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Archives: globalization watch
March 12, 2010
What the Chinese Are Making of AvatarSeveral years ago, I met a remarkable young man named Lucifer Chu in Shanghai. Chu had been the person who first translated the works of J.R.R. Tolkien into Chinese, after a considerable push to convince publishers that there was a market for fantasy and science fiction in China. He took the proceeds from the sales of the Lord of the Rings to launch a fantasy foundation, which promoted fantastical literature in Taiwan and mainland China, and he translated more than 30 fantasy novels for the Chinese market. As of a few years ago, almost all of the fantasy novels and role playing games available in Taiwan were translated by Chu and he was making in roads into getting these same works published for the mainland. He argued that the fantastic played crucial roles in Chinese folk and literary traditions but the genre had largely been eradicated there as a consequence of Maoist policies during the Cultural Revolution which promoted socialist realism and saw fantasy as western and decadent. Chu argued that bringing fantasy literature back into China was a way of helping his people rediscover their dreams and reimagine their future. As I have been speaking with my USC student Lifang He about her work on the fan cultures which have quickly grown up around Avatar in China, I've wondered what connections, if any, exist between these two efforts to promote the fantastical imagination in that country. Are the young men and women we read about here the offspring of Chu's efforts? Are they connecting with western fan culture on line? This piece offers us some tantalizing glimpses into the many different ways Chinese fans have mobilized around and fantasized about James Cameron's blockbuster. The American press has been following the commercial success of Avatar in China primarily as a business issue -- exploring what it might tell us about other opportunities for selling media in this country, using it to shadow Google's turmoil in the country, and marginally exploring why China was pushing the film from many of the nation's movie theaters. Yet, this piece takes us inside the world of Chinese Avatar fans, helping us to better understand what the film looks like from their perspective. Avatar and Chinese Fan Culture James Cameron's new movie Avatar is breaking the box office record in China. It is the highest grossing movie in Chinese movie history, achieving around 1.02 billion USD (Xinhua News, 2010). The influence and popularity of Avatar is spectacular and fans were crazy about the movie. Because of the limited IMAX 3D theaters in China, the movie tickets are in short supply and the price is very high. The tickets are officially priced at USD 18-26 but resold at up to USD 60. There are only11 IMAX 3D theaters in China. Despite the ticket prices, Chinese fans waited overnight outside the store for many hours, similar to people waiting outside the Apple Store for the new iPhone. White collared professionals in small cities took their annual leave and made group trips to nearby big cities for the IMAX 3D version. Enthusiastic fans watched it multiple times in three different versions: IMAX 3D, 3D and 2D. Being a fan of Avatar goes beyond the theater screens; it floods into a variety of online fan activities. When the Chinese government wanted to pull the 2D Avatar off most of the theaters to provide screens to the new released movie Confucius, many online fans called for a boycott of Confucius. Chinese audiences are becoming more and more active, embracing aspects of participatory culture and fandom, and seeking to more directly shape their entertainment options. In this essay, Chinese fan culture will be discussed by examining various Avatar fan activities on one of the growing online communities, Baidu Tieba, a user driven network. Fan produced media will give us some clues as to how the young people react to the movie Avatar and why they are enthusiastic about the movie. Collecting and Sharing Information As Neytiri draws many discussions on the web, fans wanted to make Jake as popular as Neytiri so they tried to build the buzz online. In these efforts, they collected all kinds of pictures and posters from the movie and other media. They also discussed Jake's hair, dress style, facial expression, and his pure smile in the movie. For instance, fans chatted about when Jake had the best smile in the movie. The first time Jake ran out of the research institute when he first got his avatar, his smile was regarded as the most pure and innocent. Fans were also eager to explore all kinds of information from the production, back-story to the reception process. For example, they talked about the sex scene that was cut off from screen, explored the different versions of trailers, the couple's relationship in the movie, and their stories in the future. Other interesting discussions included the best time to use the restroom during the movie. They indicated that it is better to go to the toilet when the movie was at 56 minutes so they won't miss a lot of exciting moments. Fans share the knowledge with all the members of Tieba community, circulating the information and inviting other members to participate in the discussion. As Pierre Levy wrote "no one knows everything, everyone knows something, all knowledge resides in humanity" (Levy, 1998).
Besides collecting and sharing information about the movie, fan writing is another emerging form of fan activity on the web. Because of the restrictions of the Chinese publication rules, the internet provides more free space for fans to publish their work and most of their work is much better than what has been written by the professional journalists, covering comprehensive stories about the evolution of IMAX 3D technology, the background of director, back-stories of the characters. Some fans also wrote a parallel story based on the Chinese current social issues. As a famous blogger, Chenpeng Li wrote, the story of how the alien Na'vi are pulled off their homeland by humans is similar to Chinese residents being forced to leave their homes and land by the Chinese government (Sina.com, 2010). Avatar is a great metaphor of nail house dwellers against big property developers. "Nail House" refers to home or buildings of people who refused to move when the property needs to be demolished by the government for development (Wiki, 2010). In Li's blog, he wrote "in 2154, a land development company RDA went to Pandora to get more land and living resources with the assertion that the residents who agree to move out can get attractive compensation. The residents refused to move out since they have lived there for many generations, just like the Na'vi people who didn't want to move because their roots were under the tree. RDA has a strong relationship with the government and also has other supports such as city managers acting as low-level government officials, responsible for maintaining city laws and rules. A disagreement erupted and started a fight between the RDA and the residents. " Li regarded Jake as the leader who betrayed the Housing Demolition Office, referred Colonel Quarles as the chief city manager and the Na'vi people as the Chinese residents who are pulled off their land. The last scenario about Neytiri beating Colonel Quarles represents the extreme military power that was defeated by the Chinese mass residents. Chinese fans also associated themselves with another Hollywood movie UP, which tells a story of a 78-year-old man Carl Fredricksen who refused to move out from his neighborhood. He made his house as a makeshift airship to fly to his dream place Paradise Falls using thousands of the balloons. A popular Chinese blogger, Han Han commented on his blog: "UP provides the Chinese citizens with a new perspective toward house demolition. Chinese residential tenants only have the right to use the land for 70 years, and after 70 years the land use rights belong to the government and the houses are regarded as private owned property. Both the movie UP and Chinese government provided us a solution to cope with the house demolition. UP tells us to lift the house off the ground by the helium balloons; and the Chinese government tells us that don't think too much because after 70 years, the houses will probably collapse" (Han, 2009). In recent years, China has been experiencing a fast period of urbanization and many old buildings and neighborhood have been torn down for modern shopping malls and skyscrapers. Over 30 million residents have been forced to move from their homes (Hays, 2008). Li referred the movie to some cases in China that residents refused compensation deals and fighted with the government. Fuzheng Tang who poured gas and burn herself to protect her three floor home from Chengdu violent home demolition, Pan Rong who threw self-made petrol bomb to the demolition crew, and Chongqing nail house are the all real cases for anti-demolition. Avatar and UP are a good reflection of recent Chinese social problems, showing a lack of citizen rights and choices. As Han said " brutal demolition can only happen in foreign planets and China, which foreigners can't image" (Sina.com, 2010). Chinese fans found both movies quite related to their life and both provide them with a story that they can share and discuss. The only Chinese popular TV series Snail House (Wo Ju), also titled Dwelling Narrowness, that can truly reflect their life tells a real story about how average Chinese people became house slaves in Shanghai in an environment of rising home prices and official corruption, was eventually banned by the government. Li regarded Avatar as the best movie that eulogizes the nail house successfully fighting against forcible demolition in China. The forcible city managers, house demolition office, Chinese City Demolition Ordinance was vividly analogized in the movie (Sina, 2010).
Besides collecting and sharing knowledge and fan writing, fans also use other ways to create their own works such as costume play, Avatar paintings, etc. One of the most popular works online is the costume play by a couple from Chongqing. They dressed like Jake and Neytiri and posted their Avatar pictures online, which has over 94630 viewers (Baidu, 2010). Vidding is another way for them to participate in the creation. Three kinds of videos will be shown here to showcase the vidding culture in China. The first one is a theme song vid, which remixes the video "I See You" and "My Heart Will Go On." Fans find that the stories of two theme songs are very similar: both are love stories and the main actors in the two movies both died. For example, the lyrics of "My Heart Will Go On" has the words "I see you" that can match with the content of Avatar. Here is the video of "I See You."
Also fans made another version of Titanic with "I See You." In another video, fans used photoshop to make Avatar posters for the celebrities such as Obama, Yao Ming and Li Yuchun and used their Avatar photos as materials to make the video, which can be played here. Similar to the fans of Kung Fu Panda, they like using Photoshop software to make posters with different themes such as Harry Potter, Lust, Caution, Pirates of the Caribbean, etc.
Why fans are so enthusiastic? Online community also provides them a way to relieve the stress and escape from the reality because they face so much pressure from all aspects of society such as intense high school graduation examination, competitive job hunting, etc. In addition, playing around in the Internet is not regarded as a serious hobby by Chinese old generation who are very realistic and more concerned about their children's future such as going to a good university and having a decent job. Chinese youth are tired of Chinese serious mainstream film culture because Chinese films lack the creativity that American TV shows and movies have. Avatar created a dream and an ideal world that Chinese fans can't have in reality. As a famous movie director Lu Chuan said, "Avatar made me realize that what we lack is not technology. I suddenly realized how far away our films are from simple beauty, crystal-clear purity and passionate dreams" (Sina.com, 2010). Conclusion Since its launch, Avatar has developed a huge enthusiastic fan base in China. Although Chinese fans are not exposed to as much media products as Americans because of the unequal international distribution, they are very active in learning and understanding what's happening with the movie. Internet and new technologies provide them a medium to participate in the media production and distribute their work online. They collect and circulate information, participate in the discussion, and create their own works to contribute to the Avatar community. It is a great representation of creativity and self-expression. Avatar has also had a revolutionary impact on Chinese movie industry, stimulating the development of the local movie making. Chinese Film Association and Chinese Film Art Research Center hosted a conference meeting in January 2010, discussing how to improve Chinese movies. The professor Shixian Huang from Beijing Film Academy criticized the famous Chinese film director Yimou Zhang's recent work A Simple Noodle Story, which was only taken several months to be finished and is a very low quality movie. The secretary-general from China Movie Forums indicated that the main film audience is generation 80s and 90s who are enthusiastic with the non-reality films which lacks in China. He appealed to the Chinese government that China should give support and help to such kind of films. Some other interesting questions are also raised in this meeting such as how to nurture the audiences by the series films, how to cultivate the young talents, how to bring the technology to the movie making, etc. China is in a transition period where old system and new system are colliding and they haven't developed a very stable system yet. In the future, with political and social policy more and more open and transparent, there will be more freedom for movie production. It will be also be easier for the Hollywood filmmakers to promote their films and other media extensions. Lifang He is from China, where she received her undergraduate degree in Journalism. After college, she was hired by two global advertising agencies Wieden & Kennedy and Euro RSCG Worldwide. At these agencies, she worked as a strategic planner for a variety of international brands including but not limited to Nike and Nokia and gained experience in consumer and market research and developing brand strategies. Since August of 2009, she has been pursuing her Master's degree in Communication Management at USC Annenberg School for Communication. It was while attending a USC class taught by Henry Jenkins that her academic interest turned toward transmedia planning and studying fan culture. Her specific areas of interest in these fields revolve around digital culture, brand communities, and how brands relate to and engage fans. Baidu (2010). Retrieved Jan. 20, 2010 Baidu Tieba (n.b.). Retrieved Jan.20, 2010 Chuan, Lu (2010). Avatar Critics. Sina.com. Retrieved Jan.20, 2010. Han, Han (2010). Sina Blog. Retrieved Jan.20, 2010, f Hays, Jeffrey (2008). Urban Life in China. Retrieved Jan.20, 2010 Itzkoff, Dave (2010). You Saw What in Avatar? New York Times. Jenkins, Henry (2006). Fans, bloggers, and gamers: exploring participatory culture. Levy, Pierre (1998). Collective Intelligence: Mankind's Emerging World in Cyberspace. Nail House. Wikipedia. Retrieved Jan.20, 2010. Sentinel, Asia (2010). Avatar vs. Confucius in China. Korea Times. Retrieved Jan.20, 2010. Xin Hua News (2010). Retrieved Jan. 20, 2010.
March 10, 2010
Vidding Kung Fu Panda in ChinaFrom time to time, I use this space to showcase the global dimensions of the kinds of participatory culture which so often concern us here. When I first started to write about fan culture, for example, the circuit along which fan produced works traveled did not extend much beyond the borders of the United States, Canada, the United Kingdom, and perhaps Australia. American fans knew little about fan culture in other parts of the world and indeed, there was often speculation about why fandom was such a distinctly American phenomenon. Now, fans online connect with others all over the world, often responding in real time to the same texts, conspiring to spread compelling media content from one culture to the other, and we are seeing a corresponding globalization of fan studies. Yet, some countries remain largely outside of field of view, because of language barriers, cultural differences, political policies, and alternative tech platforms. Consequently, most of us know very little about how fan production practices have spread to China -- which is too often described in terms of its piracy of American content and too little discussed in terms of its creative repurposing of that content to reflect their own cultural interests. So, I am really excited over these next two installments to share some glimpses into fan culture in China -- specifically focusing on the vidding community there (but also discussing other forms of fan participation.) These two posts were created by Lifang He, an Annenberg student who took my transmedia entertainment class in the fall and who is doing an independent study with me this term to expand her understanding of the concept of participatory culture. Here, she talks about how Kung Fu Panda got read in relation to the economic crisis in China, and next time, she will tackle the array of different fan responses to Avatar. Kung Fu Panda vidding and Chinese fan culture In this paper, I'm going to write about a Chinese vid based on a movie Kung Fu Panda as it is a great example of fan made extensions in China. I'll introduce the background of the movie, discuss the relationship between the vid and the original movie, and also I'll talk about fan's role in the vidding and Chinese fan culture. Kung Fu Panda is a 2008 animated comedy movie directed by John Stevenson and produced by DreamWorks Animation SKG, Inc. It tells a story of a clumsy panda bear Po, who unenthusiastically works as a waiter for his father's noodle restaurant and eventually achieves his dream and becomes a master of martial arts. According to Sina Entertainment (2008), this movie achieved significant monetary success after it was released on July 20, 2008 in China, which had hit approximately 14 million USD box office sales in the first ten days. This Hollywood made Chinese movie is much better than other Chinese made Chinese movies, which proves American's leading ability to create entertainment and market Chinese culture. The movie is filled with Chinese elements. The key character Panda is China's national treasure and the other characters in the movie such as the monkey, snake, red crowned crane, tiger and mantis are the classic representatives of Chinese martial arts. Moreover, the Chinese imagery was used so well that Chinese audience felt very excited to discuss how great the movie is. As a famous Chinese film director Lu Chuan commented on his blog, " the movie brought big laugh to Chinese people. It was a big surprise. Our familiar culture is no longer a burden for the creativity, instead it becomes an active and vivid entertainment" (Lu Chuan, 2008). In response to the success of the movie, a lot of discussion was generated online between the audience and the animation filmmaker after its first release. Fans posted reviews on their blogs and discussed their favorite characters on Bulletin Board System (BBS). Also hey used Photoshop software to make posters with different themes such as Harry Potter, Lust, Caution, Pirates of the Caribbean, which attracted a lot of buzz. They also created music videos and wrote lyrics to compliment the movie, which were posted on social networking sites. After knowing that The Kaboom of Doom, a sequel of Kung Fu Panda, has been currently in pre-production and will be released in 2011 (Wiki, 2009), fans started to make their own versions of the movie. Among all of these fan activities, producing vids and sharing with other fans on Chinese social networking sites is one of the most popular ways for them to express their love to the movie. They wrote scripts, re-edited video clips using the original footage and did the voice over to tell a new story. Unlike American viding culture that has a relatively long history, Chinese vidding only emerged a couple of years ago owing to the video sharing websites such as Youtube.com, Tudou.com. There's no centralized grassroots community for vidding in China and Chinese vidding culture is very casual. An example to help exemplify how fans use this to publicize their opinions is a vid called Gu Piao Panda (Stock Panda), which is widely spread online and applauded by the fans. Gu Piao Panda is a three-minute short film, which links Po to China's unsound stock market and tells a parallel story about stock panda. The story starts from a scene that Po was a legend in the stock market, but it turns out that it is just a dream. In reality, he is a rookie stock investor and his money is all tied up in stock because of the global recession. Po is so sad that he goes back home to talk to his goose father and his father persuades him to withdraw money from the stock market because of the bearish market situation. Po has a strong belief that he will become a guru in the financial world someday and the only reason he hasn't achieved that yet is because he hasn't met his teacher. His father has no choice and encourages him to attend a stock master competition at somewhere in the mountain. Po tries so hard to get into the competition and there are three competitive groups --- the happiness group with monkey in it, the fighting group with tiger in it and the desire group with red crowned crane in it. These three groups represent the three different types of stock operators. Then, Po attends the competition and finally his teacher finds him and teaches him how to become a successful fund manger. In the vid, the creator doesn't show an ending in the video, and instead he poses a question that if Po will become a stock master finally. There are many similarities between the original movie and fan made vid. First of all, both of the film and fan vid chose Po as a main character as he is a good character to conceive the new stories and has become a prototype based on which fans have developed distinct characters in various contexts. In Kung Fu Panda, Po is an every Panda who masters some area through his persistent effort. Gu Piao Panda is a rookie stock operator and finally achieves success as a stock master. In other vids such as Real Estate Price, the key character panda is portrayed as a junior real estate developer who finally becomes a hero to save the real estate from subprime lending crisis. Moreover, the storylines of the two movies are very similar. Specifically, Gu Piao Panda creates a story that Po is a rookie stock operator who wants to become a stock master. In Kung Fu Panda, Po is a worker at his father's noodle restaurant who wants to become a kungfu fighter. Also, they both fight for an evil in the two videos. In Gu Piao Panda, he fights for the stagnant stock market. In Kung Fu Panda, he fights for Tai Lung. Furthermore, Po attends the competition to become a master in two movies either as a kung fu master or financial guru. In the original movie, he fights for a kung fu secret book. In the vid, he fights for two cars as the competition awards. When examining the video clips, it is apparent that fans use the same video clip to convey the same meaning in the different context. They just choose the video clips they like from the original movie to tell their stories. Other vids such as Real Estate Price, Kung Fu Competition, Certificates are all associated with the current social issues to tell different stories. Real Estate Price Kung Fu Competition
This parody is so popular that fans keep spreading it online because there's so much fun in the video. Some popular terms and events used in this vid are funny in the context of Chinese culture. For example, they use the word "Niu Bi" (newby) to describe how successful Po is in the stock market in his dreams. They also use the word "Tao" (trapped in the market) to explain that his money is all tied up to the stock account. Real figures are also incorporated to make the audiences feel more attached to the story. For instance, Po's goose father persuades him to withdraw the money because the current stock index is above 2000 points - which is where the Chinese stock market was registering at that time when this vid was made. In addition, they use Dong Bei language, a northern Chinese dialect that often associated with Chinese cross talk to voice over the video. This brought more joy to the audiences, especially during the global depression era. Gu Piao Panda and other vids are great examples showing that Chinese fans' role has changed from audience to active producers. They are not just passively receiving the information, but becoming publishers. The Internet has become a platform for them to distribute their works. This emerges an Internet culture called kuso, which is very popular in China. Kuso, originated from a Japanese word, is a popular subculture in China that deconstructs serious themes to entertain people (Wiki, 2009). Some interesting quotes from ESWN Culture Blog that can explain the popularity of Chinese kuso culture are, "Kuso is people deconstruct burning satire." "Kuso is an art criticism loved by people". "Kuso is people's ordinary, yet interesting, spiritual pursuit." (Soong, Roland & Qing, Huang, 2006) The most classic case of Chinese Kuso culture is a fan-made short movie called The Bloody Case That Started From A Steamed Bread based on a famous movie Wu Ji (The Promise) directed by Kaige Chen. A Chinese fan, Hu Ge, felt disappointed with Wu Ji and made his own spoof right after the movie was released. This fan-made movie joked about the film Wu Ji and dominant serious journalistic work, attracting huge fan following. From this fan made film, kuso has become more and more popular in China and represents a type of Chinese fan culture in the Internet. There are two main reasons can account for the popularity of kuso culture in China. One important reason is that Chinese youth are suffering from social pressure and kuso provides a way for them to relieve themselves from the real pressure. They are a new generation who is tired of serious mainstream culture and kuso becomes a way for them to express themselves online. Moreover, kuso requires less technical skills and technology requirement and cheaper cost of movie production makes it possible for fans to make their own videos. Also the video sharing websites give the audiences a good platform to distribute and create a huge opportunity to show their own works. Lifang He is from China, where she received her undergraduate degree in Journalism. After college, she was hired by two global advertising agencies Wieden & Kennedy and Euro RSCG Worldwide. At these agencies, she worked as a strategic planner for a variety of international brands including but not limited to Nike and Nokia and gained experience in consumer and market research and developing brand strategies. Since August of 2009, she has been pursuing her Master's degree in Communication Management at USC Annenberg School for Communication. It was while attending a USC class taught by Henry Jenkins that her academic interest turned toward transmedia planning and studying fan culture. Her specific areas of interest in these fields revolve around digital culture, brand communities, and how brands relate to and engage fans. References: Kung Fu Panda Ticket sales(2008). Sina entertainment. Retrieved Dec.10, 2009 February 12, 2010
Learning in a Participatory Culture: A Conversation About New Media and Education (Part Three)This is the third part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. This time we talk about the relations between old and new media and explore how YouTube, fan fiction and Facebook can be deployed in meaningful ways through school. So far, we have been talking about new media, but it is clear that they do not replace the old ones. Almost never do schools think about the relationships between new and old media. Some people may have the idea that some of them will replace the old ones. A study of American college students preparing to enter ten different professions found that educators in training were the least likely to play videogames or participate in social networks. Teachers have defined themselves as defenders of book culture, often in what they perceive as opposition to the new digital culture. This protective stance no doubt reflects the rhetoric of the digital revolution which imagined that new media was going to displace if not destroy old media. And thus, for digital culture to thrive, book culture must die. Therefore we need to use multiple media. This situation doesn't allow us to make any easy choices between teaching print and digital literacy: students clearly need both and more importantly, they need to understand the relationship between the two. They need to understand the different structures through which traditional encyclopedias and Wikipedia produce and evaluate information, for example. They need to be able to read charts, maps, and graphs, but also to be able to produce and interpret information through simulations. They need to be able to express themselves orally, with pens and paper, and with video cameras and digital editing equipment. Can we think then that schools lose many of learning opportunities supported by new media? New Media platforms, such as YouTube, have expanded our access to the rich archives of existing sounds and images from the past. We have access now to recordings that were once buried in the archives but which we now can summon up at a moments notice. We can navigate the entire media scape on the fly, at a second's notice, in response to the flow of a classroom discussion. Maybe your idea of transmedia phenomenon may be a way to explore opportunities offered by the media. For example, teaching students how to write narrative texts when using the Harry Potter books, movies or video games. What I'm describing as transmedia storytelling has been a fundamental part of human expression since the dawn of time. Certainly we need young people to develop a critical understanding of how contemporary media franchises like Harry Potter operate, both recognizing the aesthetic opportunities for authors to construct worlds which are bigger than single texts or even single media, but also understanding the commercial imperatives which are marketing extensions of popular stories to them. And what about social networks, a new widespread medium of communication among young people and also among many adults? One way to understand the new power of social networks is to understand what roles these platforms and practices played in the recent Obama presidential campaign. A traditional political website works by linking individual voters to the campaign; a social network site works by linking voters to each other. At a certain point, Obama's supporters were able to take over much greater control of the political campaign. They could organize local events quickly without having to go through the centralized campaigns. They could pool resources, each member contributing what skills they could, to the shared effort. Once he's in office, they can continue to mobilize in response to public policy debates or rally around other candidates who share their vision of progressive change for the country. What is the role that these networks can play in schools? Schools have long used pen pal programs to connect their students with children from other parts of the world. The deployment of social networks through education allows young people ongoing interactions with a global community of learners who share common interests and goals; it allows schools to dramatically expand the human resources they can draw upon in their ongoing pedagogical activities. As we think of social networks as sites of learning, we can see two levels of pedagogy -- acquiring access to the broader range of expertise supported by the networks and acquiring the skills needed to deploy social networks for a variety of purposes in the future. February 10, 2010
Learning in a Participatory Culture: A Conversation About New Media and Education (Part Two)Last time, we ran part one of a four part interview I did with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. This time, we dig deeper into the concepts of participatory culture and the participation gap and talk about how the new media literacies can impact how we teach literature.
Perhaps there is a generation gap when people use new media. There are certainly generational differences in our experience and comfort with these new Technologies and their affiliated practices. Most adults encountered the computer first in the workplace, where-as many young people encountered it first in the home or the school. They approached it with different goals and expectations which means that they understand it in fundamentally different ways. What could do educators to overcome these participation gaps?
In these new contexts of communication we not only speak about Participatory Culture but also about Convergence Culture. When people in the media industry use the term convergence they are often talking about a technological process -- the bringing together of multiple media functions, the uniting of multiple communication channels through a single device. Imagine say the iPhone as a tool which performs many different media functions -- from playing games to taking photographs -- and connects us to different networks -- from telephone to the internet. That's often what gets described as a convergence device. Are any specific skills necessary to take part of this new Participatory and Convergent Culture? Transmedia navigation is simply one of a range of new competencies which we think schools should be exploring. In a white paper I helped to write for the MacArthur Foundation, we identified a series of core skills and competencies which we think are needed for young people to be able to fully enter the new participatory culture. These skills include the ability to deal with simulations and visualizations, the ability to explore the environment through play and identity through performance, the ability to deploy information appliances and social networks in processing information, and the ability to negotiate around cultural differences encountered in diverse online communities. Project NML has been developing a range of resources to help educators acquire and promote these new skills.Could you explain what are those resources developed in the project New Media Literacy?
Our Learning Library, for example, provides a range of pedagogical challenges (a cluster of activities which allow young people to encounter, explore, experiment with, and ethically evaluate some of the emerging media practices.) which illustrate and embody the 12 skills. The library's resources are modular, so that they can be appropriated and used in a range of contexts from home schoolers to formal educators. They are multidisciplinary so that teachers can take ownership over those skills which are central to their own disciplines and thus we can integrate these skills across the curriculum. Who can use this library? We are encouraging different organizations to develop their own collections for this library and are especially excited at the prospect of educators from many different countries sharing something of their own media cultures and practices through the library, allowing us to explore and learn on a global scale. I'd like to personally invite Spanish educators to try their hand at developing challenges which reflect your local educational and cultural practices.What could be role of the curriculum content in learning new literacies? My philosophy has been to be conservative in content and innovative in method. That is to say, we believe that these skills have something to contribute to even the most traditional of curriculum and that they are relevant across the full range of school subjects. Every field of knowledge today has been reshaped through the changes that have impacted our information environment. Scientists and social scientists for example regularly work with digital simulations and new modes of visualization as they process their data, yet these practices have scarcely impacted the way science and social science get taught in schools. Contemporary artists and writers are deploying remix practices that transform how they think about authorship but these insights about creativity have scarcely made it into the language arts classroom.Could you mention some examples of how the curriculum can be introduced by using methodologies emerging from these new environments? Through our Teacher Strategy Guides on Reading in a Participatory Cultture and Mapping in a Participatory Culture, we've been modeling new ways for integrating these skills into the classroom. For example, our Reading project took the American novel, Moby-Dick, as its starting point, seeking to better understand how its author, Herman Melville, created through borrowing and recontexualizing stories found in Homer, the Bible, Shakespeare, and contemporary whaling lore, as the basis for his own creative expression. February 8, 2010
Learning in a Participatory Culture: A Conversation About New Media and Education (Part One)A few weeks ago, I received a message in the mail from Ariel Glazer at University of Buenos Aires sharing this video, which remixed some footage from the interview I gave to the producers of Digital Nation. In many ways, it captures some of my core themes and concerns better than the PBS documentary and in the process, it helps us make connections with a range of other conversations taking place around the world about New Media Literacies. When I taught my New Media Literacies class last semester at USC, I asked my students to interview a student or teacher about the ways that the issues in our class impacted their lives. Because these students came from many different countries, we ended up with glimpses of what was taking in classrooms from the Laplands to India, from Bulgaria to India. In almost every case, the young people interviewed described deeply meaningful forms of learning which were taking place through their engagement with affinity groups and social networks online, yet they each described school practices which shut off that learning once they entered the classroom. The teachers, on the other hand, talked about struggling to keep up with their students, about a lack of formal training to help them make the transitions being demanded, and about their fears of losing control over their classroom. I wanted to stress the international nature of these exchanges because this week I am going to be sharing with you an extended interview which I did with Pillar Lacasa, a Spanish researcher, who has spent two blocks of time as a visiting scholar in the Comparative Media Studies Program and whose work has been featured on this blog before. Lacasa is a close friend and she knows enough about my work to ask questions which help position it for readers back in Spain. Since this interview will appear later this week in Spanish in Cuadernos de Pedagogia, I asked her if I could share the original English language version here. I hope that this will be of interest especially to the many parents and educators who read this blog and may represent a response to some of the issues raised in the Digital Nation documentary. Children and young people like to spend their free time in front of the screen. Could you give us some good reasons to that could persuade educators to introduce new media and screens in schools At the end of the day, it isn't about the technology. It certainly isn't about the screen per se. It is about the informational affordances and cultural practices which have taken shape around the computer and other interactive technologies. It isn't about the computer replacing the book. It is about a world where students learn with a book in one hand and a mouse in the other, rather than one where they are taught that book culture is so fragile it needs to be protected from the computer. January 26, 2010
Will New Law Block Many Slash, Anime, Manga Sites in Australia?The following guest blog post came about as a result of some e-mail correspondence with Australian researcher Mark McLelland, who described to me some significant shifts in media policy in his home country, Australia, which we both felt should be better understood not only by fans there but around the world. Certainly, the issues around this new internet filter policy have cropped up in many other parts of the world and serve as a helpful reminder that fans need to understand how local, national, and international laws may impact their fan writing practices -- especially those writing and circulating controversial or risky stories. The issues raised here are important ones, especially in the context of an increasingly globalized fan culture. Australia Set to Introduce Internet Filter that Could Block Access to Thousands of Anime, Comics, Gaming (ACG) and Slash Fan Sites Mark McLelland, University of Wollongong In December 2009 the Australian government announced that it would be proceeding with legislation to introduce an ISP-level internet filter aimed at blocking access to material that would be 'refused classification' (RC) under the National Classification Scheme. 'Such material includes child sexual abuse imagery, bestiality, sexual violence, detailed instruction in crime, violence or drug use and/or material that advocates the doing of a terrorist act'.1 A report by three leading Australian media studies scholars also released in December 2009 pointed out a large number of gray areas which might lead to censorship creep and vastly increase the number of sites that could end up on the government's blacklist. These include sites debating the merits of euthanasia, sites set up by community organizations promoting safe drug use, sites for LGBT youth where some participants detail their sexual experiences and sites discussing the geo-political causes of terrorism that cite actual material published by terrorist groups.2 However, so far in the debate, no-one has taken into consideration how Australia's anti- 'child abuse publications' legislation might massively increase the scale of sites requiring blacklisting. How so? Because in both federal and state legislation in Australia 'child abuse publications' refer not just to pictures (whether real or digitally altered) of actual children, but to any 'representation of a person', fictional or otherwise, 'in a sexual context' or 'as the victim of torture, cruelty or physical abuse'. The definition of 'person' is very broad and covers depictions in a computer game, animation, comics, art work and even text.3 Different State legislatures have exhaustively detailed the nature of prohibited representations. In New South Wales (Australia's most populous state and home to Sydney), the Crimes Act 1900 SECT 91FA, states that '"material" includes any film, printed matter, electronic data or any other thing of any kind (including any computer image or other depiction)' (italics mine). The reference to 'any other thing of any clearly leaves no scope whatsoever for imagination and fantasy outside the law. This legislation has been tested in the courts. In 2008 an appeal against a conviction on the charge of possession of child pornography (in this case digitally manipulated images of The Simpsons children, Bart and Lisa) was launched on the basis that cartoon characters could not reasonably be described as 'persons'. In his interpretation of the legislation, Justice Adams disagreed, and upheld the judgement of the original magistrate, commenting: In my view, the Magistrate was correct in determining that, in respect of both the Commonwealth and the New South Wales offences, the word 'person' included fictional or imaginary characters and the mere fact that the figure depicted departed from a realistic representation in some respects of a human being did not mean that such a figure was not a 'person'.4 This ruling is of great importance for Australia-based ACG and slash fans, since it clarifies that in Australia child pornography legislation applies equally to 'fictional or imaginary characters', even in instances when such characters 'depart[..] from a realistic representation'. Given the ubiquity of such representations on both ACG and slash fan sites, it is easy for fans to stumble across material that would put them at the risk of prosecution. As the Commonwealth Criminal Code Act 1995 makes clear, an individual is guilty of an offense if said individual, among other things, 'uses a carriage service' to access child-pornography material, cause the material to be transmitted, distribute, publish or otherwise make the material available.5 Hence Australian fans of ACG and slash who routinely access sites that may contain or link to representations of under-age characters in sexual or violent scenarios run the risk of arrest, prosecution and entry into the sex-offenders' list. This material is already illegal to create, posses, access or share in Australia, but once the filtering legislation is enacted it will become difficult if not impossible to access these fan sites from Australia. But surely this is the price we must pay as a society to fully protect our children? Is it not the case that allowing even fantasy representations of child sex creates a 'climate of acceptance' that encourages the acting out of the real thing? This is certainly the government line and those who have spoken out against the censorship creep endemic in the filter proposal have been criticized for failing to 'think of the children'. However, if we look at some scenarios of content that may be blacklisted this naïve media effects argument makes little sense. Take for example, the massively popular 'Boys Love' (BL) fandom, a genre of anime, manga and illustrated novels originating in Japan in the early 1970s which imagines sexual interactions between 'beautiful boys' (in this context adolescents). In Japan, Boys Love novels are sold in high-street stores, circulated at fan conventions and shelved in public libraries. This fandom went global in the late 1990s and now has a massive fan base in China, Korea and North America - the US even hosts a Boys Love convention - Yaoi-con 'A Celebration of Male Beauty and Passion in Anime and Manga'. There are over 52,000 Google hits for "Boys Love manga" in English alone. These stories are overwhelmingly authored by women for an audience of young women and schoolgirls - but don't imagine these to be manga versions of Harlequin romances, for as fan scholar Kazumi Nagaike points out, 'BL narratives include all kinds of sexual acts, such as hand jobs, fellatio, digital penetration of the anus and S/M'.6 If Japanese schoolgirls can handle fantasy depictions of boy-on-boy sex without turning into raging pedophiles, you'd think that Australian adults would be able to look at these depictions without going off the rails? Apparently not. Let's take as another example, 'Wincest', that is, imagined sexual scenarios between the two Winchester brothers in the hit TV show Supernatural. 'Wincest slash' turns up 109,000 Google hits - a lot to filter out. But surely Wincest is OK because the brothers are adults? Not so, because under the existing classification system 'incest fantasies' are refused classification. Hence, although it is not currently illegal to read Wincest in Australia, since incest merits an RC category, Wincest is eligible to be placed on the blacklist to be filtered out. Again, I would be interested to see research into the Wincest fandom that could establish links between these fantasy narratives and the increase of actual incestual relations among the fandom. But maybe these concerns are just a storm in a tea cup? After all, the proposed filter blacklist is to be compiled on a complaints-based system. The government is not proposing to recruit an army of censors to track this stuff down (and given the scale it would require an army) but has instead entrusted the Australian Media and Communication Authority (ACMA) to investigate and make referrals to the list on the basis of complaints. Surely no-one in their right mind would waste ACMA's time referring BL stories of boys bonking or Sam and Dean Winchester getting it on to ACMA? Sadly, this is not so, as we saw just a few years ago in the 'Great LiveJournal StrikeThrough of 2007'. This saw the mass deletion of fanfic blogs containing, among other things, Harry Potter slash (because of its underage content) and Supernatural slash (because of the incest). The take down was prompted by threat of legal action against the site's administrators launched by a right-wing Christian group, Warriors for Innocence, who accused the site of harbouring material that promoted 'rape, incest and pedophilia'. The administrators suspended a large number of journals based only on key words listed in their profiles and without checking for the context. The majority were fan sites but others included support sites for sexual abuse survivors.7 Although an instantaneous and massive backlash by fans saw the administration reverse their policy and reinstate most of the deleted material, such a balanced approach could not eventuate in Australia. As outlined, the law in Australia is clear, the material discussed above would be refused classification because of its content and as such would be eligible for the blacklist. Australia has no First Amendment rights to freedom of expression. End of story. This makes Australian fans and the academics who study fandom extraordinarily vulnerable to right-wing pressure groups. If the filter proposal becomes law, it could shut down Australian fans' engagement with broad and well-established international fandoms. The filter will also make it impossible for Australian academics to study ACG and slash fandoms, at least while they are resident in Australia. This would result in the absurd situation that academic inquiry carried out routinely in the US would become impossible in Australia. Critics of the proposal have highlighted how introducing this level of internet filtering will place Australia in a similar category to states such as Iran and Saudi Arabia. Where fan activities and fan studies are concerned, this is no hyperbole. 1. Consultation Paper, 2009, 'Mandatory Internet Service Provider (ISP) Filtering: Measures to Increase Accountability and Transparency for Refused Classification Material', December, available online, (accessed 16 January 2010).
November 11, 2009
Counting on Twitter: Harvard's Web Ecology Project (Part One)Anyone who has read my blog long knows that I am not big on counting things. Some of it is that I have math anxiety -- a serious vulnerability for someone who spent the first 20 years of his career at MIT! Some of it is that I think people often act as if counting things is the same thing as analyzing things or that the only things that count are things that came be counted. I often wage a one-man struggle against the push to quantify the universe -- perhaps as if (arbitrary science fiction reference warning) the world would end if we could just capture all of the billions of names of God. That said, I am finding myself mellow more than a little now that I am at USC, am watching my former graduate students struggle to grasp quantitative methods, and getting to know some of my office mates and colleagues who count things for a living. And there is a particularly value in trying to understand the scale on which certain changes in our communication environment are occurring -- at least to capture some order of their magnitude. And that's why I have been following with some interest the emergence of a research team at Harvard focused on understanding Twitter and its place in the "web ecology." Many members of the team are graduate students I worked with in a range of capacities during my time at MIT and have come to value their insights into digital media. Their data is already helping me to reframe some of the thinking I am doing about spreadable media and knowing how many people come to this blog now through my tweets, my bet is that you will find what they are doing interesting as well. In this first installment, the responses come from Dharmishta Rood, who I met through the Knight news challenge a few years ago and who took several of my classes during my final year at MIT. I featured one of her essays on the blog last spring. Next time, she will be joined by some other members of the research team.
We summarize our research by the statement that Web Ecology studies the relationship of the nature of data and the behavior of actors on the internet. What can you tell us about the core methodology you are applying to understanding how Twitter works? We try to break down Twitter into quantifiable interactions. We understand that there are many factors outside of Twitter--both time specific, such as breaking news, the hour of a TV show or a holiday, but also new trends and information being spread throughout the web. We try to look at all of it within the ecosystem of Twitter itself. At Web Ecology we try to look at what we can measure--namely retweets, mentions, @replies, #hashtags and common keywords within the sea of tweets. Some of your earliest results dealt with the role of Twitter in the aftermath of the Iran elections. What kinds of data emerged from your investigation? What did that tell us we didn't already know about the twitter traffic surrounding these events? Our report cites much of the popular media that both creates the term yet also criticizes the hasty declaration of a "Twitter Revolution" in Iran.
How important is retweeting to the ecology of the web? Within twitter specifically, retweeting is only one of the many ways people can interact with content. It becomes important when new audiences see content from users they do not follow, but another important feature of Twitter is search. Users following a particular topic of interest can come across new content to consume and share. What do you think Twitter is doing that is different from other kinds of social networks? Twitter allows users to follow one another asymmetrically, meaning that users do not have to follow those that follow them. From this an interesting dynamic emerges wherein follower counts are meaningful in a separate way than the number and type of people a user follows. A user is often valued more for the amount of followers--an account with immensely more users they are following than follow them is likely spam, whereas a user like Ashton Kutcher (@aplusk) only follows ~300 users but has almost 4,000,000 followers.
Dharmishta Rood is Director of Research Relations at the Web Ecology Project and a recent graduate Harvard's Graduate School of Education. Her work deals with large scale and interpersonal communication systems like social networks and news. These types of platforms allow users to generate and consume information in ways that further social connections and learning. She is a 2008 Knight News Challenge winner for Populous Project, a free and open-source platform for online news, holds a degree in Design | Media Arts from UCLA and is a Fellow at the Center for Future Civic Media. She tweets @dharmishta and blogs at dharmishta.com. November 9, 2009
Click Click Ranger: A Transmedia Experiment for Korean Television (Part Two)Circular Nexus of Screens Why does Click Click Ranger need this complicate maneuver over multiple forms of screens, and for what purpose? In order to dissect the discursive logic behind this nexus of screens, we need to understand the current configuration of these screens in Korea. Mobile Phones: The prodigy of Korean IT mythology. Click Click Ranger's experiment of incorporating the mobile phone into a television show directly corresponds to the recent development of Korea's mobile phone industry in the convergent media paradigm. Since ETRI and the consortium of corporations launched the world's first commercial CDMA mobile phone service in 1996, Korea has been a step ahead in exploring CDMA based technological innovations and the latest mobile media services including mobile TV (DMB: Digital Multimedia Broadcasting) and Wibro (the first wireless high-speed broadband). Following SK telecom (the major wireless network provider in Korea)'s 3G mobile content service June in 2002, Korean wireless companies have explored the diverse forms of mobile multimedia content. I conveniently categorize content for mobile phone into two types: "migrated mobile content" which refers to repurposed and repackaged content from conventional media and "original mobile content" that is initially produced for mobile screen devices such as mobile cinema and mobile drama)(Ok, 2008). In the midst of industrial effort to find the 'right' content for mobile screen, these new hybrid forms of moving images explore the aesthetics of convergence that continues and at the same time disrupts the conventions of existing media forms. Mobile TV has expanded the horizon of the mobile screen by combining mobile telecommunication technology and broadcasting. While mobile phone content service and Mobile TV serve as extended venues for conventional media, the conventional media have also tried to incorporate mobile screen technologies into their formats in many different ways. Overall, the most heated concern for both parties is how to develop 'new' content that fit the condition of media convergence, which is often expressed as a 'media big bang' and 'content war' in popular media in Korea (Kim & Lee, 2005). Click Click Ranger is an early attempt to tackle this challenge on the television network side, which continued to the fever of UCC (User Created Content). Following Click Click Ranger, other television networks and popular media organizations launched similar programs such as SBS's "Uporter" system. Literally, "Uporter" means "ubiquitous reporter" and it mobilizes citizens to capture news on the street with their digital camera or mobile phone camera, which are then selectively shown through regular News shows on SBS. Click Click Ranger's use of mobile phone imaging directs attention to the multifaceted nature of the mobile phone. Notably, MSM (multimedia short message) which allows users to attach pictures or short video clips to a mobile phone message is generally discussed as a private communication tool or a vehicle to expand private space with the combined practice of blogging. Although the formation of shared 'community'- whether it is exclusive or relatively open to the general public- has also been discussed, the prevailing assumption is on the practice of 'private imaging' among individuals. Compared to this model of private imaging, Click Click Ranger's adoption of mobile phone imaging is closer to and continues the practice of "citizen journalism" only with changed technologies- from the (video) camera and to the mobile phone-. Hence, while being true to the technological premise of the medium that provides 'personal mobility' (for the mobile rangers and citizen reporters), their mobile phone imaging resides in and further serves to reinstate the value of the public. Most of all, it is the particular use of the outdoor screen with the mobile screen that distinguishes Click Click Ranger from other home-video shows or citizen reports programs and enables it to construct a broader discourse of the 'public space' out of mobile screen usage in Korea.
City Hall Square during World Cup Soccer in 2002 Okay. Click Click Ranger was able to find a way to connect the mobile phone to the television. Now, what makes this nexus of screens unique is the presence of the large LED screen as an integral part of the television show. Simply put, in Click Click Ranger, the large LED Screen technically functions as an additional outdoor TV to broadcast its program. Although the use of the mobile screen is also equally unconventional, the potential of mobile phones as screen media has already been explored in diverse ways. Yet the large LED screen, in spite of its ubiquity in urban landscapes of the global metropolis, has received little attention in the conventional media industry other than in the outdoor advertising business. Becoming one of the latest form of screen media, the Large LED screen not only succeeds the function of the commercial or public advertising that outdoor billboards once fulfilled but also continues the visual pleasure of the urban spectacle. Since 2000, the LED screen in Korea was moved from the category of 'outdoor advertising' to the 'LED display screen broadcasting,' becoming one of the 'broadcasting-telecommunication convergent media' that would be governed under the new broadcasting laws. Compared to the traditional TV at home, the experience of outdoor TV is deeply conditioned by the material condition of place, as TV screen is usually an implemented part of the architectural surroundings. That is, the location where outdoor TV displays, whether it be waiting room, subway/train station or rooftop of building, tends to predetermine the content and flow of content on outdoor TV screens. At the same time, the meaning of place is also rendered by the viewer's activity of watching TV: If in Seoul, the subway station might turn into a living room momentarily for the passengers who enjoy entertainment show clips on ubiquitous screen panels installed inside the train and/or waiting area, beyond its practical functions. In Click Click Ranger, it is the symbolic meaning of 'public space' (as in the location of Seoul City Hall) that the commercial LED screen in City Hall Plaza embodies and that Click Click Ranger systematically appropriates and reproduces. Then, why is the location of Seoul City Hall Plaza crucial for linking up-to-date screen technologies? Physically located at the busy intersection of the political and economic center of the downtown Seoul, the Seoul City Hall Plaza has served as a central place for many important national events. By running the show on the rooftop of city hall building following the fashion of 'live news report on spot,' Click Click Ranger successfully appropriates the sense of 'liveness' and intentionally adds 'moral weight - news-worthy-ness-' to the clips. This simulated urgency and liveness that supports the show's goal of being connected to everyday realities of Korea is intensified on the symbolic level since for Koreans the Seoul City Hall Plaza is the emblematic center for national identity as manifested during the World Cup Soccer tournament in 2002. The image of the Seoul City Hall above illustrates the scene of World Cup Soccer frenzy during which, with the unexpected achievement of the Korean national team going on to the semi-final, crowds gathering in front of the large electronic screens to cheer reached the point of becoming a nation-wide ritual. The intensity and enthusiasm represented by the image of the 'wave of Red Devils' (the official name of Korean team supporters as well as the icon of 2002 World Cup) left an unforgettable impression on Korean popular imaginary. In fact, many Korean scholars agreed that World Cup Soccer frenzy in 2002 does not simply reflect interest in a national sports match but rather represents a demarcating historical moment in Korean society- a culminating point to celebrate regained national pride and strength after the collapse of the economy in 1997. More interestingly, the 2002 World Cup syndrome parallels the increasing self-awareness of Korea's position as a world- leading player in the global information technology industry. It is not a mere coincidence that the 'mobile phone' and the 'screen' were two of the primary export products of Korea at the time. Led by the semi-conductor chip, various sorts of screens (PDP, LCD/LED screens, computer screens, and the traditional electronic screens) and mobile phones ranked among top three export products in 2005 (Ministry of Information and Telecommunication, 2005). The first pivotal moment when large LED screens came into the public media awareness in Korea was also around the World Cup Soccer in 2002, when it served as a key display venue for broadcasting the Korean national team's matches in public places. The large LED screen that Click Click Ranger deploys is one of the several LED screens that drew large crowds around Seoul City Hall Plaza. In its pilot episode, Click Click Ranger explicitly delivers this intertwined discourse of the screen and the nation. The show dwelled on the significance of City Hall Plaza by inserting clips of City Hall Plaza scenes during World Cup Soccer 2002 and charts with the statistics of mobile phone exports sales. In this way, the culturally accumulated meaning of the particular place of Seoul City Hall Plaza- a center of the civil and nationalistic ideology- enhance Click Click Ranger's attempt to replicate the sense of 'liveness' of live broadcasting and foreground the 'collective' meaning of being networked. All Together: Networked Public in Wired Korea Overall, Click Click Ranger represents multilayered meanings of the physical and the discursive movements of images within current Korea: images migrate from the 'micro' screen to the 'macro' screen, from private space to public space and as a result, individuals are assumed to occupy the position of citizens. For instance, in Mobile Ranger, the implication of 'private imaging' constantly changes as it travels across diverse screens: from private imaging to public exhibition on outdoor screen, and back to the private viewing on Mobile TV. In this circulation, mobile phones and Mobile TV, which represent personal screen devices, are mobilized into the formation of 'public space' by conventional media. By creating public space within the domain of private space, Mobile Ranger inevitably questions the fixity of the boundary between private and public space which is considered to be contingent on the specificity of media. When the show is eventually broadcast in mobile TV, the flexibility of the public and private space becomes more intensified. Due to the mobility given to the viewer, the previously established and spatially fixed 'public' dimension of the outdoor screen in city hall square is disrupted as the diverse viewing situations of individual Mobile TV viewers multiply the meanings of space for themselves. In the end, Click Click Ranger's complicated exhibition process does not simply aim to increase the pleasure of experiencing images, but to foreground the very technological competency of appropriating new technologies. The realization of the idea of 'connecting' these up-to-dated screen technologies symptomatically reveals the social discourse about the importance of 'networked public in wired Korea'. Considering that mobile technology becomes a source of national pride, the cultural use of mobile technology in Korea, especially mediated through the conventional media practices, often invites the individual to the formation of national identity. Not only doesClick Click Ranger resonate with the popular techno-nationalistic discourse around the mobile and new media technologies but it also reproduces it through its construction of imagined citizen within networked screens. In this way, mobile phone imaging meets television and the outdoor screen in City Hall Plaza and in this more or less blunt self-explanatory gesture, Click Click Ranger conjures up the mobile phone exactly at the center of the 'current' Korea. Works Cited
Kim, Taek-Hwan & Lee, Sang-Bok, Media Big Bang: Korea changes, (Seoul, Korea: Knowledge Supply Publishing Company, 2005) Jenkins, Henry, Convergence Culture: Where Old and New Media Collide, (NYU Press, 2007) McCarthy, Anna, Ambient Television: Visual Culture and Public Space, (Duke University Press, 2001) Ministry of Information and Telecommunication, "Suchiro Bon IT 2005 ( IT 2005 by Statistics)," 29 December 2005. Ok, Hye Ryoung, "Screens on the Move: Media Convergence and Mobile Culture in Korea," ph.d dissertation, Department of Critical Studies, School of Cinema-Television, University of California, 2008 HyeRyoung Ok is a postdoctoral researcher at the University of California Humanities Research Institute, Irvine, working for the Digital Media and Learning Hub. Currently she is carrying out research for the Public Participation Research Network led by Joe Kahne. As a cultural studies scholar, HyeRyoung looks at newly emerging transmedia culture from interdisciplinary perspective, with a focus on the transition of cinematic tradition to digital media, mobile media culture, and transnational flow of cultural content, particularly in East Asian context. November 6, 2009
Click Click Ranger: A Transmedia Experiment for Korean Television (Part One)I am offering today's post as part of the ongoing conversation I've been having throughout the semester about transmedia storytelling practices. Below you will find the first of two installments written by HyeRyoung OK, a recently minted USC PhD, who I have met through my work with a new MacArthur Foundation Research Hub on Youth, New Media, and Public Participation. She has done some groundbreaking research on the deployment of transmedia practices in Korean television, projects which have gotten very little attention on this side of the world, but which have a lot to offer as an alternative model for how mobile technologies and public space can be deployed as part of a transmedia strategy. Click Click Ranger: A Transmedia Experiment for Korean Television By now we all know that the mobile phone is not simply a phone anymore. Since its introduction, the mobile phone has evolved into something that constantly broadens and transforms its boundary. Indeed, it is one of the most convergent media devices available that materializes the paradigm of media convergence. In most countries where mobile technology is widely adopted, the mobile phone is rapidly becoming a new outlet for traditional media industries responding to the "visions of wireless phones becoming hand-held entertainment centers." Yet the mobile phone's entry into the existing media environment is not a natural and homogeneous process. Continuing, disrupting, and mixing existing media practices to a newer form, rather, it came to terms with conventional media in heterogeneous ways depending on the socio-culturally specific contexts. Then, here comes the story of the mobile phone in Korea, the country recently known as "IT powerhouse" where the adventure of the mobile phone ever continues. The mobile phone in Korea is literally a focal point where technical, industrial, and cultural innovations to explore the 'newer' forms of media service converge (see my blog posts on general review of Korean IT practices). What is particularly unique about Korean mobile culture is the continuing emphasis on the potential of mobile phones as 'screen' media. It is not surprising phenomenon considering the weight of 'screen' related - all dimensions of hardware and software - industries in Korean society. I would like to illustrate how the mobile screen is positioned in the flux of these transmedia experiments across new and old media in a culturally specific way through the case of Click Click Rangers: aka Mobile Rangers, an entertainment program on channel MBC in Korea. Click Click Rangers: aka Mobile Rangers, is an interesting case that shows how the media content is designed to be produced/consumed based on the principle of "connecting" multiple forms of screens: mobile screen, television screen, and outdoor LED screen. Click Click Ranger is one of three sections in the popular Sunday prime time entertainment show, titled !: Exclamation Mark which was broadcast from December 2004 to August 2005 on channel MBC - one of three major television networks in Korea. In Click Click Ranger, the mobile screen is used in two significant ways: mobile phone imaging for moving image production and mobile TV for moving image circulation. Although it was short-lived, this show set up a model for employing mobile phone technology thematically as well as formally into the television program format and inspired other shows in competing networks. As a prototype, Click Click Ranger raises several interesting issues on the relation between new media technology, the existing media conventions, and culture. Taking Click Click Ranger as a starting point, let's begin to explore how Korean television mediates the mobile screen as part of the larger outdoor screen culture and thus complicates the issue of 'convergence of spaces. Click Click Ranger (aka Mobile Ranger): Capture Korea's Today Click Click Ranger's catchphrase of "Capture Korea's today" literally and symbolically sums up the goal and the structure of the show: To report the present realities of Korea. In terms of content, Click Click Ranger presents several short video clips of anonymous do-gooders and misbehaviors on the street in a fashion similar to citizen reports. These clips are captured and sent by random citizens and "mobile rangers," a group of pre-selected young college students and volunteers (in total, 100 members). Technically, mobile rangers and anonymous participants capture videos on the street and send clips 'in real time' to the studio while the program is being pre-recorded. It is reported that ninety percent of participants use a mobile phone camera and send clips through the wireless internet on their mobile phone. Most interestingly, Click Click Ranger adopts a multi-screen format of display that tackles the paradigm of media convergence by manipulating the 'flow' of content across media (Jenkins, 2007). The clips captured by mobile phone camera and selected for showing on regular television are simultaneously broadcast on a large LED screen installed over Seoul City Hall Plaza. In fact, the program itself is shot on the rooftop of the city hall building, where two MCs run the show as if they were news reporters as is illustrated in the picture above. Hence, what the viewers on a regular television set at home actually watch are alternating shots between the outdoor screen display, the MCs, and small video clips in quick-time movie format. Later on, the program re-runs on Mobile TV, particularly on the channel BLUE of Satellite DMB (Digital Multimedia Broadcasting) service on the following Monday. Following this path, the clips of Click Click Ranger finish their journey from the street to multiple screens encompassing all hot spots ('hot screens') in the current mediascape of Korea as diagram below illustrates.
Creating the Public: Private Imaging and Public Exhibition To the savvy viewers, who got used to all sorts of strategies to utilize the mobile phone for the television show by now, early attempt of Click Click Ranger may not look so fresh. What makes this show unique is the way in which it attempts to employ the mobile phone, an icon of personal media, in the service of constructing the 'public space' within a commercial entertainment. As a matter of fact, from the beginning, ! : Exclamation Mark has built a reputation for being a 'public value concerned entertainment' program. Previous and current sub-sections of the show have adopted 'human documentary' or 'news report' format in which show hosts visit and follow various people, with the goal of promoting the 'good civilian life and consciousness' in the fashion of a public service campaign. So far, its campaigns have been successful in generating issues in public discourse and have had real consequences in social life in Korea. Some of its famous campaigns include: "Let's read books," "Let's obey the traffic sign," "Let's eat Breakfast," "Street Lessons," "Open your Eyes (Donation/Transference of cornea for the blind)," "Asia Asia (Illegal worker's home visiting project)" and so on. Partially, the show's strategy to foreground public good within entertainment content reflects the unique hybrid characteristic of its network, MBC: MBC is private but at the same time closer to a public broadcasting network. It runs as a private company but is in fact indirectly owned by the government (by KBS, a major public network) and under the direct control of the Commission of Television Broadcasting. This dominant discourse of the program not only circumscribes the content of the clips in Click Click Ranger but also affects its program format. Typical clips of Click Click Ranger would feature various incidents such as violation of minor civil laws, misdemeanors, or good samaritans who help weak, elderly people at the subway station and so on. In each episode, if the best citizen is chosen among the good samaritans, the show's host calls up the mobile ranger on the scene and runs to there to give the samaritan a reward-a golden badge.
October 27, 2009
Transmedia Tacos? You Bet!
Of these papers, this one by Benjamin Burroughs caught me by surprise, since it is exploring the way that transmedia tactics are moving from the entertainment industry to other sectors - in this case, the food industry. Here, Burroughs describes the ways that a local LA vendor has become the source of fascination for highly wired local residents, creating a mystique and perhaps even a mythology around the migrations of a taco truck. Indeed, as this paper suggests, I started to hear rumors of this truck before I even moved to LA, suggesting that the spread of this information extends well beyond the local community. I would be curious to know whether readers can point to other examples where transmedia strategies are being deployed to create or promote local brands. Transmedia Tacos: Hybridity, New Media, and Storytelling The first way I ever heard about the legend of Kogi begins with two ever-present facets of my life, hunger and late nights. While deliberating on where to possibly satiate this beastly hunger at such an hour a group started talking about food and re-telling experiences of recent adventures in dining. This is where I was told about the Kogi myth. Uncle John (no relation, a local Hawaiian title for esteemed family friend) told my wife and me about his first trip in tracking down an elusive Kogi kimchi taco. He explained that the truck stops at different areas and, despite being hesitant, he agreed to go with his friend to get this taco he heard so much about. He said when his friend took him to the spot there was a really long line. He waited in the line for a half an hour and then an hour and just as he was going to get a taco they ran out. I was not only puzzled but stunned that an engineer like Uncle John was going to wait that long for just a taco. He said they go to a place and serve until they are out of meat. I found it silly to a certain degree but promptly looked at my wife as if to say, 'I got to get me one of those kim chi tacos' (and I don't even remotely like kim chi). That began our first foray into searching out the 'Kogi dragon'. I googled the thing, read the website, looked up its twitter feed, jumped in the car and literally tracked its movement to a place in Little Tokyo not far from our apartment. Uncle John would no longer be the only privileged purveyor of information. When we arrived I was awed, a huge crowd of people--a diverse cross section of Los Angelenos had converged on this taco stand at just after 11 pm at night. We waited in that line for what seemed like hours (because it was!) and I tasted the forbidden elusive fruit for the first time. I hate kim chi and cilantro but oddly enough I really like these tacos, especially the short rib tacos and kim chi quesadillas. Seriously, you should go try some. So what could be remotely transmedia about a taco? How can a taco be conceptualized as an integral part of the transmedia storytelling process? It's just a taco not a new medium, right? As we unpack the buzz surrounding this purported new media innovation, we hope to uncover through our own personal familiarity how this tiny truck stand is blazing a path for transmedia possibilities in food distribution and consumption. It is important to note that we are not looking at a mature transmedia franchise but are looking for where this my take us in an attempt to synchronize the transmedia model to more seamlessly sew together online and offline disjunctures as well as multiple media platforms. Transmedia Mechanics Kogi is first and foremost a truck and it is safe to understand the stand and its food content as the 'mothership'. Trucks are one of the oldest modes of food distribution and taco trucks have a particularly rich tradition. With a truck you can constantly be advertising and the truck can construct a unique dialogue with the consumer saying--look, we are one of you, we drive around to the same places and serve you food in your own locales. We are not different, abstract entities or identities but part of the community. However this form of appeal has seemed limited, trucks as the primary form of food distribution as a business model have largely been untenable, especially in terms of franchising and expanding a company beyond a particular locality. Kogi's uses of new mediated technology and multiple platforms of this technology have attempted to bridge the gulf between the producer and consumer. No longer is the chef a distant 'other' in the back of a large restaurant but is now in close proximity and spatially there is the perception of closeness. Taking the food to the streets takes on a form of renaissance--a return to a perhaps mythic, forgotten age when food was more interactive and participatory. The truck not only gives a sense of 'street cred' and raw authenticity associated particularly with Mexican taco stands (eating 'real' Mexican as opposed to Taco Bell, although Taco Bell has now gotten into the mobile taco stand game as well, mimicking the perceived success of these start-up franchises). Kogi also has a certain novelty about it because of its manipulation of new technology. Mobile food stands are not new to the cultural food landscape, but this recent re-articulation has been acclaimed as such because it is not just building a relationship with one community but enables a linkage to the cultural heartbeat of an entire city, even one as vast and diverse as Los Angeles. If we understand transmedia as the reading of multiple texts that help to tell a larger story can we not see the truck as a text not only in its self promotion and banners but in its very form? The truck is speaking to an age of increased mobility, flexibility (flexible specialization), and fluidity in our culture. Can we not read the taco as a text that speaks to the hybridity of a culture and society where Korean kim chi and Latino tacos are representative of larger forces of cultural fusion? Lastly, as we learned on the very first night of our taco pilgrimage, there is a sociality present in these long lines. These crowds identify and interact with each other, relating experiences with the food--what one should try, particular favorites, where else one could eat in a great blending and sense of communal participation inherent in any vibrant, lasting transmedia franchise. These sorts of informal media channels can and perhaps should be included to enlarge our understanding of transmedia. In our Kogi example this form of knowledge exchange and 'encyclopedia capacity' (Murray 1999) exists less in mediated spaces than other transmedia franchises but there is certainly potential for future transmedia food projects to explore more deeply how to connect consumers in the purely online context. Again, however, it seems important that we not de-value the informal gift exchanges of information that happen in specific communal contexts such as the public practice of waiting in line. This brings us to the next transmedia component: an online presence. So we have the taco and the stand and even the line as transmedia extensions but what ties these together is the utilization of new media technology. ' First you have the Kogibbq.com website run by the sister of one of the founding members, Aliiiice (this is how her screen name is presented on the blog). Interestingly enough, she lives in New York. She has her brother send her pictures of the food as she updates the community on what is going on with Kogi, portraying an interactive story of the growth and some of the inner workings of the company. She makes things very participatory, engaging the audience by allowing the community to help decide on the names of the new trucks, introducing the personalities of the staff, and explaining the stories behind new foods coming out. This is where Kogi adds a level of seriality (Haywood 1997). Not only is seriality built into the food process, wanting to eat more after chowing down on a tasty morsel but Alliiice gives you the latest creation from chef Roy Choi so you have a reason to go back every week. People like what they have already eaten so when presented with a new concoction they are hooked into coming back. This is also the logic behind the majority of food advertising but such grand productions lack the intimacy and trust that Alliiice has massaged by being close to the community. She participates quite deeply with the readers of the blog, often commenting herself in the comments section of the blog in a very personal and 'real' manner. What is most compelling however, is not only the intimacy, but the descriptions of the food. I have on more than one occasion sought out the truck because of what I had read. Sometimes the food is a one day special, so you are literally compelled by the pictures and descriptions to not miss the food served only on that particular day. I am currently thinking about needing to go and get the 'Ride or Die Sweet and Sour Chicken' I just read about. These are essentially food stories, narratives that shape our encounter with the product and add layers of meaning to that experience. Recently this story was put on the website about a Cuban pressed pork dish. Alliiice writes: "Once upon a time, there was a bun of Pan BLanco. A piLLow-soft, innocent loaf of angeLs' bread fresh from the warm confines of a simpLe baker's oven. It is hard not to get hungry just reading that. But this is not the only level of storytelling that is going on. The use of Twitter has moved these stories from static places online to dramatic emotion laden episodes that one can act out as adventures. A series of youtube videos sprung up around the beginning of Kogi as part of its marketing strategy but also spontaneously as active audiences filmed and put on the web their own personal treks to find the Kogi tacos.
The twitter feeds make this very participatory. There is an emotional resonance when people are given a space to play and perform as audiences feel empowered to collect the information and connect the dots of where the truck will be at any given place and time. There is a certain degree of prestige in uncovering the buzz, but also great pleasure in sharing that gift in and through social exchanges. This is mobile hypersocial technology (Ito 2008), as twitter allows for a conversation never before possible. Twitter feeds and tweets tell about the truck coming to an area, if it is stuck in traffic, if the cops made them move to a new area, or if they ran out of food for the day. People want to collect this information and have that 'insider' information on the next big eating thing. This knowledge is especially valued in eating circles as a form of status and coolness associated with the pooling of privileged information. Transmedia Futures and Cosmopolitan Aesthetics Food is compelling; it is an integral part of our lives. Although not being altogether obvious, it is not too far a stretch to contextualize the purchasing, eating, dining--the consumption practices of food as interwoven in the very fabric of our lives. Food is conducive to good stories. Food is universal and ubiquitous; we all eat (although economic and cultural stratification are prevalent and important processes beyond the scope of this paper). The consumption of food is often a highly public, commercial enterprise. Food consumption is a hypersocial activity. Living in an age of convergence culture (Jenkins 2006) where consumers are the point of convergence, appropriators and re-mixers of form and meaning, how will this shape our relation to something as recurrent as eating? A convergence culture is participatory and demands for the reorganization of production. Kogi is a small example of the new spectatorship that creative artists can maneuver to empower a deeper synergy between production and consumption (or future prosumption) as chefs and diners, food critics and passive consumers can all benefit from the increased connectivity and emotional resonance afforded through transmedia productions. What is going on is the sharing of privileged knowledge and information conveyed as a narrative construction. Perhaps we really are what and how we eat. Kogi can be representative of larger shifts and cultural trends. It is a Korean and Latin fushion cooking driven by new mediated technologies and platforms that allow for increased sharing and participating. Transmedia has a certain cosmopolitan aesthetic and democratic participation that should be cultivated as we move further into the hybridity and diversity of a networked world. Sources Ito, Mizuko. 2008. "Networked Publics: Introduction." Pp. 1-14 in Networked Publics, edited by K. Varnelis. Cambridge, MA: MIT Press. Henry Jenkins, "Searching for the Origami Unicorn: The Matrix and Transmeda Storytelling," Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), pp. 93-130. Janet Murray, "Digital Environments are Encyclopedic," Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Cambridge: MIT Press, 1997), pp. 83-90.
September 2, 2009
Youtube in the Amazon: Rural Peru's Transition to the InternetThe following account will appear later this month in an issue of In Media Res, the newsletter of MIT's Comparative Media Studies program. It was written by Audubon Dogherty, one of the graduate students I am working with this year. She is affiliated with the Center for Future Civic Media, which is funded by the Knight Foundation. Youtube in the Amazon: Rural Peru's Transition to the Internet We arrived in Cajamarca in northern Peru just in time for an information and communications technology (ICT) training session for local internet entrepreneurs from rural villages across the country. The training site was picturesque - a large house surrounded by cows, streams, mountains, dirt. The minister of technology was in attendance, as was the project manager from FITEL - a public fund distributing subsidies to national telecommunications companies to set up wireless internet in thousands of villages - as well as representatives from various NGOs. I had come to film some of the trainings and try to get a sense of how technology for development was being implemented. All this was part of a documentary I was making on the use of new wireless internet in extremely rural areas of the Peruvian Andes and Amazon, a project funded in part by the Carroll Wilson Award via MIT's Entrepreneurship Center. An old friend of mine had become the chief project manager for Rural Telecom, a Peruvian company based in Lima. The company had won a government subsidy to provide internet and basic tech and business management training to people in 2,000 rural villages, locals who volunteered to become entrepreneurs and start their own internet "cabinas" or cabins. The idea was that cabina proprietors would independently finance the purchase of a few computers (often by selling cattle or taking out bank loans), and Rural Telecom would build a wireless tower to provide internet access and sometimes public pay phones, then conduct an initial training with end users in the community. Entrepreneurs would charge a small hourly fee for local internet users, often young people, which they would use to pay monthly connection fees (about $40 USD) to the telecom. The project, dubbed Banda Ancha Rural, began in 2007, and I had come to assess its progress and the impact the internet was having on communities. Due to safety and language concerns, I hired Maurice, a bilingual Peruvian photographer and videographer, to accompany me on the trip and help conduct interviews in Spanish with entrepreneurs. He was an invaluable asset, but neither of us really understood what we were getting into. Over the course of six weeks, we spent endless hours on buses, planes, taxis, four-by-fours and hiking on foot to visit communities in Andean regions (Cajamarca, Huancayo), rural areas outside Lima (Cañete, Huaral) and tribal areas in the Central Amazon (Satipo, Pangoa). I had expected to find mixed reactions by villagers: perhaps the adults are wary of the internet and computers, I thought. Perhaps they don't feel it's valuable for agricultural societies. Perhaps some entrepreneurs have gained advanced skills from the technology trainings and are now using the internet to sell their goods online and improve their local economy. Perhaps they've learned to blog but don't want to write about their village because they're not interested in encouraging tourism. I was wrong about all that. What we did find were communities that had embraced internet implementation, understood its value and its potential for education and business development, but who had not received enough training to fully utilize internet services and most often had huge problems with the wireless connection. We visited over 40 villages, more than half of which had slow or broken connections. But telecom representatives had no idea there were problems because the government subsidy they received was not sufficient to cover further technical assessments or in-person trainings for every internet cabina, especially since these communities were often difficult or impossible to access by public transportation. And the communities that did have working internet still needed help promoting its use since their financial intake was usually barely enough to break even after paying for electricity and internet. To counter this, Rural Telecom has endeavored to forge private contracts with NGOs, universities and technology corporations interested in supplementing funds for the project. They also hold ICT trainings a few times a year for groups of internet entrepreneurs who have the time and money to attend. Presently they are beginning a pilot project to provide online trainings (via the open source platform Moodle) to 120 entrepreneurs with reliable internet connections. 'Critical Hub' for Learning What struck me was how internet proprietors see themselves: sure, they are entrepreneurs running a business, but they also see themselves as contributing to the cultural and technological development of their community. A majority of cabina owners define themselves as educators, responsible for training children and young adults in media literacy. Most villages have one local school, usually without internet, and no library; the internet cabina therefore becomes a critical hub for learning. Cabina proprietors help kids with their homework online, teach them how to search for information and make sure they don't visit questionable websites. Although many adults lack the time or literacy level to use computers, some farmers come to research agricultural prices; mining areas often receive business from engineers and other professionals who rely on the internet for communication; and some local adults learn to use email and chat for communicating with family members in other areas. It was striking to see how important computers became for cabina proprietors whose standard of living was otherwise extremely low. In one village outside of Cajamarca, we visited a cabina that was part of the entrepreneur's house. It had dirt floors, thatched roofs, chickens everywhere and an outhouse several meters away. But for the proprietor, keeping the computers in his home was a top priority. This man had studied computer science and was also an elementary schoolteacher; local kids saw him as a resource, and began to rely on the internet cabina as a place they could go to get help online with math or history lessons. The proprietor's six-year-old son worked quietly at one computer as we interviewed his father. When the interview was finished, I asked the child what he was doing on the internet. "I'm looking for my favorite video," he told me in Spanish, inputting the word "dinosaur" (in English) into YouTube's search field. "This is it," he said, clicking on an animation about dinosaurs and hooking up external audio speakers into the hard drive so he could hear the narration. A few minutes later, he was searching for juegos, online games, from an educational gaming site in Spanish. Although the proprietor joked with me about his son's technological prowess, it spoke to a crucial need for ICT projects in rural communities: sustainability. Many entrepreneurs start internet businesses but then leave the area to pursue job opportunities elsewhere; conversely, older cabina owners rely on their children to run the business, only to be left without managerial or technical skills once their kids go elsewhere for college or to find employment. Training the younger generation is essential, the proprietor told me, not just for their own education but for the continuation of the business itself, and to enable villagers to communicate with the outside world. A few hours away was another teacher who doubled as an internet entrepreneur. She complained about the inconsistent internet connection and the competition from cheaper internet cafés in the nearby city of Cajamarca but explained that young customers from the village still preferred to come to her cabina because of the personal assistance they received. She envisioned turning her small cabina into a library of sorts, not with books but with online references and one-to-one teaching. She wanted to learn VoIP applications like Skype to allow users to make free calls online, as well as upload news and information about her community to a website. Although Rural Telecom offers a section of their website for entrepreneurs to upload information about their village (contactorural.com.pe), many proprietors don't receive enough training on the web interface or don't fully understand citizen journalism and the incentive for publicizing their village. Paying for Access The downside of garnering a loyal clientele is that internet users become upset when the connection goes down. We met young users, now used to relying on the internet for information and communication, who will commute to the nearest city to find an internet café - a trip that is often long and unsafe. A few proprietors we met have begun to supplement internet services with offline gaming consoles, such as Playstation, so that thy can stay open and make a little money even when the internet connection breaks. One woman used the revenue from gaming to pay her electricity bill, which had gone up with the installation of new computers. Some entrepreneurs we met were also artisans, hoping to sell their stone carvings or painted crafts online, although still without the tech knowledge to do so. Alejandro Cipriano lives in a mountainous area outside Huancayo and runs a family business making traditional painted gourds (mates burilados). He became an internet entrepreneur after a friend in Lima started taking orders for his crafts via email, which came in from as far away as Japan. Although his internet connection has been down for months, he still hopes to eventually have his own website and sell his goods directly to international consumers online. We also heard about a nearby Andean village that had transformed their economy through online self-education. A governmental ICT manager told us how the community made money from selling fresh river trout but could only sell the fish to local buyers. With the arrival of the internet, they found online resources outlining the process for canning trout. This revitalized their industry, allowing them to sell preserved river trout as far away as Lima. The Peruvian jungle presented a completely different context. Native tribes still live throughout the Amazon, and despite tribal protests over land disputes that blocked roadways for weeks, we were able to visit two native villages where internet had been set up. Although leaders from both villages were wary of tourism and wanted to preserve their traditional way of life, culture and language, they saw technology as a critical means through which to develop their community - to further education for children, to stay informed about the latest prices for agricultural products, and to communicate with people in other areas. We spoke to a teacher in one native community who emphasized the need for more governmental support for technology education, including more computers and lower rates for internet connections. "I would also like my school to have a video camera like yours," he told me, "so the students would be able to put footage from this village online." Perhaps if I embarked on this project five years from now, I would be able to focus on the innovative uses of internet and communication technology in areas previously cut off from all forms of communication. But the rural internet project is still in development. Until the government or private telecoms can increase funding to secure stable, affordable wireless connections and expand training for entrepreneurs, there is little progress. While pressing needs for basic services in extremely rural areas remain - for better education, phone lines, improved roads - there still exists a great desire by rural Peruvians to develop their communities through technology. Cell phones, for instance, have become the primary means of communication in remote areas. Perhaps the next time I visit Peru, internet will be in wider use through mobile devices, and I can make an entirely new documentary - from my phone. Audubon Dougherty is a filmmaker and digital activist interested in the role of media in international development. She studied writing at Emerson College before transferring to Smith College to complete a degree in anthropology with a focus on visual culture. This led her to the field of human rights, where she traveled to Southeast Asia in 2006 as a blogger and photographer to assess disaster relief projects assisting tsunami survivors. She returned to Thailand the following year to provide multimedia training for an organization serving Burmese migrants and undocumented workers. As a communications specialist for a labor union, she helped develop a new media program which utilized e-communication, streaming video and mobile messaging to help organize 22,000 home care workers in Massachusetts. Outside of work, Dougherty formed her own video production collective, producing and directing films for exhibition at festivals and on the web. August 28, 2009
District 9 (Part Two): Out of Afrofuturism?Last time, I focused on District 9 as adopting and expanding some core strategies of transmedia branding, linking it to True Blood, Cloverfield, and the granddaddy of them all, The Blair Witch Project. I should note that about the same time that post went live, friend and Convergence Culture Consortium consultant Grant McCracken posted an interesting provocation about what's behind the success of this season of True Blood. I also should point you to the early "Save the Date" Announcement for this year's Futures of Entertainment conference which went live yesterday: an entire day of the event will be focused around issues of transmedia entertainment. This is an event you will not want to miss. Today, I am coming at District 9 from a somewhat different angle, suggesting that it might best be understood as borrowing from and contributing to a larger tradition of Afrofuturist science fiction. You could understand the last installment without confronting any spoilers. This time I need to deal with the larger story structure of the film so there are spoilers galore. So read at your own risk if you have not seen District 9. Over the past decade or so, there has been an emerging body of criticism and theory around the concept of "Afrofuturism." For a good introduction to this concept, check out the Afrofuturism website or watch John Akomfrah's 1996 documentary, Last Angel of History, which traces the emergence of Afrofuturist concepts through science fiction and popular music of a much earlier vintage. For other good discussions of Afrofuturism, check out the special issue of Social Text which Alondra Nelson edited in 2001. Here's a decent short definition of Afrofuturism, taken from the Afrofuturism home page:
Afrofuturism offers us a fascinating way of thinking about how the themes of science fiction emerge across a range of different arts, including music, rather than remaining in the space of literary, filmic, and television science fiction which have traditionally been dominated by us white guys. And as the images of science fiction circulated through those channels, they took on new shapes and meanings, becoming a set of metaphors for thinking about issues such as slavery and cultural oppression. In many cases, the alien became the vehicle through which oppressed people represent that have protected and enforced the values of the status qou. As these images took shape, they drew new artists to science fiction -- including a growing number of artists of color -- who brought these themes back into science fiction literature. A smaller number of films -- most famously Brother From Another Planet -- consciously contribute to Afro-Futurism. It is an open question whether District 9 can be called, in the strictest sense, an "Afrofuturist" work. One way of understanding Afrofuturism would be race-neutral, refering to the deployment of a set of metaphors drawn from the realm of science fiction to understand the history and future of race relations (or conversely the borrowing of concepts from the history of race relations to envision how we would deal with other forms of difference and diversity). Many of the works most often cited as Afrofuturist texts fall into this category, including often-cited parallels to District 9 such as Alien Nation and the Planet of the Apes cycle. Yet, in so far as the Afrofuturism movement has also functioned to call attention to the future of blackness or the responses of black artists to new tehcnology, then we might say that District 9 appropriates an Afrocentric movement and repackages it for a "mainstream" (i.e. majority-dominated) marketplace. Clearly, as a South African born artist, Blomkamp has much to contribute to our understanding of the mechanisms of apartheid and how its structures and ideologies might return should we confront alien visitors. Blomkamp has been explicit about the links between District 9 and his experiences growing up in South Africa: It all had a huge impact on me: the white government and the paramilitary police -- the oppressive, iron-fisted military environment. Blacks, for the most part, were kept separate from whites. And where there was overlap, there were very clearly delineated hierarchies of where people were allowed to go.Those ideas wound up in every pixel in District 9.(LA Times) District 9 is clearly intended to shock us out of our preconceptions about South Africa (and for that matter, about what kind of society might be central to a science fiction drama). Blumkamp wants to get past some of the defense mechanisms that have emerged through previous discussion of the conditions of segregation and poverty that have shaped the recent history of his country by telling that story through a different lens. Blomkamp displaces discussions of race onto aliens much as Art Spigelman's Maus displaced discussions of the death camps onto mice, cats, and pigs Blomkamp has every right to make such a film. Yet, it would have been nice if he had also connected his work to this larger conversation about the intersection of race and technology. Discussions of the film have rarely acknowledged the larger Afrofuturist tradition, though again Hollywood in general has rarely acknowledged its borrowings from literary science fiction. District 9 seeks to construct a science fiction narrative which isn't about the global powers that dominate most work in the genre. It purposefully doesn't deal with what the Americans, the Brits, the Japanese, the Russians, or the Chinese are doing while aliens are visiting South Africa. True enough, Multinational United is a global organization but we see MNU embodied in the film through characters who come from South Africa. There's something really powerful about making the peripheral central, about dewesternizing science fiction. Again, a growing body of science fiction literature has made this move along time ago imagining the future from the perspectives of Eastern Europe, India, Brazil, African countries, the Arab World, Jamaica, and so forth. I picked up a recent catalog of science fiction books and was blown away by how many of them were set in the developing world as people seek ways to acknowledge a future which will not be simply an expansion of Americanism across the universe. For an excellent sampler that explores the relations between science fiction and postcolonialism, you might pick up a copy of Naola Hopkinson's So Long Been Dreaming:
So far, film and television has lagged behind print science fiction in embracing this more global perspective -- reflecting a fear that western viewers won't be interested in a film set primarily in the developing world. So District 9 does important work in bringing this perspective to the screen. Yet, this exclusion of first and second world powers in the film also poses questions about power relationships. It is hard to imagine, given what we learn in District 9 about the ways that the international arms industry wants to acquire access to the alien weapons, that the Americans and the other super-powers would simply step aside and let the Africans exert this level of self determination. That said, we also have to note that District 9 falls into several of the traps critics have noted in other representations of the future of race relations in mainstream science fiction films. First, there is an over-arching logic of the film: we move from alienation from to identification with the "prawns" . The disturbing opening scenes really make them seem sub-human. The design of the aliens make them look like insects and crustaceans, neither of which typically engender compassionate or sympathetic responses. And their actions are beastial as they gnaw into meet or clammer through trash heaps. Only their eyes hint at something more soulful underneath their shells. As the film goes forward, though, we are moved to critique the human population's treatment of the aliens. So far, so good. But in order for this to happen, two things have to occur: we have to stress the "inhuman" qualities of the human characters (through depictions of their baser motives) and we have to reveal the "human" characteristics of the nonhuman characters -- for example through the film's representation of the "Prawn" protagonist as a caring father and a loyal friend. In short, the emotional power of the film depends on a logic of assimilation: we can care about the aliens because they are more like us than we initially thought. And it depends on a logic of liberal guilt - we should care about the aliens because after all, we are treating them much as we've treated other underclasses in the past. For me, the most disturbing moment in the film comes when Wikus, our central human character uses a flame thrower to exterminate a nest of alien eggs, laughing and bragging that they explode like "popcorn" when exposed to heat. Given what we learn later about their family attachments, it is hard to redeem the character who was responsible for this genocidal act. There is no moment of self recognition where Wikus fully acknowledges what he has done. He mostly pursues his own self interests and has only a few moments where he recognizes the stakes for the "Prawn" and aids their cause. You can read the main "Prawn" character as the alien version of the "magic negro" found in so many contemporary Hollywood films. Hollywood believes we can tell the story of oppressed people only through the lens of more sympathetic members of the dominant group. And often, this means that the oppressed people become sympathetic to us through their mentoring and assistance to the white protagonists. District 9 is more complicated than this largely because its human protagonist doesn't ever really develop full consciousness and by the end, we understand the alien character more than he does. We start to value the alien's motivates and needs above his in the process. This is no Dances With Wolves where the white man becomes a better Indian than the "redskins" and takes over leadership of the tribe. By the end of the film, Wikus is still totally outside the alien community, but has just had a glimmer of what it's plight might look like. The second trap, such films often to portray people of color as part of the system of oppression. So, here, we see how the Nigerians exploit the "Prawns", we see black Africans in the man on the street segments justifying the segregation or deportation of the aliens, and we see black authority figures who are part of the state apparatus working to contain and relocate the "prawn." All of this suggests that blacks would have behaved no differently than whites did if they were in a position of authority in Apartheid South Africa. It makes oppression a basic element of human nature and thus erases some of the moral culpability of previous generations for their racism. Here, again, though, the film does hint at the unequal status of whites and blacks within MNU through, for example, a scene suggesting that a black recruit is not being given the same body armor as the whites in the same expedition party. Here's hoping these observations spark greater discussion. I suspect many of you will disagree with my criticisms of the film. I fully expect to be called "politically correct" which is the language we use to deflect honest discussions about the impact of race and racism upon culture.. District 9's cultural importance is that it provides us with new resources through which to reflect on the history and future of race relations in our world. I am not asking that the film be "politically correct": for me, it is enough that it provokes reflections, encourages conversations, and forces us to think more deeply about the world around us. Part of that discussion should resolve around lingering racial assumptions even in works which are otherwise progressive in their goals. Let me return to what I said in my opening of this two part series: District 9 is a very important film, perhaps the best released so far this year, and will make a lasting contribution to how we think about science fiction in screen-based media. But it did not "come out of nowhere" and we will understand it better if we situate it in a larger historical context. April 24, 2009
How Susan Spread and What It MeansI've done four interviews over the past few days -- with the Washington Post, the Boston Globe, the Philadelphia Inquirer, and The Mainichi Shimbun (Japan) -- which in one way or another have touched on the dramatic story of Susan Boyle, the dowdy and musically gifted contestant on Britain's Got Talent who has become the new queen of both broadcast and participatory media. What I've been telling all of them is that Boyle's success is perhaps the most spectacular example to date of spreadability in action, and indeed, since we've discovered a fair number of busy corporate types out there who don't feel like reading the eight installments of "If It Doesn't Spread, It's Dead," I figured I'd use this space to spell out again some core principles of spreadable media and show how the Boyle phenomenon illustrates how they work. The statistics are moving so fast that it is impossible to keep track of them but here's the basic data points as reported on Monday by the Washington Post: According to Visible Measures, which tracks videos from YouTube, MySpace and other video-sharing sites, all Boyle-oriented videos -- including clips of her television interviews and her recently released rendition of "Cry Me a River," recorded 10 years ago for a charity CD -- have generated a total of 85.2 million views. Nearly 20 million of those views came overnight. By comparison, the 2008 Season finale for American Idol, one of the highest rated programs on American broadcast television, attracted almost 32 million viewers, or between a third and a half the number of people who had watched Susan's video as of Monday of this week. So, what's happening here? Contrary to what you may have read, Susan Boyle didn't go "viral." She hasn't gained circulation through infection and contagion. The difference between "viral" and "spreadable" media has to do with the conscious agency of the consumers. In the viral model, nobody is in control. Things just go "viral." In the Spreadability model, things spread because people choose to spread them and we need to understand what motivates their decision and what facilitates the circulation. While she originated on British broadcast television, her entry into the American market was shaped more by the conscious decisions of 87 plus million people who choose to pass her video along to friends, families, work mates, and fellow fans than by any decision by network executives to put her on the airwaves in the first place. This is not to say that the original video was not professionally produced and edited in such a way as to maximize the emotional impact of what happened to her at that particular talent composition. This is not to say that our interest in the content wasn't shaped by our general familarity with the genre conventions of reality television (leading us to expect another William Hung kind of moment) or by our particular perceptions and investments in one Simon Cowell, whose boyish grin and sheepish expression represents the ultimate payoff for her spectacular performance (which we can appreciate because we've seen American Idol and know what a tough-minded SOB Simon can be). And that's not to say that the visibility of Susan Boyle hasn't been amplified as she's gotten interviewed on Good Morning America and spoofed on the Tonight Show, to cite two examples. We have to understand the Susan Boyle phenomenon as occurring at the intersection between broadcast media (or to use Amanda Lotz's term, television in the post-network era.) In other words, this is convergence culture at work. The Susan Boyle phenomenon would not have played out the same way if there wasn't YouTube, if there weren't social networks, if there weren't Twitter. Indeed, the very similar video of Paul Potts making a similarly surprising success on the same program generated nowhere near the same level of circulation a year ago (though it may have also prepared the way for the public's interest in this story). What allowed the Susan Boyle video to travel so far so fast was that it could travel so far so fast. For most of the people who saw it and decided to pass it along, they had a sense of discovery. They could anticipate that they were sharing the video with people who probably hadn't seen it already, precisely because the content was not yet being broadcast on commercial television. The fans found Susan Boyle before the networks did -- much like that old saw that by the time a trend makes it to the cover of Time Magazine, it's already over. There was an infrastructure in place -- across multiple communication systems -- which would allow anyone to share this content with anyone else who they thought would like to see it with minimal effort. We can send links. We can embed the content in our blogs. The role of Twitter in all of this is most interesting. Twitter Twits did what Twitter Twits do best -- they tweeted alerts about an interesting bit of content and were able to embed micro-links so their followers could quickly access the content. I think of Twitter as like a swarm of bees that spread out in all directions, searching for interesting materials to share. When someone finds it, they come back to the hive, do a little honey dance, and send the swarm scampering behind them. This is how collective intelligence outsmarts the broadcast decision-makers: The Twitter Tribes can figure out what content the audience wants to see because the Twitter Tribes are the audience, making decisions in real time. Equally important is that we had the agency to decide which content we wanted to pass along -- out of all of the possible video clips posted on YouTube last week or indeed, out of all of the many segments of media content which are circulating around us. We believe that we can only understand what happened here by identify the choices which consumers made as they decided to pass along this content and not that content. The USA Today on Monday sought to identify a range of different motives which shaped the decisions to pass along this particular content: "Vindication . . . Surprise . . . Guilt . . . Shame . . . Psychology . . . Hope . . . Distraction . . . Empowerment . . . Authenticity . . . Spiritual Solace." There's no need to identify a single cause for why people spread this content. Different people spread this content for different reasons. Hell, often, the same person spreads this content for different reasons. I sent the link via e-mail to my wife with a note saying "want to feel warm and fuzzy," to a close friend with a note suggesting "this will crack you up," and to my Twitter and Facebook mobs with the suggestion it illustrates something important about reality television because you wouldn't believe this if you saw it in a movie. My sharing of the video meant something different in each of these relationships. We can certainly identify a range of common reasons for why the emotional structure of this video might motivate people to circulate it. Does the wide-spread circulation of reality television suggest the triviality of what constitutes public interests? I don't think we can answer that question without knowing what we are using Susan Boyle to talk about. Her meaning doesn't reside in the video itself -- we won't exhaust it no matter how many times with watch it. The meaning rests in the conversations that Susan Boyle enables us to have with each other. As it starts to circulate, the Susan Boyle video gets inserted into all kinds of ongoing conversations across a range of different communities, so that I've stumbled into prayer circles for Susan Boyle; I've found scientists talking about how someone with that body could produce such a sound; I've seen discussions amongst Karaoki singers about her techniques, and I've seen reality television fans trying to explain why her success would never be possible given the rules of American Idol which exclude someone her age from competing in the first place. Susan Boyle circulates because she's meaningful on many different levels and after a while, all of this has started to go meta so that we are spreading Susan's videos to talk about how fast they are being spread. For many of the people who are spreading her videos, the transaction is understood through the lens of a gift economy. We share her because she allows us to make someone we care about have a somewhat better day. We share her because of what she allows us to say about ourselves, our world, and our relationships. I sent Susan to my wife as something like a Facebook Gift -- a short, quick, friendly gesture on a day when we weren't going to see each other until much later. Yes, there were other groups who had other motives for getting me to pass along the content -- the producers of the programme and the network on which it aired, perhaps YouTube itself -- but their motives had very little to do with why I chose to share that video with people I cared about. So my circulation of the video needed to be negotiated between their interests and mine. The fact that YouTube makes it easy to embed the content makes it easier for me to share it. The fact that Bit.ly allows me to reduce the length of the url allows me to tweet about it. And all of these technical innovations makes it that much easier for the video to spread, but at the end of the day, it also spreads because I and all the rest of us have become more literate about social networking, because we are linked to more people and have more regular contact with them, because we now often interact with each other through sharing meaningful bits of media content. Keep in mind a fundamental fact: many of the 97 plus million people who downloaded the video are part of a surplus audience from the perspective of the people who produced and marketed Britain's Got Talent. Indeed, beyond a certain point, Susan Boyle's rapid visibility becomes a liability rather than an asset. Keep in mind that Boyle stars in a British program which does not get commercial distribution in the United States. I can't turn on a television network -- cable or broadcast -- and watch the next installment of Britain's Got Talent. I can't go on Hulu and download that content. And I can't at present go on iTunes and buy this content. Market demand is dramatically outpacing supply. What I can do, though, is consume illegal downloads of the series via various torrents or fan distribution sites, which have the flexibility to get the content into circulation without having to negotiate international deals or work through protectionist policies which make it hard to bring international content into the American market. Even with Cowell's production company already having working relations with multiple American networks, my bet is that he can't get that show on the air quickly enough for Americans to be able to catch up with the Brits. Sure, Simon Cowell has already signed her to a contract and talks about how ""there's every chance Susan Boyle will have the number one album in America" if she appears on Oprah . But the record can't go on sale fast enough to capitalize on this burst of public interest and by the time it reaches the market, there's a good chance that her 15 minutes of fame will have expired. Wired tells us that even where the media producers might have made money from the spread of Sarah's video, they are so far choosing not to do so: "a Google spokeswoman responded to our e-mail and phone queries with some surprising news: "That video is not being monetized." We've contacted Sony (Simon Cowell's label) and FremantleMedia (the show's producer, owned by RTL Group not Sony as appeared in this update earlier) to try to determine why the $500,000 or more Boyle's video should have generated so far is apparently being left on the table -- despite the fact that both companies are confirmed revenue-sharing partners of YouTube." So, whatever calculations have gone into getting us to help spread this video, they don't make sense in terms of a simple and direct economic equation. This isn't about counting impressions and raking in the cash. Keep in mind that what we've seen so far is her first appearance in a season long competition and the implication of this blockage becomes clear. I've argued here that piracy often reflects market failures on the part of producers rather than moral failures on the part of consumers. It isn't that people will turn to illegal downloads because they want the content for free. My bet is that many of them would pay for this content but it is not legally being offered to them. We can compare this to the global interest generated by Ken Jenning's phenomenal run on Jeopardy: Jeopardy was already syndicated in markets around the world so when he generated buzz, he drew people back to the local broadcaster who was selling the content in their markets. They could tune in and see day by day whether he stayed in the game. Right now, everyone's still acting as if Susan Boyle was only one video but they will wake up tomorrow or the next day and discover that lots of those people want to see what happens to her next. When many of us write about the global circulation of media, the American circulation of British reality television isn't necessarily what comes first to mind. Indeed, there's some kind of mental block in terms of understanding this content as international in the first place. Yet, there is already a strong fan base in the United States for British media content which had already been downloading and circulating Britain's Got Talent, even though no commercial producer had guessed that this series might generate this kind of American interest. And that fan base is now in a position where they may need to service Susan's growing audience. Part of the reasons Americans like Susan Boyle is that she's so damned British. USA Today says her story is like "a Disney movie," but it isn't: it's like a British movie, like Calendar Girls or Billy Elliot or The Full Monty, one of those down to earth dramas where average Brits cut across class and taste boundaries and do something extraordinary. The mixture of gritty realism, portly stars, eccentricity, class consciousness and wild-eyed optimism is what draws many of us to British media in the first place. We are used to talking about things that could only happen in America. Well, Susan Boyle is something that could only happen in Great Britain -- get used to it because the next one will be something that can only happen in India or Japan. When we talk about pop cosmopolitanism, we are most often talking about American teens doing cosplay or listening to K-Pop albums, not church ladies gathering to pray for the success of a British reality television contestant, but it is all part of the same process. We are reaching across borders in search of content, zones which were used to organize the distribution of content in the Broadcast era, but which are much more fluid in an age of participatory culture and social networks. We live in a world where content can be accessed quickly from any part of the world assuming it somehow reaches our radar and where the collective intelligence of the participatory culture can identify content and spread the word rapidly when needed. Susan Boyle in that sense is a sign of bigger things to come -- content which wasn't designed for our market, content which wasn't timed for such rapid global circulation, gaining much greater visibility than ever before and networks and production companies having trouble keeping up with the rapidly escalating demand. And as we discover we like someone like Susan Boyle, we seek out more information. Suddenly charity records she made years ago spring up videos on YouTube. Suddenly there's a flood of interest on Wikipedia about this previously unknown figure. And people are seeking out videos of Elaine Paige, the queen of British stage musicals, who Susan identified as her role model. Many Americans had never heard of Paige before so we can chart dramatic increases in downloads on her videos though they are dwarfed by the Susan Boyle original. Most of the thousands of comments posted on the Paige videos make unfortunate comparisons with Susan Boyle, suggesting that even though she has been a much bigger star historically, has a string of commercial successes, that for this week at least, Susan Boyle's got a more dedicated fan base. Just to give us a baseline, some of the Elaine Paige YouTube videos reach more than a million viewers, where-as the rest don't get over 100,000. My theory is that Susan Boyle's fan base have discovered some of them and not others, accounting for the huge gap in traffic. Or consider the fact that Susan Boyle gained more than a million Facebook subscribers in less than a week at a time when Oprah and Ashton Kutcher have been battling it out to see who could be the first to get a million subscribers on Twitter. (Yes, Facebook has a much larger user base than Twitter but it's still an impressive accomplishment!) This is not to say that long-term Oprah could help Susan Boyle open up her record to a much larger audience, just that in this frenzy of interest, she doesn't need Oprah or any other old style broadcast celebrity to turn YouTube on its ear. So, that's what Susan Boyle can teach us about Spreadability. So what happens next? Talk among yourselves. And while you are at it, spread the word. February 4, 2009
Convergence and Disturbance: New Media, Networked Publics, and PakistanThe above video is one of a large number posted via Youtube by students in Pakistan to share what was happening in their country during the 2007-2008 political emergency. During a time when the government was tightening its control over traditional media, citizen journalists took on vital functions in fostering public debate, insuring the spread of important information, monitoring elections, and helping the outside world understand what was happening. Huma Yusuf, a recently graduate Comparative Media Studies student, has shared an important analysis of the role which grassroots media played during the crisis through the Center for Future Civic Media website. While in our program, Yusuf wrote a thesis, "Tactical Cities: Negotiating Violence in Karachi, Pakistan," which she hopes to turn into a book about how everyday citizens in her home city make sense of the everyday experience of political violence. A native of Pakistan and a professional journalist, Yusuf offers a significant third world perspective to our understanding of the impact of new media on the public sphere. There's a wealth of significant information, including links to key blogs and videos, contained in "Old and New Media: Converging During the Pakistan Emergency (March 2007-February 2008)." Yusuf's analysis was deeply informed by concepts she learned during her time in the Comparative Media Studies Program and her involvement with the Center for Future Civic Media, especially her understanding of the "hybrid" and "converged" media landscape which effected the flow of communications in her home land and her consideration of the ways that mobile technologies might be helping to close the participation gap, offering unique ways of bridging between the discourse of university students and the average man and woman in the street. In the post that follows, I want to flag some of her key findings in hopes that they intrigue you enough to check out the fuller report. Yusuf offers this summary of the report's key findings: This research finds that the Pakistani media landscape is multifaceted, comprising a combined--or alternating--use of different mainstream media sources, digital technologies, and new media platforms, depending on availability and security. Moreover, the study finds that the participation gap--the ability to meaningfully use digital technologies and new media--impacts participatory behavior and civic action far more than the digital divide, which is often overcome through the combined use of different technologies. The study also concludes that new media platforms are increasingly effective as tools for community organizing and information dissemination, that authoritarian regimes are quick to adapt digitally networked technologies to their own ends, and that news reporting in Pakistan is gravitating towards a hybrid model whereby old and new media platforms collaborate to keep the public informed. Over the several month long crisis, the government sought to repress alternative channels of communication almost as fast as they emerged, yet activists and citizen journalists were able to exploit the proliferation of different communications channels to stay one step ahead of censorship: As an increasing number of Pakistanis turned to YouTube, Flickr, Facebook, and SMS text messages as alternate media portals, the government clamped down on these sources. Between March 2007 and February 2008, cellphone networks were jammed, internet service providers were instructed to block the YouTube website, internet connectivity was limited or shut down, and blogging softwares were banned. Moreover, the authorities came to monitor the public's use of new media platforms: images of anti-government rallies posted to Flickr were used to identify and arrest protesters.... As students and other concerned citizens began to recognize the growing centrality of these grassroots modes of communication to public understanding of the crisis, they took on more and more responsibility, insuring detailed documentation, taking their cell phone cameras into the streets to record what was happening and sending it to the outside world as quickly as possible. Often, students inside Pakistan were working in concert with Pakistani students elsewhere to insure the smooth flow of information. Yusuf, for example, cites the efforts of Harvard undergraduate Samad Khurram, who helped mobilize protesters in Pakistan from his Cambridge dorm room by maintaining an important newsletter and mailing list. In some cases, especially in regard to the assassination of former prime minister Benazir Bhutto, citizen journalists played a key role in undermining official accounts:
The web also served ritual functions in the aftermath of Bhutto's death, providing a means for the country as a whole to mourn the passing of a popular leader: New media platforms were also embraced by young Pakistanis looking to express and archive their grief at the news of Bhutto's passing. Hours after her death, YouTube was inundated with tributes to Bhutto that edited together images from her life to the soundtrack of spiritual music or the national anthem. Online memorial websites such as Respectance.com also became spaces for national mourning featuring biographies and images of Bhutto, testimonies from Pakistanis across the diaspora, and memories of interactions with her. Flickr was also used as a memorial site, as users uploaded their favorite images of the former prime minister, tagged them with prayers and appreciative titles, or contextualized them with commentary on her legacy. Other users uploaded images of flowers and gardens as gifts for the departed leader. The popular social networking site Facebook also became a venue for reactions to Bhutto's death and the news of her son Bilawal Bhutto Zardari's appointment as her successor. In the wake of Bhutto's death, over 400 Facebook groups commemorating her or showing solidarity with her politics emerged on the site. Here, I am reminded of the ways digital media served similar functions for American students in the wake of the Virginia Tech shootings or for that matter, although the web was at a different stage of its development, in the aftermath of 9/11. When mainstream journalists were blocked from overseeing the elections in Pakistan, citizen journalists took on new responsibilities to monitor the polls and to spread the word about political violence:
In the west, we often think of these tools -- Flickr, YouTube, text messaging -- primarily in terms of their place in our social and recreational lives. I've often argued that we are acquiring through our play and through our consumption of popular culture skills and knowledge which we will later deploy towards more serious ends in changing the world around us. I've also suggested that the recent presidential campaign pointed to many different ways that candidates and movements were building a bridge between participatory culture and participatory culture. In Yusuf's report on the Pakistan crisis, a somewhat different pattern emerges:
Yusuf's conclusion suggests that the local conditions in Pakistan, especially in regard to mobile media, resulted in considerable experimentation and innovation -- born as much from desperation as from entrepreneurship -- in how new media tools can be deployed towards civic ends. One reason the Center for Future Civic Media commissioned Yusuf to prepare her report was our recognition that we might have much to learn about the deployment of networked publics in our own society through a better understanding of the techniques which have emerged in Pakistan. January 9, 2009
How Brazil Is Reshaping the Futures of EntertainmentRegular readers of the blog know that appropriations of my images or ideas are like catnip to me -- nigh on impossible for me to resist! Indeed, as someone who works on appropriation as a new media literacy, participatory culture and now, spreadable media, I am always intrigued by the ways that media theory is itself appropriated and spread beyond academic circles. So, please, anyone who wants to play around with my image, go ahead, but if I find it, I reserve the right to re-post and analyze it on my blog. I howled with delight when Mauricio Mota from Brazil's New Content shared this video he had produced during the final panel (on Global Flows, Global Deals) at the Futures of Entertainment conference we hosted last fall. Mota's co-conspirator in generating the video was Ricardo Justus, who also joined us at the November conference.
Mota helped to facilitate the translation of Convergence Culture into Portuguese and was my host during a trip to Brazil earlier last semester; he's been a key player in connecting the Convergence Culture Consortium to a range of Brazilian companies as we are seeking ways to better understand media development in what economists are starting to call the BRIC (Brazil-Russia-India-China), which represent some of the fastest developing high tech economies in the world. And he's part of a smart group of thinkers, who call themselves the Alchemists, who are doing cutting edge work on transmedia storytelling and branding. Mota's video was intended to dramatize the connection between some of the ideas in Convergence Culture and the practices for promotion that have emerged in his native country. Specifically, the footage here comes from Tropa de Elite (Elite Squad), released in 2007 and now one of the most commercially successful Brazilian films ever, despite having almost no conventional advertising or promotion. As Mota explained at the conference, a copy of the film was leaked to pirates while it was in the final stages of production and the pirates spread it across the countryside. It's been estimated that 11.5 million people watched the illegal copy of the film. This is piracy on a scale which would wake most American media executives up in a cold sweat. But Mota's point is that it also insured an unprecidented level of visibility for the film. According to DataFolha, 77% of São Paulo residents knew about the movie, 180,000 people saw the film on its opening weekend in Sao Paulo and Rio, and by now, more than 2.5 million people have watched the film legally. (These statistics come from Wikipedia. Mota's estimates are even higher, suggesting that by the time the video had been further pirated via torrents in 15 countries around the world, it may have been seen illegally by 13 million and legally by more than 5 million people). So, how do we read this story -- did the 13 million plus illegal views represent "lost revenue" to the company? Maybe some of them -- but it's also almost certainly the case that the legal box office returns would have been substantially lower if the pirated circulation of the film had not spread the word and heightened awareness about the title, while potentially lowering the cost of its promotion. Mota rightly sees this pattern as a paradox: loss of control may in this case have resulted in increased revenue and much greater cultural impact. In the process, Capitão Roberto Nascimento (the film's antihero) became something of a cult icon and was subject to all kinds of grassroots appropriations (as suggested by the sample from a fan vid which Mota includes at the end of his own mashup). Mota's story about Tropa de Elite is a powerful illustration of the concept of spreadable media which ran through this year's Futures of Entertainment event. I developed some of the basic framework for thinking about Spreadable Media through my opening remarks at the conference.
we explored them further throughout the first morning of the conference, with a panel on Consumption, Value, and Worth.
Different forms of cooperation between producers and consumers, including the concept of the moral economy, were central to my conversation with Yochai Benkler (The Wealth of Networks).
Later this month, the Convergence Culture Consortium will be releasing what we hope will be a significant white paper which critiques the concept of viral media and offers an alternative model, one which respects the agency and motives of consumers in actively shaping the circulation of media content through a networked society and one which seeks to better understand the interplay between consumer capitalism and the gift economy in shaping the new era of web 2.0. Watch this blog for more on "spreadable media" in a few weeks. Meanwhile, I wanted to use this post to signal that the webcast versions of the Futures of Entertainment conference have gone up over at MIT's TechTV site and are available for all of you who were unable to attend the conference. In many ways, this was our best event so far in this series -- in part because of a good balance between academics and industry people on each panel. Some of the highlights for me: Kim Moses, the Executive Producer, The Ghost Whisperer, sharing her insights on our Making Audiences Matter session; a very animated discussion of Franchising, Extensions, and World Building, which brought together perspectives from the world of wrestling, soap operas, and cult movies; and an especially provocative series of exchanges about the relationships between the academy and industry. But every panel has something to recommend it and every panelist made at least one contribution that changed the way I thought about the contemporary media landscape. Given the latest news of the legal battle which is brewing around Watchmen's release, the exchange which I had with Alex McDowell, the film's gift art director, and Georgia State University's Alicia Perren, has been generating a fair amount of interest out there in the blogosphere. Mcdowell just shared with me a very interesting statement issued by one of the film's producers, Lloyd Levin, about the legal struggles around the film's production and distribution. This is a story which we are all following here at CMS with baited breath.
October 6, 2008
Some of My Best Friends Are PiratesIn mid-September, I went to Singapore to meet with some of our collaborators on the MIT-Singapore GAMBIT games lab and to speak to the Games Convention Asia about "Games as Transmedia Entertainment." In the course of the weekend, I gave an interview to a very thoughtful young reporter from the Philippines Daily Inquirer in which I was asked about the implications of the concept of convergence culture for the developing world. To be honest, I didn't think much more about the interview until some of my comments about "piracy" began to surface in western blogs within the gamer realm. The story spread through news portals focused on Asia to the gamer world, which is often keeping a close eye on developments in the Asian games sector and often gains prestige by being early importers of Asian-produced games before they are legally on offer here in the west. One American blogger even "pirated" one of my portraits, which was doctored to depict me as a pirate. I figured that "pirating" it back is only fair game.
Indeed, the time lag between the interview appearing in a Manila-based newspaper and its surfacing on western blogs could be counted in a matter of hours, rather than days. At no other time in human history would such a flow of information have been imaginable. In the past, an American academic giving an interview in Singapore would in all likelihood have been locked down in a very localized context. And so in many ways, the circulation of this story demonstrates in pretty powerful ways what I saw as the central thrust of my comments -- that media companies can no longer realistically lock down their content into predictable zones and roll it out on their own time table. The moment content emerges anywhere in the world, it creates a hunger around the planet among potential consumers which will be met illegally if it is not met legally. When I was in Shanghai last January, I learned a good deal about how fans of popular western programs such as Prison Break operate: within a day of an episode appearing on American television, it has been digitized, translated into various Chinese languages by an army of dedicated fans, and begins circulating throughout the Chinese hinterland and across the Chinese diaspora. In many cases, this is content which would never have been commercially available in China as a result of nationalistic and protectionist policies limiting the amount of American media that can be marketed to their country. And if this content was made available commercially, then few Chinese locals outside of the most wealthy and cosmopolitan cities would be able to afford it. So, in what sense can Hollywood be said to have lost markets that it could not have reached and could not have sold to in the first place? Yet, it is clear that exposure to American media in the developing world often awakens desires and fantasies that can only be satisfied by more such content; it is part of the process of westernization and modernization which is impacting many sectors in Asia at the present time. A growing number of researchers are finding that these same tendencies are operating in reverse across America and Europe, exposing western consumers to Asian-produced media (Bollywood films, Anime, K-Drama, and the like), and gradually creating viable commercial markets where they didn't exist before. In many cases, those fans who have taken these materials without permission, done the hard work of translating them into English from their original language, taken on responsibility for educating consumers about the contexts from which they came and the conventions under which they operate, have gone a long way to open up markets which would previously have been closed to Asian media producers. Here, "piracy" becomes "promotion." Does it make sense to refer to such practices as "piracy"? It's a debatable proposition but for the moment, many in the media industries are inclined to think of such consumer practices through a language of copyright theft and piracy. If we adopt that framework, then yes, I think there's a solid case to be made that "pirates" actually expand markets, over time, even if they cause short term "losses" for the initial rights holders. That said: I recognize that not all "piracy" follows such a pattern. There are a significant number of people out there who are exploiting the intellectual properties of others for their own financial gain and there are some who buy these materials because they don't want to pay the price being asked for this content. Nothing we say is going to change this basic dynamic, but the media industries could reduce some forms of "piracy" by better understanding what motivates it and reading it as symptomatic of the marketplace reasserting demand in the face of failures in supply. For example, should we be surprised that protectionist policies surrounding media imports no longer work effectively in a global networked culture? Whatever gets stopped by customs the border will spread easily online and reach geographically dispersed consumers. Should we be surprised that consumers no longer want to wait to view content that they know is already available in other markets and is being actively discussed by others in their online communities? For example, relatively few hardcore American fans of Doctor Who or Torchwood are willing to wait the six to nine months it is taking these episodes to cross the Atlantic and get aired on the Sci-Fi Channel. Many of them are seeking online channels, mostly illegal, to gain access to this material in something close to the same time frame as British fans are consuming it. This has not necessarily reduced sales of the DVDS or viewership of the cable airings of this content here, but it has pushed many hardcore fans to step outside of the law in order to access content they would most likely willingly pay to access if it was made available to them in a timely, accessible, and legal manner. In my heart of hearts, I think most people would prefer to work within legal structures if they are available to them and I'd suggest that the relative success of iTunes in the face of readily available "free" sources for much of this content points to a deep desire to behave "honestly" when media companies do not create strong incentives to behave otherwise. We can also understand this piracy as part of a breakdown of the moral economy between producers and consumers. Here's what I mean by a moral economy: Underlying all economic transactions are certain social understandings between buyers and sellers that reflect their sense that exchanges are just and fair to both sides. We can call this a moral economy. When the rules of exchange shift, they are accompanied by certain social disruptions as both sides seek to legitimate their new practices and thus secure a higher ground in the emerging moral economy. We can see the deployment of terms like "piracy" or "sharing" as different bids to legitimate these evolving practices. It's a kind of rhetorical war for moral legitimation, which reflects the fact that both sides want to see themselves as behaving fairly. When there is a perception of unfairness, then there is a much higher likelihood that parties will step outside of established mechanisms and adopt practices which the other side sees as illegitimate. And clearly over the past few years, technological and cultural shifts, not to mention the legal battles that have emerged around them, have gone a long way to undermine the existing moral economy and thus create a crisis of trust between producers and consumers. Until media companies find a way to restore the balance, they are going to find themselves increasingly subject to behaviors which undercut their perceived economic interests and such behaviors are likely to be increasingly labeled as "piracy." Such "piracy" is a global phenomenon, but it occurs in particularly overt ways in much of the developed world, which has historically been used as a final dumping ground for media goods that have played out in the rest of the world. As more and more young people in the developing world go online, have access to information about such content, and desire stronger connections with their counterparts elsewhere, these inequalities of access to media content becomes more and more frustrating. And "piracy" is emerging as the "great equalizer" to insure they have a chance to participate more fully in our emerging media landscape. Such young people, long term, represent the most likely market for western produced media, and this early, often illegal exposure is part of what will make them a desiring market for such materials over time. Framed in these terms, the debate about "piracy" becomes about short term losses versus long term gains for the media industries. "Piracy" enters the developing world in another way as well: the production of local knock-offs of western media properties. Consider, for example, almost twenty years of the production and circulation of "Black Bart" T-shirts in intercity and impoverished neighborhoods around the world. These appropriations of The Simpsons have been a source of revenue for the small scale entrepreneurs who produce and sell them and they have been another way of connecting to the larger media franchise. Throughout much of the developing world, the images of western media are being translated into local folk art practices and then sold back to visiting tourists from the West. When I visited Shanghai, for example, I came back with hand-woven Chinese New Year decorations which deployed Mickey Mouse to signify the "year of the rat." Such goods were clearly not authorized or licensed by the Disney corporation. Yet, they represent another way that those in the developing world were attaching themselves to Western media franchises and do represent a form of grassroots convergence. I am not making a moral argument here. I certainly understand why many media companies would feel that all of this represents a serious threat to their livelihood and that it constitutes another example of how they are "losing control" over their content in a networked culture. All I am arguing is that current inequalities of access to media content and the fraying of the moral economy between producers and consumers work together to create a context where more and more consumers, not only in the developing world but here in the west, are stepping outside of legal mechanisms to acquire access to content. We can call this "piracy" or not. But it will continue to be a reality until the media companies develop a more sophisticated understanding of what factors motivate such behavior and the ways that such practices reflect breakdowns in the market mechanisms surrounding the creative economy. So, in conclusion, I just want to say "Aargh!" September 17, 2008
The Informal Pedagogy of Anime Fandom: An Interview with Rebecca Black (Part Two)
Well, I believe that one of the best ways to learn a new language and to improve your literacy skills is to practice using the language in meaningful, communicative tasks. So, I think that a good amount of the progress that the English language learners from my study made can be attributed to their motivation to write and read fan fiction and related texts. I also think that their success within the fan community allowed them to develop confidence and begin seeing themselves as people who write and use English effectively. For Nanako and Cherry-Chan, this was very different than how they were viewed in school--basically, in school they were seen as students who struggled with all literacy-based (as opposed to Math or Science-based) tasks. So, if you're constructed as "bad" at something for long enough, after a while you start to believe it. Fortunately, for Nanako at least, her success in the fan community helped her achieve success and popularity as an online author--which in turn provided her with motivation to continue writing and improving her English. Cherry-Chan, on the other hand, used her participation in the fan community to improve her social connections. Still, she used her language and literacy skills to make her own LiveJournal pages, forums, and web sites, and to post reviews of other people's fictions and to leave comments on other people's web pages. Some argue that the fan fiction world supports literacy skills precisely because it doesn't operate under the structures and constraints of formal education. These critics would argue that we would destroy what's valuable here if we tried to integrate it back into formal schooling. Do you agree or disagree with this claim? What, if anything, can traditional educators learn from this affinity space?
What do you see as the value of studying the process of fan fiction writing as opposed to studying fan fiction as a series of texts? Well, one of the primary values that I see in studying fan fiction writing as a process is that it provides a mechanism for understanding the role of audience participation in the creation of texts. All of my focal participants' received a great deal of feedback from readers--for example, Grace has received around 9400 reviews, Nanako 7600, and Cherry-chan around 650. I don't know about you, but I've never had that many people respond to anything that I've written, especially not when I was a teenager. Hmmm... on second thought, you probably *have* had that many people respond to things that you've written. Anyway, the fan fiction audience often plays a significant role in determining the direction that a text will go in. As you pointed out in Textual Poachers, the audience has a vested interest in the media series, and they have strong opinions about what should and should not happen with the characters. So, they are happy to provide suggestions for how things should go and complaints about how things should not go in a story. Nanako in particular was very responsive to readers' suggestions about her texts. Sometimes she would incorporate their ideas into the narrative, other times she would go back and revise her chapters based on reader feedback. She would also use her Author's Notes to explicitly request guidance on certain parts of her texts, and the audience would respond to these requests. So, simply studying her fan fictions as a body of texts would be missing a great deal of the reciprocal interaction taking place as she goes through the process of writing, negotiating with readers, revising, and finalizing her texts.Traditional notions of literacy have tended to see it in fairly individual and personalized terms. Yet, one could read your book as making a case for social and collaborative notions of literacy. Would you agree? Absolutely. I think we have this whole focus in classrooms that's based around "keep your eyes on your own paper," and testing for what each individual learner knows, and it really stifles a lot of the potential for collaborative learning. Using language to effectively communicate ideas, negotiate perspectives, and even collaboratively complete projects is important for all students, but it's especially important for English language learners to have these kinds of interactive learning experiences. Through collaborative interaction, they're able to build on and extend the knowledge that each participant brings to the space. And, they're able to further develop their own skills and knowledge by using language for authentic purposes in meaningful contexts. Tell us about the cover of the book. You mentioned to me that it was designed by a fan artist. How did that come about and how did the press respond to working with a fan artist? Well, after one of my talks, a professor from the audience told me that his daughter was actively involved in the anime fan community, creating fan art and scanlations (which are fan-created translations of Japanese manga) and suggested that I contact her. We stayed in contact a bit over the years, and when I started the book, she seemed like the perfect person to create the cover. I told her about the main themes of the book, and she came up with this fantastic cover with an original anime character actually drawing herself onto the page with a pencil. I thought this had a nice parallel with one of the points I was making in the book--that many of the focal participants were writing different aspects of their identities into their fictions. They weren't really writing Mary Sue's, but they did integrate different aspects of themselves and their lives into their fan fiction texts. The series editors, Colin Lankshear and Michele Knobel, and the press, Peter Lang, were all very supportive of using this artwork for the cover. I think it speaks to a strong ethos of valuing the communities and the practices that are represented in the text. Rebecca W. Black is an assistant professor in the Department of Education at the University of California, Irvine. Her research centers on the forms of literacy and social engagement that are emerging in online environments. In particular, Black has focused on the ways that popular culture-inspired environments, such as fan communities, provide adolescent English language learners with opportunities to develop their language skills, establish social connections with global networks of youth, and construct powerful identities as successful authors and knowledgeable fans. Her work has been published in journals such as Reading Research Quarterly, TeacherÂ’s College Record, and the Journal of Adolescent and Adult Literacy. In addition, Prof. Black 's book titled Adolescents and Online Fan Fiction was recently published in the Peter Lang series on Digital Epistemologies. September 8, 2008
Gay Bombay: An Interview with Parmesh Shahani (Part Two)
Given what you tell us in the book about the mainstream India media's often hostile treatment of gay-related stories, what has been the response to the book in India?
I suspect the autobiographical passages will be some of the most controversial aspects of this book. What do you think those chunks us to see about being gay in Bombay that we would not get through more traditional academic means?
You end the book with some very optimistic suggestions about the potential for change in your country. What gives you such great hope?
As I write in the concluding chapter, there are two Indian traits - fortitude and adaptability, which provide me with hope as I look towards the future of Gay Bombay and the Indian queer scene at large. Also, if Indianness is something that can be imagined and reimagined, then there's no reason why gay people shouldn't be a part of this imagination. I see daily instances of this imagination taking place all around me. I attended Bombay's first queer pride march some days ago where over a thousand people rallied, marched, sang and danced through the streets of Bombay. I cannot describe in words the spirit of that afternoon. This year, several such pride marches were held across cities in India. Recently, at at the world AIDS summit in Mexico, India's health minister came out strongly for section 377 being abolished. For someone in the government to be making a statement like this is unexpected. But the imagination isn't just confined to the law. There are gay marriages, commitment ceremonies and anniversary celebrations that keep on taking place in India, despite the laws being what they are, and several incidents, big and small, of society accommodating LBGT people, so at the pride march it wasn't just queer people who marched, there were so many families and friends, grandmothers, babies, everyone. It is moments like these that make me feel really positive, in the face of the negative news, and terrible incidents that also take place. What did your time at MIT contribute to this particular project?
Parmesh Shahani is based in Bombay, India, where he works on new media, venture capital and innovation for Mahindra & Mahindra and also serves as the Editorial Director of Verve magazine. He is also a research affiliate with the MIT Convergence Culture Consortium. His prior work experiences have included founding India's first youth website, business development for Sony's Indian television channel operations, writing and editing copy for Elle magazine and the Times of India group, helping make a low-budget feature film and teaching as a visiting faculty member at a Bombay college. Parmesh holds undergraduate degrees in commerce and education from the University of Bombay, and a graduate degree in Comparative Media Studies, from MIT. His first book - Gay Bombay: Globalization, Love and (Be)Longing in Contemporary India (New Delhi, London, Los Angeles, Singapore: Sage Publications) was released in April 2008. September 5, 2008
Gay Bombay: An Interview with Parmesh Shahani (Part One)Parmesh Shahani, a recent alum of the Comparative Media Studies Masters Program, now consulting for some of the leading magazines and media companies in India, has published an exciting new book, Gay Bombay: Globalization, Love and (Be)Longing in Contemporary India. The book, which was adopted from his thesis, is a tour de force which manages to apply multiple modes of analysis -- ethnographic, historical, institutional, and autobiographical -- to explore a moment of change as his home country adjusts to what is at once an economic, a sexual, and a media revolution. As one of his thesis advisors, I had a chance to watch this manuscript take shape as he learned how to balance the competing conceptual frames needed to understand and explicate this complex set of transitions. Some of the most compelling aspects of the book are the most confessional: Shahani draws on his own sexual experiences to offer insights into how people are living these changes through their bodies. It is a daring approach, especially given the recent history of homophobic backlash in India, but it also sheds insights that no more distanced writing could offer. In my classes, we read the manifesto introduction to Hop on Pop: The Politics and Pleasures of Popular Culture which talks about the importance of writing about "culture that sticks to your skin" and the value of first person perspectives for describing our experiences with popular culture. I recall his enthusiasm as we discussed this material and was happy to see him push this idea to the limits as he was writing his thesis. So, I hope I can be forgiven a teacher's pride in seeing one of my students make good as I share with you this interview with Shahani about his book, about the place of gay culture in India, and about the methods behind his research. You write, "Gay does not mean what it does in America, or in the west at large. They have creatively played with it, modified it, made it their own." So what does gay mean in an Indian context?
How are shifts in the status of gay people in India being represented in Indian popular culture, especially in Bollywood films? I'm not at all satisfied with the way gay people are currently being represented in Bollywood films. Given the number of gay people within the film industry itself, I'd have liked that the representation be more nuanced! However there have certainly been some shifts over the years and these give me hope there will be progress in future. Parmesh Shahani is based in Bombay, India, where he works on new media, venture capital and innovation for Mahindra & Mahindra and also serves as the Editorial Director of Verve magazine. He is also a research affiliate with the MIT Convergence Culture Consortium. His prior work experiences have included founding India's first youth website, business development for Sony's Indian television channel operations, writing and editing copy for Elle magazine and the Times of India group, helping make a low-budget feature film and teaching as a visiting faculty member at a Bombay college. Parmesh holds undergraduate degrees in commerce and education from the University of Bombay, and a graduate degree in Comparative Media Studies, from MIT. His first book - Gay Bombay: Globalization, Love and (Be)Longing in Contemporary India (New Delhi, London, Los Angeles, Singapore: Sage Publications) was released in April 2008. May 5, 2008
Spy StoriesThis is the fifth in a series of "intimate critiques" developed by CMS Masters Students as part of my Media Theory and Methods Proseminar. Here, Xiaochang Li interweaves her reflections on the Spy genre, especially Get Smart and Alias, and her own personal and family history. This distinctly cold war genre is deployed in an effort to understand her own identity as a Chinese-American. (Of course, though this will make sense to few outside our circle, but the most fannish gesture in this essay may be, in Xiaochang's case, the opening reference to Marcel Proust!) Spy Stories Marcel Proust, working from the sinking grave of his bed, tells us that we are creatures In the 60s spy satire, Get Smart, Maxwell Smart is a haphazard agent engaged in a long-term stand-off with an organization called KAOS, an epic battle against the perpetrators of general disarray. He fumbled his way through disarming death rays and and foiling assassination plots, assured in his aptitude even as he walked into the obvious traps and locked himself inside phone booths. This he taught me too: we are not always what we appear, even to ourselves. And in the weeks following, as if anticipating my arrival, footage of the Berlin Wall being In those first long rudderless years within an aggressively unfamiliar landscape -- the Rewatching those episodes now, they are fraught with the almost too-obvious appeals But Maxwell's advantage was not in his ability, his comic incompetence, but the very As I got older, the pressures of fitting in drew me further and further into narratives of In fourth grade, a classmate explained to me patiently, "You could never be president On TV, Sydney Bristow embodied a vision of individual agency, and the pleasure of As such, she became too the fantasy of a preservable sense of self, despite the Through her, blending in, passing, became not a denial of history but a tactical and The problem, of course, is this: I am no Sydney Bristow, and I've had more than one The allegory of racial assimilation as espionage a nice fantasy, a neat justification, but it Because in the end, all of this conflicted, contested, treacherous allegory of identity Xiaochang Li Xiaochang Li completed a BA at New York University in 2006, where she wrote an undergraduate thesis on narrative structure in Proust's In Search of Lost Time while also exploring various aspects of media production through internships in film production, publishing, and web design and advertising. She then spent the interim year in Germany on fellowship through the Congress-Bundestag Youth Exchange, where she spent her time working with independent film production firms in Berlin and Saarbrücken and going 220km per hour on the autobahn. Her current research interests include the emergence of narrative forms in the digital landscape that shift our understanding of, and interaction with, the structure of texts and the relationships of gender and sexual performativity between Eastern and Western media through the lens of fan-generated content. In the future, she hopes to see Roland Barthes resurrected from the dead to author a book about YouTube that consists entirely of a series of semi-related Cat Macros. April 23, 2008
The Videocassette or: How I Became a Fanboy and Learned to Love ExplosionsEvery year, I challenge my Comparative Media Studies Masters Students to tackle a piece of autobiographical prose which describes something of their own relations with media. This may at first glance seem like a pretty cushy assignment, most of us start our writing career on personal essays, but most of the students discover it can be extremely difficult to reconcile the competing modes of autobiographical and theoretical writing. On the one hand, the language of media theory is often highly abstract and for many, alienating. On the other hand, many of us fall into the trap of "overshare" when asked to recount of our own experiences, being so interested in the process of personal revelation that we don't necessarily think through why we are sharing or how autobiography might enable us to make more meaningful generalizations about media. In preparation for this assignment, we read and discuss such essays as Erica Rand's introduction to The Ellis Island Snowglobe, Annette Kuhn's discussion of a family photograph from Family Secrets, Sharon Mazer's discussion of the power relations she encountered in doing an ethnography of professional wrestling, Robert Drew's account of karoaki which draws heavily on his own experiences as a performer, and Geraldine Bloustein's work on "girl-making." (The last three can all be found in Hop on Pop: The Politics and Pleasures of Popular Culture, which I co-edited with Tara McPherson and Jane Shattuc.) Each of these writers make effective use of "intimate critique" as a way into dealing with complex aspects of personal identity and popular culture. As we suggested in the introduction to Hop on Pop, there are questions which we can only address through holding a lens up to our subjective experience of media -- the tendency of academics to hold popular culture at a distance may distort their understanding of the work it does for individuals and the society at large. This assignment produces some of the most exciting writing I see all year and this year's crop of first year masters students produced work which I felt was especially rich and evocative. Last year, I shared some of the work my students produced for this assignment, including essays on what our lists on Netflix tell about us and about the world of Mexican comics. Over the next few posts, I plan to share some of the highlights from this year's crop. This year, there was a strong focus on cult media, fandom, and personal identity formation. I shouldn't be surprised, I suppose, given my own interests, so what is surprising is how very different each of these narratives about early fan experiences turned out to be.
The cultural artifact I have chosen for this paper is the VHS tape. It is an object of resonance on two levels - it possesses enormous personal significance and, on a wider scale, it is the embodiment of a technological development that transformed the film culture of urban India. Given that videocassettes and the material they carried were a "companion for emotion and a provocation to thought" from an early point in my life, they were to me what Sherry Turkle categorizes as 'evocative objects'. Until the liberalization of the Indian economy in 1991, films made outside India were very difficult to access legally. Urban centers generally contained only a few theaters (multiplexes did not arrive till the 21st century) and these were mostly dedicated to screening Bollywood fare that guaranteed more ticket sales. A tiny number of foreign films were exhibited every year, usually releases that were a year or more past their original theatrical dates. The situation for Indian cinephiles was dire. All this was transformed by the VHS boom of the mid to late 80s. The introduction of videocassette technology to Indian markets did not, however, signal the beginning of the home video release boom that was witnessed by countries like the United States. The heavily protectionist economy did not lend itself well to studios releasing foreign films on a home video market and availability of video recorders was initially too limited for any kind of real profitability from the exercise. This, however, did not preclude the burgeoning of a system of piracy and peer to peer sharing that was working well in Indian cities long before any of us had even heard of the Internet and was to survive till the cable television boom of the mid 1990s. The first manifestation, according to my father, was the appearance in many neighborhoods of the local 'video parlor'. Some of these were larger establishments with proper storefronts while others were holes in the wall that could only be found via word of mouth. All of them, however, were stocked with pirated VHS copies smuggled in from east Asian countries. Given that the foreign studios had practically no presence or representation in India and that the police did not care the least bit about enforcing copyright laws, these parlors were free to operate. In addition to the regular Blockbuster-style services they provided, they could (at a price) copy your favourite film on to a blank videotape or even 'order' an 'official' copy of the film for you (these being a first or second generation shinier print of the film in a case adorned with color xeroxes of its American packaging as opposed to the generally fuzzy affairs in generic slipcases available for rent). The larger shops presented even more options, offering up 'camera prints' at half the usual rental for fans on a budget (the unwatchable prints of movies recorded in a theater) or 'family' versions of films with the sex scenes dubbed out (profanity and violence remained gloriously intact). A vibrant popular film culture was to grow in the cities within years. My father tells stories of how Arnold Schwarzenegger and Sylvester Stallone became household names within a year and I can remember passing by, on my way to school, scores of streetside hawkers selling Rambo and Terminator t-shirts when just a year previous, they had been peddling religious iconography. School-children (like myself) started up movie sticker collections that were traded aggressively. The interesting side effect of the viral nature of the VHS phenomenon was the fact that the parlors were simply one of the available options. People would copy tapes that they had rented from these parlors and circulate them amongst friends and family who would, in turn, copy them. The picture and sound would degrade with each degree of separation but this did not dissuade the enterprising cinephiles that felt like they had put one over the Man ('the Man' presumably being the video parlor guy that rented smuggled goods) by watching the movie for free. Neighborhoods would organize community screenings of films where they would set up a television set in a local clubhouse, rent a tape from the nearest video parlor and charge a nominal fee for entry. The transformation, then, was beginning. India had always had a rich history of movie-watching in the Bollywood tradition and the arrival of VHS expanded the film-goers horizons to include the Western market. Cinema clubs popped up across the cities, catering to tastes across the board, from a weekly dose of 80s action drama to one of Bergman or Antonioni (two especial Calcutta favourites). Indian youth culture was impacted as the fashions, music and slang of the Americans they saw on their television sets (which had hitherto exhibited nothing but the two mostly soul-crushing public TV channels) crossed over into the urban lexicon. This intrusion of globalization (for better or for worse) into a relatively closed cultural space was accelerated manifold by the advent of cable television but I would argue that this particular event was primed by the preceding decade of VHS supremacy. On a personal level, the VHS tape could be said to have shaped my entire life. Some of my earliest memories are of my father bringing home our first VCR from a business trip abroad and the subsequent weekend film-watching ritual. The homework would get done, be checked over and the approving nod would be the cue for the Disney film du jour to begin. Just as Turkle's closet full of memorabilia shapes the way she thinks about her family, my memories of our weekly congregation around the joys of VHS shapes the way I think about mine. In addition, these experiences contained within and associated with the tapes were to have a profound effect on my identity and interests. Pat or even cliched as these conclusions may seem, it was the memories of those early movie sessions that formed the seed for my later affinity for everything cinematic and helped push me toward the academic, personal and professional direction I am taking now. My love of music began with VHS tapes as my parents would record music videos from the half hour Western music show that aired past my bedtime on the aforementioned public television channel. I would then proceed to play these tapes all day, forming a soundtrack to my childhood that originates as much from VHS as it does my father's LP/audiocassette collection. My affection for everything narrative probably sprang from the multiple viewings of the same films (on the same tape) that we would rent repeatedly when nothing new had come in that week, as plot threads started to get embedded into my skull, complete with dialogue and interrupted by video snow where the tape had been damaged. Even my first induction into the enticing world of 'adult language' was thanks to the verbal clashes (in stereo!) between the working class New York accent of John McClane and the cultured delivery of Hans Gruber. Thanks to Bruce Willis and Alan Rickman, I knew how to swear in English before I learned the equivalents in any of the Indian languages. The actual physical form of the videotape was also important. The tapes from the parlor that we rented from all had a particular smell (that I could never identify) - the first indication of an impending movie experience. Close at its heels was the mystique of the cassette itself, as my brother and I would open the protective tab and stare at the magnetic tape underneath, making wise pronouncements about the quality of the print based on the number of crinkles we could see in it. Despite our carefully performed expertise, however, we were completely in thrall to the inherent mystery of the incomprehensible machine, simultaneously imagining ourselves as a new generation of technopriests through our ability to perform a ritual around these objects and as slaves to our ultimate lack of knowledge about the object itself. The packaging was equally important (when there was any). Familiar faces of actors we were starting to recognize would create patterns in our choices. These packages were generally xeroxes of US or UK poster art and we learned to recognize the MPAA's Restricted logo or the BBFC's '18' and '15' symbols (ironically our parents were too frazzled and rushed to notice such things) and felt the twinge of anticipation for the forbidden darkness that we learned to anticipate within (the films rated such for sexual content were, however, generally pointed out by the 'video parlor man' for the benefit of our parents). Finally, as the title of this piece indicates, the fanboy in me can actually be traced back to the magic of VHS as well. I still remember with relative clarity, the first defining cinematic moment of my life - my first viewing of Superman II. It was in 1988 and I was six. It was not the first film I had watched on our new VCR but it was the first one to leave an indelible stamp on my still-developing mind. The wonder of Superman's flight to the Eiffel Tower, the foreboding of the criminal Kryptonians' surprisingly brutal assault on the astronauts, the frustration of the beating suffered by humanized Clark Kent at the hands of the diner bully and - above all - the pure adrenaline rush of re-powered Superman's return and climactic clash with the villains in downtown Metropolis are all emotions that I am reasonably sure I remember accurately from that first viewing. This may well be owed to the fact that I replicated this experience countless times over the next few years, goading my hapless parents into renting the same tape to the extent that 'the video parlor man' automatically reached for it when we walked in. The reactions, however, were always echoes of my original visceral responses to what remains, to this day, one of my favourite films and the reason why I instinctively associate villainy of all sorts with General Zod. Superman II was the reason I picked up my first American comic book and marks the beginning of my lifelong fondness for fantastical narratives across media platforms, bringing us to the possibility that my presence at MIT may actually be traced back to the work of Richard Lester (or Donner, according to preference). It is important to mention that a significant aspect of this anecdote is the fact that I managed to watch Superman II through the eyes of an impressionable young child, thanks to the convenience of VHS. Had it not been for this particular technological marvel, my exposure to pop culture (as embodied by Superman) would have really begun in the mid-90s with the appearance of cable television, by which point I would have been a teenager and - undoubtedly - indoctrinated into the way of the sciences by the ever reliable biases of the Indian educational system as it deals with male students. It was VHS that made the difference between a goggle-eyed child internalizing an epic, life-changing mythology and an engineering-track teenager laughing at a campy movie about an alien in a red cape and underwear fighting two British actors (and an ex boxer from Philadelphia) dressed like dominatrices while Gene Hackman delivered one-liners in the background. And for this, I am thankful. Abhimanyu Das Born and raised in Kolkata, India, Abhimanyu Das graduated in 2005 with a BA in English from Franklin and Marshall College. Gradually, his interests in new kinds of media texts (such as computer games, graphic novels, and serialized fiction) began to push against the outer limits of proscribed curriculum of his English department. His struggles with core questions about transmedia storytelling, the audiovisual elements of texts and social context of genre narratives led him to develop a secondary concentration in Film Studies, during which he did archival research at the British Film Institute and also read a lot of comics. His relevant professional experience includes writing about film and literature as well as a brief stint in publishing. At MIT, he hopes to pursue a thesis project that studies "the confluence of post-colonial influences and the effect of globalization on two rapidly expanding media movements, the Indian independent film and the Indian comic book." He is currently working at the MIT Center for Future Civic Media as an RA. His long-term goal is to be able to make a living as a cultural journalist with the clout to make a few people do more than just smile indulgently while he talks about movies and comics. April 2, 2008
From Rodney King to Burma: An Interview with Witness's Sam Gregory (Part Two)Yesterday, I ran the first part of a two part interview with human rights advocate Sam Gregory, who I met at USC's DIY Media event earlier this year. In this second part, Gregory explains why Witness is creating its own video distribution site, discusses the role of remix in the realm of human rights activism, and explores what it might mean to "do it with others" rather than "do it yourself." Tell us more about The Hub. What do you see as the advantages and disadvantages of creating a platform specifically for distributing human rights videos as opposed to tapping into the power of shared or general portals like YouTube?
What, if any, kinds of remixing are appropriate in the space of human rights video? How can we reconcile this mash-up aesthetic with the evidentiary claims made for traditional documentaries?
You are an advocate of a "DWO" (Do With Others) approach to video production. Explain. What value does collaborative production and distribution bring to the field of advocacy and activism? The biggest concern for human rights activists is how video can be deployed to create real change. Alongside renewed opportunities for individual production and targeted advocacy both online and offline, I think collaborative production, distribution and advocacy offer powerful new possibilities for a network-centered video advocacy. This DIWO (Doing It With Others) recognizes the advocacy possibilities of drawing on some "audiences" as collaborating publics both between themselves and with you, and as co-producers and not just as consumers or passive distributors of advocacy video. This means attention to how to facilitate meaningful and responsible ways in a many-to-many environment for people to speak to each other and create locally-specific and contingent media. March 31, 2008
From Rodney King to Burma: An Interview with Witness's Sam Gregory (Part One)I came back from the USC DIY Media Event with a whole range of new contacts. One hallmark of this outstanding conference was that it brought together people from very different social networks -- people who are working in parallel across different communities to explore the potentials of participatory culture. I've already featured through this blog an extensive interview with independent filmmaker and critic Alex Juhasz exploring her efforts to teach through and about Youtube. Today, I want to showcase another participant in the USC event -- human rights activist Sam Gregory. Gregory's comments about the strengths and limitations of Youtube as a site for media activism were eye-opening to me and I hope you will find them equally illuminating. In the interview which follows, Gregory describes the evolution in the thinking of his organization, Witness, from the aftermath of the Rodney King video, to the recent use of Youtube as a platform for the Burmese democracy movement. Drawing a phrase from Jamais Cascio, Gregory speaks here about the "participatory panopticon," the potentials of a world where citizens can use light weight portable cameras, including those built into their cellphones, and video distribution platforms to alert the world about human rights violations in their country. The past decade plus of DIY activism has taught veterans to be skeptical about some of the more utopian claims of the previous generation, even as they are learning to be more effective at exploiting every available opportunity to capture and distribute harsh realities that much of the world doesn't want to watch.
Sam Gregory, Program Director, is a video producer, trainer, and human rights advocate. In 2005 he was the lead editor on Video for Change: A Guide for Advocacy and Activism (Pluto Press), and in 2007 he lead the development of the curriculum for WITNESS' first ever Video Advocacy Institute. Videos he has produced have been screened at the US Congress,the UK Houses of Parliament, the United Nations and at film festivals worldwide. In 2004 he was a jury member for the IDFA Amnesty International/Doen Award. He was a Kennedy Memorial Scholar at Harvard's John F. Kennedy School of Government, where his Master's in Public Policy focused on
In the late 1980's, our founder, Peter Gabriel had been participating in the Amnesty Human Rights Now Tour, travelling the world and meeting human rights activists at each concert stop. And in many cases, it struck him that their stories were not being heard, and that new tools like the consumer video-camera could perhaps change that. Fast-forward a couple of years, and the Rodney King incident brought the possibilities home. From the window of his apartment George Holliday filmed a sequence of graphic human rights violations that generated massive media attention. That provided the impetus for the creation of WITNESS - founded in the assumption that if you could place cameras in the hands of the people who chose to be "in the wrong place at the right time", i.e. human rights advocates and activists around the world living and working with communities affected by violations, then you would enable a new way to mobilize action for real change. What role does do it yourself video play in heightening public awareness of human rights issues around the world?
You've written that the project was initially shaped by assumptions about the "transparency" of the video medium. Explain. What happens to human rights video as we become more self conscious about the properties of the medium and the ways that it can be manipulated? Our starting point was what the scholar Meg McLagan has succinctly termed a moment of "1990s technophilia and (with a) model of change based on the transparency of media". So it was very technology-focused and grounded in a perhaps naïve belief in the indexicality of the image - a firm conviction that 'seeing is believing' and that seeing would create action, in the same way that the Rodney King had seemingly inspired mass outrage and in the same way that at first. You've argued that some of the most effective videos for dramatizing human rights issues have come not from activists but from the oppressive regimes themselves. Can you cite a few examples? Why were these videos produced in the first place? What new significance has been ascribed to them as they move into new contexts? The futurist Jamais Casco has suggested that the 'Rodney King' moment of the digital camera era may hav e been the Abu Ghraib photos, and I would argue that the analogue for cell-phones was the footage of Saddam Hussein's execution. Yet both sets of images were filmed by perpetrators or by insiders, not by concerned citizens, advocates or observers. More broadly we can see a proliferation of images, particularly of torture by police, security force and military personnel. Human rights videos, you've claimed, need to be thought of as "transnational stories." What are the implications of that statement? What factors insure that the video will achieve its desired effect as it encounters alternative audiences? Much human rights activism is still about speaking to distant audiences, often to generate a 'boomerang' effect in your home country. In these cases you are telling transnational stories that must speak to an audience inevitably less grounded than you in the everyday realities of the oppression. So, the footage in the video produced by our partners working undercover in Burma 'Shoot on Sight' must speak to activists not only within Asia, but to government officials, decision-makers and solidarity supporters in North America and Europe. Most human rights situations are embedded in contexts of structural complexity, long histories of repression and reaction and many actors with different agenda. As activists and concerned citizens create human rights advocacy videos they face a dilemma. They want to resist a globalization of local images stripped of their meaning, by keeping intact local voices in local contexts, and in a way that is faithful both to the direct visible violence of a situation as well as the underlying structural causes. But at the same time as you move testimony and images between different advocacy and media arenas it often 'helps' to strip out some of the markers of specificity. From experience, I know that with many audiences too much analysis of the particularity and nuance of a testimonial story may undermine it as an advocacy call. February 11, 2008
Ordinary Men in Extraordinary Times: An Interview with Iranian Underground Band, KioskIf you have seen the film or read the graphic novel of Persepolis, then you will recall the joy that the young protagonist took in listening to western Rock music and the risks that she was willing to take to get access to tapes of recent heavy metal or punk recordings. In many ways, music was the gateway into her political consciousness. Talieh Rohani, an Iranian-born CMS graduate student, recently wrote a paper for my Media Theory and Methods proseminar which shed light on what has happened to the rock music scene in her home country and suggested the ways that new digital tools for production and distribution were impacting the Iranian underground music scene. These insights emerge from an interview she did with Kiosk, an Iranian underground band which recently immigrated to America. An Interview with Kiosk The 1979 Islamic revolution of Iran brought so many social changes and so much repression to the lives of Iranians including the decision to ban the western music. The young generation found it impossible to access any music from the rest of the world. As a result, pop music abruptly stopped progressing in Iran. At the same time in the Western World, the progressive rock scene was allegedly terminated by the arrival of punk rock, because many punk admirers incorporated progressive elements and were inspired by progressive rock bands. Although the Iranian youngsters had already been influenced by progressive rock music from the late sixties to the late seventies, the war years made it irrelevant for the younger generation to listen to and embrace this musical goldmine. But with the arrival of satellite the Iranian young generation became aware of the current world rock music. The introduction of the Internet and the possibilities it presented allowed the Iranians to participate in the music scene. Iranian underground music became an alternative to the mainstream pop Persian LA music. Most Iranians started to recognize this revolutionary movement. Underground bands like 127, Hypernova, Kiosk, and Abjeez have received great support in their debuts outside of Iran. And as a result, a new taste in music has emerged within Persian communities that are no longer satisfied with the mainstream LA music. What you'll be reading is an interview with the underground Iranian rock band Kiosk conducted in Boston in November 2007. Kiosk is a Persian Blues/Rock/Jazz band established in Iran's basements. The band's first album Adame Mamolli (Ordinary Man), released outside of Iran by Bamahang Productions, was known as one of the most successful of Iran's underground music recordings. Babak Khiavchi is the founder of Bamahang Productions, which aims to help Iranian underground music gain recognition across the globe. He is also one of the main guitarists of Kiosk. Babak talks about the restrictions that were enforced on the Iranian Music Scene. He says he finds the red lines invisible but he cannot ignore their existence. According to Babak musicians cannot address certain things in their lyrics. In order to produce an album, the musician needs to get permission to start a band from Iran's Cultural Ministry. He will also need to get permission for the lyrics, the music and even the vocals of the singers. If the ministry feels that the band is imitating a famous Persian singer in Los Angeles, it probably won't give them permission to sing unless that music promotes the government. Babak talks about something called Laleh Zar Mafia that basically controls all music productions and distributions in Iran. This mafia knows both the audience and the market and has a monopoly on it. He refers to O-Hum group. Their lyrics are all from Hafez and Rumi and there is nothing illegal about that. However, O-Hum could not get permission for production in Iran because it was trying to fuse traditional Persian music with Rock music. This is something that is not acceptable in Iran. According to these red lines, any presentation of Western values and style is considered decadent. Babak doesn't face such restrictions in the American music scene. When he started working in the IT industry about 10 years ago, he decided to help his friends in Iran who were trying to get their music recorded and heard. Babak claims that Kiosk's Ordinary Man album was probably the first Persian underground band that was officially released and copyrighted here and he managed to add it to the iTunes catalog. He thinks that is a big step and it gives a lot of motivation to all these underground musicians in Iran to know that there is a channel for underground music on the Internet and there is an audience there for the music they are producing. Babak believes that one of the significant things about O-Hum is that their sound engineer, Shahram Sharbaf, recorded everything on his home computer using Pro-Tools software and some other sound engineering devices. He showed everyone that they can do this at home and they wouldn't have to go to a multi-million dollar studio. Babak strongly believes that it is the content and the idea that matters. From his perspective, it is okay to have a low quality production. But the originality of styles and ability to integrate culture into music makes it attractive to people. Babak claims that everyone followed O-Hum example and learned how to use the software and started recording. "The qualities aren't good," he says, "They are mostly demo quality. But even the demos have so much raw emotions." He compares it to the LA music market. From his point of view, the underground Persian music has so much emotion that the audience tend to forget about the quality. "You really feel the pain and frustration that these musicians burden and how they found music as an outlet to express themselves," says Babak. On the other hand, Babak finds the restrictions imposed on the music scene to be the main reason for the emergence of underground music. According to him, the music produced and distributed in the LA area, although they have many resources available to them without any limitations, has no content. "What suffers here is art itself. If art is the means of self-expression, and if you can't do this through the legal channels, and the channel that gives you the most audience, you just have to go and find your own channel underground and express yourself the way you want to be heard," says Babak. Some people commented that their two albums have major differences in terms of culture and restriction. The first album, Ordinary Man was made in Iran facing government restrictions. The second album, Love of Speed was released here in the US facing none of those restrictions. It took Arash three years to write the lyrics of the first album. It covers three years of his life when he was going through "different emotions," he says, "than when I moved to San Francisco". Most of the social commentaries of Love of Speed were created in Iran. And he only polished them here. He calls it the process of growing up. Different things are more important for him now than four years ago. I wonder what those different things are. Arash says, "Nostalgia". When Arash was writing the lyrics of Ordinary Man, he never planned on recording and releasing this as an album. He used to write for other people to sing and after Babak heard his demos he told him that he had to sing it himself instead of giving away such good songs. When he was writing Love of Speed, he knew he had more room to express himself. There were fewer limitations. He knew he had a chance to talk more about the social issues instead of just on a personal level. Arash does not see the existence of censorship within his personal life in Iran as a positive factor in forming his music. He says that he did not plan to release the first album when he was writing it. He was doing it for himself so the red lines didn't matter to him. He claims that after Khatami's presidency, many people felt sorry for waiting for 8 years to see a progressive stable change in the society. And after, this guy, Ahmadinejad, came and took over and ruined everything. So he does not have that much time for personal songs anymore, he explains. Kiosk received two major criticisms from people within the underground music scene. First, many people consider Mohsen Namjo Music revolutionary because it introduced new sound and rhythms to the Iranian Music. Some people believe that Kiosk has nothing new to offer other than the lyrics, and it's an imitation of Dire Straits and Bob Dylan. Secondly, many people believe when the underground musicians moves from Iran to US, they can no longer be a part of the underground music scene. In order to be known underground, the music will need to remain underground. Kiosk no longer suffers the restrictions and limitations in underground music scene in Iran. Arash accepts that his music sounds like Dire Straits but he says he is proud of that. "I don't know any band that wasn't under the influence of any other band," says Arash, "And I don't know any good band that wasn't influenced by Bob Dylan." According to him, the challenge was to use the Farsi language in a rock context, using guitar and bass. Adapting Farsi with its own music. Arash describes that this challenge started in the 70s with Koroush Yaghmayi, Farhad and Faramarz Aslani. They tried to challenge different angles. He says that the best they could do was to take poems from Rumi, Hafez and other traditional songs and mold them to Rock music. Kiosk's success is that it adapts Farsi lyrics to Rock and Blues. In the second album, Love of Speed, they were trying to find their own sound, similar to other rock bands that are always looking for their unique sound. "Dire Straits' first album was influenced by JJ Cale," claims Arash. From his perspective, everyone starts with an influence. "The important thing is that everyone is trying to find his own sound" Arash says. He thinks the second album was a big step for Kiosk in trying to establish a new sound and he finds himself hitting in a right direction. In Babak's opinion, if you want to get the audience's attention, the best approach is to start from an angle that the audience is familiar with. "If you listen to "Dailiness(Roozmaregi)" you might think that it sounds like Dire Straits but it actually reflects Iranians' social issues," claims Babak. He argues that in Love of Speed there is a lot less influence of Dire Straits. Babak considers Kiosk as an underground band still. He explains that they always try to call themselves an alternative to mainstream Persian music generated in Los Angeles. "Not that there is anything wrong with LA music. We all like to dance," Babak says. Apparently Andy played in his wedding. Babak argues that Kiosk is trying to give people another alternative. "People are fed up with recycled ideas of the same old cheesy lyrics about eyebrows, eyes, lips and how tall she is," claims Babak. Babak mentions that they are not promoting themselves through any mainstream channels. All their concerts are being organized by grass roots support. They rely a lot on Persian student organizations in all cities that they go to. They approach them directly and ask for help. Students volunteer to do the CD sales and T-shirts. "You never see any of the big Persian promoters backing us," says Babak. I wonder if they know their audience and if they define underground as an alternative to the LA Mainstream music, what they would tell those people that think that Kiosk has lost the reality of Iran by immigrating here and can no longer be the voice of the underground life. Arash is concerned about that. But he believes that fortunately or unfortunately, many things has happened to him in Iran that he has content to write for many more years, he says it while laughing hysterically. But he is concerned that sooner or later he will be talking about things that people in Iran can no longer relate to. He is trying not to fall in that path. "Once we become distant from contemporary Iran we will also join others to write about hips and eyebrows." he laughs. Babak recalls when they started in basements. He says that they are trying to stay close to the vibes that they came up with in the basements. According to him, they were never concerned about the audience. They just did it for themselves. Fortunately there seems to be a wide range of Iranians all over the world who could relate to their music. They are from all ages. "We hear from them through emails, fan communities and social networking sites," says Babak. They have some fans that are analyzing every word in their lyrics. He believes that no one ever sees Persian lyrics being analyzed this much. "If people would analyze LA Persian music, maybe they could do better by now," he says sarcastically. He says that the first feedback they have got was from Persian middle-aged divorced men. Recently they have had a much younger audience. Arash thinks that is because people got exposed to their music through the Internet. They were underground and they couldn't be played on radio or TV. So their audience was among those who had access to the Internet. Mostly educated and mostly divorced! Arash explores more the issues regarding the restrictions on music in Iran. He reminds us that Iran has the youngest population in the world. The Islamic republic is backing up inch by inch. He remembers the time that VCRs weren't allowed in Iran. And when satellites came around the government removed restrictions on VCR and video clubs. And then Internet came and they accepted it. So Arash believes that the government is giving room but very slowly. And the young generation wants more. They want more concerts and more music and this is not something that the government has allowed. This is because Iran is young and they need music and Radio Payam is the best they can get, says Arash. There are no other resources available to people. In Arash perspective, that's not even what people want. Traditional Persian music just wouldn't satisfy Iranians. He believes that people need to have the energy of Rock music. The government knows that there is a big demand for this. That's another thing that is pushing the boundaries in his opinion. So he believes that in the long term it might work out.
January 25, 2008
Field Notes from Shanghai: China's Digital Mavens
In almost every category, Chinese youth expressed an even deeper investment in the online world than their American counterparts. It is particularly compelling the degree to which they use digital media to escape constraints on their real world experience, whether local constraints imposed by parents and schools or larger societal constraints imposed by governments. We need to be careful about framing these findings through Cold War discourse which stresses the free west against the repressive east. It seems more useful to think about the different constraints on participation teens in each country face in their offline lives and the ways that online experiences may allow them at some limited experiences of transcending those constraints. Of course, in both countries, there are ongoing struggles about how much access to and what kinds of participation teens should enjoy in the online world. Several people I've spoken with here, however, have sought to qualify the picture of Chinese digital youth culture represented through the study. They note, for example, that while Chinese youth have extensive access to blogging technologies they have little to no access to social networks like MySpace and Facebook and they are blocked from being able to use Wikipedia except through elaborate proxies. (I've struggle while I have been in China with having my own access to wikipedia cut off behind the firewall.) Others suggested that Chinese youth have been very active in helping to translate western media content, including the work of participatory culture, into Chinese but have been much slower to embrace such cultural practices themselves. Some have adopted judgmental perspectives on this participation gap suggesting that the Chinese take but do not give to the culture of the web. Certainly, we can point to the visible contributions of amateur Chinese media makers to YouTube -- most notably, of course, the Back Dorm Boys. (See an interview here conducted by my CMS colleague Beth Coleman as part of her Project Good Luck initiative designed to better understand the rise of digital culture in China.) Yet, I am told they have been much slower to embrace re-mix or modding practices or to generate their own fan fiction, though some have told me that this is starting to change at a rapid pace. One might hypothesize that Chinese and American teens deal with the uncertainties of the digital environment in different ways: many American teens are unaware of the potential consequences of posting their own content on the web, showing ignorance or naivity about the intellectual property implications of such activities or the long term impact of digital content on how they are perceived by schools or future employees. The Chinese youth, living in a very different cultural and political context, seem less willing to take risks and probably much more awareness of the potential ramifications. They seem to value the freedom they find online all the more because they know what the stakes are in their exercise of those freedoms. Others stress that the difference may have to do with the language barrier of the online world. Chinese young people may have more skills at translating English content for their own community and may have stronger incentives for wanting to access that western content; Chinese youth perceive the west as having little interest in what they have to say and little willingness (not to mention capacity given how rare it still is for schools to offer courses in Chinese languages) to help close that gap in terms of translating their content into English. January 17, 2008
Games and Social Responsibility -- Perspectives from ShanghaiShortly after the start of 2008, I traveled to Shanghai to attend the International Games and Learning Forum, an event organized by the MIT Education Arcade team in collaboration with Peking University and funded by the Hewlett Foundation. The gathering brought together some leading American thinkers (including Sasha Barab, Eric Klopfer, and Scot Osterweill) about the pedagogical potentials of games with their Chinese counterparts in education, government and industry. Special thanks to Alex Chisholm who organized the event.
The concept of the 'social responsibility' of games companies was a much more central concept to these conversations than in an American context. The western discussion of 'serious games' is framed by the assumption that pedagogy is an unrealized potential of the medium but without any expectations that games companies have an obligation to create games which might transform societies. Perhaps because of the ways that media industries in China seek to walk a line between some emerging capitalist impulses/opportunities and an overarching state economy, the industry representatives at this event sought to continually reassure participants that they were fully aware of their ethical and social responsibilities. These responsibilities operate at multiple levels -- not simply a repressive notion of ethical responsibility (focused on what they exclude from games in order to protect impressionable young people) but also a generative notion (what they included in games in order to promote national culture or ethical self-consciousness). And it is this affirmative or generative notion of social responsibility which holds open the greatest promise in terms of promoting a serious games movement in China. One attendee went so far as to link this focus on serious games to the United Nation's statement on children's rights which identified a 'right to play' as a fundamental expectation. (It's hard to imagine such a U.N. resolution playing a central role in any American discussion of games given our national disdain at the moment for such international agreements, but one can imagine such a fit carrying greater weight in China at a time the country is courting global respectability through hosting the Olympic games.) Game Addiction We need to be careful about taking this 'addiction' rhetoric at face value even though there are some highly publicized incidents where Asian youth played games to the point of physical collapse. For one thing, Chinese youth used cybercafes as their point of access to both games and the internet. To some degree, the Chinese government is using a rhetoric of addiction to rationalize their periodic crackdowns on young people's digital access, knowing that concern about media effects is more likely to be accepted by western governments. In that sense, addiction rhetoric does some of the same work that the Firewall does in terms of restricting youth participation in the online world. The addiction rhetoric, though, carries force within China where it is connected to a number of concerns which the Chinese have about their children's culture. First, at a time when aspects of capitalism are reshaping Chinese society (especially in Shanghai), addiction rhetoric gives the Chinese a way to talk about the impact of leisure culture and consumer capitalism on their lives. Playing games is problematic precisely because it is unproductive (or seen as such). This focus on unproductive play rather than productive labor takes on particular significance when you recognize that time spent playing games was time “stolen†from exam preparation in a culture where one's future (and that of your family) often rested on how well you perform on standardized testing. It is the high pressure nature of Chinese education which helps to account for the attractiveness of games as a cultural outlet. Of course, this focus on play is not unique to Chinese youth, even if the forms that play takes breaks along generational lines. On most residential streets, you can see people squatting around a card game, Chess, or Mah Jong, the game providing a context for face to face interactions within the adults of the community. Many of the public parks we visited on this trip included plastic playground equiptment, not aimed at small children but rather targeted at senior citizens, who used them to exercise. Seniors are being encouraged to play but that play is organized around keeping young and improving their physical health (that is, play is redefined as enabling self improvement). Chinese youth, by contrast, are more likely to be interacting online (or within the closed space of the cybercafes) and often to be playing games with people they do not meet face to face. This brings us to a second aspect of gaming from a Chinese perspective: government policies have promoted birth control and the single child family. Several folks in the Chinese games industry stressed the ways that online gaming reflected the loneliness and isolation of single children who were forced to reach out beyond their own families or even local communities in search of playmates. Whether understood literally or metaphorically, this link between the one child family and the debates about games addiction helps to explain the intensity of this concern. Finally, the games addiction debate takes on a historically and geographically specific reference point. Several of the speakers talked about the addiction to western games as the modern equivalent of the opium wars, with games suspected as vehicles for inculcating western values or simply as distractions which insured that Chinese youth would under-perform in other aspects of their lives. Here, we can read the introduction of games consoles alongside ongoing debates in China about the appropriateness of recognizing Christmas, an alien holiday which never the less fit well with the gift giving focus of traditional Chinese culture (and in effect, extended the shopping season around Chinese new year.) Walking around Shanghai one saw strange overlaps between the decorations that still lingered from Christmas sales campaigns and the decorations which had already appeared in anticipation of New Years celebrations. I was amused by a sign I spotted in the Shanghai airport wishing visitors a "Merry Chris". The rest of the world talks about putting the Christ back in Xmas, but here, it is the Mass which has dropped off altogether as Kris Kringle and not the Christ child becomes the icon for this merchant's festival. Games, not surprisingly, are popular gift purchases during these holiday seasons but like Christmas, they were often understood in terms of unwelcomed western influences upon Chinese cultural traditions. So, on one level, the social responsibilities of games companies were framed in terms of managing games addiction with the companies falling all over themselves to talk about devices and programs they have developed to limit the amount of time Chinese youth spent playing games. There are parential controls which allow adults to set and enforce fixed limits on how long their children can play. And games produced by Chinese companies are designed to provide stop points appropriate for the anticipated limits set on game play. One speaker at the conference even suggested a plan which linked access to game worlds and assets to performance on exams. Good test scores might translate into tokens which could be redeemed in games, thus providing gamers with a stronger incentive to spend time studying. There was also a great deal of discussion about the need to develop games which encourage families to play together, insuring that gaming helps to reinforce strong family ties rather than representing one more factor of modernity which separated youth from the influence of their parents. (This is a society where a group sitting down to lunch is still given a single menu with the expectation that the patriarch will order for the entire group.) One Chinese games industry speaker described the ways that games focused on national culture might bridge generation gaps: young people could use games to help older players to master new technologies while adults could use game play to transmit traditional cultural values and practices. Serious Games At the conference, several Chinese game designers proudly displayed games which included historically accurate and precisely realized recreations of historical villages and cities from pre-20th century China. They have filled these historical recreations with artifacts replicated from cultural museums or used them as settings to re-enact cultural rituals, such as wedding ceremonies. Many of the games were based on classical Chinese literature, especially Three Kingdoms.(For more on the relation of games to Chinese cultural policy, check out this earlier blog post.) One participant noted that western games did much better in the cities but Chinese games rooted in traditional cultures were expected by more rural consumers. Such a distinction makes sense if we see games as part of the process of modernization, westernization, liberalization, and capitalization of China. Those young people who will have the most contact with western travelers or business men were being educated through their play to understand the world beyond while those who would have the least contact were more invested in protecting their national culture from outside influences. Social responsibility was also being expressed in terms of promoting games which encouraged ethical reflection and thus transmitted the country's philosophical traditions and in terms of the potential educational uses of games. Games companies had a much stronger commitment to the development of serious games, even though most of them were no closer towards developing a business model to support edutainment titles than their counterparts in the west. One unfortunate downside of this emphasis on games as a means of transmitting national culture was a tendency to link the idea of educational games to a particular kind of content -- to this idea of historical reconstructions -- rather than to a pedagogical process. Several of us in the group of westerners attending the conference were struck by how little our Chinese counterparts spoke about game play as a learning process, saying very little about what you did in the games and much more about the worlds that players could observe. At a western conference on serious games, there is much more likely to be a schism between educators who have a curricular focus and game designers who insist that good game play is necessary for games to be able to motivate or facilitate learning. As a result of this conceptual gap, the two delegations spent a lot of time talking past each other rather than sharing insights about the challenges of designing educational games. The western participants were more likely to embrace games in terms of a conception of enrichment activities -- things we might learn which went beyond national standards and exams. The Chinese were, as a whole, much more likely to embrace drill and practice models of educational gaming with all education understood in relation to school policies and testing practices. I spoke with one college aged young woman here who offered a range of explanations: western copyrighted materials were priced too high for most people to afford; the government set limits on how many western media properties could be imported legally and there was aggressive censorship of anime and manga (with almost no Japanese content available legally here). The black market was the only place they could go to access such cultural goods, allowing them to work around both political and economic obstacles to access. Yet, the presence of the black market also made it difficult to make a profit off the distribution of their games in this country and caused equal difficulties for local games producers. The game company folks explained that there was almost no legal market in China for platform or pc based single player titles since there was no way to stop the rapid distribution of such materials at low prices through the black market. The only kinds of games which could make money were multiplayer games, where companies could create incentives for buying legal copies. These games were funded on subscription models or on the basis of the sale of assets and services. This focus on multiplayer experiences, then, forced the Chinese companies to compete within a space where production costs and labor demands are highest and this made it very hard for commercial companies to embrace a serious games model, even in the face of the other strong policy incentives for them to do so. Another factor pushing against the wide spread embrace of instructional games in China has to do with the technical infrastructure of their schools. A government official from the Education ministry described a 10 billion dollar national program to insure that every school in the country had at least one computer. While Urban Chinese youth enjoyed increased access to digital technologies at home, at school, and through the cybercafes (more on this next time), the rural youth still had little or no direct access to computers. So, a school which has only one computer would not be equipt to integrate computer games into its normal instructional practices as anything beyond the focus for teacher demonstrations. No wonder there is so little focus in their thinking about game play experiences: games may be seen much more as a simulation technology performed in front of the classroom than as anything that young people get to actually play themselves. December 12, 2007
Live Action Anime? Only at MIT!
The performance, Madness at Mokuba, opened with a spectacular battle between two giant robots (see the image above) staged against the backdrop of projected anime images and accompanied by an awe-inspiring soundtrack of metallic clanks and engine sounds which instantly reminded me of my first experience watching RoboTech and Star Blazers several decades ago. I didn't know what live action would look like but as the performance continued, I was more and more impressed with the craft and research which went into this performance. The show was staged by SLIPPAGE: Performance, Culture, and Technology, a collective of artists and researchers established in 2003, which seeks to explore "connections between acts of performance, formations of culture, and interventions of technology toward an end of Madness was scripted by Ian Condry, an associate professor of Japanese cultural studies in the MIT Foreign Language Program. Condry is the author of the recently published Hip Hop Japan: Rap and the Paths of Cultural Globalization. Some readers will recall an interview with Condry I ran some months ago about his research into Japanese popular culture. Condry is now working on a new book, tentatively titled Global Anime: The Making of Japan's Transnational Popular Culture, which emerges from field work spent in Tokyo animation studies. (I was lucky enough to tag along with Condry during one his trips to Japan, getting to visit Studio Ghibli, and getting some behind the scenes perspectives from the producer of Pokemon. I've described some of my impressions of seeing cosplayers in Yoyogi Park in a previous blog post.) Condry runs the Cool Japan program, a joint efforts between Harvard and MIT, which regularly brings to Cambridge leading researchers, producers, writers, and others involved in the production and distribution of Japanese popular culture. In an e-mail interview, Condry shared some of the thinking which went into this production: One of the things that interested me about the live action anime project is that it got me thinking about the many ways that anime crosses over from the "virtual" to the "real." The most obvious example is cosplay and the many forms of licensed merchandise, such as toys and models, that in effect bring anime through the screen and into people's hands. When fans take anime and manga characters, and use them to create their own fanzine manga (dôjinshi), a similar kind of translation effect is underway, that is, taking imagined characters, re-imagining through our own minds, and the creating something new in the world. Anime fans have long debated whether Anime is best understood as a genre (or perhaps a set of related genres), as an aesthetic style, as a mode of production, or as a transmedia phenomenon. Informed by Condry's theories and research, the MIT show managed to cover all of these bases and then some. The show's characters (see below) each embody archtypes from the anime tradition, collectively taking us on a tour of its core genre elements and linking them to larger trends in Japanese society and culture, including "giant robots, a Japanese schoolgirl, a lovelorn otaku, a masterless samurai, a gamer woman, evil media magnates, and a vengeful deathgod who all battle for truth, justice, and the anime way."
The performance loving captured the anime aesthetic. While the performers are live, the voices are dubbed, capturing the slight mismatch between lips moving and spoken language which is part of most westerner's experience of watching anime. (During the question and answer period, one anime saavy spectator asked when they might see the subtitled edition of this performance and offered to help launch a fan sub project!) The soundtrack wittily samples effects from classic games and anime which sparked some audience members to shout out the references -- and trust me, at MIT, a high percentage of those attending the show were deeply immersed in games, anime, and other aspects of geek culture. The acting style was designed to convey some of the limited animation techniques most closely associated with anime -- even including repeated gestures which hint at the longstanding practice of recycling footage at certain generic moments -- transformation scenes for example -- in some series. The show's director, Thomas F. DeFrantz, who is a Professor of Theater Arts and the current head of the MIT Program in Women's and Gender Studies, shared with me some reflections about the stage design and choreography for Madness: To construct movement for the piece, I often had my dancers think of themselves as if 'in camera.' I asked, "if you were the animator, how would you draw this moment?" The piece is based on stillness, rather than on motion. In many anime, you don't see every bit of a gesture, just the edges. This took a technique of 'clenching' the body, strangely enough, to reveal the edges of each silhouette that stood for a character emotion. More than anything, we had to work against the casualness of everyday gesture, in which there might be many silhouettes of little interest to an animator or someone watching anime. For this work, we had to focus on the silhouettes that could reveal character, attitude, and opinion all at once. The performers developed their 'signature poses' and we worked from those to generate a language of motion. In the end, it was much harder than I thought it might be, to go through the entire piece in this sort of 'physical karaoke' but without ever speaking a word. It helped us reconsider the importance of breath and sound as components of human expression, because in the live action anime, working with the pre-recorded soundtracks, the performers never got to make a sound. The costume and make-up were equally iconic, designed to transform the student performers into cartoon characters. Here, for example, is a portrait drawn by castmember Ashley Micks of Ota Ku, one of the young people who helps overcome old school rivalries and work together to defeat the evil corporations.
Milo Martinez, an undergraduate major in the Comparative Media Studies Program, describes the challenges he faced bringing this larger-than-life character to the stage: I can honestly say that Live Action Anime was an experience worth having. As a Dancer, Cosplayer, and Anime-fan, I saw it as a perfect fit for me. The entire piece is gesture based, and a lot of focus was placed on creating phrases with our bodies. "How can our body say this sentence for us?" was a common question we asked ourselves while constructing the choreography. Since our voices were "dubbed over" we had to make sure that our movement could speak for us. As his comments suggest, Milo came to the show with extensive experience in cosplay, a form of costuming and performance which thrives within the anime fan community. Indeed, Milo was interviewed on camera as part of a series of short documentaries on cosplay we have been producing for Project nml (New Media Literacies). Here's a segment from this documentary, which is still in production, which features Milo talking about his cosplay experience and suggests the ways that these fans are, as Condry has suggested, already involved in finding ways to translate the look and feel of anime into physical reality. October 11, 2007
Gender and Fan Culture (Round Nineteen, Part Two): Lori Hitchcock Morimoto and David SurmanMastery and Expertise There was a discernable sense of a 'private contract', much like what Anderson calls 'communities of the imaginary', at the point these unknown authors acquired names and faces. I felt a powerful sense of authority that came from the absolute ignorance of my parents, whose views of Japan and Asia still chimed with wartime anecdote and tragedy. We felt like a collective of codebreakers, learning languages, both Japanese and those of semiotic media literacies, in the course of resolving the burning questions that arose from games as subculture. I think that the contemporary relationship to authorship in videogames is still inflected by the revelations of the nineties. As a teenager, the gender and transnational dimension emerged in the ambiguity surrounding Japanese names to provincial British kids like us. Is it a boy's name or a girl's? From that ambiguity rolled out other questions (certainly compounded by my own questions surrounding sexuality), as a young aspiring artist; for instance, do girls make/like these violent beat-'em-up games? And likewise, are there boys out there designing characters with the sexual charge and ambiguity like Prince Ali in the Sega roleplay game Beyond Oasis, imagining new paradigms of male beauty and power which stepped outside the hyper-masculine fantasies of the British and American teen culture I had been exposed to until that time? LHM: What you write reminds me of what my partner says about his own mid/late '80s anime fandom. He's Japanese-American, and says that he had a particular (and peculiar!) credibility among American anime fans at the time because he 'looked' the part of a Japanese person AND had some cultural knowledge to impart as well. This emphasis on cultural specificity (in contrast to, say, authenticity) seems to be a contrary impulse to what Iwabuchi describes as "odorless" transnational popular culture; fans' knowledge of the originating culture may be incomplete and even wholly 'inauthentic', but - particularly within the fandom itself - it still holds considerable cultural capital. This seems especially the case with Anglo-American interest in yaoi fan fiction; slash writers have moved into yaoi fiction and make a distinction between the two (one that I don't wholly understand, but which seems to be based at least in part on yaoi's emphasis on 'beautiful boys'), but this is as far as their appropriation of the Japanese practice goes. For many such writers, the term 'yaoi' seems to have taken on a life of its own, independent of its Japanese origins. We might ask if the same is true within other Asian (eg: Korean) yaoi-style works, given the very different role played by Japan, as a nation, within those contexts. Indeed, this is one problem with the monolithic characterization of transnational media fandom that you describe above: if our conversations are confined to comparisons of "Western" and, in this case, "Japanese" media and fans (with each being described in terms of the other), we are left not only with a limited understanding of how media circulates and is used by such fans, but also with narrowly defined points of origin and destination. Soft Power and Shallow Consumption It reminds me of suggestions Koichi Iwabuchi was making in the mid nineties about transnational multiculturalism, in the particular case of relations between 'Japan' - and its constructed 'Japaneseness' - and the 'West'. He frames the discussion in terms of Self and Other, and discusses the construction of Japaneseness both by the orientalizing rhetorics of the West, and Japan's self-orientalizing position in relation to its perceived 'others', in particular America and its Asian neighbours. He writes that the West from Japan's view had been '...discursively created in a quite systematic way...' and that most importantly, '...what had mattered was the ideas of the West that the Japanese had created for the purposes of self-definition. The real West was irrelevant.' Much of what I see in the contemporary fandom for Japanese games, film and anime chimes with Iwabuchi's suggestion, albeit from the inverse position. The pattern of their consumption and the scope of their connoisseurship have much more to do with their own identity politics than with any substantive enquiry into another culture. The new mobility and accessibility of Japanese popular culture provides new imaginary negotiations with archetypes of gender, class and power which are highly attractive to contemporary young people, insofar as they act as a means to configure selfhood, and as a source of information from which cultural capital can be drawn and parlayed between sympathetic peers. I think that sometimes this solipsism is written out of the account of transnational media fandom, the idea that something so global can have such domestic drivers. LHM: I have to say, I'm very intrigued by the fact that the majority of remaining students in your language curriculum are women. When I was a Japanese language teacher back in the late 80s, the bulk of our students were men, drawn to Japanese language study by tall tales of all the money to be made in Japan's then-booming economy. The parallels between this shift from Japanese business to cultural attractiveness, and from male to female students, seems worthy of study in its own right! I both agree and disagree with last point above; or, rather, I think it's something that's less an "either/or" than "both/and" situation. I agree with you that while we've moved away from early work on Western anime fans, in which they are characterized as almost wholly divorced from any awareness of, or interest in, Japan, we have yet to fully integrate our understandings of what the specific "domestic drivers" of transnational media fandom might be in the conversation. Are there aspects of specific transnational media that resonate with specific fandom practices in the target country (slash and yaoi again come to mind here)? Particularly in the case of such apparently different countries as, for example, Japan and the United States, the question of what exactly it is about anime texts (and its modes of production and distribution) that is so attractive to transnational fans is one that had yet to be fully interrogated. Yet the word "substantive" is a sticking point for me, insofar as it seems to ask fans to justify their interest in non-native popular culture - something that we simply don't ask of fans of domestic media. Failing this, critics such as Iwabuchi tend to dismiss what transformative work the fandom might perform, and yet my own experience and that of the women I've interviewed suggests that, for at least some fans, this work does in fact occur. This would probably be your "committed core" of language students; they may not represent the mainstream of anime fans (and not all of them may even be fans), but that even a few take a very personal interest and parlay it into something that exceeds their fandom suggests that, at the very least, the question of what constitutes "substantive" interest in the cultures of other nations needs to be revisited. DS: I think you are right in the sense those who go the distance are transformed by their engagement with the subject, though the degree to which this relates to their capacity as fans or as learners is a conversation in itself. To come back to your point about the play of language, in the Q&A session at a conference a few years ago I heard Western anime and game fandom being described as an 'infinitely shallow pool', in which fans circulated information about the latest series of gameworld which incredible rapidity and energy, but that any single encounter with that media was not defined with particular depth. The anecdote of kids torrenting hours and hours of Naruto, Inuyasha and the like, but never getting round to watch it, constructed this contemporary archetype of the cable-internet-fuelled frenzied collector. While I don't find this sort of illustration particularly illuminating, writers like Thomas Lamarre have observed that contemporary otaku spectatorship can be understood as a process of 'scanning' a series, or vinyl figure, or manga, for affirmative traces of textual tropes, which chime with established genre and representation conceits, understood by the fan community. Extending from this, fans knowledge of the Japanese language follow its yoked association with signification important to the currency of fandom. And so, to return to that first Japanese lesson filled with my students, they will certainly know the word for cat, neko, since feline-eared characters are a mainstay in the manga/anime/cosplay world. The language of anime is the currency, not Japanese per se. Language and world are intimately bound in this fandom; is the labour intensive investment in learning conversational Japanese measured against its use within the fan community, when the rhetoric of fandom legitimates and even celebrates what to orthodox eyes is 'partial knowledge', but which, in the case of fan subculture, constitutes a world of signs all of its own. Wrapping Up DS: Yeah, writing late in the gender and fandom series has meant so much ground has been covered, I have found myself drawing a lot on my own experiences. I think that the potential for a further discussion on issues of authenticity in fandom is huge, since it plays such a decisive role in the structure and hierarchy of communities. As you say, it would be good to take it further in the comments. It's been great fun Lori. October 11, 2007
Gender and Fan Culture (Round Nineteen, Part One): Lori Hitchcock Morimoto and David SurmanIntroduction My own fan experiences, like those of the women about whom I'm writing, are very much a product of personal transnationalism. I spent my formative years living in Hong Kong; there, I was a fan of Hollywood blockbusters and took every opportunity to fill Chinese embroidered scrapbooks with movie stills culled from the Japanese movie magazines Screen and Roadshow. Later, I paradoxically 'discovered' the unique pleasures of Hong Kong cinema in Japan, and, as a fan, I've invested my fair share of hard-earned cash in star and movie memorabilia, quaked with excitement upon realizing that the Hong Kong restaurant I happened to visit was the backdrop of a favorite scene in Peter Chan's He's a Woman, She's a Man, and shaken Leslie Cheung's hand at a concert in Osaka. This is all by way of saying that fandom, for me, has been - first and foremost - a very personal and highly affective experience. As with many of the female fans I've talked with over the years, it stems from passion - for a narrative, for a genre, for a star. The fans with whom I identify are messy - to borrow from Martti Lahti and Melanie Nash, we're "those girls": the ones who exceed predetermined parameters of fan/star interaction, who allow our lives and our fandom to commingle to an unseemly degree.
DS: My name is David Surman, and I am founding Senior Lecturer in Computer Games Design at the University of Wales, Newport. Fandom brought me to university, where I studied animation, with a view to working in the games industry. I was chaperoned through childhood by a Sega Mega Drive, and as a teenager I was consumed by an expanded passion for Japanese animation, games and popular culture; I guess I would qualify as one of the first wave of UK game otaku. I was caught up in the cloud of excitement around anime and manga generated by Jonathan Clements and Helen MacCarthy in magazines like Manga Max and Manga Mania, at a time when British and American animation was a dust bowl. Even though retailers sold the limited number of titles available at mercenary prices, over the years I acquired numerous videos with my meager allowance. I came to them knowing something of the controversy but nothing of the pedigree in anime. LHM: Actually, I'm intrigued by your parenthetical "phew!" there at the end of your self-introduction, since it really is a mouthful but, at the same time, something that's part and parcel of contemporary globalized (or transnational or transcultural), gendered fandom. Since we've both written on media fandoms in a transnational context, I think this is something we might be able to talk to in addition to issues of gender. In my own work, I've found that the sheer amount of exposition necessary to bring a more general audience up to speed in terms of the specific culture(s) I'm talking about often acts as a barrier to discussing those cultures in terms of broader issues of fandom. In an English-speaking Western conference setting, for example, comparatively little background information is needed for speakers and audience members alike to engage in fairly high-level theoretical discussions of, say, Doctor Who or Lord of the Rings fandom. But in the case of characters like Kaneda and Tetsuo (who I was pleased - and mortified, but only because it dates me - to recognize), theoretical discussion often seems to take a back seat to exposition. My feeling is that, as a result, such discussion tends to get ghettoized or relegated to 'specialties' within academic discourse on fan cultures. September 11, 2007
Looking Back: The Re:Constructions ProjectIn the fall of 2001, my graduate media theory seminar at MIT met every Tuesday and Thursday at noon. Classes had started a week before 9/11. The opening discussion focused on Thomas McLaughlin's concept of vernacular theory. I had emphasized that all kinds of groups for all kinds of reasons both produce and consume media theory, although they do so with different languages and with different institutional norms. From here, we had discussed the ways academic theorists might more fully engage with other producers and consumers of theory and how this would require a shift in rhetoric. We talked a lot about the concept of applied humanism, which is one of the cornerstones of the comparative media studies approach--the idea that insights from the humanities and social sciences need to be applied and tested at actual sites of media change. MIT has applied physics, applied math. It was time it had applied humanism. We challenged our students to do projects that had real-world impact and that confronted pragmatic challenges. I had to go almost immediately from hearing the news of the tragedy on 9/11 to conducting a seminar. As I walked toward the classroom, I passed graduate students huddled around radios or reading information off the Internet, many of them openly weeping. Afterward, everyone focused on New York City, but at that moment Boston was profoundly affected because the airplanes that had crashed into the towers had departed from Boston's Logan Airport. No one felt like class, yet nobody wanted to be alone. Since I live on campus, I phoned my wife to tell her I was bringing the class home to watch news reports. Most of the students came with me. Some made calls on their cell phones to friends and family members; others channel zapped before focusing on BBC America, which MIT Cable had just added a few days before; and some used wireless laptops to glean information from the Web. The students gathered in my living room hardly knew each other. Most had arrived on campus a week or so before. This was the most heavily international cohort we had attracted since MIT's Comparative Media Studies (CMS) Program had been launched three years earlier. The students were acutely aware of the tragedy's international dimensions and frustrated by how intensely nationalistic much of the coverage was. Over the next several days, e-mails flew fast and furious on the departmental discussion list. When the class gathered again on Thursday, the students demanded to know what role theory might play now and wondered whether there was any way they as students at the beginning of their professional training could make a difference. We talked a lot about ways the program might respond and about some of the statements issued by public intellectuals, such as Noam Chomsky, Susan Sontag, and Edward Said. Many students found these statements unsatisfactory in their abstract tone and their "told you so" attitude. A meaningful theoretical response needed to be humane, to acknowledge the author's own emotional experiences, and to respect the reality of several thousand deaths. Political analysis might come later, although the Bush administration was already cutting short the mourning process and preparing us for military action. We called a "town meeting" of all our faculty and students. Several ideas surfaced, the most compelling being to produce a Web site that would provide resources for people who wanted to lead discussions about the media coverage. Although the Web project, operating under the title re:constructions, would involve faculty, students, and staff, it was voluntary, outside formal class requirements. Many of us--faculty and students--gathered the following day in an MIT classroom, where we outlined topics we wanted to cover and divided up the tasks. All the blackboards were covered with chalk and post-its by the end of the discussion. William Uricchio, then CMS's associate director (now my Co-Director), recalls: What impressed me about the experience was that fellow faculty and students were bound together in a shared project far different than the classroom. In the classroom, we approach one another from different sides, with different agendas. In the case of re:constructions, we worked side by side, exchanging insight and expertise without ever sliding into the collaborative opposition that typifies the classroom. That this happened so early in the semester made for an excellent set of working relations for the rest of the year. Some of the students formed teams to videotape events on campus and elsewhere, the more experienced students teaching novices how to use the equipment. Other students began scanning media coverage in their home countries or reaching out to friends and family members around the world. Our goal was to provide summaries and links to media coverage in as many countries as possible. We contacted additional faculty members and urged them to write short essays modeled after Raymond Williams's Keywords to explain the historical contexts behind some of the language being used to describe what had happened. Others read essays about news and propaganda, developing questions teachers could use to generate discussions. Students circulated drafts of their essays electronically, giving each other advice and feedback. The work went on all weekend, with students coming in and out of our offices at all hours, day and night. One student, Philip Tan, did all the coding for the site himself, working eighteen-hour shifts, pasting in text as quickly as the other team members generated it. Alex Chisholm, a member of our staff, proofed everything as it passed across the mailing list. Sometimes, students and faculty would huddle for quick discussions about core theoretical concepts. Sometimes, faculty sent e-mails with advice. A few faculty expressed reservations, concerned that a programmatic response might be inappropriate or ill timed. Each of these exchanges produced animated conversation about what we were doing and why. Often, we had to make quick decisions about how to deal with evolving controversies. For example, many different people sent us reports that CNN had recycled footage from the earlier Gulf War to give the impression that Palestinians were celebrating the attacks. We also received a detailed rebuttal of these charges allegedly issued by CNN insisting that the Palestinians were chanting Bin Laden's name and that he had not been a figure in the previous conflict. We were left uncertain which was more likely--that conspiracy theories with little foundation might quickly circulate on the Internet or that a major news organization might lie about its own production processes in order to manufacture consent. All of this gave us a greater appreciation of the decisions practicing journalists made as they generated the news coverage our site was critiquing. As we read earlier attempts to theorize catastrophe, some rang remarkably hollow, preoccupied as they were with describing and critiquing discursive practices that they lost sight of the human costs. In other cases, theory proved enormously comforting, much as my colleagues in the arts and humanities took comfort in poetry or music. Some of the most interesting discussions centered on the design of the site itself. Candis Callison, a second-year student, was the primary designer. She has written this description of her process: Quite honestly, my original instinct . . . was to stay away from images entirely, fearing their power to repel, and mesmerize. But after receiving an e-mail from one of my classmates requesting the use of photos, I realized I was probably alone and quite likely misguided. Against my own desires, I plunged into the photo archives of Time, CNN, and others. This was a task I dreaded. The devastating impact of watching these acts of terror live on television or on video is one thing. Seeing these acts suspended through the lens of a still camera is another. Still photography often provides more detail, and more time for the enormity of the recorded events to sink in and stay awhile. I chose photos representative of what I had seen most often on television, thinking rightly or wrongly that if people had to see these photos, they might as well see those they most associated with September 11. From these photos, I created the first iteration of a collage for the front page of our Web site. I purposely blurred them and removed the color, trying somehow to dim the impact of the horror they represent. The response from our CMS team was overwhelmingly against this collage. Why? In a nutshell: too stark, too shocking, and not the right tone. What we were going for was reflection, compassion, and something different than what was available anywhere else. . . . I skimmed through images shot by my fellow classmates of MIT's Killian Court memorial gathering, the dedication of MIT's Reflecting Wall, and other gathering areas within MIT. What I found were compelling images of grief, compassion, and gestures that grasp at that understanding and hope in humanity we all so desperately desire. We preserved both collages on the site to provoke discussions about the ethical implications of digital design. By Monday morning, the site, http://web.mit.edu/cms/reconstructions, had launched with more than one hundred essays, including summaries of media coverage in some twenty countries or regions. Many of the students and some of the faculty found they were unable to complete projects they had started, but the efforts had drawn the community together, and the process of producing the site had enormous educational payoffs for everyone involved. Our introduction offered this rationale: As millions of people around the world sit glued to their television sets, even as we write, we feel it is important to encourage critical analysis of the words, images, and stories which fill the media--as well as the ones we are not hearing or seeing. We hope this site will be used to help inform discussions in schools, places of worship, union halls, civic gatherings, and homes as people struggle to make sense of what is happening and to sort through their competing emotions about these events. We are not offering answers here so much as encouraging people to ask hard questions before they rush to judgment and action. We do not present these essays as the work of experts--although in some cases we have included pieces from important commentators, past and present. Most of us are still learning how to think critically and theoretically about the media ourselves. All of us are too torn apart by these events to have any certainty about the adequacy of our words and our knowledge to respond to such a situation. But we want to share what we know and what we think and what we feel. We want to see if these ideas might be useful in helping someone else begin a similar process of exploration and examination. The MIT home page saluted our efforts, remodeling its logo to reflect elements from Callison's design. Within two days, word of the site had spread outward to major mailing lists for educators in the United States and elsewhere and Yahoo had chosen re:constructions as its site of the day. We continue to receive regular mail from teachers using the site. Scholars and students elsewhere responded to the site's provocation to "let's think this through together" and contributed their own essays. One of the most compelling responses was a thesis project produced by a Massachusetts College of Art master's student, Kate Brigham, who developed a digital tool that allowed users to redesign the screens from a television newscast, the front page of a newspaper, and the layout of a news-magazine story on the events, enabling students to explore the ideological consequences of the different graphic choices that the news media had made. Re:constructions has been referenced again and again across a range of classes and research activities. We put our ideals to a test and proved to ourselves that it was possible, at least for short bursts of time, to move theory out of the academy and into a larger public dialogue. This article was written in 2003 and appeared in a 2004 issue of Cinema Journalfocused on academic responses to 9/11. We still receive a limited number of requests to reproduce some of the essays written during this intense period of activity. I am posting it here today so that we will never forget -- not only what happened on 9/11 but the many different ways we, as a society, could have processed and reacted to these events. August 17, 2007
Gender and Fan Culture (Round Eleven, Part Two): Nancy Baym and Aswin PunathambekarArticulating Attachment NB: I think people are often better able to articulate what stories mean to them in terms of the text itself: which characters they identify with (or don't), what they think about plot turns, etc. With music, it's very hard to find words to explain one's connection outside of the role songs played in that moment of one's autobiography. I have loved music more than stories most of my life but I can explain narrative conventions with some degree of competence and can't even begin to describe things like the common rhythmic or chord structures in the music that moves me. AP: This is an interesting point, and I would readily admit that if someone were to ask me why I enjoy A. R. Rahman's music or why a certain playback singer's voice moves me, I would have nothing much to say. And as I quickly realized when I began speaking with fans of A. R. Rahman, this question doesn't move the conversation much. What would get me and other Rahman fans talking is this: tell me about your conversations and experiences interacting with other Rahman fans online. Attachment, in other words, was defined in terms of belonging in a community. NB: That's interesting, I don't see much of this in the music fandoms I spend time in. In fact, I think it's pretty unusual to see any fans talking about the formal elements that make songs sound as they do. When I read Daniel Levitin's (author of This Is Your Brain on Music) claim that the appeal of pop music is in the timbre, I had no idea what "timbre" meant, and I'd bet that most pop music fans don't. Musicians can have those conversations, but fans that aren't musicians rarely can, and I think this is very different from narrative where fans can not just articulate narrative conventions, but are often using them to write their own fan fictions. There is no music fandom equivalent of fan fiction except fan fiction about musicians, but that's a total form shift. But I think it makes perfect sense to extend a fandom approach to "high" culture, and to look at how 'high culture' sorts of discussion permeate 'low culture' fandoms. On my blog, for instance, I've written about wine fandom and how that doesn't normally get considered "fandom" but that people who are into wine act just like people who are into a TV show or movie -- they hold gatherings, they read supplementary materials, they go on pilgrimages to wineries, they wear winery t-shirts and baseball caps, they try to connect with others who are into the same things (there are now at least 3 online wine-based social networking sites). I knew so many people who made pilgrimages to see Wagner's Ring Trilogy performed in its entirety on consecutive nights by the Chicago Opera. Communities of Sound NB: Another way in which the text at stake raises very different questions with music is how the social relationships formed around music differ from those formed around narratives. I love your point above that attachment is "defined in terms of belonging in a community." Music has ties to location in ways stories don't -- as you know! Where narratives have the fan conventions that bring the hardcores together, music has live performance that is integral to its very being and gets everyone from the hardcores to the curious together in place. This is again a huge contrast to, say, the fan con which is only going to get the hardcores together in space. How does music's connection to place affect the fandom that forms around it? AP: I'm really glad you raised the issue of place. NB: I think one has to really stretch the definition of "politics" to argue it's an important component of the fandoms in which I spend time, but place is core. One of the topics I've been intrigued by is the role of online fans and fan communities in taking music out of place. For instance, in the Swedish indie music scene, outside of MySpace (and arguably there to an extent) the work of exporting this cultural product is being taken on by (often unpaid) fans in America, England, France, and other countries. Songs that would never be heard outside of Sweden, and might not even get heard in Sweden, are getting international audiences through mp3 blogs and online webzines devoted to that (and the broader Scandinavian) scene. Online fandom is spreading music well beyond its locations of origin on an unprecedented scale, but their place-based nature remains an important component. In terms of the individualizing function of music fandom, being able to identify with a foreign music scene is great - I could frame myself as a big fan of local music (and I've done so at other points in life), but being a Kansan who strongly self-identifies as a Swedish indie fan has a lot more potential to start conversations and allows me a lot more potential to turn local friends on to bands they'd otherwise never hear. And on the other side of that, having an online community of people who are into bands as obscure as these are in America allows me to continuously find new music and to get in-depth expertise on the bands I fall in love with. Many fans in this particular fandom are far more likely to check out a new band if they are Swedish than not, regardless of where they live themselves. Relationship Building AP: Relationship building is definitely an interesting issue. Fans of A. R. Rahman have positioned themselves very clearly as a grassroots marketing team. Some of them have business degrees and work as consultants, a large number work in the IT industry, and they've taken it upon themselves to figure out new ways of distributing Rahman's music, tackling digital piracy and p2p sharing, and so on. Rahman, for his part, has acknowledged these fans' efforts and has begun collaborating with them on a range of projects. In the Indian mediascape, these new kinds of relationships between fans and producers haven't received much attention. And it would be fair to say that producers are yet to figure out ways to tap into the vast space of participatory culture that has emerged online. Fans are being courted, but only because their serve as information hubs. As I see it, talent competitions on TV are the only site where fans are able to strike up conversations with music directors, playback singers, lyricists, and others in the industry. NB: I see a lot of norms about sharing in music fan communities, most of which prohibit fan distribution of anything that can be purchased except in the context of mp3 blogs, which often operate with the tacit approval of labels. But as I say, fans are certainly acting as distributors and publicists. Boys and Girls NB: Meanwhile, aren't we supposed to be representing some sort of gender divide? Or talking about gender? AP: I should make it clear right away that the stakes here are very different. Given that fandom has been neglected for the most part by academics who have written on media in India, there is, at this point, little concern about who is writing about fandom. Having said that, I would like to point out that paying attention to the domain of music does create an opportunity to talk about gender and participatory culture. August 16, 2007
Gender and Fan Culture (Round Eleven, Part One): Nancy Baym and Aswin Punathambekar Who are we? Nancy Baym: I'm an Associate Professor of Communication Studies at the University of Kansas. I started studying fans when I became involved with the newsgroup rec.arts.tv.soaps in the early 1990s, a project that became my dissertation (I graduated from the University of Illinois in 1994) and which finally ended up as the book Tune In, Log On: Soaps, Fandom, and Online Community. At KU, I teach courses about personal relationships, the internet, and qualitative methodologies. So far this decade, most of my published work has centered on the topics of online interactions in personal relationships and qualitative methodological issues in internet research (a book co-edited with Annette Markham on this topics is forthcoming from Sage Publications). Recently, though, I've turned my attention back to online fandom, with my blog called, oddly enough, Online Fandom (www.onlinefandom.com) and a just-published article about Swedish independent music fans (http://firstmonday.org/issues/issue12_8/baym/index.html). I'm also just finishing up data collection for a study about 'friending' on Last.fm. AP: I approach fan communities surrounding films and film music as a particularly compelling site for examining relationships among cinema, consumption, and citizenship in contemporary Indian public culture. And the specific group that I've been interested in is one that has cohered around a music director (A. R. Rahman) who composes music for Hindi-language Bollywood films, regional language films (Tamil and Telugu), diasporic films (e.g. Deepa Mehta's trilogy - Fire, Earth, and Water), and international projects like Andrew Lloyd Webber's Bombay Dreams. This is an online fan community, and brings together hundreds of Rahman fans from around the world (www.arrahmanfans.com). While a majority of the participants are of Indian origin, a growing number of non-Indian fans have joined this group over the past few years (although they lurk for the most part). Given the immense popularity of film stars in India and in a number of countries with large diasporic South Asian populations (Fiji, Guyana, U.S., U.K., Canada, etc.), and the large number of online and offline fan communities that have emerged around these stars, the question that comes up right away is: why do I choose to focus on a music director? Raising this question leads me to a broader one: What new questions can we raise by shifting the focus away from films/TV shows/stars onto the realm of music? NB: I like that your focus positions you as a bit of an outsider to what seems to be the dominant domain of contemporary fandom research, American and British television fans. I've done plenty of work about American TV fans in my 1990s analyses of soap opera fans on the internet, but have always come at fandom from the outside in that my interests are first and foremost about how people create the social structures that organize them into personal relationships and communities, and how they use the internet in these processes. So I would place myself within internet studies before fandom, and that brings with it some different assumptions and approaches. The Text NB: One question is simply (or not) the nature of "the text." I find when I read much of current fandom studies, I have trouble making the connection between what they're talking about as 'text' with many of the phenomena that interest me. I wonder how well you think all that theory that's been built up around people engaging narrative fits music fandom? It's particularly interesting in your case since you are looking at music that is tied to a narrative in film. AP: For more than a decade now, Indian cinema has served as a key site for academics to re-think and rework our understanding of narrative, spectatorship, and participatory culture. I certainly see my work as contributing to this larger body of work (for a good introduction, take a look at the opening essay by Bhrigupati Singh here [http://www.india-seminar.com/2003/525.htm]). And you're right in pointing out that film music complicates the boundaries and definitions of a "text." NB: I guess one piece of my answer would be that the three minute pop song as "text" challenges many of the notions ingrained in fandom study. What does it mean to fill in the blanks of a text that tells no story to begin with or - in contrast to film scores - has no connections to stories? There are concepts ("neutrosemy" seems to be an important one), that kind of get there, but I'm not sure that treating meaning making as the core fandom process works as well for music fandom as it does for narrative fandom. It seems that music is in many cases a much more direct emotional experience than narrative. Again, I find myself shifting away from the dominant focus of fan studies - how do fans engage texts as collectives - and toward what I think are much more central issues in music fandom: how do people use music as a means of constructing their own identities and connecting with others? These are not untouched issues in fan studies, but they seem to get marginalized by what I'd consider a more literary/cultural studies approach that foregrounds what they do and don't do in engaging the text itself. Certainly some music fans concern themselves with lyrics, but for all the years I've been following music as part of various fandoms, I can probably count on one hand the number of discussions about what the words to a song mean that really went anywhere. In most of the fandoms I follow, lyrical discussion never gets past "and the words are clever" or "the lyrics stink, but the hooks are so good you can overlook it" or "I guess their drummer's suicide really influenced these lyrics." These just aren't rich discussion topics. There's much more discussion of extra-textual issues like recording dates and information, discography construction, concert chronology construction, arranging trades or torrents of concert recordings, and so on. Even when you look at a site that is specifically discussing the songs, such as Pop Songs 07 where every REM song is being blogged, the discussion is mostly about the personal experiences people associated with a song rather than what Michael Stipe meant in those words or what key the song is written in. To an extent, that's meaning making, of course, but it's quite different from what I saw with soap fans. July 31, 2007
'Oh, Those Russians!': The (Not So) Mysterious Ways of Russian-language Harry Potter Fandom (Part Two)Yesterday, I ran the first of a two part series from Ksenia Prassolova, who was until just a few weeks ago a Visiting Scholar in the Comparative Media Studies Program. Prassolova was in this country on a Fullbright fellowship, pursuing research on Harry Potter fan fiction as a literary phenomenon. She has now returned to Immanuel Kant State University of Russia (Kaliningrad). In the first section, she described the context in which Russian-language fandom operates including consideration of issues of intellectual property, translation, and the relationship of fandom to other changes in Russian culture in the post-Cold War era. In this next section, she deals directly with various forms of fan creative expression and the picture she paints shows both strong parallels to western fan culture but also significant differences. For those of you who are just coming to the blog through links on one or another Harry Potter fan site, you might be interested to check out my own thoughts about Harry Potter fan culture from earlier this summer.
Translation was also one of the channels for fan fiction to find its way into Russian Harry Potter fandom: in 2001 fandom was mostly discussing the available four novels and their Russian versions, but by 2002 it already was busy reading at least two competing translations of Cassandra Claire's then work in progress, The Draco Trilogy. 'People's Translation' were among the first sites to open a fan fiction section, which hosted both translated fic and the infamous Harry Potter and Phoenix from the Order - written by the author named Constance Ice, this work is considered to be the first honest-to-Merlin Harry Potter fan fiction written in the Russian language (yet some claim that this title belongs to Harry Potter and the Order of the Broom, a parody fic posted by an anonymous author at Harry Potter Research Institute). Approximately at the same time, a number of Snape fans joined efforts and started an on-line role playing game, which went on for a number of years at a site called 'Professor Snape's Dungeons'. The game's central character, Severus Snape - a brooding, Byronic hero - was mostly busy saving the world at various points in history and all damsels in distress he could find along the way. In the end, Professor Snape (or S.S., as he is referred to throughout the game) 'rebuilds the Tower of Babylon and finds Light'. This massive on-line project featured not only the text itself, but also some skillful artwork, analytical materials and carefully-collected soundtrack. The project also clearly outgrew itself: in 2003 the game, complete with sounds and fanart, was privately published as a set of 3 multimedia disks, and 2005 marked the appearance of a very impressive velvet-bound volume, Liber Lux et Tenebrae. The picture below shows the book (part I) in its dust cover, and a random artwork spread; a curious reader will also make out the characters' names, which, for some reason, were left in English.
There are three reasons I am mentioning this project here: firstly, it included most of the fandom's big names of then (and of now); secondly, it set another mark as far as the tradition of publishing fan fiction is concerned; and thirdly, long before the appearance of Harry Potter and the Half-blood Prince it established a very specific interpretation of the character of Severus Snape - the one that would gradually become all but canonic for a multitude of Russian Snape fans, even though they might have never heard of 'Professor Snape's Dungeons'. The Shock of Slash July 30, 2007
'Oh, Those Russians!': The (Not So) Mysterious Ways of Russian-language Harry Potter Fandom (Part One)In honor of J.K. Rowling's birthday, I will begin the week by running a two part series about Harry Potter fandom in Russia, written by Ksenia Prassolova, who was until just a few weeks ago a Visiting Scholar in the Comparative Media Studies Program. Prassolova was in this country on a Fullbright fellowship, pursuing research on Harry Potter fan fiction as a literary phenomenon. She has now returned to Immanuel Kant State University of Russia (Kaliningrad), where she is completing her doctorate. It is perhaps fitting that the last time I saw Ksenia, we were both waiting in line together at the MIT COOP bookstore around midnight, waiting for the clerks to pass us our eagerly awaited copies of Harry Potter and the Deathly Hollows. When I got my copy, I wandered off into the night in a daze and forgot to say goodbye. My wife and I took our his and hers copies back to Senior Haus with us and climbed into the hammock we have in our backyard, reading by flashlight as late into the night as we could muster, and then waking up at the first daylight to push on through. Our son was nice enough to bring us meals so we could shut out the entire world and just immerse ourselves into Rowling's world. And I am happy to say that we finished the books before the day was over. Upon returning to Russia, Ksenia has sent me a long awaited series of blog posts describing what she calls Russian Language Harry Potter fandom. It's a fascinating account of what cultural theorists like to call glocalization -- suggesting that while Harry Potter is read around the world, local conditions of production and reception, including in this case especially issues around copyright and translation, shape how it gets read and in what contexts. Ksenia's first installment takes us through the history of Lord of the Rings fandom in her country which in many ways set the stage for what happened with the Potter books and then discusses the centrality of translation to sustaining and energizing the fan culture. (Of course, it helps that Ksenia's primary research background is in translation studies.) Next time, we will get deeper into fan fiction and other forms of fan cultural production in Russia. 'Oh, Those Russians!': The (Not So) Mysterious Ways of Russian-language Harry Potter Fandom The first thing that should be said about Russian fandom is that it exists. It may come as a surprising and as a somewhat baffling statement, but not many people within English-language fandom realize that fandom is an international phenomenon, and even those who do understand the international part would still cling to the "exotic" image of Russia that doesn't really go together with something as native to the Western grassroots culture as fandom. Truth is, however, that ever since the Iron Curtain fell Russia has been doing its damnedest to catch up with the West: legally, politically, and culturally; new values were both imposed from the top and picked up eagerly by the young people who didn't exactly want to associate themselves with the Soviet past and had no romantic recollections of it. Because both the concept of fandom and its practices were borrowed as is, what we now know as 'Russian fandom' is not, on a general level, that different from its American counterpart. Demographically, we share the same patterns: people of both sexes and of all ages discuss canon, those who are involved in writing fan fiction are mostly female (according to anecdotal accounts), and those who write slash are almost exclusively female. Most discussions and creative work used to concentrate on several sites and forums, but with mass migration to blogs Russians moved to livejournal.com and diary.ru (a Russian blogging facility). In fact, in Russia we rarely even call our fandom 'Russian', we call it 'Russian-language', because this implies that fandom is a universal concept that merely varies to a larger or lesser degree from one national 'incarnation' to another. Harry Potter fan fiction posted on hogwartsnet.ru is very similar to that posted on fanfiction.net - genres, clichés, slash and all; fanart is scarce, but fanvids created by Russians are pretty similar those created in the West; we do have ship wars just like everybody else and just like everybody else we were eager to find out whether Snape was good or evil. I would be very far from truthful, though, if I said that there were absolutely no differences between the way fandom works in Russia and the way it works in the English-language community, borrowed concept or no. The differences are firmly in place and are due to a combination of historic, linguistic and cultural factors. In this post I will try to concentrate on the most notable of them. I will be mostly talking about the Harry Potter fandom, since this is the one I have first-hand knowledge of, yet one has to start somewhere, and in 'our' beginning there was Tolkien. The beginning, however, didn't happen until 1975. Tolkien Apocrypha Fandom-wise, Lord of the Rings was for Russians what Star Trek was for Americans. It also happened much later, and the gap between the emergence of canon and appearance of consolidated fannish activity around this canon was much wider in case of Lord of the Rings in Russia. This canon that started them all entered the Soviet scene gradually and in a most fascinating way. The first Russian translation of Lord of the Ringswas started in 1975 by A. Gruzberg, a linguist from Perm, and appeared in 1978; the entire trilogy was written by hand and was only available to friends and acquaintances of the translator. Later on it was transported to Leningrad, where it was published in Samizdat in 1981 (source). The first attempt at official translation followed shortly - in 1982 - and was comprised of two books, The Hobbit and The Fellowship, translated by by V. Muravjev and A.Kistjakovsky. This translation was abandoned, and the official Russian version of the trilogy was only published as late as 1990. By the time it happened the trilogy had already acquired a fair number of followers (those responsible for the non-official translations, for one) who would engage in a variety of fannish activities: from song and poetry writing to live action role playing games, which became extremely popular among the fans. In fact, the Hobbit Games of the beginning 1990-s were so well known that 'being fannish' is still associated with role-playing and Lord of the Rings in certain circles of fandom. There are many reasons for Lord of the Rings to have become popular when it did in the Soviet Union and - later - the new Russian Federation. It was the only source of its kind available to Russians at that time: while the Soviet readers had enjoyed the long and rich tradition of science-fiction and gathered around what was known as KLFs (Clubs of Science-Fiction Readers), the genre of fantasy was relatively new. With it came new feelings and new attitude to the source text: I am not saying that the possibility of escapism was the only reason Tolkien's work became popular with Russian readers, but the bread lines of the late 80-s and early 90-s definitely were part of the equation. Apart from role-playing games, the fans of Tolkien would write verses and songs, learn Elven languages, and write what they called 'apocrypha': fan fiction that fell under the category of alternative history or alternative universe. By that time fan fiction had already been widely known abroad, and Western fandom started the colonization of the Internet, but international cross-fandom communication was scarce, and the name for this practice was re-invented rather than borrowed. The term 'fan fiction' has later been re-introduced into the Russian fandom, and there is now a lot of confusion as to whether 'apocrypha' are, in fact, fan fiction or fall into some specific category of fan writing. The debate continues, and no definite conclusion has been reached. |