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October 15, 2008
Why Universities Shouldn't Create "Something like YouTube" (Part Two)Universite de Montreal is developing a new web strategy, they intend to When we create more open platforms, we destroy old monopolies of information. That can be a brutal blow for those who gain their self worth from their role as the dispersers of that information. So, yes, when you open it up to students to submit materials, teachers feel threatened. There are some legitimate concerns here, having to do with the credentializing of information and the liabilities of the university. For most of us, credibility on the web is situational: we are not so much assessing content as we are assessing the reputations of the sources of that content. We tend to put our greatest trusts in the institutions we would trust for information in the physical world. So, many people who sought information from Universite de Montreal or MIT will make a general judgment about the reputation of the institution and then apply it to all content which gets circulated.Can a platform upstage the learning process ? By that I mean that students would get lost in a pile of information and would no longer be able to know what to use ? A platform certainly can upstage the learning process if by a platform you mean a technology. It is not at all unusual for faculty members to become enchanted with one or another kind of hardware and not think through its pedagogical implications. We can see some of the ways universities have embraced Second Life as an example of this process. Second Life has some remarkable affordances which can support powerful new kinds of learning, but it's also a challenging technology to learn how to use. There's no point in using it for things that can be done just as easily through more traditional learning platforms and there's no point in using it if it takes much longer to learn how to use the program than it is going to be possible to use the program for instruction. In other words, we have to do a cost/benefit analysis and know why we are using this platform, why it is better than traditional means, what it allows us to do that we couldn't do otherwise, what challenges it poses to learners, and so forth. Is there more value in sharing ( as with OpenCourseWare) or in mashing and allowing expression ? For me, they are two parts of the same process. When I hand you a printed book, which couldn't be more fixed in its content and couldn't be harder to reconfigure, you are still going to pay attention to only those parts that are of interest to you; I can't determine whether you read the whole thing; I can't determine what parts you cite in other works you write; and indeed, the book only becomes valuable when you can take out your yellow pen, mark up the passages that are meaningful to you, compare them with other books on your shelf, and use them as resources for your own explorations and ruminations. Should all this self-expression be recognized ? Where can we draw the line between « artistic self-expression » and bad work ? The point is that I don't draw the line; the community draws the line. A society where there is lots of bad work out there is ultimately more generative than one which supports only excellent work. It provides points of entry for more people who are encouraged to try things, be bad, get feedback, and do better. A society which circulates only excellent work creates too strong a barrier to access and thus discourages most people from producing anything. The result is that we lack the diversity we need for collective decision making or shared cultural experiences. A lot of bad work could tarnish the reputation of a university. How can it reconcile openness and the promotion of itself as a supplier of good knowledge? It depends on what the university is trying to sanctify: is it seeking to guarantee the integrity of the product (in which case, every bit of content needs to be vetted) or the integrity of the process (in which case, the university is creating a space where people learn through vetting each other's content.) Is the reputation of a university based on the fact that they gather together lots of people who know things or is it based on the fact that they create a context where the ongoing questioning of information takes place?What is the role of universities in this new « knowledge society » ? Universities have gathered together many forms of expertise into one institution and they have provided the time and space for those expertise to be exercised around compelling questions. They have developed processes by which questions can be asked and answers can be debated, where information can be produced, exchanged, and evaluated, and where expertise can be exchanged between many different minds. So, how do universities expand those functions and processes beyond their brick and mortar campuses? How do they open up these conversations to include a larger public who wish to continue learning beyond their undergraduate years or who wish to learn things that are not available to them at their local level? Universities can potentially play an enormous role here but it requires them to rethink their interface with their public and indeed, requires them to expand their understanding of what constitutes the constituency for higher learning. Note: In response to the first installment of this interview, reader Chris Lott asks why the Creative Commons license for MIT's Open Courseware initiative constitutes a "conservative" approach to Fair Use. I am not, in this case, concerned about reader's making Fair Use of my materials. They are welcome to use them with attribution as far as I am concerned. But my problem is that as a media scholar, I need to be able to provide excerpts from other people's media -- especially corporate media -- if my teaching materials and approaches are going to be accessible to people around the world who may not have ready access to American media. MIT's position is that we have to clear rights for every piece of material that we include in our course materials, rather than asserting a broader understanding of Fair Use which would define such materials as being circulated for the purpose of critical commentary. I apply such a broader notion in my own blog but so far, the Open Courseware people will not accept this perspective and as a result, I've been locked out of contributing to this program. People often ask why not use materials under Creative Commons license and the problem is that the kinds of materials currently circulating under Creative Commons tends to be indie media, which is great, but in teaching media studies, I also have to deal with material by mainstream media and universities feel themselves vulnerable to the exagerated assertions of copy right by many corporate rights holders. I hope this further clarifies my position. October 13, 2008
Why Universities Shouldn't Create "Something like YouTube" (Part One)I was recently interviewed by a Canadian journalist, Alexandre Cayla-Irigoyen I read your book (Convergence Culture) and also a couple of other of your publications. You argue that, right now, the school system is failing its children because they are learning more experimenting outside class than in it. Do you think that Internet and the tools that are being developed will help change this situation ? The internet is improving opportunities for learning for at least some portion of our youth, but most of what is most valuable about it is locked outside of schools. For example, many American schools block all access to YouTube, to social network sites, even to blogging tools, all of which are key sites for learning. Schools are discouraging young people from using Wikipedia rather than engaging with it as an opportunity to learn about the research process and to engage with critical discussions around issues of credibility. The schools are often frightened of anything that looks like a game to the point that they lock out many powerful tools which simulate real world processes, encourage a 'what if' engagement with history, or otherwise foster critical understanding of the world. Can such changes be implemented in university classes? Flexibility seems to be the key aspect of this new approach whereas the university classroom is typically governed by a rigid student-teacher relation (at the undergrad level at least). Whatever their limitations in terms of bureaucratic structure, most university instructors have much greater flexibility to respond to these challenges than the average public high school. Unfortunately, by the time we get to college, these gaps in experiences, skills, and resources will have already had a near lethal impact on those kids who are being left behind. It isn't just that we will need to have a head start program to get them the technical skills they need to deploy these technologies. It is going to be much harder to give them the sense of empowerment and entitlement needed to allow them to feel fully part of the online world. They are going to be much less likely to play and experiment with the new technologies because they will be afraid of failing and looking dumb in front of classmates who will have been using these tools for more than a decade. How can an institution recreate the type of communities you spoke about in your book ? The kinds of communities I discussed in the book are what Cory Doctorow calls "ad-hoc-cracies." They emerge quickly in response to shared interests and concerns. They last as long as people need the community to work through a common problems or query. They vanish when they are no longer useful to their members. They are radically interdisciplinary or I'd prefer, "undisciplined," in that they draw together people with many different expertises and they deploy social networks which observe few of the barriers to interaction we experience in the physical world to bring people together who should be working together. They develop informal yet very powerful systems for vetting information and for carrying out deliberation. MIT has the OpenCourseWare program that seems to follow a more open logic. Does MIT have other programs that would help it achieve (or create) a more open, flexible and creative environment ? The Open Courseware Initiative has very worthy goals -- indeed, the vision behind it is deeply inspiring to me. Universities like MIT should be opening up their resources to the planet. We should being supporting independent learners and providing materials to support education in parts of the world which do not have what major research institutions have to offer. The scale on which Open Courseware is operating now is astonishing and a real tribute to the people who developed it. At the present time, MIT is thinking about its next step in its Internet strategy (after the OpenCourseWare project), what are the options ? What should a university try to implement ? Many universities are trying to figure out how they can build "something like YouTube" to support their educational activities. Most of them end up building things that are very little like YouTube in that they tend to lock down the content and make it hard to move into other spaces and mobilize in other conversations. In a sense, these university based sites are about disciplining the flow of knowledge rather than facilitating it. As I think about what makes YouTube YouTube, I see a number of factors: October 8, 2008
Inviting Our Participation: An Interview with Sharon Marie Ross (Part One)Increasingly, television invites our participation. Some shows, like American Idol, do so through explicit calls to share our thoughts and reactions. Some shows, such as Lost, do so through their deployment of serial structures which demand a particular kind of attention that we associate with cult media. In Convergence Culture, I talk about building entertainment properties to be cultural attractors (drawing like minded people together) and cultural activators (giving these networked audiences something to do). In the recent book, Beyond the Box: Television and the Internet, media scholar Sharon Marie Ross identifies as range of "invitational strategies" in contemporary television which encourage our participation as fans. Beyond the Box is an important contribution to our understanding of convergence culture, an exciting example of what happens when scholars effectively blend research methods including political economy, fan studies, and close textual analysis, which have historically been set in opposition to each other. Ross is able to understand not only what draws fans to such programs but also to explain what fans mean economically to television producers at the current moment of media in transition. I read this book with great gusto, delighted to find a kindred spirit, and pleased to see this further elaboration of the affective economy surrounding contemporary broadcasting. I am pleased to be able to share with you this interview with an up and coming media scholar. Here, she not only lays out some of the book's core ideas but she also applies them to some very contemporary developments in Broadcasting, such as the Writer's Strike, the Gossip Girl phenomenon, and the release of Joss Whedon's Dr. Horrible.
As a fan, I kept asking myself whether we really needed any kind of an invitation or whether fan culture might emerge around any program. You seem to suggest that some texts are more "inviting" than others and more open to exploring alternative forms of audience participation. How important is that solicitation, whether implicit or explicit, to sparking such responses?
Throughout the book, you draw heavily on research on soap operas to try to explain the kinds of responses surrounding reality television and cult dramas. What do you think television critics miss by trying to discuss the complexity of contemporary television without dealing with soaps?
You describe your own experiences in viewer activism around Buffy as paving the way for some of your intellectual interest around this topic. What did you learn through your fan involvement and how did it inform your work on this book?
One of the most talked about examples of "viral media content" this summer was the online distribution of Dr. Horrible. How might we see this experiment as an outgrowth of Joss Whedon's long-term engagement with his hardcore fans?
You discuss teen television as one genre that reflects contemporary youth's expectations of participation. What have current teen shows, such as Gossip Girl, learned from the earlier experiments in "teleparticipation" you discuss in the book?
Sharon Ross is an assistant professor in the Television Department at Columbia College Chicago. She teaches courses in the areas of TV history and critical theory and her research focuses on issues of television reception; this semester she is excited to be teaching a 5 week intensive seminar on a single script from Buffy the Vampire Slayer. She is the associate editor of the journal for the International Digital Media Arts Association and co-editor with Dr. Louisa Stein of the anthology Teen Television: Essays on Programming and Fandom. She has too many "must see" TV shows to mention but highly recommends Mad Men and How I Met Your Mother this season. June 18, 2008
What Does Popular Culture Have to Do With Civic Media?The following post originally appeared on the Media Shift Idea Lab blog, which is run by the Knight Foundation as part of their ongoing focus on civic media and citizen journalism. If you don't know this blog, you should. Regular contributors include such key thinkers in this area as Dan Gilmor, Jay Rosen, Gail Robinson, Ian Rowe, J.D. Lasica, Leslie Rule, Mark Glaser, Lisa Williams, and many others. It is a great space to go and learn about how new technologies and cultural processes are being deployed to enhance civic engagement. I had the chance to hang out with many of these folks last week at a conference we hosted at MIT. The Center for Future Civic Media is collaborating with the MIT Communications Forum to host an ongoing series of conversations about media and civic engagement. This past term, we hosted two such exchanges --- "Our World Digitized: The Good, the Bad and the Ugly," an exchange between University of Chicago law professor Cass Sunstein (Infotopia: How Many Minds Produce Knowledge) and Harvard University law professor Yochai Benkler (The Wealth of Networks) and "Youth and Civic Engagement" with University of Washington political science professor Lance Bennett, actvist Alan Khazei (Be the Change), and our own Ingeborg Endter (formerly with the Computer Clubhouse project, now a key player at the Center for Future Civic Media.) These events are now available on audiocast: you can find "Our World Digitized" here and "Youth and Civic Engagement" here. What follows are some personal reflections on a theme touched upon in the first exchange and explored more deeply in the second -- the relationship of popular culture to civic engagement. Despite its title, the goal of the Benkler/Sunstein exchange was not to sort through which of us was "the good, the bad, or the ugly" or even to present a debate between an Internet critic and an advocate. My own sense is that both Sunstein and Benkler have more complex, more multivalent perspectives on contemporary digital culture than is generally acknowledged. I know that both writers are ones I regularly teach in my classes and both raise questions which we need to address if we are to develop a sophisticated understanding of how and why civic engagement operates in the digital era. Our discussion was far reaching and defies easy description or summary here. You will have to listen to it yourself. Near the end of the session, one of my graduate students, Lana Schwartz (bless her soul!), asked a question about how popular media and participatory culture fit into their ongoing discussion about the state of American democracy. Neither speaker was fully prepared to address this question, though Sunstein showed in the process a previously unsuspected enthusiasm for Lost. As a moderator, I had not felt it was my place to introduce my own perspectives on this question so I wanted to take advantage of this space to spell out a bit more about why I think Sunstein should pay more attention to the way popular culture gets discussed on the web. A core premise running through Sunstein's two most recent books, Republic.com and Infotopia is this concern that despite or perhaps even because of the dramatic expansion of the information environment brought about by the introduction of the web, most of us are accessing a much narrower range of opinion than previous generations in part because of our tendency to filter out news that is not personally interesting to us, in part because many of the forums we frequent do not have strong mechanisms for insuring diversity of perspective, and in part because such groups tend to develop very firm yet polarizing consensus over time which further narrows what gets said. I first read Sunstein's argument when I was asked to be a respondent to his article, "The Daily We," for Boston Review. At the time, I wrote: Sunstein assumes that we join virtual communities primarily on the basis of ideological identifications. Yet, many, if not most, Net discussion groups are not defined along party affiliations but rather around other kinds of shared interests--hobbies or fandoms, for example--which frequently cut across political lines. The fact that you and I both watch Buffy the Vampire Slayer may or may not mean that we share the same views on gun control. Many ideological questions may surface in such contexts: aviation buffs debate the naming of an airport after Ronald Reagan, the fans of a particular soap opera debate the moral choices made by a character. Sometimes these exchanges produce flame wars, sometimes mutual understanding. Still, they bring together people who would have had little or no prior contact and thus constitute contexts where more diverse opinions can be heard. We should not underestimate such exchanges by maintaining a crisp separation of political dialogue from other kinds of social interaction. Then as now, I find Sunstein's argument most convincing when he is speaking about those communities which are defined explicitly around political communication, i.e. the kinds of communities that law professors are most likely to spend time studying. Yet, they seem to break down as we move towards other kinds of communities, such as the fan communities which I most often explore. While ideological perspectives certainly play a role in defining our interests as fans and media consumers, they are only one factor among others. So, we may watch a program which we find entertaining but sometimes ideologically challenging to us: I know conservatives who watched The West Wing and laugh at The Daily Show; I know liberals who enjoy 24 even if they might disagree about the viability of torture as a response to global terrorism. Television content provides a "common culture" which often bridges between other partisan divides within the culture, even in the context of culture war discourses which use taste in popular media as a wedge issue to drive us apart. So, a fan group online is apt to be far more diverse in its perspectives than a group defined around, say, a political candidate or a social issue. This is not to suggest that fan communities do not form firm consensus perspectives which block some other ideas from being heard, but they form them around different axis -- such as desired sets of romantic partnerships between characters -- which may or may not reflect ideological schisms. There may be rich discussions, then, about the philosophy of education which should rule at Hogwarts, just not on which character constitutes the most appropriate life partner for Harry Potter. At the same time, the nature of popular culture means that it continually raises social, political, and ethical issues; popular media projects something of our hopes and fears and as such, it provides us a context for talking through our values. Research for example shows that fans of reality television shows spend more time talking about ethical issues than trying to predict the outcomes. Indeed, on a fan discussion group, there is an active desire for diversity of background and perspective to sustain the conversation and allow all participants to get new insights which refreshes their relationship with the series. In some cases, the community is engaged in a collective activity of problem solving, as in the case of the Survivor spoilers I discussed in Convergence Culture or for that matter, the various groups online trying to figure out the mysteries of Lost. In many cases, these groups are seeking to make predictions which have, in the end, right or wrong answers: someone's going to win Survivor; someday, we hope, we will know what's really going on on that island. As such, they split around competing theories, often adopting perspectives which are adversarial in the same sense that a court of law is adversarial: competing sides contest each claim made in the hopes of getting closer to the truth. Such communities, thus, have mechanisms built into them that insure that competing truth claims get heard and that the relationship between them get played out at a fairly deep level. Many of these mechanisms look very much like the solutions which Sunstein proposed for insularity and polarity in Infotopia, but they are being applied to less "serious matters." Again, though, we can't assume that no important civic discussions take place here. Consider, for example, the representation of an American political campaign depicted in the final season of The West Wing, which was depicted as a contest between Alan Alda as a thoughtful maverick Republican (closely model on John McCain) and Jimmy Smitts as a minority candidate who refuses to play old style race politics (modeled on Barack Obama). In the course of the season, both fictional candidates rehearsed themes, issues, and rhetorical styles which were designed to play to a "purple America" and were intended to be a utopian alternative to the 2004 campaign cycle. More and more, it looks like this fictional campaign was in fact a rehearsal for our current presidential season and that the program, in effect, market tested a range of new ways of framing the relationship between the two parties. Surely, we have to see such a process as deeply bound up with our contemporary understanding of civic engagement. The program both educated us about core civic concerns and gave us a new framework for thinking about what a good candidate might look like. And because the program was watched by people from all ideological stripes, it offered a context for a bi-partisan or "post-partisan" exchange at the same time we were incapable of talking to our neighbors about politics in the real world. In Convergence Culture, I argue that we are learning through play skills which we are increasingly deploying towards more serious purposes: in this case, a generation of young people may have found their voice in online debates and discussions around their favorite television programs. In this space, they felt empowered to express and argue for their points of view, precisely because talking about popular culture lowered the stakes for everyone involved. And it was through these conversations that they developed a strong sense of social ideals and values which they carry with them as they venture into real world political debates. I am unshamed to say that much of what I now believe about diversity and social justice I learned growing up watching Star Trek in the 1960s, watching a multiracial crew operate as friends and team members on the bridge, seeing how they responded to the challenges posed by alien societies radically different from their own. And this brings us to the second of the MIT Communication Forum events on youth and civic engagement. For me, one of the most exciting development of the past year has been watching the dramatic increase in youth participation in the Democratic and Republican primaries, seeing so many young people vote for the first time. Our speaker, W. Lance Bennett, edited an important new collection of essays for the MacArthur Foundation's Digital Learning and Youth series at the MIT Press, which is essentially reading for anyone who wants to understand what current research tells us about young people's civic lives online. You can read the book for free online. In his introduction to that book, Bennett outlines conflicting claims about young people's relations to civic life: one which sees them as apathetic, ill-informed, and disinterested because they tend to shy away from traditional civic organizations, tend to get news from nontraditional sources, and tend to be skeptical if not cynical about the claims made by political leaders. The other sees strong signs that their experience as media producers and participants in online communities, are giving them a much greater sense of empowerment, creating a stronger sense of shared social responsibilities, and are leading them to feel more comfortable speaking out about what they believe in. Bennett argues that those who want to get young people more involved in the political process, including the designers of future civic media or the developers of school curriculum about politics, need to spend more time studying the kinds of civic lives young people do find engaging and examining the language which speaks to this generation. Bennett notes that most campaigns spend little time addressing young people's concerns because they are seen as a hard to reach demographic which rarely makes a difference in elections. We will see whether these patterns hold, given the amount of attention now being paid for the centrality of the youth vote to the Obama campaign. As we look back through the aftermath of the current campaign season, we will certainly want to think long and hard about what impact YouTube parodies, Saturday Night Live, The Daily Show, and Stephen Colbert had on young people's engagement and participation in this election and will want to pay attention to how each of the major candidates have tapped into references to these shows as a way of reaching young voters. May 30, 2008
More Transmedia NewsI've been meaning to do another post on this topic for a while. First, I was inspired by a story in Fast Company, sent to me by Jesse Alexander, which described a gathering of Hollywood's fan boy elite to talk about the futures of cross-platform storytelling: Tim Kring, the lanky, goateed guy at the head of the table, created Heroes, NBC's hit television show about superpowered people. To his right, in a black hoodie and narrow black-framed glasses is Damon Lindelof, cocreator of Lost, ABC's island-fantasy juggernaut, as well as producer of next year's eagerly anticipated Star Trek movie, directed by J.J. Abrams. Across the way is Lindelof's buddy Jesse Alexander, co-executive producer of Heroes (formerly of Lost and the pioneering she-geek hit Alias). Nearby is Rob Letterman, the self-described nerdy director of DreamWorks' next mega-franchise movie, Monsters vs. Aliens. He's chatting up video-game creator Matt Wolf, who's developing a project with Alexander....The long-haired bearded guy pouring straight bourbon is Ron Moore, creator of the new Battlestar Galactica, the SciFi Channel's acclaimed reimagining of the classic series. The guy eating pizza on the couch is Javier Grillo-Marxauch, a veteran producer of Lost and NBC's paranormal series Medium, who's now having his own fantasy graphic novel, Middleman, turned into a series on ABC Family.so, how come I never get invited to parties like this? The article goes on to introduce the concept of transmedia entertainment and to suggest that it is one of the hotest topics in the entertainment world today: "In five years," Kring is saying, "the idea of broadcast will be gone." The article offers a pretty good snapshot of where the industry's thinking is at in terms of transmedia properties and certainly offers an up date on my discussion of The Matrix in Convergence Culture. This week, the New York Times reported on the plans to release a suplamentary dvd to more or less coincide with the release of the Watchmen movie next year: The second film, tentatively called Tales of the Black Freighter, follows a side Watchmen storyline about a shipwreck and will arrive in stores five days after the main movie rolls out in theaters. The DVD will also include a documentary-style film called Under the Hood that will delve into the characters' backstories. Those of you who have read Alan Moore's original graphic novel will recognize both of those titles as materials which are complexly woven into the narrative, offering us a glimpse into the way popular culture might have evolved -- towards pirate comics -- in a world where superheroes are real (Black Freighter) and a sense of the ways superheroes might be covered as cultural celebrities (Under the Hood). As the producers have striped down Watchmen for the screen, they have pushed these elements to the margins. In another era, they would have been left on the cutting room floor, but instead, they are becoming the backbone of Warner Brother's transmedia strategy for the film. The article also noted: In addition, the studio plans a dozen 22- to 26-minute Webisodes to help make the complex story easier for the uninitiated to digest. Called "The Watchmen Motion Comic," it will be a panel-by-panel slide show of the graphic novel narrated by an actor.Keep in mind that Warner Brothers was the studio which sponsored the Wachowski Brothers's transmedia development around the Matrix franchise. All of this suggests how central transmedia entertainment has become to the thinking inside Hollywood today. So it is great to have a chance to share with my readers some insights from a real master of this practice. May 30, 2008
Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez (Part Two)How important do you think hardcore fans are to the success of genre entertainment? How do such fans create value around your properties?
What do you see as the downsides of generating such passionate consumers?
As some of these genres have become more commercially viable, the San Diego Comic Con has emerged as an important media marketplace. Can you speak to the role this gathering plays in the marketing of your properties?
Comic Con International in San Diego plays a more and more pivotal role in heralding, marketing and launching new genre efforts. In the midst of negotiating with executives at The Walt Disney Company for a job working with one of their largest franchises, Starlight Runner took them on a tour of the Comic Con exhibition floor. Many of the "worlds" we helped to develop were on spectacular display: Mattel's Hot Wheels universe, the fantasy realms of Magic: The Gathering, high priced back issues of Valiant Comics, and the announcements for new video games and comic books based on Turok and our own "Team GoRizer" at Disney's own booth! Suffice to say, a deal was quickly sealed! The Christian community might be read as another kind of niche public for media properties -- often alienated from mainstream content, deeply interested in providing alternative forms of entertainment for their families. What are the challenges of reaching these consumers, and can their tastes be reconciled by the demands of the mass audience? Like any niche audience, the Christian community wants to enjoy entertainment that reflects their values and sensibilities. Interestingly, the classic Hollywood ethos reflects Judeo-Christian values: good usually wins out over evil, the hero triumphs after embracing the just and moral path. The problem is actually rooted in how the studios choose to communicate with them. To extend the religious metaphor of "cult media," do you see cult fans as playing a particularly important role in proselytizing for the content, "evangelizing" the brand? Fan "apostles" often play an instrumental role in spreading the word and drawing attention to niche content. Many studios and publishers of genre entertainment are currently developing programs to secure relationships with the fan community (or various subsections thereof). While this is not easy to do and often brings on headaches large companies would rather avoid, it is becoming inevitable. After all, without evangelists, how can new religions (or tentpole franchises) spread? Some have suggested that media producers with strong niche followings might be able to develop alternative distribution models for their entertainment content, marketing their properties directly to the public through subscriptions or downloads, rather than negotiating with networks or film studios. How realistic do you think this scenario is within the current marketplace? What do you think are the obstacles of establishing such a direct relationship between producers and their fans? There has never been a better time to explore and establish alternative distribution models for niche entertainment content, but these opportunities are still not easy to exploit and may not last forever. It takes a cocktail of money, talent, timing and pure luck to build a major head with direct digital distribution of entertainment content, particularly if your resources are limited compared with those of a Hollywood studio or entertainment firm. May 28, 2008
Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (part one)Jeff Gomez, the chief executive officer of Starlight Runner entertainment, spoke at Futures of Entertainment last fall as part of a panel discussion on Cult Media, which also included transmedia creator Danny Bilson, Heroes executive producer Jesse Alexander, ; and Gordon Tichell from Walden Media, the company which produces the Narnia films. Not surprisingly, given I was moderator, the session quickly became a geek out festival mostly centered around issues of transmedia entertainment. You can enjoy the podcast of the event here. As we were preparing for the session, we distributed a set of questions to the speakers, some of which were covered during the panel, some of which were not. Gomez recently wrote to send me his further reflections on many of those questions in the hopes to continue public conversation around recent developments in transmedia entertainment. Here's a bio on Gomez: As the Chief Executive Officer of Starlight Runner Entertainment, Jeff Gomez is a leading creator of highly successful fictional worlds. He is an expert at cross-platform intellectual property development and transmedia storytelling, as well as at extending niche properties such as toys, animation or video game titles into the global mass market. Let's start by examining the concept of "cult media." What does this phrase mean to you, and do you think it accurately describes the kinds of projects you've worked on? Why or why not? To me "cult media" is exemplified by the slow crumbling of traditional media content aimed at huge swathes of the population, down to the more contemporary approach of designing content to engage subsections of that population or even smaller "niches." The idea of cult media historically referred to films that appealed to a fairly small niche of consumers. But many genres, which once were regarded as cult -- fantasy, science fiction, superheroes -- have emerged as increasingly mainstream. What's changing? What accounts for the mainstreaming of niche media? There are five factors that seem to be contributing to the "coming out" of cult media:What do you see as the challenges of generating content that appeals to both niche and mass publics at the same time? Like any good story, content designed for genre-lovers or niche markets should contain strong characters, evocative issues and clear, accessible throughlines. Story arcs must be designed from the outset to feel complete and deliver on their promise. What kinds of trade-offs have to occur in order to broaden the appeal of media properties? Studios and entertainment companies are now learning that fewer and fewer trade-offs are necessary to broaden the appeal of niche or "cult media" properties. Contemporary audiences are now primed for high quality genre entertainment across all media platforms. So long as marketing efforts place focus on a driving platform, the launch platform and complementary content can be used to build anticipation, educate audience "gatekeepers" about the property, and enrich the overall experience. What are the risks involved in alienating the base of your audience? Franchises are built on the energy and loyalty of their hardcore fan bases. While these bases are often a fraction of the size of the total audience, they are indispensable, because they are vocal, passionate and active. A tiny fraction of the genre television series Jericho sent tons of jars of peanuts to the network that had just cancelled the program--moving them to reinstate the series. A small group of fans that gathered at conventions and shared amateur publications centered on the original Star Trek series managed to bridge the period between that series' cancellation and the Star Wars-inspired relaunch of the franchise in the late 1970s. May 14, 2008
Still More Toy Stories...In what can only be perfect timing, I got e-mail this weekend from Damon Wellner of Probot Productions was founded in 1998 by former Emerson College film students, Damon Wellner and Sebastian O'Brien, as an experimental attempt to create a universe of "living" toys, and to lampoon Hollywood with its own merchandise. Probot's world of Toy-Cinema was hatched out of the elaborate action-figure battles staged by Damon, Sebastian, and their toy collecting friends. Their first project, ALIEN 5, was made with no editing facilities, so the entire movie had to be shot in sequence, and edited in-camera, a painstaking process which took 6 months to complete. The resulting 22 minute video was finished for under $150.... Thanks to my young nephew, Jacob Benson, I wanted to share another delightful example of how childhood play is giving rise to new forms of participatory culture -- in this case, through the use of hand puppets rather than through the animation of action figures. "The Mysterious Ticking Noise" is my favorite of a series of episodes of an amateur produced Potter Puppet Pals series. It's hard to explain why this one brings a smile to my face but it just does. December 3, 2007
"We Had So Many Stories to Tell": The Heroes Comics as Transmedia Storytelling"We had so many stories to tell and there was only so much room in the TV show -- so we decided that we could tell these alternative stories in the comics. The stories could be deeper, broader and reveal more secrets about our characters. It was also a way to tell stories that would be otherwise unproduceable on our show." -- Aron Eli Coleite and Joe Pokaski on the Heroes comics. From time to time, I have used this blog to point towards key steps in the evolution of what I have been calling transmedia storytelling. For a good overview of the concept, check out my Transmedia Storytelling 101 post. Here's part of my definition: Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story. So, for example, in The Matrix franchise, key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or ur-text where one can turn to gain all of the information needed to comprehend the Matrix universe. This concept has been more fully developed through a series of recent CMS thesis, which you can access on line: Ivan Askwith discusses Lost as an example of how media extensions can be used to enhance audience engagement; Geoffrey Long discusses the aesthetics of transmedia entertainment with a focus on the Jim Henson corporation; Sam Ford explores how transmedia storytelling might expand the reach of contemporary soap operas; and Alec Austin develops an approach to genre conventions which helps to explain the interplay of different elements in a transmedia system. My thoughts have returned to transmedia entertainment having recently read the graphic novel edition of the first season's comics for Heroes, which comes with a wonderful Alex Ross cover, and which includes an interesting conversation between Executive Producer Jeph Loeb and series writers Aron Eli Coleite and Joe Pkaski about the impulses which led them to use comics to build out the world of Heroes on the web. This post is also inspired by the conversation which I had with Heroes producers Jesse Alexander and Mark Warshaw at the MIT Communications Forum a few weeks ago. The webcast version of that exchange can not be found on the web and includes rich discussions of how Heroes fits within larger industry trends that stress "engagement" rather than "appointment" television. Comics have emerged as a key vehicle for constructing transmedia narratives -- in part because they cost less to produce and are thus lower risk than developing games or filming additional material. (See my discussion of the contributions of comics to the Matrix franchise in Convergence Culture.) So, in the past year alone, we've seen Joss Whedon turn to comics to create a "8th season" of Buffy the Vampire Slayer, we've seen Supernatural generate comics designed to flesh out some of the backstory of the Winchester brothers, and we've seen Battlestar Galactica use comics to fill in the gaps between seasons in the series. Of these, however, Heroes was the only series to be releasing comics on a weekly basis via the web to coincide with the rolling out of the series episodes, resulting in comics that are much more fully integrated into the flow of the series narrative. Indeed, I felt a bit at a disadvantage reading these stories in a book form without reviewing the series episodes on DVD at the same time. Many of us feel that the Matrix franchise took the concept of transmedia storytelling too far, too fast, to achieve reasonable embrace from a mass viewership. There were gaping holes in The Matrix films which could only be filled if you had spent time with the comics, the game, and the anime. And the production company had not done an adequate job in educating the public about the integral role of these other media channels to the experience as a whole. I hear this again and again from people who read Convergence Culture: they liked the first Matrix film but were turned off by the sequels because they didn't seem to add up to anything and they had no idea that most of these others series related materials existed. In the interview about the comics, Coleite and Pokaski took a very different tactic: Our first rule going in was that you didn't have to read the comic to enjoy the show, but it created an enhanced experience if you did. On the other side, we wanted people who did watch the show and read the comic to feel rewarded -- that they were taking part of something larger and give them real emotional and important stories -- not just fluff or filler. And of course, the presence of the comics are signaled within the television series itself. By the start of the second episode, we've seen Hiro reading 9th Wonders comics, which, within the fiction, is produced by Isaac Mendez, and learn that the comics may hold a key for understanding what's happening. Hiro repeatedly consults the comics to discover what he needs to do next and to make sense of his mission, much as other characters are studying Issac's paintings to foretell and hopefully escape their fates. And of course, there's such a clear fit between comics and the content of Heroes that it would be a crying shame if they had not sought to integrate comics into the series in some way. Yet, if Heroes draws upon the superhero medium, it does not fit within the mainstream of that genre, at least as it is currently constituted within the comics marketplace. Heroes pushes into a darker, more psychologically nuanced, more "realistic" and less fantastical version of the genre which is much more likely to be published by Image or Dark Horse or Vertigo or Wildstorm than by DC and Marvel's main flagship series.Jeph Loeb (the series producer) and Tim Sale (the comics artist who creates Issac's paintings) ,u>have worked for both DC and Marvel, but in that work, they have combined their distinctive look and themes with mainstream characters like Batman, Superman, or Spider-Man. It's amusing that DC published the Heroes graphic novel when they would almost certainly have turned down Heroes as a comics series if there hadn't been a successful television series (not to mention some high powered artists and writers attached.) While there are certainly some segments in the anthology of Heroes stories which do not rise above "fluff or filler," most of the stories do achieve some degree of emotional impact -- at least for those of us who are already invested in the characters -- and in that sense, the stories function very much like very good fan fiction -- fleshing out secondary characters, filling in back story, and providing "missing scenes" which round out the action depicted on the screen. The stories are told in what the authors call a "Haiku style" -- that is to say, "short and purposeful, every panel meaning something", offering complex stories in five page installments. Essentially, the writers broke down the pages of a monthly comic into a series of shorter chunks and rolled a chunk out every week as opposed to delivering the whole each month. In some cases, the story is completed in five pages, like the back of the book segments in a classic superhero comic, and in other cases, the stories get serialized over multiple installments. As you read through this first volume, you can see the authors experiment with the benefits of longer or shorter chunks of narrative and the center of gravity moves towards greater serialization as this volume continues. August 9, 2007
Gender and Fan Culture (Round Ten, Part One): Jonathan Gray and Roberta PearsonPART ONE Fans vs. Non-Fans JG: To "out" myself, I've never written fanfic, I don't make fanvids or machinimaa, I have only posted on fansites a few times, I haven't been to a convention, I am not a member of any discernible fan group, I've told people that I would wear a proper Boba Fett costume if they got one for me, but otherwise I don't have fan-related clothing (save for a Simpsons tie bought for me by my parents), and I suck at most fan trivia games. As a kid, I played with Star Wars toys a lot, and was definitely a fan of Star Wars and The Muppet Show, but these days I don't conform to a common definition of "fan" within fan studies, since I'm not a member of a fan community per se. I don't have problems with those types of fandom ("some of my best friends are fans"), but that's just not me. But I do have strong engagements with texts, and these fuel much of my more involved conversations with people, and a fair bit of my daily "thought time." So I want to call myself a fan. But I'm often made aware of a hard perimeter around "community-based" fandom that isn't so keen on letting the likes of me in. The problem is, though, that I don't just "like" Lost, Buffy, The Simpsons, The West Wing, Star Wars, Lord of the Rings, Michael Ondaatje, and William Shakespeare. I like other texts, like CSI, for instance, or Harry Potter: if they're there and I'm there, I'll bite. If I miss them, I don't mind. But mere affect or terms such as "follower" don't cut it for my fandoms. And some of my own work into audiences is driven by an interest in this big gap that often exists in ethnographic work between "audiences" (often pulled in at random, or the researcher's students) and "fans" in the community-based, "creative" sense that fan studies often dictates. Fan studies at times monopolizes both audience studies (in the media/cultural studies tradition, that is, not the alligator-clips-and-magic-dials sense) and affect, but that leaves a lot of us unrepresented. And we'll get to this in due time, but I'm not convinced that the "us" in that sentence is gendered. RP: Since you've begun by 'outing' yourself as a non-fan, I should probably do the same. I suspect that on the fandom continuum I'm closer to being a fan than you are, but might not be considered as such by some within fan studies, who insist on community and production as paramount markers of the true fan. My longest standing fandom is Sherlock Holmes, which began when I was in early adolescence, peaked when I lived in New York City and became actively involved in local Sherlockian scion societies, and lapsed when I moved to my first job in Pennsylvania. When I moved to New York to do my doctorate at NYU, I became a member of the national female Sherlockian society, the Adventuresses of Sherlock Holmes. I'm still in touch with a core group of Sherlockians whom I count amongst my closest and dearest friends - my life would be immeasurably poorer without them. I was probably then a 'real' fan by any definition: I attended meetings, wore my scion badge and even wrote Sherlockian scholarship and pastiches (fanfic to the rest of you). I've even been published in the premiere Sherlockian publication, the Baker Street Journal, in an article that claimed that Holmes was Jewish. I delighted in the companionship of fellow enthusiasts but even then felt a bit uneasy about some of the over-enthusiasts. For whatever reason, however, I ceased any active affiliation with local groups after leaving New York. May 28, 2007
Nine Propositions Towards a Cultural Theory of YouTubeThe 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 Step |