I spend fannish time in actor- and fan-specific newsgroups and in the LiveJournal blogsphere.
Continue reading "Gender and Fan Studies (Round One, Part One): Karen Hellekson and Jason Mittell" »

Switching Channels: Branding Network TV in an Era of Mass-less Media (Part Two)

Yesterday, we ran the first part of an essay written by Sloan MBA candidate Eleanor Baird about the current fate and future branding of network television. Baird's work calls attention to shifts in the ways that networks measure their audiences, shifts which are going to be played out in dramatic ways as the networks launch their new season this fall. A team of MIT students -- graduate and undergraduate -- will be monitoring closely the week by week fluctuations in viewership figures and the ways that the networks are adjusting their programming strategies and branding practices in response. Here's the description of the course, which would be open to students from MIT, Harvard, or Wellesley, thanks to our various exchange programs. I hope to report on some of their findings here throughout the term.

Quantitative Research: Case Studies in the Fall 2007 Television Ecosystem

Alex Chisholm and Stacey Lynn Schulman

As creative development and business models change for television and cable networks making the transition from broadcasting to a mass market to immersing viewers in content across digital platforms, new opportunities to engage audiences in more meaningful ways are emerging as quickly as the underlying businesses that support production and distribution are outgrowing traditional valuation metrics and advertising currencies. There is a significant disconnect between what we know and can price versus what we're learning and where businesses are headed in the years to come.

Using the Fall 2007 television season as a basis for discussion and exploration, this seminar and lab course are designed to introduce students to the research metrics and business issues associated with broadcast and cable television, as well is with a variety of digital content extensions across web, mobile, and other platforms, all intended to create additional revenue streams while engaging audiences. In the lab, students will apply their learning to an analysis and revenue forecasting exercise for the television season as it unfolds in real time. The goal of the course will be to enable students to explore new ways of thinking quantitatively as we attempt to bridge the gap that currently exists between the known and unknown.

Our aim will be to begin the course with summaries of the networks' annual "upfront" presentations and programming strategies, immersing students in the creative and strategic pitches of the four major networks and explaining the corresponding business/programming rationale behind the new fall TV season. Then, in subsequent weeks, students will be introduced and become fluent in the mechanics and intricacies of rating points, Nielsen ratings, and other data to help understand the programming and business (e.g., marketing, advertising pricing inventories, sweeps strategies and case students, etc.) of the season as it progresses through the fall. Students will also be introduced to emerging strategies and tools to analyze "buzz" and other online behaviors -- such as online video viewing, iTunes purchases, etc. -- that now enable networks to better understand the "total" audience for their shows. While the course will focus on quantitative research methods and analysis, connections will be made to some new qualitative strategies and methods. Guest speakers from the major television networks, production companies, and advertising agencies will complement seminar discussions and readings.

As part of the weekly lab, students will work in teams representing the major television networks to "forecast" what the networks might and should do to revise their programming strategies and re-price their advertising inventories over the course of the fall season. The lab is supplemented by an online discussion/wiki where student teams will collaborate and collect data.

Stacey Lynn Schulman is CEO, Chief Insight Officer of Hi: Human Insight, a media consultancy practice that specializes in unearthing insights that drive better connections between consumers and content. Through January 2007, Ms. Schulman was the president of The Interpublic Group of Co.'s fully-dedicated Consumer Experience Practice, which advised marketers on how to effectively connect with consumers in the evolving media landscape. Widely respected in the industry, she is an award-winning professional who is routinely quoted in trade and consumer media outlets, including appearances on CNN, CNBC and FOX News Channel to discuss media trends.

Alex Chisholm is founder of [ICE]^3 Studios, a media research and development consultancy that creates transmedia entertainment and educational properties, and is currently developing several projects with NBC News, NBC Olympics-Beijing 2008, and The Children's Hospital Trust. Over the past seven years, he has collaborated on research, product, and program development with Microsoft, Electronic Arts, Sony Pictures Imageworks, Interpublic Group, LeapFrog, NBC Universal, Children's Hospital Boston, and the MacArthur Foundation.

Now for Part Two of Baird's essay:

Switching Channels: Branding Network TV in an Era of Mass-less Media
by Eleanor Baird

Digital downstream

Even if audiences are not planning to sit in front of a network television affiliate for hours on end, networks hope, as they probably always have, that the consumer will be at least be engaged with the some of the content and keep coming back for more. The interactive, on-demand nature of the Internet seems to make it a natural medium for audience engagement for a consumer who could access the content from a wide variety of channels at a variety of times. Network executives and programmers hope that enhanced and more interactive experiences through the "ancillary channel" of the Internet will increase retention, engagement and, time spent viewing the show and related content and ultimately, revenue going back to the original program source. With a network branded site, this strategy is another opportunity to have consumers interact with the meta brand

Caldwell argues that television styled itself a "pull" medium, while bidding to make the Internet a "viable 'push' medium" . The relationship between television and Internet may seem natural and complimentary in this way, but it is problematic in others, requiring the interaction of content created by a few and consumed by many to adapt to a medium where greater participation in consumption and production of the content and flow are the norm. Moreover, this relationship has implications for a network trying to maintain a clear brand identity in an environment where users expect to be able to repurpose content in ways that the producers may never have intended. In contrast to television, this medium gives the network far less control of the image of both the sub-brand (the content) but also the meta brand, then context in which the sub-brand is experienced (the network).

So, although consumption of digital content may engage the viewer more, there is no guarantee, given the nature of the technology and the norms surrounding it, that the engagement will be with the network brand, the show's sub-brand, a combination of the two, or other factors entirely. That said, a recent study suggest that, if presented through a number of media channels, network affiliation awareness seems to grow stronger, echoing multiple studies on marketing messages and consumer retention.

Although there is certainly potential for branding and revenue generation online, interactivity is not the silver bullet that will save the networks from a consumer standpoint either. Various companies have tried to launch costly interactive television initiatives since the 1970s, all of which failed because they overestimated the audience interest in the service.

The public's interest in interactivity does not seem to be much better for network websites. Even though the vast majority of homes have a television and Internet penetration in U.S. households is quite high, there are estimates that as little as 5% of broadcast networks' viewers actually watch streaming video, in contrast to the 15% of cable channel viewers who do. A recent study of cable network website users found that they enjoyed using the website, but did not see it as the "Internet brand of the network" or as a "functional alternative to television". In fact, the usage of the cable television websites was heavily dependent on if they had been mentioned on air - a factor that accounted for about two thirds of visitors - and, not surprisingly, the popularity of a cable network's website mirrors the popularity of the network's broadcasts.

This raises the question of the utility of focusing branding efforts on these channels at all. If the users are highly engaged "content junkies" who usually learn about the site through watching television anyway, is network brand development online a worthwhile area to explore?

Continue reading "Switching Channels: Branding Network TV in an Era of Mass-less Media (Part Two)" »

Switching Channels: Branding Network TV in an Era of Mass-less Media(Part One)

In the June 1 issue of Entertainment Weekly, Jeff Jensen asks the provocative question, "Are you killing TV?" The article starts with a discussion of how Heroes returned from a seven week hiatus to find that they had lost roughly 20 percent of their viewership, a jaw-breaking drop of 2.6 million viewers, from its September debut to its final few episodes of the season. Many other popular and cult series have experienced similar drops this season, including Jericho (as a result, the show was canceled), The Sopranos, Lost, The Shield, Desperate Housewives, and 24.

The magazine offers a range of theories about why the networks are experiencing such dramatic drops in viewership including:

The competition of American Idol which whips out pretty much all other competition.

Creatively uneven seasons, which resulted in mis-steps and lulls in the dramatic pacing of some key series.

The shift towards daylight savings time three weeks earlier this year.

A loss of interest and attention due to the extended hiatuses (an experiment in having continuous blocks of programming followed by periods of downtime). The result of this factor has been the fact that Heroes is actually producing a second spin-off series, Heroes: Origins, which will be a placeholder or miniseries during the downtime between episodes of the original series.

Shifts in the mechanisms by which fans access television series, ranging from timeshifting to downloads and waiting for the boxed sets. EW reports that 1.7 million viwers of Heroes do not watch it during its regularly scheduled time and an additional 2 million viewers watch Lost on DVR within seven days of its original airing. These numbers do not include those watching legal or illegal downloads of the series. About a third of the viewers of Lost don't watch during the regular series but catch up with it on DVD exclusively. Major shifts are occurring in how networks measure their audiences in response to these shifts in when and how we are accessing their content but in the short term, these shifts may leave some cult shows vulnerable.

This debate about the viewership of cult television programs is part of a larger discussion about the fate of the networks in an era where methods of content distribution and access are shifting dramatically. Eleanor C. Baird, a Sloan MBA student, took my graduate proseminar on Media Theory and Methods this term. She wrote a very solid analysis of the future of network television for the course, one which mixes modes of analysis common to business schools with those we teach through our media studies classes.


Switching Channels: Branding Network TV in an Era of Mass-less Media
by Eleanor C. Baird

No matter how hard they try to convince us otherwise, the big four U.S. broadcast networks are, at their core, a mass medium that fits awkwardly into our newly democratic and participatory media ecosystem. Their marketing strategy follows the widely outmoded "push" model of consumer promotions and advertising to draw viewers. Even as they become increasingly integrated into the media industry's value chain, broadcasters are challenged by new cultural norms of consumption and engagement that are combining with technological change to create a "perfect storm", an environment where they are creating more value, but scrambling to capture it.

What is happening? It is not that people are not watching network television or becoming engaged with the content anymore. New ways of consuming television content are challenging the old revenue generation models. Consumers are turning to DVDs, DVR, and digital alternatives on the web to fit more television viewing into their lives. Advertisers, enticed by the prospect of more affluent and targeted audiences on cable and online, are beginning to spend their budgets on content sponsorship along the long tail. Broadcast networks are consequently in the strange position of having a strong collection of sub-brands - the individual programs - under a relatively weak primary brand - the network itself.

TV and the big four may not be going anywhere for now, but the future is becoming less and less certain.

In this essay, I will explore how broadcast networks can respond to this changing and converging media environment by promoting themselves as distinct brands of television. To do so, I will address three questions. The first question is one of focus, if the primary role for a broadcast network in this environment is content production or advertising aggregation channel. The second question is one of consumer loyalties and identification, if the consumer's relationship to the content is stronger than their relationship to the channel through which they receive it. The third question is, can a channel such as a network be branded, and how can that be done successfully.

In order to answer these questions, I will begin by defining the broadcast networks and then analyze the major issues at play for them today - advertisers and audiences, content, channels, metrics, and digital distribution. Then, using Raymond Williams' concept of flow, as well as the writing of John Caldwell as a framework, I will address the macro issues of the role of the medium and the impact of branding, and then proceed to an analysis of the strategies of the four networks. The paper will conclude with some preliminary answers to the three questions based on my analysis.

What is a network?
Networks can refer to cable and broadcast channels, however, in this paper, the term is used to refer to the four major U.S. broadcast networks: ABC, CBS, NBC, and FOX. These four properties are linked by their intended mass appeal and accessibility, their advertising-based revenue model, "push" programming and promotion, center-affiliate operational model and reliance on the network-mediated model of content delivery, based on a set flow of programming. Another key commonality is their lack of a clear and consistent brand identity, in contrast to many of the more popular cable networks - including CNN, A&E, MTV, Discovery Channel - which have very clear value propositions.

With what I am calling the network-mediated flow model, there is an implicit contract between the consumer and the network to provide some editorial control over the content, to choose which programs to broadcast, when, and in what order to provide a unified viewing experience. This experience can stem from engagement with the brand, but also with a need for a completely passive viewing experience, something that sets this medium apart from the Internet, which is intrinsically interactive. Networks, with a relatively wide variety of programs airing on a particular night, are uniquely suited to appeal to those habitual and/or passive viewers.

Another defining feature of the network is that it uses a "hub-and-spoke" model of distribution; most content developed and chosen at the center then distributed by local affiliates. Although the interaction in the consumer's mind between the identity of the affiliate and the larger network are not heavily studied, keeping strong affiliates in major markets is a key priority for networks to secure viewers. A recent study also found that there was no evidence that a more media-rich environment weakened the branding of a network affiliate to the parent, meaning that the common use of new media did not affect the television stations association to the network.

Yet another shared characteristic among the networks is their strong reliance on metrics, particularly some form of the Nielsen ratings, to entice advertisers to purchase time on air.

Audiences and Advertisers - No more "monolithic blocks of eyeballs"

Audience attrition is not a new problem for the broadcast networks, but it is still worrying for net executives, advertisers, and media buyers. Five percent of the share of the lucrative adult 18-49 demographic has slipped away from the broadcast networks in the last year (from 15. to 14.3). FOX leads the broadcast networks in ratings for this demographic with just fewer than 5 million viewers, ahead of ABC and CBS. NBC is by far the weakest in this demographic, with just under three million viewers.

At the same time, ad-supported cable's share of advertising spend grew by 3% and continued to garner a higher rating (from 15.5 to 15.9). As early as 2004, Nielsen Media reported that cable owned a 52% share of the market in contrast to broadcast's 44%.

In other words, there is a discernable trend away from mass media advertising. Part of the problem is that advertisers are seeking out more specific demographics, diverting advertising budgets to more specialized and targeted media channels. According to Eric Schmitt of Forrester Research, "[m]onolithic blocks of eyeballs are gone...in their place is a perpetually shifting mosaic of audience micro-segments that forces marketers to play an endless game of audience hide-and-seek."

Continue reading "Switching Channels: Branding Network TV in an Era of Mass-less Media(Part One)" »

Nine Propositions Towards a Cultural Theory of YouTube

The following is adapted from remarks I made at the International Communications Association conference in San Francisco this past week. I was asked to be part of a plenary session organized by Fred Turner, "What's So Significant about Social Networking?: Web 2.0 and Its Critical Potential," which also featured Howard Rheingold, Beth Noveck, and Tiziana Terranova. We had ten minutes to speak so I took this as a challenge and offered nine big ideas about the place of YouTube in contemporary culture. Many of these ideas will be familiar to regular readers of this blog since most of them have evolved here over the past year, but I thought you might find them interesting distilled down in this form. (For those who may be joining us from the ICA crowd, I've included links back to the original posts from which these ideas have evolved.)

1. YouTube represents the kind of hybrid media space described by Yochai Benkler in The Wealth of Networks -- a space where commercial, amateur, nonprofit, governmental, educational, and activist content co-exists and interacts in ever more complex ways. As such, it potentially represents a site of conflict and renegotiation between different forms of power. One interesting illustration of this is the emergence of Astroturf -- fake grassroots media -- through which very powerful groups attempt to mask themselves as powerless in order to gain greater credibility within participatory culture. In the past, these powerful interests would have been content to exert their control over broadcast and mass market media but now, they often have to mask their power in order to operate within network culture.

2. YouTube has emerged as the meeting point between a range of different grassroots communities involved in the production and circulation of media content. Much that is written about YouTube implies that the availability of Web 2.0 technologies has enabled the growth of participatory cultures. I would argue the opposite: that it was the emergence of participatory cultures of all kinds over the past several decades that has paved the way for the early embrace, quick adoption, and diverse use of platforms like YouTube. But as these various fan communities, brand communities, and subcultures come together through this common portal, they are learning techniques and practices from each other, accelerating innovation within and across these different communities of practice. One might well ask whether the "You" in YouTube is singular or plural, given the fact that the same word functions for both in the English language. Is YouTube a site for personal expression, as is often claimed in news coverage, or for the expression of shared visions within common communities? I would argue that the most powerful content on YouTube comes from and is taken up by specific communities of practice and is thus in that sense a form of cultural collaboration.

3. YouTube represents a site where amateur curators assess the value of commercial content and re-present it for various niche communities of consumers. YouTube participants respond to the endless flow and multiple channels of mass media by making selections, choosing meaningful moments which then get added to a shared archive. Increasingly, we are finding clips that gain greater visibility through YouTube than they achieved via the broadcast and cable channels from which they originated. A classic example of this might be the Colbert appearance at the Washington Press Club Dinner. The media companies are uncertain how to deal with the curatorial functions of YouTube: seeing it as a form of viral marketing on some occasions and a threat to their control over their intellectual property on others. We can see this when Colbert and his staff encourage fans to remix his content the same week that Viacom seeks legal action to have Colbert clips removed from YouTube

4. YouTube's value depends heavily upon its deployment via other social networking sites -- with content gaining much greater visibility and circulation when promoted via blogs, Live Journal, MySpace, and the like. While some people come and surf YouTube, it's real breakthrough came in making it easy for people to spread its content across the web. In that regard, YouTube represents a shift away from an era of stickiness (where the goal was to attract and hold spectators on your site, like a roach motel) and towards an era where the highest value is in spreadability (a term which emphasizes the active agency of consumers in creating value and heightening awareness through their circulation of media content.)

5. YouTube operates, alongside Flickr, as an important site for citizen journalists, taking advantage of a world where most people have cameras embedded in their cellphones which they carry with them everywhere they go. We can see many examples of stories or images in the past year which would not have gotten media attention if someone hadn't thought to record them as they unfolded using readily accessible recording equiptment: George Allen's "macaca" comments, the tazering incident in the UCLA library, Michael Richards's racist outburst in the nightclub, even the footage of Sadam Hussein's execution, are a product of this powerful mixture of mobile technology and digital distribution.

6. YouTube may embody a particular opportunity for translating participatory culture into civic engagement. The ways that Apple's "1984" advertisement was appropriated and deployed by supporters of Obama and Clinton as part of the political debate suggests how central YouTube may become in the next presidential campaign. In many ways, YouTube may best embody the vision of a more popular political culture that Stephen Duncombe discusses in his new book, Dream: Re-Imagining Progressive Politics in the Age of Fantasy:

Progressives should have learned to build a politics that embraces the dreams of people and fashions spectacles which gives these fantasies form - a politics that employs symbols and associations, a politics that tells good stories. In brief, we should have learned to manufacture dissent.... Given the progressive ideals of egalitarianism and a politics that values the input of everyone, our dreamscapes will not be created by media-savvy experts of the left and then handed down to the rest of us to watch, consume, and believe. Instead, our spectacles will be participatory: dreams that the public can mold and shape themselves. They will be active: spectacles that work only if the people help create them. They will be open-ended: setting stages to ask questions and leaving silences to formulate answers. And they will be transparent: dreams that one knows are dreams but which still have power to attract and inspire. And, finally, the spectacles we create will not cover over or replace reality and truth but perform and amplify it.

Yet as we do so, we should also recognize that participatory culture is not always progressive. However low they may set the bar, the existing political parties do set limits on what they will say in the heat of the political debate and we should anticipate waves of racism, sexism, and other forms of bigotry as a general public, operating outside of those rules and norms, deploy participatory media to respond to a race which includes women, African-American, Hispanics, Mormans, Italian-Americans, Catholics, and the like as leading figures in a struggle for control over the White House.

7. YouTube helps us to see the shifts which are occurring in the cultural economy: the grassroots culture appropriates and remixes content from the mass media industry; the mass
media industry monitors trends and pulls innovations back into the system, amplifying them and spreading them to other populations. Yet as they do so, they often alter the social and economic relations which fueled this cultural production in the first place. We will see increasing debates about the relations between the gift economy of participatory culture and the commodity relations that characterize user-generated content. There is certainly a way that these sites can be seen as a way of economic exploitation as they outsource media production from highly paid and specialized creative workers to their amateur unpaid counterparts.

8. In the age of YouTube, social networking emerges as one of the important social skills and cultural competencies that young people need to acquire if they are going to become meaningful participants in the culture around them. We need to be concerned with the participation gap as much as we are concerned with the digital divide. The digital divide has to do with access to technology; the participation gap has to do with access to cultural experiences and the skills that people acquire through their participation within ongoing online communities and social networks.

9. YouTube teaches us that a participatory culture is not necessarily a diverse culture. As John McMuria has shown us, minorities are grossly under-represented -- at least among the most heavily viewed videos on YouTube, which still tend to come most often from white middle class males. If we want to see a more "democratic" culture, we need to explore what mechanisms might encouraged greater diversity in who participates, whose work gets seen, and what gets valued within the new participatory culture.

Chris Williams Responds to Our Questions about FanLib

As of a few minutes ago, I have received Chris Williams' response to the questions we collected here. I promised him that I would run his answers in full and I have accordingly made no changes here except to format this in a way that will make it readable on the blog. I should warn people that I am tied up with a conference this afternoon and this evening. I will put through comments from readers as quickly as I am able to do so but I may be off line for extended periods of time, so please be patient. As always, if you get an error message, send your comments directly to me and I will post them myself.


THE ANSWERS

Dr. Jenkins,

Thank you for the opportunity to address the questions and share the unedited answers in full with your readers. I would like to apologize to the fan fiction community for creating confusion, being insensitive, sending some inappropriate communications, and acting in an unprofessional manner. I acknowledge that some of my answers below are repetitive but I wanted to make sure the answers are complete and in context for those readers that may only be interested in certain questions. Now to the answers...

BASIC BACKGROUND
What is your own background in fandom? Have you had a history of involvement in this community? More generally, are there people working for your company who come out of the fan fiction world and have an understanding of its traditions and practices?

I am a complete media junkie. I love stories and since 2003 I have involved over 100,000 people in online fan fiction events. Because of my involvement in these events I've definitely spent the most time with Harry Potter and L Word fan fiction. As you see from my response in the forums, I am not a great writer. Several people in our small company come out of the fan fiction world. All of us are now involved in the community.
What led you to create this site? What first gave you the idea and why did you carry through with it? What are you hoping to achieve? What sold your investors that this was a good idea and that this was the right time to move forward?
I was deeply involved with the ongoing online revolution at Yahoo for a long time and I have always had a passion for film. In 2001, my friend and I had an idea, inspired by many people we knew with creative movie ideas, who didn't have the means or access to realize them. So we tried to create a collaborative event for fans to write an original script and produce a feature film from it. It quickly became apparent to us that online storytelling was about more than script writing: entertainment fans were also looking for venues to showcase their talent, and media companies were wrestling with how to best operate in a changing world. So we started by testing the waters with fans by running special online storytelling events and found that many of the participants loved fan fiction. We went to the media companies, talked to them about how they wanted to work with online communities and found that many wanted to connect with fan fiction readers and writers. FanLib started running special events in partnership with media companies and publishers in a moderated, controlled environment. These events were so successful with both fans and the media companies that we decided to create a venue for online storytelling based upon fan fiction.

In this broadly changing landscape FanLib (the company, not the website) is meant to be a positive agent of change for fans, media companies, and rights holders. I want FanLib.com (the website) to become a venue for fans who want to showcase and share their work, discover great stories, get closer to the talent behind their favorite fandoms and participate in creative storytelling events.

Our investors recognize the tectonic shifts taking place in the digital/media/consumer/entertainment landscape. I won't fill space here with the facts and research about media convergence, user generated content (UGC) and personal media consumption and I certainly recognize fan fiction is not your "vanilla" UGC. I know you and your readers are very well aware of these modern media phenomena and changes that are occurring everywhere. Our investors believe FanLib can play an important role.

What is the basic value proposition you are making? Who is making money here? Why are the fans not being compensated for the work they produce? In what other ways might fans receive benefit from their participation in your site?

The value proposition for fans is a free venue where they can pursue their passion by creating, showcasing, reading, reviewing, sharing, archiving, discovering stories, and by participating in fun events in a community with similar interests. For those that are interested, they can also get closer to the talent behind their favorite fandoms through official special events we create with media companies, like we just did with the TV show Ghost Whisperer.

The value proposition for media companies and publishers is to connect, engage, and entertain fans of their media properties in a new online storytelling environment.

Right now, in the early stages, no one is profiting. We are on the leading edge of the changes, and this is an evolving model. Media companies pay us to create the special events that I've described and advertisers pay to sponsor them. Like many sites on the web, users don't pay us and we don't pay them. We want to introduce fans to online storytelling, where fan fiction plays an important role and where they can share in a particular experience provided at the website.

What does FanLib offer a fanfic writer that other ad-free sites run by people from within the fanfic community do not?

FanLib offers four things: First, we provide a venue for people who want to showcase and share their stories, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun events.

Second, for people who want it, we provide the opportunity to be recognized and discovered by a wider audience and by our media partners. For example:

- FanLib has run two online storytelling events resulting in twelve winning authors being published in e-books distributed by HarperCollins.

- FanLib is currently running an event where authors have their parenting stories produced into short video episodes with major stars that are distributed on the Ellen DeGeneres Show and online. These videos have already been viewed over 2,800,000 times online, and we are only on the second episode with three more to go.

- FanLib launched the first ever collaboration between a television creator and their fans resulting in an original episode screenplay for The L Word. One of the winning authors secured literary representation as a result of the contest.

- FanLib has given away more than $50,000 in prizes to winning participants in our online storytelling events.

- FanLib has secured local and national press coverage for winning authors of FanLib events.

We have many more special fan events coming. You'll see us shortly announce and launch: a fan event with a major media company around one of the most popular fandoms, a collaborative feature film screenplay and movie, a partnership with a major talent management company to identify star writers from the FanLib.com community and create opportunities for them.

Third, we have highly responsive customer support.

Lastly, no other site - whether they have ads or not - offers all of the features listed below. Our beta site also actively solicits member feature requests and implements them.

Features:
+ Massively scalable, reliable archiving platform (backed up daily)

+ Easy submission creation and editing, including:
o WYSIWYG editing
o Import from another website
o File Upload with support for .doc, .txt, and .rtf formats
o Auto-save (i.e., your work is safe if your connection drops or computer crashes)
o "Make Private" option (your fic will be completely hidden from all but you)
o Add chapters over time
o Easily assign up to three fandoms to each submission

+ Advanced searching and filtering tools: Easy to add multiple criteria and build a filtered query with simple clicks

+ Featured Fanfics and Members: They will appear on the site homepage as well as at the top of searches

+ Syndication and Sharing Tools: Including RSS feeds, invites, and the ability to easily embed customized promotional badges on other sites

+ Customizable Member Profiles: You can build your profile with your fanfics, favorites, descriptions and feedback, deciding which elements will be public

+ Story Views:
o Paginated with bookmarking
o Single-page (printer-friendly) and ad-free

+ QuickLists (save a fic for later viewing)

+ Favorites

+ Subscriptions (see the latest from your favorite fandom or author)

+ Fandom FastFind: The ability to type a few characters from the name of a fandom, hit return and go directly to a page with only stories from that fandom

+ Tagging of fanfics

+ Customized Fanfic themes and images (with the ability to disable themes when browsing and searching)

+ Auto-Recommendations

+ Private messaging

+ Full Featured Message Boards

+ Content blocking based on age ratings (e.g., mature-rated submissions may be completely hidden)

+ Star Readers and Writers

+ Rate submissions (1-5 stars)

+ Leave multiple comments

+ Strong search engine optimizations

And, coming soon:
+ Email notifications
+ Multiple Author submissions
+ Banning individual members from leaving you comments
+ Ability to associate other media (e.g., video, more images)
+ Social networking tools

To our knowledge FanLib.com is the only site with ALL of these features. Our site is designed so that you don't have to use all these features - in fact it's also a great private archive.

Who is the target audience for the site? Did you do a market survey and identify who they wanted, and what is the demographic breakdown of that audience?


The site is for people who want to showcase and share stories, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun online events. Let's call that the "site mission". Our market research showed that the site mission has great potential in a surprisingly broad demographic range. So the site design was not principally driven by a specific demographic, it was much broader than that and was designed for those people who like to use the new online tools and services. Obviously, anyone can use the site and we recognize that it is definitely not what the traditional fan fiction community is used to. Many of the features are a result of requests specifically from our ongoing beta test.

COPYRIGHT ISSUES

What rights is your site claiming over the fiction that gets posted there? What rights remain with the authors? Can fans post the same stories on other sites, for example, or are you claiming an exclusive right to the material? Fans note that the original terms of service implied you had the rights to edit the material or republish it in other places. Is this true?

FanLib.com members do not give up any ownership rights when they use the website. Neither do they acquire any additional ownership rights to characters and settings owned by someone else. FanLib does not own any rights to a member's content; the members only authorize us to share it on our own website and allow other members to make use of it for their own noncommercial purposes. By submitting a story on FanLib.com, they do not give up any rights to post it on any other website. FanLib imposes no restrictions on what you do with your content outside our website. The old beta terms of service (TOS) did have the word "edit," which caused a lot of confusion and has been removed. The new TOS has been posted at [http://www.fanlib.com/termsOfUse.do] and reflects many of the comments from the fan fiction community.

Fanfic remains in a legal gray area because there has yet to be a precedent set stating that it is or is not, legal. Many fans worry that FanLib changes the terms by which fan fiction is being produced and circulated by charging money and pushing it further into the public eye and that this increases the risk of legal action against it. A court battle could adversely impact the entire fan community by basing case law on the most commercial rather than the least commercial forms of the practice. How might you respond to this concern? What risk analysis have you done here?

We have done an extensive risk analysis and are comfortable with supporting fan fiction through our website. As some of our members have already acknowledged, the landscape is changing. Fan fiction is already on the radar of media companies and publishers. For example, Lucasfilm, which has traditionally been conservative about fan-generated content, has even added, this year for the first time, a fan fiction category to their annual "Official Star Wars Fan Movie Challenge," and NBC has invited fans to submit their theories around the TV show Heroes.

We want to be positive agents in this change by working with fans, media companies and rights holders. We are going to do whatever is feasible to assure people that posting on FanLib.com does not somehow add to their liability. Our goal is build a great venue, open to everyone, that allows people to showcase their work, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun events. We think that by building a collaborative model, we will positively impact the fan community and will avoid needless litigation. We believe that we will be seen as an online community that goes to great lengths to protect everyone's rights in a positive, collaborative way. For those members or prospective members who are worried, I encourage them to look at our new TOS, which we feel are very fan-friendly. FanLib.com is a free service for users, and we do not charge fans to read or post fan fiction.


Statements in the original FAQ and comments from FanLib representatives that "we assume fanfiction is legal fair use" and "it's not in the copyright holder's interest to sue" have many fan authors concerned. In some cases, you are publishing stories in universes where there have been explicit statements made by creators that they do not consider fan fiction to be fair use. Have you researched the individual fandoms involved or are you treating them each the same?


First, I want to apologize for our poorly written FAQ and our old beta terms of service (TOS), all of which resulted in an understandable uproar in the fan fiction community. We have posted a new FAQ [http://www.fanlib.com/cms.do?page=faq.html] and new terms of service (TOS) [http://www.fanlib.com/termsOfUse.do]

Our policy is to not accept submissions in fandoms for which the right holders have explicitly stated they do not consider fan fiction to be fair use. Since we don't actively police the site, as stated in our TOS, we will remove any such stories that come to our attention.

Yes, we have researched the individual fandoms, and no, we are not treating them all the same.

Your previous efforts around The L Word and The Ghostwhisperer involved working directly with production companies to authorize certain kinds of fan fiction. Why have you shifted strategies with this new initiative? And can you reconcile the two models?

The premise of this question is 100% false. We have not shifted strategies. As noted above, fan fiction is already on the radar of media companies and publishers and being pushed into the public eye. We want to be a positive agent in this changing environment by collaborating with fans, media companies and rights holders. We've already experienced significant success on this front through our series of special storytelling events, and we intend to build on that success with the FanLib.com venue where all the parties can participate in fan fiction. We believe we can help reconcile the two models, but changes are coming with or without us.

How is the site planning to deal with the (inevitable) first complaint from a copyright holder?


FanLib complies with the DMCA. Please see our http://www.fanlib.com/cms.do?page=dmca.htm> for more details.


Your TOS requires writers to "defend, indemnify and hold harmless FanLib" in the case of legal action. What efforts do you plan to take to inform writers about the risks they are taking? Many fans are concerned that your company will make all of the money here while leaving fans to take all the risks. How would you respond to this criticism?

Again, our old beta terms of service (TOS) was not a good expression of our intent. The new TOS has been posted at [http://www.fanlib.com/termsOfUse.do] and reflects many of the comments from the fan fiction community, including this issue. Indemnification clauses are a standard part of most website TOS. For your convenience, here is the language from our new TOS: "You agree to indemnify and hold harmless FanLib, its officers, directors, employees and agents, from and against any and all claims, damages, obligations, losses, liabilities, costs or debt, and expenses (including but not limited to attorney fees) arising from any violation of the Terms. This indemnification obligation will survive these Terms and your use of the website for 12 months."

Our new FAQ also helps address some of these issues. [http://www.fanlib.com/cms.do?page=faq.html] This is an ongoing process, and we know there is more work to do.

So, how would I respond to this criticism? I would respond by asking if you truly think that the fans are the only ones taking the risks. To accomplish the mission I've described above and be positive agents of change for all parties involved requires enormous commitment, investment and substantial risk for us. To some extent we've tried to mitigate the risk for fans by being extremely flexible in our new TOS, but we'll never be able to make everyone happy and there are always some risks.

CONTENT ISSUES
FanLib allows adult content under an "ADULT" rating, but the Terms of Service say that the website must not be used to publish any material "obscene, vulgar, or indecent." Isn't there an inherent conflict there? What happens when a parent finds his-or-her child reading an ADULT-rated Harry Potter fic?

These words, which were included in our old beta TOS and caused understandable confusion, have now been removed. The new TOS has been posted at [http://www.fanlib.com/termsOfUse.do] and reflects the input of the fan fiction community, including this issue. Naturally, we will do whatever we must to abide by law.

First of all we know that in the past J.K. Rowling has expressed her disapproval for certain kinds of adult Harry Potter fan fiction. We don't presume to know her boundaries about what may be acceptable or unacceptable in a Harry Potter fic, but if she notifies us we will take down the story. As it relates to the situation where a parent finds his-or-her child reading ADULT-rated Harry Potter fic, I can't speak for the parent. What we've done on the site is completely hide all adult content so that the user must actively seek it out by changing filter settings with explicit warnings. This far exceeds what a lot of other sites do, and our process will continue to evolve.

In your marketing brochure --
http://www.my2centences.com/my2c_new/FanLib_info.pdf -- you assure the copyright holders that FanLib is "managed and moderated to the max," and that "as with a coloring book, all players must "stay within the lines." Can you explain what you mean by that statement? One of the reasons so many fans write fanfic is so that they can deliberately step out of the "lines" and do their own creative thing without any interference from the copyright holders.

I'd like to clear up some confusion around the FanLib brochure you're quoting from. First, it was produced three years ago - in 2004. Second, as a company, we have two distinct parts:

1. The beta site, FanLib.com (launched in March 2007); and

2. Official online storytelling events. In this second part, which we actually started years ago, we work with other companies and sponsors to create special online fan events. Each event is governed by its own clear rules and terms of service that are separate from those for the FanLib.com beta site referred to above. This is necessary because contests, sweepstakes, prizes etc. need their own rules and regulations. The brochure that people are referring to was written for potential companies and sponsors and relates only to these special events and not the FanLib.com beta site. At the time we published the brochure, our URL linked to a site that essentially described the events for companies and sponsors in more detail. These special events are managed and moderated and "missions" are provided so that players "stay within the lines." This brochure has NOTHING to do with fan fiction submitted on the FanLib.com site, where we provide a venue for anyone to be as creative as they want as long as they don't violate our policies. We totally understand that general fan fiction doesn't fit in the process described in the brochure, which is ONLY for certain special events we create.

I hope that addresses the confusion.


COMMUNITY RELATIONS ISSUES

Fans note that someone named "Naomi" was used to send out the original invitation letters to fan writers, but fans have been unable to find out who this person is. Is it a real person or a sock puppet? Why was a female name used for this purpose, when the board of directors for the company seems to be all male? Why has the initial advertising with its play on the Charles Atlas bodybuilding campaign adopted such a masculine metaphor for what has been and remains an overwhelmingly feminine cultural practice?

I acknowledge the way we sent out certain invitations was flawed. Our objective was to invite fan fiction authors to participate in our beta test and, if they chose to, join our beta team testing the site and providing feedback. As I hope you can appreciate, I am not going to publicly discuss personal details about our employees. We do not use sock puppets, no gender criteria were taken into account during the process and nobody at FanLib is pretending to be of a different gender.

The advertisement you mentioned was one of four that we tested during the beta, and we ran it on a site targeting a younger audience where it performed very well. We also put the ad in a general rotation on our beta site as a "house ad." In my considerable experience in online advertising unless you do some profile related targeting you're going to expose an ad to people for whom it isn't suitable. Because this ad was in a general rotation unfortunately this is what happened. We pulled the ad in order to be sensitive to some of the complaints. We are acutely aware that fandom is predominantly female, just like the users of the FanLib.com beta site, who seem to like its design and features.


Many fans feel that the company has done a poor job so far in community relations. What steps are you taking to turn this around? Are you rewriting the terms of service and FAQ based on the feedback you've received? Are you planning to develop an advisory board composed of members of the fanwriting community?

I'll be the first to admit we've done an awful job with community relations. I think the good news for us is that we have lots of feedback from the beta site and community, far more than we expected. As a result we have rewritten our terms of service and FAQ. We've taken some extraordinary steps to make our policies more fan-friendly and we are currently putting together final plans for a fan advisory board, which will be published on our beta site shortly.



What, if anything, do you think you can do to enhance the credability and responsiveness of FanLib to the people who have invested their energy into fan fiction in some cases for several decades?

First, I want to apologize for my own idiotic post across multiple blogs and for my offer to open a dialogue that I was unable to follow through on due to overwhelming community response. As a first step, based on the feedback from our current beta test, we have rewritten our terms of service and FAQ, revised some of our policies, and are creating a fan advisory board. We are in this for the long term to make FanLib.com a venue where anyone who wants to, can showcase and share their work, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun storytelling events,

This last question is a bit awkward for both of us but it has come up a number of times and so I feel I need to ask it: Isn't it somewhat symptiomatic of FanLib's problems that the spokespeople are more willing to talk to a man with credentials rather than some of the female fan writers who have approached you?

I do think your question is a bit unfair, but I'll answer anyway. I am here because you hold dual citizenship in fandom and academia, you maintain credibility and integrity in both worlds, and you told me I you would get a fair hearing and you would share the unedited results of our interview in its entirety with those interested in the matter. Meanwhile, we've been listening to the many comments we've received from the community and taking action. For proof check out our new TOS and FAQ on our website.

We intend to continue the conversation with the fan fiction community through our developing fan advisory board and, as time permits, by responding to other inquiries, comments and requests that we receive from interested individuals - obviously, regardless of gender.


Thanks again for your willingness to be interviewed.

Thank you for the opportunity.

Cartoons -- Modern and Postmodern

Having spent much too much time this week setting up the Fan Boy/ Fan Girl Detante and getting involved in the debates surrounding FanLib, I hope I will be forgiven for a post which is mostly a series of interesting links that I have had stumbled on recently, all surrounding one of my favorite topics -- comics and animation.

Modern

I recently had the pleasure of introducing CMS graduate student Andres Lombana to the astonishingly original cartoons which came out of UPA studios in the 1950s, including my personal favorite, Gerald McBoing Boing, or their highly stylized version of The Tell Tale Heart or their adaptation of James Thurber's The Unicorn in the Garden or the oft-neglected Christopher Crumpet and Family Circus or... Andres returned the favor by introducing me to a really interesting blog that author Amid Amidi has created around his book, Cartoon Modern: Style and Design in Fifties Animation. The blog is a treasure trove of classic commercials and cartoons, often obscure early works by important animators, as well as storyboards, sketches, promotional materials, and the like, surrounded by interesting critical commentary. I strongly recommend this site to anyone who shares my interest in 50s animation or who is simply interested in understanding the intersection between modern art and popular culture.

Postmodern 1

Have you seen A Fair(y) Use Tale? It's a provocative video circulating on YouTube and where-ever else fine mash-up videos can be found which explains core concepts in American copyright law, including, of course, fair use, through the appropriation and re-contextualizing of segments from classic Disney movies. The film was produced by Professor Eric Faden of Bucknell University. The video is being distributed by the Media Education Foundation. (I don't always like the films produced by the MEF, which often seem to be heavy-handed and pedantic and tend to demonize both media producers and consumers, but this seems like an especially valuable contribution to our teaching about the current copyright wars and came just in time to be a welcome relief from grading papers.)

As the closing moments of the film suggest, Disney as a company has been the big bad wolf of American copyright law, bullying everyone from local daycare centers to the Academy Awards which seeks to quote images from their films. Some have gone so far as to describe the current copyright statues as the Mickey Mouse Protection Act because it essentially keeps expanding the period covered by copyright to insure that the rodent never falls into public domain. So, it seems only fair that Disney sounds and images be used to help the public understand its rights and responsibilities under current intellectual property law. That said, I'd watch this one now before the Cease and Desist letters start to fly.

Postmodern 2

The Apple vs. PC advertising campaign has become one of the most quoted themes in contemporary popular culture. Not since the "Whazzup" madness of a few years ago have we seen a commercial which provided such a rich and recurring template for grassroots appropriations. So, it is not surprising that fan boys are using it to comment on the ever-green debate about the relative merits of DC vs. Marvel superheroes. You can see the results in two very different videos making their rounds these days -- the first focuses on the two companies and their products, the second pits Batman against Spider-man, suggesting that Peter Parker has a way to go before he can match Bruce Wayne's record for pain and personal trauma.

Enjoy!

CMS and Media Lab Get Knight Grant to Start a Center for Future Civic Media

The John and James L. Knight Foundation announced today that the MIT Comparative Media Studies Program and the Media Lab would receive a grant of $5 Million over the next four years to create and operate a Center for Future Civic Media (C4FCM). The money comes as part of a new initiative the foundation has launched to deploy new media technologies to foster greater civic engagement.

Here are some excerpts from the press release announcing the award:

MIT, MTV, top young computer programmers and bloggers are among the 25 first-year winners of the Knight News Challenge, announced today at the Editor & Publisher/ Mediaweek Interactive Media Conference and Trade Show in Miami.

The John S. and James L. Knight Foundation funded the contest with $25 million over five years to help lead journalism into its digital future.

The first-year winners all proposed innovative ideas for using digital news and information to build and bind community in specific geographic areas.

* The Media Lab and Comparative Media Studies Program at the Massachusetts Institute of Technology receive $5 million to create a Center for Future Civic Media to develop, test and study new forms of high-tech community news.
* Journalist/web developer Adrian Holovaty, creator of chicagocrime.org, receives $1.1 million to create a series of city-specific web sites devoted to public records and hyperlocal information.
* VillageSoup in Maine receives $885,000 to build free software to allow others to replicate the citizen journalism and community participation site VillageSoup.
* MTV receives $700,000 to establish a Knight Mobile Youth Journalist (Knight "MyJos") in each of the 50 states and the District of Columbia to report weekly - on cell phones, and other media - on key issues including the environment, 2008 presidential election and sexual health.
* Northwestern University's Medill School of Journalism receives $639,000 for nine full journalism scholarships for students with undergraduate degrees in computer science.
* The Walter Cronkite School of Journalism and Mass Communication at Arizona State University receives $552,000 to create an incubator where students will learn how to create and launch digital media products.

18 more winners receive prizes between $25,000 and $340,000. Nine bloggers will receive grants of $15,000 each to blog about topics ranging from GPS tracking devices to out-of-the-box community publishing solutions. All winners will maintain blogs about their projects.

Says Alberto Ibarguen, Knight Foundation's President and CEO: "We want to spur discovery of how digital platforms can be used to disseminate news and information on a timely basis within a defined geographic space, and thereby build and bind community. That's what newspapers and local television stations used to do in the 20th century, and it's something that our communities still need today. The contest was open--and will stay open next year--to anyone anywhere in the world because 'community' is something we all can define."

Background on the winning entries:

MIT

With its $5 million Knight News Challenge award to the Media Lab and the Comparative Media Studies Program at the Massachusetts Institute of Technology, Knight Foundation teams up with one of world's premier technological innovators. MIT will create a Center for Future Civic Media to test and investigate civic media in local communities. The center pairs the technological innovation of the Media Lab with the social and cultural expertise of the Comparative Media Studies Program.

"We are moving to a Fifth Estate where everyone is able to pool their knowledge, share experience and expertise, and speak truth to power," says Chris Csikszentmihalyi (pronounced Cheek-sent-me-hi), MIT's director of the Computing Culture Research Group, who will lead the center as co-director, together with Henry Jenkins, co-director of the MIT Comparative Media Studies Program. Says Jenkins: "We now have more than a decade's worth of research into the kinds of online communities which emerge within networked cultures. With this project, we seek to draw on that research to strengthen people's ties to their own local communities." The Center will develop new theories, techniques, technologies and practices that support and foster community news and civic engagement. "All good journalists worry about what the digital revolution is doing to the news citizens need to run their communities and their lives. Now, the awesome array of science and technology at MIT will focus on this question. From their experiments we expect to see a new generation of useful community news technology and technique," says Eric Newton, Knight Foundation's vice president/journalism program.

...The Knight News Challenge is open to anyone. Applications for the 2007 Knight News Challenge round can be submitted at www.newschallenge.org starting July 1. Application deadline will be Oct. 15.

I am personally looking forward to the partnership with the MIT Media Lab. I have joked through the years that I should have "outside reader, Media Lab" printed on my business cards because of all of the times I have served on thesis and dissertation committees within the Lab, starting within days of my arrival at MIT 16 years ago. I co-edited From Barbie to Mortal Kombat: Gender and Computer Games with Justine Cassell when she was part of the Lab's faculty. But this will be the first formal research collaboration between the two groups.

It gives me a chance to work closely with Chris Csikszentmihalyi and Mitchell Resnick, two faculty members in the Lab, who I have known and respected for many years. Together, we are going to create a new research center which will host events designed to showcase the best practices among community leaders and educators working in the emerging field of civic media and transmit their perspectives via blogs and podcasts; we will be drawing on those insights to inform the design and deployment of a range of new technologies and practices which are designed to help people in communities learn more about their local governments, get to know their neighbors, and form new social relations; we will be taking those technologies and practices into the field to test them in communities across the country; and we will be running training programs to help spread these ideas even further.

By civic media, we don't simply mean citizen journalism, though clearly that is part of what Knight sees as our mandate. We mean all kinds of practices which bring community members together and give them a reason to interact with each other. We have ideas for projects that effect groups as diverse as high school journalists, senior citizens, and new immigrant populations.

We are very grateful for the support of the Knight Foundation which will give us a chance to put some of our ideas about civic media into action. We hope we can make a difference on the ground -- where people live -- and through these efforts, further realize the vision of "applied humanities" that has been a core ideal of the Comparative Media Studies Program since its inception.

There's a great deal more to tell about this new initiative and I will be sharing information here in the weeks and months ahead.

What MIT Students are Learning about Communicating Science to the Public

One of the truly remarkable things about teaching at MIT are how many of our best students are crossing over from the sciences or engineering programs to take classes in media studies. They hope to use what they learn in our courses to improve their capacity to communicate scientific ideas with the general public.

Here are two examples:

For the past few years, the Comparative Media Studies Program has been partnering with Terrascope, a freshman year program run by faculty from Civil and Environmental Engineering and Earth Atmospheric and Planetary Sciences. Terrascope students spend the year focusing on one of the world's leading environmental problems, pooling together research, talking to experts, and taking a trip to the site to see for themselves the nature of the problem. Historically, they have learned to translate their findings not only into research papers but also into museum exhibits designed to communicate with the general public. A few years ago, Ari Epstein, a faculty member in the program, approached me to see if our students might be able to help them teach the Terrascope participants how to use radio as a medium to convey their ideas to an even larger public. This year, CMS Masters student Steve Schultze served as a teaching assistant in the class. This year's focus was on how New Orleans should deal with the consequences of Katrina. The result: "Nerds in New Orleans."

The other was a paper I received from one of the undergraduate students in my Media Systems and Texts class which manages to combine his passion for climate issues with some of the things we've been learning this term about YouTube and participatory culture. The issues are ones which I have addressed here before -- the controversy which emerged as Al Gore's Penguin Army was revealed to be astroturf, but the student connects this debate to the larger context of media coverage of global warming issues in a way only a MIT science geek could.


Analyzing the Role of Media in the Climate Change Debate Through the YouTube Video, "Al Gore's Penguin Army"
by Garrett Marino

Climate change, or long-term changes in average weather conditions, signifies an important issue impacting the contemporary media landscape. The two-minute YouTube video criticizing Al Gore's movie An Inconvenient Truth, Al Gore's Penguin Army, now viewed over 500,000 times, offers a compelling example to analyze the role of media in the climate change debate. A framework of questions can be asked around this video, with the intent of progressively working outward to link media with broader cultural trends on climate change: What can be learned from this video? How does it critique An Inconvenient Truth? What were the motives and goals of the video's producer(s)? Why use YouTube to respond to the movie? How do the contents of the YouTube video fall within broader efforts to discredit climate change science? The information presented in An Inconvenient Truth and Al Gore's Penguin Army that individuals digest and the opinions developed through related media will arguably impact policy during the coming decades.

Released on May 24, 2006, the same release date for An Inconvenient Truth, Al Gore's Penguin Army serves largely to discredit Al Gore and his movie. In the video, Al Gore is dressed in an outfit reminiscent of Batman's enemy Penguin, who could be described as a gentleman of crime. The crime being committed by Al Gore, according to the video, is his promotion of climate change science and dictating what people should do to combat this problem. The video opens with penguins assembling into an ice cave to listen to Gore's global warming slide show. On the wall of the ice cave, a sign depicts a part human, bear, and pig figure with a slash through it titled "Manbearpig." The poster references a South Park episode where Gore speaks at South Park Elementary about the Manbearpig, a monster who roams the Earth. Gore begins his talk and quickly the penguins lose interest at the illegible charts and fall asleep. Gore continues his discussion, apparently oblivious to his audience's indifference, and shows outrageous material, such as blaming the skinniness of Lindsey Lohan on global warming. At the end of the video, Gore says that "you must take action to stop global warming!," and immediately a list of "things you can do to stop global warming" appears, including "stop exhaling," "become vegetarian," "walk everywhere (no matter the distance)," and "take cold showers."

In addition to barraging the viewer with material despicable for a critique of a serious climate change movie, Al Gore's Penguin Army has no roots in reality throughout. The opening quote in the video supposedly quoting Newsweek editor Eleanor Clift as saying, "If you liked March of the Penguins, you'll love An Inconvenient Truth," was fabricated, although she did interview Gore a month before the film's release on April 28, 2006, the same date given in the video's quote (Clift).

Another misrepresentation in the video was the penguins themselves. They were all created to resemble Tux, a Linux mascot that does not accurately portray any known species of penguin. Even seemingly credible weather facts in Al Gore's slide show were also grossly exaggerated or untrue, such as "Coldest Day in NYC (January 2005)" and "Record rain in New England (May 2006)." In no day during January 2005 did the temperature at New York City's Central Park (the official site for National Weather Service observations since the 1800's) fall below 5 degrees Fahrenheit, while the all-time record low for NYC was minus 20 degrees set in February 1934. In May 2006, some areas such as Newburyport, Massachusetts did receive all-time May monthly rainfall records, but this record is far-surpassed by rains that occurred in 1936, 1938, and 1955.

Now that the video has been discredited, there needs to be an analysis of the motives and goals of the producer(s) of Al Gore's Penguin Army. The video's YouTube page shows the poster as a member by the name of "Toutsmith," who identifies himself as a 29-year-old from Beverly Hills. An email exchange between Toutsmith and the Wall Street Journal enabled the paper to originate the email to a computer registered to DCI Group, a Washington public relations and lobbying firm whose clientele include Exxon Mobile Corp. When contacted by the Journal, DCI Group refused to say whether or not they had a role in the release of the anti-Gore video: "DCI Group does not disclose the names of its clients, nor do we discuss the work that we do on our clients' behalf," said Matt Triaca, DCI head of media relations. Despite their denial, DCI has a history of raising doubts about the science of global warming, placing skeptical scientists on talk-radio shows and paying them to write editorials. DCI client Exxon Mobile announced that they did not participate in the creation of the video and did not help release it, according to the Journal article.

Continue reading "What MIT Students are Learning about Communicating Science to the Public" »

Transforming Fan Culture into User-Generated Content: The Case of FanLib

You say "User-Generated Content."
We say "Fan Culture."
Let's call the whole thing off!

The differences between the ways corporations and fans understand the value of grassroots creativity has never been clearer than the battle lines which have been drawn this weekend over a new venture called FanLib.

FanLib -- "Where the Stories Continue"

I first learned about FanLib's latest plans about a week ago when Convergence Culture Consortium analyst Ivan Askwith reported on their efforts in our blog:

FanLib.com launched as hub for "fan fiction" writers. The idea is to provide a home for creators of one of the first "user generated" genres, fan stories written using popular movie and TV characters and storylines. Members can upload stories, embed promos and build communities around their favorite shows. FanLib, founded by Titanic producer Jon Landau, Jon Moonves and former Yahoo CMO Anil Singh, is also currently sponsoring the Ghost Whisperer Fan Finale Challenge on the site asking fans to write their own conclusion to the show's two-part finale.

Ivan concluded his post with some concerns about whether fans were going to eagerly embrace such a project:

Since fan fiction seems to be one of the last traditional forms of fan creativity that hasn't been widely coopted and encouraged (within specific, copyright-friendly parameters) by the entertainment industry...My offhand guess would be that fan fiction, unlike mashup videos, tribute songs, and so on, are harder to 'control', and leave a lot more room for individual fans to take characters, or narratives, in directions that producers and executives aren't comfortable with.

FanLib started promisingly enough, courting the producers of programs like The L Word and The Ghost Whisperer, and getting them to run official fan fiction contests. Fans would be able to write in these universes, safe in the knowledge that they would not receive Cease and Desist letters. They even worked with a book publisher to try to put together an anthology of amateur romance fiction.

But, FanLib didn't emerge bottom-up from the fan culture itself. It wasn't run by people who knew the world of fan fiction from the inside out. It was a business, pure and simple, run by a board of directors which was entirely composed of men. This last point is especially relevant when you consider that the overwhelming percentage of people who write fan fiction are women -- even if there has been some increase of male writers as fandom has gone on line. To give you a sense of scale, there were more than 700 people who attended the Harry Potter fan convention I wrote about yesterday -- most of them readers, many of them writers of fanfic set in J.K. Rowling's world. By my count, there weren't more than 20 men in the group. That's about 18 more men than would have been there if this was a fan fiction oriented convention 16 years ago when I wrote Textual Poachers! To suggest how out of touch with this community they were, their original ads featured the transformation of fandom from a 90 pound weakling to a more robust and muscular form, leaving many women to wonder if this implied a move towards a more masculine conception of the practice. The company later did produce a female spokesperson who expressed confusion about why gender was an issue here in the first place.

Historical Background
Keep in mind there's a history here of previous attempts by companies -- some affiliated with the production companies, some not -- to create a commercial space for the promotion of fan culture. Most of them have ended badly for the fans.

Consider, for example, this story in Salon in 2000 which describes a company called Fandom.com ("by fans, for fans") which asserted a claim to have trademarked the word, "fandom," and then tried to use its corporate control of the concept to try to shut down any amateurs who wanted to share their public via the web. Salon reported on a cease and desist letter that Fandom.com had sent out to a fan named Carol Burrell. As Salon reported at the time:

Fandom.com serves as an umbrella site for numerous "fandomains" -- formerly independent Web sites dedicated to popular, merchandise-friendly topics such as Star Wars, The X-Files and Lord of the Rings that now run under the Fandom.com banner. Each site contains the same structure and design, and there's a large copyright disclaimer placed at the bottom of every page....

The initial premise of Fandom.com was straightforward: to protect individual fan site owners from studio censorship (and sell a lot of nifty merchandise and advertising in the process) ....Fandom.com seemed to make sense -- by joining together the little guys, it would create an institution that could defend itself from the heavy hitters. But Fandom.com's letter to Burrell appeared to indicate something entirely different. Fandom.com was accusing Burrell of trademark violation -- a fact that was ironic on at least two levels. First: Fandom.com may not even own a trademark for the word "fandom." Second: A company whose individual sites flourished by pushing copyright laws to the legal limit was now turning around and itself playing the role of intellectual property bully.

Which leads to the question currently raging in the fan community: Who will protect the fans from Fandom?

Or consider another such effort which Lucasfilm created to "protect" Star Wars fans, one which was described in more detail in Convergence Culture:


In 2000, Lucasfilm offered Star Wars fans free Web space and unique content for their sites, but only under the condition that whatever they created would become the studio's intellectual property. As the official notice launching this new "Homestead," explained, "To encourage the on-going excitement, creativity, and interaction of our dedicated fans in the online Star Wars community, Lucas Online is pleased to offer for the first time an official home for fans to celebrate their love of Star Wars on the World Wide Web." Historically, fan fiction had proven to be a point of entry into commercial publication for at least some amateurs, who were able to sell their novels to the professional book series centering around the various franchises. If Lucasfilm, Ltd. claimed to own such rights, they could publish them without compensation and they could also remove them without permission or warning.

Elizabeth Durack was one of the more outspoken leaders of an campaign urging her fellow Star Wars fans not to participate in these new arrangements: "That's the genius of Lucasfilm's offering fans web space -- it lets them both look amazingly generous and be even more controlling than before....Lucasfilm doesn't hate fans, and they don't hate fan websites. They can indeed see how they benefit from the free publicity they represent -- and who doesn't like being adored? This move underscores that as much as anything. But they're also scared, and that makes them hurt the people who love them."

As far as long-time fans were concerned, the announcement that FanLib was going to create a commercial portal to support the publication of fan fiction was read as more of the same. Under the circumstances, there was going to be healthy skepticism within the fan writing community no matter how the company approached them, but so far, the company has approached the fans in all of the wrong ways.

What Went Wrong

There's an excellent summary of the issues surrounding this venture written by a fan. I don't want to repeat all of the details here. But here's how Icarussancalian summarizes the company's initial pitch to the fan community:


The founders of FanLib.com saw no reason they couldn't cash in on the internet traffic. Formerly from Google, Chris Williams, the CEO and co-founder of FanLib, has an impressive resume. FanLib has corporate backing and $3 million of venture capital invested into the site.

"My colleagues and I want it to be the ultimate place for talented writers like you," Naomi of FanLib wrote to fan fiction writers. "In case you're wondering, FanLib's not new to fan fiction. Since 2001, they've been producing really cool web events with people like CBS, Showtime and HarperCollins to bring fan creativity into the big leagues."

FanLib did their homework. "We scouted for serious fan fiction authors on various sites and invited only a few hundred based on their writing and impact in the community," co-founder David Williams says, and fans agree that their search focused on popular writers. What's a "serious" fan fiction writer? A serious fan fiction writer could have anywhere from 30 to 100 stories, with upwards of 700 regular readers subscribed to their blogs or LiveJournal accounts. Currently, fan fiction writers do their own marketing through networking with other fans, posting in blogs, fan-run archives, and various fan fiction communities targeted to their readers.

Unfortunately, FanLib did little more than ask the writers to hand over the product.

FanLib's creators immediately ran into trouble with fans critical of FanLib's plans to turn profits on their freely provided fan fiction with no compensation to the authors, beyond t-shirts and prizes. Fan fiction writers were also unhappy at a clause where FanLib owned the rights to any fiction they posted...


This post also notes that FanLib was emphatically not going to take any legal risks on behalf of the fans here, leaving the writers libel for all legal actions that might be taken against them by any production companies that felt that fan fiction was in violation of their intellectual property rights. Fans were going to take all of the risks; the company was going to make all of the profits, all for the gift of providing a central portal where fans could go to read the "best" fan fiction as evaluated by a board of male corporate executives. (Taken at face value, the company was trying to "cherry pick" the top writers from the amateur realm. At worst, they were imposing their own aesthetic judgments on the community without any real regard for existing norms and hierarchies.)

To add insult to injury, the company surrounded itself with self congratulatory rhetoric about taking fan fiction into the "major leagues," which showed little grasp of why fans might prefer to operate in the more liberated zone of what Catherine Tossenberger, an aca-fan who spoke at Phoenix Rising this weekend, calls the "unpublishable." Or the producers talked about making fan fiction available to "mainstream audiences," which clearly implied that the hundreds of thousands of fan fiction writers and readers now were somehow not "mainstream." This is a debate which has long surrounded fan fiction. Some seek to legitimize it by arguing that it is a stepping stone or training ground for professional writers as if commercialization of creative expression was the highest possible step an author could take. Others -- myself among them -- have argued that fan fiction should be valued within the terms of the community which produces and reads it, that a fan writer who only writes for other fans may still be making a rich contribution to our culture which demands our respect.

FanLib had done its homework by the standards of the VC world: they had identified a potential market; they had developed a business plan; they had even identified potential contributors to the site; they had developed a board of directors. They simply hadn't really listen to, talked with, or respected the existing grassroots community which surrounded the production and distribution of fan fiction.

Continue reading "Transforming Fan Culture into User-Generated Content: The Case of FanLib" »

Everybody Loves Harry?

The following comments are reflections upon a really intense and delightful weekend spent at Phoenix Rising, a Harry Potter Conference held in New Orleans. Thanks to my hosts and to all of the other fans I met at the conference. I am sure that I will be having further reflections on what I learned this weekend in future posts.

Harry Potter in the Mainstream

Shortly after I arrived in New Orleans, I was interviewed on camera by a producer for Dateline. Among the many questions he asked me was whether we would ever see something like the Harry Potter phenomenon again in our lifetime. The question was relatively banal but for some reason, it caught me off guard, as I realized that according to many theories, we shouldn't be seeing anything like the Harry Potter phenomenon now. Harry Potter is a massive mass market success at a time when all of our conversations are focusing on the fragmentation of the media marketplace and the nichification of media production. There has been so much talk about the loss of common culture, about the ways that we are all moving towards specialized media, about the end of event based consumption, and so forth. Yet very little of it has reflected on the ways that Harry Potter has bucked all of these trends.

I got into my taxi from the airport and had the usual conversation you have with a taxi driver in a convention city. He asked where I came from and why I was in town -- as if following a script -- and then asked me what kind of conference I was attending. But when I told him I was going to a Harry Potter conference, his eyes brightened up, his voice grew more intense, and he told me how very very much he was waiting for the final novel to come out this summer. I checked into the hotel and went across the street for some late lunch and played out more or less the same conversation with the waitress. When she saw I had a conference program, she brought several of her friends around -- including some from the kitchen -- who wanted to flip through the program, who wanted to sneak across the street and attend a session or two, who wondered aloud who I thought might be killed in the final installment and whether or not Snape was an evil person. Some of them had stories of the lengths they had gone to celebrate their affection for and affiliation with these books. These folks weren't simply the readers of a best-selling book series; they had all of the passion and at least some of the expertise one associates with the most hardcore fans of any other media property, only they had no direct affiliation with any kind of fan culture or community.

I tried explaining this to the television producer, worried that the final documentary, when it airs later this summer, will fall prey to the usual stereotypes of crazed and obsessive fans, totally outside of the cultural mainstream. But statistically speaking, the people who are not fans of Harry Potter are outside of the mainstream. According to Wikipedia, the six books have so far sold 377 Million copies and been translated into more than 63 different languages. Harry Potter will be widely recognized by people all over the world, including many who have not read the books but watched the movies or simply read a newspaper over the past decade.

A fair number of those Muggles are very aware that the new novel is coming out in a matter of weeks and many of them will race out to the stores or put in an advanced order so that they will be sure to get a copy the moment it becomes available. More than 500,000 pre-orders had been placed at last count and those numbers are continuing to grow everyday. One can't help recall the stories of the mobs that swamped the docks awaiting the latest shipment of Dickens serials from London. And a fair number of them also know that the new film is coming out this summer and plan to wait in long lines to see it on opening day. Each of the films claims a place on the list of the top 20 money-earners of all time. All of this is part of the Harry Potter phenomenon which suggests the mainstream nature of its success. The conference brought together some of the people responsible for that mass market success including Electronic Arts' Danny Bilson who has helped to supervise the Harry Potter games.

Harry Potter as Niche Media

But in many other ways, the success of Harry Potter demonstrates the power of niche media. Start from the fact that this is a children's book, after all, and a fantasy, two genres which historically have attracted only niche readerships. Scholastic surely wouldn't have predicted this level of popular interest when it chose to publish the original novel. By traditional industry talk, much of Harry Potter's success came from so-called "surplus consumers" -- that is, consumers who fall outside of its target demographic. Traditionally, much of fan culture involves these kinds of surplus consumers -- female fans of male-targeted action adventure series, adult consumers of children's media, western consumers of Japanese popular culture, and so forth. Indeed, it is this attraction to works that are in some ways mismatched to our needs that encourages fans to rework and rewrite them.

Continue reading "Everybody Loves Harry?" »

When Fan Boys and Fan Girls Meet...

There's an old joke that by the time a phenomenon gets the attention of one of the major national news magazines, it is probably already over. A few weeks ago, Time ran a story on the rising influence of "fan boy culture" and then this week, Entertainment Weekly used this same angle to talk about the success of the new Spider-Man movie. I've been so busy trying to wrap up the term that I haven't had a chance to comment before now.

Time's article, in particular, was explicit about the gender-dimensions of its claims, titling the article, "Boys Who Like Toys," and opening with the following description:

He's one of the most powerful taste-makers in Hollywood, the guy behind the record-breaking success of 300, the hit status of NBC's Heroes and the reign of the Xbox 360 gaming console. He enjoys invitations to the Skywalker Ranch and hangs out with guys like Nicolas Cage and Quentin Tarantino at conventions. He's zealously loyal, notoriously finicky and often aggressive with those who dare to disagree with him.

Oh, and occasionally he likes to dress up as Spider-Man.

He is the fanboy, the typically geeky 16-to-34-year-old male (though there are some fangirls) whose slavish devotion to a pop-culture subject, like a comic-book character or a video game, drives him to blog, podcast, chat, share YouTube videos, go to comic-book conventions and, once in a while, see a movie on the subject of his obsession. And he's having his way with Hollywood.

Nope, there's no accident that all of the pronouns here are masculine. In part, this is because the article is focused on the San Diego Comic-Con, superhero comics, and their media spinoffs, not to mention a number of high profile fanboys -- Tarantino, Sam Raimi, Kevin Smith, and the like -- who are exerting power and influence within the Hollywood establishment. The article can't avoid the usually cliches -- coming back in the end to the idea that "fanboys" are "outsiders" who may not adequately predict box office revenues except in the case of those films which are already targeted at niche or cult audiences. The other governing myth here is that fans are fickle and unpredictable; that one can go crazy trying to understand their tastes or listening to their criticism.

Entertainment Weekly hits that second point especially hard. (Sorry but that article is only accessible to subscribers to the magazine and I bought my copy on the newstand, so no links.) EW writes about Spider-Man III:

The opening also proves the studio can successfully premiere a movie that was scrutinized and dissected on the Internet throughout its entire production, probably more so than any other film in history. Such is the new reality for filmmakers behind high-profile comic-book adaptations and blockbuster sequels, who increasing depend on the Net as a vital marketing tool -- but must also contend with fans who rabidly pick apart, analyze, and leak early peeks at upcoming projects online. "I'm at a loss to know how to deal with that," says Spider-Man 3 director Sam Raimi, "But it's the world we live in. I just have to adapt."

The article describes how studios have made their peace with the spoiling community, actively courting influential fans as grassroots intermediaries the way they once courted powerful gossip columnists in the Golden Age of Hollywood -- because they can help you if they like you and destroy you if they don't. EW calls it "befriending the enemy," a phrase which preserves the separation between consumers and producers, even as it describes the process by which that distinction is starting to break down.

It's interesting, though, that EW describes fan culture entirely in terms of the consumption and circulation of information about commercially produced works and has nothing to say about the things that fans themselves create through their appropriation of the raw materials that commercial culture provides them. At least Time wrote about fans who "blog, podcast, chat, share YouTube videos."

This media attention on "fan boy" culture comes at a moment of increasing debate within the aca-fan community about the gender dimensions of fan research. I wrote briefly about this topic a while back in response to some comments which got made at the Flow conference about the segregation of fan boy and fan girl scholars who are writing on similar topics but through different language, around different topics, and more often than not, on different panels. And I followed up a few days later with a second post on this topic. The discussion of topics such as the complexity of cult media narratives, transmedia storytelling, engagement, and convergence are being discussed seperately from long-standing work around fan fiction and fan culture more generally. There is some risk of taking up the industry's own atomistic conception of the fan rather than embracing the more collective vision represented by the concept of fandom. More generally, as I have written here before, phrases like "the architecture of participation" that surround web 2.0 suggest the degree to which network culture is really fan culture without the stigma.

At the same time, some of these shifts may reflect growing pains in the ways fan culture gets studied as more men begin to write about their own experiences and interests as fans. We certainly do not want to lose the important insights which feminist scholarship contributed to our early understanding of fan culture -- and indeed, the consciousness-raising tradition of feminist scholarship made it possible for us to write about our own experiences as fans. Yet, if fan studies is going to remain a viable area of research, we necessarily need to broaden the range of theoretical and methodological perspectives which get brought to bear upon it. We need to expand the range of fan cultures we study and the kinds of fan productivity we talk about.

It is also worth noting that this work is being produced in a larger context, one where at least some aspects of fan culture are gaining real visibility and influence, while others remain largely hidden from view. This is in part why I opened this post with a nod to Time and Entertainment Weekly, both of whom seem to understand the rise of fan influence in Hollywood along gender specific lines. Fan scholars may simply be reproducing, unconsciously in many cases, the dividing lines which structure the general culture's response to fan culture.

A heated and yet highly productive discussion of these issues has been raging over at Kristina Busse's blog, where her somewhat angry response to the discussions of these issues at the Media in Transition conference has so far generated 83 responses from a range of leading fan girl and fan boy academics. I can't begin to do justice to this multi-layered discussion here. If you haven't been following it yourself, you should check it out.

But I am concerned about the prospect that male and female scholars may be talking past each other rather than engaging with each other's work. The past few years have seen a range of new books on fan culture, including several important anthologies, that reflect the work of a new generation of fan scholars.

So, earlier this week, I wrote to nearly 30 of the key researchers in this field and ask them if they would be willing to participate in what I am jokingly calling "Fan Boy/Fan Girl Detante." Throughout the summer, this blog will be hosting a series of conversations among male and female researchers doing work on fan productivity, participatory culture, cult media, transmedia narratives, and so forth, designed to try to better understand the common ground and gender differences in the ways they are approaching their topic. Kristina and I have been working together to select researchers from a range of disciplines and national contexts, whose research spans not simply science fiction and fantasy, but also soap operas, Bollywood, popular music, games, and a range of other forms of media.

The entertainment industry loves big summer events: well, consider this to be a big summer event for those of us who are studying popular culture. While I will be spotlighting two scholars each week, many of the scholars have agreed to jump in both through the comments section here and through their own blogs to expand the conversation. I certainly hope that other fan researchers who have not been contacted about this first phase of the project will get in touch and let us know about the work they may be doing on these topics.

Earlier this week, Sibauchi, a media studies graduate student from South Korea, wrote to ask us about the value of fan studies. I am hoping that this series of exchanges will provide many valuable answers for Sibauchi and anyone else who wants to enter into this thriving area of research.

I am still hearing back from the scholars I contacted (so some of your favorite scholars may not be included here), but so far, the following folks who agreed to participate.

For the Red Team:

Nancy Baym, Associate Professor, Department of Communication Studies, University of
Kansas

Rhiannon Bury, Assistant Professor, Women's Studies, University of Waterloo

Kristina Busse (PhD) Independent Scholar

Melissa Click, Assistant Professor, Communications, University of Missouri-Columbia

Francesca Coppa, Associate Professor, English, Muhlenberg College

Abigail Derecho, Ph.D. Candidate, Comparative Literary Studies and Radio/Television/Film,
Northwestern University

Catherine Driscoll, Chair, Department of Gender and Cultural Studies

Karen Hellekson, (Ph.D.) Independent Scholar

Lee Harrington, Assistant Professor of Sociology, Miami University in Ohio.

Deborah Kaplan, (M.A.) Independent Scholar

Anne Kustritz Ph.D. Candidate, American Culture, University of Michigan

Lisa Morimoto, Ph.D. Candidate, Indiana University

Roberta Pearson Chair, Institute of Film and Television Studies, University of Nottingham

Ksenia Prassolova Ph.D. Candidate, University of Kaliningrad

Julie Levin Russo Ph.D. Candidate, Brown

Robin Anne Reid, Professor, Department of Literature and Languages, Texas A&M
University-Commerce

Louisa Stein, Assistant Professor, San Diego

Rebecca Tushnet, Assistant Professor, Georgetown University Law Center

Alicia "Kestrell" Verlager disability and media technology blogger

Cynthia W. Walker Assistant Professor, Department of Communication, St. Peter's College

Editor's Note: I originally identified this as the Pink team but have changed it by popular demand.


For the Blue Team
:

Will Brooker, Senior Lecturer, Film Studies, Kingston University

Sam Ford M.A. CMS, MIT

Jonathan Gray, Assistant Professor, Communication and Media Studies, Fordham University

Sean Griffin, Assistant Professor, Cinema-Television Studies, Southern Methodist University

Matt Hills Senior Lecturer in Media and Cultural Studies Cardiff University

Mark Jancovich, Professor, Film and Television Studies, University of East Anglia

Derek Johnson, Ph.D. Candidate, University of Wisconsin, Madison

Robert Jones, Ph.D. NYU

Dereck Kompare, Assistant Professor, Cinema-Television, Southern Methodist University

Robert Kozinets, Associate Professor, Marketing, York University

Christian McCrea, Lecturer in Games and Interactivity, Swinburne University

Jason Mittell, Assistant Professor, American Studies and Film & Media Culture, Middlebury
College

Martyn Pedler, Independent Scholar

Aswin Punathambekar, Assistant Professor, University of Michigan

Bob Rehak, Assistant Professor, Film and Media Studies, Swarthmore College

All joking about Pink/Red and Blue teams, aside, my hope is that we will discover that there's more common ground and shared interest here than might first seem apparent to those reading this work in isolation. I hope we all learn things that will inform our work and pushes us in new directions. By pairing scholars on the basis of gender, we insure two things that are often missing from this discussion: we insure that gender remains central to the discussion throughout and we insure absolute equal numbers of male and female participants. I am personally hoping that one of the things which will come out of the discussion, however, is some challenge to the essentialism which can run through discussions of this kind. I don't think all of the work here is going to break down clearly into Red and Blue Teams at all.

I welcome further suggestions about people who should participate actively in this discussion. I note, for example, that while this list is very inclusive in terms of gender, it does not yet feel very inclusive in terms of race and ethnicity. I'd love to find some more scholars of color who would like to join this conversation and am very open to suggestions.

We will start the conversations here in a few weeks. I will post more details once they are known.

By the way, I am posting this tonight from my hotel room in New Orleans where I am attending Phoenix Rising, a major conference of fans and academics who love Harry Potter. I hope to write more about the conference in my post later in the day tomorrow. If you happen to be here at the conference, say hey! I'd love to meet you.

The Whiteness of the Whale (Revisited)

"I'm talking morning, day, night, afternoon, dick, dick, dick, dick, dick, dick, dick, dick, dick." -- Mr. Brown (Quentin Tarantino) explaining his unique interpretation of Madonna's "Like a Virgin" music video in Reservoir Dogs (1992)

"Am I boring you?" -- Pip, lecturing his sister on Cytology, in Ricardo Pitz-Wiley's Moby Dick: Now and Then (2007)

Like many Americans of my generation, I read Moby Dick in high school. Well, it would be more accurate to say that I was supposed to read Moby Dick in high school. I was assigned the book for Mrs. Hopkins' Biblical Allusions class. We never actually discussed the book in class, as I recall, but rather, we were supposed to read the "Great American Epic" (as it says on the cover of my copy) by the end of the term and then spell out the ways that it built upon religious themes. I remember starting out the novel with high hopes. I had read the Classics Illustrated comic book and had a picture book which stressed the boy's own adventure elements of the story -- from Ishamel's first encounter with QueeQueg to the final destruction of the ship and the death of Captain Ahab. I knew this book was going to be full of blood and thunder.

What I hadn't anticipated was the "Whiteness of the Whale," the notorious Chapter 42, which is where my efforts to make it through the book ran aground. The book is full of the 19th century equivalent of a data dump, where Herman Melville tells us everything he knows about whales, whaling ships, whaling rigs, the melting of blubber, and in this case, the color of the beast. Today, we might describe this as a richly detailed world. When I was 16, it was just boring.

Somehow, I never got past that chapter.

I tried to bluff my way through the paper and Mrs. Hopkins, who was a Sunday School teacher at our church, called my bluff, leaving me with a big red C and with a note expressing her disappointment in my performance. The fact that I never got past the "Whiteness of the Whale" remains a black mark on my intellectual record down to the present day.

Well, I have taken a vow to read Moby Dick this summer and this time, I plan to eat the "Whiteness of the Whale" for breakfast. My decision to return to the scene of the crime and overcome my childhood trauma is the result of my recent encounters with a truly remarkable man -- Ricardo Pitts-Wiley, the artistic director of The Mixed Magic Theater based in Pawtucket, Rhode Island. Last weekend, my wife and I drove out to Pawtucket to see a truly remarkable theatrical production -- Moby Dick: Then and Now -- which has awakened in me a tremendous hunger to dig deeper into the world of Melville's novel.

I first met Ricardo in the fall through the agency of Wyn Kelley, a colleague in the MIT Literature Section who is a leading expert on all things Melville. (Check out Wyn's essay about Moby Dick and digital media.) Ricardo had launched a remarkable project to get a group of incarcerated and at risk kids to read and rewrite Moby Dick for a contemporary audience. As Ricardo explained, he chose this novel because "everyone was already there," because the book included a multiracial cast of characters and thus offered an alternative vision of what America looked like in the 19th century. He claims that Moby Dick speaks to contemporary concerns even as it encouraged us to look back to the past and understand how we got to where we are today. He knew the book was going to be a challenge to these young men -- a kind of literary rite of passage -- but he also knew that he could inspire them to work through this material and something amazing would come out the other side.

The first time I met Ricardo, he was still fresh from the process of working through the novels with this first group of kids. He stood in my office, reciting lines from their script, in his deep resonant voice, and he spoke with absolute conviction that he was going to be able to translate their script into a theatrical experience. Ricardo wants to get thousands of people to read Moby Dick so that they can participate in conversations with young people about their experience of the novel. Those of you who attended the Media in Transition conference heard Ricardo speak about his vision for the play as part of our plenary session on Learning Through Remixing. If you weren't there, you should check out the podcast here.

For the past few months, CMS graduate student Debora Lui and Project nml staff members Anna Van Someren and Margaret Weigel have been documenting the process by which the Mixed Magic Theater brought this script to the stage, interviewing the cast and crew, and recording their creative process. When it is finished, this documentary will be a centerpiece to a curricular package we are constructing around Melville and remixing, in collaboration with Kelley. Basically, our curricular guide will start from the premise that Moby Dick might be understood as a kind of "mashup" of the Bible, Homer, and 19th Century American culture more generally.

Thinking about the "Great American Epic" as a mash-up helps to make sense of the ways that it mixes multiple genres of writing, suddenly stopping the adventure story for sermons, newspaper headlines, or lectures on cytology. Understanding Melville's work not through a lens of original creation but as part of a larger process of sampling and remixing stories and themes already in broader cultural circulation gives us a way to think about the poetics and politics of contemporary grassroots creativity. This idea about appropriation as a core literacy skill was a central concept in the white paper our team wrote for the MacArthur Foundation last fall.

The stage production, Moby Dick: Then and Now interweaves two versions of the story: an adult cast re-enacts the saga more or less as Melville wrote it while a youth cast stages a contemporary version which unfolds in parallel. In the contemporary version, Alba, the Asian-American female leader of a multiracial street gang which calls itself The One, seeks revenge for the death of her brother, Pip, and ventures, with her posse (Que, Stu, Daj, and Tasha), into the heart of the city in search of the "Great White." Where-as Melville's work dealt with the 19th century whaling trade, this new version deals with the consequences of our modern day drug wars. The juxtaposition -- old and new -- is aptly suggested by the Scarface t-shirt worn by one member of Alba's crue -- Ricardo has told me that in some ways, the themes of revenge and self destruction in the Al Pacino film spoke to his young students in much the same way that Moby Dick spoke to him. (Somehow, I pictured Mrs. Hopkins pursing her lips when he said it.)

There's a really amazing moment early in the production when Ishamel in the 19th century and Stu in the 20th century are both reading a newspaper report: "Grand contested election for the Presidency of the United States.... Bloody Battle in Afghanistan." The passage comes from the end of Chapter One in the original novel but as the program notes suggest, it could have come from the front page of a contemporary newspaper.

The adult version of the story contains its own insights into the book. While Ahab in many media versions can seem a one-dimensional character (a mad man relentlessly pursuing his vengeance and his own destruction to the ends of the earth, unapproachable and immovable in his goals), he is portrayed here as someone who struggles with self doubts, who hears the protests of his crew and feels the pleadings of the Rachel's captain, but can't turn back from the path he sees as his destiny. Around the edges, I saw the glimmers of a political allegory with emphasis placed on Ahab as a man who is lead by his guts and not by his intellect and Starbuck seen as a man whose sage caution gives way to timidity, speaking out against dangerous actions but unable to exert the will to stop them.

Continue reading "The Whiteness of the Whale (Revisited)" »

Anatomy of A Game Secret (Part Two): Animal Crossing

Yesterday, I ran the first part of a selection taken from Kristina Drzaic's thesis on game secrets, during which she confessed to having invented a secret which has become part of the mythology surrounding the Zelda games. Today, she continues with a discussion and comparison to the way secrets operate in and around Animal Crossing. This passage is interesting in part because of the way she brings together an analysis of game mechanics with a discussion of the grassroots fan culture surrounding the game.

In case you are wondering, I am finally starting to dig my way out from the term and hope to start making at least some of my own posts again soon.


You will recall in the beginning of this paper that I related my experience with a secret glitch and was toast. I noted at the time that it was simply a fun thing to do in the gamespace. Now that we have the necessary background information on what secrets are and what they do we can finally examine what was fun and meaningful in that interaction. Namely that glitches break the rules of a game allowing the player to remap the space in creative ways.

My experience with glitches in Ocarina is not solitary. A search on youtube.com for "Zelda Ocarina Glitch" yields well over one thousand hits. What is interesting is often users will use the language of design in describing their glitches.

One user 'btermini' writes of their video:

I came upe with this idea after doing my test of super mario 64 cartridge tilting glitch i remebed The Legend of zelda ocarina of time is built of the same engin as in super mario 64. so i did some tests....see for your self

What this user is saying is that he came up with this glitch from experiences with glitches in other games, he tested it out and it worked. Finally he invites players to try out the glitch and enjoy his design. What btermini did then is plan, design, and display his glitch. Other users often talk of authorship in terms of their glitches. User 'Banana555">Banana555' writes:

"**I Found this Glitch by Myself so I dunno if its been found, even though every glitch known to man has been found for OoT lol**

Interestingly many other users chastise him for attempting to claim ownership. User 'rkonbon' replies back:

"yeah, you didnt find this out, this is one of the oldest tricks in the book for OoT anyways."

What this shows is that these users see glitches as something designed by them and not gaming companies. These glitches are described as creative endeavors! For one final example the user 'Nam8Macs' posts "his" glitch the "Zelda Ocarina of Time Super Bounce Glitch" along with credits for editing, camera work, and gameplay. His glitch is not simply a secret game moment but also a production! He writes of his work:

"These Rooms are 100% real and have never before been found! i find it a privalage to be able to show you the secrets of Ocarina of Time =D"

What we can distill from this then is that players, in their engagement of glitches feel a sense of authorship and design control over the way they interact with and subvert the rules of the game. The intention of these gamers is to strive to redesign or warp the gamespace and then claim credit. They are the designers of the glitch. These players make their own secrets.
From Zelda: Ocarina of Time we have seen why players look for secrets and how glitches specifically subvert a space by breaking game rules. We have seen why players can be toast and are a-ok with not winning. What would a game look like that allows and accommodates players to remake a game as they see fit? We have seen that secrets are ways for players to personalize a videogame space and feel a sense of authorship. What happens when playing for secrets and being toast become the focus of play? To explore that let us look at Animal Crossing (2002) a game of secrets.

The premise of Animal Crossing is that the player moves to a village populated by animals with only the clothes on his or her back. A conniving raccoon named Tom Nook swindles the player into buying a house on a loan. The player is told to pay off one's mortgage (eventually) and to do so the player will have to devise ways to make money. Thus Animal Crossing draws on a secret-based form of gameplay in that the player is never told directly what to do in the space or how to make money, rather the game is open for exploration, design of game goals etc. Once a player pays off the house the game keeps going and in fact never ends. As such the player must devise their own game goals and find secrets in order to expand the playability of the game. Animal Crossing offers a variety of gameplay options that serve to significantly change the focus of the game.

Animal Crossing allows one to fundamentally change the space and mood of one's animal village through textual manipulation. For example, as a rule there is a keyword or two added to the end of each animal villager's orations. The cat 'Tangy' might say at one point "I love toast in the morning meow" However, when the player is given the option to change the characters speech a simple substitution of words can completely change the connotations of the previous phrase. For instance Tangy's previous phrase could become "I love toast in the morning idiot" effectively transforming Tangy from a simple cat to an aggressive character. By changing the meaning of a character with the game, the player is allowed to participate in a perceived subversion of game rules. Indeed this textual manipulation is not limited to character speech. Players can post signs, send letters, name the town and engage in other atmospheric manipulations. These mechanics, when used in this manner function like a game glitch. The player can inject nuances of character into the villagers that were not designed in the original game. This is a perfect example of how a game designer can design a secret and a player can take it and subvert it into a new type of game design.

This mode of secret interaction is carried over into the game function that controls the ability to design and modify the walls, floors, clothing and umbrellas of the villagers. This option gives the player the power to decide how the village looks and how the villagers portray themselves, which in turn allows a huge amount of individualization within a game. No Animal Crossing village looks like any other. For instance, gamers Filip and Zvonimir Sola transformed their village into an ethnically Croatian one. They made their animals wear Croatian colors, designed a Croatian flag, and made their animals speak Croatian phases, (certainly a modification the programmers never imagined.) In contrast, gamers Will, Neil, Nic and Dan Secor, in their village "E" caused all the animal villagers to wear naked human clothing. This modification effectively transformed the village into a nudist colony, another unsanctioned alteration within the game. The game itself does not suggest modifications to the game image, rather, it allows the characters the liberty to customize their own villages for their own pleasure. Further, Animal Crossing lacks clear game goals and spurs the player to develop their own. For example, here is a game goal design created by a user of the game:

1st: Player goes to the store to buy candy.

nookingtons

2nd: Player lacks the funds to buy candy.

candy

3rd: Player writes a letter to the store expressing anger

letter

4th: With the threats unacknowledged the player organizes a town riot against high candy prices.

board

While Nook cannot actually be hurt within the gamespace the creation of this gamestory shows that players can manipulate the game and its goals in order to engage in imaginative play. The player uses the ability to send letters to characters as well as the ability to post messages to the Animal Crossing community as a way in which to create their own game within the game. This player subverted the game structure and made their own secret!

Fundamentally, the creation of player made secrets sustains Animal Crossing as a game. In effect, the rule modifications function as self-created attractions. Game play is maintained through the attraction of secrets and the display inherent in perceived subversion. The game has no narrative and no end, instead the player jumps randomly from self-made attraction to attraction. In essence, Animal Crossing is an endless jolt of surprise or (if you will) a video game of player-generated secret attractions.
The franchise of Animal Crossing has since expanded. In 2005 a sequel, Animal Crossing: Wide World was released. While much of the gameplay remained the same in that players can still manipulate the game in a similar way as Wide World allows players across the world to connect and visit each other's villages via a wireless Internet connection. Now instead of the game being limited to four players as it was in the original Animal Crossing, players can play with an endless parade of visitors. One can imagine, however, given the subversive nature of play in Animal Crossing that this results in interesting behavior. Dean Tate admits to booby trapping his village. He remembers "I placed holes all around the village entrance and anyone who came in was caught!...Then I would laugh" There have also been cases of characters inflicting player designed graffiti on each other, chopping down each others trees and plants or in a positive case, engaging players engage in a wide-scale remodeling of a player's village. This behavior is simply the play of the game impressed onto others but what is significant about it is that players are thinking more specifically of their village design in how is interacts with visitors.
Behavior like this is explored by game writer Nadia Oxford in the article "Secret Lives: Beneath the Surface of Animal Crossing." In this article she chronicles her adventures in visiting the animal villages of a friends and documents the way they interacted with her. Of her first visit Oxford writes:

As soon as I entered the town, Friend No. 1 made his presence known by running tight circles around me while wearing a ninja mask...so I was wary until No. 1 calmed down and gave me a master sword, claiming it to be an idol from the original Church of Hyrule. We headed back to his house. He handed me plenty of other presents on the way, possibly to distract me from the state of his property, which might've been regarded by some as a call for help. Weeds and smashed fruit dotted the grass, and unfilled trenches blocked bridges.... It was time to leave. No. 1 urged me to stay a little longer and pray for prosperity and fertility at his master sword idol, but I declined.

Oxford writes of another friend:

Taking advantage of Animal Crossing's boundless opportunity for freedom of expression, No. 2 dressed as a male and spent a good part of my visit hitting on me. A sprite's orientation is their own business, but when a male who's actually a female makes a pass at you, you can't help but feel confused.

And finally:

Things were off to a great start when No. 3 met me at the town gate and began watering me. Apparently, I "needed nutrients." She then bestowed an owl clock on me, though whether through generosity or as a part of my newly prescribed diet, I'm still not sure.

What all these interactions between Oxford and her friends show is that if we look at the behavior of each friend (the friend who ran circles and urged her to pray, the friend who hit on her, and the friend who watered her) each player put on a show for their visitor assuming distinctive behavior and exchanging text which effectively shaped the way their town was viewed. In Wide World players build off the secrets they design and create a gameplay experience for another player.

As a game of secrets, Animal Crossing allows for the kind of play behavior that players strive for in their play with secrets and cheats. Warren Robinette wrote that his videogame secret in Adventure allows for players to reach the game's real conclusion: his name, his easter egg. Secrets today are about players reaching their own conclusion by designing and implementing their own secrets in a gamespace. Players have gained the ability to have some say into the nature of a given game design. Secrets then, while originally a place for designers to play with their designs has now become a place where players can create their own game within a larger gamespace. With the advent of online gaming across all technological platforms the manipulation of secrets has turned into a way for players to design for other players. Secrets have become player-generated game moments shared with other players the world over.


Anatomy of A Game Secret (Part One): Zelda's Sky Temple

I am continuing to salute the graduating Comparative Media Studies cohort of 2007.

Kristina Drzaic tackled a really interesting critical challenge -- how does one write meaningfully about an element which, by her definition, is not a necessary or even self-evident aspect of the game's style, themes, narrative, or game play. She recognizes that the pursuit and discovery of secrets may be deeply pleasurable to those who play games: indeed, there is a robust economy in the trade of information -- both sold by companies and freely shared on the web -- which might help players to find secrets. As this passage from her thesis suggests, there is even enough interest that some people even go so far as to "fake" secrets simply for the bragging rights for discovering them. To try to understand secrets, she found herself looking at phenomenon in other media -- what has been written about, say, gags in slapstick comedy, attractions in early cinema, and excess in art cinema, but none offers a precise parallel to the place which secrets play in games. Throughout all of this, Kristina was clear on one thing -- secrets were central to the pleasure she took in playing games and thus should be open to analysis. In the end, those of us on her committee felt she nailed it, making an original contribution to our understanding of game aesthetics. We hope you will agree.

As she has worked on understanding secrets, she has been designing her own secrets for the game, Labrynth, which is being developed through the Education Arcade for Maryland Public Television. Kristina did much of the art direction on the game, doing character sketches and storyboards. The resulting game, when it is released, will be much shaped by her own particular sense of whimsy.

The following passage describes her own childhood experience at inventing a secret in Zelda which has become legendary in the game world and why she thinks people were so ready to accept her fabrication.

Anatomy of a Game Secret
by Kristina Dryziac

The year was 1998 and the game in which I became the toast was Zelda: Ocarina of Time. It was at this moment in my life that I invented my own videogame secret. I was not a designer. Nor was I in the videogame business. I was sixteen years old, a single player and a fan. New to videogames at the time, I often frequented Zelda message boards and chat rooms for help with the game. Over the course of a few months I learned the space of the videogame, found all the recorded secrets, mastered Zelda and then I got bored.

The message boards I frequented were full of less experienced players than I, players looking for unknown content, players who were gullible. One of the most often discussed topics in the message board was where one might find and collect a part of a Zelda game, 'The Triforce.' Rumor had it that there was a space on a certain screen that implied that this Triforce could be collected. In a moment of juvenile and rather silly behavior I decided to tell people I had found this 'Triforce' and they could find it too. I announced that if one went into the most confusing dungeon in the game and leapt through the air to hit a particular wall in just the right way they would be able to find a hidden chest that contained, of all things, wings for your horse 'Epona.' The wings would attach to the horse and she would and fly up into the air and take you into a hidden sky temple. There you would find the Triforce in all its glory.


Photoshopped%20OoT%201.jpg

Photoshopped%20OoT%202.jpg

This was not true. Honestly I did not even think it was all that believable. However when I went to research this paper I found endless accounts of people still discussing the Triforce and the sky temple I invented. I even found fan-sites dedicated to the journey players made there, photo-shopped images of the Triforce as it was supposedly found within the game and message boards fighting over the validity of the temple's existence.


I was shocked.

What was it about my invented secret that caused such discussion that a small internet event in a fan community would still maintain vestiges of the discussion on the internet after eight years? What made this sky temple secret so believable as something that might be found within the game content? While all the factors involved here could potentially be overwhelming ranging from Mia Consalvo's gaming capital to the fan community makeup and more, I believe there are certain elements within the Zelda: Ocarina of Timetext itself that especially enable belief in this secret. I contend that examining what made my secret successful provides a window into the interaction between players and secrets and will allow us to look at the meaning of this interaction itself. I pose then that the credibility of my secret boils down to two factors within Zelda Ocarina of Time: narrative plot-holes and unresolved gameplay. Building on this I will demonstrate that the "Oh No I'm Toast" glitch moments within the game illustrate what players hope to achieve in their interactions with the secret.

Continue reading "Anatomy of A Game Secret (Part One): Zelda's Sky Temple" »

Playing with Stereotypes in Wresling and Animation: An Interview with Nick Sammond (Part Two)

Yesterday I ran the first part of an interview with media scholar Nicholas Sammond about the cultural politics of professional wrestling. In today's installment, we extend our discussion to deal with his new project -- a book in progress dealing with the connections between black-faced ministrels and the American animation tradition. For those interested in what he has to say below about Disney, you might want to check out his first book, Babes in Tomorrowland: Walt Disney and the Making of the American Child, 1930-1960 (Duke University Press, 2005).

Tell us a bit more about your new project which deals with animation and race. How can we understand cartoons as bound up with the history of racial stereotypes in American culture?

The new project is one that looks at the beginnings of American animation in the early 20th century, and how those beginnings are bound up with another American performance tradition that some would like to forget--blackface minstrelsy. Blackface minstrelsy was a tradition that stretched back to at least the early 19th century, in which white men covered their faces and hands with black makeup, put on curly-headed wigs, and acted as if they were African Americans. This was not complimentary: the African Americans they portrayed were stupid and lazy, the usual stereotypes of the poor, stupid Southern Negro, the watermelon-eating, chicken stealing, singing and dancing plantation stereotype. Spike Lee made a whole movie--Bamboozled--about this stereotype.

Now, if you look at some of our most famous cartoon characters--such as Bugs Bunny and Mickey Mouse--you'll see that they have characteristics that the minstrel had: white gloves, wide eyes and a huge painted-on mouth, and a complete lack of respect for authority. (This was truer of early Mickey of the late 1920s and early 1930s than it was of later Mickey.)

What I am interested in is why those qualities of the minstrel were first used in creating trademark characters, and why, even after some of those explicit racial stereotypes became unacceptable to us, those markers of minstrelsy continued. It's important to make a distinction here, though. In the 1930s and 1940s in particular, there were some really racist stereotypes used in animation,particularly in relation to jazz music, which was called "jungle music" by some folks.

coal-black-lobby-card-1942.jpg

So, there were a whole range of associations of blackness with the jungle, with the plantation, with being primitive and close to nature, that had operated in blackface minstrelsy, but also showed up in other racist stereotypes. What interests me is that while those racist stereotypes eventually became widely unacceptable, and even though blackface minstrelsy became an unacceptable performance form, the idea of the minstrel continued in cartoon characters. And you can see it continuing long after in cartoons such as Animaniacs and the feature Space Jams, to name a couple.

But even though I see what I call "vestigial minstrels" like Bugs or Mickey as different from racist caricatures such as those I mentioned above, there is a connection. The minstrel character has always been part of a system of what Eric Lott has called "love and theft," or what Stuart Hall has called the "ambivalence of stereotype." Even though the act of a white man imitating a black man is both offensive and oppressive, and always was, there is an element of desire and envy built into it that we have to look at squarely.

What I am looking at, trying to understand as an historical phenomenon, is how the figure behind the minstrel--basically a slave or ex-slave--could be something that a white man, either a minstrel or an animator, could envy. And the very short answer to that is, I think, that they didn't envy the incredible oppression of the African Americans, but the modes of resistance to that oppression that they represented. And, references to the jungle and the plantation were about a fantasy of African Americans as being closer to nature than white people (just like "white men can't jump/dance..."), closer to the jungle or the cotton field.

Minstrelsy as a performance form became widespread and popular as the United States industrialized, and workers who were white or becoming white were moving from agricultural and craft labor to brutal, routinized industrial labor. The minstrel, who was performed as lazy, shiftless, and slyly resistant to work of any kind, was a fantasy of escape from the rigors of that new economy. Something similar is true for animation, which in the first couple of decades of the 20th century shifted from a artisanal and craft model to an industrial model of production (Donald Crafton has described this history beautifully). So, the minstrel figure--itself a dehumanizing stereotype--represents resistance to dehumanizing regimes of labor.

Now, that's obscene and wrong, but if we don't examine it closely, then it's a part of our history that we refuse to examine fully. An example of that might be Ted Turner's decision, a long time ago, to remove those racist Warner Brothers and MGM cartoons from circulation, to spare us the pain of looking at what our culture has produced. He made that decision when the mode of distribution was VHS. But now, with DVDs that contain commentaries and other interactive features, I think it might be possible to re-release them in a critical edition, to begin to confront that piece of our history in a constructive fashion.

Is this legacy something that still haunts contemporary animation? Is it possible to represent race in cartoons, which after all depend on high levels of stylization and simplification, without falling back on this vocabulary of racial stereotypes?

First off, I think this legacy still haunts many parts of our culture. Look at the recent Don Imus event. What was it that made McGuirk and him go after successful young black women, to refer to them as "nappy-headed hos"? Here were some women who were actually fulfilling the American dream: through hard work, determination, and talent, they were making a mark. I think it's reasonable to ask whether the attack on them was because that dream is still primarily conceived of as white property.

But more than that: we have to look at the reaction, too. Imus had been saying grossly inappropriate things for years, and a lot of quite famous people had played along with him. Suddenly, he's a sacrificial lamb for a set of social ills of which he is a symptom, not a cause. (The critic Gary Yonge said something very much like this in The Nation recently.) But if we treat him as a cause and not a symptom, then we don't have to look at endemic strains of racism built into the institutions of American society. What those guys did was offensive and wrong, and I have no problem with them being punished for it. But it's free speech that CBS and MSNBC had been making a lot of money off of for years, and if you don't look at that--at the profitability of racial (and gender and sexual) hostility and the willingness of large corporations to cash in on it--then you're really missing the larger picture.

So, to get back to animation. I think it's possible to produce animation that minimizes or avoids stereotypes. But that's not the same thing as producing those seven-minute stories (or Disney features) we call cartoons. There, I think you do get stereotyping because, as you point out, there is a visual economy that the stereotype provides. But this then raises a couple of issues.

First, what is the story story in which those images are deployed? We should ask whether it is possible to deploy stereotypes in stories that simultaneously challenge them. I think that might be possible, but it's very tricky. Consider, for instance, Ralph Bakshi's Coonskin. He believed that he was really trying to produce a hip, culturally progressive redeployment of stereotypes, in this case the Brer Rabbit stories (with Barry White starring, and apparently Bakshi has talked with Wu Tang Clan about a sequel). But the film met with controversy when it was released, and there was no consensus as to whether it was racist, or whether it challenged racial stereotypes through its story.

This brings us to the second point: what the stereotypes accomplish very much depends on what sort of skills we as viewers bring to seeing those stories, and what sort of space is available for discussing them after we've seen them. When Coonskin was shown at the Museum of Modern Art, a fierce debate apparently broke out. That's good. And the Committee on Racial Equality condemned it, while the NAACP very cautiously endorsed it as a satire. That's good: it leads to more discussion about the meaning and potential of stereotypes. So, for me, the question is not so much whether we can make cartoons without resorting to stereotypes, but whether we can use stereotypes in a productive fashion.

But this also brings me to an interesting issue of race and the production of animation. Many of us know that The Simpsons, for instance, has been produced in South Korea for years. A lot of TV animation, which has a very tight turnaround schedule, has been produced in South Korea. What I didn't realize till recently, though, is that a lot of production is moving to North Korea, Malaysia, and China, where labor is even cheaper. So, there is an issue of race and animation that has to do with the politics of its production as well as its politics of reception.

Animation as a profession is very much caught up in struggles over the exportation of labor that other industries in the U.S. are engaged in. I'm not making a nativist argument about American labor here. But I am saying that issues of race and labor in animation aren't limited to its images. When we consider the choices and direction the industry is taking--for instance, if we engage in a debate about drawn versus computer-generated animation--part of what we have to bear in mind is that, besides being issues of aesthetics, these are issues of industrial labor, too. And, as I've suggested, in some cases there is a relationship between the two.

What did you think of the news that Disney would be producing an African-American "Princess" in a future feature film set in New Orleans? As someone who has written about the history of Disney's construction of American childhood, what can you tell us about how such a project might fit within Disney's long term vision of American society? What challenges does Disney face if it wants to create a credible representation of African-American identity that doesn't fall back on the Minstrel stereotypes that shaped its previous minority characters?

You know, there's something funny here. I was reading around about this movie, The Frog Princess, and one of the articles on it, in a Baltimore newspaper, quoted the director of an all-girls school as saying that maybe the movie would allow young girls to ask, "Can I be like this Disney character?" That is, a princess. Which would suit Disney just fine, because the company has a huge line of princess-related goods and services to sell. Now, I imagine that what the director of the school meant was something like, "Wouldn't it be great if African American girls could dream of being princesses, too?" Or, "Wouldn't it be great if white girls imagined themselves as African American princesses?" Underneath that is a desire for girls to see themselves as powerful and capable, and to live in a color-blind society.

But woven into those ideas is Disney's skill at tapping into powerful social expectations and anxieties to sell its products. That is Disney's long-term vision of American society: as a market for its products. And one of the greatest anxieties that many people share in a highly competitive capitalist society is whether they and their children (if they have children) will be able to secure a good living for themselves--that they will have economic and social security.

You can read those concerns being circulated and laid at Disney's feet in the comments of the school director. Somehow, regardless of other economic, social, and institutional circumstances, seeing this film could be empowering for a little girl. Why? How?

Will the film feed into minstrel traditions? Given that it is set in New Orleans in the 1920s, and is supposed to be about jazz, I wouldn't be surprised if it did. Minstrelsy was built on the idea of white "researchers" going to the south to witness real black behavior on the plantation. Cartoon shorts like Tin Pan Alley Cats or Coal Black and de Sebben Dwarfs played on stereotypes of the 1930s and 40s that referred to jazz as "jungle music." According to the most current info, the film's villain is a voodoo priest (named "Dr. Duvalier"...as in Papa or Baby Doc?) and another character is a jazz singing alligator (straight out of the swamp?) named Louis, so the minstrel possibilities seem rich.

I don't think that means that Disney has racist intent. I think the company is playing on the contradictory desires of its viewing public. The American middle class--regardless of race--wants to believe that we live in a color-blind society in which anyone can get ahead if they try hard enough. If stereotypes are used in perpetuating this fantasy, this sort of thinking goes, the positive message of self-realization will outweigh any misconceptions...and after all they're only animated characters.

This would be a good example of the point that Spike Lee was trying to make in Bamboozled: in a society that thinks in racist terms without realizing it is doing so, it is impossible not to make popular art that perpetuates stereotypes.

Bringing this full circle, how would you compare the role which stereotypes (racial or otherwise) play in animation and in professional wrestling?

There were two ideas (among others) in your book on vaudeville, What Made Pistachio Nuts?, that I really liked: affective immediacy and an economy of signs. Affective immediacy is the idea that to be successful, bits in vaudeville had to hit you in the gut: they had to make you laugh, cry, gasp...right away. An economy of signs is simply the concept that in a format where you only have a couple of minutes to do your thing, you have to have ideas, signs, that read really clearly, quickly.

The cartoon short is about 7 minutes. A wrestling match is over fairly quickly, too. Both depend on stereotypes to have that punch, and to be legible. If one of those stereotypes causes pain, we ought to have a forum in which we can address that in a meaningful fashion. The problem is, we have forums for addressing stereotypes--online spaces and places, editorial pages--but not necessarily in a meaningful fashion. What we don't have is a political space in which we can call out the hurt behind the stereotype--the economic and social injuries that make stereotypes sting--and obtain real redress.

What animation and wrestling both permit is a chance to really feel stereotypes. What they also share is a space that is like the real world, that exists parallel to it, but is not the same as the real world. Potentially, and at their best, they become spaces in which ideas duke it out, and we have fun participating in the process.


Playing with Stereotypes in Wresling and Animation: An Interview with Nicholas Samond (Part One)

The topic of stereotypes have long been central to work in media literacy. School children are often taught that stereotypes are unambiguously bad and that we should strive for more "realistic" or "authentic" representations. Yet, there are many problems with this formulation, as Richard Dyer pointed out to us years and years ago, starting with the fact that it doesn't address the reasons why popular art so often relies on stereotypes, it doesn't really acknowledge the degree to which our pursuit of more respectible images may itself result simply in the construction of new and improved stereotypes, and it doesn't acknowledge the many ways that artists -- high and popular -- play with stereotypes to heighten the public's awareness of their constructed nature.

Today and tomorrow, I will be talking with media historian Nicholas Sammond about the place of stereotypes in popular culture, primarily read through the lens of two of his favorite topics -- professional wrestling and American animation. I reached out to Sammond in part because of the interest here in wrestling in the wake of visits from Jim Ross and Mick Foley this term but also because of work that Project nml is doing on animation for its exemplar library. I am also trying to convince Nick that he should take up blogging as an outlet for his itch to do more as a public intellectual.

Here's a little background on Nick:

Nicholas Sammond is Assistant Professor in Cinema Studies at the University of Toronto. His book, Babes in Tomorrowland: Walt Disney and the Making of the American Child, 1930-1960 (Duke University Press, 2005), received the 2006 Katherine Singer Kovacs award from SCMS. He is also the editor of Steel Chair to the Head: the Pleasure and Pain of Professional Wrestling (Duke University Press, 2005) and articles in such journals as Continuum, Television Quarterly, and Camera Obscura. Babes in Tomorrowland is a history of 20th century American childhood and its relation to popular media about and for children. Sammond's current work, tentatively titled "Biting the Invisible Hand," examines the place of blackface minstrelsy in the origins of American commercial animation.

One of the guest speakers who came to Sam Ford's class, Lee Benaka, said that he faced great skepticism in the publishing world as to whether any market at all would exist for a book looking seriously at pro wrestling, since it was presumed that wrestling fans and academic audiences were incompatible. Did you face any of this skepticism at any point during the process of putting this book together?

Yes and no. My publisher, Duke University Press, was very supportive of the book, even though they knew it would be tough to create a book that is both academically rigorous and accessible to a general audience. Wrestling fans are looking for smart work done on the topic, but I think they rightly mistrust material that seems pedantic or unnecessarily complicated. At the same time, academic power structures expect material that is complicated and pedantic (in the sense of teaching its readers about a topic).

So, it's hard to meet both goals. As the editor, I tried to address this by having some articles that would appeal to academics who wanted a more theoretical or analytical approach, and others for academics and fans who wanted a smart read on wrestling without the theoretical lingo. Reading the reviews of the book, it seems that some readers were satisfied with this approach and some weren't.

Interestingly, though, reviewers on wrestling web pages who critiqued the book for being too jargony were still sympathetic and supportive of it as a whole project, even if they felt there were parts of it that they felt alienated by. I think it points out an interesting problem in talking about pro wrestling. It has a very smart and engaged community of fans who also value the ethic of straightforward speech and action that are hallmarks of wrestling.

But they (we?) also appreciate the category of the smart mark, the person who doesn't care whether what they see is "real" as much as they do that it is genuine. The difference is, I think, that a genuine performance is sincere in its appreciation of the audience, even if it is playing with the boundary of what's performed and what's actually happening.

I hope that my book, even when it gets academic, is genuine in that sense of the word. Every essay, regardless of who it was addressing, was meant to treat pro wrestling seriously as a complex cultural form, and not to treat it as a symptom of social disorder or as unimportant. Everyone who wrote for the book did so because we appreciate wrestling.

Professional wrestling, as a populist phenomenon, is not easy to pin down in terms of its politics. The WWE in particular seems to rail against socially conservative censors as it also pokes fun at activist liberal detractors as well. At the same time, wrestling plays both with and against cultural stereotypes. How does wrestling's complicated politics explain its place in American culture?

First off, I have to say something about terms. The terms "liberal" and "conservative" are complicated. A few hundred years ago, they meant pretty much the opposite of what they do today. Liberals believed in free markets and a minimum of government interference (as much as there was a government in many places), while conservatives felt that the government had a vested interest in regulating civic and economic life. Now, those terms have become inverted. But more than that, at their worst, they've become meaningless shells, epithets that people use to insult each other without necessarily really thinking through what they are saying.

Populism has the potential to be a very progressive movement for the empowerment of working people to find a common ground on which to build a better society--as in the progressive politics of Fighting Bob LaFollette and the Grange Party--or it can be mixed with what seems more like potentially fascist demagoguery, as in the populism of the Kingfish, Huey Long. But what is good about populism is a belief in economic equality and fairness, and a recognition that working people are just fine as they are, as opposed to being inferiors who will only have social value if they become rich.

This sort of positive populism has been pushed to the margins in favor of a celebration of the privileges of the wealthy and the super-wealthy by the two ruling parties in American politics. George Bush, himself an heir to a tradition of wealth, power and corruption that dates back several generations, has feigned a populist attitude by learning to mispronounce a few words, wear cowboy boots, and swagger. He and the people he works for produce a sham populism that pretends that any of us can become rich and powerful if "the liberals" would only get out of the way and let us--while making sure that the rich don't actually have to compete on a level playing field with the rest of us, or perhaps more appropriately, while making sure that we feel more inclined to compete with each other over the scraps they leave than to work together for our mutual benefit.

But it's not just the Republicans who are engaged in this type of behavior. In the last election, the Democrats regained control of congress because of the popularity of people like Jim Webb, who talks the same sort of populism. John Edwards also plays that game: he's one of a number of multi-millionaires in politics (and some of the richest are actually Democrats) who claim to care about working people, but whose policies, when you look at them, don't do that much more than those of the Republicans. So, we get to choose between one empty performance and another.

I guess what I'm saying is that there is actually a vital populist tradition in the United States, one that is deeply invested in issues of equity and of respect for difference, that has gotten watered down in our current political climate. I think that the WWE, and the WCW before it, and many of the territorial operations back in the day, played with that sense of populism. If it sometimes trades in noxious stereotypes, and I think it does from time to time, that may be because the terms of populism that are available to us today have been so watered down.

Or, maybe the way to understand it is to say that because so many of us are being deprived of real politcal and economic partipation today--with more and more wealth and power going to fewer and fewer people--that the sting of what is politically incorrect in WWE performances is greater and more real. If we all have a stake in each other's well-being, and a respect for our differences, then jokes about those differences are not as damaging as they are when race, gender, class, and sexual identity are used as a means of keeping us apart from and hostile to each other.

What makes the WWE so interesting and important in this regard, I think, is that it is one of the few venues on television where people mention class and economic inequality in significant ways. You have workers rising up and getting in the face of their bosses, expressing not only their hostility to being oppressed, but also a certain solidarity that transcends differences (primarily of race, not so much of gender or sexuality), and I find that really refreshing. It's certainly not perfect.

At the end of the day, Vince is still on top, and in the offscreen world he's a billionaire (or almost one), and I honestly don't know why anyone needs that kind of money in a world where people are starving. (Even in a world where people aren't starving, I can't understand why someone would need that kind of money....) The most recent Wrestlemania is a good example of the potentials and problems of the populism of the WWE. Between the Donald raining cash on the audience in the leadup to it, and Battle of the Billionaires being waged by minions (but the resulting shaving being suffered by McMahon), you have a performance of struggles between the powerful, and a literalization of how workers are used by their bosses, which still manages to reinforce a social order with a few at the top and many below. But at least--at least--it allows us to witness the performance of conflicts that remain absolutely taboo in most other forms of popular entertainment in the U.S.

Now, some critics would describe this as nothing more than "bread and circuses," a distraction in the style of the Roman emperors in which the masses are mollified with spectacles put on by the elites, which keeps those masses from rising up against the powers that be. Paying to see the shaving of Vince's head (or going into it hoping to see the Donald's head shaved) takes the place of rising up and laying claim to his fortune (something which has been performed on WWE programming over the years). In this critique, witnessing the seeming debasement of the powerful keeps us from actually seizing their power.

While I think there's some truth in that critique, I also think it misses a larger point. Wrestlemania, if not the whole WWE franchise, is a facet of that larger debased populism I mentioned. It's of the same fabric as George Bush's aw-shucks act, or the Democratic Party's belief that if they can find a few more Jim Webbs they can lose their elite image. To me, the solution isn't to ask that the WWE clean up its act, but that we all work toward a more meaningful and useful political populism in our daily lives, and let entertainment be entertainment (while always demanding more of it).

That means pointing out that much of what our government does today is itself entertainment, not politics. If pro wrestling is "sports entertainment," then the struggles we witness in Washington are "politics entertainment." The struggles between the Republicans and Democrats for control of the government are a form of entertainment. The efforts of the "liberal media" to expose the petty indiscretions of individual politicians without really critiquing the larger political system are a form of entertainment. What we need, I think, is to create a populism that allows us to see past that cheap entertainment to what our real interests are.

As WWE increases its international business, and as its international popularity rivals or even surpasses its domestic popularity, how does that change the way the company looks at cultural stereotypes and "ethnic" characters?

Continue reading "Playing with Stereotypes in Wresling and Animation: An Interview with Nicholas Samond (Part One)" »

Want to Get Involved with the Singapore Games Lab?

Philip Tan, the newly appointed executive director of GAMBIT, our new games lab, which is being funded through the Singapore Media Development Authority, has asked me to post the following information, seeking potential post-docs and games researchers for the project.

Postdoctoral and Game Development Staff Positions

The Singapore-MIT GAMBIT Game Lab is hiring postdocs and game development staff. Postdocs will be required to fulfill a combination of teaching, management, research and publishing roles, working with faculty, graduate and undergraduate students. Postdocs are expected to have a dossier of published articles indicating a clear trajectory, interest, and deep familiarity with some aspect of game research. Examples include cultural and media studies, anthropology, visual and aesthetic history, digital and non-digital game design and genres, risk and team management, government policy, industry history, market observation, computer science, real-time rendering and animation, software and audio engineering, music composition.

Applicants for staff positions should have at least three years of industry experience as a lead programmer, artist, or designer.

Applications for positions beginning in September should be submitted by June 15 to:

Singapore-MIT GAMBIT Game Lab
Program in Comparative Media Studies
14N-207 Massachusetts Institute of Technology
77 Massachusetts Avenue
Cambridge, MA 02139, USA

Applications should include the following:

* Statement of objectives and contact information
* 3 recommendation letters
* Curriculum vitae or resume
* Academic dossier or portfolio

Summer Internship Program

Students from MIT and Singapore will collaborate for 9 weeks at MIT in digital game development teams with 6 or 7 student members from different disciplines. Each team will conceive, design, and develop a small game to demonstrate a concept from current and previous GAMBIT research with a short (5-30 minute), polished gameplay experience. The production values and scope of the game should approach commercial alpha builds (tested and feature complete) for casual games intended for online distribution. The student teams are entirely responsible for the design and implementation of the gameplay, assets, and deployment of the game. The top priority for every team is to create an engaging user experience with simplicity and clarity.

Teams are managed using Scrum methodology. Students will be required to become familiar and to adhere to the management principles in Scrum. Each team will work with a faculty or graduate student involved with the core research, who will participate in the Scrum process as a "product owner." Members of each team are expected to use the summer to become quickly familiar with the research concepts involved in each project in order to better demonstrate the ideas through design, gameplay, and implementation.

The intellectual property for the code, design, and assets of each game and the rights to create and distribute the game and any sequels or derivative works will remain the property of the Singapore-MIT GAMBIT Game Lab initiative. Students will be credited appropriately for their role in the development team and will be licensed to include and demonstrate their game in their portfolios after the summer.

There's more information at the project blog specifically addressing Singapore or MIT students who might want to be involved in the initiative. Check it out here

Soaps CMS-Style.

One relatively unique aspect of the CMS program is our openness to outside participation on thesis committees. Since we are trying to train students not simply for academic careers but also for future roles in a variety of industry contexts, we often will invite expert practitioners to join our committees and share their expertise with our students. Through the years, we have had Bollywood choreographers, game designers, journalists, advertising industry people, educators, journalists, policy-makers, and so forth serving on thesis committees, encouraging our students to produce work which will have a broader real world impact. Recently, longtime soap opera writer Kay Alden was on campus to participate in Sam Ford's thesis defense. Alden worked for more than 30 years on The Young and the Restless, the top-rated daytime drama that she served as head writer for from 1998 to 2006. Recently, she took on a consulting position with ABC Daytime and continues working with the genre during what is seen as a period of substantial change for the daytime television industry. While she was on campus, she spoke at the CMS colloquium series, sharing with our students her perspectives on the evolution and current state of daytime soap opera on American television. We have just launched the podcast of that event for those of you out there who count soaps among your fannish or academic interests.

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The Politics of Map Making; Katrina and Google Earth

How are new tools for representing physical geography altering the way we think about ourselves and our place in the world? What differences are sites like Google Earth making in the ways we cognitively map the environments around us? What new issues do they raise as ways of representing the world and how do they relate to older traditions of cartography? These are the questions which CMS Masters Student Amanda Finkelberg took up in her thesis project.

Finkelberg came to CMS having worked extensively in the special effects industry. She had spent the last few years of her work erasing wires, rigs, and other elements from shots, not exactly the most compelling work in the industry, and wanted to find ways to make the work of media more visible to the people who consumed it. She worked as part of the Project nml teams, producing a segment for our exemplar library dealing with special effects and advertising; she's been doing some early planning work on an educational games project which is still under wraps and she has been working as a research and teaching assistant for a new course which explores the relationship between theater and science in the early modern period, being taught by Diana Henderson and Janet Sonenberg in collaboration with the Royal Shakespeare Company. Like many of our graduate students, she has taken advantage of an exchange program between Harvard and MIT to take courses down the river, much of which has informed her current interests in maps and systems of spatial representation.

From my own point of view, her work on cartography comes at just the right time since one of our projects for the New Media Literacies team next year centers on thinking through how these new digital mapping technologies can be integrated into the social science classroom. As we pursue that project, I know that I will be re-reading her thesis for new insights. This selection from her thesis centers on a recent controversy surrounding how Google Earth represents the area around New Orleans, how this figures into post-Katrina politics, and what this tells us about the "neutrality" of maps. Enjoy!

Google Earth and Katrina Images
By Amanda Finkelberg

A tradition of accuracy is strongly reflected in issues surrounding contemporary spatial representations. As cartographic technology improves, generating more convincing depictions of space from above, the debate over accuracy becomes marginalized in favor of an acquiescence in a sort of "truthiness" or sense that the data is true enough. This phenomenon is illuminated by the continuing problem of how Google Earth has chosen to represent the Katrina devastated Gulf Coast in its satellite image database.

Immediately following the 2005 hurricane, Google Earth became a valuable tool for evacuees hoping to estimate damage to their property. By using amateur fly over photographs as "overlays" in Google Earth, networks of people banded together to determine which areas had been hit by flooding and posted the information to bulletin boards. Photographs taken from a Cessna Citation jet were available within 24 hours after the storm. Although not entirely clear, the images, when matched to GPS coordinates in Google Earth, gave a good sense of the condition of a home, street, or neighborhood. The novelty of the software encouraged many new users to lend a hand to the effort, according to a September 5th, 2005 New York Times article . This example provokes interesting questions about temporality and global imaging. The fly-over images were clearly being taken as valid real-time information about the state of the disaster area, lent additional credibility from their alignment with GPS coordinates in Google Earth's global framework. While this is an extreme circumstance, it does clearly indicate a new type of amateur cartographic behavior. A plane flew over, photographed and posted aerial images to the internet. The images were obtained by neo-geographers at home who responded to queries from displaced Gulf residents and generated mostly-accurate maps of the real-time flooding in their communities. These maps were either reposted to the internet or described in email .

Google Earth's representation of Katrina's damage did not stop there and has, in fact, recently become the center of a heated debate within GIS communities, raising serious questions of accuracy, politics and digital cartography. Last week (March 25, 2007) Google came under heavy criticism from user, Geographic, and journalistic communities for its unexplained swapping the post-Katrina images with the pre-disaster ones seen here. In a letter to Google, D-N.C., chairman of the House Committee on Science and Technology's Subcommittee on Investigations and Oversight, Brad Miller demanded an explanation for the imagery switch. "To use older, pre-Katrina imagery when more recent images are available without some explanation as to why appears to be fundamentally dishonest ," the letter states. It goes on to directly inquire if the Federal Emergency Management Assistance (FEMA) agency had contacted Google requesting the images be changed. This suspicion reflects not only a deep distrust of the agency's attempt to cover up mismanagement of the crisis but also impugns Google as a potential collaborator in revisionist history.

Google's quick and thorough response earlier this week came in the form of replacing the previous images accompanied by a blog posting by Maps/Local/Earth director, John Hanke. Hanke writes:

In 2005, shortly after Hurricane Katrina hit New Orleans and the Gulf Coast, a very motivated group of volunteers at Google worked with NOAA, NASA, and others to post updated imagery of the affected areas in Google Maps and Google Earth as quickly as possible. This data served as a useful reference for many people... Several months later, in September 2006, the storm imagery was replaced with pre-Katrina aerial photography of much higher resolution as part of a regular series of global data enhancements. We continued to make available the Katrina imagery, and associated overlays such as damage assessments and Red Cross shelters, on a dedicated site (earth.google.com/katrina.html). Our goal throughout has been to produce a global earth database of the best quality -- accounting for timeliness, resolution, cloud cover, light conditions, and color balancing .

The suggestions that Google operated out of malfeasance by replacing the images of devastation were connected to a range of conspiracy theories, from the FEMA implication made by Rep. Miller to the suggestion that the maps had been changed to indicate successful recovery in hopes of revitalizing tourism to the area. These accusations were quickly dismissed by Google's blog statement and reinstitution of the lower quality images of flooding. The reasonable explanation may explain the overlay switches but the theoretical problem indicated by this event is not so easily dismissed.

The problem is perhaps best illustrated by the final paragraph of Representative Miller's letter to Google:

Digital technology has any number of benefits, as Google's healthy balance sheet demonstrates. However, experience has also shown that such technologies pose a particular threat to photography as a representation of reality. While we can understand that Google would prefer the most recent imagery of the New Orleans region for its Web site, to use older, pre-Katrina imagery when more recent images are available without some explanation as to why appears to be fundamentally dishonest. The entire country knows that New Orleans is a great American city struggling to recover from an unprecedented disaster. Google's use of old imagery appears to be doing the victims of Hurricane Katrina a great injustice by airbrushing history .

Several key points stand out from this succinct accusatory paragraph. First, Miller indicates Google's "healthy balance sheet," a barb not missed by the blogosphere which immediately picked up on the implications of a misuse of power in postings like "Is Google Finally Evil? ". The relationship between power and wealth and cartography is not a new one by any stretch of the imagination, and this accusation squares with a historic reading of maps and spatial control. There is, however, a much bigger accusation being directed by this paragraph; one that impugns the digital nature of the digital map, making the same very equation that I make within this essay: the homogenization of digital data that enables a cross-media discussion. Miller asserts that digital maps are not only akin to photography, but can also be "airbrushed " to correct imperfections in the same way a model is corrected on a magazine cover. This is an equivalence that illuminates the ease and completeness with which digital maps can be altered as well as the lens of scrutiny and skepticism through which they should be evaluated.

There is still another issue raised by this little story, indicated by John Hanke's list of priorities for the Google satellite photos. Hanke mentions "timeliness" as a key factor in determining an image's quality for inclusion in the database. What on earth could he have meant by this? Most likely it is a response to the problem at hand and refers to images that are the best representation of "what is" but this explanation is deeply problematic when explored even slightly superficially. The use of time as an evaluative characteristic, particularly when coupled by issues of cloud cover or resolution, imply that there is a time that is more neutral than another. Presumably this is a time that is sunlit, cloudless, and well photographed. These may be the best conditions for viewing the surface of Earth from above but they should by no accounts be mistaken for neutral conditions.

This event highlights cartographic non-neutrality with regards to the representation of time in the hurricane torn Gulf region. Pre-hurricane images of the Gulf area may better meet the qualities of ideal viewing conditions while disregarding cartography's mission of accuracy with regards to representing land as it is. This new problem is created by the type of semi-instantaneousness of satellite images which on one hand provide a sense of being real-time (as the overlays were used immediately following the storm to locate damaged property) but on the other provide an uncanny representation of ambiguous yesterdays: an indeterminable time that was, of course, cloudless and sunny. The crucial decision about which time to represent is unique to satellite imagery, a departure from the abstracted, time-independent, spatial representations of the paper map.

A fruitful example of embedded subjectivity, this story about Google's difficulty in representing the current state of Gulf region clearly indicates an emergent difficulty facing the challenge of cartographic objectivity. Because satellite images are essentially photographs they are now faced with the inherent complexities of photography, a discourse ranging from problematic apparatus to manipulated artifacts. Moreover, the satellite image can never be entirely neutral or objective, regardless of Google's hopes for ideal viewing conditions. There will never be a way to clear off the planet for a few minutes while Google takes a neutral picture for its database. We are all, therefore, permanently embedded in some way, within the pixels of Google Maps/Earth. This is abundantly clear to these Dutch sunbathers (52° 4′43.38″N, 4°19′58.02″E ), imprinted forever or for the time being, within the satellite overlay currently used in the default Google Earth.

While these people could, of course, be removed digitally, "airbrushed" as it were, there is no end to the ouroboros initiated by even thinking about that process: however would the airbrush artist determine how a neutral planet should look?

We see that even at the level of objective data the human is back on the map, so to speak. On a paper map, areas of pastel shading demark territory. This type of abstraction provides a clear symbolic separation between the actual land and what is represented by the map and, I offer, a buffer between the image and the illusion of reality. The satellite image, however, exchanges that abstraction in favor of a far less noticeable one, digitization. Rather than Texas symbolized by a large pink area in the shape of Texas, it is now represented by an overhead photograph laid upon a three dimensional terrain wireframe. Reliance on satellite images as realistic or accurate representations of space is inherently problematic because of this digital nature which gives the appearance of real but is in actuality, a mere slice of space and time. This problem may be temporary as technology improves to allow access to real time streaming satellite images of the planet. This likely possibility opens the door to a host of mind boggling privacy issues only suggested by the current capabilities of Google's spatial representation tools.

Amanda Finkelberg
Pomona College, BA Media Arts/Political Science, 1996

Prior to CMS, Finkelberg worked as a Visual Effects artist for such films as Spiderman 2 and Star Wars Episode 2. In 2004, she started a 2D effects boutique, Rig-Out, which specialized in erasing wires, rigs, and other background details. She has a strong interest in social media and has facilitated media education projects in a parole recovery center in downtown Los Angeles.

Finkelberg;s thesis "Space, Place, Database: Digital Cartography in the Network Age" addresses issues of reality and representation with regards to data. Other interests include sustainability, perception, and information/interface design. She intends to graduate this spring and return to California.

Ghetto Libretto: The Sexy Comics of Mexico

Today, I thought I would share one more example of the autobiographical essays on popular culture produced by the students in my Media Theory and Methods class. In this case, the focus is on Mexican comic books, a topic which I thought would be of particular interest to the sequential tarts and the other comics fans who read this blog.

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Most of this covers are painted by cover star artist Bazaldua, and the rest by his imitators. The stylized stereotype of the female is always the central element, usually depicted in a pornographic fashion. Another important element in the compositions is the text, usually reinforcing the images with ingeniuos word games that could be understood in several ways, usually all dirty. It is evident by looking at this covers how the Librettos have incoporated all the other comicbook genres that were present in the mexican news stands before. Humor, Melodrama, Adventure and Science Fiction, Action thrillers, Police and Detective stories, Political Satire and Costumbrist Realism have all been embedded into the Librettos.

The Sexy Comics of Mexico
Luis E. Blackaller

Maria comes from a small village in the Lacandona jungle in south east Mexico. Like many more in the Mexican countryside, she decided to migrate north looking for better opportunities. She is pretty and naive, and has no problem finding a job after crossing the border, as a maid in a secret pentagon facility. The US military enjoys having her around, and the flirtatious officials try to get under her skirt all the time, but she always manages to avoid them in a quite innocent way. She is very proud of her new job, and gets paid top money that she sends to her village every Friday.

What she doesn't know is that, as any other secret pentagon facility, the place she works for hosts an ultra secret science project, and she is about to find out. Socrates is a genius gorilla developed by the military science as a genetic experiment. He is kept in secret for studies in the basement, where they treat him like a Harvard scholar. He has an extensive library, a record collection, a pool table, cigars, fine wines and cognac. All but his freedom, or a single ray of sunlight. He is more intelligent than every human being has ever been, but he doesn't suspect he has been held captive, because all he knows is what's around him since he was born. A story about a nuclear war has been fabricated to him so there is an excuse to live underground and still talk about the outside world.

One night, Maria gets lost in the corridors of the facilities, looking for a new bottle of Mister Clean, and she somehow manages to enter Socrates' quarters. Of course they fall in love immediately. After making out for a while, they hear a noise and he hides her in the closet. Just from talking to Maria for a few minutes, Socrates has been able to figure out everything.

During the following weeks, they devise an escape plan together, and using his intelligence and her charms, they get away with confusing the whole US military, the border patrol, and even some Mexicans. After a week of adventures they make it back to the Lacandona jungle, and settle down there, not having to worry about getting found ever again, because all 26 of Maria's cousins look just exactly like Socrates.

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Yesenia is making out with her boyfriend under a tree by a small road in the outskirts of Mexico City. They live in a nearby slum, and visit their corner under the tree every afternoon to enjoy privacy time. They must be seventeen years old. It is getting late, and her boyfriend insistently tries to have sex with her, but she wants to wait for a better moment.

Suddenly, they get interrupted by a car crashing on a curve not faraway from them. They try to help the victims, but all the people in the car, a rich family it seems, are dead. Yesenia tells her boyfriend to call an ambulance or the police, but he stops her as he has a better idea. He starts looking for valuable stuff in the car and on the corpses. After collecting all the goods, he doesn't think they should call anyone anymore, because they would immediately be linked with robbing the victims from all their goods, and they are already all death, so what would be the difference anyway?

Yesenia still thinks he is wrong, but agrees with him, and they go back to her home, where her father, a big, nasty drunken man, is waiting for her because it is late. Yesenia's father threatens to beat both her and her boyfriend, but his eye spots their pockets full of stuff, and he changes his mind. He makes them give him everything, and makes them take him to the site of the accident. He's had an idea.

Yesenia's father runs a taco stand by the side of the road, and business has not been good lately because dogs and cats are too skinny and sick to make good tacos out of them lately. With the help of Yesenia and her boyfriend, he takes the corpses to the taco stand, chops them off, and puts them in the fridge. "Tomorrow is gonna be good business", he thinks. Indeed, so good it is that he gets greedy, and, after threatening Yesenia and her boyfriend with making tacos out of them himself, he forces them to devise a way of causing more accidents on the road, to provide him with more fresh corpses every week.

People are loving the tacos. Excellent recipe, excellent meat. But Yesenia, and even her boyfriend, are so disgusted with the whole situation, that they violently murder her father after a confrontation where they refuse to kill more people, and turn him into tacos as well. People didn't like the tacos that week. Yesenia and her boyfriend get together, and keep on running the business themselves, but they change the menu to seafood.

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In Mexico, comicbooks and visual storytelling have had a life of their own. They have degenerated since the times of Posada, el Chango Garcia Cabral and many others to what they are now, a particular mixture of Mexican soap opera melodrama with softcore porn and pulp fiction. I want to explain how that happened through my experience as one that read his first comicbook when he could not still read words.


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The two stories I have just summarized are from a couple of books from what in the US is called Ghetto Librettos. They were written by Juan Jose Hernandez Sotelo (1953-2002). Ghetto Librettos are only read by the Mexican servant class. They are called "sensacionales" in Mexico, but I chose to use the Ghetto Libretto term because it is more descriptive of what they are about. Ghetto Librettos are distributed weekly through the Mexican news stands as a small format, cheap form of entertainment for the male Mexican working class. Some of them are meant for the female reader, but those rely more in the melodrama than in depictions of sex. And today, the only comicbooks available in Mexico for children are imported from the north. It didn't use to be like that.

Continue reading "Ghetto Libretto: The Sexy Comics of Mexico" »

Genre Theory And Implicit Contracts

Today, I am continuing to run excerpts from the thesis submitted this week by CMS graduate students. Alec Austin's thesis centers around the different kinds of expectations framed by different kinds of media and among other things, he includes discussions of House M.D., Veronica Mars, Magic: The Gathering, DC's 52 and Marvel's Civil Wars series. In each case, he manages to make original contributions to genre theory as well as shed light on the texts in questions. Austin's focus on expectations and implicit contracts has emerged in part from the work he has done for the past two years as a researcher for our Convergence Culture Consortium for which he wrote white papers on product placement, digital rights management, and most recently, on Second Life and other virtual worlds. He is leaving us to go work in the games industry and to write science fiction on the side.

The following selection comes from the introduction of the thesis which lays out his ideas about the expectations that readers bring to the work, which he characterizes in terms of an implicit contract. The idea of a genre contract is one that runs through genre theory but he is able to develop it further than I had seen before.


Implicit Contracts
Alec Austin

Everyone wants something from their entertainment. Whether they're looking for overblown special effects or nuanced characterization, a climactic conclusion or an coherent ongoing narrative, an audience's satisfaction with an entertainment product is dependent on how well their expectations were fulfilled. Understanding the relationship between the purveyor of an entertainment property and that property's audience as a contractual one does a great deal to explain why audiences enjoy and accept certain creative choices and reject and are angered by others.

The idea of an implicit contract being formed between the creator or purveyor of a work of entertainment and its audience is not a new one. Creators and critics of fiction and film have been aware of the need to entertain audiences without boring or distracting them for quite some time. The science fiction author Larry Niven described the contract between author and reader in the following terms:

The reader has certain rights... He's entitled to be entertained, instructed, amused; maybe all three. If he quits in the middle, or puts the book down feeling that his time has been wasted, you're in violation.

Damon Knight used similar language to describe the contract between author and reader:

There is an implied contract between the author and the reader that goes something like this: Give me your time and pay your money, and I'll let you experience what it's like to be ∑ A trapper in the North Woods ∑ An explorer in the Martian Desert ∑ A young woman in love with an older man ∑ A dying cancer patient... You must look hard at the offer you are making: Would you accept it, if you were the reader?

While Knight and Niven describe the implicit contract largely in terms of engaging and entertaining the audience through explicit authorial choices, some film theorists have taken the metaphor further. Both Thomas Schatz and Henry Jenkins have used the metaphor of a contract to discuss the relationship between media producers and audiences. Schatz described film genres as a tacit contract between audiences and media producers, which creates a "reciprocal studio-audience relationship" , but Jenkins argues that Schatz goes on to undermine the reciprocal dimension of the contract by privileging "the generic knowledge of the filmmaker over the activity of the spectator... [he] gives us little sense of the audience's expectations and how they originate... What Hollywood delivers is presumed to be what the audience wanted" . Jenkins' implication is that the relationship between audiences and media producers is more fraught with complications than Schatz acknowledges, though he does not explicitly propose an alternative model of the audience/producer contract.

I believe, as Jenkins does, that the exchange which audiences and the purveyors of entertainment are engaged in is more complicated than it is represented as by Knight, Niven, or Schatz. In my previous work on the implicit contract, I described the functioning of the implicit contract in the following terms:

Whenever someone picks up a magazine, turns on the TV, or goes to a movie, they have certain expectations of the experience they'll receive in exchange for their time, attention, and money. What those expectations are depends on both their knowledge of the media form and the specific content they're pursuing. (For example, anyone turning on a commercial TV channel expects that the show they're watching will be interrupted by ad breaks, and that the ads will not intrude into the show.)

The typical exchange involved in entertainment media might be modeled thusly:

The Audience offers the Provider
∑ Their time
∑ Their attention
∑ And sometimes (e.g. movies, cable TV) their money.

The Provider offers the Audience
∑ Entertainment
∑ And the delivery structure they expect.

Whenever an entertainment provider violates the implicit contract created by the audience's expectations (through intrusive advertising or clumsy product placement, for example), they risk alienating their audience.

This description of the implicit contract between audiences and media providers complicates and refines Niven, Knight, and Schatz's visions of the implicit contract by addressing questions of presentation and non-narrative structure (which can have a significant impact on an audience member's satisfaction with an entertainment product), but it still does not tell us very much about the actual contract between audience members and media providers and why it works the way it does. If we are to understand the nature of that contract more clearly, and by extension, how the expectations of audiences serve to structure their reactions to entertainment products, we must turn to legal theory and a clearer understanding of how contracts in general function.

What is a Contract?

On a definitional level, a contract is an agreement (explicit or implied) between two parties in which each takes on the obligation to provide the other with some form of consideration. An arrangement where one party provides the other with something for nothing can't be a contract, as there is no exchange--it is either a gift (if it was given freely) or theft/extortion (if it was taken without consent or given as a result of coercion).

If we pause to deconstruct this, the following points become evident:

∑ A contract is based on the mutual exchange of goods and/or services.
∑ A contract (whether explicit or implied) creates an obligation on the part of both parties to fulfill its terms.
∑ The purpose of a contract is to ensure that an exchange does not become one-sided (where one party benefits while the other receives no consideration).

With the preceding points in mind, it becomes clear why the contract model is applicable to the relationship between media audiences and media providers, as the exchange involved in entertainment media has already been described.

Contracts Implied in Fact
Legal studies recognizes two types of contract which are willingly agreed on: Express contracts and contracts implied in fact. An express contract is "a written or oral agreement whose terms explicitly state the basis for consideration" , and even for entertainment products with End-User License Agreements (and even those are problematic, as EULAs are non-negotiable and oft-ignored), the understanding between audience members and purveyors of entertainment is rarely so formal and explicit. The contract implied in fact, in which "the parties have entered into no formal agreement but comport themselves in relation to one another in was that could only be explained by the existence of the requisite contractual intentions" is a much better model for understanding the relationship: Audience members would not waste their time or attention on an entertainment product unless it had been presented in a way that suggested it would entertain them. While such contracts have no legal force, the perception that their terms have been violated will typically cause both social and economic consequences. (To wit, audience members who feel they have been cheated are likely to be vocal about their unhappiness, and will stop giving their money to content providers which they feel have treated them unfairly.)

The Contract as Discourse
The alert reader will have noticed that the previous paragraph dealt with the perception that the purveyor/audience contract had been violated. This is because with an implicit contract, each audience member's subjective experience of the entertainment will determine whether they feel the contract's terms have been fulfilled or not.

This may seem uncomfortably subjective to those accustomed to thinking of contracts and the law as fixed and formal structures, in which discourse plays no part, but as Stanley Fish argues in "The Law Wishes to Have a Formal Existence", the formalism of law itself is a discursive construct based on the fiction that contextual knowledge is not required to interpret the "unambiguous" terms of a contract:

[A]n instrument that seems clear and unambiguous on its face seems so because "extrinsic evidence"--information about the conditions of its production including the situation and state of mind of the contracting parties, etc.--is already in place an assumed as a background; that which the parol evidence rule [a rule by which extrinsic evidence is cannot be used to interpret, vary or add to the terms of a contract] is designed to exclude is already , and necessarily, invoked the moment writing become intelligible... the law is continually creating and recreating itself.

By using examples of cases in which the idea of "trade usage" was invoked to interpret the period of "June-Aug" to exclude the month of August, and in which the delivery of steel measuring 37 inches in length was ruled to fulfill the terms of a contract that stipulated steel measuring 36 inches in length to make the point that, Fish makes it clear that contract law, for all its desire to be formal and internally consistent, regularly has its course determined by the rhetorical prowess of litigants.

The Terms of Discourse in Entertainment
Of course, the discourse between audiences and purveyors of entertainment does not function in the same way as that between the parties to a legal contract. While the parties to a legal contract may debate what the terms of their agreement mean before bringing their dispute before an arbitrator or a judge for a binding decision, the purveyors of entertainment have no such option. There are no legal authorities they can turn to that determine which interpretation of the contract is correct, and in media that aren't iterative or serial in form, the most significant contribution to the discourse which creators and purveyors of entertainment can make is their work itself. In such cases, if audience members are dissatisfied with an entertainment product, the purveyors of that product have no reliable means of responding to that dissatisfaction.

When working in iterative media, such as TV or comics, which regularly release new content, the terms of discourse are slightly different. While creators working in such a medium can respond to audience dissatisfaction by changing the content of later work, there is inevitably some sort of time delay involved such a "response", given the lead time necessary to produce content for serial release. As such, even creators that work in iterative or serial media are likely to feel powerless or frustrated when audiences interpret or react to their work in a way the work's purveyors see as misguided or unsympathetic.

Consequences of Contract Violation
The idea that the creators of a work of entertainment are powerless cuts both ways, of course. While the purveyors of an entertainment property may lack control over how their work is interpreted, the audience for that property has no control over its creation. Furthermore, without an enforcement mechanism for perceived violations of the implicit contract, audience members must take on the enforcement role themselves.

In practice, audiences have three means by which they can attempt to redress perceived contract violations. The first is dissatisfaction, which manifests itself both in lessened engagement with an entertainment property and complaints made to other fans and the property's creators. The second is withdrawal, which manifests itself in the loss of the audience member as a viewer or customer. And the final means is boycotting, which manifests itself in an audience member actively trying to dissuade others from supporting or engaging with a property.

Audience members typically become dissatisfied with an entertainment property due to perceived contract violations that are relatively minor (repeated continuity gaffes, an unearned happy ending, etc.). Such minor violations erode the audience's engagement with the property, but the damage can be repaired over time by supplying content that delivers the kind of entertainment which the audience desires. At the same time, the cumulative effect of repeated contract violations can lead audiences to withdraw from a property, as can a single contract violation of sufficient magnitude.

Some might challenge the idea that minor erosions of an audience's engagement with a property actually matter (at least until they result in the loss of a customer). To counter this notion, I will draw on my own work developing E.P. Thompson and Henry Jenkins' idea of the moral economy:

If a purchase supports an individual or company that has treated an audience member well, that purchase has added value for the audience member. Conversely, a creator or company that has treated an audience member poorly will encounter resistance when trying to make a sale. Audience consensus on the legitimacy and sincerity of a rights holder's behavior has a significant impact on the quality of the word of mouth they receive.

In addition to its obvious economic impact, the moral economy has an emotional dimension as audience members develop relationships with creators or rights-holders. Over the long term, "legitimate" behavior and sincere engagement can cause audience members to become personally invested in your success. Consistently behaving in ways the audience deems illegitimate can create resentment and an environment where audience members will become equally invested in your failure.

When viewed as part of the moral economy, minor violations of the implicit contract have a clear effect, as they create audience resistance to a creator or company's products and may well lead to boycotts, where audience members who have been "burned" (typically those who were once highly engaged with a property before one or more contract violations transformed their engagement into outrage and a sense of betrayal) decide that withdrawal from a property is an insufficient response to the violation of the implicit contract, and choose to actively undermine the property's success.

Creators and producers who are concerned about the risk of triggering such an audience backlash over a perceived violation of the implicit contract should be aware that marketing and creative choices can do a great deal to shape both a property's audience and the terms on which it will be received. As such, the purveyors of entertainment possess significantly more power to influence how their work is interpreted than a naïve observer might imagine (though not as much as theorists like Schatz believe). This point becomes particularly clear in light of the structuring functions of familiarity and genre conventions.

Immersive Story Worlds (Part Two)

Yesterday, I ran the first part of a two-part excerpt from Sam Ford's thesis, focused around the concept of Immersive Story Worlds. The thrust of his thesis deals with issues of fan relations, brand integration, audience building, and transmedia storytelling in the realm of contemporary soap opera. But this passage compares soaps systematically with two other forms of expansive entertainment -- superhero comics and professional wrestling.

Immersive Story Worlds
by Sam Ford

Multiple Creators

All three examples of immersive story worlds provided here are too large for any one creator to accomplish. Each of these worlds have passed through many creative hands over the years, with no one creator necessarily being THE defining vision of what this world means. In each case, there is a sense of the narrative world having a life of its own and being bigger than any particular creative regime. The fact that all three of these narrative worlds have stood the test of time is evidenced in the way they have weathered passing off from one creative hand to the other. Although Stan Lee is often credited with being a defining force in the initial creation of the modern Marvel Universe, along with Steve Ditko and Jack Kirby and others, many writers, artists, and editors have helped shape the trajectory of these characters through the following decades. Not only have various creative regimes had control of an individual series over the years, there are creative teams working on each title within the Marvel Universe at any one time, meaning that--although Marvel as a content producer has centralized control over the official narrative universe of its characters, there is still a decentralized process of creating the Marvel Universe and fleshing out all its corners, developed through the many creative forces who have passed through the company over what is now almost 50 years.

Soap operas may have a defining creator, such as Irna Phillips and Bill Bell and Agnes Nixon, and the creative vision of each of these people have often helped define the long-term feel for many of these shows. However, the number of writers that work on a show at any one time, from the creative influence of the executive producer to the overall stories of the head writer(s) to the way that is broken down into scenes and dialogue, demonstrates the hundreds of creators who have had an influence on soaps stories through the years. Consider how much impact the thousands of actors who have appeared on these shows have had as well, in addition to directors and other creative forces, and there is certainly no clear "author" of any of these soap opera texts. Even if fans have particular writing teams that they have preferred over others or certain periods of a show that they consider "golden eras," there is no single writer that can be seen as the single defining source of a show, especially once it has been on the air for decades.

As for pro wrestling, the fact that wrestling narratives often spilled over from territory to territory and that wrestlers who retain the copyright to their own characters would jump from one show to the other ensures that, in addition to the constant shifting of creative forces within the bookers of any particular wrestling organization, there was also a meta text that fans would follow which branched across every wrestling show in the country. In the regional days of wrestling, fans would follow characters as they moved across the country, being written by a variety of creative forces along the way. Now that the WWE is the major show left in wrestling, there are three WWE divisions, each with their own head writer; and there are still alternative wrestling promotions that often take characters who leave the WWE, like TNA wrestling on Spike TV. In addition, the wrestlers themselves are traditionally known for developing many of their own attributes, and the performance of the audience affects every show as well (and audiences often stray from the intent of the people who scripted the reactions they are "supposed" to have on live shows). It's hard to identify who "creates" the final product of any particular wrestling show, much less the ongoing narratives of the various characters.

Continue reading "Immersive Story Worlds (Part Two)" »

Immersive Story Worlds (Part One)

It's thesis time at the Comparative Media Studies Program -- always a period of great pride and intense stress for me, since I end up serving on an overwhelming number of committees and have the joy of watching my students complete projects which drew them to MIT two years ago. Over the next few weeks, for both reasons, I am going to be sharing with you some of the highlights of the work produced by these students. Doing so allows me to showcase some really exceptional students and it also allows me to shift a little of my focus away from maintaining the blog and onto my day job reviewing student work.

Today and tomorrow, I am running an extended excerpt from Sam Ford's thesis, "As the World Turns in a Convergence Culture." Some selections of this thesis have already appeared in my blog when Sam took over as guest host while I was traveling to Poland last fall. Ford has been the key person who maintains the Convergence Culture Consortium blog over the past two years, helping him to establish his own reputation as an important commentator on industry trends. He also taught our course this term on professional wrestling which we discussed in the blog a week or so back. Here, he draws on three of his interests -- soaps, wrestling, and superhero comics -- to extend on the concept of an immersive story world. You will see here as well some of the legacy of my assignment getting students to think about ways to draw more deeply on their own personal experiences as a source for their theoretical projects.

Immersive Story Worlds
by Sam Ford

My History with Immersive Story Worlds

Growing up an only child with a stay-at-home mom, I spent my childhood days engrossed in what I have come to call immersive story worlds. In truth, I began my relationship with popular culture with no more than an antenna connection and a collection of toys. For me, it was G.I. Joe. I have never fancied being a military man and really do not remember too many playground days spent pretending to be a soldier, but the world of G.I. Joe fascinated me nonetheless. The dozens of characters I found for $2.97 apiece at Wal-Mart drove my interest in the alternate military reality these characters inhabited. Every toy included a biography of that character on the back, which I clipped and kept--in alphabetical order no less. I ended up with a group of friends who also collected and kept up with the world of G.I. Joe.

My love for G.I. Joe soon spilled over into the Marvel G.I. Joe comic books, where these characters came to life. I read those comics until the covers fell off, hoping to learn everything I could about each character and apply that knowledge to the games I played as well. I soon became engaged with the whole Marvel comic book universe, and I spent most of my $10 weekly allowance following the weekly or monthly adventures of Spider-Man, the X-Men, Hulk, and a slew of other colorful characters. Yet again, I found contemporaries at school who shared my interest in comic books. They wanted to be comic book artists, and I wanted to be a comics writer, so we set about to create a comic book universe of our own.

At the same time, I was becoming familiar with another immersive story world, that of the superstars of the World Wrestling Federation, now known as WWE. My cousins had long told me the legends of Hulk Hogan and "Macho Man" Randy Savage and The Ultimate Warrior, but I didn't know where to tune in to glimpse into this universe from a syndication window. However, my parents' decision to get a VCR opened me up to a slew of videotapes my cousins mailed to me and the growing collection of wrestling shows available at the local rental shops and convenience stores. Finally, I even convinced my neighbors to let me come over and start watching the Monday night wrestling shows since they had cable television. The Marvel superhero universe and the World Wrestling Federation were my media fascinations, and they both fit into this category I now write about as immersive story worlds, a concept I will flesh out in the next couple of posts.

Enter As the World Turns

There was another immersive story world that I had been involved with as well, one that I was not completely cognizant of being a fan of at first. It was what my grandmother always referred to as "the story" and probably the narrative in which I first came to know a slew of familiar faces, an immersive story world that predated my interest in G.I. Joes, super heroes, or professional wrestling. That narrative was Procter & Gamble Productions' As the World Turns (ATWT), a daily daytime serial drama that has been on the air since 1956. For as long as I can remember, ATWT was a part of my weekday afternoon, and the familiar faces of the Hughes family, joined by the evil James Stenbeck, the scheming Dr. John Dixon, the incomparable Lucinda Walsh, the down-to-earth Snyders, the lively Lisa Grimaldi, and a host of other characters were regular parts of my childhood.

I may not have realized that I was immersed in the fictional world of Oakdale, Illinois, until I started wondering what was happening to those characters when the school year began and I was no longer home in the afternoons. By the mid-1990s, I convinced my mom to record the show so I could watch it when I came home from elementary school every day. In fact, I was a somewhat closeted soap opera viewer all the way through most of high school. By my junior year, though, I had started a night job after school and lost contact with the residents of Oakdale.

By the end of my senior year of high school, I was married. My distance from ATWT didn't last, though, and my wife and I were dedicated viewers of the soap opera again a couple of years into college. With so many familiar faces and back stories to remember, it was hard not to get pulled back into the narrative and eventually join fan communities to find out what had happened in the world of ATWT while I had been away. My continued interest in this show is closely connected to the social relationships I built around it. The conversations I would join with my mother and grandmother about "the story" have continued over dinner every night with my wife. In the process, I have come to understand soap viewing as a social activity, which helped tremendously in understanding and becoming a part of the fan community built around ATWT.

Perhaps just as importantly, I have come to understand soap operas as primarily powered by character-driven storytelling. The strength of this genre lies in relationships, including the relationships characters have with one another, the relationships between these characters and the fans, and the relationships fans build around these texts. Soap operas are hindered by plot-driven storytelling because the permanent nature of the soap opera, with no off-season and 250 original hours of programming each year, emphasizes slow storytelling that examines the emotion and nuances of events rather than just "what happens." Comic books and pro wrestling are personality and character-driven genres as well, and good storytelling is consistently determined by the fan base of each genre as those in which the relationships among characters (and the performances of the actors or artists depicting those characters) are logical, well-written, and fleshed out.

These three narrative types--the daytime serial drama, the pro wrestling world, and the DC and Marvel universes--share a set of similarities I have grouped under this category of immersive story worlds. By this term, I mean that these properties have a serial storytelling structure, multiple creative forces which author various parts of the story, a sense of long-term continuity, a deep character backlog, contemporary ties to the media property's complex history, and a sense of permanence. I will examine each of these aspects over the next few pages.

This thesis concentrates particularly on the immersive story world of As the World Turns and its current status in a shifting media landscape. My interest in this soap opera text is heavily tied to my fascination with this type of immersive story world in general, in which one can never truly "master" the material. Immersive story worlds provide a space particularly rich for interaction between a text and a vibrant fan community that critiques, energizes, maintains, and fills in the gaps of that official canon. Further, as Henry Jenkins writes in Convergence Culture, the "extension, synergy, and franchising (that) are pushing media industries to embrace convergence" have long been a part of these narrative worlds in one fashion or another, so that these marginalized texts have a lot to offer for informing other media producers. These worlds are unusually ripe for transmedia content, user-generated content, and a wealth of online fan forums. However, they also generate a distinct niche fan environment that is both energized by and suffers from being considered somewhat fringe, even as each has long been a massive cultural phenomenon. In order to understand exactly what is meant by immersive story worlds, however, it is important to examine each characteristic of this categorization.

Continue reading "Immersive Story Worlds (Part One)" »

Collieshangie

Collieshangie is a Scottish word which literally refers to a tangle of collie pups but often carries with it the connotation of a brawl, a fight, or simply a chaotic jumble. In this case, I am using it to refer to a range of relatively unrelated topics which I am bringing together under a single header. I have always thought Collieshangie was a beautiful word which is grossly under-used in the English language and have wanted to find ways to expand its functions.

So, today, I am bringing together a range of topics that are attracting interest in the CMS community this week -- videogames for the visually impaired, the passing of Jack Valenti, Maori tourist performance, and minimalist music.

Games for the Visually Impaired

MIT graduate student Eitan Glinert has been doing some preliminary work for the GAMBIT games lab focused on the design of video games for the visually impaired. He is looking for some help from Boston area people who might be able to test some of his design work. He sent me the following message:

My name is Eitan Glinert, and I'm a student with the MIT GAMBIT games lab. I'm looking for 4 - 6 Boston area blind and low vision volunteers to help test out an early prototype audio based user interface that will eventually be used as part of an accessible video game. The testing will take place from Monday, May 7th to Fri, May 11th, and each session will take about 45 minutes or so. Within those days the timing is flexible, and I will be able to work around what's best for you. Volunteers should come to either the Mass Ave bus stop or the Kendall/MIT T station, where I will meet you and bring you to the lab.

If you think you might be interested, or have any questions, feel free to e-mail me at
glinert-at-mit-dot-edu. Thanks!

You Didn't Know Jack!

The recent news of the passing of Jack Valenti, the former president of the Motion Picture Association of America (MPAA), brought back to mind his 2004 appearance at MIT hosted by the MIT Communications Forum -- which turned out to be one of the last public speeches he gave before retiring from his position. For years, Valenti was a symbol of the moving picture industry, helping to establish the current rating system and having taken on the role of defending Hollywood against moral critics, "pirates," and technological progress. Valenti requested a chance to address an MIT audience, coming to campus with the idea of lecturing us about the immorality of illegal downloads and the ways that it threatens the future of the American entertainment industry. He was meet by a feisty audience, which included protestors dressed in pirate costumes, and some intense questioning from tech and policy-savvy members of our community. He gave very little ground in the discussion but often seemed befuddled and unable/unwilling to understand counter-perspectives on the issues. I had a tangle with him around the needs to create a better framework of fair use to protect media education in this country -- an issue which did not concern him in the slightest. The webcast of the event, though, is worth listening to, especially since it may give students studying these issues a rare glimpse into the thinking within the motion picture industry around a set of issues which are increasingly central to our everyday lives.

And, if you listen to nothing else, you need to listen to the final exchange. Moderator Thomas Doherty asks Valenti to describe his own experiences -- as an aid to Lyndon Johnson -- of the aftermath of the Kennedy assassination. In vivid detail, he describes what happened in the hours after the shooting, including some private conversations at the White House as the impact finally hit LBJ, newly sworn in as president. (The site has created a separate file just for this segment because it is of such historical interest).

On Maoris and Minimalists

Two new podcasts of CMS colloquium events have gone up in the web in recent days:

Sharon Mazer, head of the Department of Theatre and Film Studies at the University of Canterbury (Christchurch, New Zealand) and author of Professional Wrestling: Sport and Spectacle shared with our students her reflections on "liveness" and the ways that live events get transformed by the introduction of large screen monitors that are designed to allow spectators to "better" view what is happening on stage. She spoke briefly about the impact of these technologies on the performance of professional wrestling before turning most of her attention to a festival of Maori dance which she recently attended.

Michael Cuthbert, visiting assistant professor of music at MIT, shared his thoughts with our students about "ambiguity, process, and information content in minimalist music." Cuthbert has worked extensively on fourteenth-century music and on music of the past 40 years. A recipient of the Rome Prize of the American Academy, Cuthbert earned his Ph.D. from Harvard in 2006.

These two events illustrate the expansive understanding of media which shapes our approach in the Comparative Media Studies program. For us, the word, "Comparative" describes an approach which regularly straddles national borders, crosses the boundaries between disciplines, reflects on traditional as well as emerging storytelling and expressive practices, and examines but also often disregards the line between high and low culture. We hope you will enjoy these podcasts. There is alas only one remaining colloquium event this term -- a discussion with veteran soap opera writer Kay Alden on May 2.

Henry Jenkins is the co-founder of the MIT Comparative Media Studies Program.