The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part One)

From time to time, I have shared with my readers glimpses into the forms fan culture has taken around the world. For example, see this discussion of Harry Potter fandom in Russia or this discussion by one of my former USC graduate students about Chinese vids made in response to Kung Fu Panda or see this interview regarding the growth of Otaku Studies in Japan. This week, I am sharing with you the insights of Xiqing Zheng, a PhD candidate in Comparative Literature at the University of Washington. We have been corresponding off and on for the past year because she is working on a translation of Textual Poachers for the Chinese market. In the course of our correspondence, she shared with me some of her work which touches on the relationship between Chinese fandom and Japanese Otaku culture. She was nice enough to let me interview her about her work, which touches on some fascinating issues concerning fandom, the global circulation of media, gender and sexuality, fan subs and digital piracy, and issues of cultural, economic, and political change in contemporary China.

You have been doing research about “otaku” cultures in China. “Otaku” as a concept originates in Japan. Why is this the most appropriate word to describe what has developed in China? Are Chinese Otaku draw primarily to Japanese media content or are they adopting and localizing Otaku practices but applying them to specifically Chinese content?

Frankly, I have to admit that the wording choice for this is partly determined by the fact that the article I sent you was written for a Japanese journal: I was trying to make their translator’s work easier, as well as to save some work on my own side—you really do not need to explain what is “Otaku” to a Japanese reader, while a strict definition of “fan” may take some time and space. Out of the Japanese context, I prefer using the word “fan” as a descriptive term for the community that I am interested in. Yet I do not see a clear distinction between the so-called otaku culture, in its current meaning, and the media fan culture in the Euro-American context. So I am against the tendency of connecting either of the identities with a fixed type of media, whether it is Japanese ACG (abbreviation of “anime”, “comic” and “game,” I will use this word constantly in below), or Euro-American sci-fi TV series.

But at the same time, I feel the word “otaku” especially appropriate in describing the situation in Chinese online fan community, because: First of all, the Japanese material actually was the starting point of the current Chinese fandoms, which was imported from Japan at the end of the 20th century. Secondly, generally the condition of Chinese fandoms looks similar to the Japanese ones, more than the US media fandom, with a boundary more thoroughly torn-down between high art and popular culture, the readers and the writers. Thirdly, in daily usage, the word “otaku” is often more connected to a certain media or a group of media, while “fan” can be linked to a media, but is more frequently associated with a single text or a single individual.

Usually if we talk about “sub-community” in Chinese fan community, there are several ways to divide up the group, and one of them is a division according to the origin of the original media text. Using this criterion, the fan community in China can be divided into Euro-American media and literature fans, Japanese ACG and literature fans, Korean media fans, Chinese media and literature fans, etc. According to the statistic of a fan author, Wang Zheng, around the year 2007, 70% of the whole fan fiction writing in China is based on Japanese original texts, especially anime and manga, 20% of Chinese fan fiction is based on Chinese texts while the other is based on Euro-American texts. I do not trust her statistic completely because such statistic is hard to conduct accurately in the internet age, but from one aspect, we can see the strong presence of Japanese media in Chinese fandoms.

However, the distinction among each group is very vague, as one person can be simultaneously put in all groups mentioned above. For example, I am personally a fan of Lord of the Rings, which is a British novel and a Hollywood film trilogy; a fan of Legend of Galactic Heroes, which is a Japanese space opera and a long series of anime; a fan of Three Kingdoms, which is a traditional colloquial historical novel written in China in the 14th century and derivative media products in China and Japan.

Most of my friends in fandoms are in exactly the same situation. And in many ways, the materials from all nations are treated in a similar way from the ending point of the media distribution and acceptance. In other words, different original places for media products do not necessarily lead to different types of acceptance and re-appropriation, while the same can be said that about the cultural value of the texts, for high art and popular culture can be treated the same way at the receiving end, also.

The naming issue for the Chinese fan culture has to be taken carefully but sometimes restricted by many other unexpected troubles. The word “otaku” has been imported to Chinese; because of the same writing system of Chinese characters shared by the Chinese language and the Japanese language, the Chinese character of otaku “御宅” is the one being imported to China, while in Japan, this word is more often written in hiragana or katakana as “おたく” or “オタク”. The word was originally a respective address to another person (referring the other person in conversation not directly, but indirectly to his/her house to show respect), and has been used jokingly inside the otaku communities for each other, as acknowledging each other as fellow “geeks.” Currently it generally refers to fans of ACG media, but terms such as “sci-fi otaku,” “railway otaku,” “board game otaku,” also exist. However, the word in Chinese has shifted its meaning mainly because it has crossed the boundary of subculture and entered the public vocabulary, or at least the urban public, but with a meaning very different from the original one.

While with the word “宅” meaning “house” in Chinese, the public is using this word as the synonym of “staying-at-home-type of people,” or those who do not go out in their spare time, or do not go out at all, which is described with another Japanese word “hikikomori”引き篭もり in Japan; such behavior is not necessarily a trait for otaku. This meaning is more widely spread in Chinese society that I have already found people using this word with the new meaning in academic environment. Therefore except that I am conducting comparisons with the Japanese otaku community, I really am reluctant to use the word otaku to refer to the Chinese fan community now. Therefore I will still use the word “fan culture” to refer to the cultural phenomenon of cultural recirculation and re-appropriation in China.

 

There is a strong history of cultural conflict between Japan and China. What role (if any) does this history play in shaping potential contacts between Chinese and Japanese Otaku?

This is one of the questions that intrigue me most. I have read and heard some presentations by Japan scholars that the popularity of Japan media materials may relieve the influence of “anti-Japan” education in many Asian countries, and therefore play a beneficial role in construction of a better image for Japan in the younger generation, and make these young people grow an attitude more friendly to Japan. (I personally feel rather repelled by the ideology connotation of the wording of “anti-Japan” education.) It is true that every media product is political, and it is also true that in Japan the otaku culture is often considered right wing, though not always so. But it does not mean that as a foreign consumer, a Chinese fan will take in everything that the producers want her to take, especially in the case like here, that the social historical and ideological circumstance of the audience is distinctive from the producers’. And here is where the complicated Sino-Japan relationship comes into play.

Interestingly enough, there is a tendency in Chinese fans to divide a “cultural Japan” and a “political Japan” when consuming Japanese media material. There is a certain tendency in Chinese otaku to clearly distinguish two “Japans” in their perception of this country: one is the governmental Japan, who still refuses to formally apologize for their imperialist invasion in Asia and its military nationalism, and the other the cultural (and especially popular cultural) Japan, who represents a fashion and “Japan cool.” Chinese fans generally accept that the products are from Japan, and they are very good, intriguing, and worth becoming a fan for. But at the same time, they refuse to identify with the political national identity of Japan linked with the media product. In fact, they try to sever the role of Japanese government and politics out of the media products.

This phenomenon is very different from the situation in the US. As I have observed so far in the US, if a consumer becomes a fan of the media products from a certain country, he/she may in a large probability become a fan of the country as a whole. But in China, many friends of mine complain about their parents’ attitude towards their cultural preferences: “Who tells them that I will love Japan if I just love to watch Japanese anime?” And this is at least the fact for a large portion of ACG otaku in China. Moreover, when there is any conflict between the cultural preference and political identification, the political identification often prevails. For example, there was an anime called Night Raid 1931, broadcasted in Japan in 2010, which is set in the background of Shanghai right before Japan invaded China, and features much denigrated representation of the Chinese people. This anime was refused totally by most large fansub groups, who usually translate literarily all new Japanese anime episodes available. Several comparatively marginal groups did the fansub, eventually, but this anime is generally intentionally ignored by the Chinese otaku group for a whole season. As the media product is never imported to China, there is no other way to show our upset about it anyway.

However, the story is usually not an easy one. For more explanation, I want to raise one fandom as an example. I actually have presented on this topic at a conference, but I feel there is still more to develop. There is a Japanese web comic, titled Axis Powers: Hetalia (referred to APH below) by Himaruya Hidekazu, and has been adapted into manga and anime. APH is a set of media products of parody descriptions of the world military and political history, especially of the World War II era, with vignettes about various countries’ culture; each character is an anthropomorphizations of various countries and areas. These anthropomorphized characters, different from the traditional fixed national personifications such as John Bull for Britain, Uncle Sam for America, are created by the author Himaruya himself and does not intend to carry any political significations. APH is now immensely popular in the US also, by the way.

APH is widely circulated in Chinese otaku community basically through online video websites and through non-copyrighted fansubbed video files, downloadable through p2p venue. Similar to many other Japanese anime, APH inspires a large amount of fan creation, including fan fiction and fan video, and also cosplay shows. Usually in the APH fandom, audience attempts to create a non-political neutral perspective that is far away from the debate of the real life political discussion. In the Chinese speaking world, there is a set of “internet etiquette,” first promoted by the Taiwan fandom, then spread into mainland China. This set of etiquettes are promoted mainly to prevent any possible conflicts between the fan writers and some “outsider” readers that happens to see the fan writings that probably will enrage him/her because of the less serious political presentation in the stories.

Despite the political neutral intention from the author and most of its fandom globally, what happens in the Chinese APH fandom is that many fans eagerly celebrate and reinforce the Chinese identity, history and culture in a way close to the mainstream narrative or sometimes even clichéd official narrative in China. I argue the main reason is the clear self-alienation from totally identifying with the Japanese text, or in other words, an identity creation process with the background of understanding otaku as mainly a Japanese-exported phenomenon.

What I mean by this self-alienation and identity creation roots from, the deep rooted Sino-Japanese conflict, which is only half relieved or hidden by Japanese media products’ popularity in China, including the immergence of the otaku culture itself. With this clear split in the “Japan” idea, the accepting Japanese culture no longer becomes a critical issue even if one is unhappy with the Japanese government’s attitude. However, it also makes the acceptance for the Japanese culture much less complete. It is already difficult to separate a pure “culture” totally devoid of political narratives; the acceptance of narratives with certain reference to real world politics, such as APH becomes further difficult with the Japanese ideology involved in the story. Therefore, the interpretation and fan creation basing on such narrative takes on a mode of accepting the “Japan” on the cultural level, i.e. taking the setting and the moe characters, while refusing Japan’s self-interpretation on the political level, instead using the Chinese mainstream narrative of the history to adapt the original narrative and create new narrative. The alienation caused by the Japanese social historical narrative then pushes the Chinese fans back to their own familiar zone of Chinese self-narrative.

Take one dōjinshi (fan book or fanzine) published in 2008, Wei Long (为龙, Being a Dragon) as an example. This dōjinshi has already become a legend in Chinese fan community. It is a dōjinshi centering on the China character, Wang Yao王耀, and it is consisted of about 25 illustrations, several four-grid comics, and several short manga stories. Highly well-known in the fandom, its original price was 75 RMB, but the price of a used copy now usually exceeds 500 RMB (this speed of price increase is very rare in China). After the release of this dōjinshi, there was also a theme song of very high quality written by fans specifically for it. If you are interested, here is a link for it on YouTube: http://www.youtube.com/watch?v=0gwB8vPGDIM.

The popularity of this dōjinshi comes from not only the quality of the pictures (there were more than ten professional manga authors participated in the creation of this dōjinshi), but also the content, which celebrate passionately the glorious long history of China and the strong will that China experienced in the 19th and 20th century to overcome all the difficulties to rise up again from defeat and invasion. Such usage of the original materials, especially the setting, is never intended by the original author, but has become at least one of the most important traits of Chinese APH fandom. As far as I know, such modes of consumption are rare in the APH fandom elsewhere.

There is another issue that I want to point out here, even though Himaruya as well as most APH fans repeatedly claim that the characters are merely created for entertainment purposes and not for political interpretations, still one cannot really separate one’s perception of a certain country with the cute personages in the anime. However, the historical truth in this narrative becomes then largely simplified and single-lateral. I want to note one specific example in the original narrative of APH. All country characters in the anime speak standard Japanese, with occasional utterance of several sentences in their respective native languages. The only character that does not speak standard Japanese is the China character, Wang Yao. Adding a redundant “aru” (ある) at the end of most sentences he speaks, this trait presents clearly the characteristics of a specific Creole language called “kyowago” (協和語) promoted by the Japanese colonial government in Manchuria during the 1930s and 1940s.

Even though Japanese colonization is never directly mentioned in APH, the using of this specific linguistic trait implicitly alludes to this history. Yet, curiously enough, this linguistic trait has also become a forgotten history on the Chinese side, with most Chinese fans interpreting this linguistic trait as a simple personal style. As my observation goes, Japanese fans also do not explicitly take this issue very seriously. Yet it at least shows in one aspect the political and historical complications behind this seemingly simple setting. It also tells us that it is really impossible to imagine a cultural product totally independent from social political issues in the real world.

Therefore, I suggest it is erroneous to imagine that the Sino-Japanese historical political conflicts can be easily remedied by developing Chinese fans of Japanese media products (or vice versa), nor should we over-emphasize the power for the audience to totally subvert or ignore the ideology embedded in cultural materials. But at the same time, how audiences interpret or appropriate a certain fictional narrative is definitely cannot be totally controlled by the producers, therefore the fandoms based on the same media product could be very different from country to country.

 

Author's Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins's Textual Poachers into Chinese, not as a voluntary fan translator, though.

Artist's Rights and Internet Freedom: A Public Conversation Between T Bone Burnett and Henry Jenkins

Late last year, I was lucky enough to be able to engage the great musician T Bone Burnett in a series of conversations concerning the proper balance between Copyright and Fair Use. The first of these events was held at the Futures of Entertainment Conference at MIT and also featured Jonathan Taplin, the Director of the Annenberg Innovation Lab, and was featured on this blog a while back. Today, I am able to share with you the video of a follow-up event, held in Los Angeles, at the Hammer Museum. Here's how the event was billed:

ARTISTS’ RIGHTS AND INTERNET FREEDOM

Award-winning producer T-Bone Burnett and communications scholar Henry Jenkins illuminate the debate over intellectual property rights versus Internet freedom. Burnett is a 12-time Grammy-winning composer and producer and a vocal advocate of artists’ rights. Jenkins is the Provost’s Professor of Communication, Journalism and Cinematic Arts at USC and an advocate of Fair Use and Internet freedom. His recent book is Convergence Culture: Where Old and New Media Collide.

Hammer Forum is moderated by Ian Masters, journalist, author, screenwriter, documentary filmmaker, and host of the radio programs Background Briefing, Sundays at 11AM, and The Daily Briefing, Monday through Thursday at 5PM, on KPFK 90.7 FM.

The video speaks for itself. Enjoy.

HOT.SPOT 2: Introduction: Election Season Revisited

A while back, I shared the first of a series of "Hot.Spot" blog posts created by my students and colleagues within the USC Annenberg School of Communication and Journalism's Civic Paths research group. The team's back with another round, this one timed to respond to the Presidential Election and inauguration. I am happy to crosspost their efforts with you. I now hand this over to Liana Gamber Thompson, our post-doc and MC Extraordinare. Hotspot Philosophy

These collections of mini-blog posts -- "hot spots" -- are organized around themes that cut across the diverse interests of participants in our research group. They’re about the things we love to talk about. And, like our in-person conversations, they play with ideas at the intersection of participatory culture, civic engagement, and new media. Our rules for the hotspot are these: No one gets to spend a million hours wordsmithing — these are idea starters, not finishers — and posts shouldn’t be a whole lot longer than five hundred words.

Election Season Revisited (Inauguration Edition!)

Live-Tweeting Laffs During the 2012 Debates On the Separation of Cable and State Obama's Back Problems Where Voting Fits In for the “Self-Expressive Citizen” #firsttimevoters Nobody 2012 Crowns and Badges

I spent the bulk of Monday tuning in to President Obama’s inauguration and the coverage around it. I admit, no matter who is being sworn in, I’m a sucker for the pageantry, the tradition, and the ceremony of the inauguration. I love seeing the National Mall brimming with enthusiastic, if freezing, faces and studying the interactions of the political rivals, celebrities, and past presidents assembled on the stage. On that day, the campaign season that got President Obama here seemed but a distant memory, the blood, sweat and tears of staffers and volunteers receding into footnotes as the President took his oath over not one, but two historic bibles.

But as President Obama gets back to work, Michelle Obama ships her ruby red inaugural gown off to the National Archives, and the blogosphere descends into a tedious debate over Beyonce’s lip-syncing, the excitement of the inauguration fades. The significance of President Obama’s achievement, however, does not. That’s why, for our second Civic Paths hotspot*, we’ve decided to return our focus to election season and to the range of people and stories that made it such an interesting one.

Kevin [1] and Sam [2] consider the relationship between politics and entertainment during election season, while Raffi [3] dissects some of President Obama’s more perplexing campaign slogans. Neta [4] seeks to understand how the traditional civic act of voting is tied to more self-expressive acts of engagement. Kjerstin [5] also looks at voters, documenting the infectious joy behind many of the tweets of #firsttimevoters, while I [6] examine a group of young non-voters and some of their favorite memes. Lastly, Ben [7] brings us back to where we started—the inauguration—with his account of the symbols and spectacle surrounding it.

We hope these posts will bring some of the more compelling stories from election season back into relief. We also hope this hotspot inspires others to bring their own stories into the conversation because so much has yet to be explored from the 2012 Presidential election and the sometimes wild and woolly days that preceded it.

-- Liana Gamber Thompson

*For more on the hotspot philosophy, see our first hotspot on DIY culture.

[1] -- Kevin Driscoll, Live-Tweeting Laffs During the 2012 Debates [2] -- Sam Close, On the Separation of Cable and State [3] -- Raffi Sarkissian, Obama's Back Problems [4] -- Neta Kligler-Vilenchik, Where Voting Fits In for the “Self-Expressive Citizen” [5] -- Kjerstin Thorson, #firsttimevoters [6] -- Liana Gamber Thompson, Nobody 2012 [7] -- Ben Stokes, Crowns and Badges

Scrapbooks and Army Surplus: C. Tyler’s You’ll Never Know

For those of you who live in the Los Angeles area, I wanted to call attention to a special event I am hosting at the USC campus on the evening of Jan. 31, featuring noted underground cartoonist C. Tyler. Here's the details.

And for those of you who do not live in Los Angeles, I will still encourage you to check out her remarkable three part graphic novel series, You'll Never Know, published by Fantagraphic Books, and just completed at the end of last year. I plan to write an extended essay about this book as part of my new Comics...and Stuff project. Below is an abstract I wrote describing why I find this graphic novel so rich and interesting:

“And like I said, I knew he had been to war. Mom told me. He didn’t tell me. It’s not something He wanted to talk about EVER. He had buried Europe 1944-45 under tons of mental concrete. Exactly what happened -- the details we never knew. Of what value would this information be anymore? That’s what he figured. And with no evidence around the house -- well, why not forget it. Except for this one scrapbook album of army pictures, carefully mounted photos with no dates or information. I never knew what they recorded specifically. No text. Maybe that’s what intrigued me: a parallel world where my Dad looked like he was having fun.” -- C. Tyler

One night, the underground cartoonist C. Tyler received a phone call from her usually taciturn 90 year old father, a World War II veteran, who suddenly wants to dump on her memories of long-ago experiences which up until that moment fell into “the category of ‘leave it the hell alone’ or ‘it’s none of your goddamn business.’” This phone call triggers an extended artistic practice as Tyler tried to capture her father’s memories first with a video camera and later through the panels of a trilogy of graphic novels, which in the process expand to tell the story not only of her father but of several generations of her family’s history.  If the father is stingy with the personal memories he is willing to share, even within the privacy of the family, his daughter fits within an exhibitionist streak in graphic storytelling which was partially initiated by the pioneering work of her husband, underground cartoonist Justin Green: she uses comics as a vehicle to work through personal issues and break down the culture of silence that informed her childhood. Ultimately, the books are designed as a tribute to the “greatest generation,” but they also speak with empathy about what happens when you bottle up so many powerful emotions, allowing them to come out only through actions and not through words and images.

The published books are shaped like a scrapbook album and when she tells her father’s story, she adopts a panel structure that reproduces the pages of a scrapbook, complete with rubber stamped page numbers and dates on each panel.  She adopts a much broader array of styles, some realistic, some cartoonish, some iconic. Sometimes, she uses the printed book like a scrapbook, incorporating a yellowed news clipping documenting the childhood death of her sister, or wartime letters from her father to the woman whom he would marry. She incorporates maps, charts, graphs, designed to explain aspects of her family’s experience, though often used in a less than naturalistic manner, as when she offers a diagram on blue print paper of the surgery her father would undergo in his struggles against cancer.

Ultimately, the finished product, You’ll Never Know, a Graphic Memoir, is, as Tyler told one interviewer, about “the stuff that gets passed down to the next generation,” with stuff here meant to describe material culture (including what she describes as “O.D. anomalies” (for “Olive Drab”) stored away in the basement or the buckets of acids and corrosives that she has to convince her pack-rat father to dispose of when he wants to move across the country, or the tools and nails shown in a detailed drawing of her father’s work area) but stuff also refers to the emotional baggage, equally toxic, which her repressed and sometimes overbearing father passed down to her generation. The two are brought together powerfully in a scene involving a box of old photographs and birth announcements which finally provokes her mother to talk for the first time about the death of her sister. Throughout the book, we learn about the characters through their interactions over stuff, such as the time when her father, jealous of the attention his wife is receiving, walls up several hundred carefully addressed Christmas cards behind a dry wall he is constructing, or a powerful story about what happens to the father’s old army jacket.

This video shares a segment from her interview with her father and shows how she has been able to convert this raw material into a rich autobiographical comic.

C. Tyler's work on the graphic novel has brought her into closer contact with many veterans -- not only of the Second World War but more recent armed conflicts. Tyler has been helping veterans to learn how to produce comics as a vehicle for sharing some of their memories and working through some of their emotions in the aftershock of their time under fire. Here's a video about her work.

What's All the Fuss About Connected Learning?

Last week, the MacArthur Foundation released a significant new report, Connected Learning: An Agenda for Research and Design, which should warrant the close attention of my regular readers, especially those of you who are strongly invested in thinking about the nature of education within a networked era. The report comes more than six years after the launch of the Digital Media and Learning initiative and represents an important re-assessment of what's working and what's not as institutions at all levels have responded to the changes which are impacting our information environment. The authors of the report include some of the most important American and British thinkers about youth, new media, and education:

Mizuko Ito...Kris Gutiérrez...Sonia Livingstone... Bill Penuel...Jean Rhodes...Katie Salen..Juliet Schor...Julian Sefton-Green....S. Craig Watkins 

The report is sobering in its acknowledgment of some of the real challenges confronting us, especially in its focus on the growing inequalities in terms of access not simply to the technological infrastructure but to the skills and opportunities required to meaningfully participate in the new media environment:

Despite its power to advance learning, many parents, educators, and policymakers perceive new media as a distraction from academic learning, civic engagement,and future opportunity. Digital media also threaten to exacerbate growing inequities in education. Progressive digital media users ... are a privileged minority. There is also a growing gap between the progressive use of digital media outside of the classroom, and the no-frills offerings of most public schools that educate our most vulnerable populations. This gap contributes to widespread alienation from educa- tional institutions, particularly among non-dominant youth. Without a proactive educational reform agenda that begins with questions of equity, leverages both in-school and out-of-school learning, and embraces the opportunities new media offer for learning, we risk a growth in educational alienation by our most vulnerable populations....

This report is skeptical and hard-nosed, challenging some of the optimism which has fueled previous work in the Digital Media and Literacy tradition, raising concerns about what is happening to those who are being excluded from meaningful participation. The authors raise alarms about how all young people are impacted by an educational process which gives them few chances to pursue their own passions and interests within a regime of standardized testing and a fragmented media environment where children have much greater access to highly commercial sites than to those which speak to them as citizens and learners.

The report raises these issues while also recognizing the very real educational opportunities DML scholars have identified when we look at those communities which have proven rewarding for a growing number of young participants, communities which have a shared ethical commitment to encouraging and scaffolding their participation. The authors believe something valuable is taking place in many corners of the web (and in the context of young people's everyday engagements with media.):

Young people can have diverse pathways into connected learning. Schools, homes, afterschool clubs, religious institutions, and community centers and the parents, teachers, friends, mentors and coaches that young people find at these diverse locales, all potentially have a role to play in guiding young people to connected learning. Connected learning takes root when young people find peers who share interests, when academic institutions recognize and make interest-driven learning relevant to school, and when community institutions provide resources and safe spaces for more peer- driven forms of learning.

Examples of learning environments that are currently integrating the spheres of peers, interests, and academic pursuits include athletics programs that are tied to in-school recognition, certain arts and civic learning programs, and interest-driven academic programs such as math, chess, or robotics competitions. These connected learning environments ideally embody values of equity, social belonging, and participation. Further, connected learning environments are generally characterized by a sense of shared purpose, a focus on production, and openly networked infrastructures.

The report is skeptical, not cynical. It asks hard questions precisely so we can empower meaningful change. The authors do not fall prey to the paralysis which consumes so much academic writing, but rather they offer a number of concrete recommendations about what new kinds of educational structures and practices need to emerge. What I admire most about this report is this movement between critique and advocacy, between analysis of existing problems and the willingness to find concrete solutions. I have admired these pragmatic qualities in many of these authors individually in the past. See, for example, my previous interviews with Mimi Ito, Craig Watkins, and Sonia Livingstone, about their research.  

The report includes rich case studies, demonstrating the kinds of experiences some youth have enjoyed through joining the Harry Potter Alliance, enrolling in New York City's Quest to Learn School, or participating in the after school offerings of the Chicago Public Library's YouMedia Center. Such projects illustrate what happens when everything comes together. Here, for example, is a bit from a sidebar written by Sangita Shresthova and Neta  Kliger-Vilenchik, two researchers from my Civic Paths team at USC's Annenberg School, dealing with the learning culture which has grown up around the Harry Potter Alliance:

Although fun and social in nature, involvement in HPA pushes young people to connect their recre- ational interests to social and political issues that they might not otherwise be familiar with. Because HPA turns its attention to many issues, ranging from net neutrality to fair trade and voter registra- tion, this forces participants to study up in a range of new areas. Almost every campaign is accompa- nied by a period of learning about the new issue and making sense of it. Chapter leaders will often educate the group on a new issue. Participants also talk about how involvement in HPA helped them see the political messages within Harry Potter. One chapter has gone as far as opening a 6-week study group on “Harry Potter as a tool for social change,” discussing links between the narratives and real-world issues. In other words, HPA is a site of hybridization and translation between political and fantasy-centered frames of reference.

Coincidentally, Andrew Slack, HPA's Founder and Leader, also released a new TED talks video last week, which is a wonderful illustration of the HPA approach at work.

Here, Slack is very much in his element, speaking to a room of youth, giving himself over to his inner fan boy, and at the same time, encouraging critical media literacies and informed engagement with social issues. You also get a sense here of how Slack and others in his organization are moving beyond a focus on Harry Potter fandom and seeking to demonstrate how we might learn from a range of popular media and literary texts.

Such educational opportunities are exciting -- they have sustained my own enthusiasm over the better part of a decade now -- but they are not in and of themselves enough, not as long as many young people lack the kind of adult mentorship which might help them to identify meaningful online experiences or make connections between what they are learning in these communities and the demands of more formalized education.

The heart of the report seeks to identify design principles which might address these concerns:

Our hypothesis is that in order to develop these cross-cutting repertoires of practice, young people need concrete and sustained social networks, relationships, institutional linkages, shared activities and communication infrastructures that connect their social, academic, and interest-driven learning. It is not enough for young people to have knowledge “in their head” and expect that they can apply it appropriately and effectively in varied settings on their own. They need caring adults, supportive peers, shared cultural references, and authentic ways of contributing to shared practices in order to mobilize their skills and knowledge. In contrast to the voluminous literature and research on cognitive and individual models of transfer, there has been very little work that looks more ecologically at the relational, infrastructural, and institutional settings that undergird effective translation and transfer between formal instruction and varied practices.

I can't begin to do justice to this report. You need to read it yourself, and then, we need to launch some serious conversations about its implications for our own practices.

 

Once You Open Your Laptop...: Final Exam

For the past week, I have been sharing insights and materials from my Technology and Culture class last semester. As I described last week,  we had explored how to integrate transactional memory, collective intelligence, and participatory culture practices into the design and implementation of the class. We built collective problem solving into the class from day one, gradually formalized student's membership into teams which would acquire skills at working through challenges together, and culminated the term with a collective final exam, which would demonstrate what these teams could do when they pooled knowledge and worked together under deadline pressure. What follows is the exam, exactly as it was presented to the students. We are offering it as an example to help other educators think about how they might redesign their teaching practice to encourage students to be more effective at producing and sharing knowledge through online networks.  

Teams should select three (3) of the following four (4) questions to address on the exam. Collectively, you should strive to answer the questions as fully as possible. Be sure to address each part of the question.

Responses to three (3) of these questions should be emailed to your TA no later than 3:30 pm on Wed. Dec. 5.  Please be sure to list all of the members of your team who participated in responding to these questions and also identify any other people or resources you consulted with in preparing your answers.

1. In his short story, “To Market, To Market: The Re-Branding of Billy Bailey,” Cory Doctorow presents both a celebration and a sharp critique of pervasive marketing and advertising in the 21st century.  Through Billy’s character development, and his interactions with Mitchell McCoy and Ronnie Ryan, Doctorow touches on many of the larger contemporary debates around “spreadable media,” advertising’s most recent “creative revolution,” and the current state of the music industry.

Through an analysis of specific quotations and overall themes in “To Market, To Market,” write an essay that answers the following questions:

  • How does Doctorow present “the power of youth” in advertising?  How does this representation of young people relate to the various roles that youth may take in the consumption, creation, and spread of contemporary media messages?
  • How might the practices Doctorow depicts represent a logical next step in the evolution of the advertising industry’s relations to its consumers which Prof. Jenkins described in his lecture?
  • Does Doctorow portray advertising positively, negatively, or a combination of the two?
  • What tensions exists between “identity” and “industry” in the world of music among different players (specifically fans, artists, and record label representatives)?  How does Doctorow illustrate the ways that “identity” and “industry” converge and diverge?
  • What assumptions does the story make about the ways consumer’s choices are influenced by those made by other consumers? What might be other ways to discuss the role of consumers in contemporary culture?

To support your claims, use at least five (5) class readings (besides “To Market, To Market”), with at least one (1) reading being from each of the following three (3) different days of class readings:

10/29 “How Does Media Spread?” 11/12 “What Will Be the Future of Advertising?” 11/14 “Are Pirates a Threat to Media Industries?”

2. In the United States, women are currently the majority of registered voters, and vote in larger numbers than men.  In addition, the 2012 election ushered in a record number of women elected to the Senate.  However, issues directly related to women’s rights (e.g. reproductive health, equal pay) were infrequently discussed in the recent presidential election and debates.

Two sets of political memes in 2012 focused very specifically on women’s equality issues:

“Texts from Hillary” (http://textsfromhillaryclinton.tumblr.com/) “Binders Full of Women” (http://bindersfullofwomen.tumblr.com/)

Through an analysis of EITHER “Texts from Hillary” OR “Binders Full of Women,” address the following questions. Based on what you’ve learned from earlier discussion section activities, trace the flow of these meme across at least three (3) online communities:

  • Which groups most readily embraced this meme?  How did these memes connect to ongoing discussions within these communities?
  • What kinds of commentaries do these memes make about gender inequalities and power?  How are these commentaries made using elements from popular culture?
  • Find responses to these memes from mainstream journalists. Do they see these kinds of participatory political practices as enhancing or detracting from meaningful political discussion?
  • Did the meanings associated with these memes change over time as they moved across different online communities? If so, how?
  • How open was this meme to expressing alternative ideological perspectives?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/24 “What Roles Do New Media Play in American Politics?” 10/29 “How Does Media Spread?” 10/31 “How Generative are Online Communities?”

3. Recent readings have focused on hopes and fears for the printed word, as well as the way narratives can extend across various media.

Describe how your group sees the format of two (2) of the following literary genres evolving over the next ten years: comic book, class textbook, religious tome, science fiction novel, technical manual, children’s picture book, newspaper or news magazine. Be specific in terms of the contexts in which they will be used, and by which communities. Keep in mind that communities are also always in flux. Address the following questions:

  • Which traditional functions of these publications are best served by print? What might digital publication offer that would create new value as compared to print-based counterparts?
  • Cite examples of current digital publishing in this space.  In what ways are these experiments are offering new affordances and demonstrating new relationships to the reading public?
  • What economic factors might push publishers to adopt digital publication, even in those cases where there is not “value added” features?
  • What aspects of these traditional publishing genres are being served by grassroots producers and online communities?
  • What concerns might critics, such as Sven Birkerts or Nicholas Carr, raise about the movement of these functions into digital media?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/31 “How Generative are Online Communities?” 11/26 “Is Print Culture Dying?” 11/28 “Has Networked Communication Changed the Ways We Tell Stories?”

4. Trace the rise of "Web 2.0" and which of its components can still be seen in today's web.

  • How was it a new paradigm? What are its key defining traits?
  • Cite several examples of exemplary Web 2.0 companies and the ways they relate to their consumers.
  • Discuss the relationship of Web 2.0 to other key concepts from the class, especially participatory culture, collective intelligence, and circulation.  What aspect of participatory culture are absorbed into Web 2.0 practices, what remains outside of commercial logic, and what are core sources of tension between Web 2.0 and these more grassroots practices?
  • Drawing on critics of Web 2.0, including Geert Lovink and Jenkins/Ford/Green, discuss what concerns people have raised about these emerging corporate practices. Which of these criticism do you agree with and which would you refute or qualify?
  • Does the current incarnation of the web facilitate discussion, self-expression and civic engagement?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

11/5 “Have There Been Twitter Revolutions?” 11/7 “What is Web 2.0?” 11/14 “Are Pirates a Threat to Media Industries?”

Spreadable Media and the Global South: Punathambekar, Shahani, Zuckerman

As of today, all of the essays we commissioned for our book, Spreadable Media: Creating Meaning and Value in a Networked Culture, are alive on the book's website extension and we are hearing that people who advance ordered the book via Amazon are receiving their copies.  There is also NOW a Kindle addition available. I have an ambitious series of talks planned for the coming semester, including appearances at Tools for Change (New York City, where I will be on a panel with Brian David Johnson and Cory Doctorow, Feb. 14), The Society for Cinema and Media Studies (Chicago, March 7 with other contributors from the book) , South by Southwest (Austin, TX, March 8 with Sam Ford and Joshua Green), Digital Media and Learning Conference (Chicago, March 16), Transmedia Hollywood (Los Angeles, April 12), and most likely Media in Transition (MIT, May 3 ). So, be on the look out for Henry Sightings in your area. :-)

 

Meanwhile, I did an in-depth interview about the book with Frank Rose, author of The Art of Immersion. I had run an interview with Frank about his book through this blog a while back and he's been nice enough to return the favor.  Part one is up already and part two goes up on Tuesday and will be linked here once it does.

 

Today's selection furthers the project begun last time of expanding our discussion of spreadability to deal with transnational media flows and in this case, with what does and does not flow between the Global South and the Global North -- two dealing with India and one with Africa.

TARGETING DESIS ASWIN PUNATHAMBEKAR

“Desi,” which means “from the homeland,” is a term that refers to people within the South Asian diaspora. It also signals the emergence of a dynamic and transcultural South Asian youth culture, speaking to a shift in the place of South Asians in U.S. public culture. No longer imagined simply as atomized immigrants nostalgic for a home elsewhere, South Asians in the U.S. are increasingly viewed as “public consumers and producers of distinctive, widely circulating cultural and linguistic forms” (Shankar 2008, 4).

This sociocultural and political shift has shaped, and been shaped by, the constructions of Desis as a sought-after marketing demographic, with the result that a growing number of media corporations have targeted Desi audiences over the past four or five years. These corporate media initiatives are all the more striking, given that the production and circulation of Desi media has been primarily shaped, since the early 1970s, by the efforts of enterprising individuals and families. Furthermore, we can draw an arc from the late 1970s to the current moment—from VHS tapes that circulated via Indian grocery stores to remix music events (DJ Rekha’s Basement Bhangra in New York City, for example), one-hour shows featuring Bollywood song sequences broadcast on public-access stations, performances on college campuses, and, now, vast pirate networks that make Desi media content available to audiences across the globe—to show that the notion of spreadability has always been a defining feature of Desi media culture.

How do media corporations understand and become a part of such a mediascape? Focusing on two recent media initiatives—MTV Desi, a television channel that sought to target South Asian American youth but only lasted about twenty-two months; and Saavn, a New York–based digital media company that has emerged as one of the most prominent distributors of Bollywood programming outside India—this brief study shows that responding to and participating in the cultures of media circulation that were already in place is crucial for media companies interested in diasporic audiences.

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“FROM WEIRD TO WIDE” ETHAN ZUCKERMAN

The fundamental question of development economics, my late mentor Dick Sabot taught me, is simple to formulate and hard to answer: “Why are some people wealthy and some people poor?” Why is the Democratic Republic of Congo, blessed with valuable minerals and timber, desperately poor, while resource-constrained Singapore is well off? (Birdsall, Ross, and Sabot 1995). In Guns, Germs, and Steel (1997), geographer Jared Diamond suggests that the natural environment is destiny: people who had access to easily domesticated crops and animals were able to generate food surpluses and build complex cultures, while those less fortunate had to focus more on survival than on constructing complex societies. Looking toward the more recent past, statistician Hans Rosling (2009) sees reason to blame slow development on colonialism, observing that many postcolonial societies are only now showing improvements in life expectancy seen in colonial powers in the early twentieth century. Economist Paul Collier, in The Bottom Billion (2007), places the blame on bad governance, arguing that governments which find it more profitable to rob their coffers than to build infrastructure are doomed to underdevelopment.

We might think of these as helpful, but incomplete, answers to the question of uneven development. There’s another set of unhelpful answers that center around the idea that certain peoples are inherently, biologically smarter than others. This idea gained traction in the middle of the nineteenth century as racial anthropology or “scientific racism.” More recently, a variation on the idea has emerged in the pseudoscientific study of associations between IQ scores and race in books such as The Bell Curve by Richard J. Herrnstein and Charles Murray (1994). Critiques of Herrnstein and Murray’s association between IQ and race point out that massive differences in educational opportunities available to rich and poor people might explain these different test scores (Jacoby and Glauberman 1995). The time I’ve spent traveling in the developing world suggests that it’s dangerous to discount the significance of opportunity. In societies where daily survival is a struggle, it can be very difficult to tell who’s a genius.

My work over the past two decades in sub-Saharan Africa has convinced me that intelligence, creativity, and humor are evenly distributed throughout the world. People’s ability to express their intelligence, creativity, and humor are heavily dependent on local circumstances, and the odds that we will even encounter these traits across barriers of language, nation, and culture are profoundly constrained by infrastructure, geography, and interest.

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THE REVOLUTION IS NOT SPREADABLE PARMESH SHAHANI

When I consider India, the main question that comes to my mind about spreadability is what is being spread and what is not. But which India are we talking about? There are many. A popular practice is to differentiate between “India” and “Bharat,” the Hindi name for India. You could say that India is rich, while Bharat is poor; India is English speaking, while Bharat speaks in regional languages; and India is urban, while Bharat is rural. All of these would be partially true oversimplifications. (There are rich farmers and landlords in rural Bharat, just as there are poor slum dwellers in urban India, and so on.) I think of the divide as all of these but, most of all, as one between those who have for decades been able to avail of opportunities for growth and those who are now catching up.

“India” is on par with anywhere else in the world in terms of sophisticated technological practices. The mainstream media is becoming fairly savvy in seeding spreadable content. Indian telecommunications provider Bharti Airtel ran a contest in August and September 2010 inviting Indians to upload their own new “crazy” cricket fandom videos to an Airtel YouTube channel, with the makers of the most popular videos winning a trip to watch the Airtel Champions League Twenty20 Cricket competition in South Africa. Airtel’s channel became one of the top sponsored channels on YouTube from India in terms of subscribers as well as views.

Today, it can seem as though almost every actor in Bollywood tweets incessantly, from superstars Amitabh Bachchan, Shah Rukh Khan, and Salman Khan to newly famous directors such as Punit Malhotra and actresses such as Sonakshi Sinha. Bachchan was perhaps the earliest leader of the blogging trend among Bollywood stars. Each of his daily posts on his personal blog receives several hundred comments on average. Bachchan also has several hundred thousand Twitter fans, and his tweets and blog posts are amplified by the mainstream press that tracks him, as well as by his legion of fans, some of whom—for instance, Rahul Upadhyay—translate each blog post within a few hours into Hindi to further spread his message to non-English-reading Internet audiences. Bachchan also innovatively maintained a voice blog (that claimed to be the first of its kind in the world) called BachchanBol (Bachchan Says), where fans could dial into a number for 6 rupees per minute on their mobile phones and listen “in the most intimate and personal way about what he is doing, his thoughts and feelings, his experiences throughout his life—anytime and anywhere—at the push of a button” (OneIndia Explore n.d.).

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  This is the last of the essays we commissioned for the book, but we hope that the conversation doesn't end here. We are going to be actively inviting others to share their responses to the book's framework both through the book's homepage and through this blog. If you have some thoughts you'd like to share, we'd love to hear from you. You can reach me at hjenkins@usc.edu, or simply send along your comments attached to this blog. And as always, please help us spread these essays.

Once You Open Your Laptop... Activities from My Technologies and Culture Class (Part Two)

These next activities mark the shift towards graded group work in the class. By this point, the students are working in permanent teams and these activities are explicitly presented as practice runs towards the final exam. Week 10 Tracking Viral Success (Henry Jenkins)

Each video on YouTube has a story. While it can be hard to trace the origins of some of these videos, each was posted by someone, for some reason. Most reflect ongoing conversations within particular subculture communities. Each may inspire comments either as written texts or response videos. And each may travel from YouTube to other communities through social networking tools. Teams should choose one example from amongst those which have spread the furthest and gained the most hits. Select from one of the following:

Gangnam Style Call Me Maybe S**t Girls Say Someone I Used to Know

Your team’s task is to help us to  better understand where it came from, how YouTube users responded to the video (find at least two remix/response video), how it spread beyond its original community, and how mass media responded to the video's sudden popularity .  Here are some steps which members of your team can take to get the information they need to answer this question.

  • Start with Youtube itself. Look at the video and the information that surrounds it.
  • Read the comments section on the YouTube page and see how people there responded to it.
  • Check to see if there are more than one versions of the same video on Youtube. You might also broaden your search to look at other common video sharing sites, such as Vimeo.
  • On Youtube, look for videos which responded to the original.  Or other related videos which surface alongside it and may help give us clues about its context.
  • Use a search engine to track references to the video on blogs or news coverage of its spread. See if you can find out anything about who produced the video and why.
  • Allow time to write out your answer using googledocs. You may want to take notes as you go so if you run out of time, we can at least trace the steps you took and what you found, before you consolidated your responses.

Your final response should include an evaluation of how such current theories as "viral media," “Memes,”  and Spreadable Media might have addressed the specific patterns of production, circulation, and response you have identified.  Try to draw on at least three readings in a meaningful way. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment.

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Activity for Week 11: Kickstarter as a Web 2.0 Company (Andrew Schrock)

Kickstarter is a website for "crowd funding," a way to finance creative and technical projects where small amounts of money are pledged with no guarantee of success, similar to a benefactor model spread across many parties. Projects must not be for charity, finite, and rewards should be intrinsically related to the project. Project proposals are reviewed by Kickstarter for adherence to guidelines, and funding is given only if projects meet their goal. About half of approved projects got funded in 2011, for an average funding rate of 46%, over a million pledges, with an average pledge of $86. The most popular projects are Film/video and music, although Technology has a larger average amount for successful financing.

 

Your assignment today is to summarize and contextualize a successful Kickstarter project, as selected from the list on the next page. Your tasks should include:

 

 

Your response should first be descriptive: tell us a story of who these people are, what their project is, and why you think this project succeeded over others. How does the project speak to particular communities through rewards and the video pitch? Second, you should draw on the readings from class to discuss the role Kickstarter played in the team’s personal / professional lives, and how crowdfunding operates in the larger funding ecosystem. Are they amateurs or professionals? How does Kickstarter serve as an alternative for established modes of funding, recall earlier models, or reinforce criticisms made of “web 2.0”? Were there controversies or discussions of this project on news sites and discussion forums? Be sure to employ concepts from at least three readings from this week.

 

List of Kickstarter Projects

 

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Week 12 Intellectual Property in the Music Industry (Rhea Vichot)

 

William Fischer, in discussing the role of technology within the contemporary media landscape, envisions an alternative system for artists to be compensated for their work.

Utilizing either the role you were assigned in lecture on Wednesday or, if you choose, one of four roles below:

 

  • Artist
  • Record Label
  • Intellectual Property Law Firm
  • Fan

 

Analyze FIscher's Alternative Compensation system through one of these perspectives. In doing so, be sure to reference at least three other readings. What are the advantages and disadvantages to such a system for the specific role you are writing as? How does this model address piracy and does it do so to the satisfaction of your role? What is the role of advertising in this alternative system? What changes would you want to make to Fischer’s recommendation based on our readings and discussions?

----------------------------------------------------------------------------------------------------------------------------------- Week 14 Mapping Transmedia Worlds (Meryl Alper)

Transmedia storytelling, as defined by Prof. Jenkins, “represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.”  Each medium contributes something unique to the world of the story.  Images, characters, stories, and songs travel between different media platforms, shaped in various ways by both corporations and consumers.

 

Your team’s task is to choose a media franchise, physically map how individual texts stand alone but also contribute to a larger transmedia story, and answer some questions on how your transmedia franchise reflects larger historical, cultural, political, and economic factors.

 

Choose one (1) of the following global transmedia franchises (and just a few texts to consider for each - there’s many more for you to map than the examples listed listed here):

 

1. Harry Potter (J.K. Rowling, Pottermore, The Wizarding World of Harry Potter)

2. Wizard of Oz (The Wiz, ruby slippers, L. Frank Baum, Wicked)

3. The Muppets (“Sam and Friends,” Cookie Monster and Rowlf in IBM commercials (e.g. http://www.youtube.com/watch?v=ZJVU-7WinQc, Jim Henson, movies and movie trailers, “Sesame Street,” http://www.muppetsmahnamahna.com/)

4. Batman (Why So Serious? ARG, Batman Live, live-action and animated TV series)

 

Mapping (Approx. 20 min.)

 

Your group will receive a marker, a large piece of white paper, and a pack of Post-Its.  On the Post-Its you’ll write out different textual elements (e.g. for Harry Potter, on one Post-It you might write “Harry Potter and the Sorcerer’s Stone (The Movie)” and on another, you might write “Platform 9 ¾ in London’s Kings Cross Station”).  You’ll “map” the Post-Its onto one of the sheet of white paper, and use the marker to draw connections between the elements.  “Map” is a loose term and there’s no wrong way to do this - it doesn’t have to be neat and pretty, but should reflect connections and distance between elements.

Questions (Approx. 30 min.)

After the mapping exercise, your group should then answer the following questions.  In your responses, please meaningfully incorporate material from Prof. Jenkins’ book chapter, his blog post you were assigned, AND at least one of Nick DeMartino’s blog posts from this week:

1) How does the franchise engage different types of transmedia logics?:

  • Storytelling (e.g. recurring minor characters like Boba Fett in Star Wars, story arcs across texts like Kermit and Miss Piggy’s relationship)
  • Branding (e.g. iconography like the Ruby Slippers in Wizard of Oz, consumer goods)
  • Rituals (e.g. holiday movie viewings, Harry Potter movie premieres, Super Bowl commercials)

2) Explain how one of your Post-It note “texts” relates to specific trends impacting the entertainment industry at the time of its creation.

 

3) Identify who owns one texts in your transmedia franchise (e.g. The most recent Muppet movie was produced by Disney, not the Jim Henson Company, because Disney now owns the Muppets).  How does media concentration play a role in transmedia?

4) In his “Transmedia Storytelling 101” post, Prof. Jenkins writes, “Transmedia storytelling is the ideal aesthetic form for an era of collective intelligence.”  Based on your experience working collectively during the second half of the semester and in today’s section, why or why not do you agree with that statement?

Next Time: Final Exam

 

Once You Open Your Laptop...: Activities from My Technology and Culture Class (Part One)

Last time, I shared some of the results of a semester-long effort to integrate forms of transactive memory and collective intelligence into the teaching of an undergraduate lecture hall class on communication technology and culture.  Over the next few installments, I am sharing the discussion prompts and exam questions we developed in this context. Each is designed to support the efforts of small scale 3-4 person teams as they seek to apply concepts from lecture into the investigation of contemporary digital phenomenon. I am sharing these prompts in part because they incorporate so many resources which may be useful for other media scholars and in part because they illustrate the kinds of questions and activities that work on the scale of social interaction we are exploring. As you will notice, the activities became a bit more streamlined as the course went along, reflecting what we learned in terms of how much material the teams could process within the designated classtime and how much background they needed in order to be able to perform the activities. Your experiences will certainly differ in terms of the abilities and backgrounds of your students.

The chunk of activities featured on today's post were ungraded, but intended to give students a chance to work in groups. I will signal when we shifted to graded activities.

I was lucky to be working with three very dedicated and creative Annenberg PhD students, Meryl Alper, Andrew Schrock, and Rhea Vichot, and I've given credit where credit is due here, indicating which activities each of them developed for the class.

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Week 3: Facebook and Privacy (Andrew Schrock)

Introduction: The terms of service (TOS) describe the uses that parent companies that maintain platforms and other web services deem acceptable. Among other things, Facebook's terms of service describes the ways that Facebook captures, analyzes, and uses data related to our online identities and interactions. boyd and Marwick described privacy as "both a social norm and a process” – an entirely public or private life would not be feasible (or particularly enjoyable). Privacy is an extremely complex notion, reliant on culture and social context. Feelings of “privacy violations” are often sudden and leave us feeling confused or helpless, such as when our personal information is displayed in unexpected ways. To help us think through the complex negotiations that occur between individuals, platforms, and privacy, we can interrogate the TOS for possible areas of friction between platform-endorsed uses and individual practices.

 

Team activity: Your assignment is to read the terms of service for Facebook with a critical eye. In teams of 2-3, read a section of the terms of service at http://www.facebook.com/legal/terms. You will be assigned one of the following sections: 2 (sharing), 3 (safety), 4 (registration), 5 (protecting rights of others), 9 (special provisions to developers), or 11 (special provisions to advertisers). Please spend 10 minutes reviewing your section and prepare brief responses to the following questions.

 

Questions: What does Facebook consider private? How does it differ from yours? Do you see clauses that strike you as potential violations of privacy? If so, why?

 

What do you think Facebook frames the terms of service this way? How do you think Facebook uses the data it collects? How does Facebook exercise power?

 

Have you altered the privacy settings of Facebook or used social strategies to deliver messages to friends ("steganography" from danah/alice article)? Can you think of times you or your friends have accidentally or deliberately violated the TOS? If so, why did you?

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Week 4 Wikipedia Mechanics (Rhea Vichot) Warmup (5 Minutes) [Citation Needed:]

 

http://citationneeded.tumblr.com/

 

http://citationneeded.tumblr.com/post/29905972747/whac-a-mole http://citationneeded.tumblr.com/post/31336657830/victor-salva http://citationneeded.tumblr.com/post/28419289190/placeholder-name http://citationneeded.tumblr.com/post/27763947374/cultural-depictions-of-elvis-presley

 

Questions:

 

  • Why is this funny? What kinds of critiques are being made about Wikipedia?

○      the humor is in the failed attempt at creating an “authoratative voice”. There are some critiques of the editorial policies of WIkipedia as well as the attempts to treat all subjects, no matter how trvial or transitory, with the same voice

○      I also feel there is a subtle poke at how white and nerdy Wikipedia editors are, but that’s just my take - RAV Main Activity: How is Wikipedia Structured (Two Parts: 30-35 Minutes Total) Part I (10-15 Minutes) In groups of 2-3, have students look at one of the following Main and Talk Pages (5-10 minutes):

 

After 5 minutes, have each group provide a quick summary of the main points of their assigned page as well as an interesting discussion thread on the talk page.

 

Questions:

 

  • What ideals are being espoused on these pages?

○      SIngular voice

○      Being not a research circle, but a repository for secondhand research

○      WIkipedia believes in “meritocracy” whether or not that is what happens in reality

  • What kinds of concerns are these policies hedging against?

○      Trolls, Abuse

○      Misinformation

○      Infighting, Faction building

  • Does this make you more or less likely to contribute content to Wikipedia?

 

Goals:

  • Understand what Wikipedia’s editorial policy
  • Understand that these editorial Policies are agreed upon and what assumptions may go into those conventions

Part II (20-25 Minutes) In the same groups, they should visit a Wikipedia page on a topic they are familiar with (A novel, Film or TV Show, Comm theory from another class, A piece of technology, or a historical figure or event). They should look at: (1) The structure and content of the main page, (2) The Talk Page and relevant discussion Points, and (3) The history of the Page and Talk, including the first version of the Page. (5-10 Minutes)

 

Examples:

 

Dr. Pepper

http://en.wikipedia.org/wiki/Dr_Pepper

 

Steve Jobs:

http://en.wikipedia.org/wiki/Steve_Jobs

 

The Assassination of John F. Kennedy:

http://en.wikipedia.org/wiki/Kennedy_Assassination

 

50 Shades of Grey:

http://en.wikipedia.org/wiki/50_Shades_of_Grey

 

Questions:

  • What aspects of the topic were on the page. What was relegated to separate pages? What was missing, if anything?
  • What were the main points of controversy in the talk page?
  • What kinds of changes were made over time? Were they updates to the topic? Were they major changes to the content and form of the article?
  • How do the Editorial Policies above shape the content of the page and the discussion on the Talk Page?

○      Calls for citations, for better sources, and for discounting personal anecdotes as Original research and, thus, unsuitable.

Goals:

  • Practice skills needed for the Research Paper
  • Remembering that Wikipedia Pages are Dynamic, both temporally, and content-wise
  • Understand how the editorial Policies above shape the pages displayed

Pull Back: Some Recent Issues  (5-10 Minutes) Gender Gap among Wikipedia Editors:

http://gizmodo.com/5942168/the-wikipedia-gender-divide-visualized

Define Gender Gap? Look Up Wikipedia’s Contributor List:

http://www.nytimes.com/2011/01/31/business/media/31link.html?_r=3

 

Philip Roth encounters trouble editing his own Wikipedia page

http://www.csmonitor.com/Books/chapter-and-verse/2012/0913/Philip-Roth-encounters-trouble-editing-his-own-Wikipedia-page

“An Open Letter to Wikipedia” - Phillip Roth

http://www.newyorker.com/online/blogs/books/2012/09/an-open-letter-to-wikipedia.html

Questions

  • In what ways do the editorial policies act as a barrier to contribution?

○      the weight of citations overwhelms even claims made by the subject of the article in question.

○      The community’s emphasis on meritocracy and “correctness” mobilizes privilege under the guise of “correct voice” and “citable sources” which shuts out marginalized voices.

  • What possible alternatives could there be to increase participation and the kinds of voices represented on Wikipedia?

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Week 5 Advertising a New Medium (Meryl Alper)

Warmup (10 min): “Advertising” New Media

 

Screen 2 YouTube clips: 1)Lots-o'-Huggin' Bear Commercial (circa 1983)

2)Japanese Lots-o-Huggin bear commercial

Questions:

Who do you think is the intended audience for these commercials?

What do you think these videos are trying to sell?

 

Main Activity: Advertising “New” Media (30 minutes: 20 minutes in group, 10 minute share with class)

 

Humans tend to overestimate the “newness” of new media.  Not only do many technologies build on what innovations came before them, but the way a medium is advertised also builds, incrementally and creatively, on prior advertisements and advertising styles.

 

In the book chapter you read, Lynn Spigel talks about “popular media discourses” - ways people talk about or represent (through media) how society experiences media.  Spigel’s big claim is that popular media discourses about television and the family reflected sometimes conflicting viewpoints: that TV would bring families together, drive them apart, but also a hybrid of the two.  She analyzes popular magazine ads as evidence for her claims.

 

This activity will be an exercise in meaningfully comparing and contrasting two print advertisements from different eras but that share some common themes and styles.

 

Students will break into groups of 3 or 4.  All students will have had the PowerPoint sent to them prior to section.

 

The PowerPoint has 6 different pairs of advertisements:

 

1A - RCA VideoDiscs - “How to improve your social life” - 1980s

1B - Hohner Harmonicas - “The Hero of Amateur Hour” - 1940s

 

2A - Dumont Television - “Once upon a time...” - 1940s

2B - Atari - “‘New Frontiers’: Learn to brave new worlds.” - 1980s

3A - Sony - “Sound of a different color - 1980s

3B - Majestic - “For sparkling, vivid colorful tone...” - 1940s

 

4A - Western Electric - “There are still some things Americans know how to do best” - 1970s

4B - Tobe Filterette - “YOU BET the war has changed us!” - 1940s

 

5A - Douglas - “How satellites can give us low cost emergency telephone service” - 1960s

5B - Panasonic - “With a new Panasonic cordless phone, you won’t sounds like you’re calling from another planet” - 1980s

 

6A - Sharp - “The first laptop designed to be your first laptop” - 1980s

6B - Bell Telephone System - “Television” - 1940s

 

Each group will be responsible for one pair of advertisements.

 

Questions:

1. Briefly do an online search for major US & global events during the era of each ad.  How might these ads fit into larger historical trends (e.g. wars, economic up turns and down swings)?

 

2. Read the “copy” (written text) that the ads use.  A) On it’s own, what meaning does the copy have?  B) When taking into account the full visuals of the ad, does the copy take on additional or different meanings? (You’ll want to zoom in to take a closer look at the ads with smaller text.)

 

3. What kinds of anxieties and hopes do each of these ads reflect about:

  • Family life?
  • Social life?
  • Political life (in the US and internationally)?
  • Culture/stylistic trends?
  • Gender?
  • Economic issues?

 

4. Are the people in the ads are actually using the technology or are people are props around the object?  What does the space around the media look like?  How does this make a difference in the ads message?

 

5. Finally, don’t just describe each ad on its own; Put both of these ads in conversation with each other.  How might they complement and/or contradict each other?

------------------------------------------------------------------------------------------------------------------------------------------------------------ Week 6 Hacker Week Discussion Activity (Andrew Schrock)

Introduction – What is open-source? (25 mins.)

Stephen Fry explains free software-  http://www.youtube.com/watch?v=YGbMbF0mdPU

What do you make of open-source? How does it relate with previous concepts we’ve encountered in the class? Why do hackers like open-source? How can it be contrasted with more restrictive control over source code?

 

Protei - open-sourced hardware project - oil skimming  bots http://www.youtube.com/watch?v=vmZ_uy2Ehi4

 

Who is involved with this project? How does hardware hacking differ from software? What observations can you make about the progression of the project?

Second part - Software hacking hands-on activity (20 mins.)

 

One theme of this class is thinking not just about how systems exist in isolation, but how information flows across systems that can talk to one another. Hacking describes a way of viewing technology with a critical eye to understand their inner workings.

 

If-this-then-that is a website that connects "triggers" to "channels." Triggers are activated when something happens, and channels are what is triggered. The combinations are called "recipes" and can be shared publicly and modified. For example, every time you are tagged in a Facebook photo (trigger), you receive an SMS text (channel).

 

In groups of 2, think of a cool or interesting recipe. Look to see if one has been created already. Either use that or create one of your own and make it active. Test it out. Did your idea already exist in a recipe? Can you think of triggers that you want but can’t find?

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Week 7 YouTube's Many Communities (Rhea Vichot)

Group Activity 1: YouTube as Site of Community and Remix Culture
In groups of 2-3, look through and choose a video from a participatory culture you are familiar with. If you can't find one, you can also browse the YouTube charts: (http://www.youtube.com/charts/) and look through the Most Discussed and Most Favorited videos for the past week or month.

Questions: 1) Is it a commercial or amateur production? How can you tell?

2) What kinds of communities are these videos a part of? Is this a convergence of multiple communities?

3) Is the video critiquing or curating commercial content? In what ways?

4) Who are the creators of the content? How might that affect what is either being expressed or what sorts of comments are being made about the video?

5) What sorts of Intellectual Property (IP) are used? Are the uses if IP in your example defensible by Fair Use? How?

Group Activity 2: Creating Remix Videos

Using the YouTube Doubler: (http://youtubedoubler.com/), create a mashup of video and sound. Use the google URL shortener (goo.gl) to post a link on Blackboard.

Examples:

"Ant on a Treadmill Vs. Breakfast Machine-Danny Elfman":

http://goo.gl/iH7Or

 

"Rooster Vs. Alex Jones":

http://goo.gl/6l1kz

 

Questions:

1) What sorts of Intellectual Property (IP) are used? Are the uses if IP in your example defensible by Fair Use? How?

2) What kind of juxtapositions does your example make? Do the juxtapositons made, either in your example or the ones provided, make a critique about the media used?

(MORE TO COME)

What Happened in My Open-Laptop Exam Class? (Part Two)

Learning About Collective Intelligence From the start, the group activities were framed in terms of notions of collective intelligence and participatory culture, themes which had been central to the first part of the semester. By the time they got to the group activities, students would have done papers exploring how Wikipedia works, would have participated in lectures and discussions explaining some of the core findings from MacArthur Foundation’s Digital Media and Learning initiatives, and would have looked at a range of social media and media sharing platforms and their dynamics. We had prepared for the problem sets by having earlier inquiry based activities in discussion which were organized around groups at a variety of different scales but which were ungraded (except in terms of attendance) Students had been given a set of exam questions about a week prior to the midterm, with a subset of the questions appearing on the exam. Students could bring their notes and other materials into the exam and consult them as they filled in their blue books.  Students had the option of sharing information or pooling insights with other students on the midterm, as long as they disclosed who they worked with. Most of the students seemed to work with at least one other person on the exam.

In one case, a team of students formed and posted online their collective responses to each question on the class mailing list the morning the midterm was to be given. This unanticipated situation posed a last minute challenge to the class instructors: we decided to write to the class, warning them that not all of the information contained in the posted answers was accurate, that they should use the material at their own risk and that they should disclose whether they had consulted these responses in preparing their answers. It turned out that one of the students had taken the liberty to posting the work of the other group members and some of them were not happy being placed in that situation. Other students said that they were afraid to even read the posted answers, but for the most part, the class took the situation in stride, there was still a great deal of diversity in the quality and content of the midterm answers. Whatever was going on behind the scenes, students did not mindlessly copy down the information that had been posted.

 

Taking the Final

The team’s performance on the final exam was uneven, but generally, the groups succeeded in creating richer, more fully documented responses than they would have been able to do individually. Some of the responses felt fragmented and contradictory, as if the teams had not been able to fully smooth out differences between members about the best way to approach a question; some of the responses included too much information, including much that was not pertinent to answering the question.  We had tried to break each question down into a series of steps, much like the weekly problem sets, so that students had a good way to structure their problem solving activities. In general, students did best where the questions were concrete and pointed to specific readings or topics from the class; they had more difficulty abstracting from the information provided, speculating about its future implications, or evaluating real world phenomenon based on proposed criteria. The collective process brought forward a strong tendency towards synthesis but set clear limits on their capacity to produce shared critiques. While some of the questions explicitly called on them to bring in their own examples, they tended to still operate within the borders of the class materials rather than going outside in search of new information. These later insights might be consistent with what we know about Wikipedia for example: that participants are often guided by a shared understanding of what an encylopedia entry looks like, that the community’s norms value “neturality” over critique and that there is a ban on publishing “original research.”  Success here rests, then, on correctly calibrating our expectations to value what works well in a collaborative context.

Student Criticisms

For those students who found this process frustrating, the largest single factor identified was a sense of loss of control over their own classroom performance.  One put it simply, “I have more control of my grade the first half of the semester and less control of my grade the second half of the semester.” Many of the USC students are very good at playing the traditional classroom game, calculating how many points they needed to get their desired grades, and giving the teachers what they wanted. If they grew up in a networked culture, they also grew up in a culture based on standardized exams, and so there was a certain degree of discomfort, among many of the students, with a more open-ended process which did not tell them what they needed to know and with a structure which meant that they were dependent on others for their mutual success. As one student explained:

"I preferred doing things on my own because I got stuff done much faster and more efficiently. I did not like relying on my other group members to do readings because I never knew if they had done them properly or not, and some of my team members did not even show up to a single class. That meant that they were going to receive the participation in lecture points based on my participation, and that does not seem fair to me at all.”

 

Others felt bruised by the lack of respect and trust shown them by other team members: "In order to work in a group, people have to understand the strengths and weaknesses of their group members and they have to be flexible.  When there are group members that don't trust other group members and want to constantly be in control, the group fails." One student described the final exam as a "debacle" because the group could not agree on strategies or criteria for producing a solid answer, while another complained about harsh treatment from classmates who did not value each other's contributions: "I have never felt so disrespected in my entire life. Some of the other group members made me feel like dirt, just because they thought that they were better than two of us.”

Many of the frustrations centered around unequal sets of expectations between team members, including a different sense of how well they wanted or needed to do in the class. Here, for example, was a student who compared negatively the experience of working with an assigned group in a required class and the processes which made collective intelligence work outside the classroom:

“I did not particularly enjoy the group portion of the class because I did not trust certain members of my group to complete the work and to do it well. Although the group portion theoretically could have stimulated more conversation about the topics and inspired people to participate in their learning, a couple of members in my group seemed very uninterested and content to skate by on the work my other group members and I did...  I fully understand the value of learning how to work in groups, especially given our shift toward participatory culture; but I assume in participatory culture, the participants actually have some glimmer of interest in the content they are creating."

 

Student Enthusiasm For those who had a more successful experience, they felt supported by their teams and energized by the shared responsibility over the material:

“It was nice to have other people to help with the assignments. Our team worked very well together, and I think learning how to work in teams is an important skill to have. In the second half of the semester, I was pushed to do my assignments because I knew that the team relied on me. Compared to having to do assignments alone, it was nice knowing that if there was a reading that I didn't understand, then there was somebody in the group that could help contribute.”

*********************************** "Honestly, I was a little skeptical as to how group work would ultimately play out and whether it would be successful, but to my pleasant surprise it was a great success. Just as the class was intended, different teammates were responsible for different materials and therefore were able to master different contents of the class and teach them to their team members. While I felt that the first half of the class was also well done, I had an even better learning experience in the second half of the class. While there was some participatory activity going on in the first half of the class, I believe there was a well-working participatory culture in the second half. The professor and the TA's structured the discussions very strategically to be able to push the students to work quickly and efficiently in their teams by grouping their knowledge into a collective product. I genuinely feel that this made the team much greater than the sum of its parts.”

*********************************** “Group work is definitely more challenging. However it challenged me to practice better negotiation and communication skills. I would consider the second half a practical application for all the communication theories learned in past years”

************************************ "I really liked having the groups for the readings and in-class discussions. I felt that I was able to cover so much more material (even if only through the short-hand of my teammates) by examining the notes for ALL of the readings on our Google Doc. I felt that I was more informed coming in to lecture. The first half of the semester, it was often difficult for me to get all of the assigned readings done. But with only one reading per night, it was a lot easier. Plus, I had the weight of my team to encourage me to actually get it done on time."

In many cases, they were thrilled not to have to go it alone, to be able to turn easily to someone else on the team who understood a particular chunk of course material better than they did. And even some who did not have a perfect group experience saw the value in the end of the process:

“If anything it made me realize that we all have limitations. One person can not carry a group. I feel that it all worked out in the end . I wish we had better communication within our group though.”

Some of the teams clearly acquired new techniques for coordinating and collaborating within a network: “Working on assignments together via Google Docs was very helpful because we each knew our roles and could quickly add to each other's work if needed.”

 

Assessing the Experience

For all of the frustrations expressed by some students about students getting equal points despite not doing equal work, a review of the grades by group suggests there was significant variation in their final performance in the class within each team in part because of their individual performance in the first half of the semester and in part because the mechanism of rewarding those who attended and participated in sections worked as it was designed to do.

Overall, students seemed to have reflected deeply about the advantages and disadvantages of the collaborative production of knowledge, a theme which recurred throughout the class, and in the process, they developed a stronger appreciation of  research as a process rather than imaging knowledge as a contained body of information. There's still a lot we all have to learn about making these kinds of group processes function, especially given the degree to which they fly in the face of the ways students have been socialized throughout their formal education to think of themselves as autonomous learners. Clearly, I am troubled by the reports of some of the destructive experiences which occurred within some of the more disfunctional groups, yet, over all, many more students expressed enthusiasm for the process than shared frustrations.

Interestingly, when I taught the subject two years ago with a much more conventional grading scheme, the average GPA for the class was 3.14, while the average GPA for the class with the collective experiment was 3.21, well within the average variation from one semester to the next.

 

 

 

NEXT TIME: THE DISCUSSION SECTION ACTIVITIES COMING SOON: THE EXAM

What Happened With My Open Laptop-Exam Class (Part One)

Background My plans for an open-laptop exam generated a fair amount of buzz when I announced them in the fall, so I figured you would be interested to learn more about how things played out. Annenberg PhD Student Adam Kahn, who helped design this curricular intervention/innovation, is still working through a massive amount of survey data collected about the process, so any observations I share now are provisional based primarily on what I saw from in front of the lecture room and on exit surveys students completed after turning in their final exams.  In general, I think the experiment was successful, even though, with any design process, there are many things I would change on the next iteration. And, as we will see, the experience had some critics among the students in the class.

To remind you, the basic set up was this: Students completed a series of individual assignments throughout the first part of the term, which counted for 50 percent of their total grades. In the second part, they were put onto teams, which worked together on every assignment, including a series of weekly problem sets conducted in the discussion section, contributions to class discussion, and the final exam. Students had to attend the discussion section in order to receive the team’s points for their contributions, but otherwise, participants received their grades based on collective rather than individual performance. We introduced this process into a 200 level lecture hall class on New Media Technologies and Culture, with a population of 110 students, mostly Communication majors, taking what was a required subject for their degree.  You can see the syllabus for the class, including the assignment structure, here.

 

Impact on Class Discussion

My first observation was that the emotional tone of the class shifted dramatically following the midterm as we placed students on teams. The teams sat together in the lecture hall; they chose a shared name, and they used that name to identify themselves when they participated in the class discussions. From the start, there was a strong sense of team identity for most of the groups. I’ve speculated that this approach might work especially well in the context of USC where there is such a strong sports culture.

From the start, I had placed a strong emphasis on class participation during lecture sections, trying to move towards a more Socratic approach to teaching the content. There had been push back early on when I relied too heavily on discussion, and so I had tried to find a balance between short lectures designed to introduce core concepts and then more open ended discussion to allow students to share their perspectives on core debates of the digital age. We struggled a bit with managing discussion in a large lecture hall context: students balked at the mechanics of passing around microphones, but some of the students had trouble being heard in the large space and were thus more reluctant to speak. Over the course of the term, the process started to feel more natural for both the teacher and the students, and we had some very engaged and informed conversations.

As with any discussion class, there were a number of students who were quick to raise their hands and engage, while there were others who were intimidated by the large size of the class. The most active participants continued to dominate discussion in the second half, but there were many others who made their first contributions during this period, either empowered by having teammates supporting them or by the sense of competitiveness that teams introduced into the mix. As one student explained, "I liked that we all sat together during lecture. This enabled us to whisper about the lecture content and, all together, come up with a question to pose or a comment to offer." More dramatically, team members were much more likely to anchor their statements to specific statements or information contained within the readings. Indeed, it was clear that a much higher percentage of the students had done the readings and done them closely knowing that they were dependent upon each other for the quality of information being transmitted to the group.

A highlight of the course came when we conducted a role playing activity in one of the lecture sessions focused around debates about digital piracy and the evolution of new business models for the music industry. Each team was assigned a specific role -- from new artists trying to break into the industry to recording studio executives, from fans to teachers and librarians, from religious performers to international musicians who are developing a following in the United States. The teams were assigned their parts in advance and encouraged to do a little home work so that they had thought through their assigned perspectives. Each group was asked to make an opening statement, which were surprisingly well informed, for the most part, and then, they were given time to negotiate across groups to see if they could identify common interests and propose new solutions to the issues. This was the only time in the term when we encourage activity across groups rather than within groups, and multiple students pointed to this activity as transformative in terms of their understanding of the value of the team process. It also resulted in a spectacular discussion which got students out of familiar debating points around issues of digital piracy and allowed them to develop a more systemic understanding of the issues. I would love a way to create more such experiences across the class the next time I teach it.

Working Within Teams

Students were placed randomly on teams, in the hopes of insuring greater diversity. On the one hand, we felt that if students self-selected teams, they would be more likely to choose people with whom they already shared many common interests, i.e. people who were like themselves. On the other hand, we also wanted to avoid the common pattern of consciously combining strong and weak students onto teams together, which tends to result in the stronger students being asked to carry the load by themselves.  In the exit surveys, students were sharply divided between those who felt that the random assignments insured that they met new contacts and brought more diverse knowledge together and those who felt that some of the logistical problems they encountered would have been minimized if students had been able to work with people they already knew.  Here, for example, was a student who valued being randomly assigned: "When my group worked, we worked efficiently because we didn't know each other at all, so there were few distractions. We were friendly, but didn't have a lot in common, which was conducive to learning the subject material." Yet this student also noted that their lack of familiarity with each other could sometimes result in a lack of accountability:" I didn't make it to class the first day and realized later that no one in my group had taken any initiative to do the necessary organization for future readings, in-class work, etc. No one was really a leader. We couldn't count on each other. There were no ground rules set, etc.”  Some students wanted better mechanisms for dealing with students who failed to contribute to the collective good: "“I think the students should either be able to choose their own groups or somehow get rid of the weakest link." The large scale of the lecture class makes it particularly likely to attract students who are not strongly motivated by the subject matter and who are likely to exploit the good will of their classmates.

Each team consisted of 3-5 students (with the unevenness a product of the uneven number of students who had registered for the different discussion sections which met at different days and times). It was clear from the start that the larger teams worked better, overall, with smaller teams more vulnerable to individual students who let down their team through under-performance.

Most of the teams became effective learning communities, but not all of them did. We had taken steps to insure shared expectations of members, asking each team to write a contract together so that they had a mutual understanding of their responsibilities to each other. We had built in one core check on group participation -- i.e. the students had to attend the discussion section and work on the problem set in order to gain credit for that assignment.  Otherwise, we relied on social mechanisms to insure that they held each other accountable. Through these weekly problem sets, students gained practice working together, learning each other’s strengths and vulnerabilities. We had felt using the discussion sections in this way would insure some regular face-to-face time between group members (as did having students sit in team during lecture).

Overall, attendance in discussion sections increased with the emergence of a team structure, though there were still many students who still did not attend class regularly, a manifestation of the “free loading” problem which often crops up when working within a commons. And for those teams which were struggling with the process, there was a perception that the instructors were not doing “anything” about it. We wanted to resist the temptation of shuffling the teams once the process began, since doing so would be likely to disrupt the coherence of those teams which were functioning well, since we wanted to encourage teams to find ways to work through their own problems seeing learning to self-correct their process as an important learning opportunity. In many cases, teams that did not gel at first did find their footing over time, part of the value of repeated experiences working in teams, while in some cases, teams that had worked well up until that point hit real friction when they turned their attention to dealing with the high stakes final exam. Here, for example, was a student who felt the group had gotten in the swing of things just in time for the exam: "My group members let me down on numerous occasions but our final went so well and so smoothly that I'm having a hard time deciding how I felt about the whole thing overall.”  TAs did give advice to team members who were having a frustrating time; we felt that there were penalties built into the system for those members who under-perfomed -- again, the fact that they did not get points for sections which they missed and the likelyhood that underperforming students had also underperformed during the individual portion of the class.  Next time, I want to provide much greater advice to the students about strategies for insuring team cohesion and meaningful interaction.

We struggled with the question of whether we should have introduced some self-evaluation process where team members could assess what each contributed to the process and so that we could adjust grading accordingly. We choose not to do so for several reasons: We feared that such a practice might further fracture teams which were struggling to survive, raising the tension level at the time when we wanted teams to be developing greater trust in each other, and as importantly, we felt that it would be inappropriate to change the rules of the game mid-process.  Next time we do this, I am going to weigh this question again more closely, since the lack of such formal mechanisms was the single most frequent complaint we heard about the group activities.

 

Designing Problems

Designing the problem sets for the discussion section proved challenging for a number of reasons. We wanted the questions to be sufficiently challenging so that students were motivated to put in the extra efforts and also be able to see that they could indeed do more collectively than they would have been able to do individually. We wanted the questions to be open-ended enough so that students could show what they knew, bring their individual and collective knowledge beyond the class into the process, and have a chance to dig deeper into their own passions and interests. We also wanted to have questions which relied on as many of the readings from the week as possible, since we were encouraging students to divide up the readings between them and then deploy what they needed in response to each problem. Early on, it was clear the teams needed more guidance on the best way to find the information they needed, and the challenges of working in a hour long discussion section (well, 50 minutes really) meant that we needed to simplify the options in order to allow students to get out of the gate quicker. Here, for example, is how one student described their team's frustrations:

"The assignments given in discussion sections were rather long and difficult for the amount of time allotted to students to complete them. The assignments also placed a large emphasis on the skill of being able to produce quick thoughts and responses to questions that students were not fully prepared to answer. If the questions were given prior to coming to class, it would have helped to allow students to come in more prepared and produce more thoughtful and engaging responses."

We streamlined the problems week by week, but students still complained that they did not have time to fully complete the assignments during the class period. (I am going to share with you the assignments in a follow up series of posts).  We had been reluctant to extend the time working on the problem sets because we were afraid the most anxious students would turn them into a much bigger project than intended and because extending them beyond the class time would increase the logistical challenges involved in working with teams.

While most of the students complained about the time constraints, some felt like we had achieved an ideal balance: “I think that the discussion section questions struck the perfect balance in that they pushed the students to produce a lot of quality work in a short amount of time, yet it was completely fair as our knowledge was collaborated from what we obtained throughout the week. I was always very satisfied and impressed with the work we were able to produce in such short periods of time.” Some students used the practice runs to rehearse strategies and refine skills in preparation for the final: “The activities done during discussion section were also beneficial because you could kind of gage what people's strengths and weaknesses in the course material were and how it can be applied to the final.”

Overall, we felt the quality of the problem set responses were strong, with most of the teams scoring in the A-B range, and with signs of general improvement over time, suggesting that, in most cases, the teams were learning to work better together each time they confronted a new problem.

(MORE TO COME)

 

Spreading Independent and Transnational Content

As we count down to the wide spread release of our new book, Spreadable Media: Creating Value and Meaning in a Networked Culture, which I co-authored with Sam Ford and Joshua Green, we are rolling out this week five more essays -- in this case, dealing with core issues from the book's chapters on independent media and transnational media flows. One final crop of essays from the project will go on-line next week. By now, some of you may well be receiving copies of the book advanced ordered through Amazon or New York University Press. We'd love to know what you think. I was lucky enough to be able to share some thoughts about this project this past week with faculty and students at Concordia University. This post is available in Czech language (provided by Alex and Nora Pozner from bizow reviews team).

 

The Long Tail of Digital Games

In the raging debate over the legitimacy and consequences of the “Long Tail” theory (Anderson 2006), few markets have received more attention than those dedicated to digitally distributed video games. Proponents of the Long Tail have argued that digital distribution will finally turn the historically hit-driven game industry on its head—that future revenues will be driven by consumer activity distributed across a huge catalog of video games developed, in large part, by independent game developers as opposed to titanic publishers; that it will prove consistently more profitable to focus on niche audiences in this new world of digital game distribution, rather than to focus on the development of broadly appealing hits; and (for those of us interested in the spreadability model) that a new generation of empowered consumers will actively seek and promote the highest-quality content, driving revenues to the most deserving game developers and leading to a healthier and more vibrant video game ecosystem overall.

There can be no doubt that encouraging signs of this development have begun to crop up everywhere. Many now-prominent independent game developers, such as The Behemoth and 2D Boy, have leveraged console-based digital distribution platforms such as Xbox LIVE, Wiiware, and the Playstation Network (PSN) to reach markets that were previously only accessible via the long arm of a traditional publisher. These developers have not only created award-winning games that have generated significant amounts of profit. They have, in many cases, retained the rights to their intellectual property (IP) and operated with near-total independence, an unthinkable situation for small console game developers only a few years ago. And, while digital distribution on the console typically generates the most buzz, independent developers have made equally great strides on mobile devices, the web, and the PC thanks to a wide variety of channels (stores such as iTunes, Android Market, and Steam; portals such as Kongregate.com; and more generalized distribution through social network sites such as Facebook, to name just a few). Savvy observers have noted that in mobile ecosystems in particular, independent developers have consistently had greater success than traditional publishers in cracking into the “top 10.”

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(Sp)reading Digital Comics

Comic books—especially single issues, or “floppies”—have always been spreadable. As kids in the 1980s, my friends and I would head into our local comic shop, each emerge with an armful of floppies, then spend the afternoon first reading through our own haul and then each other’s. Usually, at least one of my friends’ floppies would be from some larger multipart story arc, and, if it was any good, I’d either go digging through my friend’s collection or thumbing through the store’s back issues to find out what was going on. Sharing, recommendation, drillability, and vast narrative complexity were all part of our everyday lives long before we could even drive.

Webcomics have emerged as an alternative form of publishing that makes such practices even easier. Many webcomics use RSS feeds to deliver new installments via email or RSS reader applications, and many webcomics offer forums where fans can chat and bicker and share their favorite comics with one another, much as my friends and I did in person so many years ago. Now, I can recommend comics to friends around the world either by emailing them a link to a webcomic’s site (and thus the latest comic) or a “permalink” to the archived page or, more commonly now, by texting, IMing, or Facebook messaging them such a link. Many webcomics, such as Emily Horne and Joey Comeau’s A Softer World, include built-in widgets for fans to recommend them on online services such as Digg, Facebook, Reddit, StumbleUpon, Del.icio.us, Technorati, and Twitter. Scott Kurtz’s PVP includes widgets to share each strip on twenty different services.

Unlike traditional print comics, for which most writers and artists labor under “work for hire” contracts for large publishers such as Marvel and DC, webcomics are typically owned and operated by their creators and rely on revenues generated by advertising, fan subscriptions/memberships, or sales of ancillary merchandise. As a result, for creators, getting individuals to purchase a single instance of their work (such as a traditional print floppy) is less important than establishing an ongoing relationship, aggregating a large recurring audience over time. The simplicity of the URL system supports this—when recommending a comic to a friend, I could copy and paste an image of the comic itself into an email, stripping out the context, ads, and links to the related merchandise, but why bother when sharing a link is so easy?

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The Use Value of Authors

A key dilemma for both media consumers and producers in today’s media environment is discoverability: with so much media spreading, and even more desperately wanting to be spread, how do we choose what to consume? Consequently, consumers need highly effective filters to direct them to the media they are most likely to enjoy and away from that which they are unlikely to enjoy; producers, meanwhile, need to develop techniques to ensure that their content enjoys safe passage through such filters and finds the audiences most likely to enjoy their work. Herein lies the importance of, and the use for, authors.

As compared to creative figures—producers, writers, artists, designers, and a wealth of other terms in common parlance to describe those who make media—an “author” is someone to whom we attribute a heightened level of authority and autonomy over the item of media in question. Most consumers operate on the assumption that a vast amount of media isn’t worth personally consuming, either because it is corporate hackery written by committee just to make a fast buck, because it is amateurish and incompetent, or simply because it doesn’t appeal to any of their interests. An author, though, is a totem of sorts that signifies a certain level of skill and singularity of vision. To talk of authors for professionally produced content is to assert creativity and self-expression in what can too often be characterized as a faceless, paint-by-numbers industry, while to talk of authors for amateur-produced content is to attribute artistry in what can too often be characterized as a world full of everyone’s uploaded cat videos. Discussing authors can be a way to validate the product of said authors, and hence to allow ourselves to discuss art, meaning, and depth in some popular media without attributing artistry or depth to all popular media.

At the same time, precisely who the author is can be hotly contested and variable, as the content industries may pose one author, while fans may look to others, sometimes working to uncover who the “real” author is. For instance, while The Simpsons is often popularly spoken of as Matt Groening’s, many fans have nominated other individuals in the show’s production as the true source(s) of the show’s perceived brilliance, and hence as its author(s). The fact that people would bother to argue over who the author is should signify how much the title of author matters, and it offers an initial sign of the importance of authors. MORE

 

The Swedish Model

Sweden is a small country, yet it has one of the world’s biggest and best-selling music scenes. You might think ABBA, and you wouldn’t be wrong, but they’re just the best-known starting point of a very long tail, with thousands of bands spanning every genre and degree of success. Sweden is also home to The Pirate Bay, the world’s top torrenting site, which ABBA songwriter Björn Ulvaeus has decried as made by and for those who are lazy and stingy and don’t understand that, if creators can’t anticipate payment, they will never release music (“ABBA Star” 2009). Since the advent of recording in the early twentieth century, recorded music has been the central economic good of the music business. Hence, it is no wonder that the mainstream industry has been so vociferous in its efforts to demonize and sue uploaders and to support national policies that limit the ability of listeners to spread music.

Further down the tail, though, Sweden is home to many artists and labels trying to forge a new way through this thicket, one that rejects the notions that certain payment is a precondition for artistic expression or that file sharing detracts from the economics of their business. The attitudes and actions of The Swedish Model, a consortium of seven independent labels committed to a more optimistic dialogue on music’s future, and other Swedish labels and musicians put spreadability at the center of their hopes for the future of the music business. The tiny label Songs I Wish I Had Written, headed by Martin Thörnkvist, who also heads The Swedish Model, shared an office with a Pirate Bay cofounder, and Thörnkvist uploads his label’s catalog in the highest quality to Pirate Bay. Labrador, another Swedish independent label, gives away annual samplers through Pirate Bay and posts all its singles for free download on its website.

These entrepreneurs have taken to heart that if their music doesn’t spread, it may as well be dead. The logic goes like this: We are small and have minimal budgets. There are few mainstream venues that will promote our music, so few people will have the opportunity to hear it through mass media. The more people who hear it, the larger the audience will become. Even if most of that audience does not pay for CDs or mp3s, the slice that does will be bigger than the entire audience would otherwise have been. And the slice that doesn’t pay to buy music may well pay for other things. As Thörnkvist put it when addressing the music industry audience at MIDEMNet, “I’d rather have one million listeners and one hundred buyers than one hundred listeners and one hundred buyers” (2009).

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Transnational Audiences and East Asian Television

Consider a clip from the Japanese variety show Arashi no Shukudai-kun that recently made its way onto YouTube in early 2009: a small group of Japanese pop singers are challenged to eat a “surprisingly large” hamburger named after a city in the Ibaraki prefecture and are joking about how “Super American” the situation is. They suggest that the burger inspires them to don overalls and grow “amazing” chest hair, while Bruce Springsteen’s “Born in the U.S.A.” blares in the background. The clip was then subtitled in English by two fans based in Australia and circulated based on its appeal to English-speaking audiences of the “J-pop” performers in the video as an embodied spectacle of Japanese popular culture. Various versions of the clip were distributed online through fan communities on LiveJournal, a Russian-owned social blogging platform with offices headquartered in San Francisco, and other forums, and fans shared the links through their blogs, Facebook, Twitter, Delicious, and other social media channels. In the process, the Arashi no Shukudai-kun clip was recontextualized, reformatted, resubtitled, and diverted to new (and sometimes unexpected) audiences at every step along the way. Far from exceptional, there are countless clips like this one on YouTube: in the global spreadable media environment, its crisscrossing path back and forth across multiple national, linguistic, and cultural boundaries is becoming perfectly common.

Not only is the transnational movement of media becoming increasingly pervasive; it has also become significantly more—and more visibly—multinodal. Thus, we must go beyond the use of Bruce Springsteen in the background of a Japanese variety show as part of a parody and indigenization of Western cultural materials to consider its subsequent movement as it is taken up, translated, and circulated by grassroots intermediaries, passing through divergent and overlapping circuits, often outside the purview of established media industries and markets. In short, we must look beyond sites of production and consumption to consider the practices of transmission and the routes of circulation—the means and manner by which people spread media to one another—which are increasingly shaping the flow of transnational content.

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A Game Level Where You Can't Pass

  This fall, I had the opportunity to teach a PhD seminar on media theory and history focused around issues of medium specificity and intermediality as part of USC's iMAP Program. Here's how the Cinema School describes that innovative degree program:

Created in 2007, the interdivisional program in Media Arts & Practice (iMAP) situates technology and creative production alongside the historical and theoretical contexts of critical media studies. This practice-oriented Ph.D. program provides students with both practical experience and theoretical knowledge as they work to define new modes of research and production in the 21st century.

Media Arts & Practice was inspired by recent developments in media and technology that have altered the landscape of media production, analysis, distribution and display. Our goal is to support a new generation of scholar-practitioners who are able to combine historical and theoretical knowledge with creative and critical design skills. Students who complete a Ph.D. in Media Arts & Practice will be uniquely prepared to shape the future of media and scholarship, and to actively engage in the emerging cultural, technological and political dynamics of a global media ecology.

Media Arts & Practice integrates the strengths of each program within the School of Cinematic Arts (production, critical studies, writing, interactive media, and animation & digital arts) by offering students the opportunity to substantially design their own course of study. The core iMAP curriculum consists of three foundational courses in design, media and theory, plus a professionalization seminar devoted to exploring emerging movements in media technology, theory and practice. Students have unprecedented freedom to define and pursue their own specialization by drawing on the course offerings and world-renowned faculty across the School of Cinematic Arts and utilizing the resources of the school's state-of-the-art digital production facilities.

You can imagine how much fun it is to introduce a comparative media studies perspective to this diverse, creative, and intellectually engaged group of students, and helping them to think more deeply about how theoretical and historical perspectives might further inform their own expressive practice as media artists and designers.

What follows is one of several essays produced for the class which deal with cutting edge developments in the Independent Games world. In this case, Micha Cárdenas discusses two recent games which seek to explore transgender identities and experiences.

A Game Level Where You Can’t Pass Micha Cárdenas

When one plays a video game on a computer, does the game maker’s identity matter? Or does the player’s identity matter, in terms of game play? How does one understand the identity of a game theorist in relation to their writing? Recent independently produced games by transgender women game designers Merrit Kopas and Anna Anthropy open up a series of questions about the nature of computer gaming. How much does the metatext for a game shape our experience of it? How do players identify with characters whose gender they do not identify with, or understand at all? How can the rules of oppressive social structures like the binary gender system become part of game play? To consider these questions, I will rely on theories from game studies scholars as well as looking at comparative game examples.

Lim is a game created by Merritt Kopas that is playable on web browsers that support HTML5. I found this game because I am facebook friends with Kopas. She posted this on Facebook and on Tumblr ‘I made a game called Lim. A friend describes it as being about “the tension and violence and dread and suffocation of passing.” Play it online here.’ The kind of passing being referred to here is passing as a desired gender, as in the case of a transgender woman, and the ensuing degrees of violence from verbal to physical which ensue when one fails to pass as male or female.

My experience of the game was certainly shaped by the metatext in this case. As it is an extremely simple graphical game where the player’s avatar is a colored cube and other colored cubes attack you if your color is different, there are many possible readings of the game. On the game creator’s website, the link to play the game is preceded with this quote from Erving Goffman: “there seems to be no agent more effective than another person in bringing a world for oneself alive, or, by a glance, a gesture, or a remark, shriveling up the reality in which one is lodged.” As such, it is stated from the onset to be concerned with social identity and it’s difficulties, but is only situated as a game about transgender experience by virtue of its creator’s identity.

This opens up a host of questions, such as how much a game, or any work of art, should be evaluated based on the identity of its creator? Further, given the knowledge that the game depicts the violence of the everyday experience of transgender people, how do cisgender (non-transgender) players experience the game? Richard Schechner’s response to Markku Eskelinen is useful here, when he asks “What we don't know about the ‘real life’ of computer games are the social circumstances that surrounds, and to a large degree guides, their playing. That is, what ‘other’ stories are the players enacting?” While in many cases these subversive readings allow transgender players to see themselves in cisgender characters, in the case of Lim we can understand multiple readings of complex social interactions to arise from the very simplicity of the aesthetic and the ability of players to identify with incredibly simple objects if they have the ability to control them in a game context.

From a game studies approach, the question of a player’s identity in relation to a character has been considered largely in terms of race and binary gender configurations. While Henry Jenkins writes in the section “Play as Performance” that “we don’t speak of controlling a cursor on the screen when we describe the experience of playing a game; we act as if we had unmediated access to the fictional space,” such claims at immediacy seem to elide the possible alienation some gamers feel based on the disjunction between their identities and the available avatars. In From Barbie to Mortal Combat, Jenkins and Cassell write “historically, gender was an unexploited category in video game design, with male designers developing games based on their own tastes and cultural assumptions… Yet, as feminist critics note, as long as masculinity remains the invisible norm, the default set within a patriarchal culture, unselfconscious efforts are likely to simply perpetuate male dominance.” While it would be an easy step to transpose this claim to cisgender game designers perpetuating the dominance of the gender binary, as most games today still only depict primarily male and female characters, perhaps more interesting possibilities arise when one goes beyond simple claims for more representation of transgender people in games. What Lim demonstrates is a set of fundamental game mechanics that emerge from a life experience that exceeds gender binaries.

One striking characteristic of Lim is its sparse set of instructions. The only text on the actual page for the game is the following: “arrow keys move, z to blend in | note: contains flashing lights and shaking effects. Made with Construct 2 — the HTML5 game creator” Given these instructions, the player is left to determine the game mechanics on their own. In a review of Lim, Porpentine writes “Lim’s mechanics are the message…. you have to struggle and mash the keys and slide along the walls just to scrape into the next room and when it’s over you feel like you never want to do that again so you’re going to be really careful about passing in the future, it’s just not worth—ohhhhhh.”

One of the most effective moments in Lim is its moments of total breakdown. Players have complained that at times the game becomes unplayable, one’s avatar gets blocked from proceeding, from passing as it were, and at other times the aggressive game enemies may knock one’s avatar completely out of the bounds of the game world. To me, these are the most revealing moments, because in reality, at times transgender people are not able to pass into spaces they want to enter, or are trapped in spaces they want to escape, or are murdered because of their gender expression. These moments in the game play are particularly revealing.

Another game designed by a transgender woman is Dys4ia by Anna Anthropy and it similarly uses game mechanics to convey parts of its message. The game can be played online, like Lim, and is an autobiographical game about the six-month period in which she decided to start hormone therapy. Again, this transgender game maker has chosen to make the game mechanics a reflection of the difficulties of their experience as a transgender person. By doing so, they create a medium specific experience in which players of the game can experience some small degree of the feelings involved, instead of merely seeing or reading a representation of them.

In Dys4ia, there are 4 levels, “Gender Bullshit, Medical Bullshit, Hormone Bullshit, Is Gets Better?”. Each of these levels is composed of a number of mini games. Each mini game has its own rules, controls and directionality. In effect, a mirror of the experience of transgender people navigating the complex world of hormone therapy is created because the player has to figure out an entirely new set of rules in each of these mini games. As players read the text associated with each mini game, such as “shaving is humiliating” or “now to find a good clinic” or “my breasts are too sensitive to touch”, they are introduced to a new game mechanic and they have to figure out the new rules quickly. In my own experience, as a transgender woman, this is very similar to the experience of hormone therapy, where each new obstacle: psychiatric therapy, doctor visits, personal relationship issues, must be deciphered and figured out, like a game, yet each game has its own unique set of rules and mechanics.

Dys4ia provides a useful example for game studies. The simplicity of Dys4ia’s mini games mirrors the statement by Eskelinen that “the main thing is that any element can be turned into a game element, and a single element is enough to constitute a game if it allows manipulation, and this fact alone allows combinations not witnessed in narratives or drama.” Many of the mini games in Dys4ia are extremely simple, such as a figure dodging the harsh words of anti-trans “feminists” which fly across the screen horizontally by moving up and down, a mechanic similar to classic games like Pong or Galaga, but in this case associated with the drama of the personal struggles of a transgender woman. The online indie game format allows Anna Anthropy to create a very simple aesthetic expression of her experience, similar to Galaga in its degree of complexity, yet differentiating from Galaga in her choice of colors and iconography.

The questions raised by games made by transgender game designers can be informed by game design theories written by the artist Eddo Stern. Stern describes a process he uses in game design as phenomenological game design that takes into consideration the embodied experience of players. In a lecture given in the cinema school at USC, Stern asked how game design can be changed by a consideration of the player’s embodied experience, for example, asking how role playing games may be different if players actually had to be charismatic in order to have a high charisma score for their character, or how a player’s sense of direction may be incorporated into the abilities of an in game character, or how games may be designed for deaf or blind players. With these considerations in mind, he has designed a game called Dark Game, centered around the struggle of two players to either bring light to a world or bring a world into darkness. He describes the game as a sensory deprivation game, and one image of the game shows a player with a hood over their head obstructing their vision, and the player can only feel the contours of the world through the haptic feedback in the PS3 controller. Stern has worked with differently abled people such as blind or deaf people in the play testing of this game, and the interface of the game clearly reflects this, including for example the character creation system contains a menu which is both visually presented and has every word spoken aloud. Dark Game, as an example of phenomenological game design, provides a comparison to the games Lim and Dys4ia by introducing the differences in game play between transgender players and cisgender players.

When I, as a transgender woman who has had many experiences similar to those described by Anthropy, played Dys4ia, I was literally brought to tears by the emotional connection I felt in the game. In contrast, watching a queer identified cisgender friend of mine play the game, she was simultaneously interested in the content and confused by it, adding an additional layer on top of the challenge of learning the controls. In particular, the mini games that dealt with Anthropy’s personal relations with their girlfriend were the ones that were both most emotionally compelling to me and confusing to my friend who played the game in front of me. The analysis in this paper was in fact aided by my experience observing this friend of mine play the game and our subsequent conversation in which they were able to make useful observations about the game mechanics that had escaped me in my emotional response to the game. These differing experiences point to the importance of a consideration of complex gender and sexual identifications of players and designers of games as there is much possibility for enriched experiences in games aimed at specific publics rather than targeted for an assumed mass public. Further, this short example additionally lends support to the importance of consideration of other social characteristics of players and designers in game design, including race, ability, economic class, immigration status, body size and more. Each of these characteristics offers a rich set of theoretical history from which game designers and game studies scholars can draw to add meaning and affective impact to their work.

While both Lim and Dys4ia appear to be incredibly simple games with low resolution two dimensional graphics and simple game mechanics, their social context allows for a deep richness of play, design and theorization. Games produced by transgender game designers about transgender experiences open up a space for a consideration of the intersections of game studies, gender studies, phenomenology, narratology and disability studies. Further, these fields can be combined with writing from feminist cinema scholars who look at reception and subversive readings or critical race scholars who consider the intertwined construction of race and technology to give further support to these theories. The study I have undertaken here is only a sketch that gestures to the possibilites of studying these games and their implications.

Micha Cárdenas is an artist/theorist who works in social practice, wearable electronics and intersectional analysis. They are a PhD student in Media Arts and Practice (iMAP) at University of Southern California and a member of Electronic Disturbance Theater 2.0. Micha’s project Local Autonomy Networks was selected for the 2012 ZERO1 Biennial in San Jose and was the subject of their keynote performance at the 2012 Allied Media Conference. Micha’s book The Transreal: Political Aesthetics of Crossing Realities, published by Atropos Press in 2012, discusses art that uses augmented, mixed and alternate reality, and the intersection of those strategies with the politics of gender, in a transnational context. Micha holds an MFA from University of California, San Diego, an MA in Communication from the European Graduate School and a BS in Computer Science from Florida International University. They blog at transreal.org and tweet at@michacardenas.

Transmedia Synergies: Remediating Films and Video Games

Earlier this fall, I received an email from a UCLA Cinema and Media Studies graduate student Mathias Stork, sharing with me a video he had produced for Janet Bergstrom's "DVD Essay for Film Analysis" and Steven Mamber's video games class.  Here's how Stork describes his essay:

I researched, planned, and produced it within a ten-week period. It has not been altered since I submitted it for class review. As a result, it is not an overly polished work. In the interest of time, I had to make several concessions in terms of style and argument (for instance, I would have preferred to use a video game font and elaborate upon the narrative dimensions of media convergence in the digital era). Nevertheless, the work, as it is, effectively reflects, I believe, an increasingly important topic in film and media studies. The goal of the video essay is to sketch out the culture of synergy situated at the intersection of cinema and video games, taking account of journalistic, industrial, and, predominantly, aesthetic correspondences between the two media. In my opinion, it represents a 'work-in-progress', designed to stimulate interest and future research.

The video essay was published in the Winter 2013 issue of MEDIASCAPE, available here

I immediately know I wanted to pass this video essay along to my blog readers -- for many reasons. First, because it represented an innovative form of scholarship. I am hoping we will see more examples of these kinds of analytic video essays in the future, and there are several others featured in this issue of Mediascape. Second, because the issues it discusses -- having to do with the interplay between video games and cinema, notions of remediation and transmedia storytelling -- are ones which we regularly discuss through this blog and which I know many of my readers are finding ways to teach. Stork's video essay reviews a broad range of theorists and approaches which we might take to think comparatively about old and new forms of entertainment and illustrates them with a compelling selection of clips from contemporary films and games. I know this is a video I will be using in my own teaching in the months ahead and if you are teaching new media or transmedia, you may also find it a welcomed resource.

Transmedia Synergies - Remediating Films and Video Games from Matthias Stork on Vimeo.

Matthias Stork is a Masters student in the Cinema and Media Studies program at the University of California – Los Angeles, USA. He researches the intersections of film and digital media, especially the synergies between films and video games, as well as the aesthetics of digital marketing, fandom, and the forms of digital film studies. His work has appeared in Frames, Cinema Journal, Press Play, and Film Studies for Free. He served as META section editor for the Winter 2013 issue of Mediascape and is currently the co-Editor-in-Chief of the upcoming issue. He is also the co-editor of Superhero Synergies: Genre in the Age of Digital Convergence (Scarecrow Press, 2013).

Spreadable Media Spreads New Joy For 2013

So, we are now roaring into 2013 with the next installment of essays associated with the launch of Spreadable Media: Creating Meaning and Value in a Networked Culture, which I co-authored with Sam Ford and Joshua Green. The book is due out from New York University later this month. Each week, we are releasing a series of commissioned essays associated with the book, written by various friends, colleagues, former students, most of whom have at one time or another been affiliated with the Futures of Entertainment Consortium. The Consortium, among other things, runs two conferences per year -- one on the East Coast (Futures of Entertainment, hosted by MIT) and one on the west coast (Transmedia Hollywood, which is jointly hosted by UCLA and USC). These essays are tightly integrated into the book's argument, but they are also intended to stand alone as spreadable content, and we hope that you will feel free to pass them along through your various social networks.

I have been writing about the core concept of Spreadable Media via this blog for several years now, and it has already inspired rich discussion. I thought I would share with you an outstanding video, which uses Spreadable Media concepts, to explain the Caine's Arcade phenomenon. If you do not know the original Caine's Arcade video, check it out below.

Now, here's the video explaining what happened produced by Stephanie Linka, a student in a class taught last Spring at George Washington University, by USC Annenberg School of Communication and Journalism alum Nikki Usher.

How Caine Won the Internet from Stephanie Linka on Vimeo.

And now onto our regularly scheduled series of essays. Today's crop are focused around forms of participation within a networked culture.

The Moral Economy of Soap Opera Fandom C. Lee Harrington

Soaps accompanied my real life as a stay at home mother, chronicled my years as a working adult, kept me company when I was alone, gave me something to bond with my mother, sisters, daughters, and daughter-in-laws over.

—52-year-old soap opera viewer who has been watching General Hospital for 46 years, One Life to Live for 41 years, and All My Children for 39 years; quoted in Harrington and Bielby 2010

I have long been fascinated with daytime soap operas, both as a source of pleasure in my own life and as the central anchor of my research on media industries, texts, and audiences. Soaps are distinct from other media forms due to their longevity in the U.S. television landscape (the average age of soaps airing in 2011 was 40 years), the daily installments of “primary” text (260 new episodes per year, per soap), their celebration and magnification of emotional expression, and the possibility of lifelong relationships forming between loyal viewers, soap characters, and the communities in which those characters live and work (see the epigraph). No other form of media fiction offers comparable dailiness, intimacy, and familiarity over the long haul.

Soaps’ longevity poses challenges to researchers, who struggle with the sheer volume of textual material produced, as well as to the soap industry, which struggles with staying true to shows’ long narrative histories and developing characters in “real time” while aligning those narratives with contemporary tastes of both newbies and lifers. Balancing these potentially competing demands generates a particular moral economy within soap opera fandom. The research on soap fans that Denise Bielby and I conducted in the early 1990s (Harrington and Bielby 1995) captured the beginning of fandom’s migration to the Internet, with viewers experimenting with electronic bulletin board discussions as a supplement to their investment in other aspects of “public” fandom (attending industry-sponsored fan events, buying fan magazines, joining fan clubs, etc.). In our book, we made a distinction between legal ownership over soap narratives and what we called “moral” ownership over them—fans’ sense that soap opera communities and characters are “theirs,” rather than belonging to the writers, actors, directors, or producers.

This sense of ownership is rooted in at least three factors. First, “soaps’ very success at creating and sustaining a seamless fictional world [. . .] creates a space for viewers to assert their claims when they perceive continuity is broken” (Bielby, Harrington, and Bielby 1999, 36). Second, viewers regularly outlast soaps’ revolving writing and production teams. Many long-term fans have been invested in their show(s) longer than the people creating them (as, often, have several of the actors playing the characters, leading to interesting ownership struggles within the industry [Harrington and Brothers 2010]), and they often do know their show’s history better. (The same point can be made of long-term sports fans or movie-franchise fans, contexts in which transgenerational fandoms outlast coaches, players, actors, directors, etc.) Third, soap production schedules allow the industry to respond relatively quickly to fan complaints and concerns, giving fans a sense that their opinions can make a real difference. MORE

How Spreadability Changes How We Think about Advertising Ilya Vedrashko

You can’t spell “spreadability” without “ad.”

The vision of unpaid people cheerfully passing around ads they love has been a guiding light for marketers for more than a decade now. And what’s not to like? An ad that gets passed along receives extra attention. The Good Housekeeping stamp of consumers’ approval that such transmission suggests is assumed to add trustworthiness to the message. An ad that “goes viral” scores extra eyeballs.

But while the demand and the budgets for “viral” have been growing, it’s been surprisingly difficult to find a permanent box for spreadable media on the modern agency’s org chart. While many different disciplines—creative, media, public relations, social—are claiming ownership, a systemic problem has prevented spreadability from gaining a true acceptance.

Ad agencies, like factories of the industrial era, are a particular arrangement of means of production, highly specialized labor force and scarce resources optimized around efficient mass manufacturing of a particular type of output. For agencies, this output consists of ad units placed in print, television, online, radio, outdoor, theaters, events, and so on. An average agency produces and places thousands of such units on behalf of its clients each year.

These ads—paid announcements that appear in media—come in a finite variety of formats and sizes, and their production is scalable to the point where much of it can be, and has been, automated and outsourced. Ads are designed to elicit responses along the vector “see, like, remember, buy.” The agencies are structured around maximizing the number of these responses. Media departments craft media plans that try to ensure the highest number of the right people see the ad at the lowest cost. Creative departments are judged by the number of people who like and remember the ad. Ultimately, the agency’s output is evaluated against the number of people who buy the advertised product. The more people see, like, remember, and buy, the more successful the agency is in the long run. MORE

Soulja Boy and Dance Crazes Kevin Driscoll

During the summer of 2007, U.S. pop media seemed saturated with talk show hosts and pro athletes dancing along to “Crank Dat (Soulja Boy).” By the time an official music video was shot in late July, the dance craze was already approaching an apex, with new videos appearing daily on MySpace and YouTube. Close inspection of the phenomenon reveals a diverse array of overlapping audiences exploiting “Crank Dat” as a producerly framework for the expression of personal, social, and political messages. Steeped in southern hip-hop’s independent tradition, teenage rapper Soulja Boy Tell ’Em championed the songs, dances, and videos produced by these audiences in pursuit of his own commercial success. “Crank Dat,” for all its confusion, contradiction, and welcoming incompleteness, is a valuable demonstration of spreadability in practice.

In the dominant narrative of the 1990s, hip-hop was driven to pop dominance by a rivalry between Los Angeles and New York City. Excluded from mainstream media channels, artists living in the southern U.S. were forced to develop an alternative hip-hop industry supported primarily by locally grown “indie” record labels with connections to regional radio personalities, nightclub DJs, and mom-and-pop record-shop owners (Grem 2006). This independence enabled the southern artists to develop innovative sounds and styles quite distinct from their coastal peers. In 2003, with CD sales flagging, major record labels turned to these indies in search of new talent to revitalize the industry. Among the many southern styles attracting attention, snap music deviated the most from the conventional hip-hop template. Snap’s minimal drum programming and repetitive lyrics destabilized unquestioned hip-hop norms such as the value of complex wordplay and the use of funk and soul samples. MORE

Television’s Invitation to Participate Sharon Marie Ross

In Beyond the Box: TV and the Internet (Ross 2008), I argued that television shows starting in the late 1990s increasingly seemed to be “inviting” television viewers to become actively engaged with the TV text, often through the Internet. I saw three forms of invitation emerging: overt invitations, where a TV show obviously invites a viewer to become involved (e.g., American Idol’s calls to phone in a vote); organic invitations, where a TV show assumes that viewers are already actively engaged and incorporates evidence of this within the narrative of the show—or, in some cases, television network (e.g., Degrassi: The Next Generation’s attention to the role of new communications media in teens’ lives, and The N network’s use during Degrassi episodes of interstitials that feature teen viewers texting and IM chatting via The N’s website); and obscured invitations, where a TV show’s narrative complexity demands viewer unraveling that drives fans to online applications (e.g., Lost’s dense referencing of philosophers and artists as clues to the “hidden” meaning of the island and its inhabitants).

In discussions with Henry Jenkins since, I have suggested that organic invitations are likely to become the dominant form of TV invitations to participation. Today’s texting, IMing, web-surfing teens will become tomorrow’s multimedia-tasking adults, who will likely only be followed by a new wave of teen TV watchers who will be engaging in yet-to-be-imagined forms of new media communication.

Such developments are reverberating throughout all of media, from increasing demands on print journalism to be more present online to the use of branding in the spread of media franchises across TV, film, and music in such a way that demands more widespread knowledge of marketing from all media professionals. And such changes tend to spread throughout the TV landscape—even CSI has popular online applications, after all. MORE

What Old Media Can Teach New Media Amanda D. Lotz

While it may be the case that you can’t teach an old dog new tricks, the question remains whether that old dog can teach a new dog anything useful from its existing repertoire. Or, in terms of spreadable media, can the “old”—or, as I prefer, “established”—processes of media industries for creating entertainment content teach those who are endeavoring on the creation of spreadable media anything of value? In the overinflated rhetoric of new media, media revolutions, and change, too often we lose track of basics and fail to consider that most of what seems new and different isn’t really, either. In this essay, I identify some of the established characteristics of entertainment-based media industries that remain relevant in an era of spreadable media and explore how some of the strategies these industries have developed to deal with their particularities do or do not apply to the spreadable media context.

A key starting point for understanding entertainment-based media industries is acknowledging that they are different from most other business sectors—often in particularly frustrating ways for their practitioners. This “difference” of media industries means that the rules and practices that hold for and prove productive to commercialization practices elsewhere simply don’t work, or at least don’t work as effectively, for these media companies. One of these key differences is captured in the maxim “nobody knows,” also expressed sometimes as the acknowledgment that such media industries are “risky businesses.” This sense that nobody knows results from the fickleness of audiences when it comes to creative and entertainment goods. Conventional focus-group testing or the combination of known “successful” features tend not to be particularly predictive of success in the design of a new media good. In other words, you can’t test or engineer your way to a hit with any certainty.

Considering the spreadable media successes of the past few years, I suspect the “nobody knows” maxim is likely to be true of the circulation of spreadable media to the same degree it is for the distribution of established entertainment media. Try as we might to identify common features or characteristics, we fool ourselves if we think we can anticipate a formula for producing creative content likely to catch the cultural fancy of any particular audience at any given moment. But all is not lost; these media companies have developed a number of strategies designed to counter some of the uncertainty of their established platforms, and some of these strategies might prove productive for making spreadable media as well. MORE

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