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January 28, 2011
"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part Two)
That's a question I became increasingly intrigued with as I worked on the book. Collective entertainment may be new, but there's nothing new about entertainment that's participatory and immersive. In fact, every new medium from the printing press on has been considered dangerously immersive at first. TV, movies, books--Don Quixote went tilting at windmills because he'd lost his mind from reading too much. And in order to gain acceptance, each new medium has tried to pass itself off at first as something familiar. In his preface to Robinson Crusoe, which is generally considered the first novel in the English language, Defoe declared the entire story to be fact. Fiction was considered an inferior branch of history that had the glaring defect of not being true, so when Robinson Crusoe came out in 1719, it had to be passed off as autobiography. Nearly a hundred years passed before the novel became a generally accepted literary form in England. And then when Dickens came along in the 1830s and his publishers started putting out his novels in monthly installments, critics decried that as dangerously immersive. Bad enough that people were reading novels when they could have been engaged in social pursuits, like conversation or backgammon--but now they were going to be losing themselves in a fictional world for months on end. You argue that the digital world has created an "authorship crisis." What do you mean? How are audiences and producers responding to this crisis? With a certain amount of confusion, I think. It's certainly understandable. We've spent the last hundred-plus years with a strict delineation between author and audience--you read a book, you watch a movie, and that's it. You're a consumer. We came to think of this as the natural order of things, but in fact it was just a function of the limitations of our technology. Mass media, which is the only media we've ever known until now, had no mechanism for participation and only very limited, after-the-fact mechanisms for feedback. But there was nothing natural about that. That's why you had stuff like fan fiction springing up in the shadows, mostly out of sight of the legal operatives whose job was to enforce this regime.You cite Jon Landau as describing Avatar as "not just a movie. It's a world." and arguing that the film industry "has not created an original universe since Star Wars." What do you see as the implications of these two statements for our understanding of deep media? That's from an interview I did with Landau and James Cameron in Montreal in 2006, when Cameron had Avatar in development but Fox hadn't yet agreed to take the plunge. It's the same exchange in which Cameron talks about the best science fiction as a "fractal experience" that can be enjoyed at any level of depth--anybody can enjoy the movie, but if you want to you can go in an order of magnitude deeper and see a whole new set of patterns, and an order of magnitude deeper after that, and so on. That's how the idea of deep media originated for me, though it was two years later before I began to see that it was part of a larger pattern. This is one of the many places where Star Wars crops up as a reference point in the book. It does seem to be the ur text for many of the trends you describe. What do contemporary artists take from this now classic franchise? I think above all it's the possibility of engagement at so many different levels of depth. Star Wars predated the Internet, of course, but it made use of all the different kinds of media that the Internet now delivers to us. It wasn't just the movies, though the vast majority of viewers stopped there. If you were a true fan--and a lot of people in Hollywood were, from Cameron to Lindelof to JJ Abrams--there were all sorts of other experiences to be had. Comics. Action figures. And what made all this work is what George Lucas calls "immaculate reality"--a level of verisimilitude that made the fantastic seem real. It's all very fractal.To what degree do you think deep media represents the global circulation of the idea of "media mix" which first took shape in Japan around anime, manga, and games? I think it's largely unconscious--I don't know anybody in the US or Europe who says "media mix" to mean storytelling across different media, and it's not just because we use different terms here. Star Wars certainly owes something to Kurosawa, but there's no evidence Lucas was influenced by Japanese media-mix business strategies. Jeff Gomez of Starlight Runner was aware of it because he grew up in Hawaii, but I think he's the exception. But it's an important precursor to what we're seeing now, a sort of proof of concept that was adopted by Japanese manga and anime producers way before the Internet. Ideas take hold when people are ready for them, and in Japan people were ready early.You cite a Madison Avenue type who says, "Advertising used to interupt life's programming. Now advertising is the programming. And if you're actually being marketed to successfully, you have no idea." So many of the works you and I like to talk about were funded as promotion yet consumed as part of the story/world of the fiction. How do we reconcile those two different experiences/goals? Are fans manipulated when they invest value into things which are purely promotional or has deep media/transmedia turned promotion into an art form? It's all part of the blur. It isn't just stories and games that are blurring together, it's author and audience, fiction and nonfiction, advertising and entertainment. Because the Internet is so relentless about dissolving boundaries, this is pretty much inevitable. You talk about games as relying upon our "foraging instincts." What do you mean by that? How conscious do you think designers are of how they expect audiences to behave? This may be the most unexpected thing I came across while I was working on the book. I got very interested in how games and stories work on the brain, and it quickly became apparent that games work by stimulating the dopamine system, which is key to our sense of reward. This makes sense--games are all about rewarding your achievements, and dopamine release is stimulated by the anticipation of reward. But if we get rewarded all the time, the dopamine release goes down and we begin to lose interest. And if we never get a reward for what we're doing, we get frustrated and lose interest even faster. The most effective reward pattern, it turns out, is one that has a certain amount of randomness built into it. Slot-machine operators have known this for decades, but it was a neuroscientist at Washington State named Jaak Panksepp who connected it to the behavior he calls "seeking." Several times in the book, you refer to that moment just before 9/11 when several key experiments in deep media were first being launched -- Majestic, The Beast, The Runner. In some ways, you are suggesting, we are just now getting back to that moment. What took us so long? What can we do now that was not on the drawing board back then? What have been the consequences of that delay? It's kind of tantalizing, isn't it? Like a lost moment that could have happened but didn't. I think people just weren't ready. The Web browser was only a few years old. Broadband hadn't taken hold yet, so online video was painful at best. Blogging was just beginning to take off. Social media hadn't happened yet--Flickr, YouTube, MySpace, Facebook, Twitter. The Web was dominated by new media publishers like Yahoo and AOL that were basically just like old media, except the people running them didn't wear suits. And the dotcom bust had a lot of people convinced that the whole Internet thing was just a fad anyway--the CB radio of the '90s. Comments
Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |