Democracy 2.0 (Director's Cut, Part One)

I am proud to be featured as one of the experts on new media and American politics featured in the August 2007 issue of Mother Jones, alongside such notaries as Howard Dean and his former campaign director Joe Trippi, A-list blogger Jerome Armstrong, digerati Esther Dyson, legal theorist Lawrence Lessig, conservative icon Grover Norquist, Moveon.org's Eli Pariser, Wikipedia visionary Jimmy Wales, and author David Weinberger (Everything is Miscelaneous). The magazine is taking inventory of the ways that new media tools and techniques are reshaping the campaign process, looking back at the 2004 campaign and forward to the current political season. Even if you read the printed edition of the magazine, you should check out their web edition which includes more extensive versions of the interviews quoted in their articles. I was bemused that the quotations from me they selected for use in the magazine emphasized some of the concerns I have about the current shape of online democracy, leaving me looking like one of the crankiest people they interviewed. I have to say that playing the part of a pessimist in a publication like Mother Jones is a most familiar position for me, given my reputation as a critical utopianist. But, I tend to spell out the positives and negatives in interviews -- most of the time, they go with my most wide-eyed comments and this time, they emphasize some of my worries. I thought I would share some of what I said here and offer a few more thoughts about the role which new media is playing in the presidential campaign so far. Some of it builds on ideas I first introduced in my Technology Review column, "Photoshop for Democracy," and developed more fully in the final chapters of Convergence Culture.

One thing to keep in mind: campaigns are often early adopters and adapters of new media technologies as they seek new interfaces with potential voters. The most innovative use of new and emerging technologies comes from insurgent or dark horse candidates who are trying to get their message out with limited funds and have less to lose from taking risks. If what they do seems to work, you will see it taken up in the next campaign cycle by more established and thus more tactically conservative candidates. So, for example, last go around, Howard Dean's campaign staff went for broke in their use of platforms like Meetup to organize face to face meetings with voters, of blogs to give voters a greater sense of access to the candidates and the campaigns, and the use of the web to raise money from smaller donors. By this election cycle, all of these tactics are taken for granted and they are being used by pretty much every candidate in the race. This go around, the newer tactics have to do with social network sites, such as Myspace, to create a stronger sense of affiliation with the campaign and the use of YouTube and other video sites to distribute content. Further out on the horizon might be the use of virtual worlds, such as Second Life, to allow candidates to "meet personally" with key leaders scattered around the country or the use of Wiki software to allow citizens to play a stronger role in shaping the candidate's platform and position papers. (So far, we are not seeing major candidates adopt these later approaches, but the campaign is young and anything can happen.)

Politics YouTube Style

All of this, however, frames this from the wrong angle though, since it keeps us focused on what the candidates and their campaign staff is doing, while as my response to this first question suggests a lot of what is most interesting in the campaigns is emerging bottom up -- from citizens taking media in their own hands.

MJ: What areas do you think are going to be the most ripe for experimentation and innovation?

HJ: I think a lot of it is not going to be through campaigns but through loosely affiliated organizations. We saw this last time with the Swift Boat Veterans for Truth, Texans for Truth. Those are examples where the candidates lost control of their own campaigns to some degree, or at least maintained a level of plausible deniability. I think the most interesting work I saw during the last election cycle came out of True Majority, an organization that was using appropriation and transformation of popular culture to reach younger voters in a hipper way. I wrote about the role of what I call "Photoshop for Democracy," which is the use of Photoshop collages as a kind of grassroots equivalent of editorial cartoons. What happens when you tap popular culture, you pull politics much closer to people's everyday lives. So, I'm very interested in the ways those kinds of new uses of media touch both campaigns and citizen groups and the uneasy relationship between the two. The positive side is that it gets more citizens involved; it develops a more playful language; it produces a more engaged electorate; it transforms the language of politics. The downside is that checks on negative campaigning break down completely, and that's what we saw the last time with the Swift Boat Veterans: They went lower faster than any campaign would have been able to do on their own.

A key phrase in this passage was "plausible deniability." I think the rise of citizen media makes it possible for campaigns to keep certain supporters at arms length, allowing them to do some of the dirty business of the campaign while allowing the candidate to deny any and all association. Candidates are required to verbally endorse all paid advertisements sponsored by their campaigns, where-as these are the kinds of spots they can deny. We don't know for sure what, if any, involvement the Obama campaign had, for example, in the distribution of the anti-Hillary mashup of the Apple 1984 campaign, though Mother Jones includes an interview with Phil de Vellis, its creator, who had this to say about the video:

MJ: I'm sure you are aware of the skepticism surrounding the situation-that people just don't believe that there was no campaign involvement. You lived with an Obama PR flack.

PD: I'm friends with people on every campaign. Politics is a really small world-it's really like junior high. The [Obama] campaign was not involved in it at all. As soon as they found out, I left the company. I think Obama's a great guy, and I think he's running a great campaign, but that doesn't make me officially part of the campaign. But am I connected on one of these trees that connects all the great rock bands-like the drummer of Pink Floyd is also in Supertramp. Yeah, there's some of that. But I have the capability to do that on my own and the ability to get it out there. I'm kind of a utility player. I can do it all. I can also just shut up and watch the fireworks go off and that's what I did.

MJ: In your response on Huffington Post, you said you wanted to express your feelings about the Democratic primary and also to show that an individual citizen can affect the process. And in light of what's happened recently with Obama's MySpace page, how does a campaign harness the power of that citizen without it getting completely out of control?

PD: They can't-the game really has changed. They can't exercise the same amount of control over the campaign. During the Dean campaign, nobody ever said, "Oh, look at what your crazy supporter did." Reporters were interested in the technology and never really read anything people were writing-and they were writing really crazy things. So I would say it's probably best to encourage supporters to go out there and be advocates and at some point, [candidates] are going to have to distance themselves if it's not what they intended.

I suspect we are going to be tracing story after story like this throughout the forthcoming campaign -- videos produced by supporters who may or may not have direct links to the campaign. Such videos will have the look and feel of those produced on the most grassroots level, even if some of them -- like the notorious Al Gore's Penguin Army -- turn out to be produced by top-flight agencies. In the past few months, we've seen some fascinating examples of how videos can function in the campaign -- from the sexy Obama Girl video to the videos being produced by Firefighters to challenge Rudy Guiliani's attempts to capitalize on his role in 9/11. (Could firefighters be the new Swift Boat Captains?) Interestingly enough, we are even seeing the idea of "fan parody" move from the fringes of the last campaign to the absolute center -- witness Bill and Hillary's participation in a video spoofing The Sopranos (which was itself a promotion for their do it yourself campaign theme song competition.) These videos are both interesting because of their style (the use of parody as a vehicle for mainstream political discourse) and because of the mode of their circulation (becoming something that supporters can actively spread across cyberspace). As I told Mother Jones, "The video's becoming the modern equivalent of the campaign button -- something you wear, you display on your blog to spread the message to your friends and neighbors."

Lawrence Lessig also discusses the role of parody, appropriation, and grassroots video production within the political process:

Lawrence Lessig: The campaigns are realizing that if last election was defined by Swift Boat, this election there will be a million Swift Boats. There will be content showing up that will be much more interesting and watched by many more people than what the campaigns are creating. That changes the way that presidential campaigns are defined, where they buy up as much of the speaking space as possible. No one yet knows how this is going to play out.

In the analog world, it wasn't really that anyone was stopping ordinary people from becoming political actors, it was that the costs of doing so were so much larger. The technology is unleashing a capacity for speaking that before was suppressed by economic constraint. Now people can speak in lots of ways they never before could have, because the economic opportunity was denied to them.

MJ: So what does that mean for the quality of the conversation? Not that it's a really high bar.

LL: If you look at the top 100 things on YouTube or Google it's not like it's compelling art. There's going to be a lot of questions about whether it's compelling politics either. We can still play ugly in lots of ways, but the traditional ways of playing ugly are sort of over. This medium is only a medium if people are interested, and we'll get as good as we deserve.

Navigating a "Remarkable Wilderness": In Tribute to Peter Lyman

When Peter Lyman passed away several weeks ago, after a long struggle with cancer, his students and colleagues paid tribute by revising his Wikipedia page. It was a fitting tribute to a man who had spent his lifetime helping us to better understand how we live with information and information technologies. Peter was a professor emeritus at the University of California, Berkeley's School of Information and a former university librarian. I didn't know Lyman well, we met only a few times, but I have come to know and admire many of his students and through them, I have been touched by his passing. Today, I want to pay tribute to Peter and all those who have worked through him. The world is a better place because he spent time with us. The man I remember was soft-spoken, gentle, and nurturing, but also someone who was full of intellectual curiosity and a passion for learning. I did not meet him in good times -- he was already struggling to maintain his professional life in the face of the treatments he was undergoing for his illness -- and yet I remember him as a man who was full of joy and courage and who was still at the very center of the community of scholars he had helped to create.

The first time I saw Peter Lyman, he was speaking before the governing board of the MacArthur Foundation at a meeting held inside the Exploratorium in San Francisco, and describing the work that his team had done through the How Much Information Project, a multi-year initiative which he ran with Hal Varian. The How Much Information Project sought to identify how much new information emerged per year and which spoke to the challenges we face in being able to process all of that new data. Looking to confirm my memories of this research, I found the Executive Summary on the project's home page. Here's some of what Peter and his team found:

Print, film, magnetic and optical storage media produced about 5 exabytes of new information in 2002. Ninety-two percent of the new information was stored on magnetic media, mostly in hard disks.

How big is five exabytes? If digitized with full formatting, the seventeen million books in the Library of Congress contain about 136 terabytes of information; five exabytes of information is equivalent in size to the information contained in 37,000 new libraries the size of the Library of Congress book collections....

The United States produces about 40% of the world's new stored information, including 33% of the world's new printed information, 30% of the world's new film titles, 40% of the world's information stored on optical media, and about 50% of the information stored on magnetic media.

How much new information per person? According to the Population Reference Bureau, the world population is 6.3 billion, thus almost 800 MB of recorded information is produced per person each year. It would take about 30 feet of books to store the equivalent of 800 MB of information on paper....

Information explosion? We estimate that new stored information grew about 30% a year between 1999 and 2002....

Information flows through electronic channels -- telephone, radio, TV, and the Internet -- contained almost 18 exabytes of new information in 2002, three and a half times more than is recorded in storage media. Ninety eight percent of this total is the information sent and received in telephone calls - including both voice and data on both fixed lines and wireless.

These statistics were staggering when I first heard them, giving a count (although one so vast that it is beyond my comprehension) of the amount of data -- good, bad, and indifferent -- we pour into the media-stream on a regular basis. This research helps us to understand the overwhelming challenges we face as a society in weighing the information that passes between us and placing even a small portion of it in a meaningful context.

Yet, as someone who cared deeply about libraries and the kinds of learning cultures they fostered, Peter was concerned about this information overload but also in his own quiet way set to work to shore up the structures we as human beings create to help us confront these insurmountable challenges.

Looking to get closer to Peter, I stumbled upon a 1998 talk he presented on "Designing Libraries to Be Learning Communities: Toward an Ecology of Places for Learning." Here are a few excerpts which give a taste of his perspective on the human dimensions of information:

Today we speak of people in the library as "users." The term, "user" suggests that it is the relationship to the information technology that is central, just as the term "reader" used to refer to a relationship to printed collections. While this is certainly a valid perspective, there is a certain social isolation implicit in each of these terms, suggesting that the library is a public place where strangers might gather to work side by side in peace, but remain strangers. And clearly, the creation of a public place within which such peaceful strangers might dwell is a substantial achievement in an urban civilization. But while some people can learn some things alone by reading books or computers, much learning is collaborative and tacit, and requires a social dimension as much as it requires access to information. While individual people do come to libraries in order to find answers to informational questions (or perhaps to be entertained, overcome loneliness, or get out of the rain), information is often only a necessary but insufficient condition for learning. Beyond information alone, learning may require the exchange of information between individuals, and ultimately a sense of membership in a community of learners....Digital libraries are often described as 'information resources' yet it is difficult to use digital information, for it provides no sense of place. It has no boundaries, for in principal every networked information resource may be linked to every other, and indeed many encompass the globe. The structure of digital information is defined by technical standards, but unlike print or other media, there is no authority in cyberspace that might determine the quality of information....Information is not a landscape; it is a remarkable wilderness, needing the vision of a technological Capacity Brown.

These two passages are taken from a document which seeks to explain to librarians in technically precise and yet accessible terms the nature of the new digital landscape. Yet, the tone of this passage suggests the human touch which Peter Lyman brought to his work -- the wry acknowledgement that people go to libraries for reasons beyond reading the Great Works of Western Civilization, the focus on the social life of information and the fascination with the very human structures we create for processing and engaging with the very inhuman amount of information that passes between us. For him, libraries were not simply data bases but were fundamentally cultural institutions and learning wasn't simply what occurred within the single, isolated mind but what passed between minds and formed the basis of our social contact with each other. These are powerful ideas that we lose track of at our own peril and they were at the heart of what Peter Lyman contributed to the world -- someone who understand the nature of our changing mediascape and yet also held onto the traditional values which have long shaped human societies.

Another of Peter's essays spoke about "the poetics of the future," analyzing the various metaphors -- Information Highways, Digital Libraries, and Virtual Communities -- which we deployed to make sense of our new and evolving relationship to information technologies. Throughout this powerful essay, he insists that we should discuss our relationship with information as "citizens" and not simply "consumers" and demanding that we address such matters out of a concern for social justice and out of our highest hopes for the kind of world we want to inhabit in the future. Peter wrote:

Highways and libraries are useful metaphors, but are taken from an industrial society, and related to networked information only in their functions of transportation and information management. The term, community, originally referred to social relationships in feudal villages and if anything, modern life in an urban industrial society is marked by a lack of community. I do not mean to imply that there is anything wrong with the use of metaphor in general -- indeed, poetic thinking is among our most important resources -- but the subject may deserve better poets and poetry. Thus my project today is to test these three metaphors, to see how well they function as heuristics for thinking about economic and social justice in the information age.

After a precise and thoughtful analysis of these three well worn metaphors, he concludes with a call for new imagery: "Poetry comes from the street, and the second research task I propose that we jointly undertake is to listen to the language of cyberspace for new poetry, new images that will take us farther than the noble but tired language of industrial society we now use."

I am not sure whether the search for social justice or for "new poetry" led him to focus on youth and their relationship to digital learning in the final years of his life: I suspect a combination of the two. But it was in that context that I met Peter. Along with Mimi Ito, Peter was the director of the Digital Youth Project, a three year collaborative project funded by the John D. and Catherine T. MacArthur Foundation, which explores how kids use media in their everyday lives. I had a chance to watch Mimi, Peter, and the researchers on their team present the first year's findings from this research and have followed it closely ever since. I know I will be reporting on their findings in the future here in the blog. As a group, the team is exploring young people's use of Wikipedia and Live Journal, their engagement with anime, fan video, music mashups, multiplayer games, and fan fiction, all topics of interest to regular readers of this blog. I have come to consider them to be the sister project of our own Project nml, part of the powerful social network of researchers from around the country and across a range of disciplines that the MacArthur Foundation has brought together through their concerted effort to understand and help to shape the kinds of informal learning that kids engage with as they travel across the new media landscape.

Peter's presence will be missed as his team, and the MacArthur network more generally, takes the next steps towards redefining how we think about youth, informal learning, and participatory culture. Yet, there's no question that his early interventions will have pushed all of us towards a greater understanding of the human dimensions of information technologies and perhaps nudged us to keep an eye open for the "new poetry" that is emerging as kids take these media in their own hands.

How Class Shapes Social Networking Sites...

danah boyd knows more about social network technology than anyone I know. I was lucky enough to have her as a student in my Gender, Sexuality, and Popular Culture class some years ago and she's been teaching me things ever since. She and I conducted a public conversation at South By Southwest this past year which was well received, and we are going to be running a similar session at the YPulse's Mashup 2007 conference in San Francisco later this month. danah's bright, articulate, playful, and extremely well informed about how young people are constructing their own cultural identities through their use of new media technologies. Last week, she published an important statement through her blog about the role which social class plays in defining which social networking site young people use, which I wanted to call to my reader's attention.

boyd struggles with the concept of class here. As Americans, we don't tend to want to talk about class very well and our class structure is squishier, less clearly defined, than the way class works in the various caste systems of Asia or Europe. Drawing on sociologist Nalini Kotamraju, boyd argues, though, that class works through lifestyle choices and social networks rather than purely economic stratifications:

In other words, all of my anti-capitalist college friends who work in cafes and read Engels are not working class just because they make $14K a year and have no benefits. Class divisions in the United States have more to do with social networks (the real ones, not FB/MS), social capital, cultural capital, and attitudes than income....Social networks are strongly connected to geography, race, and religion; these are also huge factors in lifestyle divisions and thus "class."

Trying to avoid loaded terms, boyd distinguishes between "hegemonic" youth (upwardly mobile, college bound) and "subaltern" youth (operating outside those norms defined for them by their parent's generation), identities which she suggests have implications in terms of where these young people congregate on line:

The goodie two shoes, jocks, athletes, or other "good" kids are now going to Facebook. These kids tend to come from families who emphasize education and going to college. They are part of what we'd call hegemonic society. They are primarily white, but not exclusively. They are in honors classes, looking forward to the prom, and live in a world dictated by after school activities.

MySpace is still home for Latino/Hispanic teens, immigrant teens, "burnouts," "alternative kids," "art fags," punks, emos, goths, gangstas, queer kids, and other kids who didn't play into the dominant high school popularity paradigm. These are kids whose parents didn't go to college, who are expected to get a job when they finish high school. These are the teens who plan to go into the military immediately after schools. Teens who are really into music or in a band are also on MySpace. MySpace has most of the kids who are socially ostracized at school because they are geeks, freaks, or queers.

These divisions reflect where these social networks started (MySpace's early users including rock bands and their fans; FaceBook starting at Harvard and radiating outward through other colleges) and what they have become. With social network sites, young people tend to go where their friends already are, using their face-to-face community as a starting point for connecting with like-minded others. And as a result, the membership of these sites reflect social divisions within youth culture -- who knows who and who knows what:

While teens on Facebook all know about MySpace, not all MySpace users have heard of Facebook. In particular, subaltern teens who go to school exclusively with other subaltern teens are not likely to have heard of it. Subaltern teens who go to more mixed-class schools see Facebook as "what the good kids do" or "what the preps do."... Likewise, in these types of schools, the hegemonic teens see MySpace as "where the bad kids go." "Good" and "bad" seem to be the dominant language used to divide hegemonic and subaltern teens in mixed-class environments....

To a certain degree, the lack of familiarity amongst certain subaltern kids is not surprising. Teens from poorer backgrounds who are on MySpace are less likely to know people who go to universities. They are more likely to know people who are older than them, but most of their older friends, cousins, and co-workers are on MySpace. It's the cool working class thing and it's the dominant SNS at community colleges....

In so far as social class gets defined through lifestyle, it is reflected through aesthetic choices, including those surrounding the design of personal profile pages. The patterns she identify here are familiar to anyone who has read Pierre Bourdieu's Distinction, which develops a sociological theory of how taste and aesthetic judgements get mapped onto class differences in very powerful ways. Tastes, he argues, are systems of choices, which point towards a basic division between bourgeois restraint and working class excess, rather than individual or local decisions. Anyone who wants to see this dramatized should check out the classic 1930 melodrama, Stella Dallas, where a mother, who is proud of her "stacks of style" (as played out in excessive make-up, jewelry, and fru-fru clothing) must ultimately distance herself from her more "tastefully" restrained daughter if she is to insure the girl's class mobility.

In many ways, this same notion of "stacks of style" carries over into the design of MySpace pages. Again, here's boyd:

Most teens who exclusively use Facebook... are very aware of MySpace and they often have a negative opinion about it. They see it as gaudy, immature, and "so middle school." They prefer the "clean" look of Facebook, noting that it is more mature and that MySpace is "so lame." What hegemonic teens call gaudy can also be labeled as "glitzy" or "bling" or "fly" (or what my generation would call "phat") by subaltern teens. Terms like "bling" come out of hip-hop culture where showy, sparkly, brash visual displays are acceptable and valued. The look and feel of MySpace resonates far better with subaltern communities than it does with the upwardly mobile hegemonic teens. This is even clear in the blogosphere where people talk about how gauche MySpace is while commending Facebook on its aesthetics....That "clean" or "modern" look of Facebook is akin to West Elm or Pottery Barn or any poshy Scandinavian design house (that I admit I'm drawn to) while the more flashy look of MySpace resembles the Las Vegas imagery that attracts millions every year. I suspect that lifestyles have aesthetic values and that these are being reproduced on MySpace and Facebook.

And in return, these stylistic differences play themselves out in public policy where there is a moral panic about the sexual excesses of MySpace while teachers, parents, and others have tended to accomodate FaceBook because of its associations with higher education. It is as though FaceBook represented a gated community and MySpace the sketchy section of town.

boyd shows how this even translates into military regulations, where MySpace preferred by enlisted men has been banned as a drain on bandwidth, while Facebook, preferred by officers, remains uneffected. She speculates that this decision may have more to do with the military's concern about recruitment than about any technical issues:

MySpace is the primary way that young soldiers communicate with their peers. When I first started tracking soldiers' MySpace profiles, I had to take a long deep breath. Many of them were extremely pro-war, pro-guns, anti-Arab, anti-Muslim, pro-killing, and xenophobic as hell. Over the last year, I've watched more and more profiles emerge from soldiers who aren't quite sure what they are doing in Iraq. I don't have the data to confirm whether or not a significant shift has occurred but it was one of those observations that just made me think. And then the ban happened. I can't help but wonder if part of the goal is to cut off communication between current soldiers and the group that the military hopes to recruit....Young soldiers tend to have reasonably large networks because they tend to accept friend requests of anyone that they knew back home which means that they're connecting to almost everyone from their high school. Many of these familiar strangers write comments supporting them. But what happens if the soldiers start to question why they're in Iraq? And if this is witnessed by high school students from working class communities who the Army intends to recruit?

At Project nml, we have argued that social networking skills are one of those core cultural competencies young people need to master if they are going to become full participants in our society. More and more of us use such sites to manage our professional contacts and learning how to move from our core contacts to others who have skills, knowledge, or connections we need is part of what it means to be upwardly mobile in the digital age. We have often drawn an analogy to older writings about the "hidden curriculum" -- the ways that children who grow up in middle class homes, where they regularly experience high culture and political discussions, often perform better in schools because their cultural style is better aligned with the expectations of their teachers.

We are just beginning to understand how class manifests itself in the ways children relate to new media technologies. This discussion takes us beyond the Digital Divide which had to do with unequal access to the technologies themselves. It certainly includes the Participation Gap which has to do with unequal access to the social skills and cultural competencies which emerge from participation in online worlds. But boyd's essay suggests ways that class works to divide and fragment this generation of young people even where youth are embracing the online world and developing new media literacies. This is somewhat distressing to imagine given how lofty the rhetoric has been about a cyberspace where no one knows you're a dog, erasing differences of all kind that hold people back in the real world. Anyone who cares about the principles of participatory culture should care about the invisible forces which work to segregate our communities or exclude people from participation.

At the same time, boyd is warning us against the impulse to use this new knowledge to regulate or influence where young people go online. It is too simple to embrace Facebook and reject MySpace without understanding what these sites mean to the young people who choose to congregate there. As boyd notes several times, much "misconduct" occurs on Facebook but it gets read differently because of the class and educational status of the people involved.

I am still processing some of the implications of boyd's analysis of how class operates in social networking sites. I am hoping her post may spark some thoughts and comments amongst my readers.

Dissecting a Media Scare

Shortly before I went on break, someone e-mailed me a segment from WDAZ News (Grand Forks, North Dakota) focused on the "newest youth trend" -- "Emo" (or as the reporter helpfully explains, "emotional people.") It struck me as a textbook example of the ways that youth subcultures get misrepresented on television news and the ways that adult anxieties about kids who don't look, dress, and act "normal" get turned into hysteria by misreporting. I have long argued that we need media literacy for adults far more urgently than we need it for kids, so I figured we might use this space to collectively dissect this video and the various ways that it constructs Emos* as a threat to public safety. So, dear viewers, let me invite you to join me in a game of what's wrong with this picture?

1. Look closely -- there were no actual Emos consulted in the production of this segment. The reporter spoke with a local police officer who emerges here as the expert on this youth trend (despite the fact that he knew nothing of the subculture before his daughter told him about Emos) and then went to the local high school, talked to a few "average" students about what they think about those "other" kids who are all "emotional" and stuff. This means one of several possibilities: the reporter couldn't find any actual Emo in Grand Fork; the reporter has no idea what an Emo looks like; and the reporter couldn't care less if there are any actual Emos who might have a point of view in this story. (Of course, given how subculture members most often get treated on news segments like this one, this may be a blessing in disguise!)

2. Literal mindedness is the hallmark of most coverage of youth subcultures. Subcultures adopt often hyperbolic style to express their resistance to dominant culture but it is not a simple matter to understand what that style means and one should be highly reluctant to ascribe any single meaning to the style. In this case, though, the reporter isn't even responding to any actual subcultural practices: they are responding -- let's assume unknowingly-- to parodies of the subculture created by outsiders who themselves know little about what's going on. I took a look at some of the sites which flash quickly across the screen during the segment -- Insta Emo Kit -- for example and it is clear that they are as close to a checklist of what you have to do to become a good little Emo as George W. and his classmates red the Preppy Handbook to figure out how to get through Yale. We fill out check lists for a great many reasons. As a native Southerner, I am sucker for checklists that start with "15 reasons you may be a redneck" for example. But most of them are not exactly a guiding set of principles by which we organize our existence or rank ourselves. Subcultures don't typically come with membership cards and instructional manuals and if you think you found one, I'd be looking for the little emoticons that demonstrate that more than likely the author is smiling at you.

Consider, for example, this passage from the site:

The height of achievement for an emo boy is to live to forty while mooching off his parents and clutching their inheritance. This will allow the emo boy to go to emo concerts in the future and listen to the same old derivative music that got its start in the punk movement back in the 70's. Ah, we mean the 90's. If any emo music you listen to has its roots in anything before 1998, then you're old school and therefore not emo.

Does this sound like something that was written by a leader of the Emo movement? Or for that matter, by anyone even remotely sympathetic to the Emo subculture? Is it possible that the reporter didn't bother to read the website that the story suggests is the key to understanding Emos?

3. The next step is to remove the subculture from any larger historical or cultural context. Maybe there were no Emos in North Dakota until a few months ago. Maybe the reporter is looking for that extra-timely factor that gives a story like this one a sense of urgency and might even push us towards a crisis mentality. Nothing like this has ever happened in North Dakota before and by jiminy, we've got to put a stop to it right away.

4. The next step is to link the subculture to some risky behavior -- in this case, the reporter makes literal the old journalist story, "If it bleeds, it leads" by equating being an Emo with cutting. There is no actual evidence beyond a few sketchy websites to demonstrate any direct links between the two. There's no attempt to figure out how common such practices might be within this community. There's no recognition that cutting is a symptom of clinical depression which occurs across many different segments of the population. It is simply taken as given that if your son or daughter goes all Emo on you, there's a high likelihood they are going to be looking for a way to cut themselves up.

5. Recanting is always helpful. Pay attention to the rather gothy girl in this segment who starts out trying to offer some sympathetic account of why these kids act the way they do and then uses every trick in the book to disassociate herself from being seen as an emo. If even your friends won't stand by you, then there has to be something seriously wrong with you, or at least that's the logic the newscasters are using. Note also the opportunistic use of quotations: does this girl really think that cutting yourself is just another form of creative expression or was that a slip of the tongue that the journalists are using here to create a through-line for their piece?

*I should warn you that I have had very little exposure to Emo culture myself but you don't have to know much to see how badly they are being misrepresented here. A reader notes that they are usually called Emo or Emo Kids, not Emos. I have left the text as is so it doesn't render the comment senseless but know that you probably shouldn't trust me on the plural form. I haven't gone back to check the video but I am pretty sure they do use Emos throughout.

So Why Should We Care?

A little while back, reader David A. wrote a response to my blog post about the Politics of Fear, saying what a number of others have suggested -- that I take all of this too seriously.

Here's what he had to say:

I am always amused by our politician's efforts in regulating the internet, for our own good of course. I think you take them way too seriously, Henry. Efforts to rein in violent video games will have no more effect on their sales than the CAN-SPAM Act had on the amount of spam I get in my inbox. It's all a dog and pony show. The reason they can make propose such irresponsible, and quite possibly unconstitutional legislation, is that is that they know it will have no effect on anything -- for a wide variety of legal, technological and commercial reasons. Furthermore, they get the no-risk benefit of appearing to be "doing something" about the problem.

What the politicians fail to realize is just how foolish and ineffectual it makes them look from the prospective of up-and-coming generations of voters. How is anyone going to take them seriously in the future?

All of this sounds reasonable. We can fall prey to a moral panic about moral panics. But here's why I remain concerned:

1. Governments have no legitimate business holding hearings on matters to which they have neither the authority nor the resolve to pass actual legislation. In Fans, Bloggers, and Gamers, I reprinted my account of testifying before the Senate Commerce Committee investigation into youth and violence after Columbine. The hearings were described by one of the Senators who participated as a "ritual humiliation" of the American entertainment industry and were intended to create a chilling effect around popular culture, intimidating the media industry into making decisions which they could not be legally compelled to make otherwise. Such hearings, in and of themselves, do damage to the range of ideas in circulation in our society, precisely because the hearings themselves can not face legal challenges, and because they invite us to take likely the protections of free speech in the Federal Constitution, undermining respect for what should remain solid walls against government constraints on expression.

2. Political leaders and newscasters, alike, can lead moral authority to thugs who operate outside of government constraints and at a much more local and immediate level. Even if no laws get passed, or the laws that get passed are overturned through the courts, they have given moral authority to parents who are over-reacting to their son or daughter's thrashing about trying to define their identities, to principles and teachers who pass policies at the most local level that can make it a utter hell to receive a public education in this country, and to bullies who want an excuse to beat up any kid who looks, acts, or thinks differently than the fine folks in Grand Forks, North Dakota. In the case of Columbine, there were any number of horrors committed at local levels by people who wanted to protect their teens from the horrors that the folks in Washington DC were warning them about and they went further than Sam Brownback or Joseph Lieberman would have ever imagined but I didn't exactly see either Republicans or Democrats standing up and suggesting that these people were abusing their authority in this matter.

Having staked out a position in opposition to DOPA, I now receive a steady stream of angry letters from yahoos of this ilk. Here, for example, is an excerpt from a letter we received from a concerned parent:

Teens need to live genuine lives, not virtual lives. And your position that by monitoring teen use of the Internet we risk the trust of our teenagers is completely indefensible. The overwhelming majority of teenagers are untrustworthy almost by definition. Anyone who accepts at face value what a teenager says is either an idiot or a teenager or both.

The unfortunate reality for those who, like you, abandon reality in preference to its digital approximation is that as parents of teenagers we are legally bound to the activities of our juvenile dependents. If one of our teenagers violates the law, we, the parents, will be served a summons along with our child. And make no mistake, a 16 year old is still a child. Hence, it is only prudent that as responsible parents we keep a close eye and a tight reign on our children as they enter the wonders and horrors of the Internet...

With all due respect, we really don't need another apologist for irresponsible

Teenaged behavior.

Hey, it's an improvement over what I usually get called! Sure, this guy was probably cranky about his teenage daughter before MySpace came along, but the last time we need is to give this guy more firepower.

3. Such laws do pass and do have some real impact on those youth who have the most to lose. While DOPA failed to pass the Senate, there are still very real risks that similar legislation (The Protecting Children in the 21st Century Act) will sail through Congress this go around and even if it doesn't, at last count there were anti-social networking laws under consideration in more than 20 States, including Arizona, California, Colorado, Connecticut, Florida, Georgia, Illinois, Indiana, Iowa, Kentucky, Minnesota, New Jersey, New York, North Carolina, Oklahoma, Oregon, Pennsylvania, Tennessee, Texas, Virginia, Washington, and West Virginia. Many of these laws will pass. Some will be overturned in court. Many of them will make it harder for schools and libraries to provide instruction to students about rationale use of social networks. Some will block teens whose only access is through schools and public libraries from access to the online experiences which are formative for their classmates. There's something at stake here, folks, and most likely, it is at stake in your own state or local community.

Do such laws block the long-term development towards a more participatory culture? Perhaps. Perhaps not. But they can certainly inflect misery on the lives of an awful lot of young people along the way. We don't want to over-react but we can't afford to be complacent. Let's not panic but let's take action

From Participatatory Culture to Participatory Democracy (Part One)

The following is my attempt to provide a written record of the remarks that I presented at the Beyond Broadcast conference that we hosted at MIT the other week. I would strongly recommend watching the webcast version of the talk to achieve the full effect since the talk depended very heavily on the visuals and I am not going to be able to reproduce very many of them here. You might also want to check out the interview I did for Thoughtcast in advance of the event. This post is intended, however, to provide links to all of the examples I presented during the talk. Getting Too Close to Reality

Convergence Culture: Where Old and New Media Collide, my recent book, opens with the curious story of Bert and Bin Laden:

Dino Ignacio, a Filipino-American high school student created a Photoshop collage of Sesame Street's Bert interacting with terrorist leader Osama Bin Laden as part of a series of "Bert is Evil" images he posted on his homepage. Others depicted Bert as a Klansman, cavorting with Adolph Hitler, dressed as the Unabomber or having sex with Pamela Anderson. It was all in good fun.

In the wake of September 11, a Bangladesh-based publisher scanned the web for Bin Laden images to print on anti-American signs, posters, and T-shirts. Sesame Street is available in Pakistan in a localized format; the Arab world, thus, had no exposure to Bert and Ernie, but were very aware of a blue chicken who serves as one of the series mascots in Arabic-speaking nations. The printer thus didn't recognize Bert, but he must have thought the image was a good likeness of the al-Qaeda leader. The image ended up in a collage of similar images that was printed on thousands of posters and distributed across the Middle East.

CNN reporters recorded the unlikely sight of a mob of angry protestors marching through the streets chanting anti-American slogans and waving signs depicting Bert and Bin Laden. Representatives from Children's Television Workshop spotted the CNN footage and threatened to take legal action: "We're outraged that our characters would be used in this unfortunate and distasteful manner. The people responsible for this should be ashamed of themselves. We're exploring every legal option to stop this abuse and any similar abuses in the future." It was not altogether clear who they planned to sic their intellectual property attorneys on - the young man who had initially appropriated their images or the terrorist supporters who deployed them. Coming full circle, amused fans produced a number of new sites, linking various Sesame Street characters with terrorists.

From his bedroom, Dino sparked an international controversy. His images crisscrossed the world, sometimes on the backs of commercial media, sometimes via grassroots media. And, in the end, he inspired his own cult following. Ignacio became more concerned and ultimately decided to dismantle his site: "I feel this has gotten too close to reality.... "Bert Is Evil" and its following has always been contained and distanced from big media. This issue throws it out in the open."

In the context of the book, I am interested in the ways that this story illustrates the ways that contemporary media culture is being reshaped by the intersection of top-down corporate media and bottom-up grassroots media. Here, though, I want to invite us to reconsider what it might mean for citizens in a participatory culture to get "too close to reality" and whether this is a new kind of political power that we could deploy to transform society.

This is What Democracy Looks Like

One place to starting addressing this question would be to consider the case of This is What Democracy Looks Like, a feature length documentary that emerged from the Indie Media Movement in the wake of the WTO protests in Seattle in 1999. 100 media activists were issued camcorders and dispersed across the protest, each recording their own perspective on the action. The finished documentary shows us the experience in the street by pooling together the best of their footage into a 72 minute film, which was in turn intended to be a rallying point for further community building and activism. We might see the project as an example of the kinds of politically committed grassroots media production that was showcased throughout the Beyond Broadcast event.

Yet, I also want us to pause for a minute and consider the question posed by its title. What does Democracy look like? As Americans, we have a rich image bank to draw upon -- dating back to the founding days of our nation, so often, when we depicted Democracy, we fall back upon images of the signing of the Declaration of Independence, various protest activities such as the Boston Tea Party, or various national icons such as the American Eagle or The Spirit of 76. More recently, the Popular Front movement of the 1930s revitalized many of these images, offering us new icons of American democracy from Frank Capra's Mr. Smith Goes to Washington to the paintings of Norman Rockwell. Yet, today, when we represent democracy, the images we construct have a vaguely and often an explicitly retro feel to them. It is as if democracy in this country has a past but not a future.

But, we might well ask what Democracy could look like for the 21st Century? It might, for example, look like the kinds of protest activities which are occurring within game spaces, such as Velvet Strike, a conceptual art project which involved "spray painting" any war graffiti inside Counter Strike, the recent gay pride march inside the World of Warcraft, or the massive protest rallies that took place in the Chinese multiplayer game world, Fantasy Westward Journey, or a broad array of activist uses of Second Life As someone who lives in Boston, it is worth recalling that the Boston Tea Party involved people adopting alternative identities (might we see the Native American garb as an early form of avatar?) and engaging in symbolic acts of political violence.

Democracy in the 21st century might look something like "George Bush Doesn't Care About Black People." A Houston-area hip hop group, The Legendary K.O., used their music to express something they were hearing from the refuges that were pouring into their city. Randle lives near the Astrodome and Nickerson works at the Houston Convention center. Both found themselves listening to refuges tell their stories: "Not till you see these people face to face and talk to them can you appreciate the level of hopelessness. The one common feeling was that they felt abandoned, on their own little island." They found their refrain while watching Kanye West accuse Bush of being indifferent to black Americans during a Red Cross Telethon being broadcast live on NBC. The juxtaposition of West's anger and comedian Mike Myer's shock encapsulated the very different ways Americans understood what happened. The Legendary K.O. sampled West's hit song, "Golddigger," to provide the soundtrack for their passionate account of what it was like to be a black man trying to make do in the deserted streets of New Orleans. They distributed the song, "George Bush Doesn't Care About Black People" as a free download and it spread like wildfire. The song has been perhaps the most powerful demonstration to date of Chuck D's prediction that free downloads could turn hip hop into "the black man's CNN," offering an alternative perspective to mainstream news coverage and thus enabling communication between geographically dispersed corners of the Black America. Within a few weeks time, the song had in effect gone platinum,

achieving more than a million downloads, largely on the back of promotion by

bloggers. And soon, people around the world were appropriating and recontextualizing news footage to create their own music videos.

Democracy in the 21st century might look like some of the ways that citizen journalists have deployed photosharing sites like Flickr to circulate ground-level images of public events such as the London subway bombings.

Democracy in the 21st Century might even look like some of the activities surrounding the selection of the American Idol. As I noted here last summer, critics who claim more people voted for the last American Idol than voted in the last presidential election are confused. More votes were cast for American Idol to be sure but then, the system allows and even encourages people to vote as many times as they want. The Vote for the Worst movement around American Idol, on the other hand, does represent an interesting model for how people might pool knowledge and deploy shared tactics to shape the outcome of the selection process, trying to negate the expectations of mass media companies and use their power to select to keep bad contestants on the air.

Escaping the Culture War Rhetoric

These new forms of activism may not look very much like the classic images of democracy. Indeed, there has been a tendency for activists to look down upon these kinds of activities, seeing them often as distractions from rather than incitements towards civic engagement. The result has been a kind of culture war between old style activism and the emerging participatory culture. We know more or less the kinds of images which cultural conservatives -- and indeed, the mainstream mass media deploys to dismiss and often demonize the new participatory culture. On the one hand, there are images of tarnished innocence -- wide-eyed children staring slack jawed at the television or computer screen, being imprinted by its toxic content and on the other hand, there are images of savages, youth run wild, and the feral children of the boob tube. Indeed, as Justine Casell pointed out to me recently, these fears are heavily gendered with a tendency for us to fear for our daughter's innocence and to fear our son's savagery. What strikes me, though, is that the images promoted by the Media Reform movement and by the Culture Jamming/Ad Busting world of progressive activism falls back on almost entirely the same kinds of images to condemn young people for their interests in popular culture. Once again, there are images of young people being brainwashed by television or driven wild by the seductions of popular culture; the content they consume gets described as "bread and circuses" or "weapons of mass distraction"; brand messages are written more or less directly onto their hearts, minds, and bodies; the public is depicted with faceless conformity; consumers are described as "idiots" who lack any critical judgment and told to "get a life." Such images grossly overstate the power of mass media and underestimate the agency of media consumers. The result is a politics focused on victimization rather than empowerment.

I have never quite understood how we are supposed to found a democratic movement on the premise that the public as a whole is stupid and has poor taste. And I am reasonably convinced that such images and rhetoric has the effect of turning off many people who might otherwise support many of the policies being advocated by the Media Reform movement. What I want to do in this talk is suggest ways that we might reimagine the relationship between participatory culture and participatory democracy, embracing new political language and images that mobilizes us as fans as well as citizens.

To understand what such a politics might look like, I would suggest picking up a new book by NYU professor Stephen Duncombe -- Dream: Re-Imagining Progressive Politics in the Age of Fantasy. Duncombe's previous work has included Notes from the Underground: Zines and the Politics of Alternative Culture and The Cultural Resistance Reader, work that has offered a range of models for how popular culture can be deployed for democratic activities. In his new book, he argues that the left has seemingly lost the ability to construct a utopian vision for the future or convey such a vision through popular fantasy. The left, he suggests, has developed a powerful critique of what Noam Chomsky calls "the manufacture of consent" but it has not developed any fresh models for the "manufacture of dissent." He urges us to reconsider our relations to popular culture before it is too late:

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

I found Duncombe's description of what a progressive popular culture might look like to be inspirational, though I might be inclined to describe this as a democratic popular culture since many of these traits he is discussing might also be embraced by at least some conservative groups as well and we would have a better society if these virtues were shared by both the right and by the left. We might sum up his key claims through the following terms:

Participatory: Dumcombe's example of this new kind of playful activism is Billionaires for Bush, a group which showed up in costumes and staged street theatre during Bush's appearances in the last presidential campaign, trying to remind reporters and citizens of what they saw as links between the Republican Party and corporate greed. Another example might be the Sorry Everybody website where many individuals posted snap shots and messages to the planet after the results of the election as a way of acknowledging what they saw as the damage Bush was doing to America's image around the world.

Active -- We might consider the ways that Alan Moore's graphic novel, V for Vendetta emerged as a response to Thatcherism, was produced as a film in time to be read as expressing dissent against the Bush administration, and has been literalized within participatory culture through a series of YouTube videos that link the film's dystopian future with the rhetoric and tactics of the current War on Terror. V offers progressives both a dystopian fantasy of where today's policies might logically lead (thus providing the basis for a critique of the manufacture of consent) and a fantasy of resistance (thus offering some idea of how we might manufacture dissent.)

Open-Ended -- Consider the kinds of political dialogue being sparked by comedy news shows such as the Daily Show, Politically Incorrect, or Colbert Report, which often call attention to topics that have been under-covered by the national news and encourages viewers to reflect on the mechanisms by which the news constructs our understanding of the world. I wouldn't turn to such programs for answers but I would see them as posing questions that might lead to further reflection and inquiry. The politics of this style of news comedy is clear at that moment when Colbert spoke truth to power at the Washington Press Club Dinner, directly confronting the president of the United States with what many see as fundamental contradictions in his world view. This style of news comedy has proven so effective at manufacturing dissent that Fox News has decided to create its own right wing alternative, The Half Hour News Hour.

Transparent -- Here, we might cite, for example, the kinds of progressive fantasies of an alternative America constructed on The West Wing. I wrote for Flow a few years ago about the ways that the program's construction of an alternative presidential campaign between essentially a maverick Republican in the John McCain mold and a progressive minority candidate of the Barack Obama school gave the program a chance to model what an alternative framing of the two parties might look like.

Transformative -- My example here was the work of JibJab, a group of animators who use borrowed and manipulated images to spoof the political process.

If we put all of these pieces together, the resulting organization might look something like True Majority, the pro-Democratic Party group created by Ben Cohen (of Ben and Jerry's fame), which is perhaps best known for circulating a video during the last election during which The Donald fires George W. Bush as if this were an extra-special episode of The Apprentice. As I discuss in Convergence Culture, this group embraced the concept of "serious fun" as a form of progressive activism, designing videos that people wanted to pass along not simply because of what they said but how they said it.

Four Eyed Monsters and Collaborative Curation

Attend the tale of plucky young independent filmmakers Susan Buice and Arin Crumley who have tapped every device available to them in the era of participatory culture to get their feature film, Four Eyed Monsters in front of an audience. Rather than waiting for the film to come out on DVD to offer director's extras, Buice and Crumley shot a compelling series of videos about the film's production and released them via iTunes, MySpace, and YouTube, where as of August 2006 they had been downloaded more than 600,000 times. As audience interest in the property grew, the team used their own blog/website to solicit support from their fans, promising that they would insure that the film got shown in any city where there were more than 150 requests. Indeed, they were able to use the online interest expressed in the film to court local exhibitors and convince them that there was an audience for Four Eyed Monsters in their community.

As Crumley explained in an interview with Indiewire:

Most theaters would normally avoid a project like ours because we don't have a distributor who would be marketing the film and getting people to show up. But because the audience of our video podcast is so enthusiastic about the project and because we have numbers and emails and zip codes for all of these people, we've been able to instill enough confidence in theaters to get the film booked.

As of today, the site has received more than 8000 requests from screenings. Fans can use their website to monitor requests and to help them to identify other potential viewers in their neighborhood. As Crumley explained,

We've learned that it's almost impossible to distribute your film to theaters the way the current system works, but their are loop holes, and they are building your own audience and then proving to theater owners you have that audience and that they are willing to show up to pay money to see your film that's something distributors don't have to do, but theaters would really benefit if they did.

The film and the web campaign behind it has drawn interest from the Sundance Channel which plans to broadcast it down the line but who used it to launch a series of screenings of independent films in Second Life, where once again it played to packed houses.

Based on their experiences, the filmmakers have started talking about what they call "collective curation" of content: a scenario where independent producers court audiences via the web, creating interest through clips and previews, and identifying where they have a strong enough following to justify the expense of renting theater space and shipping prints. They believe that such an approach will help other directors get their work before enthusiastic paying customers.

Seeking to support other filmmakers who want to follow in their footsteps, the Four Eyed Monsters team has posted a list of more than 600 movie theaters around the country which they think might be receptive to independent films and encouraging others to fill in relevant details.

The filmmakers will be sharing some of their experiences and perspectives to those attending the Beyond Broadcast conference this Saturday. As reported here earlier, this conference is being co-hosted by the MIT Comparative Media Studies Program, Harvard's Berkman Center for Internet Law, and Yale's Information Society Project.

The Four Eyed Monsters team also play a prominent role in the newly released documentary on videoblogging which CMS graduate student (and Beyond Broadcasting organizer) Steve Schultz has helped to produce for the Project nml Exemplar Library. As I have mentioned here before, we are producing a series of web-based documentaries for use by schools and after school programs interested in getting young people involved in media production projects. I will be featuring more information about this documentary down the line but I wanted to call it to your attention in advance of the Beyond Broadcast conference since it provides such a useful overview of the implications of citizen-based media. This is the first of the documentaries produced under the supervision of our newly hired production coordinator, the talented Anna Van Someren.

From YouTube to YouNiversity

I wrote the following article for Chronicle of Higher Education and it seems to be stimulating some discussion out there. Since at some point it will be taken off the Chronicle's site, I figured I would exercise my rights as an author to republish it here. My one regret is that the Chronicle removed a reference to William Uricchio who is my co-director of the CMS program and whose contributions are key to the program's success. Consider these developments: At the end of last year, Time named "You" its Person of the Year "for seizing the reins of the global media, for founding and framing the new digital democracy, for working for nothing and beating the pros at their own game." Earlier in the year, Newsweek described such sites as Flickr, MySpace, Craigslist, Digg, and YouTube as "putting the 'We' in the Web." The business "thought leader" Tim O'Reilly has termed these new social-network sites "Web 2.0," suggesting that they represent the next phase in the digital revolution -- no longer about the technologies per se but about the communities that have grown up around them. Some are even describing immersive online game worlds such as Second Life as the beginnings of Web 3.0. All of this talk reflects changes that cut across culture and commerce, technology and social organization.

Over the past few years, we have also seen a series of books (both journalistic and academic) that analyze and interpret these new configurations of media power. In his recent book The Wealth of Networks, Yochai Benkler describes the reconfiguration of power and knowledge that occurs from the ever more complex interplay between commercial, public, educational, nonprofit, and amateur media producers. Grant McCracken's Plenitude talks about the "generativeness" of this cultural churn. Chris Anderson (The Long Tail) shows how these shifts are giving rise to niche media markets, and Thomas W. Malone (The Future of Work) analyzes how such changes are reshaping the management of major companies. My own book, Convergence Culture: Where Old and New Media Collide, describes a world where every story, image, sound, brand, and relationship plays itself out across the widest possible array of media platforms, and where the flow of media content is shaped as much by decisions made in teenagers' bedrooms as it is by decisions made in corporate boardrooms.

These writers come from very different disciplinary perspectives -- business, law, anthropology, and cultural studies -- and they write in very different styles. We can't really call this work an intellectual movement: Most of us didn't know of one another's existence until our books started to hit the shelves. Yet taken together, these books can be read as a paradigm shift in our understanding of media, culture, and society. This work embodies an ecological perspective on media, one that refuses to concentrate on only one medium at a time but insists that we take it all in at once and try to understand how different layers of media production affect one another. As such, these books represent a new route around the ideological and methodological impasses between political economy (with its focus on media concentration) and cultural studies (with its focus on resistant audiences). And these books represent a new way of thinking about how power operates within an informational economy, describing how media shifts are changing education, politics, religion, business, and the press.

Many of these books share the insight that a networked culture is enabling a new form of bottom-up power, as diverse groups of dispersed people pool their expertise and confront problems that are much more complex than they could handle individually. They are able to do so because of the ways that new media platforms support the emergence of temporary social networks that exist only as long as they are needed to face specific challenges or respond to the immediate needs of their members. Witness, for example, the coalition of diverse ideological interests that came together last year to fight for the principle of network neutrality on the Web.

The science-fiction writer and Internet activist Cory Doctorow has called such groups "adhocracies." An adhocracy is a form of social and political organization with few fixed structures or established relationships between players and with minimum hierarchy and maximum diversity. In other words, an adhocracy is more or less the polar opposite of the contemporary university (which preserves often rigid borders between disciplines and departments and even constructs a series of legal obstacles that make it difficult to collaborate even within the same organization). Now try to imagine what would happen if academic departments operated more like YouTube or Wikipedia, allowing for the rapid deployment of scattered expertise and the dynamic reconfiguration of fields. Let's call this new form of academic unit a "YouNiversity."

How might media studies, the field most committed to mapping these changes as they affect modern life, be taught in a YouNiversity?

First, media studies needs to become comparative, teaching critics to think across multiple media systems and teaching media makers to produce across multiple media systems. The modern university has inherited a set of fields and disciplines structured around individual media -- photography, cinema, digital culture, literature, theater, and painting are studied in different departments using different disciplinary perspectives. Programs have taken shape through an additive logic (with members of each new generation fighting for the right to study the new medium that affects their lives the most). For a long time, my institution, the Massachusetts Institute of Technology, had a program in film and media studies, a redundant term that strikes me as the rough equivalent of calling the English department the books-and-literature department. For a long time at MIT, books about film were in the architecture library, and those on television were in the humanities library -- unless they were about gender, in which case they were in the women's-studies library, or they took a Marxist perspective, in which case they were in the economics library. Such fragmentation does a disservice to students, so that when we ask journalism students to decide whether they want to go into print or broadcasting, or when we ask business students to choose between marketing, advertising, or public relations, we don't reflect the integrated contexts within which media are produced, marketed, and consumed.

A conceptual shift took place eight years ago at MIT when the program in film and media studies recast itself as the program in comparative media studies -- inspired in part by the models of comparative literature and comparative religion. The word "comparative" serves multiple functions for the program, encouraging faculty members to think and teach across different media, historical periods, national borders, and disciplinary boundaries, and to bridge the divide between theory and practice as well as that separating academic life from other institutions also confronting profound media change.

This comparative approach has allowed the program to respond more fully to the needs of students with different career goals, disciplinary backgrounds, and professional experiences. By design, about a third of our master's students will go into Ph.D. programs and pursue careers in higher education; the rest will take jobs as advertising executives, game designers, educational-technology specialists, policy makers, museum curators, and journalists. Many are returning to graduate school after the first phases of their careers, coming with a new urgency and determination to master the "big picture" issues shaping the spaces where they have worked.

To educate such students, we don't so much need a faculty as we need an intellectual network. The program has a large pool of loosely affiliated faculty members who participate in an ad hoc manner depending on the needs and interests of individual students: Sometimes they may contribute nothing to the program for several years and then get drawn into a research or thesis project that requires their particular expertise. Our students' thesis advisers come not only from other universities around the world but also from industry; they include Bollywood choreographers, game designers, soap-opera writers, and journalists. We encourage our students to network broadly and draw on the best thinking about their topic, wherever they can find it.

Second, media studies needs to reflect the ways that the contemporary media landscape is blurring the lines between media consumption and production, between making media and thinking about media. A recent study from the Pew Internet & American Life Project found that 57 percent of teens online have created their own media content. As our culture becomes more participatory, these young people are creating their own blogs and podcasts; they are recording their lives on LiveJournal and developing their own profiles on MySpace; they are producing their own YouTube videos and Flickr photos; they are writing and posting fan fiction or contributing to Wikipedia; they are mashing up music and modding games. Much as engineering students learn by taking apart machines and putting them back together, many of these teens learned how media work by taking their culture apart and remixing it.

In such a world, the structural and historical schisms separating media production and critical-studies classes no longer seem relevant. Students around the country are pushing to translate their analytic insights about media into some form of media production. And they are correctly arguing that you cannot really understand how these new media work if you don't use them yourself. Integrating theory and practice won't be simple. Some students in the entering classes in the program in comparative media studies have had little or no access to digital tools, and others have been designing their own computer games since elementary school. Even among those who have media-production experience, they have worked with very different production tools or produced very different forms of media content in very different contexts.

Responding to these wildly divergent backgrounds and expectations requires us to constantly redesign and renegotiate course expectations as we try to give students what they need to push themselves to the next level of personal and professional development. We have encouraged faculty members to incorporate production opportunities in their courses so that students in a children's-media class, for example, are asked to apply the theories they have learned to the design of an artifact for a child (medium unspecified), then write a paper explaining the assumptions behind their design choices. We may have students composing their own children's books, building and programming their own interactive toys, shooting photo essays, producing pilots for children's shows, or designing simple video games or Web sites.

Before we started our master's program, I went on the road to talk with representatives of more than 50 companies and organizations. They told me that they value the flexibility, creativity, and social and cultural insights liberal-arts majors bring to their operations. They also shared a devastating list of concerns -- liberal-arts students fall behind other majors in terms of teamwork, leadership, project completion, and problem solving. In other words, they were describing the gap between academic fields focused on fostering autonomous learners and professional contexts demanding continuing collaborations. Those desired skills were regularly fostered in other disciplines that have laboratory-based cultures that test new theories and research findings through real-world applications. At a university with strong traditions of applied physics or applied mathematics, we needed to embrace the ideal of applied humanities. And as a result, we have created a context where our students put their social and cultural knowledge to work through real-world applications such as designing educational games, developing media-literacy materials, or consulting with media companies about consumer relations.

Third, media studies needs to respond to the enormous hunger for public knowledge about our present moment of profound and persistent media change. Given this context, it is nothing short of criminal that so much of contemporary media theory and analysis remains locked away in an academic ghetto, cut off from larger conversations. Media scholars have much to contribute to -- and much to learn from -- the discussions occurring among designers, industry leaders, policy makers, artists, activists, journalists, and educators about the direction of our culture.

At such a moment, we need to move beyond preparing our students for future roles as media scholars, wrapped up in their own disciplinary discourses, and instead encourage them to acquire skills and experiences as public intellectuals, sharing their insights with a larger public from wherever they happen to be situated. They need to be taught how to translate the often challenging formulations of academic theory into a more public discourse.

Academic programs are only starting to explore how they might deploy these new media platforms -- blogs and podcasts especially -- to expand the visibility of their research and scholarship. Consider, for example, the case of Flow, an online journal edited at the University of Texas at Austin. Flow brings together leading media scholars from around the world to write short, accessible, and timely responses to contemporary media developments: In contrast with the increasingly sluggish timetable of academic publishing, which makes any meaningful response to the changing media environment almost impossible, a new issue of Flow appears every two weeks.

Blogs represent a powerful tool for engaging in these larger public conversations. At my university, we noticed that a growing number of students were developing blogs focused on their thesis research. Many of them were making valuable professional contacts; some had developed real visibility while working on their master's degrees; and a few received high-level job offers based on the professional connections they made on their blogs. Blogging has also deepened their research, providing feedback on their arguments, connecting them to previously unknown authorities, and pushing them forward in ways that no thesis committee could match. Now all of our research teams are blogging not only about their own work but also about key developments in their fields. We have redesigned the program's home page, allowing feeds from these blogs to regularly update our content and capture more of the continuing conversations in and around our program. We have also started offering regular podcasts of our departmental colloquia and are experimenting with various forms of remote access to our conferences and other events.

We make a mistake, though, if we understand such efforts purely in terms of distance learning or community outreach, as if all expertise resides within universities and needs simply to be transmitted to the world. Rather, we should see these efforts as opportunities for us to learn from other sectors equally committed to mapping and mastering the current media change.

Each media-studies program will need to reinvent itself to reflect the specifics of its institutional setting and existing resources, and what works today will need to be rethought tomorrow as we deal with further shifts in the information landscape. That's the whole point of an adhocracy: It's built to tap current opportunities, but, like ice sculpture, it isn't made to last. The modern university should work not by defining fields of study but by removing obstacles so that knowledge can circulate and be reconfigured in new ways. For media studies, that means taking down walls that separate the study of different media, that block off full collaboration between students, that make it difficult to combine theory and practice, and that isolate academic research from the larger public conversations about media change.

Until we make these changes, the best thinking (whether evaluated in terms of process or outcome) is likely to take place outside academic institutions -- through the informal social organizations that are emerging on the Web. We may or may not see the emergence of YouNiversities, but YouTube already exists. And its participants are learning plenty about how media power operates in a networked society.

The Only Thing We Have to Fear...

The other day, I had a discussion of the politics of fear with Doug Thomas (USC), Carrie James (Harvard), and Larry Johnson (The New Media Consortium) as part of a gathering of MacArthur foundation grantees working on their Youth and Digital Learning Initiative. I was pretty happy with some of the ideas that emerged from that conversation so I thought I would share them with my readers. Let's start with an example of how the politics of fear works. Consider, for example, the case of a recently proposed piece of legislation here in Massachusetts which would regulate violent video games as in effect a form of pornography. Here's how GamePolitics describes the legislation:

The proposed legislation, which does not yet have a primary sponsor, would block underage buyers from purchasing any game which:

* depicts violence in a manner patently offensive to prevailing standards in the adult community, so as to appeal predominantly to the morbid interest in violence of minors

* is patently contrary to prevailing standards of adults in the county where the offense was committed as to suitable material for such minors

* and lacks serious literary, artistic, political or scientific value for minors.

The bill in question was written by Jack Thompson, who has sought similarly legislation around the country and has consistently been overturned by court decisions. Interestingly enough, the most outspoken backer of this law is none other than Boston Mayor Thomas Menino -- who is, incidentally, the same local politician who is responsible for the city's gross over-reaction to the Aqua Hunger Force signs the other week. I find myself pondering why we can't just tell people that Menino is someone who has demonstrated already that he is so out of touch with popular culture that he can't tell the difference between a cartoon character and a bomb and that he is someone who is afraid of his own shadow (or more accurately, who understands the political advantages to be gained by fostering a climate of fear). Given the current logic of the way our fear-based politics functions, we might expect them to ban cartoon characters on airplanes and have our children line up to be searched for coloring books and stuffed toys before they can pass through security!

Or consider the case of the late and unlamented Deleting Online Predators Act which would have prohibited school and public libraries which receive federal funds from allowing patrons to access social network and blogging software. Senator Ted Stevens (R-Alaska) has introduced a new piece of legislation, the so-called Protecting Children in the 21st Century act, which would incorporate and expand upon many of the more noxious features of the original DOPA. I am sure we will be talking about this more in the months ahead. It would seem to one of the clear hallmarks of the politics of fear is the use of the term, "protection" or "protecting" in the name of the legislation.

In both cases, these bills, which are based on a fundamentally wrong-headed understanding of the issues they are designed to address, attracted or are likely to attract significant levels of bipartisan support. Indeed, in a highly partisan political climate, these kind of bills may be the only pieces of legislation which pass with little or no debate and with overwhelming support.

Why? Well, consider what it would mean to be opposed to a bill which promised to protect young people from online predators. And indeed, even if you decided to oppose such a bill, you either would have to deny that the problem existed (which would leave you to be labeled as hopelessly out of touch with the darker side of reality since these bills usually feed on at least some high profile tragedies or some sensationalized news report) or you would have to suggest the problem is not as bad as has been claimed (in which case your acknowledgment of the problem will be used as evidence of how wide spread the concern being addressed really is.) So, the politics of fear works because the costs of opposing the child protection acts are simply too high, especially in an era where political leaders are permanently raising money and campaigning for re-election.

The politics of fear also works because the benefits of a fear-based politics are so high. Basically, such legislation enjoys bipartisan support because it allows culturally conservative Republicans to appeal to their base and liberal Democrats to show their independence from theirs. Why do Joseph Lieberman and Hillary Clinton line up behind pretty much any piece of legislation which would restrict free expression in the name of protecting young people? Because it allows them to adopt positions which make them see "moderate" and appeal to so-called "security moms" without really crossing any core constituency. There would be costs in, say, opposing abortion but there is no real cost in trying to regulate youth access to digital technology.

The politics of fear works because it serves the interest of the news media in two ways: First, the mass media are feeling the erosion of their consumer base to digital media. If they can convince parents that it is unsafe to allow their sons and daughters to go online or play video games, they may slow the erosion. They have little to fear from alienating those young viewers further since they are already defecting in great numbers and essentially mass media news speaks to an older consumer base. Second, fear-based coverage leaves us glued to the set, seeking out more information. We are doomed to go from one crisis to another, to have Anna Nicole Smith's death and custody battle push Barack Obama's announcement for the presidency off the lead slot on CNN, because fear and outrage trumps hope everytime.

Justine Cassell and I have been talking some recently about the gender dimensions of this fear based politics. Specifically, the ways that there have been recurring efforts throughout modern history to capitalized on the perceived sexual threat young women face from any new media and on the perceived threat of violence and aggression which surround young men's relations to any emerging technology. In other words, we are consistently being taught to fear for our daughters and to be afraid of our sons. This fear based politics plays an important role in normalizing and regulating gender relations.

So what do we do about it?

We need to stigmatize the politics of fear. We need to call it what it is -- not protection but fear mongering. We need to construct a counter-narrative in which fear-based politics is itself a threat to our families because it locks our young people out of access to knowledge, skills, and experience which they need to learn and grow and in many cases, because it prevents those kids who are most at risk from access to information that they need to pursue good jobs and educational opportunities in the future. Such bills are dangerous both because they undercut core constitutional rights and because they distract us from locating real solutions to the "problems" that they are allegedly designed to combat. DOPA and its sequel will do nothing about actual child molestation other than to leave children even more vulnerable because they have to access these social networking sites outside of schools and public libraries. The legislation that goes after violent video games will do nothing to address the actual causes of violence in the lives of American teens.

Right now, we are tending to go after the politics of fear with facts. Indeed, we do need facts, not to mention a more reasoned perspective (and that is going to be one of the real values of the work the MacArthur foundation is doing in the area of youth and digital learning) but as a range of recent progressive writers (George Lakov, Steve Duncombe, Tom Frank) have suggested, we also need to think about how we frame the issues, the kinds of stories we deploy to explain those facts, the kind of language we use to define the debate, and the kinds of fantasies we mobilize on the part of our supporters.

We need to define the issues in ways that appeal across party lines. The politics of fear is not an ideological issue -- at least not one which can be defined along Liberal/Conservative lines. Just as many "Liberal" Democrats line up to support attempts to regulate free expression and association or restrict privacy in the name of combating fear, there are libertarians on both the left and the right who would oppose those regulatory efforts and who would be willing to stand up against the moral blackmail which underlies them. In a context where some Liberal Democrats back such legislation, any campaign which assumes conservatives are the bad guys and progressives the righteous ones is doomed to fail, simply fracturing the Left without mobilizing potential supporters on the right.

We need to be able to translate our insights and information, our alternative perspective, into concrete advice which can help parents and teachers to address the concerns that are currently being addressed only by those who are advancing the moral panic. Right now, most writing about media for parents starts from assumption that media is a social problem and that the best form of parenting is to limit if not prohibit outright any and all access to media. We need to develop alternative approaches to parenting that translate our understanding of the value of digital media for children and youth into specific principles and actions which allow parents to maximize benefits and minimize risks and which address the kinds of fears that lead them open to regulatory solutions.

Might we see this anti-fear politics as something like the Take Back the Night movement on American college campuses? Yes and No. In some ways, Take Back the Night is an empowerment movement: participants refuse to live in fear; they seek to reclaim the streets by collectively confronting the risks and by learning skills that might allow them to feel greater control over their own situation. In some ways, the Take Back the Night movement depends on the cultivation of fear -- creating a sense of victimization which can fuel the protest in the first place. We need to learn the right lessons here.

A key element of the campaign against fear would be the need to create a space where young people could speak about their own experiences with digital media and be taken seriously on their own terms. This is going to be hard to pull off because even well meaning groups have a tendency to patronize or suppress aspects of youth expression. In Convergence Culture, I raised the question of whether free speech advocates in the Muggles for Harry Potter campaign may have promoted the right of young people to read J.K. Rowling's books at the expense of forcing them to recant their fantasy lives. Young person after young person posted messages explaining that they knew that the world of Hogwarts was purely fantasy and that it had no meaningful connection to their everyday lives. Something similar happens when gamers try to defend their relationship to violent video games: they end up arguing that Grand Theft Auto is "only a game" and that it doesn't have any influence on their everyday lives. Surely, there needs to be a space for meaningful fantasy in our discourse about the right of people to participate in their culture.

One of the ways that a politics of fear works is by convincing us that we have to act because everyone is afraid. Yet, many of us are not quite as frightened as the political leaders want us to believe. Perhaps one way forward would be to produce a fear index that functioned more or less in the opposite way that the terror index currently works. The terror index amplifies the perception of risk in order to justify government regulation. A fear index might demonstrate that there is less fear in our culture and thus allow us to rally behind the idea of less government regulation over our lives.

At the end of the day, we need to convince more Americans that the only thing we have to fear is fear itself.

The Culture of Citizenship: A Conversation With Zephyr Teachout

On February 24th, MIT Comparative Media Studies will host a conference in collaboration with Harvard's Berkman Center for Internet and Society and the Information Society Project at Yale Law School. The one-day event will be held at MIT, and is entitled "Beyond Broadcast: From Participatory Culture to Participatory Democracy." It will bring together industry experts, academic leaders, public media professionals, and political activists for panel discussions and focused working groups. Beyond Broadcast 2007 builds on the overwhelming success of last year's sold-out event, "Beyond Broadcast 2006: Reinventing Public Media in a Participatory Culture" held at Harvard Law School. Over 350 people took part in-person and online through the virtual world Second Life. Attendees used several unique online tools, including a web-based "question tool" to probe panelists, a collaborative wiki, live blogging, flickr photo sharing, del.icio.us tagging, and YouTube video production. These tools enabled the conference to practice what it preached, turning the event into a two-way participatory interaction in contrast with many conferences. The tools have been expanded upon this year, already spurring an active conversation on

the conference web site, weeks before the event.

I will give the Keynote Address, followed by panel discussions from media makers and policy commentators. Details of these panels are being updated on the conference web site

In the second-half of the day, the conference turns its focus to working groups that attendees will help organize. Building on themes coming from the plenary sessions, participants will target specific issues or questions and join efforts with the diverse crowd of others. In the past, these groups have been facilitated by thought leaders in technology, policy, and academia. Many attendees last year expressed their appreciation for this hybrid conference approach in

which they had a chance to "do something before heading home."

There will also be an evening reception, called "Demos and Drinks," showcasing groups that are doing exciting work related to conference themes.

Registration is only $50 (before February 9), and includes lunch and the evening reception. There is also a special 50% discount for students. The conference follows the 2007 Public Media Conference taking place in Boston February 20-23.

As we lead into the conference, I am running a series of features on the blog which foreground the relationship between participatory culture and participatory democracy. In today's post, I offer an interview with another of the conference's speakers, Zephyr Teachout. The Director of Internet Organizing for Howard Dean's presidential campaign, Teachout has emerged as a leading thinker about the role of new media in fostering what she describes here as a "culture of citizenship." After the presidential campaign ended, she worked at America Coming Together and Current TV and was a fellow at the Berkman Center. In 2006, Teachout became the national director of the Sunlight Foundation as the group's national director. According to Wikipedia, "The Sunlight Foundation was founded in January 2006 with the goal of using the revolutionary power of the Internet and new information technology to enable citizens to learn more about what Congress and their elected representatives are doing, and thus help reduce corruption, ensure greater transparency and accountability by government, and foster public trust in the vital institutions of democracy. At the core of all of the Foundation's work is a focus on the power of technology and the Internet to transform the relationship between citizen's and their government."

In the conversation that follows, Teachout shares her perspective on politics and popular culture, Second Life and Wikipedia, all focused on helping us to better understand what elements in the new media landscape might be deployed to intensify civic engagement and insure a more transparent government.

Let's start with the core conference theme. Many media reformers have attacked the "bread and circus" aspects of popular culture as distracting voters from serious aspects of politics. Yet, this conference's theme, "From Participatory Culture to Participatory Democracy" invites us to imagine a different relationship between popular culture and grassroots politics. What do you see as the relationship between the two?

Both of these seem right to me -- the possibility and the threat. In the last four years, I've met thousands of people whose political creativity, public thinking, and public activity has vastly increased directly because of the internet. I've met people who I think you can fairly say have switched from never thinking of being a citizen as one of their central roles, to thinking of citizenship as being an integral part of their identity, the way being a mother or employee or sister or cousin is part of an identity. The internet has enabled that switch -- for some, its been a gradual shift, from reading arguments on blogs to contributing to arguments on blogs to joining groups making political statements to holding community fora. For others, its been an instant jump -- a Meetup-enabled political meeting has led to a leadership role. For still others (and here I'm thinking mostly of geeks and internet artists), a habit of creativity and responsibility in one arena has led to taking the same attitude in a political arena.

There are millions who have participated in political life because of the internet, first by ventriloquism (an email along the lines of "hey, I thought this political article was interesting") then by speaking (an email along the lines of "hey, I thought this article is interesting because x, but they got it wrong because...") who then become more comfortable in their other communications, on and offline, in speaking about political issues.

And then there are those extraordinary people, like those we've seen at the Sunlight Foundation, who take citizenship to a whole new level. Simply by being asked, "help us investigate this question about earmarks," a handful of people not only responded to that question but have becomes intrepid, creative citizen watchdogs, digging up information about our politics and sharing it broadly, all on their own time.

There are still more who have participated in a one-dimensional way, the way one "participates" in the coca cola industry by drinking coke (and an increasing greed on the part of candidates to increase this kind of participation -- big lists, assigned tasks), where neither personal responsibility nor creativity are engaged. But even this flat kind of participation leads a handful to taking the role of citizen seriously.

The internet breaks down some barriers to creativity, to public expression, to information, to public conversation, and to collective action.

That said, our human hunger for humor, connection, games, entertainment, gossip, is nearly limitless, and when the supply is nearly limitless it is hard to avoid. When I go to the airport, I can't tear my eyes away from celebrity gossip magazines, even though there is no barrier to my reading the Economist -- when I'm online, the celebrity gossip, the games, and the political gossip constantly beckon. There is now no barrier to instant dopamine hits from playing games, from reading gossip, from emailing and instant messaging friends. I can't generalize from my experience, but I know I'm not completely alone when I say that the internet has diminished many of my other experiences -- I cook less, read fewer books, plan fewer parties, and wander the streets aimlessly less frequently because I can always trust in some small comfort online when I would have to risk much more by taking on the streets. As applied to politics, its an open question -- will we, as a culture, choose the limitless entertainment because its there, and will our civic culture continue to decline (with a small percentage the exception?). Or will the new possibilities lead to a new culture of citizenship?

I happen to think the culture of citizenship is possible, but it will take real vigilance, care, cultivation, and a collective choice to make it a priority. It may also take some serious thinking about whether we want something like the fairness doctrine for the internet -- whether, looking at ourselves in the mirror, we decide we want some structural supports for our civic selves -- it will take a choice. The internet -- no matter all the joyful possibilities of political engagement it enables -- will not make us citizens, we will have to do that ourselves.

You were The Director of Internet Organizing for the Howard Dean campaign in 2004. Given those experiences, what advice would you offer the current crop of Democratic candidates about the potential use of new media in the forthcoming campaign? Do you have any predictions about which campaigns seem to best understand this current era of web 2.0?

I am far more interested in who will make the best President than in who uses the best tools, and a clumsy use of email, youtube, and blogs wouldn't dissuade me from supporting a candidate who I largely support. The only way they really relate is that part of any support for me is necessarily a commitment to citizenship and to transparent government.

If you were advising a candidate in this election cycle, would you recommend that they adopt an avatar and go into Second Life?

Yes, I would have a full time staffer, with three interns at least, who were

responsible for gaming outreach.

For the past 40 years or so, there have been basically three ways a citizen can reliably interact with a Presidential candidate:

1) She can join a group (like a labor union) and engage in that group's decision-making, which is then communicated to the candidate through an intermediary.

2) She can watch the candidate on TV in a debate, on a news story, or in an ad

3) She can live in New Hampshire or be lucky.

Other forms of interaction were possible, but there were not that many, and they were not scalable. Suddenly there is Second Life, listservs, email, games that a candidate can play with and against others, a dizzy mess of kinds of interactions that are possible. The only real limitations on these new kinds of interactions are scale, creativity, and political will.

I once saw an interesting talk by a Microsoft sociologist, in which he talked about the kinds of characters that show up in list-servs. Its easy to be inauthentic in one forum, one time or a few times, he said, but over time, its pretty clear who isn't acting like a human - there are certain personality types we all recognize (including the trolls) and those that don't quite seem right we shy away from, picking up subtle signals that suggest that "this person is sort of lying." This is finally a positive conclusion for internet communities - it sugests that guerrilla marketers may be able to strike once, but astroturf will reveal itself in the end. Language, used unrelentingly over weeks and months, will out the shill.

This thesis is also interesting when reflecting on the efforts candidates make to engage people in completely new forms of interaction - a chat room, say, or in Second Life. While candidates won't necessarily lie, inasmuch as they do not sound like humans sound and bring prefabricated phrases, or phrases of others, it can undermine their credibility - and certainly undermine their interest. (The cookie cutter emails that so many campaigns now send have growing lists but idle members, who do not believe that the emails carry any authentic connection to them.) Likewise, even if thousands of people show up to watch candidate y "chat" or "blog", the interest will only remain so long as there is some reason to think they are getting something more than a press release or scripted notes. And the fashionable time-delayed "chat" in which questions are submitted before hand is not a new form - is similar to having a guest on talk radio, except leaves the candidate more control.

But back to your question -- a real time chat, or a conversation in Second Life, is a new form. That, as it develops, will be fascinating for politicians, who have so much more on the line in every word than the reporters who regularly do this. Would I recommend it? Yes. Presidential

candidates should be outreaching in gaming forums, including game-of-life forums, actively. But it will take some innovation and looseness to work well.

We had some very fruitful real time chats during the Dean campaign, when they were used for policy experts from the staff to answer basic policy questions by chatters. It was a narrow enough context that policy experts were quite forthcoming, and the discussions were fruitful from both sides - the chats we had with Dean involved were more chaotic and less likely to be fruitful. In both cases, much of the interesting conversations that I had were the side-chats, carried on in groups of two and three who pinged me, seeing the name of a staffer. In Second Life, with new dimensions added (and the possibility for visual demonstrations), I can imagine these lecture-like moments being even more valuable - a candidate could have a forum on net neutrality, for example, in which he presents not only himself but his policy experts, creating a new kind of conversation, but one more likely to inform a citizen both about the issues and about the way in which a candidate makes decisions.

Second Life, chat rooms, and social networking tools makes it easier to both create groups and be creative -- so instead of having to speak to a candidate through a large community years in the making, 30,000 people with shared interests can get together and ask for a town-hall meeting from each of the candidates, and invite tough questioners to attend.

The forms and format of the meetings can go beyond the classic candidate forum, because of the low cost of bringing people together - and it may be that in these liminal forms we learn more than we thought possible, even if the candidate does not step on his tongue.

What lessons do you think political leaders should take from the Wikipedia movement?

I think there are two key lessons:

1) Small groups of people who feel responsible are highly competent to manage difficult and boring and very important tasks. I think this is one of the most under-told stories, especially in politics -- politicians are eager for mass numbers, big email lists, big readerships, big donations, and thousands of people door-knocking for them. This is all fine -- but to truly be a democrat (small d) they must also believe that citizens are competent at decision-making and governing, and express that belief through their campaign structures and their governing structures. Any politician you ask will gush about the possibility of the internet to enable citizens to give her good ideas, but most are wary of actually distributing roles, not tasks, to groups of people that are not on the payroll. Wikipedia should help change that story -- self-governance is possible.

2) Millions of people want to engage as creative, intelligent adults in political life. Wikipedia, for all its neutral point of view, is a profoundly political project, and evidences, along with hundreds of other examples, the hunger of people to be meaningful contributors to political society.

What connection do you see between the ideals of citizen journalism and the kinds of voter participation and government reform efforts being promoted by the Sunlight Foundation?

Sunlight Foundation is committed to using technology to strengthen the relationship between citizens and Congress. Our grants support people who are making amazing transparency tools, and other parts of our work is more explicitly political, lobbying (with facebook groups and an open, distributed attititude) for Congress to open up its processes and join the 21st century. We beleive that a transparent budgetary process, once impossible, is now possible because of the internet, and the more citizens engage in that process, the closer we are to achieving ideals of self-governance.

I don't personally have an ideal of citizen journalism, but an ideal of citizenship -- which is to say that people actually take responsibility for their government. They can discharge that responsibility in infinite ways -- much as one can discharge the responsibility of motherhood or owning a pet in infinite ways. But we all know the difference between someone who owns a pet and takes responsibility for it, and one who does not -- what I seek is a culture in which most of us take responsibility. One of those ways is to research and write and mashup and make videos and generally engage others in Congress, and we are working to enable those (a quickly growing community) that are interested in this. There are some amazing people who work with Congresspedia and our Senior Researcher, Bill Allison, doing the hard investigative work it takes to actually understand how Congress works, and they are doing all of us an extraordinary service.

Can you give us a preview of your remarks at the Beyond Broadcasting conference?

Nope! Because I don't know what they are yet...

Singaporean Girls Gone Wild...

Singapore is so known for its work ethic and sense of decorum that I have joked off and on about marketing a series of videos of Singaporean Girls Gone Wild which consisted of school girls in uniforms throwing peanut shells on the floor of the Raffles Hotel bar with wild abandon before returning to studying for their exams. After all, one of the first things that I ever learned about this country was that the law specified that one could be thrashed with a bamboo cane for chewing gum in public. My first impression then was something like that planet in Star Trek: The Next Generation where one could be put to death for stepping on the grass. That said, spending time here has given me a much more nuanced picture of what lies behind those stereotypes and of the ways that such a society is confronting the potential anarchy being brought about by the new kinds of participatory culture being fostered on the web. When I was speaking at the Singaporean National Library, Dr. Tony Tan, my host, the former Deputy Prime Minister and current head of the Singapore Press Holdings Foundation, drew a comparison between the invention of movable type in the 15th century (and the print revolution that followed) and the invention of Movable Type (the bloging software) a few years ago and the profound impact it was having world wide. Dr. Tan argued that it would be impossible to hold onto old constraints on expression or to close off possible access to these new technologies, even if governments wanted to do so. Instead, they needed to find ways to help new bloggers develop a deeper understanding of their civic responsibilities.

Frankly, the government officials I have met in Singapore are better educated than anyone I can imagine in the Bush administration. Well, that's damning with faint praise, isn't it? Many of them have advanced degrees from elite institutions -- many of them have doctoriates -- and then approach problems with a calm and humane rationalism. They are both knowledgible and thoughtful about the issues they confront as they transition from an era where there is tight control over the press to one where there is broad democratic participation in the blogosphere.

What's Wrong with Singaporean Teen Bloggers?

What is clear from my many conversations here is that parents in Singapore as in other parts of the world worry about what young people are doing online. Their children are going places and doing things that were not part of their own childhood experiences and they are concerned about ways that these decisions may come back and hurt them later. As I have spoken to people here, three very distinct stories of youth "misbehavior" online have cropped up again and again as reference points for this conversation. I thought I would share them with you here because of the insights they offer into Singaporean culture and the ways that these technological changes are being understood in this country. Since two of them involve young female bloggers, these may be a truer picture of Singaporean Girls Gone Wild.

The first story involves Wee Shu Min, the teenaged daughter of a member of the Singaporean Parliament, who become the center of a national controversy about economic privilege and almost ended her father's political career because of something she had posted on her blog. Here's how the story began according to a news report on the CNN website:

When Wee Shu Min, the teenage daughter of a Singapore member of parliament stumbled across the blog of a Singaporean who wrote that he was worried about losing his job, she thought she'd give him a piece of her mind.

She called him "one of many wretched, undermotivated, overassuming leeches in our country" on her own blog and signed off with "please, get out of my elite uncaring face".

Wee was flamed by hundreds of fellow bloggers, but when her father Wee Siew Kim -- an MP in Prime Minister Lee Hsien Loong's constituency -- told a Singapore newspaper that "her basic point is reasonable", the row moved well beyond the blogosphere.

The episode highlighted a deep rift in Singapore society and was an embarrassment for the ruling People's Action Party (PAP) and prime minister Lee, who has made the reduction of the income gap one of the priorities of his new government.

The CNN story goes on to contextualize this controversy in terms of a growing public concern about income disparities in a country which generates the second largest per capita income in the world (after Japan). There is great suspicion here that moves towards a welfare state might undermine the country's work ethic so there are no government pensions or minimum wage laws though there are widespread educational benefits. The flame war that erupted around this teenage girl's blogs brought to the surface deeply buried class antagonisms with the youth, who was attending one of the country's elite schools, being compared with Marie Antoinette for what many saw as insensitive comments about the nation's underclass.

Part of what gave this story its sensationalistic qualities though was the idea that what this teenage girl wrote might be reflective of the views expressed in private by one of the nation's political leaders, an impression re-enforced by the father's attempts to defend his daughter's actions. A story on AsiaMedia quoted the father as saying: "As a parent, I may not have inculcated the appropriate level of sensitivity, but she has learnt a lesson."

The second story centers around a 19 year old female blogger who posts under the name Sarong Party Girl. Her posting of nude photographs of herself placed her at the center of a national controversy about exhibitionistic uses of digital technology and about sexual propriety among young women. Her user-name already seemed calculated to spark controversy.

According to the Wikipedia, Sarong Party Girl (or SPG) is a derogatory slang term used in Singapore and parts of Malaysia to refer to a young woman who "dresses and behaves in a provocative manner; and exclusively dates and prefers Caucasian men." The entry continues, "The stereotypical Sarong party girl has extremely tanned skin, a false foreign accent, and is provocatively dressed. Originally, the outfit of choice was thought to be a bikini/tank-top paired with a sarong, though that now exists only in the name. Many of them frequent clubs or nightspots that are popular with expatriate Caucasians in order to meet and form relationships with these men. Sarong party girls are known to prowl specific nightspots in Singapore along Boat Quay, Clarke Quay, Emerald Hill and City Hall, the classic place being the now defunct Carnegies at Far East Square."

So in choosing to call her blog, Sarong Party Girl, the youth was trying to reclaim a negative term which embodies an explosive mixture of sexual and racial transgression, while no doubt thumbing her nose at traditional sexual morality in her country. Interestingly, though, as much controversy centered around the decision of the Singapore Straits Times to report on the incident (and thus drive potentially much more traffic to her site) as on her decision to post the nude images and frank commentary. This suggests uncertainty about the public/private status of blogs and about the interface between centralized and participatory media.

The third incident involves blogger Gan Huai Shi, a 17-year old student, who was charged with seven counts of "promoting ill will" under Singapore's Sedition Act, for posting negative remarks about the country's largely Islamic Malay population. Each offense carries a potential punishment of up to three years in prison. Here's part of an editorial in the Straits Times referring to this and two other cases of young bloggers sparking race antagonism:

The Internet is not a personal space.

Yet those who air their diatribe do so in the belief that they are not only anonymous, but also that there are no rules and constraints. This perception is reinforced if site hosts and moderators fail in their duty to act, and if fellow netizens don't come down hard and fast on them.

There are thought to be more than one million active Internet users in Singapore, and the maths would suggest there are more people with the ability to do good and police the system than there are those who preach intolerance, ridicule and call others' beliefs into question.

So rather than question why it is that the authorities had to act, or the merits of which is the more appropriate law to use, or whether this is a prelude to a political clampdown, the Internet's cause will be better served if active users weigh in and do their own clamping down...

What these guys have done, as some have already suggested, is to give bloggers and chatrooms a bad name.

And if the community does not want to have Big Brother watching, then it's best that it does the watching itself.

In a society composed primarily of three major racial groups (The Chinese, the Indians, and the Malay) who have had some history of antagonisms, the Singaporean government officially promotes multiracial harmony. And thus the image of Singaporean young people freely posting anti-Islamic comments on their blogs provoked a very stern response from both the mainstream media and the national government.

As each of these examples suggest, the concern with transgression by youth bloggers (male and female) points to potential fault lines within the culture. The forms these fears take are culturally specific (as no doubt are the concerns that American parents have about what constitutes misconduct by youth on line -- whether read through the lens of the Post-Columbine controversies about violent video games or the more recent hysteria about sexual risks faced by young women on MySpace). Yet, in each case, these concerns translate into a more generalized anxiety about the risks young people face as they enter into the digital world. The young blogger becomes a figure of freedom and license, an embodiment of the breakdown of the old order as average citizens gain the ability to express their thoughts and fantasies through these powerful new communication platforms. We can't begin to address those generalized fears about youth and digital media until we understand the ways they get linked to deeper and often implicit cultural and political anxieties.

For a sense of what a good Singapore blogger looks like, one need look no further than the Jan. 8 edition of The Straits Times, which is running a series called "Piecing Together the Digital Native." (Marc Prensky, are your ears burning?) There's a full color graphic of the digital native, depicted as a tribal chieftan, complete with body and face paints and a quiver of arrows, but also depicted with a mouse hanging as a talisman on his shark tooth necklace, and with an ear and mouthpiece from a cellphone wrapped around his face. The headline on the story tells it all: "Business-Saavy Kids Turn Blogs Into E-Shopping Outlets. They Find Ready Customers Among Fellow Youngsters."

To Hell and Back...

If the notions of what constitute being "bad" are culturally specific, then so are the fantasies about what happens to people who are bad. All of this was brought home to me Sunday when I paid a visit to Haw Par Villa, a distinctly Singapore attraction owned by the Tiger Balm Company. For a small fee, you can enter the 10 Courts of Hell: a series of garishly colored plaster statues from the 1930s, represent the harsh punishments awaiting men and women alike for their transgressions (as understood within classical Chinese mythology). So, by way of illustration, here are some offenses and the punishments they bear:

Disrespect for Elders -- heart cut out.

Tomb Robbers - tied to red hot copper piller

Stealing -- frozen into blocks of ice

Misuse of books, possession of pornographic materials, wasting food -- body sawed into two

rumors -- tongue pulled out.

driving someone to their death -- thrown into wok of boiling oil

cheating during examinations -- intestines and organs pulled out

And so on. All of these punishments are depicted with blood-gushing everywhere and piles of dismembered limbs and decapitated heads. Trust me, I haven't encountered much in American popular culture which is as vivid in its depictions of mutilation and impailment.

Here are some images taken by my colleague William Uricchio when he was there last year.

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This image depicts prostitutes drowning in a pool of "unclean" blood.

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This man refused to pay his taxes and is being pounded by a stone mallet.

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It is hard to imagine a more grisly form of public amusement, yet many Singaporeans tell me that they went to this park regularly as young people and that it played a central role in their moral instruction. American discourse about media violence assumes that young people identify with those who commit violence; this attraction, on the other hand, assumes that young people identify with those who are being punished for their transgresions and may change their ways if they see enough blood and guts, decapitated limbs, and impailed bodies. Well, it's a theory...

Elsewhere, there are a series of scenes which represent various virtues and vices: the images here are fascinating because of their surreal fusion of the human and animal, folk tradition and images of the modern world as a debauched utopia.

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This debased and lustful pig represents a character from the Chinese classic, Journey to the West.

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And this is one of the many images which depict the sinful nature of western dress and modern life -- jazz clubs in particular take a drubbing in these exhibits.

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And consider this image of the lustful Spider demons who have taken human female form in order to deceive the unsuspecting man. What William's picture doesn't show is a cloak drapped over in the corner which is red and white checked. All I could see was Spider-Man's costume! You get some feel for at least the coloring of the cloak from the halter tops these Singaporean Girls Gone Wild are wearing.

Again, one gets a sense that one could transgress a lot of social taboos by cloaking these sensationalistic depictions of modern life with an aura of moral instruction and spiritual uplift. In the name of redemption, we can look at men and women groping each other or naked breasts. The same of course was true in the western world during the Silent era where nudity was not uncommon in the films of D.W. Griffith or Cecil B. DeMile as long as the goal of the film was to bring the viewer closer to that old time religion.

The Price of Transgression

Of course, these same anxieties about transgression and punishment crop up elsewhere in popular culture. For example, I picked up a DVD of what has been billed as the first Singapore produced horror film, The Maid. I have not yet had a chance to watch but I found the description of the film illuminating:

Filipino Maid, Rosa, arrives to work in Singapore during the Lunar Seventh Month, or the Hungry Ghost Festival -- believed to be a time when the Hell gates open. Life turns into a nightmare where Rosa unwittingly breaks the rules of the Month, tumbling into the world of the dead and glimpsing strange apparitions at night. To keep her job, she has to stifle her screams and fears.

I can't begin to unpack the mixture of anxieties which are bound up in this story, even understood in its broad outlines on the DVD box description: concerns about immigration, the breaking of traditional taboos, the relations of servants to their employers, and so forth. I am told that there have been a series of disturbing news reports in the Singapore press about servent girls being sexually and physically abused by their masters, which could account for the themes of this work.

Let me close with another symptom of the ways Singapore is adjusting to the consequences of media change. The elevators at my hotel in the Raffles complex advertises that one can go to the in-house spa for special treatments designed to help those who have overused Blackberries, cell phones, and other mobile technologies. The image of people wracking in pain because they have spent too much time text messaging and being nursed back to health at the spa represents a particularly adult anxiety about the dangers of embracing new media technologies.

Oh, by the way, when I wandered by an ice cream parlor at the local mall, I couldn't help but notice that they were selling Seaweed Washabi flavored soft serve ice cream, a dish which to my western taste buds sounds as close to a combination of the freezing and burning hells depicted at Har Paw Villa.. :-)

An Aside:

It seems appropriate in a post about horror and the internet to end with some good news. Those of you who have been following this blog regularly know of my strong opposition to the Deleting Online Predators Act. The new year has brought good news: the Act seems to have lost steam as some of its key supporters were defeated in the midterm elections. In any case, the bill will have to be reintroduced in the House since it failed to pass the Senate. There's a better report than I can offer right now of what happened over at PBS Teacher Source. The reporter is a bit more optomistic than I am that the bill is really and truly dead. I don't think Republicans have a monopoly on moral panic and censorship. Indeed, many Democrats in the House supported this bill the first time through and might rally around it again if it looked like it would give Hillary Clinton cover with the Security Moms and Cultural Conservatives. But let's celebrate our minor victories where we can!

"The Family's CTO": An Interview with Net Family News's Anne Collier (Part Two)

Over the past six months, I have been closely following the debates regarding the Deleting Online Predators Act. danah boyd and I issued a collective statement at the beginning of the summer based on our research on social networks and participatory culture. I also ran a post here describing some of the ways that banning youth from accessing MySpace and other social network sites in schools and public library might slow the potential use of blogging and other network software for pedagogical purposes. Yesterday, I ran the first part of a two part series focused on NetFamilyNews and its editor, Anne Collier. Collier's site has helped parents address their fears about MySpace and has kept all of us on top of the latest developments regarding governmental policies that might restrict young people's access to online space. These policies, and the fears that motivate them, play an important role in today's installment.

Many parents express an anxiety that they can not realistically control the flow of media into their homes, let alone know what their young people are doing when they are outside of their supervision. How would you respond to that concern?

I understand that concern and the frustration many parents have about diminishing control over what their children are exposed to. It isn't just parents who are experiencing diminishing control. Schools, corporations, and governments at all levels of society worldwide are too. This is an unnerving, fascinating shift we're experiencing, and I think it's calling upon all of us to think it through together out loud, bringing a whole lot of skill sets into the discussion. Because the situation seems to be requiring us to figure it out together as we go along. Problems in a participatory medium like Web 2.0 are calling for participatory solution development.

At the family level, as I suggested above, the life and tech skills of parents and kids are both needed to find solutions to Net-related problems. In schools, challenges involving defamation or cyberbullying in blogs or social sites need the best thinking of a bunch of people - students, administrators, counselors, network administrators, school-safety experts, teachers, and sometimes First Amendment legal advisers and law enforcement people. In a way, that's really exciting. It used to be that school-safety people, techies, and counselors, for example, had their spheres and hardly ever talked, much less hammered out solutions together. Now the pooling of those areas of expertise is being demanded, and I can't imagine that there won't be some creative and very positive outcomes because of it. Think, for example, about what we're all going to be learning about free-speech rights. Maybe not since the Constitutional Convention has the First Amendment been such a prominent topic in American schools!

Then I look at what's happening in other parts of the world where people are using the participatory Web. I just blogged about a report in The Guardian that, even though the Iranian government "remains a staunch opponent of Internet freedoms ... Farsi has made it into the top 10 languages on the Net." There are 70,000-100,000 active blogs in Iran, The Guardian article said. Then there's the social site ChinaKids with 800,000 registered preteen users and sponsored by the youth wing of the Chinese Communist Party. The Wall Street Journal reported that the site encourages kids to speak

out, "sometimes against authority"! The question of how to control the flow of media into homes, schools, cybercafes, and kids' mobile phones is being eclipsed by what to do about the media that flows out from those places and devices!

You have readers from around the world. What similarities and differences do you see in the concerns raised by parents in different parts of the world?

I do have readers in more than 50 countries, but I don't get email from many readers outside North America, interestingly - only some in the UK. So I mostly rely on English-language news-media coverage of technology in other countries to know what the general concerns are. It does appear that parents' concerns are fairly universal, but there are degrees of differences. For example, European parents seem to be less concerned than American parents about blocking nudity and more concerned about hate speech on the Web. But cyberbullying is a big issue everywhere. In the UK, Europe and Asia, so far it has been happening more on mobile phones than in IM and social Web sites, as we're seeing here. People are being impersonated and defamed in social sites everywhere. I did hear from a colleague in Portugal about harassment in a US-based social site popular there, one case involving a co-worker and another a teenager whose dad contacted him for help. Someone who said he was a teenager in India emailed me recently about his concern that he was accessing porn too much online, that it would hurt his future prospects. I've seen and linked to news reports of "videogame addiction" in South Korea and counseling centers established to help addicted players. Just a few examples.

One thing's for sure: Social networking sites and all the good and bad happening in them are certainly international. India has nearly a dozen social-networking sites and 1.2 million bloggers (compared to China's 19.9m, Japan's 10m, and the US's 50m), India's Economic Times reports; Japan's Mixi recently had a $1.8 billion IPO; Cyworld has saturated the teen and 20-something market in South Korea and its diaspora, so it launched a US version this past summer; LunarStorm reached the saturation point in Sweden (reportedly 90% of Swedish h.s. students) and launched a UK version - and on and on. So all the stuff that's causing worries here in the US, from bullying to piracy to PC security, is causing similar ones in other countries.

You've written a book specifically addressing adult concerns about MySpace. Why do you think social network sites like MySpace have sparked such anxiety? How real are the dangers that are being claimed?

For grownups, MySpace kind of came out of nowhere. It wasn't just for teenagers, of course (only around 20% of its users were teens), but to any parent who knew about it, it was a teenage thing, and my guess is teenagers weren't inclined to tell their parents about this new hangout if they didn't have to. So I don't think it was really on the radar for parents until it was all over the news media as a dangerous place where "predators" could contact their kids. An AP story out of Connecticut last February reported that "at least seven" girls 12-16 had been "sexually assaulted by men they met through the popular Web site MySpace." As far as I could tell following the news coverage closely, parents were hearing nothing about MySpace or social networking that wasn't at least negative, and some of it was really scary. It was that combination of a totally new thing adults knew virtually nothing about and very negative news coverage that sparked such anxiety, I

think. Then, too, there was the '06 election; politicians stood to benefit from saying they would act on those fears. It was, you might say, a "perfect storm" of parental-concern creation. By May, when our publisher, Peachpit Press, asked us to write the book ( My Space Unraveled ), there simply was no balance to the public discussion. We wanted to offer some balance - share the views of teens, researchers, children's advocates, and law enforcement people who understood social networking; encourage parents to check MySpace out themselves with simple step-by-step instructions; and explain the actual risks and the research.

How real are the dangers? There are dangers in social sites for out- there, risk-seeking people just as there are for them in "real life." As Janis Wolak, one of the authors of both of UNH's studies about child online victimization, told me last spring, "Basically, what puts kids at risk is when they talk about sex with people they meet online, and the vast majority of them don't get involved in that kind of situation." The first study was the widely misrepresented one about "one in five children" being sexually solicited online that, when actually read, said that "none of the solicitations led to an actual sexual contact or assault" and many of those solicitations came from other teens. The second study found the number of solicitations had gone down, to one in seven, but - though published this past summer - the survey was conducted before social networking took off. So even the second study from the Crimes Against Children Research Center at UNH wasn't about social networking. What these researchers have found in other studies, though - as Janis indicated - is that it's the young people responding to and seeking out sexual contacts with strangers who are at risk.

Most of the research we have so far - or the most publicized research - is about exploitation of online kids by adults. That's important research to have, but it's only part of the picture. We know almost nothing yet about child and teen behavior on social sites, good and bad, or about the impact of online socializing, media-sharing, social-producing, or creative networking. In our book I call it "collective self-expression," this social aspect of all the mashing-up and remixing that's going on with digital media, and I think it's fascinating. I think it's kind of in its infancy, and we have so much to learn about and from it. In any case, a much more complete picture is needed before any conclusions can possibly be drawn, I feel.

But I digress. ;-) There are other "dangers," depending on a person's definition. Certainly some parents would define exposure to nudity or sexually suggestive content as a danger, and there is definitely greater risk of that than sexual predation in social sites. MySpace says it's deleting x-rated content as it finds it, and it has both scanning technology and staff dedicated to finding and deleting it, but users are posting and finding it. The general Web itself, though, is known to have much more hard-core content than anything I've seen on MySpace, if kids are seeking it out.

The risks that I suspect will affect most young social networkers, though, fall under the very large category of bullying, or social cruelty, which parents and kids have probably always dealt with and always will. Since school social life has moved online, so have bullying, gossip, harassment, etc., and they can be particularly insidious online because the behavior can go on 24x7 and be anonymous. Kids and teens often don't think about the implications of their actions because that part of the adolescent brain, the prefrontal cortex, is still in development, so they can impulsively post text and other media about themselves and others and not be able to control the outcome (see my comment above about the teenage girl emailing sexually explicit photos of herself to a boyfriend). Digital media, parents too need to know, can be cut and pasted into Web pages, attached to IMs and emails, and shared on file-sharing networks - they usually can't be taken back. This, to me, is a real risk that I've been telling parents about in NetFamilyNews for years.

Your site monitors legislation designed to "protect" youth from various perceived dangers of the new media landscape. What do you see as the most pressing trends in this area as we enter 2007?

Better-written laws that reflect understanding of the Internet and its users! Most disturbing to me was the now-defunct Delete Online Predators Act, written before hardly any research had been done on the impact of the social Web on the people it was purportedly written to protect.

The metaphor that occurred to me as I was writing a chapter of our book was Penn Station in New York. A tourist walks into that giant, confusing, fast-paced, populated space at rush hour and feels a sudden urge to look for the nearest exit. That's most adults' first experience of MySpace. But like a MySpace user going straight to his or her page, a commuter just heads to his usual platform, gets on the train and goes home. He doesn't remotely see what the tourist finds so daunting. This is changing now, I think, but when we were working on the book last summer, the tourists were in charge of the entire public discussion; legislation was being written by the tourists! For a balanced picture and sound solution development, we've got to have the commuters' perspective too, I think.

Some parents argue that when in doubt, they should simply prohibit social networking sites. What's wrong with this approach? What do you see as positive about social networking sites?

I don't think prohibition is possible, at least it'd be even harder now and with the Internet than when it was given a serious try in the 1920s and '30s. I talk about this above - it's too easy for kids to "go underground" online, with all the free accounts available to them in sites parents have never heard of, proliferating wired and wireless access points, and new Net-enabled products constantly arriving on store shelves.

We're only just beginning to see the positives, with research like that funded by the MacArthur Foundation. But I think we'll discover many positive developments involving digital media and socializing online. I think of how the Rock for Darfur profile got started on MySpace (see this on "Powerful Change Agents ); of a woman I just met in an airport whose teenage granddaughter first started publishing her poetry on MySpace and has since won a prize for her work; of the ski videos my son shoots, edits, and posts at Newschoolers.com and YouTube.com; of the html and other software code kids are learning while embellishing their pages in social sites; of the youth social activism being fostered at YouthNoise.com; of all the future professional writers who got their start vying for and trying to hold their peers' attention in their daily blogging; of the garage bands that wouldn't otherwise be finding fans and signing record deals.

I often receive letters expressing concern about addiction to digital media. Is this a realistic concern and if so, what steps should parents take if they fear that their teen may be addicted to games, social networks, or other digital media?

I'm not really qualified to answer that, but the question of whether there is such a thing as Internet addiction is getting more and more attention in the medical field (and coverage in the news media). In November the Washington Post took an in-depth look at the subject , reporting that an international neuropsychiatric medicine journal published a study that "claimed to be the first large-scale look at excessive Internet use," and "the American Psychiatric Association may consider listing Internet addiction in the next edition of its diagnostic manual." I just talked with a 16-year-old in New York State who loves playing World of Warcraft (a massively multiplayer online role-playing game) and says he spends 3 hours a night on school nights and 5 a day on weekends playing it, but - from communicating with both him and his librarian mom (who sounds like a great mom) - it doesn't sound like he's addicted. His mother says she's not thrilled by the amount of time he spends in WoW and his grades have gone down a bit, so there will probably be some repercussions, but there are things about his experience with the game that she likes too.

"Game addiction" is coming up more and more. South Korea opened its first game-addiction treatment center in 2002, and the Washington Post reported last June that the country had just launched a game addiction hotline. Europe's first game addiction clinic reportedly opened last summer in Amsterdam (here's an item I ran on it last June last June ).

How much should parents know about the online lives of their youth? Is there a point where adult supervision becomes intrusive?

I do think parents need to know enough about the online part of their children's lives to feel assured that it's safe and reasonably constructive. The best gauge is probably how much parents feel they need to know about their kids' offline social lives. The online part is just as individual. And it changes as young people mature, right? The responsibility for staying safe and assessing risk increasingly shifts from parent to child as the latter grows; that's no different in their online lives, I'd say.

I think there can be a point where adult supervision becomes intrusive, but it's different for every child. Some parents seem to want to remove all risk from their teenagers' lives. So - having heard from a couple of researchers that risk assessment is one of the primary tasks of adolescence and having quoted them in our book - I later asked a prominent pediatrician what he thought about this risk- removal tendency, and he very definitely said we're doing our children a disservice if we don't let them do that assessment work that helps develop their brains.

Much of the legislation that seeks to "protect" youth gets argued on the basis of protecting childhood innocence and yet gets applied to regulating the conduct of adolescents. What role should an understanding of child development play in developing meaningful response to the online lives of our offspring?

My co-author Larry Magid recently quipped that the Delete Online Predators Act was more like the Delete Online Kids Act - in the sense that it would've done nothing to "delete" predators but rather focused on banning kids from social sites in schools and libraries. The legislation that Sens. McCain and Schumer just announced they would be introducing this year is clearly aimed at keeping out predators, because it would require sex offenders to register email addresses and other online contact information in addition to offline data such as phone numbers. This makes sense if it succeeds in extending existing child-protection law into cyberspace. It seems based on what is already known and understood, but I still think more child-development expertise needs to be folded into the public discussion and lawmaking. These have been dominated so far by law enforcement and research on criminal behavior online. There are some wonderful cops out there doing fine child-protection and online-crime-prevention work, but we do badly need to broaden and balance the discussion. For example, state attorneys general have called for age verification of minors in social-networking sites, but they haven't seemed inclined to entertain a full discussion about the implications for children's privacy, and the subject of social networking became so negative and associated with predators late last year that social-networking companies were reluctant to take any position on best practices that might counter-balance politically based regulatory efforts.

"The Family's CTO": An Interview with Net Family News's Anne Collier (Part One)

I've spent a fair amount of time in this blog talking about the challenges of educating the next generation of youth so that they acquire the social skills and cultural competencies needed to become a full participant in the emerging media culture. Much of this discussion inevitably centers around what happens in school-based or after-school media literacy programs. But, as I wrote in Technology Review some years ago, media literacy begins in the home. Parents have an essential role to play in helping their young people make sense of the new media landscape and giving them the ethical foundations they need to make meaningful decisions when they go on line. Unfortunately, we offer parents very little guidance on how to perform those roles. Indeed, most of the advice literature can be reduced to a simple message: the less media your kids consume, the better off they are. I don't think this is very good advice for a number of reasons: it reduces media consumption to a social problem rather than recognizing the pedagogical benefits of actively participating in media culture. Such advice, which often talks about media in terms of "screen time," produces enormous anxieties, anxieties which in turn get fed by sensationalistic news reports, shoddy research, and culture war rhetoric from political leaders, until parents are left terrified of this online world that they often know little about and totally uncertain where to turn for thoughtful advice. I often speak to groups of MIT alum as I travel around the country and inevitably, no matter what the topic of my talk is, the questions circle around the anxieties these highly educated and thoughtful adults feel about their children's relaitons to mass and digital media. In many cases, even a little bit of information will calm their fears and offer them another way of thinking about these issues. One of the best places for parents to turn for information about the world young people are encountering and creating for themselves online is a site called NetFamilyNews.com. Here's how the site describes its beat:

* Online safety and privacy news and tools

* New technologies and Web resources for kids

* Research about the impact of digital media on kids

* Legislation affecting children's online experience

* School and library Net-use policy

* How Web-literate kids, parents, and teachers are using the Internet.

Today and tomorrow, I am going to be sharing an interview with Anne Collier, who identifies herself as a journalist and children's advocate. Collier offers a sensible middle ground perspective on the issues which concern contemporary parents: she recognizes both the risks and potentials of these new media, helping parents to see past the sensationalism and focus on the matters they need to really be concerned about. Collier also recently published a significant book dealing specifically with social network sites and young people, MySpace Unraveled: What It Is and How to Use it Safely, and so many of my questions here are designed to draw her out about the specific issues surrounding children's involvement with Web 2.0.

I am excited to call this important online resource to the attention of this blog's readers. I hope you enjoy her down to earth perspective on youth and media as refreshing as I do.

What led you to create Net Family News? What needs do you think it fills for your readers?

A couple of colleagues actually thought of the idea of a monthly email newsletter for parents in mid-'97 and asked me to write it but lost interest in the project after a while and moved on. I felt strongly it needed to continue because it was the only "community newspaper" I knew of serving an increasingly important interest community, so I renamed the newsletter NetFamilyNews, made it a weekly, and incorporated it as a nonprofit organization in '99. Later I added a daily blog and RSS feed to increase accessibility. But it was really just a blog before there were blogs - annotated links to news of tech-parenting relevance.

As for needs being filled: NFN is a news filter for busy parents, educators, children's advocates, etc. I feel it's helpful for people working directly with tech-literate kids to know what's going on "out there," have a sense of context and maybe solidarity. It's almost a cliché now that young people are more tech-literate than their parents. That's true in many cases, but it's also true, and apparently less obvious, that adults and young people use the same technologies differently, and adult Net users make incorrect assumptions about teen Net use. IM at the office is a different experience than IM among middle schoolers. So all these teen tech "anthropology" stories in newspapers and magazines around the world about how teenagers are using Lunarstorm, Bebo, MySpace, Cyworld, IM, mobiles, There.com, and World of Warcraft are, I hope, frequent reminders of and insights into a perspective that can help adults intelligently negotiate this part of parenting and policymaking.

In cases where parents are intimidated by child tech literacy, information is empowering. When I started doing this I saw parents as a "silent majority" in a vital public discussion. I don't think that has changed much, actually. They're still a silent majority, and people are writing laws that would affect their children, the implications of which I think neither the legislators nor the constituents fully understand. So, I figured, people need information before they can have a voice and become active participants, and parents are essential parties to this particular discussion. So "community news" was a start. The next step was our forum, at the moment called BlogSafety.com (we're working on a more enduring name), where people could talk about all this publicly at their convenience. I wrote the mission statement for it back in 1998 but couldn't find funding until social-networking sites saw too that parents needed a place to air their concerns and get answers other than their customer- service departments.

How well do you think the mainstream media covers the issues which concern parents about Web 2.0? What do you gain by addressing these issues through the web?

I think the mainstream media, particularly the big names and mostly print (but also some broadcast) - the New York Times, the Associated Press, USATODAY, the Boston Globe, Business Week, WSJ, NPR, the BBC, etc. - have been doing a great job of covering Web 2.0 developments but not so much Web 2.0 where youth is concerned. I try to alert parents to the implications for kids and families of what tech journalists cover. For example, the Wall Street Journal's Jason Fry recently took a thoughtful look at virtual communities as another kind of "third place," or hang out, as first considered by Prof. Ray Oldenburg in his 1989 book The Great Good Place. Jason wasn't writing about what these places mean to teenagers, but I thought parents might be interested in a piece about how important they have long been to people of all ages (online hanging out is really not a big leap), so I linked to it. That's just one example. There are zillions of topics - recent ones include reports and press releases all over the Web about new social-networking sites and "niches"; a New York Times report on how police are incorporating social sites into their investigative work; coming state and federal about barring sex offenders from social sites; the BBC on how a third of 8-to-13-year-olds in the UK already swap tunes on their phones ; and MTV's "The N," mobile social site Mbuzzy.com, and a market research firm teaming up to turn teen users into "a panel of 10,000 young people for immediate feedback about their lifestyles as well as network programming, advertising, events and other information."

As for what I gain from this project: I'm basically a beat reporter, given (or choosing) an interesting assignment and getting increasingly interested and invested in it as time goes on. Youth and the Internet is the assignment of a lifetime. I got my MA in East Asian studies, focusing on China, and did some TV and print reporting from Asia - which would've been a fascinating, beat right now - but in the early '90s the story that I found truly compelling was the Web. It seemed clear to me it was going to be a story about every part of life - "human interest," education, law, media, business, politics.... I wanted to follow this story for the long term in a way that might be useful to other people too.

Much of the existing advice literature for parents implies that the best advice is to minimize the amount of media children and youth consume and to keep screen technologies out of their bedrooms. What do you see as the limits of this approach?

That second basic bit of advice isn't all bad. My own common sense as a parent suggests to me that keeping screen technologies in high- traffic parts of the house is a good idea if it helps parents to be more aware of and engaged in their children's online experiences. I doubt anybody disagrees that awareness and involvement are good things, where kids' social lives are concerned, online and offline.

General safety tips - like keeping connected computers out of kids' bedrooms - have their place and usefulness (because of the simplicity they suggest, and adults need to know parenting online kids is not rocket science!), but I think anything that suggests parents can completely control their children's media exposure or Internet access is getting less realistic or practical. As the number of access points, devices providing access, and kids' workarounds multiply, we probably need to think more in terms of communication and guidance. "Just say no" and kids can simply go into stealth mode (e.g., set up a new, harder-to-find account from a friend's house or at some drive- by wireless hot spot in the neighborhood), which is increasingly easy for them as access points proliferate; delete an account and six more profiles or blogs can appear in its place in the same or any of hundreds of other social sites.

Another limitation of rules and tips is that they really only reach those who want to comply with them. It has gotten very easy to be noncompliant. I mentioned workarounds above, and there are all kinds - from proxy services that allow kids to visit sites blocked by filters to friends' houses with different Internet rules or absent parents to accessing the Web from anywhere on Web-enabled cell phones. So more thought needs to be given to how to protect kids not reached by safety tips and rules - how to educate them to protect themselves.

What kinds of things worry parents the most about web 2.0? How legitimate are those concerns?

My guess is that, if they aren't talking with their kids about their Net activity and are relying on local TV news or Oprah, they're worried about "predators" on the social networks. They're a factor to be aware of but way over-hyped, politicized, and reported out of context. I'm aware of no comparative research on this, but my close observer's take on the risks of online socializing is that cyberbullying or online harassment and negative self-exposure will affect a great many more young people than sexual predation.

About a year ago a youth officer and detective in Connecticut emailed me about a story that hadn't made it into the local paper, and he felt parents would want a heads-up. A 13-year-old girl in his community had emailed sexually explicit images of herself to a boyfriend. The boy soon became an ex-boyfriend who had shared his account password with a friend, who in turn proceeded to find and post those images on a Web page, then to share the URL with students at their school. The page was shut down, but not before "everyone" had seen it. It's that kind of age-old awful teenage "prank" that can now be so damagingly public in online digital media. Mild versions of that story - basically everyday middle and high school life, happening all over the Web - are being eclipsed by media like Dateline's endless Predator series, which isn't even about the Internet but is reflexively associated with misrepresentations of statistics like the "1 in 7 kids sexually solicited online" out of the University of New Hampshire (people who study that data say most of those solicitations are coming from peers, and none of the "1 in 5" of the original 2000 study on the subject resulted in sexual assaults).

Another risk that has gotten almost no reporting but I think will be getting more attention is what I'd call negative online reinforcement of risky offline behavior, such as eating disorders, self-mutilation, and substance abuse - young people finding support on the social Web for their harmful behaviors. We increasingly need to fold a great deal of offline expertise into the "online safety" discussion - adults who work with youth who have expertise in these behaviors. Actually, the term "online safety" will probably soon go away, as the online/offline distinction collapses. Also, our children the digital natives will be parents before long, right? So they will naturally be thinking more holistically about safety and privacy than we adults are right now.

One other thought: We really don't know how much of the (to parents) disturbing teenage behavior we're seeing on the social Web is really new and how much of it has always been a reality but is just more public all of a sudden. This exposure is probably mostly good. Parents, researchers, psychologists, and child-development experts have a lot more material to work with and learn from; suddenly they can be flies on the wall like never before (for a while, anyway - some teens are aware of this and using privacy tools more, others don't really care). Some school crises reportedly are being prevented because of threats found online. The National Suicide Prevention Lifeline told us last June that, since it established its profile in MySpace, that site's users have become the hotline's largest source of calls - lives are being saved because of its presence in MySpace.

All this exposure itself probably also affects individual and social behavior in some ways, maybe a little along the lines of the Heisenberg theory with all those observers out there affecting the "experiment," and it'll be very interesting to see what coming research tells us about that.

Are there some general principles parents should apply in making decisions about their youth's relations to new media?

Really just the one about how the line between online and offline is blurring for young people, so it makes great sense to apply a family's ethics and values and what one has always known about plain old parenting to the online part of children's lives. The same goes for academic ethics and citizenship. For example, discussions about plagiarism and respecting copyrights (as we watch copyright law evolve!) need to embrace online media use. We want our children to use good judgment about who they socialize with on Friday night; the same goes for who they spend time with online, who's on their friends or buddy lists, right? We ask them questions like who's driving them home, or whether there will be hundreds of people at that party; we can ask them things like whether they know all 375 people on their friends lists, if they're careful about what they click on in IMs, emails, and Web pages, if they use privacy features, and what music they use in the videos they upload to media-sharing sites.

It's getting harder to generalize. Sites like MySpace on Web 2.0, the participatory Web, the user-driven Web - whatever people want to call it - are really whatever any user wants or creates them to be. The profile is a reflection of its owner, is his/her online "self," as is each user's experience in virtual worlds such as Second Life or There, I've learned from researchers such as danah boyd at Cal Berkeley and David Huffaker at Northwestern. So family rules and school policies more tailored to the individual or, at most, to the community are more effective than general rules or federal laws, I think.

In talks, I tell parents that this is about life, not technology. Of course there are some general principles that make all of life better (in fact, they're probably even more important in the more anonymous environment the Net represents), such as the ethic of reciprocity in virtually all the world's faith traditions, or the Golden Rule, as Christians call it. We're all talking about the First Amendment and intellectual property a lot now, which I think is great; maybe Web 2.0 is also presenting us - all the Web's participants - with a prime opportunity to be talking about behavioral ethics and citizenship.

Many parents worry that their children know more about new media than they do. What advice might you have for such parents?

Not just about new media! A friend and educator in the L.A. Unified School District said recently that kids know so much more about just about everything than we did as kids that teachers' jobs are changing. As much as giving students information, they're helping them figure out what to make of it. He said it better than I can, but I think he was simply stating the new reality. Adults have street smarts or life literacy, youth has tech smarts or literacy - one could see these as complementary skills, presenting an opportunity to strengthen parent-child communication and mutual respect. Ask them what they know, turn them into the family CTO, set the preferences in IM software together, ask questions that aren't about confrontation and control but are instead aimed at understanding their online experience and helping them use good judgment online in it.

It's also important to tell our children our concerns and why we have them - not constantly, but clearly and effectively (calmly). I understand if that sounds ingenuous to parents who have uncommunicative teenagers - that has always been a challenge - but I don't think parents can afford to view teenage tech competency as purely negative. If they do, there is a risk of marginalizing themselves even more, from a teen's perspective.

Broadband and the Public Interest

The Comparative Media Studies graduate students have been discussing current policy debates around "net neutrality." The phrase, "net neutrality," is in broad circulation at the moment but I suspect many people out there are not familiar with the core terms of the debate or how it impacts them. Stephen J. Schultze, a first year CMS masters student, asked if he might share some of his perspectives on this issue. Schultze holds a 2002 BA in computer science and philosophy from Calvin College (Grand Rapids, MI). Since graduation, Schultze served as a project director at the Public Radio Exchange in Cambridge, MA: "Through PRX, I've been closely involved with station consultations on issues of cross-media branding in podcasting and web strategy. I launched a project that provides stations with a customized, branded podcast interface for their listeners. We advise stations that their brand identity and relationships with listeners have become more important than ever in a multi-channel world." He has also collaborated on projects through the MIT Media Lab where he helped Carla Gomez-Monroy to build an experimental radio production system for Mexican diasporic communities in New York City. Schultze spends a lot of his time these days over at the Berkman Center at that other place up the road from us and has been involved in the organization of the Beyond Broadcasting conference (more on that later). He is currently working on a documentary about podcasting for the New Media Literacies Project. What follows are his thoughts about how the recent election returns are apt to impact the debates around net neutrality.

Broadband and the Public Interest

by Stephen J. Schultze

Telecommunications policy wasn't exactly a hot-button issue in the midterm elections, but the resulting power shift in Congress could affect the trajectory of the Internet for years to come. Most of us are fairly satisfied with our day-to-day Internet experience. Why involve the bureaucrats when things are working just fine?

The problem is that things aren't working just fine. When it comes to broadband, we are falling embarrassingly far behind much of the rest of the world. On the heels of the elections, FCC commissioner Michael Copps wrote an editorial in the Washington Post entitled "America's Internet Disconnect." He noted that according to one study of "digital opportunity," the US ranks 21st in the world, right behind Estonia. We rely on private companies operating according to their market interests to connect us, and these companies have become more consolidated and less competitive in the last several years. Unfortunately, our telecommunications policy has failed to address the market failure that has left millions of Americans with limited and expensive options for broadband access - or none at all.

In the weeks leading up to the elections, high drama unfolded in Congress as Senator Ted Stevens (R-AK) attempted to capture support for a telecommunications bill that revised parts of our telecommunications law. The bill met with stiff resistance from advocates of something called "network neutrality." Net neutrality is the long-standing principle that all Internet traffic should be treated equally without discriminating between who is sending it - a kind-of free speech clause for the net. A diverse group of supporters thinks that the issue is as important as the broadband access issues highlighted by Commissioner Copps. The Stevens bill, which would effectively prevent such neutrality, was barely blocked before the elections. Likewise, a merger between AT&T and Bellsouth has been stalled while FCC commissioners try to decide whether provisions like net neutrality should be imposed. Some representatives have suggested that the FCC wait to hear from the new neutrality-friendly Congress before making any decisions.

These two issues have a common lineage in the 1996 Telecommunications Act. At the time it passed, the Clinton-championed legislation was hailed as a deregulatory victory that would clear the way for technological innovation. By 1999, the Internet had taken off in unanticipated ways, and it was becoming clear that the bureaucratic intricacies of the Act were more hindrance than help. Justice Scalia noted, "It would be gross understatement to say that the 1996 Act is not a model of clarity. It is in many important respects a model of ambiguity or indeed even self-contradiction." The Act has contributed to a great deal of confusion about how to best encourage true competition that would help address commissioner Copps' concerns, and it set up the structure that allowed network neutrality to be challenged.

It is difficult these days to find praise of the 1996 Act, but Senator Stevens' bill takes a minimally reformative approach. A more radical strategy has been advocated by free-market think tanks that seek to do away with nearly all telecommunications regulation. They propose that issues be dealt with after the fact in antitrust-like fashion. This is an attractive approach to removing regulatory barriers to competition, and is seductively simple. The risk is that it trusts the market to do what is best for us. In this model, it is difficult to ensure access for poor communities, or to explain how principles of network neutrality will be upheld over the shareholders' desire to derive more revenue through discriminatory pricing. To be sure, the free-market crowd has well-considered answers to these and other challenges, but it is likely a moot point for now. The bill advocating this approach, which was championed by Senator Jim DeMint (R-SC), had stalled in the 109th and is unlikely to progress in the 110th.

Instead, there are some signs that a different approach is gaining momentum. It lacks the simplicity of the free-market mantra, but appeals to an older principle in media policy. Since the Radio Act of 1927, our communications regulation has included language invoking the "public interest, convenience, and necessity." The "public interest" is a notoriously but necessarily slippery phrase. Over time, the implementation of the concept has eroded into little more than lame public service announcements and FCC indecency fines. The groundswell of support for net neutrality represents a remarkably successful invocation of the public interest in policy debate. It is particularly interesting because it draws its power from a broad-based grassroots coalition that has successfully stood up to heavily backed lobbyists and astroturf campaigns from the major telecommunications companies.

Network neutrality is not a clean-cut issue. There are legitimate quarrels with the proposals, which spur lively debate. However, the effort is remarkable example of citizens exercising their influence on media policy. They believe that neutrality is in their interest and they believe that they have the right to call for it. They are not simply consumers, as a simplistic version of the free-market approach might indicate. Instead, they have stood up for neutrality on principle and with the belief that a neutral Internet will have beneficial network effects that companies like AT&T and Comcast will not promote on their own.

Neutrality advocates are using the infrastructure of the Internet itself to build a broad base of support. They have formed partnerships that unite competitors like Google and Microsoft, and have brought together sometimes-adversaries like MoveOn and the Christian Coalition. They will have powerful allies in leadership of the 110th Congress - including incoming Speaker of the House Pelosi (D-CA) and incoming Senate Majority Leader Harry Reid (D-NV), with the support of Representatives John Dingell (D-MI) and Ed Markey (D-MA) who will lead influential subcommittees.

The bigger task of developing a telecommunications regulation infrastructure that makes sense in a broadband world is considerably more difficult. The citizen-powered, public interest motivated, Internet-savvy crowd does not speak with one voice. It does not have much industry money at its disposal. It is not well versed in strategic influence. Nevertheless, it wields enormous power to the extent that it genuinely represents the citizenry. Few of those citizens would rank telecommunications policy in their top three voting priorities today, but the groundswell of support for network neutrality is a compelling model of public action. This is exciting in a moment when the upcoming changes in Congress overwhelmingly favor their cause. In short, these citizens believe that there is something special about media - and in particular the Internet - that gives the public the right to shape its direction. In this view, media is not just another private commodity. To reduce it to its instrumental market value is to risk turning into what Edward R. Murrow would call, "merely wires and lights in a box." Rather, they hold communication in common between them - whether it is public ownership of the airwaves, the wireline rights-of-way, or the discourse we co-create.

Fun and Games with Copyright

This seems to be a week for confessions in the blog: I have already come out as a slash writer, one who tampers with the high cannon no less; I should also confess that I am an Eagle Scout. This is not exactly the most common combination of backgrounds and identities. (I use the present tense because officially, once you earn Eagle, it is something you carry with you the rest of your life, even though I haven't really done anything with Scouting in several decades now.) Scouting was a value part of my life: I taught for the first time when I was asked to lead classes for various merit badges for my troop, including classes in photography (which ended up centering on cinema) and in Theater (which allowed me to script and direct plays.) I can still recite the scout oath and still try to follow much of its standards. I have had more difficulty in recent years by the way the organization has gone to court to try to block membership to gay scoutmasters and scouts. I also lost some more respect for the organization when I read recently about a project conducted by the Boy Scouts of Los Angeles in association with the Motion Picture Association of America which seems designed to indoctrinate the youth into a particular ideological perspective on copyright and intellectual property. us-scouts-copyright-lg.jpg

My MIT colleague David Thorburn has shared with me the following excerpt from a recent story in the New York Times:

The 52,000 Boy Scouts in Los Angeles have a new virtue to strive for: respect for copyrights. In return for learning about the harms of downloading pirated movies and music, they will be awarded an activity patch showing a film reel, a music CD and the international copyright symbol, a "C" enclosed in a circle, The Associated Press reported. By means of a curriculum devised by the movie industry, the Scouts will be instructed in basic copyright law and learn to identify five types of copyrighted works and three ways that copyrighted materials may be stolen. In addition, they must choose an activity from a list that includes visiting a movie studio to see how many people may be harmed by film piracy, and creating public services announcements urging others not to steal music or movies. "Working with the Boy Scouts of Los Angeles, we have a real opportunity to educate a new generation about how movies are made, why they are valuable and hopefully change attitudes about intellectual property.

A little research found the actual curriculum on the web and not surprisingly, it makes no mention of the role of fair use as a balance for the more extreme assertions of intellectual property control being promoted by the film industry. Here are some excerpts:

Intellectual property is no different than physical property. Stealing intellectual property that is copyrighted is against the law and can have serious consequences. Movies, music, games, and software are forms of intellectual property that are usually copyrighted to protect the people who make them.

Some of the required activities include:

Demonstrate your knowledge of the following:

a. What is copyright?

b.Why do copyrights matter?

c.Identify five different types of copyrighted works (two of which may be your own). For each, give the author/creator and the date the work was copyrighted.

d. name three ways copyrighted works may be taken.

Visit a video sharing network or peer to peer website and identify which materials are copyrighted and which aren't.

Go to a movie and stay through all the credits. Tell you counselor/or scout leader who you think, in addition to the main actors and actresses, would be hurt if the film was stolen?

Keep in mind, of course, that the Boy Scouts of America does not yet offer a Media Literacy merit badge -- though the Girl Scouts do. There is a Communications badge which is required for Eagle but it's emphasis is on interpersonal communications and public speaking. And there is an optional Cinematography merit badge which focuses entirely on the filmmaking technology and process.

The scouts who were asked to participate in this program, then, are given no instruction which might speak to the structure of the American entertainment industry, the corporate interests which shape the media we consume, the role of participatory culture in contemporary society, or the forms of appropriation and parody which might be protected under Fair Use provisions.

Of course, when I was in the Scouts, there was a specific provision which prohibited you from engaging in partisan political activities while wearing the uniform. Boy Scouts were encouraged to promote citizenship in the abstract sense, including helping to get people to vote, but they were not to take sides on public policies while acting as Scouts. I have been trying to find this policy on the web but so far, have not had much success. Since the activities described above clearly take the side of the media industry on an important public policy debate, it seems curious to me that Scouts were not only encouraged to do these activities while in uniform but that they resulted in a badge which could be sewed onto the uniform.

Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part Two)

What follows is a second excerpt from the white paper which I authored, along with Ravi Purushotma, Margaret Weigel, Katherine Clinton, and Alice J. Robison, for the MacArthur Foundation. The report is intended to offer a provocation for educators at all levels to think about how our pedagogical practices need to shift to reflect the demands of a more participatory culture. In Part One, I outlined some of the changes that are taking place in the media landscape and the ways they impacted young people. In Part Two, I make the case for why adult intervention is needed and why youth will not be able to make these adjustments all on their own. My hope is that the release of this report will stimulate reflection and discussion among educators, parents, and students about the ways media education is or is not being taught through school and after-school programs. I hope this discussion will also be of interest to the many other groups who read this blog -- many of whom are helping to shape the participatory culture we are discussing here and thus have some responsibility for thinking about how we insure that every youth is given a chance to participate.

As always, I welcome questions and comments. I am going to try to respond to any questions I receive once I have rolled out all of the parts of this report via the blog. While I have excluded sources from the blog version to insure ease of reading, you can see a full bibliography in the downloaded document.

Why We Should Teach Media Literacy: Three Core Problems

Some defenders of the new digital cultures have acted as though youth can simply acquire these skills on their own without adult intervention or supervision. Children and youth do know more about these new media environments than most parents and teachers. In fact, we do not need to protect them so much as engage them in critical dialogues that help them to articulate more fully their intuitive understandings of these experiences. To say that children are not victims of media is not to say that they, any more than anyone else, have fully mastered what are, after all, complex and still emerging social practices.

There are three core flaws with the laissez faire approach. The first is that it does not address the fundamental inequalities in young people's access to new media technologies and the opportunities for participation they represent (what we call the participation gap). The second is that it assumes that children are actively reflecting on their media experiences and can thus articulate what they learn from their participation (what we call the transparency problem). The third problem with the laissez faire approach is that it assumes children, on their own, can develop the ethical norms needed to cope with a complex and diverse social environment online (the ethics challenge). Any attempt to provide meaningful media education in the age of participatory culture must begin by addressing these three core concerns.

The Participation Gap

Cities around the country are providing wireless Internet access for their residents. Some cities, such as Tempe, Arizona, charge users a fee: others, such as Philadelphia, Boston, and Cambridge, plan to provide high-speed wireless Internet access free of charge. In an interview on PBS's Nightly News Hour in November 2005, Philadelphia mayor John Street spoke of the link between Internet access and educational achievement:

Philadelphia will allow low-income families, families that are on the cusp of their financial capacity, to be able to be fully and completely connected. We believe that our public school children should be--their families have to be connected or else they will fall behind, and, in many cases, never catch up.

Philadelphia's Emergency People's Shelter (EPS) is ahead of the curve; the nonprofit group's free network access serves shelter residents and the surrounding neighborhood. Gloria Guard of EPS said,

What we realized is if we can't get computers into the homes of our constituents and our neighbors and of this neighborhood, there are children in those households who will not be able to keep up in the marketplace. They won't be able to keep up with their schoolmates. They won't be able to even apply for college. We thought it was really important to get computer skills and connection to the Internet into as many homes as possible

However, simply passing out technology is not enough. Expanding access to computers will help bridge some of the gaps between digital haves and have nots, but only in a context in which free wi-fi is coupled with new educational initiatives to help youth and adults learn how to use those tools effectively.

Throughout the 1990s, the country focused enormous energy in combating the digital divide in technological access. The efforts have ensured that most American youth have at least minimal access to networked computers at school or in public libraries. However, as a 2005 report on children's online experience in the United Kingdom concluded:

No longer are children and young people only or even mainly divided by those with or without access, though 'access' is a moving target in terms of speed, location, quality and support, and inequalities in access do persist. Increasingly, children and young people are divided into those for whom the Internet is an increasingly rich, diverse, engaging and stimulating resource of growing importance in their lives and those for whom it remains a narrow, unengaging, if occasionally useful, resource of rather less significance

What a person can accomplish with an outdated machine in a public library with mandatory filtering software and no opportunity for storage or transmission pales in comparison to what person can accomplish with a home computer with unfettered Internet access, high bandwidth, and continuous connectivity. (Current legislation to block access to social networking software in schools and public libraries will further widen the participation gap.) The school system's inability to close this participation gap has negative consequences for everyone involved. On the one hand, those youth who are most advanced in media literacies are often stripped of their technologies and robbed of their best techniques for learning in an effort to ensure a uniform experience for all in the classroom. On the other hand, many youth who have had no exposure to these new kinds of participatory cultures outside school find themselves struggling to keep up with their peers.

Wartella, O'Keefe, and Scantlin reached a similar conclusion:

Closing the digital divide will depend less on technology and more on providing the skills and content that is most beneficial....Children who have access to home computers demonstrate more positive attitudes towards computers, show more enthusiasm and report more enthusiasm and ease when using computers than those who do not.

More often than not, those youth who have developed the most comfort with the online world are the ones who dominate classroom use of computers, pushing aside less technically skilled classmates. We would be wrong, however, to see this as a simple binary: youth who have technological access and those who do not. Wartella and coauthors note, for example, that game systems make their way into a growing number of working-class homes, even if laptops and personal computers do not. Working-class youth may have access to some of the benefits of play described here, but they may still lack the ability to produce and distribute their own media.

In a 2005 report prepared for the MacArthur Foundation, Lyman finds that children's experiences online are shaped by a range of social factors, including class, age, gender, race, nationality, and point of access. He notes, for example, that middle-class youth are more likely to rely on resources and assistance from peers and family within their own homes, and thus seem more autonomous at school than working-class children, who must often rely more heavily on teachers and peers to make up for a lack of experience at home. The middle-class children thus seem "naturally" superior in their use of technology, further amplifying their own self-confidence in their knowledge.

Historically, those youth who had access to books or classical recordings in their homes, whose parents took them to concerts or museums, or who engaged in dinner conversation developed, almost without conscious consideration, skills that helped them perform well in school. Those experiences, which were widespread among the middle class and rare among the working class, became a kind of class distinction, which shaped how teachers perceived students. These new forms of cultural participation may be playing a similar role. These activities shape what skills and knowledge students bring into the classroom, and in this fashion determine how teachers and peers perceive these students. Castells tells us about youth who are excluded from these experiences:

"Increasingly, as computer use is ever less a lifestyle option, ever more an everyday necessity, inability to use computers or find information on the web is a matter of stigma, of social exclusion; revealing not only changing social norms but also the growing centrality of computers to work, education and politics"

Writing on how contemporary industry values our "portfolios" as much as our knowledge, Gee suggests that what gives elite teens their head start is their capacity to:

pick up a variety of experiences (e.g., the "right" sort of summer camps, travel, and special activities), skills (not just school-based skills, but a wide variety of interactional, aesthetic, and technological skills), and achievements (honors, awards, projects) in terms of which they can help to define themselves as worthy of admission to elite educational institutions and worthy of professional success later in life".

They become adept at identifying opportunities for leadership and accomplishment; they adjust quickly to new situations, embrace new roles and goals, and interact with people of diverse backgrounds. Even if these opportunities are not formally valued by our educational institutions or listed on one's resume when applying for a job, the skills and self confidence gathered by moving across all of these online communities surely manifest themselves in other ways, offering yet another leg up to youth on one side and another disadvantage to youth on the opposite side of the participation gap.

The Transparency Problem

Although youth are becoming more adept at using media as resources (for creative expression, research, social life, etc.), they often are limited in their ability to examine the media themselves. Turkle was among the first to call attention to this transparency problem:

Games such as SimLife teach players to think in an active way about complex phenomena (some of them 'real life,' some of them not) as dynamic, evolving systems. But they also encourage people to get used to manipulating a system whose core assumptions they do not see and which may or may not be 'true'.

Not everyone agrees. In an essay on the game Sim City, Friedman contends that game players seek to identify and exploit the rules of the system in order to beat the game. The antagonistic relationship between player and game designer means that game players may be more suspicious of the rules structuring their experiences than are the consumers of many other kinds of media. Conversations about games expose flaws in games' construction, which may also lead to questions about their governing assumptions. Subsequent games have, in fact, allowed players to reprogram the core models. One might argue, however, that there is a difference between trying to master the rules of the game and recognizing the ways those rules structure our perception of reality. It may be much easier to see what is in the game than to recognize what the game leaves out.

This issue of transparency crops up regularly in the first wave of field reports on the pedagogical use of games. Shrier developed a location-specific game for teaching American history, which was played in Lexington, Massachusetts; her game was designed to encourage reflection on competing and contradictory accounts of who fired the first shot of the American Revolution. The project asked students to experience the ways historians interpret evidence and evaluate competing truths. Such debates emerged spontaneously around the game-play experience. Yet Shrier was surprised by another phenomenon, the young people took the game's representation of historical evidence at face value, acting as if all of the information in the game was authentic.

Shrier offers several possible explanations for this transparency problem, ranging from the legacy of textbook publishing, where instructional materials did not encourage users to question their structuring or their interpretation of the data, to the tendency to "suspend our disbelief" in order to have a more immersive play experience. Squire found similar patterns when he sought to integrate the commercial game, Civilization III, into world history classes. Students were adept at formulating "what if" hypotheses, which they tested through their game play. Yet, they lacked a vocabulary to critique how the game itself constructed history, and they had difficulty imagining how other games might represent the same historical processes in different terms. In both cases, students were learning how to read information from and through games, but they were not yet learning how to read games as texts, constructed with their own aesthetic norms, genre conventions, ideological biases, and codes of representation. These findings suggest the importance of coupling the pedagogical use of new media technologies with a greater focus on media literacy education.

These concerns about the transparency of games, even when used in instructional contexts, are closely related to concerns about how young people (or indeed, any of us) assess the quality of information we receive. As Hobbs has suggested, "Determining the truth value of information has become increasingly difficult in an age of increasing diversity and ease of access to information." More recent work by the Harvard Good Works Project has found that issues of format and design are often more important than issues of content in determining how much credibility young people attach to the content of a particular website. This research suggests some tendency to read "professional" sites as more credible than "amateur" produced materials, although students lack a well developed set of standards for distinguishing between the two. In her recent book, The Internet Playground, Seiter expresses concern that young people were finding it increasingly difficult to separate commercial from noncommercial content in online environments: "The Internet is more like a mall than a library; it resembles a gigantic public relations collection more than it does an archive of scholars" .

Increasingly, content comes to us already branded, already shaped through an economics of sponsorship, if not overt advertising. We do not know how much these commercial interests influence what we see and what we don't see. Commercial interests even shape the order of listings on search engines in ways that are often invisible to those who use them. Increasingly, opportunities to participate online are branded such that even when young people produce and share their own media, they do so under terms set by commercial interests. Children, Seiter found, often had trouble identifying advertising practices in the popular Neopets site, in part because the product references were so integrated into the game. The children were used to a world where commercials stood apart from the entertainment content and equated branding with banner advertisements. This is where the transparency issue becomes especially dangerous. Seiter concludes, "The World Wide Web is a more aggressive and stealthy marketeer to children than television ever was, and children need as much information about its business practices as teachers and parents can give them". Children need a safe space within which they can master the skills they need as citizens and consumers, as they learn to parse through messages from self-interested parties and separate fact from falsehood as they begin to experiment with new forms of creative expression and community participation.

The Ethics Challenge

In Making Good: How Young People Cope with Moral Dilemmas at Work, Fischman and coauthors discuss how young journalists learn the ethical norms that will define their future professional practice. These writers, they find, acquired their skills most often by writing for high school newspapers. For the most part, the authors suggest, student journalists worked in highly cohesive and insulated settings. Their work was supervised, for better or worse, by a range of adult authorities, some interested in promoting the qualities of good journalism, some concerned with protecting the reputation of the school. Their work was free of commercial constraints and sheltered from outside exposure. The ethical norms and professional practices they were acquiring were well understood by the adults around them.

Now, consider how few of those qualities might be applied to the emerging participatory cultures. In a world in which the line between consumers and producers is blurring, young people are finding themselves in situations that no one would have anticipated a decade or two ago. Their writing is much more open to the public and can have more far-reaching consequences. The young people are creating new modes of expression that are poorly understood by adults, and as a result they receive little to no guidance or supervision. The ethical implications of these emerging practices are fuzzy and ill-defined. Young people are discovering that information they put online to share with their friends can bring unwelcome attention from strangers.

In professional contexts, professional organizations are the watchdog of ethical norms. Yet in more casual settings, there is seldom a watchdog. No established set of ethical guidelines shapes the actions of bloggers and podcasters, for example. How should teens decide what they should or should not post about themselves or their friends on Live Journal or MySpace? Different online communities have their own norms about what information should remain within the group and what can be circulated more broadly, and many sites depend on self-disclosure to police whether the participants are children or adults. Yet, many young people seem willing to lie to access those communities.

Ethics become much murkier in game spaces, where identities are assumed and actions are fictive, designed to allow broader rein to explore darker fantasies. That said, unwritten and often imperfectly shared norms exist about acceptable or unacceptable conduct. Essays, such as Julian Dibbel's "A Rape in Cyberspace", Henry Jenkins's "Playing Politics in Alphaville", and Always-black's "Bow Nigger" offer reminders that participants in these worlds understand the same experiences in very different terms and follow different ethical norms as they face off against each other.

In Making Good, Fischman and coauthors found that high school journalists felt constrained by the strong social ties in their high school, unwilling to publish some articles they believed would be received negatively by their peers or that might disrupt the social dynamics of their society. What constraints, if any, apply to in online realms? Do young people feel that same level of investment in their gaming guilds or their fan communities? Or does the ability to mask one's identity or move from one community to another mean there are less immediate consequences for antisocial behavior?

One important goal of media education should be to encourage young people to become more reflective about the ethical choices they make as participants and communicators and the impact they have on others. We may, in the short run, have to accept that cyberspace's ethical norms are in flux: we are taking part in a prolonged experiment in what happens when one lowers the barriers of entry into a communication landscape. For the present moment, asking and working through questions of ethical practices may be more valuable than the answers produced because the process will help everyone to recognize and articulate the different assumptions that guide their behavior.

As we think about meaningful pedagogical intervention, we must keep in mind three core concerns:

• How do we ensure that every child has access to the skills and experiences needed to become a full participant in the social, cultural, economic, and political future of our society?

• How do we ensure that every child has the ability to articulate his or her understanding of how media shapes perceptions of the world?

• How do we ensure that every child has been socialized into the emerging ethical standards that should shape their practices as media makers and as participants in online communities?

To address these challenges, we must rethink which core skills and competencies we want our children to acquire in their learning experiences. The new participatory culture places new emphasis on familiar skills that have long been central to American education; it also requires teachers to pay greater attention to the social skills and cultural competencies that are emerging in the new media landscape. In the next sections, we provide a framework for thinking about the type of learning that should occur if we are to address the participation gap, the transparency problem, and the ethics challenges.

Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part One)

I spent Thursday in New York speaking on a panel with the University of Chicago's Nicole Pinkard and the University of Southern California's Mimi Ito as part of the public launch of the MacArthur Foundation's exciting slate of new initiatives in the area of youth, learning, and digital media. People interested in understanding the full context of this initiative should keep an eye on the Foundation's new blog. The event was simulcast on Second Life and on Teen Second Life. henry%20in%20second%20life.jpg

This is the context in which we have been pursuing our own Project nml (New Media Literacies) initiatives which I have been discussing from time to time in this blog. The New York City press event was the launching point for a white paper which I wrote for MacArthur identifying what we see as the key social skills and cultural competencies which young people need to be full participants in convergence culture. In Convergence Culture, I devote one chapter to thinking about the impact of participatory culture on our current understandings of education. Here I -- and my collaborators Ravi Purushotma, Margaret Weigel, Katherine Clinton, and Alice J. Robison -- have been able to dig much deeper into the pedagogical implications of the world I discuss in the book as well as to lay out some of the key insights from contemporary research on informal learning, games-based pedagogy, online communities, and participatory culture.

My hope is that this white paper will spark conversations among educators at all levels -- in schools and in after school programs, in public institutions, and in churches and other community centers -- about how we need to change our practices to reflect the new ways that young people are engaging with the world around them.

In hopes of sparking such a conversation, I am publishing the white paper in installments through my blog. This first installment sets the stage, describing some of the challenges and opportunities participatory culture represents in the lives of our young people.

For those of you who are impatient and want to read the whole report at once, you can download it here.

The Needed Skills in the New Media Culture

"If it were possible to define generally the mission of education, it could be said that its fundamental purpose is to ensure that all students benefit from learning in ways that allow them to participate fully in public, community, [Creative] and economic life."

-- New London Group

Ashley Richardson was a middle-schooler when she ran for president of Alphaville. She wanted to control a government that had more than 100 volunteer workers and that made policies that affected thousands of people. She debated her opponent on National Public Radio. She found herself in the center of a debate about the nature of citizenship, about how to ensure honest elections, and about the future of democracy in a digital age. Alphaville is the largest city in the popular multiplayer game, The Sims Online.

Heather Lawver was 14 years old. She wanted to help other young people improve their reading and writing skills. She established an online publication with a staff of more than 100 people across the world. Her project was embraced by teachers and integrated into their curriculum. She emerged as an important spokesperson in a national debate about intellectual property. The website Lawver created was a school newspaper for the fictional Hogwarts, the location for the popular Harry Potter books.

Blake Ross was 14 years old when he was hired for a summer internship at Netscape. By that point, he already had developed computer programming skills and published his own website. Frustrated by many of the corporate decisions made at Netscape, Ross decided to design his own web browser. Through the joint participation of thousands of other volunteer youth and adults working on his project worldwide, the Firefox web browser was born. Today, Firefox enjoys more than 60 times as many users as Netscape Navigator. By age 19, Ross had the venture capital needed to launch his own start-up company. His interest in computing was sparked by playing the popular video game, Sim City.

Josh Meeter was about to graduate from high school when he completed the claymation animation for Awards Showdown, which subsequent was widely circulated on the web. Meeter negotiated with composer John Williams for the rights to use excerpts from his film scores. By networking, he was able to convince Stephen Spielberg to watch the film, and it was later featured on the Spielberg's Dreamworks website. Meeter is now starting work on his first feature film.

Richardson, Lawver, Ross, and Meeter are the future politicians, activists, educators, writers, entrepreneurs, and media makers. The skills they acquired--learning how to campaign and govern; how to read, write, edit, and defend civil liberties; how to program computers and run a business; how to make a movie and get it distributed--are the kinds of skills we might hope our best schools would teach. Yet, none of these activities took place in schools. Indeed, many of these youth were frustrated with school; some dropped out and others chose to graduate early. They developed much of the skill and knowledge through their participation in the informal learning communities of fans and gamers.

Richardson, Lawver, Ross, and Meeter are exceptional individuals. In any given period, exceptional individuals will break all the rules and enjoy off-the-charts success--even at surprisingly young ages. But, Richardson, Lawver, Ross, and Meeter are perhaps less exceptional than one might at first imagine.

According to a 2005 study conducted by the Pew Internet and American Life project, more than one-half of all American teens--and 57 percent of teens who use the Internet--could be considered media creators. For the purpose of the study, a media creator is someone who created a blog or webpage, posted original artwork, photography, stories or videos online or remixed online content into their own new creations. Most have done two or more of these activities. One-third of teens share what they create online with others, 22 percent have their own websites, 19 percent blog, and 19 percent remix online content.

Contrary to popular stereotypes, these activities are not restricted to white suburban males. In fact, urban youth (40 percent) are somewhat more likely than their suburban (28 percent) or rural (38 percent) counterparts to be media creators. Girls aged 15-17 (27 percent) are more likely than boys their age (17 percent) to be involved with blogging or other social activities online. The Pew researchers found no significant differences in participation by race-ethnicity.

If anything, the Pew study undercounts the number of American young people who are embracing the new participatory culture. The Pew study did not consider newer forms of expression, such as podcasting, game modding or machinima. Nor did it count other forms of creative expression and appropriation, such as music sampling in the hip hop community. These forms are highly technological but use other tools and tap other networks for their production and distribution. The study does not include even more widespread practices, such as computer or video gaming, that can require an extensive focus on constructing and performing as fictional personas. Our focus here is not on individual accomplishment but rather the emergence of a cultural context that supports widespread participation in the production and distribution of media.

Enabling Participation

"While to adults the Internet primarily means the world wide web, for children it means email, chat, games-- and here they are already content producers. Too often neglected, except as a source of risk, these communication and entertainment focused activities, by contrast with the information-focused uses at the centre of public and policy agendas, are driving emerging media literacy. Through such uses, children are most engaged-- multi-tasking, becoming proficient at navigation and manoeuvre so as to win, judging their participation and that of others, etc.... In terms of personal development, identity, expression and their social consequences-- participation, social capital, civic culture- these are the activities that serve to network today's younger generation." -- Sonia Livingstone.

Participatory Culture

For the moment, let's define participatory culture as one:

1. With relatively low barriers to artistic expression and civic engagement

2. With strong support for creating and sharing one's creations with others

3. With some type of informal mentorship whereby what is known by the most experienced is passed along to novices

4. Where members believe that their contributions matter

5. Where members feel some degree of social connection with one another (at the least they care what other people think about what they have created).

Not every member must contribute, but all must believe they are free to contribute when ready and that what they contribute will be appropriately valued.

In such a world, many will only dabble, some will dig deeper, and still others will master the skills that are most valued within the community. The community itself, however, provides strong incentives for creative expression and active participation. Historically, we have valued creative writing or art classes because they help to identify and train future writers and artists, but also because the creative process is valuable on its own; every child deserves the chance to express him- or herself through words, sounds, and images, even if most will never write, perform, or draw professionally. Having these experiences, we believe, changes the way youth think about themselves and alters the way they look at work created by others.

Most public policy discussion of new media have centered on technologies--tools and their affordances. The computer is discussed as a magic black box with the potential to create a learning revolution (in the positive version) or a black hole that consumes resources that might better be devoted to traditional classroom activities (in the more critical version). Yet, as the quote above suggests, media operate in specific cultural and institutional contexts that determine how and why they are used. We may never know whether a tree makes a sound when it falls in a forest with no one around. But clearly, a computer does nothing in the absence of a user. The computer does not operate in a vacuum. Injecting digital technologies into the classroom necessarily affects our relationship with every other communications technology, changing how we feel about what can or should be done with pencils and paper, chalk and blackboard, books, films, and recordings.

Rather than dealing with each technology in isolation, we would do better to take an ecological approach, thinking about the interrelationship among all of these different communication technologies, the cultural communities that grow up around them, and the activities they support. Media systems consist of communication technologies and the social, cultural, legal, political, and economic institutions, practices, and protocols that shape and surround them. The same task can be performed with a range of different technologies, and the same technology can be deployed toward a variety of different ends. Some tasks may be easier with some technologies than with others, and thus the introduction of a new technology may inspire certain uses. Yet, these activities become widespread only if the culture also supports them, if they fill recurring needs at a particular historical juncture. It matters what tools are available to a culture, but it matters more what that culture chooses to do with those tools.

That is why we focus in this paper on the concept of participatory cultures rather than on interactive technologies. Interactivity is a property of the technology, while participation is a property of culture. Participatory culture is emerging as the culture absorbs and responds to the explosion of new media technologies that make it possible for average consumers to archive, annotate, appropriate, and recirculate media content in powerful new ways. A focus on expanding access to new technologies carries us only so far if we do not also foster the skills and cultural knowledge necessary to deploy those tools toward our own ends.

We are using participation as a term that cuts across educational practices, creative processes, community life, and democratic citizenship. Our goals should be to encourage youth to develop the skills, knowledge, ethical frameworks, and self-confidence needed to be full participants in contemporary culture. Many young people are already part of this process through:

Affiliations -- memberships, formal and informal, in online communities centered around various forms of media, such as Friendster, Facebook, message boards, metagaming, game clans, or MySpace).

Expressions -- producing new creative forms, such as digital sampling, skinning and modding, fan videomaking, fan fiction writing, zines, mash-ups).

Collaborative Problem-solving -- working together in teams, formal and informal, to complete tasks and develop new knowledge (such as through Wikipedia, alternative reality gaming, spoiling).

Circulations -- Shaping the flow of media (such as podcasting, blogging)

The MacArthur Foundation has launched an ambitious effort to document these activities and the roles they play in young people's lives. We do not want to preempt or duplicate that effort here. For the moment, it is sufficient to argue that each of these activities contains opportunities for learning, creative expression, civic engagement, political empowerment, and economic advancement.

Through these various forms of participatory culture, young people are acquiring skills that will serve them well in the future. Participatory culture is reworking the rules by which school, cultural expression, civic life, and work operate. A growing body of work has focused on the value of participatory culture and its long-term impact on children's understanding of themselves and the world around them.

Affinity Spaces

Many have argued that these new participatory cultures represent ideal learning environments. James Paul Gee calls such informal learning cultures "affinity spaces," asking why people learn more, participate more actively, engage more deeply with popular culture than they do with the contents of their textbooks. Affinity spaces offer powerful opportunities for learning, Gee argues, because they are sustained by common endeavors that bridge differences in age, class, race, gender, and educational level, and because people can participate in various ways according to their skills and interests, because they depend on peer-to-peer teaching with each participant constantly motivated to acquire new knowledge or refine their existing skills, and because they allow each participant to feel like an expert while tapping the expertise of others. For example, Rebecca Black finds that the "beta-reading" (or editorial feedback) provided by online fan communities helps contributors grow as writers, mastering not only the basic building blocks of sentence construction and narrative structure, but also pushing them to be close readers of the works that inspire them. Participants in the beta-reading process learn both by receiving feedback on their own work and by giving feedback to others, creating an ideal peer-to-peer learning community.

Affinity spaces are distinct from formal educational systems in several ways. While formal education is often conservative, the informal learning within popular culture is often experimental. While formal education is static, the informal learning within popular culture is innovative. The structures that sustain informal learning are more provisional, those supporting formal education are more institutional. Informal learning communities can evolve to respond to short-term needs and temporary interests, whereas the institutions supporting public education have remained little changed despite decades of school reform. Informal learning communities are ad hoc and localized; formal educational communities are bureaucratic and increasingly national in scope. We can move in and out of informal learning communities if they fail to meet our needs; we enjoy no such mobility in our relations to formal education.

Affinity spaces are also highly generative environments, from which new aesthetic experiments and innovations emerge Andrew Blau's 2005 report on The Future of Independent Media argued that this kind of grassroots creativity was an important engine of cultural transformation:

The media landscape will be reshaped by the bottom-up energy of media created by amateurs and hobbyists as a matter of course. This bottom up energy will generate enormous creativity, but it will also tear apart some of the categories that organize the lives and work of media makers...A new generation of media-makers and viewers are emerging which could lead to a sea change in how media is made and consumed.

Blau's report celebrates a world in which everyone has access to the means of creative expression and the networks supporting artistic distribution. The Pew study suggests something more: young people who create and circulate their own media are more likely to respect the intellectual property rights of others because they feel a greater stake in the cultural economy. Both reports suggest we are moving away from a world in which some produce and many consume media, toward one in which everyone has a more active stake in the culture that is produced.

David Buckingham argues that young people's lack of interest in news and their disconnection from politics reflects their perception of disempowerment.

"By and large, young people are not defined by society as political subjects, let alone as political agents. Even in the areas of social life that affect and concern them to a much greater extent than adults--most notably education--political debate is conducted almost entirely 'over their heads'"

Politics, as constructed by the news, becomes a spectator sport, something we watch but do not do. Yet, the new participatory culture offers many opportunities for youth to engage in civic debates, to participate in community life, to become political leaders, even if sometimes only through the "second lives" offered by massively multiplayer games or online fan communities.

Empowerment comes from making meaningful decisions within a real civic context: we learn the skills of citizenship by becoming political actors and gradually coming to understand the choices we make in political terms. Today's children learn through play the skills they will apply to more serious tasks later. The challenge is how to connect decisions in the context of our everyday lives with the decisions made at local, state, or national levels. The step from watching television news and acting politically seems greater than the transition from being a political actor in a game world to acting politically in the "real world."

Participating in these affinity spaces also has economic implications. We suspect that young people who spend more time playing within these new media environments will feel greater comfort interacting with one another via electronic channels, will have greater fluidity in navigating information landscapes, will be better able to multitask and make rapid decisions about the quality of information they are receiving, and will be able to collaborate better with people from diverse cultural backgrounds. These claims are borne out by research conducted by Beck and Wade into the ways that early game play experiences affect subsequent work habits and professional activities. Beck and Wade conclude that gamers were more open to taking risks and engaging in competition but also more open to collaborating with others and more willing to revise earlier assumptions.

This focus on the value of participating within the new media culture stands in striking contrast to recent reports from the Kaiser Family Foundation that have bemoaned the amount of time young people spend on "screen media." The Kaiser reports collapse a range of different media consumption and production activities into the general category of "screen time" without reflecting very deeply on the different degrees of social connectivity, creativity, and learning involved. We do not mean to dismiss the very real concerns they raise: that mediated experience may squeeze out time for other learning activities; that contemporary children often lack access to real world play spaces, with adverse health consequences, that adults may inadequately supervise and interact with children about the media they consume (and produce); or concerns about the moral values and commercialization in much contemporary entertainment. Yet, the focus on negative effects of media consumption offers an incomplete picture. These accounts do not appropriately value the skills and knowledge young people are gaining through their involvement with new media, and as a consequence, they may mislead us about the roles teachers and parents should play in helping children learn and grow.

Fan Fiction as Critical Commentary

This has been my week for dealing with law professors -- having engaged in a conversation with Yale Law Professor Yochai Benkler last week at the MIT Communications Forum, I was pleased to find a review of Convergence Culture over at the blog of the University of Chicago Law School written by Randy Picker. The first and second parts of the review mostly provide a detailed, accurate, and positive summary of the key points from the book, targeting those passages which may be particularly relevant to people interested in the legal implications of participatory culture. The last segment, not surprisingly, gets into the book's discussion of fandom and intellectual property law. I thought I would use my post today to respond to a few of Picker's key points there. Now let's be clear that I am no expert on the law. My wife happens to have a law degree from the University of Wisconsin and we both take some interest in developments in the area of intellectual property law and regulation of free speech. I suspect I know more than most laymen about these matters as they impact fan culture and the other sites of grassroots participation I have written about. But I would be a fool to try to debate the fine points of the law with a scholar of Picker's stature.

Fan FIction and Fair Use

Picker writes:

Jenkins pushes (p.190) for a reformulation of fair use "to legitimate grassroots, not-for-profit circulation of critical essays, and stories that comment on the content of mass media." But he clearly wants more, as he recognizes that most fans aren't that interested in producing work that the law is most likely to protect (parody or critical commentary of the sort seen in The Wind Done Gone), but who want instead to write about Ron and Hermione kissing.

Let me spell out a little more precisely what I argue on page 190 in the book:

Nobody is sure whether fan fiction falls under current fair-use protections. Current copyright law simply doesn't have a category for dealing with amateur creative expression. Where there has been a public interest factored into the legal definition of fair use -- such as the desire to protect the rights of libraries to circulate books or journalists to quote or academics to cite other researchers -- it has been advanced in terms of legitimated classes of users and not a generalized public right to cultural participation. Our current notion of fair use is an artifact of an era when few people had access to the market place of ideas and those who did fell into certain professional classes. It sure demands close reconsideration as we develop technologies that broaden who may produce and circulate cultural materials. Judges know what to do with people who have professional interests in the production and distribution of culture; they don't know what to do with amateurs or people they deem to be amateurs.

For me, the phrase, the public right to cultural participation is a key concept underlying the book's discussion. If I had my way, the right to participate would become as important a legal doctrine for the 21st century as the right to privacy as been in the late 20th century. I argue elsewhere in the book that a right to participate might be abstracted from the combined rights listed in the First Amendment and the right to participate would include the right to respond meaningfully to core materials of your culture. In that sense, I might go beyond our current understanding of fair use.

But a key point here is that I regard all or at least most fan fiction to involve some form of criticism of the original texts upon which it is based -- criticism as in interpretation and commentary if not necessary criticism as in negative statements made about them. Not being a legal scholar, I have had trouble producing a more precise definition of what constitutes critical commentary for the purposes of Fair Use. I'd be curious if any reader could provide a workable one for the purposes of this discussion.

For the moment, I am relying on my understanding as someone who is in the criticism business. I reviewed a number of guides for critical essays written at writing centers at major universities. What they seem to have in common is the following: a critical essay puts forth an interpretation of the work in question, one which includes debatable propositions which are in turn supported by the mobilization of some kind of evidence -- either internal (from the work itself) or external (from secondary texts which circulate around the work). All of them make clear that critical commentary may, in fact, embrace the ideas included in the original work as well as take issue with them.

Hand Holding, Snogging, and Critical Commentary

My discussion of critical commentary in the book continues:

One paradoxical result [of current copyright law] is that works that are hostile to the original creators and thus can be read more explicitly as making critiques of the source material may have greater freedom from copyright enforcement than works that embrace the ideas behind the original work and simply seek to extend them in new directions. A story where Harry and the other students rise up to overthrow Dumbledore because of his paternalistic policies is apt to be recognized by a judge as political speech and parody, whereas a work that imagines Ron and Hermione going on a date may be so close to the original that its status as criticism is less clear and is apt to be read as an infringement.

So, yes, I am concerned about stories where the characters hold hands or snog and not simply those where same sex couples end up in bed together or when the story is told from the perspective of He Who Must Not Be Named. This goes to the very nature of fan culture: fans write stories because they want to share insights they have into the characters, their relationships, and their worlds; they write stories because they want to entertain alternative interpretations or examine new possibilities which would otherwise not get expressed through the canonical material. These interpretations are debatable -- indeed, fans spend a great deal of time debating the alternative interpretations of the characters which appear in their stories.

Fan stories are in no simple sense just "extensions" or "continuations" or "extra episodes" of the original series. Unlike the model critical essays discussed by the various university writing centers, the insights about the work get expressed not through nonfictional argumentation but rather through the construction of new stories. Just as a literary essay uses text to respond to text, fan fiction uses fiction to respond to fiction. That said, it is not hard to find all kinds of argumentation about interpretation woven through most fan produced stories. A good fan story references key events or bits of dialogue to support its particular interpretation of the character's motives and actions. There are certainly bad stories that don't dig particular deeply into the characters or which fall back on fairly banal interpretations, but the last time I looked, fair use gets defined in functional terms (what is the writer trying to do) and not aesthetic terms (what they produce is good or bad artistically). Fan fiction extrapolates more broadly beyond what is explicitly stated in the text than do most conventional critical essays and may include the active appropriation and transformation of the characters as presented but even here, I would argue that the point of situating the characters in a different historical context, say, or in another genre is to show what makes these characters tick and how they might well remain the same (or be radically different) if they operated in another time and place. Fan fiction is speculative but that does not mean that it is not at its core interpretative.

Elsewhere, I have argued that fan fiction emerges from a balance between fascination and frustration. If the original work did not fascinate fans, they would not continue to engage with it. If it did not frustrate them in some level, they would feel no need to write new stories -- even if the frustration comes from an inadequate amount of material. In most cases, the frustration takes the form of something they would change in the original -- a secondary character who needs more development, a plot element that is underexplored, an ideological contradiction that needs to be debated. And in that sense, fan fiction is often critical of the original in the looser sense that it expresses some concern about the story it tell.

Commercial Competition

As Picker notes, I do acknowledge the rights of creative industries to protect themselves against commercial competitors even as I would argue for a broader definition of fair use for amateur media makers who circulate their works for free. As I note in the book,

Under the current system, because other companies know how far they can push and are reluctant to sue each other, they often have greater latitude to appropriate and transform media content than amateurs, who do not know their rights and have little legal means to defend them even if they did.

In so far as they impact fan fiction, the studio's intellectual property "rights" are the product of intimidation and chilling effects and not based in any real legal doctrine; so far there is no case law which speaks directly to the fair use or parody status of fan fiction. Unfortunately, so far, the various public interest law organizations, including the Electronic Frontier Foundation, have been more willing to protect the rights of Napster to facilitate illegal downloads than the rights of fans to publish stories which comment critically on the characters of Harry Potter. And a teenager confronted with a threat from a major studio that could bankrupt their family tends to fold rather than seek legal counsel.

My distinction between commercial competitors and amateur cultural production leads Picker to make the following observations:

Jenkins asserts that IP holders attempt to use IP rights to control authoritativeness. I think that is probably right, but authoritativeness is much more organically tied to the author herself. So I don't think that Jenkins provides any examples of fans hijacking the canon from the author. This is almost a question of market share. In a world without fan fiction, Rowling had a 100% share in the Harry Potter creation market. With fan fiction, her share is smaller, but I suspect that it is still in the high 90s. This isn't about sheer number of words written--fans could quickly surpass an original author--but more about reading share and mindshare. Every fan will read HP VII, but what fraction of those has read whatever is the leading non-official Potter text?

Actually, I wouldn't read this simply in terms of market share. It is almost certainly true that the commercial text will outdraw any texts fans are going to be able to produce. Moreover, anyone reading the fan text is in almost every case going to end up reading the commercial inspiration for that work -- after the fact if not before. The fan work depends on a reader with at least some superficial familiarity with the original and one could argue that fan texts may extend the shelf life of the original by generating new generations of readers.

Canon and Fanon

But again, it doesn't stop there: I would suggest that most fans take the "canon," that is, the official texts (in almost every instance) provide the base line for the conversation. The author makes a statement about the characters; the fan writer proposes alternative interpretations of the characters. That's why fans draw a distinction between canon (the original text) and fanon (the works produced by other fans which may or may not be constraining on subsequent interpretations).

There are instances where fans reject canon but it is most often in cases where subsequent developments in the series go against what fans took to be something foundational to their experience of the program. Fans reject canon when canonical authors contradict themselves or violate the spirit of their contract with the readers. I discuss one such instance in my earlier book, Textual Poachers, around the series, Beauty and the Beast, where plot developments tarnished aspects of the series which fans had been taught were sacred in earlier episodes and were rejected by a sizable section of fandom. The value which fans place on canon has to do with the moral economy that emerges around the series and only holds when the producer plays fair with her readers.

My concern is not just that the original texts exert a certain authority over fans. It is that the producers use that authority to police fan interpretations, normalizing some and marginalizing others. In the book, for example, I discuss the ways that Lucas's official Star Wars film contest adopts seemingly neutral rules which a) only grant to fans those rights it would be most difficult for the company to restrict -- the right to make parodies or documentaries and b) have the effect of making the works of male fans highly visible while pushing the work of female fans underground.

Picker continues:

IP matters here in the sense that if commercial competitors could write Harry Potter stories, a non-Rowlings text might do well. A commercial house would engage a professional writer and could put its marketing muscle behind the story. That would look a lot like Lucasfilm with its sixty best sellers, except that we would have more competitors. But I don't think that copyright is driving control over the canon against fans. The fan texts would have to achieve greater mindshare to become canonical.

It is possible to imagine a commercial competitor producing a text which generates a good share of the market -- especially given, as Picker notes, the likelihood of aggressive marketing but also given the possibility that the competitor really did their homework and were more willing to provide fans with what they wanted. But the new text might still not be read as canon, would be judged against the original, and would likely be perceived as a rip-off which tarnished rather than enhanced the experience of the series. One should not under-estimate the degree of loyalty fans will feel towards original creators or their desire to see themselves as protecting the integrity of favored works. There would be very few works produced by commercial competitors which would carry the same cultural authority whatever their commercial fates may be.

Picker continues:

When we don't observe licensing to extend the story, it seems unlikely that fan fiction competes with the authoritative texts or with licensing opportunities in adjacent markets. So Rowling licenses for movies, but she isn't building--yet--the Harry Potter Extended Universe. Lucasfilm has done exactly that, and, in that context, fan fiction may compete with officially licensed versions and represents a missed licensing opportunity

Hmm. My hunch is that in practice, fan fiction rarely decreases the amount of commercial content any given consumer consumes regardless of whether there is commercial content available. When fans get really interested in something, they want to suck in as much information and insight as possible. But I would be hard pressed to know how to prove this. He's right that the more broadly extended the universe becomes, the lower the likelihood that any given fan will consume all of that material. Very few people have consumed every story associated with Star Wars or Star Trek. Yet, this would be true for people who did not read fan fiction as well and I'd wager that the people who read fan fiction are likely to consume more not less of the commercially produced material than fans of the series who do not read fan fiction, just because they have a deeper engagement of the material over all, and because the fan fiction is likely to send them back to the primary text in search of evidence with which they may adjudicate conflicting claims about the characters and their motivations.

Erotic Criticism

He continues:

As Jenkins describes it (p.150), Lucasfilm has been most aggressive in trying to block erotic stories involving the Star Wars characters. (I haven't gone looking but my guess is that if we permute and combine Han/Leia/Luke/Chewie, we can come up with a full-range of variations.) This is like parody in the sense that we think that it is outside of what the author would be willing to agree to, but probably unlike parody as it may not operate as a commentary on the original text. As the parody case makes clear, copyright has been willing to protect as fair use the use that wouldn't be licensed voluntarily.

Again, we come back to a core question I identified earlier: for me, all fan fiction constitutes a form of critical commentary on the original texts and indeed, erotic fiction seems most often interested in providing a critique of the constructions of gender and sexuality found in the original works. This is part of what distinguishes fan erotica from much of the pornography that circulates in our culture: it is not anonymous sex; it uses sex as a vehicle to investigate the psychology of the characters and as such, it may be the form of fan fiction which most clearly comments on the original text. Fan erotica does more than comment on the original text: it clearly has mixed motives but there is very little fan erotica that is not also involved in critical commentary in some form.

This is a fascinating legal discussion -- though as I suggest in the book, I am more apt to put my faith in the short term in companies liberalizing their policies towards fan fiction because it is in their economic interests to do so. We are already seeing this shift happen with very little fanfare. The Powers That Be are recognizing that fans create value by generating greater interest in their works, expanding rather than diminishing the market. I often argue that fans can be seen to appreciate a favorite show in two senses: they like it and they add to its value through their various creative and emotional investments. They do invisible work which is increasingly valued by media producers and as a result, we are seeing studios start to turn a blind eye to fan fiction and in a few cases, actively promote it. This will result in a liberalization of fan fiction in the short run which may or may not help to settle the legal issues in the long term. Can they give us free access to walk across their land for a period of time and then reverse course and start prohibiting access or charging us rent? The law would seem to give us some contradictory messages on this point

"Random Acts of Journalism": Defining Civic Media

I have found myself this week struggling to put together my thoughts on the concept of civic media in light of a series of conversations and encounters I had last week: for one thing, there was the public conversation which the MIT Communications Forum hosted last Thursday between myself and Yochai Benkler (The Wealth of Networks) about how participatory culture was impacting how we access and process news and information. For those who'd like to hear the podcast of that conversation, you can find it here. For another, I listened to the earlier exchange which the Forum hosted involving Dan Gilmore (We The Media), Ellen Foley (The Wisconsin State Journal) and Alex Beam (The Boston Globe) on the rise of citizen journalism and its impact on established newspapers which can be found here. And finally, I got into a series of interesting conversations about the impact of new media on civic engagement as part of the planning process for a new series of books being put together by the MacArthur Foundation on Digital Media and Learning. Across all of these conversations, I found myself returning not to journalism as it has been traditionally defined but to something broader I want to call civic media -- that is, media which contributes to our sense of civic engagement, which strengthens our social ties to our communities -- physical and virtual -- and which reinforces the social contracts which insures core values of a democratic society.

Imagining New Kinds of Imaginary Communities

Newspapers and news broadcasts can certainly play that role and some of the speakers from traditional newspapers at the Forum events made powerful points about the important role that newspapers play at all levels -- from the micropublics of individual neighborhoods up through cities, states, regions, nations, and global cultures -- in forging a sense of connection between and within what Benedict Anderson calls "imagined communities." Anderson's point is that we feel a sense of emotional bond with people who we will never meet in part because media, like newspapers, continually remind us of what we have in common as citizens. Democracy depends not simply on informing citizens but also on creating the feeling that we have a stake in what happens to other members of our community. Such an attitude emerges in part from what the newspaper reports and the rhetorical structures it adopts; it also emerges through the perception of the editor's responsiveness to her readers and the notion that the op-ed page of the paper functions as a shared forum where community members can speak with an expectation of being heard. Part of what may be leaving young readers feeling estranged from traditional journalism is that they feel that these publications do not represent the most important experiences of their lives, do not care about the issues that matter to them, and do not value the kinds of communities which they inhabit. One need only point to the ways that news coverage of issues from games violence to MySpace and DOPA emphasize the adult's concerns but do not report or reflect young people's perspectives.

Players often experience a similar sense of social connection in regard to their guilds, for example, in multiplayer games. There are plenty of players who go on forays on nights when they are too tired to see straight because they don't want to let their virtual neighbors and comrades down. Such games are powerful introductions to civic engagement because they taught young people what it was like to feel empowered, what it was like to feel capable of making a difference within a world, and what it was like to feel a strong set of bonds with others with whom you worked to accomplish common goals. This is something radically different from Robert Putnam's argument that people who go online lack the deep social ties that emerged through traditional community life. Those people who form guilds in multiplayer games can scarcely be described as "bowling alone," to use Putnam's potent metaphor. This is a totally different ballgame. What ever we want to say about what they are doing -- they are doing it together.

Now, many concerned with civic engagement want to know how we could transfer those feelings and experiences from the game world to the "real world." And I am certainly interested in ways we might use games to strengthen ties to local communities. But this approach may discount the social and emotional reality these game worlds have for their players. Journalists and local governments have long seen sports franchises as enhancing community life: Is it any accident that so many multiplayer games are now developing their own local newspapers which report on important event and key figures within these alternative realities? Many young people who do not read the daily paper in their own towns and cities may read such publications and feel a greater sense of civic engagement, What would happen if local newspapers -- that is, traditional print publications -- reported on events which occurred within these game worlds -- as news events -- rather than as trends in the business section or more often, as simple the same old story about video game violence?

Creating the Daily Us

Other forms of participatory culture may foster this kind of civic engagement simply because they welcome our participation and reward our sense of affiliation. Think about wikipedians protecting the integrity and quality of information in the entries they have helped to create. Think about bloggers linking to others with whom they are having ongoing conversations. Think about the various social networks that are emerging at MySpace or Facebook or the kinds of lively and neighborly exchanges that take place on Live Journal. Think about the text message communities that emerge in a world where most people are carrying around mobile phones and using them to maintain recurring if not constant contact with their closest friends throughout the day.

During his remarks at the MIT Communications Forum, Dan Gilmour suggested we move away from thinking of citizen journalists as publishing the "daily me" and think of them as instead publishing the "daily us." I like this phrase because it speaks to a movement within networked culture away from personalized media and towards communal media. This shift is what I mean by civic media.

Think about people recording things they see around them on their phones and transmitting them via Flickr. I would argue for example that it was the availability of photographs by everyday people which circulated outside of official channels which more than anything else highlighted the inefficiencies and inequalities of the Bush administration's response to hurricane Katrina. We read those images differently because they came from people like us than we would receive the more polished images produced by traditional photojournalists. They spoke truths that were much closer to the ground because these phone cameras went places that journalists never bothered to go. Indeed, a small tool of journalists could never be everywhere at once and suck in as many impressions as a large community armed with their own information appliances.

Here, I am struck by Gilmore's phrase, "random acts of journalism." Gilmour is talking about the ways that average citizens may suddenly take on a responsibility of reporting back to their communities something they saw because they happened to be at the right place at the right time and not because they had a professional responsibility to do so. The knowledge they bring back is situated, shaped by their personal stakes and interests in the topic, and thus makes no gesture towards objectivity or indifference, yet for that very reason, we will learn to read it critically -- as a partial and subjective truth, rather than as, ahem, fair and balanced.

Slashers for a More Democratic Society

I am also finding myself thinking about the ways that average people appropriate, transform and recirculate news content -- such as the Photoshop collages which function, like editorial cartoons of the past, to encapsulate complex political debates into evocative composite images, or the use of digital sampling in hip hop music to speak truths to power that might not otherwise circulate within the culture, or the use of video mashups that mix together elements of popular culture and news to express something about the politics of our age.

It is interesting that such mash-ups figured prominently at both of the Communication Forum events: Dan Gilmour shared this fan-made video which borrows some of the rhetoric of slash to signal the close and uncritical relationship between Bush and Blair; and William Uricchio shared this video which uses dialogue and images from V for Vendetta to speak about the politics of terror in the Post-9/11 world.

Neither of these works might be called journalism -- citizen or otherwise. They don't involve reporting and they don't involve the exercise of news judgment. Yet, they depend for their power on the viewer's pre-existing awareness of events in the real world and they offer some powerful new metaphors for comprehending the importance and impact of those events. These videos work because they avoid the rhetoric of traditional politics and appeal to us as fans even as they ask us to act as citizens.

Newspapers in Network Culture

Civic Media doesn't try to displace the work of traditional journalists per se -- though increasingly, the editors and journalists who do their job best remain aware of these other kinds of civic media and use them to draw insights into the communities that they cover. Blogs spring up at those points where there is a public which demands kinds of information that is more likely to be scattered across many different websites than to be found well represented in the local paper. A good editor might well look at what blogs are tapping their information to figure out how to produce more information which will better serve the needs of those various constituencies and communities. These communities may search the planet for the information they want and yet they will return, as several participants at the Forum events suggest, to those sources which reliably provide them with information sources they value.

My colleague, David Thorburn, tried across both forums to get people outraged over the prospect that young people might stop reading newspapers and that print publications might not survive much longer. Yet, in both conversations, participants seemed more concerned about threats to participatory culture than they were about threats to traditional journalism.

I love newspapers and would hate to see them disappear. But I honestly don't think that this is going to happen -- not if journalists learn to respect the new kinds of civic connections which are felt by young people and find ways to tap them through their publications. I don't think we live in a world where blogs and podcasts are going to totally displace newspapers -- print or digital --but rather one where we will have a more complex ecology of information than we have seen before.

Professional journalists have real advantages in such a world because they have different kinds of resources, training, and access to information, because they have more time to devote to data collecting, and because they have built up a reputation -- for better or worse -- over time which allows us to evaluate their performance, unlike the citizen journalist who pops up, delivers information, and disappears again. Yet, participatory culture also brings something to the table -- a more diverse set of expertise and experiences, the ability to disperse responsibility over processing large bits of data (as in the example Benkler likes to use of citizens responding to information about the reliability of electronic voting machines).

More and more, these different forces will be correcting each other: the grassroots will innovate and experiment in ways that commercial media or traditional journalism can not; traditional journalism will monitor those experiments, test their reliability and heighten their visibibility; and yet these grassroots media efforts will also challenge the blinders that the traditional journalists develop as they become too close to some sources and too removed from others.

Who Gets to Participate in Participatory Culture?

I am more concerned by the issue of who gets to participate in an era of participatory culture and who gets excluded. Bill Ivey and Steven J. Tepper raised these questions about participatory media in the May 19 2006 issue of the Chronicle of Higher Education:

Increasingly, those who have the education, skills, financial resources, and time required to navigate the sea of cultural choice will gain access to new cultural opportunities....They will be the pro-ams who network with other serious amateurs and find audiences for their work. They will discover new forms of cultural expression that engage their passions and help them forge their own identities, and will be the curators of their own expressive lives and the mavens who enrich the lives of others....At the same time, those citizens who have fewer resources -- less time, less money, and less knowledge about how to navigate the cultural system -- will increasingly rely on the cultural fare offered to them by consolidated media and entertainment conglomerates...Finding it increasingly difficult to take advantage of the pro-am revolution, such citizens will be trapped on the wrong side of the cultural divide. So technology and economic change are conspiring to create a new cultural elite -- and a new cultural underclass. It is not yet clear what such a cultural divide portends: what its consequences will be for democracy, civility, community, and quality of life. But the emerging picture is deeply troubling. Can America prosper if its citizens experience such different and unequal cultural lives?

This is what I call the participation gap. It is a problem newspapers have faced from the very start -- and speaks to the contrast we see here in Boston between the Boston Globe (which has always been preferred by the educated elites) and the Boston Herald (which has always targeted the working class). The papers cover different content in different language and make different demands on their readers. Unfortunately, newspapers may be losing that battle to serve these different publics as we've seen the consolidation of urban dailies until there is only one paper left per major metropolis and most often, that paper per force aims somewhere in the middle -- no longer serving the expectations of the educated elites and no longer reaching out to the underclass at all. The new and more participatory forms of journalism do seem to reach some readers that newspapers have left behind, but are still niche products that don't touch the lives of most Americans.

Anyway, I hope these somewhat rambling remarks are enough to get you interested in listening to the podcasts of these two events. There's lots of thoughtful discussion around all of these issues and many more.

What DOPA Means for Education

A little while ago, I got the following comments in an e-mail from one of the Comparative Media Studies graduate students Ravi Purushotma about the news that the Deleting Online Predators Act has now passed the U.S. House of Representatives:

Some of my friends commented on how bitter, angry and depressed I seemed when DOPA passed. It's really painful spending 5 years searching for a new paradigm by which this planet could communicate among itself, coming to an actual sense of what needs to happen, then the week before it culminates into a thesis it becomes illegal because some bonehead in Alaska has his neural tubes clogged.

For those of you who have not been following this story, there's some very good reporting by Wade Rough of Technology Review about the debate surrounding DOPA. The Senator from Alaska is question is Senator Ted Stevens who has been a major backer of this legislation and who seems to know very little about how digital media works.

This exchange came as I was signing off on Purushotma's outstanding thesis which centers on the ways that various forms of new media and popular culture could be used to enhance foreign language teaching and learning. His project got some attention a year or so back when the BBC picked up on a report he had done describing his efforts to modify The Sims to support the teaching of foreign languages. Essentially, the commercial games ship with all of the relevant language tracks on the disc and a simply code determines which language is displayed as they reach a particular national market. It is a pretty trivial matter to unlock the code for a different language and play the game in Spanish, German, or what have you. The game's content closely resembles the focus on domestic life found in most first or second year language textbooks -- with one exception. Most of us are apt to put in more time playing the game than we are to spending studying our textbooks or filling in our workbooks.

This is a very rich and interesting approach but it is only one of a number of ideas that Ravi proposes in his thesis. Ravi has done more research than anyone I know about into how teachers are using this technology now and what purposes it might serve in the future. He has prepared his thesis as a multimedia web document that mixes sound, video, and text in ways that really puts his ideas into practice.

There has been lots of discussion here and elsewhere about the potentially devastating effect of DOPA on the lives of young people -- especially those for whom schools and public libraries represent their only point of access onto the digital world. I have made the argument that if supporters of DOPA really wanted to protect young people from online predators, they would teach social networking in the classroom, modeling safe and responsible practices, rather than lock it outside the school and thus beyond the supervision of informed librarians and caring teachers. The advocates of the law have implied that MySpace is at best a distraction from legitimate research activities, at worst a threat to childhood innocence.

But Ravi's thesis suggests something more -- we are closing off powerful technologies that could be used effectively to engage young people with authentic materials and real world cultural processes. Here, social networking functions not as a media literacy skill but as a tool for engaging with traditional school subjects in a fresh new way.

Throughout his thesis, Purushotma is interested in linking the affordances of new media and online practices with the traditional goals of the foreign language classroom. As I suggested in a recent blog post, more and more teachers are discovering the value of getting kids to learn through remixing elements of their culture, a recurring theme throughout his project:

Remixing has, of course, always been a central theme in foreign language pedagogy. As media from a foreign country provides students a link to the culture that created it, foreign language educators have historically been at the forefront of devising activities in which students learn to navigate through and reconfigure foreign media. With the emergence of the internet, however, today's youth are finding numerous new techniques for navigating through and reconfiguring media, both domestic and foreign. As this trend continues, foreign language education designers will need to shift from designing their own activities from scratch to actively tracking what remix activities students from a particular age group are already engaged in, and then inventing ways in which those activities can be applied towards learning a foreign language.

His impressive knowledge of Web 2.0 practices allows him to lay out a broad array of different tools that teachers can use to help students engage with a foreign language and culture in a more immediate fashion:

Perhaps the most challenging task in designing an introductory foreign language curriculum is that of representing foreign culture. If we conceptualize culture as an independent-standing entity, what ultimately gets delivered to students in our attempts to "teach culture" is a series of snapshots or editorialized slices of the target culture.

For most students in an introductory language class, their goal is often not simply to describe a foreign culture, but rather to be capable of participating in that culture. Thus, our goal should be to provide students with all the assistance appropriate to help them participate in the popular activities they would be participants in had they grown up in the target country: reading the same websites, using the same social networking tools and playing the same video games with their L2 peers. In this way, we give them agency to synthesize their own snapshot of the target culture from their own experiences and interactions within it.

While there are a number of innovative projects with similar aims already available, what is important to consider here is what a curriculum with the goal of enabling students to participate in a foreign culture would look like if the target culture is a remix culture (as many of the youth cultures in countries for the languages commonly taught in U.S. schools are). As youth culture shifts further from independently constructing media from scratch, to instead constructing media by connecting together and reconfiguring existing media artifacts, we should also be able to construct our cultural representations directly from mixing together live target language media, without having to extract them into a secondary context.

Lets begin with the way we create images. Many teachers are already turning to the web and google images to provide students with more up-to-date or authentic images of a target country than are provided by textbooks. However, copyright provisions prevent any curriculum generated using this approach from being openly published beyond a single classroom for a limited time duration; additionally, it still leaves the teacher in the position of slicing out a snapshot of the target culture to deliver to the students. For those wishing to create publicly distributable curriculum, they often need to still rely on either self-taken photographs or expensive and often dated stock photography.

Alternatively, they could gather images from the FlickR creative commons photo set. Here, real people from all over the world using the popular FlickR photo service have designated over 13,000,000 authentic/live photos as freely usable (with attribution) in other media creations. Additionally, FlickR provides an API system, allowing programs to connect directly into the FlickR database. So, for example, a Google Earth game teaching Spanish could receive all the information necessary from the FlickR API to automatically change its game content depending on what the contents of the newest photograph someone in Puerto Rico had taken. Students could then interact with the photographer through their FlickR profile, leaving comments in the L2 about that photo and any peculiarities of its cultural representation.

Perhaps the media most desperately in need of live materials is that of music. Once again, music faces similar copyright issues as images: only individual classrooms may use copyrighted music and for only a limited duration. Additionally, musical tastes are so individual and varied that no teacher could possibly find a single song to develop curriculum around that would simultaneously inspire all students to take an interest in the music of that country.

Using a distinction in the copyright system that gives "radio" broadcasts a different copyright status from standalone music, various sites such as last.fm are emerging offering "personalized radio." Here any student can find people in the target country with similar music tastes as them, then generate a personalized radio station that plays free, full length/full quality songs from around the world based on their preferences. Combined with various sound spatialization techniques, as API's for personalized radio services develop we will be able to create live curriculum that aids students to understand whichever songs in the target culture they themselves choose.

Ultimately, the real advantage of using live materials is the possibility of then connecting with live audiences. Certainly, the motivational advantages to producing work to be shared with a broader audience than just the teacher can not be over-stressed. As Cindy Evans describes of her experiences using web 2.0 technologies in her French class in which students were simply told their work would be made publicly available:

"The prospect of creating material for an authentic audience appeared to be the main motivation for the students. Students involved in the wiki project interacted with authentic cultural material on the web and also envisioned themselves as potential teachers to future students using their site. In contrast to researching and reporting on a topic for the class as students had done in previous classes, these students assumed responsibility for interacting with information, assimilating, rewriting, and organizing it in a way they deemed worthy of future students' interest."

At the same time, although Web 2.0 technologies provide infinitely more stimulating contexts for students, self-installations of these systems can bring with them major technological headaches for any teacher who doesn't have hours of free time to kill updating their PHP and MySQL libraries. In Cindy's case, it took over half the semester just to get the system running, and even then it did not contain the freely available user interface modules that would have allowed students to achieve many of the tasks she had hoped for.

Rather than leaving teachers to perform self-installations, it is important that curricular designers work to highlight the different options available for hosted services. For example, wikia.com allows anyone to instantly create their own wiki spaces in a variety of languages with all server space and configuration provided free. Services like writely, writeboard and thinkfree offer considerably more features than a typical wiki, with a cleaner interface and zero server installation. Perhaps the most valuable hosted services for foreign language teachers are the emerging platform portals such as ning.com. Here, teachers can browse through thousands of different social web applications already created by users throughout the world. They then choose "clone this app" to create a copy of a particular application for themselves, then use a suite of user friendly tools that do not require any programming knowledge to customize the application towards their own pedagogical goals. All server management and other tasks are automatically taken care of for them.

With live materials and customized social applications becoming increasingly available to non-programmers, the primary challenge will be to find models for how to connect various web applications together into coherent learning experiences. In the last ten years "webquests," that is, activities designed by teachers "in which some or all of the information that learners interact with comes from resources on the internet", have exploded in popularity in schools. According to Google Adsense, search popularity for the term "webquest" is now even approaching that of the term "lesson plan" (85 click per day rate for "webquest" versus 120 for "lesson plan" [Based on a $100 maximum cost per click estimate]). In a typical webquest, students are given a scenario which requires them to extract information or images from a series of provided websites and then compile their findings into a final report. For example, students might be told they are part of a team of experts brought in to decide on the most appropriate method for disposing of a canister of nuclear waste. They are then provided a series of websites relevant to waste disposal and then asked to present a final proposal to the teacher.

While webquests provide a popular framework for extracting information from new-media sources, little innovation has followed for what to do with that extracted information. For some students, simply compiling information into a report is unfortunately viewed as "overly structured clicking and reading." As the original webquest creator Bernie Dodge describes "It's true that most WebQuests are boring, but I think that's because they aren't really well designed, not because they don't have flashy graphics and interactivity. I'd like to think that getting engaged in a problem that requires synthesis and problem-solving is motivating in a deep and useful way that goes beyond Prensky's arcade-game type learning."

Already in the entertainment world we are seeing cases of games entirely devoid of flashy graphics or traditional game elements, yet compelling enough in their synthesis and problem-solving depth to motivate hundreds of thousand of players purely for entertainment purposes. Dubbed "Alternate Reality" games, these games are able to construct massive scale game universes simply by harnessing and mixing together numerous real-world web applications. By studying the learning that takes place in alternate reality games we can gain valuable insights into how to create engaging experiences around web content from other languages and cultures.

What is interesting about I Love Bee's is that it was a game constructed entirely out of technologies more commonly used for other purposes. In fact, at no point during the game did I Love Bee's even admit that it was a game. For many of the players, the result was a confusingly immersive experience in which they began to see much of the real world in the context of the game world. As one of the players described in an online posting "here we are, every one of us excited at blurring the lines between story and reality. The game promises to become not just entertainment, but our lives." In numerous cases, sites and mysteries not connected to the game were solved by confused players thinking that they were still in the game.

Foreign language educators have long struggled with how to ensure the language proficiency students gain while studying for a language exam successfully transfer to proficiency outside of the classroom in real life situations. Across all educational disciplines we see examples of how poorly human beings transfer abstract knowledge from one real world case to another...

As new-media usage transforms the entertainment culture of youth, if we do not adapt our curricular materials they will unfortunately bare a diminishing resemblance to the outside of school contexts in which youth live. However, by learning how to remix foreign popular culture and intelligently insert pedagogical aids at the points of connection, we can instantly appropriate automatically up-to-date media contexts that youth would naturally be engaging with if they were they living in a country speaking the L2.

Additionally, by remixing interventions inside media used throughout the day for other purposes, we naturally blur the lines between time set aside for everyday tasks and time exposed to the pedagogical interventions. For example, when a Google Earth Wars player uses Google Earth to look up driving directions to the movie theater or exploring different cities for an upcoming vacation, there is always the chance that the user will stumble upon a hidden game jewel or a poorly defended city to attack. In this way, players never really leave the game, but continue playing it throughout their everyday life. Foreign language teachers have long advised students that they need to try and continue thinking in the L2 around the clock, yet homework assignments are designed to be completed during a single block of dedicated study time. By closer integrating entertainment culture with educational interventions we can better assist students in connecting these often distinct parts of their lives.

Imagine how vibrant our schoolhouse culture would become if teachers adopted even a small portion of the recommendations this thesis provides. And so far, we are focused only on the foreign language classroom.

As Purushotma notes, foreign languages are simply one of a range of school disciplines that benefit from being able to deploy social networking and other Web 2.0 resources in the classroom setting. Here, for example, is a middle school Literature teacher who has students prepare profile pages for the characters in Shakespeare's Richard III. This exercise offers students a rich opportunity to dig deeper into fictional characters and understand what makes them tick. You could of course do much the same thing in a written paper but let's face it -- the activity would not be nearly as engaging.

Or here's the testimonial of a writing instructor who incorporated blogging into his 8th grade class and saw immediate shifts in the ways that children thought about their assignments:

My community of grade eight student bloggers became so big and so engaging that I spent every spare moment reading and writing within this community. My class community suddenly blossomed and I started seeing myself as an important part of the classroom community and no longer as a teacher who peddles content. I became a participant in a series of dialogues...

My students started blogging two years ago. It did not take me long to realize that a class blogosphere helps students see themselves as writers, as people with ideas. It helps them learn to substantiate their ideas, it helps them acquire confidence as learners, it gives them a context in which to investigate and question knowledge. Finally, it shows them a completely different understanding of knowledge as something that one constructs, arrives at, or co-constructs with others....

But then, about two months ago, there was a sudden shift. The community took on a life of its own. Imagine a place where students start with a literary text and then, rather than spend most of their time responding to literature, they are given opportunities to explore the relevance of this text in the world around them. Imagine starting with The Diary of Anne Frank and moving on to World War II, the Holocaust, genocide, human rights issues, and the work of the United Nations. Granted, it did not happen automatically. I did quite a bit of facilitating and guiding. I wrote about some of these topics on my own teacher blog within the class blogosphere. I took time to talk to each individual writer. I commented extensively on their work. I used my own blog to link to many entries, to show my students the connections between many individual posts. I suggested electronic and print resources. I talked about their work in class. We discussed individual entries.

Then, for a while, they kept composing individual responses. While certainly aware of the community around them, they continued to write as solitary writers. Then, one day at the end of April, it all changed. They started linking to each other's work because they found other entries meaningful and relevant. No, I do not mean that they linked to entries that explored the same topics. No. They started linking to entries that helped them expand their own understanding of issues that they were struggling with.

We learned about this teacher's project through Weblogg-ed which provides an important community resource for educators deploying these kinds of technologies in their classes.

As he notes in his conclusion, adopting these existing digital practices for classroom use has major advantages over developing digital classroom resources from scratch -- in terms of the level of authenticity, youth engagement, development costs, usability, and teacher training demands.

With the rise of the internet, our world today is radically different from even a decade ago. It is my belief that we can leverage these advances to greatly facilitate the evolution of actual communicative approaches into digital spaces. At the core of this is a recognition that meaningful communication is already happening inside entertainment media not explicitly designed for educational purposes. Thus, computers provide us not just devices for aiding language learning, but are an intrinsic part of the cultures for the L2's commonly taught in U.S. High schools. As such, we need to focus more on devising systematically and scalable ways of extend Communicative and TBLT methodologies to use existing new-media content in manners similar to the ways we use any other authentic media materials.

Although basic materials for this approach are naturally cheaper than for specially created materials, the real cost is, of course, the requisite teacher training and technological infrastructure maintenance. Thus, it becomes critical that we adopt the remix practices now ubiquitous in digital culture to make the use of real-world web applications more teacher friendly, and take advantage of the numerous hosted services available to give teachers the agency to bypass any technological infrastructure roadblocks imposed by their school's IT services.

All of this helps to explain why so many professional organizations of teachers and librarians have come out in opposition to DOPA. As Purushotma remarks at the opening of this post suggest, many of these potential classroom practices will be shut down if DOPA becomes law. Keep in mind that DOPA adopts a very broad definition of social networking software and nobody is really sure where the limits will fall. It will have a chilling effect where people are apt to restrict their behavior even further than the law provides for fear of potentially costing their schools federal funds needed to meet No Child Left Behind criteria.

DOPA provides some modest provisions for schools to opt out of its restrictions for legitimate classroom purposes. But, DOPA will create a climate where the pathologization of social networking will have been codified in law. American public school teachers will face an uphill battle against school administrators and parents if they want to deploy such practices in their class. And frankly, American school teachers face enough battles everyday that most of them aren't going to be fighting this one.

Part of the advantages of tapping live materials for use in the classroom is that motivated students may continue to engage with them on their own beyond the class period. In my new book, Convergence Culture: Where Old and New Media Collide, I discuss the importance of informal, out of school learning -- or what James Paul Gee calls affinity spaces -- for encouraging exploration, experimentation, and mastery of important cultural materials. Ravi's work suggests ways of connecting what takes place in schools with the kinds of informal learning that is part of young people's recreational lives. For him, it is abolut embedding language learning throughout the day rather than trying to cram it into 50 minute class periods and cut and dry homework assignments. But if many students are blocked from doing so under DOPA, then again the schools will hit another roadblock. At the very time when schools should be exploring the use of Web 2.0 technologies and practices, the Federal government is actively discouraging them from doing so.

What a profound loss!

Four Ways to Kill MySpace....

It's been a bad week -- make that, a really really bad few weeks -- for MySpace, for supporters of participatory culture, indeed for anyone who cares about civil liberties. MySpace is being hit on all sides and it remains to be seen which -- if any -- of these blows do lasting damage to its status as an important social networking site. 1. The Dopes in Washington:

By now, most of you who read this blog will have heard that the U.S. House of Representatives has passed Deleting Online Predators Act (DOPA) by an overwhelming 410-15 majority last week and the aptly named law now moves to the U.S. Senate, where it is also expected to pass. A growing number of Library and civil liberty organizations have come out in opposition to the law. Here's what the President of the American Library Association Leslie Burger had to say about the legislation:

This unnecessary and overly broad legislation will hinder students' ability to engage in distance learning and block library computer users from accessing a wide array of essential Internet applications including instant messaging, email, wikis and blogs....Under DOPA, people who use library and school computers as their primary conduits to the Internet will be unfairly blocked from accessing some of the web's most powerful emerging technologies and learning applications. As libraries are already required to block content that is "harmful to minors" under the Children's Internet Protection Act (CIPA), DOPA is redundant and unnecessary legislation."

danah boyd and I co-authored a public statement describing some of the reasons why we think this is a really bad piece of legislation earlier this summer. It's hard to know what more I can tell you now that I didn't say then. So if you haven't read our statement, take time to read it. Go ahead -- we'll wait for you to catch up.

Keep in mind that I believe the following: Statistically speaking, children are more at risk from sexual predators at a church picnic or Boy Scout camping trip than they are when they go onto MySpace. The greatest risk of sexual abuse comes from people the kid already knows -- a family member or someone who the family knows and trusts and not from a total stranger. Social network sites are important vehicles for youth community life -- offering a way for kids at risk, kids who are socially isolated, to connect with a larger community which shares their same interests.

MySpace has emerged as an important site for youth activisim -- having played an important role in rallying young people during recent protests about immigration issues, for example.

Or consider the following. Social networking skills are key competencies which are going to be increasingly central to the professional life of adults. We want to make sure that every kid in America acquires these skills. The DOPA would have two consequences: it would actively discourage teachers from incorporating such software and the skills related to them into their pedagogy (even though a growing number of educators are using such tools in meaningful and responsible ways) and it would lock out low income kids from whom schools and public libraries are their only point of access to the online world, further exaggerating the gap between the digital haves and have nots.

But, ignore all of that. Let's for the moment imagine that we think MySpace is a really dangerous place where kids are at risk. Wouldn't you think young people would be safer if teachers and librarians taught them about the responsible use of this technology and offered them some minimal supervision and advice rather than locking the door and leaving kids to confront social network sites on their own. I ask you: Is this really about "protecting" kids from risk or is there something else at stake here for the promoters of this bill?

Of course, all of this assumes that the legislators who passed this bill have a clue what a social networking site is or how it is used other than having heard from some sensationalistic news report that blocking MySpace will look like they are doing something to protect young people from sexual predators.

This isn't a liberal/conservative, red-state/blue-state kind of issue, people. What's at stake here is a fundamental question of free association and expression which should concern every American citizen. For this bill to have passed by such a large margin of votes, it has to have had the support of a significant number of Liberal Democrats who want to take the Joseph Lieberman-Hillary Clinton route -- trying to appease their social and cultural conservative constituents by going after what they see as low hanging fruit. They can take away the rights of young people to assemble in cyberspace because young people aren't likely to vote in the next election.

All I can say is that on an average day, this site gets well over a thousand readers. If each of you who lived in the United States took ten minutes to e-mail your Senators and tell them that you vote and you care about DOPA, it could make a difference.

2. Preying on the Young: Remember several years ago when the U.S. Military announced that it was going to pour a good deal of money into the development of America's Army at about the same time that the Senate Commerce Committee was listening to former West Point instructor David Grossman tell them that playing video games was teaching young people to kill? Well, it's happening again. Congress, in its wisdom, seeks to protect young people from online predators who might violate their innocence, we learn that there is a concerted effort by military recruiters to use MySpace to coax young people into signing up for military service. Here's how the Associated Press reported the story:

Teens looking to hook up with a friend on the popular Web community MySpace may bump into an unexpected buddy: the U.S. Marine Corps.

So far, over 12,000 Web surfers have signed on as friends of the Corps in response to the latest military recruiting tactic. Other military branches may follow....

The Marine Corps MySpace profile - featuring streaming video of barking drill sergeants, fresh recruits enduring boot camp and Marines storming beaches - underscores the growing importance of the Internet to advertisers as a medium for reaching America's youth.

"That's definitely the new wave," said Gunnery Sgt. Brian Lancioni at a Hawaii recruiting event. "Everything's technical with these kids, and the Internet is a great way to show what the Marine Corps has to offer."...

It is where prospects are," said Louise Eaton, media and Web chief for the U.S. Army Accession Command. "We go to where they are to try to inform them of the opportunities we offer."...

Steve Morse with the Central Committee for Conscientious Objectors is critical of recruiters using MySpace profiles. But Morse said they don't surprise him because the Iraq war has forced the military to search "under every bush" for recruits.

"It's kind of obnoxious of them to be using something that's sort of like a youth domain, to kind of come in and really sucker youth into something they're not really explaining fully," Morse said.

Of course, if DOPA is passed, then this will cut large number of low income students from participating in MySpace. Given that military recruiters have historically targeted low income youth, the government may be working at cross purposes here. Just a thought...

Before people come flaming me: I do realize that many people sign up for military service out of a deep sense of patriotism and public service. I have nothing but praise for anyone who chooses to serve their country in this fashion. However, it is also pretty clear that some military recruiters exploit economic desperation to try to sign up low income kids who might otherwise not have chosen to join the armed services. And that's where my concern about their use of MySpace enters the picture.

3. Boring From Within: Earlier this summer, Wired reported on the following incident:

After hearing Sen. Ted Stevens' now infamous description of the internet as a "series of tubes," Andrew Raff sang the senator's words over a folksy ditty and anonymously posted it to MySpace.com, where about 2,500 people listened to the tune, thanks to a link from one of the net's top blogs.

On Tuesday, MySpace canceled the TedStevensFanClub account, telling Raff that the social-networking site, now owned by media mogul Rupert Murdoch's News Corp., had received a "credible complaint of your violation of the MySpace Terms of Services."

(Editor's note: MySpace reinstated Raff's account Thursday afternoon following publication of this story. The company says Raff's account was deleted in error.)

The cancellation e-mail referenced a number of prohibited activities, including trademark and copyright violations. MySpace also reserves the right to remove any profile for any reason.

But Raff, a recent graduate from law school, didn't violate any copyright laws in using the Alaskan senator's words, since government works cannot be protected by copyright. And Raff composed the music himself.

Raff doesn't contest MySpace's right to enforce its terms of service, but he sees a political lesson in the takedown -- a foreshadowing of the kind of repression of speech that could become commonplace if phone companies prevail in their efforts to create a two-tiered internet. In an e-mail interview, he also questioned MySpace's motives in removing his political commentary from the site.

"I'm not at all upset about MySpace taking the page down -- just curious as to why," he wrote. "I have yet to receive a reply to my inquiry as to why this account was deleted.... I am very curious about the reasons why they took this down -- if it is a case of extreme caution with regards to copyright or whether it is the result of some

other influence (perhaps even good taste)."

Art Brodsky, communications director for Public Knowledge, questioned the timing of the takedown, noting that News Corp. has interests in the telecommunications bill put forth by the Senate Commerce Committee that Stevens heads, and that some in Congress are looking to regulate MySpace over concerns about pedophiles.

"Of all the God-knows-how-many separate postings on MySpace, this one was singled out," Brodsky said. "You can't fill out an online form to get something deleted; somebody had to make a specific call on that specific song. Given all that has been happening with Stevens -- he was on The Daily Show last night and all the writing we have been doing -- I just have a very skeptical view of coincidence."

So, at the very moment that civil libertarians, myself among them, are rallying to protect MySpace from unwarranted government regulation and censorship, the folks who run MySpace may be exercising political censorship on one of their participants. Keep in mind that participatory culture can be destroyed from within just as readily as it can be destroyed from without. It is worth keeping in mind that while sites like MySpace do share some attributes of the public sphere (in that they allow like-minded individuals to identify themselves, form communities, and circulate ideas), they also are more like shopping malls (where owners can restrict political activities) than they are like public commons (which theoretically respect our rights to assemble and speak.)

4. Whatever...

It used to be said that by the time a cultural phenomenon has reached Time, Newsweek or USA Today, it is no longer cool. By the time one of these publications report that you are no longer cool, your life is pretty much over. The following was in USA Today earlier this week and probably represents the final nail in MySpace's coffin:

Is MySpace losing its cool? Margaret Marks, 17, thinks so.

The Birmingham, Ala., high school senior was an avid user of the No. 1 social networking website for two years.

"But I never use it anymore, because most people my age now use Facebook," she says. "I can talk to people I haven't spoken to in years, and you can join college networks and meet people. MySpace is good for looking at bands and music, but for your own website, Facebook is much better."

USA Today reports that there are more than 200 different social network sites, all grabbing for a segment of MySpace's market, with many of them serving more niche subsets of the larger teen population. That said, the newspaper acknowledges that MySpace can lose an awful lot of customers before it loses dominance in this space: it currently attracts 81 percent of those people who use social networking sites. (Of course, all of those other social network sites will also be effected if DOPA becomes law.)

USA Today can't resist jumping on the DOPA bandwagon though, tossing off in the middle of an article otherwise concerned with youth engagement with social networking the following:

To deter predators, the House late Monday overwhelmingly passed a bill that would keep libraries and schools from allowing children to access social networking sites, as well as chat rooms. It now goes to the Senate.

Let's see if this statement might even remotely make sense if we rephrased it in response to another medium:

To prevent false advertising, the House late Monday overwhelmingly passed a bill that would keep libraries and schools from allowing Americans to read magazines and newspapers.

Nope, I didn't think so.

How about this one:

To deter pornographers, the House late Monday overwhelmingly passed a bill that would keep libraries and schools from providing books, magazines, and other printed matter to their patrons.

Hmm. Funny, that one doesn't make a lot of sense either.