The Struggle Over Local Media: An Interview With Eric Klinenberg (Part One)

Earlier this summer, I moderated a panel on "News, Nerds and Nabes': How Will Future Generations of Americans Learn About the Local" as part of a conference which the MIT Center for Future Civic Media hosted for the Knight Foundation. My panelists were Alberto Ibargüen, president and CEO of the John S. and James L. Knight Foundation and Eric Klinenberg, professor of sociology at New York University and author of Fighting for Air:The Battle to Control America's Media. Our topic of discussion was the crisis in American local media -- particularly the decline in local newspapers. In this exchange, I tried to take panelists through core assumptions about the value of local media, the current threats it confronts, and possible scenarios through which citizens could play a more active role in reshaping the flow of information in their communities.

Following from conversations we had at the conference, Klinenberg agreed to be interviewed for this blog. His book, Fighting for Air, emerged prior to the increased public visibility which has surrounded these issues and so it may not be fully on the radar of many invested in rethinking the infrastructure for civic media. I'd gotten to know Eric through our mutual participation in a series of conversations hosted by the Aspen Institute on media policy and was delighted to have the chance to share his perspective with the readers of this blog. In the conversation that follows, we not only discuss issues surrounding local media but also talk a little bit about the cultural politics of media reform.

You published Fighting For Air almost two years ago. How would you evaluate the state of local media now as opposed to then?

Let's start counter-intuitively, with some good news: There's actually strong demand for local news and information. We all know that paying subscribers of print newspapers are an endangered species, that fewer of us watch local news on TV, and that, except for a few public stations, local news and music on the radio died in the 1990s. But local content is flourishing online. For instance, no matter where you're reading this, odds are that the overall readership for your local paper is higher than it has been in years. The problem is that fewer of us are willing to pay for journalism, and now, as a consequence, stories that you may want or need to know are beginning to disappear.

Some have faith that the supply of local reporters who do primary journalism will be replenished by new players in the emerging media eco-system. Today they can point to any number of innovative local news websites, from Crosscut to Voice of San Diego, which offer a glimpse of the world after newspapers. Others go further, arguing that the next generation of news outlets will be better than the one that is now dying off. After all, how many of us were satisfied with our local news options before the current media crisis?

I'm not persuaded. At the very least, it would be hard to argue that bloggers and citizen journalists have already replaced the beat reporters who, not long ago, were the best watchdogs we had at the Statehouse, City Hall, the school system, the local business scene, and the like. And what a time to lose them! The federal government is spending trillions of dollars on an economic bailout and stimulus package, and much of this money will go directly to states, municipalities, or the private sector. Does anyone trust them to police themselves, especially now that so few reporters are covering them?

I agree with David Simon (creator of The Wire), who recently told Congress that there's never been a better time to be a corrupt politician.

Right now, the focus is on the closing or threatened closing of a number of local newspapers around the country. Yet, Fighting for Air situates this decline in local newspapers in a larger context where the consolidation of media ownership has also impacted local radio and television. To what extent is the current concern about newspapers linked to that larger set of trends?

Directly. First of all, key elements of the journalism crisis pre-date the broader economic crisis. Take the loss of reporters. The layoffs started when big chains - Gannett is the classic example - began buying up papers throughout the country, driving out their smaller competitors (sometimes by violating antitrust law, as Fighting for Air reports), and then slashing their own editorial staffs to raise revenue. As monopolies, newspapers were fantastically lucrative, earning annual profit margins of 20, 30, or 40 percent, while the typical Fortune 500 company was getting a margin of 5 or 6 percent. The most entrepreneurial companies - Gannett, Tribune, and Knight Ridder, to name a few - went on feeding frenzies. They borrowed heavily to finance acquisitions of new papers, television stations, and all kinds of entertainment enterprises. They wanted to become giants, but to do so they had to load up with enormous debts.

As we now know, many of the properties they acquired turned out to be losers. Today newspapers have plenty of competitors for revenue. They've lost most of their classifieds. Their advertisers are cutting back, or posting ads online at a fraction of the price they used to pay to be in print. Their audience is refusing to subscribe if they can get content for free. The local TV stations they purchased are also in trouble. And the industry's technological fantasy, that they could merge print, TV, and Internet reporters into efficient and more profitable multimedia operations, just hasn't panned out.

The challenges of transforming newspaper companies for the digital age are formidable. The current economic climate is brutal, especially because the most reliable sources of newspaper ad dollars - car dealers, real estate developers, and department stores, to name a few - are all on life support. But what's driving newspaper companies over the edge is that they cannot just deal with these crises. They also have to service their crippling debts, and some just can't pull it off.

Look at what's happened to the great newspaper chains: Knight Ridder is out of business. Tribune is bankrupt. Gannett may well follow. Even the New York Times is teetering. When we autopsy these great corporations, the rise of the Internet or the recession may well look like the primary causes of death. Less visible, but equally lethal, is the self-inflicted damage done by their own executives. They weren't satisfied to run newspapers. They wanted to run conglomerates. And now we are all paying the price.

Throughout your book, you keep returning to the question of how local communities respond to disasters -- from storms to chemical leaks. Can you use that problem as an example to walk through some scenarios for how local communities may receive information in the future?

Disasters have always shaped U.S. media policy. Miscommunication on the airwaves after the Titanic went down helped to inspire the nation's first broadcast regulations, and (as the opening of Fighting for Air reports a dramatic failure of communication after a toxic spill in Minot, North Dakota triggered the most important development in recent media policy history: the emergence of millions of media activists, who collectively helped block a radical de-regulatory push from President Bush's appointees on the FCC.

Since the Cold War, the core public service responsibility of American broadcasters has involved issuing alerts during emergencies (who doesn't remember those radio announcements saying, "This is a test of the Emergency Broadcasting System. It is only a test"?), and then reporting on the aftermath. But that system has broken down, in part because of technological failures, and in part because digital voice tracking systems have replaced so many of the live human beings who once worked as radio reporters and DJs. Given our tempestuous climate, today all of us should know where we would turn for information if disaster strikes. But if the power goes out and your Internet service shuts down, what are you going to do?

In theory, mobile communications technologies are ideal for circulating emergency alerts (with, say, a reverse 911 program) and urgent news items. In practice, however, they haven't worked because our communications infrastructure is so shoddy. If you were in New Orleans during Katrina or New York City on 9/11, you were much better served by a battery operated radio than by a cell phone. There are many lessons from these events, and one of them is that "securing the homeland" (as our federal officials like to say) is going to require a far greater investment in building an information infrastructure than we are currently making.

Eric Klinenberg is Professor of Sociology at New York University. His first book, Heat Wave: A Social Autopsy of Disaster in Chicago, won six scholarly and literary prizes (as well as a Favorite Book section from the Chicago Tribune). A theatrical adaptation of Heat Wave premiered in Chicago in 2008, and a feature documentary based on the book is currently in production.

Klinenberg's second book, Fighting for Air: The Battle to Control America's Media, was called "politically passionate and intellectually serious," (Columbia Journalism Review). Since its publication, he has testified before the Federal Communications Commission and briefed the U.S. Congress on his findings.

Klinenberg is currently working on two new projects. One, a study of the problem of urban security, examines the rise of disaster expertise, the range of policy responses to emerging concerns about urban risk and vulnerability, and the challenge of cultivating a culture of preparedness. The other project is a multi-year study of the extraordinary rise in living alone. He reported on parts of this research in a recent story for NPR's This American Life, and is now working on a book, Alone in America, which will be published by The Penguin Press.

In addition to his books and scholarly articles, Klinenberg runs the NYU Urban Studies seminar, and writes for popular publications such as The New York Times Magazine, Rolling Stone, The London Review of Books, The Nation, The Washington Post, Mother Jones, The Guardian, Le Monde Diplomatique, and Slate.

Risks, Rights, and Responsibilities in the Digital Age: An Interview with Sonia Livingstone (Part Two)

A real strength of your new book, Children and the Internet: Great Expectations and Challenging Realities, is that it combines ethnographic and statistical, qualitative and quantitative approaches. What does each add to our understanding of the issues? Why are they so seldom brought together in the same analysis?

I'm glad you think this is a strength, as it's demanding to do, which may be why many don't do it. The simple answer is that I am committed to the view that qualitative work helps us understand a phenomenon from the perspective of those engaged in it, while quantitative work helps us understand how common, rare or distributed a phenomenon is.

Personally, I was fortunate to have been trained in both approaches, starting out with a rigorous quantitative training before launching into a mixed methods PhD as a contribution to a highly qualitative field of audience research and cultural studies. While I don't argue that all researchers must do everything, I do hope that the insights of both qualitative and quantitative research can be recognised by all; as a field, it seems to me vital to bring these approaches together, even if across rather than within projects.

You begin the book by noting the very different models of childhood which have emerged from psychological and sociological research. How can we reconcile these two paradigms to develop a better perspective on the relationship of youth to their surrounding society?

I hope that the book takes us further in integrating psychological and sociological approaches, for I try to show how they can be complementary. Particularly, I rebut the somewhat stereotyped view that psychologists only consider individuals, and only consider children in terms of 'ages and stages', by pointing to a growing trend to follow Vygotsky's social and materialist psychology rather than the Piagetian approach, for this has much in common with today's thinking about the social nature of technology.

However, this is something I'll continue to think about. It seems important to me, for instance, that few who study children and the internet really understand processes of age and development, tending still to treat all 'children' as equivalent, more comfortable in distinguishing ways that society approaches children of different ages than in distinguishing different approaches, understandings or abilities among children themselves.

One tension which seems to be emerging in the field of youth and digital learning is between a focus on spectacular case studies which show the potentials of online learning and more mundane examples which show typical patterns of use. Where do you fall?

Like many, I have been inspired and excited by the spectacular case studies. Yet when I interview children, or in my survey, I was far more struck by how many use the internet in a far more mundane manner, underusing its potential hugely, and often unexcited by what it could do. It was this that led me to urge that we see children's literacy in the context of technological affordances and legibilities. But it also shows to me the value of combining and contrasting insights from qualitative and quantitative work. The spectacular cases, of course, point out what could be the future for many children. The mundane realities, however, force the question - whose fault is it that many children don't use the internet in ways that we, or they, consider very exciting or demanding? It also forces the question, what can be done, something I attend to throughout the book, as I'm keen that we don't fall back into a disappointment that blames children themselves.

As you note, there are "competing models" for thinking about what privacy means

in this new information environment. How are young people sorting through these

different models and making choices about their own disclosures of information?

There's been a fair amount of adult dismay at how young people disclose personal, even intimate information online. In the book, I suggest there are several reasons for this. First, adolescence is a time of experimentation with identity and relationships, and not only is the internet admirably well suited to this but the offline environment is increasingly restrictive, with supervising teachers and worried parents constantly looking over their shoulders.

Second, some of this disclosure is inadvertent - despite their pleasure in social networking, for instance, I found teenagers to struggle with the intricacies of privacy settings, partly because they are fearful of getting it wrong and partly because they are clumsily designed and ill-explained, with categories (e.g. top friends, everyone) that don't match the subtlety of youthful friendship categories.

Third, adults are dismayed because they don't share the same sensibilities as young people. I haven't interviewed anyone who doesn't care who knows what about them, but I've interviewed many who think no-one will be interested and so they worry less about what they post, or who take care over what parents or friends can see but are not interested in the responses of perfect strangers.

In other words, young people are operating with some slightly different conceptions of privacy, but certainly they want control over who knows what about them; it's just that they don't wish to hide everything, they can't always figure out how to reveal what to whom, and anyway they wish to experiment and take a few risks.

You reviewed the literature on youth and civic engagement. What did you find? What do you see as the major factors blocking young people from getting more involved in the adult world of politics?

I suggest here that some initiatives are motivated by the challenge of stimulating the alienated, while others assume young people to be already articulate and motivated but lacking structured opportunities to participate. Some aim to enable youth to realise their present rights while others focus instead on preparing them for their future responsibilities.

These diverse motives may result in some confusion in mode of address, target group and, especially, form of participation being encouraged. Children I interview often misinterpret the invitation to engage being held out to them (online and offline) - they can be suspicious of who is inviting them to engage, quickly disappointed that if they do engage, there's often little response or recognition, and they can be concerned that to engage politically may change their image among their peers, for politics is often seen as 'boring' not 'cool'.

In my survey, I found lots of instances where children and young people take the first step - visiting a civic website, signing a petition, showing an interest - but often these lead nowhere, and that seems to be because of the response from adult society. Hence, contrary to the popular discourses that blame young people for their apathy, lack of motivation or interest, I suggest that young people learn early that they are not listened to. Hoping that the internet can enable young people to 'have their say' thus misses the point, for they are not themselves listened to. This is a failure both of effective communication between young people and those who aim to engage them, and a failure of civic or political structures - of the social structures that sustain relations between established power and the polity.

Sonia Livingstone is Professor in the Department of Media and Communications at the London School of Economics and Political Science. She is author or editor of fourteen books and many academic articles and chapters on media audiences, children and the internet, domestic contexts of media use and media literacy. Recent books include Audiences and Publics (2005), The Handbook of New Media (edited, with Leah Lievrouw, Sage, 2006), Media Consumption and Public Engagement (with Nick Couldry and Tim Markham, Palgrave, 2007) and The International Handbook of Children, Media and Culture (edited, with Kirsten Drotner, Sage, 2008). She was President of the International Communication Association 2007-8.

If you've enjoyed this interview, you can hear Sonia Livingstone live and in person this summer at the 2009 Conference of the National Association for Media Literacy Education

(NAMLE)to be held August 1-4 in Detroit, MI. Her keynote address for this biennial conference -- the nation's largest, oldest and most prestigious gathering of media literacy educators -- is scheduled for Monday, August 3 at 4:00 pm in the Book Cadillac Hotel in downtown Detroit.

The conference - four days of non-stop professional development on topics such as teaching critical thinking, gaming, media production, literacy, social networking and more! -- will feature more than sixty events, including keynotes, workshops, screenings, special interest caucuses and roundtable discussions. Among the special events are the launch of the new online Journal of Media Literacy Education, the Modern Media Makers (M3) production camp for high school students, and a celebration of the 50th

anniversary of Detroit's famous "Motown Sound."

The conference theme, "Bridging Literacies: Critical Connections in a Digital World" speaks to the educational challenges facing teachers, schools and administrators in helping young people prepare for living all their lives in a 21st century culture. Complete details and online registration are available here.

"Geeking Out" For Democracy (Part Two)

A close look at the recent presidential election shows that young people are more politically engaged now than at any point since the end of the Vietnam War era. 54.5 percent of Americans ages 18 to 29 voted last November, constituting a larger proportion of the total electorate -- 18 percent -- then Putnam's bowlers, people 65-years-and-older (16 percent). The youth vote was a decisive factor in Obama's victories in several states, including Indiana, North Carolina, and possibly Florida. John Della Volpe, director of polling for the Harvard Institute of Politics, told U.S. News and World Reports that the desire to make the world a better place was "baked into the millennials' DNA" but "they just didn't believe they could do that by voting." Political scientist Lance Bennett has argued that unlike Putnam's bowlers, this generation's civic identities are not necessarily defined through notions of "duty" or through once-every-four-years rituals like voting; rather, he argues, they are drawn towards "consumerism, community volunteering, or transnational activism" as mechanisms through which to impact the larger society. The Obama campaign was able to create an ongoing relationship with these new voters, connecting across every available media platform. Log onto YouTube and Obama was there in political advertisements, news clips, comedy sketches, and music videos, some created by the campaign, some generated by his supporters. Pick up your mobile phone and Obama was there with text messages updating young voters daily. Go to Facebook and Obama was there, creating multiple ways for voters to affiliate with the campaign and each other. Pick up a video game controller and Obama was there, taking out advertisement space inside several popular games. Turn on your Tivo to watch a late night comedy news show and Obama and his people are there, recognizing that The Daily Show or Colbert are the places where young people go to learn more about current events. This new approach to politics came naturally to a candidate who has fought to be able to use his Blackberry and text-messaging as he enters the White House, who regularly listens to his iPod, who knows how to give a Vulcan salute, brags about reading Harry Potter books to his daughters, and who casually talks about catching up on news online. The Obama campaign asked young people to participate, gave them chances to express themselves, enabled them to connect with each other, and allowed them to feel some sense of emotional ownership over the political process.

What has all of this to do with schools? Alas, frequently, very little.

Let's imagine a learning ecology in which the youth acquires new information through all available channels and through every social encounter. The child learns through schools and after school programs; the child learns on their own through the home and family and through their social interactions with their peers. They learn through face to face encounters and through online communities. They learn through work and they learn through play. The skills they acquire through one space helps them master core content in another. Through the New Media Literacy project, we have been developing resources which can be deployed in the classroom, in afterschool programs, and in the home for self-learning, seeking a more integrated perspective on what it means to learn in a networked society. Yet, right now, most of our schools are closing their gates to those cultural practices and forms of informal learning that young people value outside the classroom and in the process, they may be abdicating their historic roles in fostering civic engagement.

In a 2003 report, CIRCLE and the Carnegie Corporation of New York sought to document and analyze "the civic mission of schools." Historically, schools had been a key institution in fostering a sense of civic engagement. While their parents were bowling, their children were getting involved in student governments, editing the student newspaper, and discussing public affairs in their civics classes. The Civic Mission of Schools reports: "Long term studies of Americans show that those who participate in extracurricular activities in high school remain more civically engaged than their contemporaries even decades later.... A long tradition of research suggests that giving students more opportunities to participate in the management of their own classrooms and schools builds their civic skills and attitudes.....Recent evidence indicates that simulations of voting, trials, legislative deliberation, and diplomacy in schools can lead to heightened political knowledge and interest." Yet, the committee that authored the report ended up sharply divided about how realistic it was to imagine schools, as they are currently constituted, giving young people greater opportunities to participate in school governance or freedom to share their values and beliefs with each other. Student journalism programs are being defunded and in many cases, the content of the student newspaper is more tightly regulated than ever before. Schools no longer offer opportunities for students to actively debate public affairs out of fear of a push-back from politically sensitive parents.

In reality, young people have much greater opportunities to learn these civic skills outside school, as they "hang out," "mess around," and "geek out" online. This may be why so many of them use social network sites as resources to expand their contact with their friends at school or why they feel such a greater sense of investment in their game guilds than in their student governments, or why they see YouTube as a better place to express themselves than the school literature magazine. Meanwhile, our schools are making it harder for teachers and students to integrate these materials into the classroom. Federal law has imposed mandatory filters on networked computers in schools and public libraries. There have been a series of attempts to pass legislation banning access to social network sites and blogging tools. Many teachers have told Project New Media Literacies that they can't access YouTube or other web 2.0 sites on their school computers. And the Student Press Law Center reports that a growing number of schools have taken disciplinary action against students because of things they've written on blogs published outside school hours, off school grounds, and through their own computers.

In other words, rather than promoting the skills and ethical responsibilities that will enable more meaningful participation in future civic life, many schools have sought to close down opportunities to engage with these new technologies and cultural practices. Of course, many young people, as the Digital Youth Project discovered, work around these restrictions (and in the process, find one more reason to disobey the adults in their lives). Yet, many other young people have no opportunities to engage with these virtual worlds, to enter these social networks, on their own. These school policies have amplified the already serious participation gap that separates information-haves and have-nots. Those students who have the richest online lives are being stripped of their best modes of learning as they pass into the schoolhouse and those who have limited experiences outside of classroom hours are being left further behind. And all of them are being told two things: that what they do in their online lives has nothing to do with the things they are learning in school; and that what they are learning in school has little or nothing of value to contribute to who they are once the bell rings.

One of the goals of Project New Media Literacies has been to bring this participatory culture into the classroom as a key first step towards fostering a more participatory democracy . This isn't a matter of making school more "entertaining" or dealing with wavering student attention. It has to do with modeling powerful new forms of civic life and learning, of helping young people acquire skills that they are going to need to enter the workplace, to participate in public policy debates, to express themselves creatively, and to change the world. As we are doing this work, we are bumping up, again and again, against constraints which make it impossible for even the most determined, dedicated, and informed teachers to bring many of these technologies and cultural practices into their classrooms. It isn't simply that young people know more about Facebook than their teachers; it is that for the past decade, schools have sought to insulate themselves from these sites of potential disruption and transformation, hermetically sealing themselves off from these social networks and from the mechanisms of participatory culture. The first we can overcome through better teacher training, but the second is going to require us to rethink basic school policies if schools are going to pursue their traditional civic missions in ways that enhance these new forms of citizenly engagement.

This article was written for Threshold Magazine's special issue on "Learning in a Participatory Culture." Read more about Project New Media Literacies here.

"Geeking Out" For Democracy (Part One)

On the eve of our conference at MIT on "Learning in a Participatory Culture," Cable in the Classroom has joined forces with Project New Media Literacies to edit a special issue of Threshold which centers on the work we've been doing and the vision behind it. Among the features are a wonderful graphic showing the new learning environment and how informal, individual, and school based learning can work together to reinforce the core social skills and cultural competencies we've been discussing; a transcribed conversation with Benjamin Stokes, Daniel T. Hickey, Barry Joseph, John Palfrey, and myself about the challenges and opportunities surrounding bringing new media into the classroom; James Bosco adopting a school reform perspective on these issues; and a range of pieces by the core researchers on our team describing what happened when we introduced some of our materials into schools or after school programs. If you wanted to attend the conference but just couldn't make it to Cambridge, you can follow along through the live webcasts of the event. Check here for details.

Over the next few weeks, I am going to be showcasing the work of Project New Media Literacies and introducing you to some of our curricular materials which are just now going public. Along the way, you will get a chance to read several pieces from the Threshold magazine, including one from our award-winning research director Erin Reilly, get some reflections from some of our students about how they learned about and through popular culture, and learn about how spreadability may impact education. Today and next time, I will be running the essay which I wrote for the magazine, which maps the ways I am starting to think about the relationship between participatory culture and participatory democracy.

And if that's not enough New Media Literacies thinking for you, check out this great podcast put together by Barry Joseph and others at Global Kids, one of our research partners, which includes a conversation between Mimi Ito and myself and an interview with Constance Steinkuehler.

"Geeking Out" For Democracy

by Henry Jenkins

In his book, Bowling Alone, sociologist Robert Putnam suggests that many members of the post-WWII generation discovered civic engagement at the local bowling alley. The bowling alley was a place where people gathered regularly not simply to play together, but talk about the personal and collective interests of the community, to form social ties and identify common interests. In a classic narrative of cultural decline, Putnam blames television for eroding these strong social ties, resulting in a world where people spent more time isolated in their homes and less time participating in shared activities with the larger community.

But what does civic engagement look like in the age of Facebook, YouTube, and World of Warcraft? All of these new platforms are reconnecting home-based media with larger communities, bridging between our public and private lives. All offer us a way to move from media consumption towards cultural participation.

During a recent visit in Santiago, I sat down with Chilean national Senator Fernando Flores Labra who believes that the guild structure in the massively multiplayer video game, World of Warcraft, offers an important training ground for the next generation of business and political leaders. (Guilds are affiliations of players who work together towards a common cause, such as battling the monsters or overcoming other enemies in the sword-and-sorcery realm depicted in the game.) The middle aged Labra, with his slicked back hair, his paunchy midsection, and his well-pressed suits, is probably not what you expect a World of Warcraft player to look like. Yet, he's someone who has spent, by his own estimate, "thousands of hours playing these games, with hundreds of people, of all ages, all over the world."

Labra recently invited leading business and political leaders to come together and learn more about such games, explaining: "I am convinced that these technologies can be excellent laboratories for learning the practices, skills and ethics required to succeed in today's global environment, where people are increasingly required to interact with people all over the world, but still have a hard time working with their colleagues in the office next door, never mind with their new colleagues, whom they have never met, on the other side of the world. If an organization is to survive and thrive in today's era of globalization, its leaders must ensure that members of their organization become experts in operational coordination among geographically and culturally diverse groups; build and cultivate trust among their various stakeholders, including their employees, their customers and their investors, all of whom may be culturally and geographically diverse; cultivate people that are able to act with leadership in an era of rapid and constant change."

Playing World of Warcraft requires the mobilization of a large number of participants and the coordination of efforts across a range of different skill groups. Experienced players find themselves logging into the game not simply because they want to play but because they feel an obligation to the other players. Participants often network outside the game space to coordinate their efforts and soon find themselves discussing a much broader range of topics (much like Putnam's bowlers). Participants develop and deploy tools which allow them to manage complex data sets and monitor their own performances. And the guild leadership, many of whom are still in their teens, learn to deal with their team member's complex motivations and sometimes conflicting personalities.

Whatever these folks are doing, they are not "bowling alone." If Putnam's correct, bowling was more than a game for post-war citizens, and World of Warcraft is more than a game for many students in your classrooms.

But let's take it a step further. Game guilds and other kinds of social networks are as central to what we mean by civic engagement in the 21st century as civic organizations were to the community life of the 20th century. If bowling helped connect citizens at the geographically local level, these new kinds of communities bring people together from diverse backgrounds, including adults and youths, and across geographically dispersed communities. Such dispersed social ties are valuable in a world where the average American moves once every four or five years, often across regions, and where many of us find ourselves needing to interact with colleagues around the planet.

I use the term "participatory culture" to describe the new kinds of social and creative activities which have emerged in a networked society. A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another. Participatory culture shifts the focus of literacy from one of individual expression to community involvement.

The work we are doing through the MacArthur Foundation's emerging Digital Media and Learning Initiative, a network of scholars, educators, and activists , starts from the premise that these new media platforms represent important sites of informal learning. The time young people spend, outside the classroom, engaging with these new forms of cultural experience foster real benefits in terms of their mastering of core social skills and cultural competencies (the New Media Literacies) they are going to be deploying for years to come. While much has been said about why 21st century skills are essential for the contemporary workplace, they are also valuable in preparing young people for future roles in the arts, politics, and community life. Learning how to navigate social networks or produce media may result in a sense of greater personal empowerment across all aspects of youth's lives.

In a recent report, documenting a multi-year, multi-site ethnographic study of young people's lives on and off line, the Digital Youth Project suggests three potential modes of engagement which shape young people's participation in these online communities. First, many young people go on line to "hang out" with friends they already know from schools and their neighborhoods. Second, they may "mess around" with programs, tools, and platforms, just to see what they can do. And third, they may "geek out" as fans, bloggers, and gamers, digging deep into an area of intense interest to them, moving beyond their local community to connect with others who share their passions. The Digital Youth Project argues that each of these modes encourages young people to master core technical competencies, yet they may also do some of the things that Putnam ascribed to the bowling leagues of the 1950s -- they strengthen social bonds, they create shared experiences, they encourage conversations, and they provide a starting point for other civic activities.

For the past few decades, we've increasingly talked about those people who have been most invested in public policy as "wonks," a term implying that our civic and political life has increasingly been left to the experts, something to be discussed in specialized language. When a policy wonk speaks, most of us come away very impressed by how much the wonk knows but also a little bit depressed about how little we know. It's a language which encourages us to entrust more control over our lives to Big Brother and Sister, but which has turned many of us off to the idea of getting involved. But what if more of us had the chance to "geek out" about politics? What if we could create points of entry where young people saw the affairs of government as vitally linked to the practices of their everyday lives? "Geeking out" is empowering; it motivates our participation and in a world of social networks, pushes us to find others who share our passions. If being a "wonk" is about what you know, being a "geek" involves an ongoing process of sharing information and working through problems with others. Being a political "geek" involves taking on greater responsibility for solving your own problems, working as a member of a larger community, whether one defined in geographic terms or through shared interests.

Maybe "geeking out" about politics is key to fostering a more participatory democracy, one whose success is measured not simply by increases in voting (which we've started to see over the past few election cycles) but also increased volunteerism (which shows up in survey after survey of younger Americans), increased awareness of current events, increased responsibility for each other, and increased participation in public debates about the directions our society is taking. "Geeking out" might mean we think about civic engagement as a life style rather than as a special event.

We still have a lot to learn about how someone moves from involvement in participatory culture towards greater engagement with participatory democracy. But so far, there are some promising results when organizations seek to mobilize our emerging roles as fans, bloggers, and gamers. Consider, for example, the case of the HP Alliance, an organization created by Andrew Slack, a 20-something activist and stand up comic, who saw the Harry Potter books as potential resources for mobilizing young people to make a difference in the world. Slack argues that J.K. Rowling's novels have taught a generation to read and write (through fan fiction) and now it has the potential to help many of those young people cross-over into participation in the public sphere. Creating what he describes as "Dumbledore's Army" for the real world, the HP Alliance uses the story of a young man who questioned authority, organized his classmates, and battled evil to get young people connected with a range of human rights organization. Slack works closely with Wizard Rock bands, who perform at fan conventions, record their music as mp3s, and distribute it via social network sites and podcasts. He works with the people who run Harry Potter fan websites and blogs to help spread the word to the larger fan community. So far, the HP Alliance has moved more than 100,000 people, many of them teens, to contribute to the struggles against genocide in Darfur or the battles for worker's rights at Wal-Mart or the campaign against Proposition 8 in California.

Many parents and educators grumble about this generation's lack of motivation or commitment, describing them as too busy playing computer games to get involved in their communities. For some teens, this may be sadly true. But, Global Kids, a New York organization, has been using Second Life to bring together youth leaders from around the world and to give them a playground through which they can imagine and stage solutions to real world problems. Global Kids, for example, used machinima -- a practice by which game engines are deployed to create real time digital animation -- to document the story of a child soldier in Uganda and circulate it via YouTube and other platforms to call attention to the plight of youth in the developing world. Much like the HP Alliance, Global Kids is modeling ways we can bridge between participatory culture and participatory democracy.

Critical Information Studies For a Participatory Culture (Part Two)

One of the most productive things to come out of the University of Virginia conference was some rapproachment between political economy (which dominates the current media reform movement) and cultural studies (which has been much more closely associated with the participatory culture paradigm). The cliche is that political economy is all structure and no agency and cultural studies is all agency and no structure. We are, as Robert McChesney suggests, at a "critical juncture" because there are structures and constraints which could be locked down, resources that can be lost, and rich potentials which are fragile. In such a time, we need to look at both agency and structure and so we need to end the theoretical conflict in favor of identifying shared goals -- working together when we can, working separately but in parallel where our goals and tactics differ, but wasting little time on squabbles on the borders between fields. I learned more from conference participants about what steps had already been taken within the media reform movement to embrace some of these same principles. What follows might be described as a partial agenda for media reform from the perspective of participatory culture, one which looks at those factors which block the full achievement of my ideals of a more participatory society. "The Only Thing We Have to Fear is Fear Itself": Right now, much of our public policy is being fueled by fear and anxiety about cultural change. There is a gender dimension to this politics of fear -- we fear our sons (through anxieties about media effects, school shootings, and video game violence) and for our daughters (through anxieties about sexual molestation through social networking sites or sexual exposure through content-sharing sights). Such fears surfaced in response to recent efforts by the Internet Safety Technical Taskforce to shift the terms of the debate about youth's digital access. The group dared to question the "sexual predator" myths which currently shape public policies, only to become the target of aggressive smears by sensationalistic news, cultural warriors, and political leaders, who have found fear-mongering a productive strategy for raising money, capturing eyeballs, and mobilizing voters. As Anne Collier (Netfamilynews) recently suggested, people can not meaningfully participate in these emerging social and cultural structures if they are worried about their physical well being or emotional safety, yet safety concerns should not be deployed to block access and restrict participation. Rather, there is a need for education which stresses ethical responsibility and civic awareness; trained teachers and librarians need to help young people to grasp the potentials and route around the risks of online communication. Before we can make progress on most of the other policy issues here, we need to develop strategies for decreasing the role of ignorance and fear in public debates about new media.

From Digital Divide to Participation Gap: For the past decade, there has been a concerted effort to wire schools and libraries as a means of overcoming the digital divide and insuring that every American child has access to networked computers. This ongoing struggle around technological access has brought about some real changes, but it has also revealed deeply cultural divides. The participation gap refers to these other social, cultural, and educational concerns which block full participation. Ellen Seiter, for example, has explored how inequalities in cultural capital undermine school-based programs for media education. Unequal access to free time outside of school and the workplace make it much harder for some to contribute content or participate in online communities than others. Much as the old "hidden curriculum" determined which young people did better in schools, the new "hidden curriculum" is shaping who feels empowered and entitled to participate.

Remaking Schools: The MacArthur Foundation's Digital Media and Learning Initiative has brought together hundreds of researchers around the country who are seeking to reinvent public institutions (schools, libraries, museums) to reflect this alternative understanding of participatory culture. Mimi Ito, Michael Carter, Peter Lyman, and Barrie Thorne's Digital Youth Initiative has undertaken a large scale ethnographic study of the many different sites (inside and outside schools, inside and outside homes) through which young people connect with the online world and the kinds of informal learning which occurs through their friendship-based and interest-driven networks. Their project maps a "learning ecology" based on participatory culture principles yet many of the most valuable practices -- especially those which involve young people linking through social networks or producing and sharing media -- are blocked by federal and local educational policies. While schools and libraries may represent the best sites for overcoming the participation gap, they are often the most limited in their ability to access some of the key platforms -- from Flickr and YouTube to Ning and Wikipedia-- where these new cultural practices are emerging. As these insights get translated into curriculum and pedagogical practices through schools, we need to avoid narrowing this emphasis onto 21st Century Skills which prepare young people for the workplace rather than the model of expressive citizenship suggested by the MacArthur Foundation's emphasis on New Media Literacies. The reliance on standardized testing is in some cases shutting down the potentials for intervention through education and in other cases restricting our understanding of these new skills to only those which can be tested and measured.

 

Rethinking Collective Intelligence: As writers like Yochai Benkler, Jane McGongel, Thomas Malone, Axel Bruns, and others have suggested, activities such as writing Wikipedia or solving Alternative Reality Games offer vivid examples of the ways that social networks may pool their resources, share their expertise, and solve problems more complex than any individual could imagine. O'Reilly's "Web 2.0" model, consciously or otherwise, blurs the line between Pierre Levy's notion of "collective intelligence" and James Surowiecki's "Wisdom of Crowds." Levy's model is deliberative, depending on people forming communities to work together towards shared ends, and he sees it as a cornerstone for any future vision of democracy in the digital era; Surowiecki's "Wisdom of Crowds" is aggregative, relying on a model of a market driven by individual consumer choices. Needless to say, the "wisdom of the crowds" model is proving much easier to assimilate into corporate logic since it still relies on the autonomous and isolated consumer rather than a recognition of the collective bargaining potential of networked publics. We need to continue to push for alternative platforms and practices which embrace and explore the potential of collective intelligence so that we better understand what kinds of ethical, pedagogical, and political principles must be in place before we can realize new forms of citizenly engagement.

 

Promoting Diversity: While expanding who has access to the means of cultural production and distribution has the potential to broaden the range of stories and ideas in circulation, other mechanisms are working to contain the diversity of the online world. As John McMurria has noted, the most visible content of many media-sharing sites tends to come from members of dominant groups, even as minority content continues to circulate within minority communities. Most models for user-moderation of content start from majoritarian principles with no commitment to diversity. Minority participation is intimidated through the hate speech which goes unregulated on the forums surrounding such sites. At the same time, writers like danah boyd and S. Craig Watkins are arguing that social networks act like gated communities, cementing existing social ties rather than broadening them. As people seek out "like minded individuals," social divisions in the real world are being mapped onto cyberspace, reinforcing cultural segregation along class and race lines. John Campbell has explored the ways that online affinity portrals, which claim to serve minority communities, serve the interests of advertisers for data mining and impression management more than they serve any identity politics agenda, further isolating minority participants from being able to speak to a more generalized audience. We might add to this more generalized concerns raised by Trebor Sholz and others about how social networks lock down our membership by making it hard to move our own data or friendship networks from one commercial site to another, suggesting that the segregation of cyberspace may be difficult to overcome.

Reasserting Fair Use: As writers like Lawrence Lessig, Siva Vaidhyanathan, Jessica Litman, and others have suggested, struggles over intellectual property may be the most important legal battleground determining the future of participatory culture. While corporations are asserting a "crisis of copyright", seeking to police "digital "piracy," citizen groups are seeking to combat a "crisis of fair use" as the mechanisms of corporate copyright protection erode the ability of citizens to meaningfully quote from their culture. D.J. Spooky's Sound Unbound: Sampling Music and Culture brought together contemporary artists and media makers who saw remix and sample practices as central to their own artistic expression, undercutting the claim that such battles are being fought in the name of author's rights. The Center for Social Media has launched a series of "best practices" documents designed to help remix artists, documentary filmmakers, and media literacy teachers to identify and assert their fair use rights to build on the existing cultural reservoir. Sites like YouTomb are mapping the ways that web 2.0 platforms are responding to these corporate pressures, often by sending out "take down" notices to their contributors, which would stretch well beyond any existing legal understanding of copyright. And now, because these "take downs" are being automatically generated by the company itself, it is increasingly difficult for contributors to overturn them on the basis of fair use arguments. The Organization for Transformative Works has emerged from the fan world as a way of redefining fan practices as falling within the protections of fair use, creating a place where fans can turn when they receive cease and desist orders, while another grassroots organization, Tribute Is Not Theft, has been deploying YouTube itself as a platform to educate fellow contributors about their Fair Use rights and about the value of remix practices.

 

Critiquing Free Labor: Tziana Terranova was among the first academic critics to call attention to the "free labor" model which remains implicit in O'Reilly's discussion of "Web 2.0." As one joke puts it, "we produce all the content, they make all the money." Talk of an "architecture of participation" masks over the often conflicting interests of grassroots media producers and the commercial platforms they increasingly rely upon for the distribution of their works. The lack of revenue sharing, for example, has been charged with further undercutting the economic base for independent media production, with outsourcing creative labor at the expense of jobs for industry professionals, and commodifying yet not protecting long-standing grassroots practices of cultural production which were historically based on gift economy models. Some are responding with the development of alternative platforms for distribution based on other kinds of political or economic models, whether those which Witness is developing for distributing videos produced by human rights activists or those being developed by the Organization for Transformative Works to protect the rights of fan media makers. Initially, it has been a struggle even to get a recognition that the creation of "user-generated content" should be understood as a form of creative labor as opposed to simply a new form of consumption or an alternative kind of play. As such, the debates over "free labor" represent the most visible part of a larger effort of consumers and citizens to reassert some of their rights in the face of web 2.0 companies, including increased scrutiny over terms of service, growing concerns about issues of privacy and surveilance, and expanded understanding of the consequences of ceding control and ownership of personal data more generally.

 

Designing Civic Media: As the economic crisis deepens, American newspapers are folding, news media are tightening their budgets and reducing their coverage, and journalists are losing their jobs. While some have argued that we are moving from an age of informed citizens to one based on a more monitorial model, all of these discussions of civic engagement rest on having a source of reliable and meaningful information which can form the basis for our deliberations and collective actions. The idea that professional journalists will be replaced by a volunteer army of "citizen journalists" is profoundly misleading, even if citizens may deploy new technologies to serve other informational needs of their society. Talk about "citizen journalists" is like talk of "horseless carriages," an attempt to understand an emerging system by mapping it onto legacy technologies. American University's Center for Social Media, The Norman Lear Center at the University of Southern California, Harvard's Berkman Center, and MIT's Center for Future Civic Media, among others, are exploring alternative systems for the production and distribution of documentary, alternative resources which support community building and information sharing, and alternative tool sets which allow citizens to transform their society. Huma Yosuf's study of the use of civic media in Pakistan during the recent national emergency suggests that citizens can use these tools to work around censorship, to organize in the face of oppressive regimes, and to alert the outside world about what was happening in their country. Yet, in many cases, these alternative practices still rely on the raw materials provided by professional news coverage and thus we all need to be concerned about the health and independence of the news media.

 

Thinking Globally: The emergence of new platforms for media sharing and social networking represent alternative models for thinking about the politics of globalization. Throughout the Bush years, when the American super power embraced a unilateral perspective on world affairs, a growing number of American young people were consuming media produced from outside our national borders, often by deploying illegal or semi-legal channels of distribution which connected them directly with fans from other parts of the world. Activists who in the future may be engaged with the politics around poverty, AIDS, environmentalism, energy, or Human Rights, may have first connected around the trade of anime, Bollywood films, telanovelas, or K-Dramas. The practices surrounding the circulation of such materials can be eye-opening as participants discover the protectionist policies and practices which block timely access to international media.

 

Restructuring Activism: Many of the battles we are describing here are being fought by grassroots organizations framed according to new models of citizenship and activism which emerge from participatory culture. In his recent book, Dream:Re-Imagining Progressive Politics in an Age of Fantasy, Stephen Duncombe makes the case for a new model of social change which is playful and utopian, channels what we know as consumers as well as what we know as citizens, and embraces a more widely accessible language for discussing public policy. We can get a sense of what such a new model of activism might look like by examining movements like the HP Alliance which uses J.K. Rowling's Harry Potter franchise as a shared framework for discussing human rights and social justice issues or the Anonymous movement which deployed imagery from V for Vendetta to mobilize protests against the Church of Scientology. There's much we need to know about what this new kind of political discourse looks like, what its strengths and limits are, and whether it can effect meaningful change. How do we build a bridge between participatory culture and participatory democracy?

In each of these debates, there is a need for critical theory which asks hard questions of emerging cultural practices. There is also a need for critical utopianism which explores the value of emerging models and proposes alternatives to current practices. There is a need for theory which deals abstractly with these shifts in cultural logic and there's a need for interventions which test the value of that theory through practice. There is a need for academic scholarship which trains the next generation and there's a need for conversations which overcomes the isolation between the various groups which are struggling over these issues. There is a need for people who stand outside the system throwing rocks and there's a need for people who can move into the boardrooms and engage in conversation with those in power. It is too easy to draw false divisions between these various causes, too hard to identify the common ground. I am hoping that this conference will allow for meaningful exchanges around these shared concerns.

 

Sources

The following might be a basic reading list for those of you wanting to understand more about media policy and participatory culture. Most of these names will be familiar to regular readers of this blog, though a few of them have recently been added to my own reading list and will figure in future posts.

Benkler, Yochai (2006). The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven: Yale University Press.

 

Bruns, Axel (2008). Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. London: Peter Lang.

boyd, dana (2008). Taken Out of Context: American Teen Sociality in Networked Publics. PhD Dissertation. University of California-Berkeley, School of Information.

Campbell, John Edward (2008). Virtually Home: The Commodification of Community in Cyberspace. Dissertation in Communication at University of Pennsylvania.

Center for Social Media (2008). Code of Best Practices in Fair Use For Media Literacy Education.

Center for Social Media (2008). Code of Best Practices in Fair Use For Online Video.

Center for Social Media (2005). Documentary Filmmakers' Statement of Best Practices in Fair Use.

Clark, Jessica and Pat Aufderheide (2009). Public Media 2.0: Dynamic, Engaged Publics. Washington DC: Center for Social Media.

 

Collier, Anne (2009). "Social Media Literacy: The New Internet Safety," NetFamilyNews.

Duncombe, Stephen (2007). Dream: Re-Imagining Progressive Politics in an Age of Fantasy. New York: New Press.

Hyde, Lewis (2007). The Gift: Creativity and The Artist in the Modern World. New York: Vintage.

James, Carrie with Katie Davis, Andrea Flores, James M. Francis, Lindsey Pettingill, Margaret Rundle and Howard Gardner, "Young People, Ethics, and the New Digital Media."

Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press.

Jenkins, Henry,Xiaochang Li, and Ana Domb Krauskopf With Joshua Green (2009). "If It Doesn't Spread, It's Dead." Confessions of an Aca-Fan.

Jenkins, Henry with Ravi Purushatma, Katherine Clinton, Margaret Weigel, and Alice Robison,Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century.

Lessig, Lawrence (2005). Free Culture: The Nature and Future of Creativity. New York: Penquin.

Levy, Pierre (1999). Collective Intelligence: Mankind's Emerging World in Cyberspace. New York: Basic.

Litman, Jessica (2006). Digital Copyright. New York: Prometheus.

Lyman, Peter, Mizuko Ito, Barrie Thorne, and Michael Carter, Hanging Out, Messing Around, And Geeking Out: Kids Living and Learning With New Media. Cambridge: MIT Press/MacArthur Foundation, 2009.

Malone, Thomas (2004). The Future of Work: How the New Order of Business Will Shape Your Organization, Your Management Style and Your Life. Cambridge: Harvard Business Review.

 

McGonigal, Jane (2008). "Why I Love Bees: A Case Study in Collective Intelligence Gaming" in Katie Salens (ed.), The Ecology of Games: Connecting Youth, Games, and Learning.Cambridge: MIT Press/MacArthur Foundation.

McMurria, John (2006 ). "The Youtube Community,"

Miller, Paul (2008). Sound Unbound: Sampling Music and Culture. Cambridge: MIT Press.

O'Reilly, Tim (2005)."What is Web 2.0: Design Patterns and Business Models for the Next Generation of Software."

 

Seiter, Ellen (2008). "Practicing at Home: Computers, Pianos, and Cultural Capital" in Tara McPherson (ed.), Digital Youth, Innovation and the Unexpected. Cambridge:MIT Press/MacArthur Foundation.

Sennett, Richard (2009). The Craftsman. New Haven: Yale University Press.

Scholz, Trebor (2006). "Collaboration and Collective Intelligence." Panel organized as part of the Media in Transition conference at MIT.

Sureicki, James (2005). The Wisdom of Crowds. New York: Anchor.

Terranova, Tizianna (2004). Network Culture: Politics for the Information Age. London: Pluto Press.

Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York: New York University Press.

Yusuf, Huma (2009). Old and New Media: Converging During the Pakistan Emergency (March 2007-February 2008, Center for Future Civic Media.

Watkins, S. Craig (Forthcoming). The Young and the Digital. Boston: Beacon Press.

Critical Information Studies For a Participatory Culture (Part One)

Last Saturday, I spoke at a conference being organized by the Media Studies Program at the University of Virginia, Connections: The Future of Media Studies. Among the others speaking were Jeff Alexander, Michael Delli Carpini, Henry Jenkins, Eric Klinenberg, Marwan Kraidy, Sonia Livingstone, Robert McChesney, Paddy Scannell, Jonathan Sterne, Lisa Gitelman, and Eszter Hargittal. I thought I would share my remarks for the "critical information studies" panel through the blog since they represent a pretty good summary of some of the things I've been thinking about and working on over the past few years.

Tim O'Reilly's concept of "web 2.0" was first promoted at a 2004 conference of key industry leaders and later spread via his "What is Web 2.0" essay. "Web 2.0" has become increasingly institutionalized as the definitive account of the business plans and cultural practices defining the digital realm in the early 21st century. O'Reilly's concept is now spreading into discussions about politics and government, education, and grassroots cultural practices, becoming increasingly defused as it travels. There have been surprisingly few attempts to seriously understand its core assumptions or propose other models for describing the shifting relations between media producers and consumers.

O'Reilly's original essay encoded the "best practices" of those companies (Amazon, Yahoo, Google, among them) which had survived the dotcom meltdown, offering advice for venture capitalists and entrepreneurs who wanted to seize the next new business opportunity. O'Reilly describes a world where companies are able to "harness the collective intelligence" and circulate "user-generated content" from their consumers, where the key component of any new digital service or platform involves designing an "architecture of participation," and where user-led innovation fuels the ongoing innovation and retooling of new technologies. The term, "Web 2.0" arrived just in time to offer a handy explanation for Wikipedia, YouTube, Second Life, Facebook, and Twitter.

Initially, the discourse of "web 2.0" was embraced as offering a progressive alternative to the alienation of the consumer from the means of cultural production and circulation and these companies have been understood as enabling a more diverse media culture. Yet, over the past few years, struggles between users and owners (still operative distinctions in most web 2.0 companies), such as debates around FanLib (the attempt to commodify an existing participatory culture), Live Journal (the attempt to censor user-generated content), Facebook (shifts in privacy standards and the terms of service), and YouTube (automatic take-downs which impinge on fair use), are starting to reveal some of the contradictions and conflicts masked by O'Reilly's "architecture of participation."

There is an urgent need for serious reflection on the core models of cultural production, distribution, ownership, and participation underlying "web 2.0." Almost everyone involved sees our culture as moving in a more participatory direction, yet struggles over web 2.0 will help to determine the terms of our participation.

As we seek to complicate and modify the "web 2.0" model, academic theory needs to move beyond blunt critiques, which read these new developments as "business as usual" and reflect a knee-jerk distaste for consumerism, towards more nuanced accounts which understand the specific mechanisms being deployed and understands the public's stake in participation. The pitches of web 2.0 companies respond to real shifts in the ways that the general public understands their role in the culture or their political agency which need to be respected. The platforms represent a radical change in mechanisms for filtering and circulating media content which need to be acknowledged if we are to fully understand what's at risk in these discussions.

At the same time, those of us who have long advocated for a more "participatory culture" need to better define our ideals and identify and confront those forces that threaten the achievement of those ideals. This should be a moment for renewed communication across theoretical paradigms and political perspectives so that we may frame cogent responses. As we learn from each other, we need to adopt a multifront perspective: offering critiques of the corporate web 2.0 model, shoring up the alternative grassroots model of participatory culture, promoting educational and political reforms which may empower more people to meaningfully participate in the production and circulation of culture.

Theory -- both academic and vernacular -- becomes a key resource in these struggles, but only if we can build bridges between university researchers and those involved in other sites of media change. Academics need to be engaging with policy makers, media producers, fans, citizens, educators, and other constituencies who are part of the ongoing conversations which will redefine our cultural future. Right now, our theories are struggling to keep up with the change and falling far behind what's needed on the ground as people think through their own relationships to new cultural systems and emerging corporate practices.

Across a range of recent projects, I have been returning to a term I coined very early in my career, participatory culture, and seeking to refine it into what might be considered an alternative model for understanding the shifts in cultural production and economic relations. "Web 2.0" is not the same thing as "participatory culture," though its promoters often seek to absorb grassroots expression fully into its business model. In Convergence Culture: Where Old and New Media Collide, I made the case that our current cultural landscape is being changed as much by bottom-up pressures from consumers and citizens as from top-down pressures from media conglomerates. Across the 20th century subcultural deployment of emerging technologies have paved the way for a greater public expectation that they will be able to meaningfully reshape the media they consume. The rise of digital networks is facilitating new forms of "collective intelligence" which are allowing groups of consumers to identify and pursue common interests. Alternative forms of cultural production, such as those surrounding fandom and other subcultural communities, are gaining much greater visibility as they move through emerging platforms. Skills acquired through participation in popular culture are spilling over into education, politics, and religion, reshaping the operations of other core institutions.

In Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century, a white paper drafted for the MacArthur Foundation, I develop a framework for thinking about educational policy which reflects these changes, identifying eleven social skills and cultural competencies we believe need to be fully incorporated into educational practices if all young people are going to become full participants in this shifting media landscape. There, we offer one definition of participatory culture:

"A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another. Participatory culture shifts the focus of literacy from one of individual expression to community involvement."

More recently, I have been seeking to better understand the mechanisms by which consumers curate and circulate media content, rejecting current discussions of "viral media" (which hold onto a top-down model of cultural infection) in favor of an alternative model of "spreadability" (based on the active and self conscious agency of consumers who decide what content they want to "spread" through their social networks. This work argues that what I am calling participatory culture might best be understood in relation to ideas about the "gift economy" developed by Lewis Hyde in The Gift. "Web 2.0" might then be read in terms of negotiations around value and worth which occur at the intersections between commodity culture and the gift economy. Richard Sennett's recent book, The Craftsman, offers a rich account of how cultural labor has historically been motivated by forces other than pure profit, reflecting desires for personal achievement and expression and for a "job well done," which might help explain what motivates the pro-am productivity within our current digital economy.

This new emphasis on "participatory culture" represents a serious rethinking of the model of cultural resistance which dominated cultural studies in the 1980s and 1990s. Cultural resistance is based on the assumption that average citizens are largely locked outside of the process of cultural production and circulations; De Certeau's "tactics" (especially as elaborated through the work of John Fiske) were "survival mechanisms" which allowed us to negotiate a space for our own pleasures and meanings in a world where we mostly consumed content produced by corporate media; "poachers" in my early formulations were "rogue readers" whose very act of reading violated many of the rules set in place to police and organize culture. Increasingly, audience participation is factored into the business plans and are central to the design of media franchises; media companies alternatively seek to court and control an increasingly unruley audience as fans and other consumers recognize that collectively we exert much greater influence on the cultural agenda and are helping to generate the content that others are consuming.

As consumers and citizens have taken media into their own hands, they are becoming more aware of the economic and legal mechanisms which might blunt their cultural influence and are defining strategies for using these new platforms in ways that promote their own interests rather than necessarily those of their corporate owners. In this new context, participation is not the same thing as resistance nor is it simply an alternative form of co-optation; rather, struggles occur in, around, and through participation which have no predetermined outcomes. Both producers and consumers may now be understood as "participants" in this new media ecology, while recognizing that they do so from positions of unequal power, resources, skills, access, and time.

Next time: I will identify some of the core conflicts/issues which are shaping media policy and critical information studies in the early 21st century.

Where Citizens Gather: An Interview with The Future of Public Media Project's Jessica Clark (Part Two)

Today, we continue our discussion with Jessica Clark, co-author of Public Media 2.0, an important white paper recently issued by American University's Center for Social Media. What does your research suggest about the relative roles of professional media producers and Pro-Am media makers in the new ecology of public media?

Professionally produced content is central to public media 2.0--right now, more people than ever are consuming and linking to newspapers and broadcast news sources. Some forms of public media are expensive to produce and difficult to make using only volunteer energy and resources: investigative journalism, long-form documentary, international coverage. Those should continue to be subsidized by taxpayers, by new business models for news, and by social entrepreneurs interested in supporting "double bottom line" projects.

What's different in this new ecology is the way in which publics are using content. They are adopting roles up and down the production chain --funding news and information through projects like Spot.us, collaborating in investigations on sites like Talking Points Memo, reporting directly via mobile phone from war zones using tools like Ushahidi , analyzing and critiquing news sources at sites like NewsTrust and disseminating relevant content through social networks, Twitter, Digg, and many other channels. This fundamentally challenges the agenda-setting powers of legacy media, making it much harder to create and maintain an artificial consensus, a "conventional wisdom."

Jay Rosen writes about this in a January Post on his PressThink blog titled "Audience Atomization Overcome: Why the Internet Weakens the Authority of the Press."

In the age of mass media, the press was able to define the sphere of legitimate debate with relative ease because the people on the receiving end were atomized--meaning they were connected to BigMedia but not across to each other. But today one of the biggest factors changing our world is the falling cost for like-minded people

to locate each other, share information, trade impressions and realize their number. Among the first things they may do is establish that the echosphere of legitimate debate as defined by journalists doesn't match up with their own definition.

In the past there was nowhere for this kind of sentiment to go. Now it collects, solidifies and expresses itself online. Bloggers tap into it to gain a following and serve demand. Journalists call this the echo chamber, which is their way of downgrading it as a reliable source. But what's really happening is that the authority of the press to assume consensus, define deviance and set the terms for legitimate debate is weaker when people can connect horizontally around and about the news.

We can see this expansion of public dialogue in action via new tools for visualizing connections and authority online. One really fun tool is the Political Video Barometer, designed by Morningside Analytics. This shows the dissemination of online videos across the spectrum of the political blogosphere. Some of these videos are clips from mainstream media, some are produced by advocacy groups, some by individuals. Some are strident, some are artistic, some are snarky. The range of expression and debate is wider than we got used to seeing on TV, but now these new forms of communication are expanding the boundaries of legitimate public discourse.

You note that public media is "rarely loved," yet participatory culture is passion driven. How can you build the base of support for public media in the absence of the passions that fuel other kinds of fan culture?

Audiences are actually passionately loyal to public broadcasting, and for many it's the most trusted source for news. Politicians sometimes love it less, because it can generate controversy or cast a critical eye. The main problem is that many of the programs and stations haven't kept up with either technological changes or shifts in tone

over the last two decades. It's hard to make the case that public broadcasting, especially PBS, serves the whole country adequately--the programs tend to appeal to the very young and those approaching or enjoying retirement. Finding ways to connect with people's civic passions through new platforms and new voices will be paramount if

public media is to maintain a broad base of support as its core audiences age. The idea that the populace at large is apathetic is not only wrong, it's condescending; by opening up and innovating, public broadcasting can evolve into public media 2.0.

Does Public Media 2.0 rest on the assumption of a generalized public or do the same arguments apply to smaller scale niche audiences and social networks?

We think the concept of a generalized public is a fiction perpetrated by pollsters and demagogues. Not only are there very few issues that engage the entire adult population of a country, but in our framework, publics can form across national boundaries, and in places that don't yet have stable democratic governments. For example, online censorship is an issue that mobilizes a discrete but impassioned group of people around the world. The Global Voices Access Denied Map is an example of public media 2.0 dealing with that issue. Here's how they describe it:

The Access Denied Map will lead interested readers to content that enables them to support anti-censorship movements and keeps readers abreast of the filtering situation in various parts of the world. It will also facilitate collaboration between activists, allowing them to find each other, share tactics and strategies and experiences.

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So, public media 2.0 definitely applies to niche audiences and social networks. In our definition, we privilege debate over partisanship. The idea isn't to make media that attracts a group of like-minded users around an issue or a figure--what you note as "pools" or "hubss" in the terminology of Lara Lee from Jump Associates. It's to offer up high-quality content around an issue and provide contexts/platforms that allow people to grapple with it.

A public is also distinct from a "community," which might form casually through physical proximity or shared interests. Publics can rise out of communities, but are more pointed.

Your report defines public media around primarily political and civic functions, yet public broadcasting has tended to define its mission much more around cultural programming--in part because of the ideological climate around its funding process. Does the new media environment free media producers to embrace a more explicitly

political mission?

Right now what we're terming public media 2.0 is in its "first two minutes"--many projects are taking place outside of the context of federally funded outlets or production companies, which means they can be as political as is appropriate to the issues being tackled. In the future, separating the funding and production of content from that of online engagement will help to heat-shield public media 2.0 from political attacks. If publics themselves are producing, curating and discussing content, it's harder to unilaterally dismiss them as biased or hegemonic. Individual discussions and projects might draw fire from partisans, but the idea is to create contexts and platforms that allow users from across the political spectrum to access and engage with reliable information. The result will be more wide-ranging, honest and authentic interactions. Of course, there will be flame wars, commercial incursions, and propaganda in the mix. But those existed in the analog world too. We're still early in the process of negotiating new standards and rules for open media, but we'll get there.

A range of explicit policies will be needed to support public media 2.0. These range from infrastructure policies (net neutrality, universal broadband access), to support for content (via taxpayer funding and tax incentives), to copyright reforms (for instance,

making it easier to use copyrighted works when you can't find the author, or orphan works) and copyright education (for instance around the utility of fair use), and support for public engagement and media literacy.

Some forms of public media have historically been paternalistic-- giving people what they think is good for them rather than commercial culture's desire to give people who they desire. There are all kinds of problems for this framing, but in so far as this stereotype has some truth, how do we shift this mindset to embrace much greater public participation in framing issues and shaping content? Are most of the current public media producers ready to embrace the kind of relationship to the public you describe here?

We're seeing all kinds of interesting experiments within traditional public broadcasting, many of which we document in our white paper. There is also a long-running strain of participatory media in public media, as embodied in projects like StoryCorps or This I Believe. Sharing significant cultural and social experiences, crafting personal narratives, capturing reality in all of its bumpy, quirky texture-- these are all impulses intrinsic to oral history and documentary, practices central to legacy public media. The difference now is that people can participate directly in producing public media 2.0.

Jessica Clark is the research director of the Center for Social Media at American University, where she heads up the Future of Public Media project. She is currently working on a book about the evolution of the progressive media sector with Tracy Van Slyke of The Media Consortium. Together they edit a related blog, Build the Echo. She is also the editor-at-large for In These Times, an award-winning monthly magazine of progressive news, analysis and cultural reporting.

Where Citizens Gather: An Interview with The Future of Public Media Project's Jessica Clark (Part One)

Amidst all of the dire talk these days about the fate of the American newspaper, the Center for Social Media at American University has issued an important white paper exploring the future of public media more generally. When most of us think about "public media" these days, we are most likely to be talking about Public Broadcasting, where the Public refers as much to Public Funding as it refers to any conception of the Public Sphere. The report, Public Media 2.0, embraces the affordances and practices of an era of participatory culture and social networks to identify strategies for public media which emphasize its capacity to attract and mobilize publics. This reframing of the issues shows ways that we can expand who produces and who consumes public media, taking advantage of new stakeholders -- independent media producers, engaged online communities -- who have not always felt well served by the increasingly conservative fair on offer from public broadcasting. After several decades of getting caught in the crossfire of culture war politics, PBS and NPR sometimes seem a bit gun shy. The new report suggests ways that we can use emerging technologies and practices to enable a more rigorous discussion of public policy, one which bridges across generational gaps and racial divides a like. Public Media 2.0 imagines ways that civic discussions can engage people like my students who are much more likely to seek out information via The Daily Show than Washington Week in Review.

My hope is that this report will spark informed discussion across a range of different publics and in that spirit, I am presenting over the next two installments an interview with Jessica Clark, the director of the Future of Public Media Project and one of the two primary authors (along with Pat Aufderheide) of the report.

Can you share your definition of Public Media 2.0? How does it differ from what you are calling "legacy media"? What are the biggest factors shaping this change?

"Legacy media" is top-down, one-to-many media: print, television, radio, even static web pages. We're advancing a more dynamic, relevant definition of public media--one that's participatory, focused on informing and mobilizing publics around shared issues.

"Publics" can be a slippery term: we don't simply mean audiences, or the general populace (i.e. "the public interest"). Instead, it's a term based on the work of theorists like John Dewey and JÃrgen Habermas, who suggest that media are intrinsic to democracy itself. Publics are what keep the powers-that-be accountable--government, corporate or other--by investigating them, discussing them, and deliberating about how to deal with them. Publics are networks of people--often ad hoc, sometimes organized--with a shared civic purpose. Media content, tools and platforms are needed for publics to form, because face-to-face communication is too inefficient--especially now that we all operate within a global economy.

Typically, legacy public media have been contained in noncommercial zones within the commercially defined media system: public broadcasting, cable access, satellite TV set-asides. But in our white paper, we note, "The open digital environment holds out the promise of a new framework for creating and supporting public media--one that prioritizes the creation of publics, moving beyond representation and into direct participation.This is the kind of media that political philosophers have longed for." In other words, Web 2.0 platforms are fantastic vehicles for democratic communication and action. Voila: public media 2.0.

If you think of public broadcasting as the Pachelbel canon (again), Wayne's World and Antiques Road Show, then the concept of public media as an active process of forming, informing and organizing publics may seem like a completely different animal. But really, our definition isn't that far from the original goals for public broadcasting.

When he signed the Public Broadcasting Act in 1967, Lyndon Johnson said "At its best, public television would help make our Nation a replica of the old Greek marketplace, where public affairs took place in view of all the citizens." We're seeing glimmers of that with the promises that the new administration has made about government transparency, but also in the work that bloggers and open government activists do to haul controversial documents out into the open and debate them online. (See the Sunlight Labs for examples).

Johnson also said "I think we must consider new ways to build a great network for knowledge--not just a broadcast system, but one that employs every means of sending and storing information that the individual can use." We've got that capacity now, and are continually adding both old and new content. The challenge is making sure that

citizens can retain access to that network, and learn how to use it creatively and responsibly.

What lessons can we take from the 2008 election in terms of understanding the public's desire for new forms of information and new modes of participation?

This election demonstrated both the power and the appeal of participatory, digital communication. A campaign is a very instrumental way to use Web 2.0 technology. Its goals are simple--get users to identify with the candidate, pony up cash, and turn out voters. Having such focused goals makes it easier to measure outcomes: dollars raised, districts won. But the campaign's outreach strategy had a qualitative impact too: an increased sense of hope and connection that's still translating now into widespread trust that Barack Obama can get us out of the fix we're in. For a number of reasons, Obama is very easy for people to relate to--he's equable, not entirely white or black, Midwestern (recently at least), he doesn't come from a privileged background, he's got a family that he clearly loves, and a sense of humor. But what's more, Web 2.0 tools allowed voters to relate to one another. Participatory platforms facilitate identification; as Kurt Vonnegut noted, "Many people need desperately to receive this message: 'I feel and think much as you do, care about many of the things you care about, although most people do not care about them. You are not alone.' "

Public media 2.0 will allow for even richer, more complex interactions around a variety of issues and events--from the financial crisis to environmental issues to gay marriage and well beyond. Users are already crazy about participatory platforms--in the white paper we identify five rising habits around media: choice, curation, conversation, collaboration and creation. Applying those habits to the issues that they care about creates new possibilities for connection, coproduction and investigation. My hope is that the election served as training wheels; that we'll all learn to go faster and farther with participatory practices.

Under the Bush administration, several FCC chairmen have argued that the diversification of the media environment has rendered many traditional notions of public service media obsolete. Why do we need PBS when we have the History Channel, Discovery Channel, BBC America, Nickelodeon, etc? You seem to be making the case, though, that there are urgent needs for public media in this new media environment. How might you counter the diversity and plenitude arguments? What functions should public media play in this era of exploding media options?

The primary goal for public media should be to support the formation of publics around issues. Given the radically disruptive ways our familiar economic and information regimes are shifting, it's more important than ever that people have reliable sources for learning, communicating and innovating around shared problems. Traditional forms of public media--educational content, journalism, documentary films, current affairs commentary, performing arts--can all play a role in this process, whether they are produced by commercial or noncommercial outlets.

Scarcity of information is no longer the central problem. The pressing need now is for content and contexts that allow users to make sense of the multiple inputs. High-quality public media 2.0 projects set standards that make it clear where information is coming from, provide contexts for users to engage in civil discourse, and connect users with other relevant sources. They engage users directly in issues via interaction, problem solving, creation and imagination. Take World Without Oil, a multiplayer alternative reality game produced by the Independent Television Service (ITVS) that attracted almost 2,000 gamers from 40-plus countries. This is an example of the hybrid nature of public 2.0, in which content moves fluidly across noncommercial and commercial sites, across boundaries of professional and amateur producers, and from online to off. Participants submitted reactions to an eight-month energy crisis via privately owned social media sites, such as YouTube and Flickr--and made corresponding real-life changes, chronicled at the WWO Lives blog. As it turns out, many of the real-world reactions to the spike in oil prices mirrored the in-game reactions.

Wikipedia provides another model for public media 2.0. It sets a context for interaction--a familiar form, the encyclopedia article. It sets standards for participation--the "neutral point of view" policy, which states "All Wikipedia articles and other encyclopedic content must be written from a neutral point of view, representing fairly, and as far as possible without bias, all significant views that have been published by reliable sources." Within those parameters, users debate the truths about contested issues. In the white paper, we write about the furor that erupted around Sarah Palin's entry when it was announced that she'd be John McCain's running mate. Someone involved with the campaign made a number of flattering changes to the Palin entry, and then others came in to correct them, setting off a firestorm of editing. In the past, this sort of debate would have been mediated by reporters and pundits. In this instance, it was hashed out by Wikipedia users directly, creating a coherent, crowdsourced entry and forming a public in the process.

What's the government's role in ensuring that public media 2.0 can continue to evolve and flourish? We argue that there are two clear needs: support for content, and national coordination that will ensure stable, robust platforms for engagement around media. This doesn't mean that there will be some Big Brother overseeing users' conversations around issues, or that the national platform will be controlled from inside the Beltway. What it means is that we can't depend on commercial sites like YouTube and Twitter to indefinitely provide platforms for public engagement. We see the current system of public broadcasting stations as a possible scaffolding for a national network that has deep local roots and inputs from a variety of media sources outside of traditional public broadcasting, including citizen media makers. But they would need to transform their agenda, which currently is focused on delivering a broadcasting signal filled mostly with syndicated content, into an agenda focused on engaging people where they live, work and meet around issues of public importance. Decoupling content creation from engagement gives publics more power to dynamically form around issues that they identify as important, rather than being forced to respond to the agendas set by reporters, editors and newsmakers. We think this will help to increase the diversity of content and conversations, and to make public media 2.0 vital.

Much research suggests that there's an age gap in terms of who consumes current public media (skewing older and older) but also in terms of who participates in the online world (skews younger). How might Public Media 2.0 be used to close the gap between these two demographics?

Younger people are already creating many forms of public media 2.0-- they just don't call it that yet. We're hoping that giving this constellation of practices a name and a focus will help to create pipelines, networks and hubs for future generations of public media makers. One good example of this is the Public Radio Exchange (PRX), which provides an interface between independent and citizen radio producers and traditional public stations. They recently convinced the FCC that the public deserved a stake in satellite radio, given the merger of XM and Sirius. Now, PRX is starting to program a 24-hour satellite channel with content that moves well beyond the stereotypical NPR sound that many of us have grown up with and often like to mock. (See the NPR Dancers).

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Another recent project that provides a segue between the old and new media worlds is Mojoco.org, a project of the National Black Programming Consortium, which is funded by the Corporation for Public Broadcasting. "Mojoco" is a short name for "Mobile Journalism Collective," and the project is designed to provide resources, tools and coproduction opportunities for "Mojos" interested in making new forms of public media.

Add these sorts of projects--explicitly tied to legacy public media forms--to the new kinds of content being created by citizen makers such as those working with The Uptake, Global Voices or Current. Each of these media projects has produced content that made its way onto legacy print or broadcast platforms. Soon these distinctions will become meaningless, as more and more viewers of all generations are consuming converged content on mobile devices. Public media 2.0 will be one of the many choices a media consumer has, and will become particularly relevant in times of crisis, or moments of local/national/ global decisionmaking.

Jessica Clark is the research director of the Center for Social Media at American University, where she heads up the Future of Public Media project. She is currently working on a book about the evolution of the progressive media sector with Tracy Van Slyke of The Media Consortium. Together they edit a related blog, Build the Echo. She is also the editor-at-large for In These Times, an award-winning monthly magazine of progressive news, analysis and cultural reporting.

Locating Fair Use in the Space Between Fandom and the Art World (Part One)

Earlier this year, I received the following account of the experiences of Stacia Yeapanis, a young artist who straddles the art world and fandom: she produces videos which appropriate footage from popular television shows for the purposes of critical commentary and artworks which use as fannish television shows or deploys The Sims game world as their raw materials. Her videos, produced for art installations, very much resemble those produced by female fan vidders. As an experiment, she posted one of her vids on YouTube to see how people would respond and as a consequence, she found herself confronting the mechanisms by which corporate media regulates the production and circulation of participatory culture.

I found that her story raised important issues which I wanted to focus attention on through this blog. It came at a time when organizations like the Electronic Frontier Foundation have been raising concerns about YouTube policies to police content which push well beyond established norms in copyright protection and erode Fair Use rights of contributors. The EFF's Fred Von Lohmann posted some important critiques of YouTube's new practices in early February, including some recommendations which would have a big impact on the vidding world: "YouTube should fix the Content ID system. Now. The system should not remove videos unless there is a match between the video and audio tracks of a submitted fingerprint." While I have sometimes been critical of the EFF for adopting stances which undercut the Fair Use rights of fans, this time they are defending the rights of anyone to make transformative use of media content via videos.

Today, I am sharing her story and her video. On Friday, I will be sharing response to the stories from others who have been on the front lines of the struggles over fair use and grassroots expression. I'm hoping this will spark some further discussions in fandom, in the art world, and in the circles that shaping intellectual property law.

"Confessions of an Aca-Arta-Femi-Fan"

By Stacia Yeapanis

On December 1st, 2008, I received a takedown notice from YouTube in reference to my first fanvid "We Have a Right to Be Angry." Fox Broadcasting had blocked the video using an automated video ID system that identifies copyrighted content. After much anxiety, I removed my video on December 5th.

In "We Have a Right to be Angry" I appropriate footage from Buffy the Vampire Slayer, Xena: Warrior Princess, and Charmed. It is edited to "Invincible" sung by Pat Benatar. By uniting the fictional feminist icons of my adult life, Buffy, Xena, and the Halliwell sisters, with a real-life feminist icon from my childhood, Pat Benatar, I explore my own complicated position as a feminist in contemporary society. The women in the video vacillate between running, lying low, and fighting back. As these women from different TV shows pass a sword around, they share collective power that extends beyond the boundaries of their fictional universes. They are fighting cultural patriarchy on its own terms and they are doing it together.

During the 5 days between getting the notice and removing the video, I was extremely conflicted about what to do. As an appropriation artist, I already had a basic understanding of copyright law, and I believe my video falls under fair use. But I was only vaguely aware of the Digital Millennium Copyright Act (DMCA) and the takedown notice procedures. For example, YouTube did inform me that I had the option to dispute Fox's claim, but I didn't know how long I had to make this decision. If I took too long to consult an attorney, could the situation escalate to an official Cease and Desist letter? If I disputed based on the doctrine of fair use, would Fox back down or take me to court?

I watched my own fanvid over and over again. It seemed to have the answers. In light of the takedown notice, a new meaning that was floating beneath the surface emerged for me. The video was always about the struggle of any feminized (read: marginalized or disadvantaged) group. It was about aggression and injustice. It was about collective power that takes place on many fronts. But now it is also a metaphor for the struggle over meaning between producers and consumers. Mass media corporations are clinging to rigid ways of thinking about who controls meaning and how meaning is made. The feminist icons in my video are now also fighting outdated copyright laws that have begun to prevent the free flow of culture. Their swords are metaphors for fair use. I felt that if I didn't dispute, I would be letting Buffy and the others down. I wanted to fight with them.

At the same time I also began to worry about the difference between theory and practice. Theoretically, fanvids fall under fair use. Most legal scholars who are writing about fanvids in law reviews come to this conclusion, at least where the video is concerned. I would argue that even the uncut audio, which is more often assumed to be infringing, is transformed merely through juxtaposition with the video. But there don't seem to be any case precedents to this effect. Theoretically, appropriation art also falls under fair use. But as we learned from Rogers vs. Koons, conceptual art that rests on a foundation of postmodern theory does not fare well in court. Understanding appropriation art, like fanvids, it isn't a matter of intelligence. It's a matter of having specialized information and understanding how context affects meaning. The Art World is a subculture that is as misunderstood by non-members as Fandom is.

In all of my research since the takedown notice, I have yet to find any discussion online about the shared interests of the Contemporary Art World, Media Fandom and Media Scholarship. Professional appropriation artists seem to have flown under the radar, except in cases when the artist begins to make a lot of money. The few cases I know of (Jeff Koons, Andy Warhol, Richard Prince) have all involved appropriation of printed images and only Koons actually had his day in court. (He lost.) At this stage in my research, I'm not aware of any cases involving appropriation art that uses video or audio. The distribution of contemporary art seems to still have the invisibility that fanvid distribution used to have before the advent of the Internet.

I have this suspicion that if I just show my work inside the traditional gallery system, I will be safer from litigation. But if I want to reach across the boundaries of the art world and blur the line between mass-media culture and fine art by posting my work on YouTube, I better watch out. It's almost as if the law is barring me from pursuing hybridity. And that's really the foundation of my practice. My work is a synthesis of conceptual art, already a synthesis of cultural theory and art, and fandom. I'm responding to the ironic appropriation art of the '80s and '90s by adding my sincere Fandom into the mix in order to question cultural hierarchy (i.e. the idea that "high" culture is better or more important than "low" culture). If I can't appropriate, then I can't make my work.

I removed the video from YouTube with the intention of arming myself. It was clear I wasn't quite ready for the big battle against the Big Bad. I want to be part of the movement for reform of copyright law, but there are two problems. One is financial. I don't have any money to go to court. Even if I were to win the case, the costs alone could have a devastating effect on my life. I am an emerging conceptual artist. That means I don't really get paid to make artwork at this point in my career. And two, I'm not sure if I could win. I fear that my hybrid position as artist/ fan and the fact that my art practice rests on conceptual, not visual, strategies would be detrimental to my case and to the cause.

In the next 5 years, maybe this fear will seem absurd. Maybe by then, the law will have stretched itself to make room for the various cultural developments of the last 40 years, namely, postmodern theory and the destabilization of cultural hierarchy through appropriation art, fanvids and other forms of remix culture. In the meantime, it would be beneficial to have more conversation about the parallel development of appropriation in the Art World and in Fandom. It seems pretty significant that fanvids and appropriation art have been developing simultaneously since the '70s and yet their creators seem utterly unaware of each other. There needs to be a stronger acknowledgement of the overlap in the cultural work we are all doing as scholars, artists, fans and lawyers. We are all producers and consumers of our culture. We are all warriors, slayers and witches.

Stacia Yeapanis is a Chicago-based emerging artist and a media fan. Using strategies of accumulation, collection, appropriation and juxtaposition, she explores the emotional, political, and philosophical significance of various forms of cultural participation. By creating hybrid works that employ the histories and languages of both "Low" Culture and "High" Culture, she reveals the cultural and personal spaces where these binaries overlap. Yeapanis currently uses embroidery, video and photography to explore how individuals create meaning from mass media products.

Can African-Americans Find Their Voice in Cyberspace?: A Conversation With Dayna Cunningham (Part Three of Four)

Dayna Cunningham: Thank you for reminding me that we are talking about institutions and cultures and politics and that media are nothing more than tools within these contexts. We need social organizations, not just technology. Drat. I was hoping for a quick fix. I saw a Washington Post poll, reported on Inauguration Day, of black and white Americans asking their views on the persistence of racism in the US. Only 44% of African Americans polled said that racism is still a major problem. A majority of blacks said it was not (whites, true to past patterns, in large majorities said that racism is no longer a major problem). However, a follow up question asked whether the respondents still witnessed or experienced racism in their daily lives and a significant majority of African Americans said that little had changed for them in their local communities and in their daily experience of racism. Most blacks reported continuing denials of service and jobs, less access to housing, and racialized police harassment.

Yet, the majority of blacks interviewed chose to say that racism is no longer a major problem. I think that shows a pretty sophisticated parsing of the moment--its huge symbolic significance and its limited practical reach. I think that black responses to the poll suggest that perhaps patriotism, the flag, the Capital building, the White House, and other icons that have been very fraught for African Americans for a very long time, have a more elastic meaning than they did before this election. See, Funkadelics, "Chocolate City" for a longer and more danceable discussion of the cultural possibilities of a black presidency. I believe that this moment is not just an artifact of a black person having been elected: Obama's personal integrity, intelligence, political stance and skillful communication have done a lot to create it. And while this is not always the substance of freedom discourse, it certainly sets a welcoming stage.

Thinking about that welcoming stage, and in the vein of the barbershop comment you mentioned, there have been mountains of micro-gestures since the Inauguration that have gotten a lot of air time (mainly phone conversations in my case) in the black community but appear largely to have gone unnoticed in the mainstream. Small as they are, I have to say that these gestures have evoked very strong positive reactions for me and, I imagine, for many other African Americans. Rev. Joseph Lowery began his benediction with "Lift Every Voice and Sing," the Negro National Anthem. He did not sing it. He simply spoke it as a prayer. He did not name it and the black audience at the Inauguration did not openly respond to it in the moment. Just a quiet reminder amongst the folks that this was Black President Day. Several friends sent me the links to it on You Tube. My heart leapt each time I heard it and I felt full of energy, optimism and even ambition. There was footage of the new President doing the Bump, a very popular dance in our college days. Perhaps I am over-thinking it, but these clips said to me that this man has shared cultural and social experiences that defined our coming of age as black people making our way as the first generation to integrate at some scale into elite white institutions. The quip was that he went home and played Parliament and the Funkadelics ("One Nation Under a Groove") in the (black) Inauguration after-party at the White House.

My black friends are also gleeful about the moment, replayed again and again in the press, when Biden is cutting up before the second swearing-in and Obama, deadpan, grabs his arm, turns him firmly in the direction of the podium and signals it is time to get to work. When I told a friend about it, a cultural linguist, he said, "thank you, that story is a gift." Another came from an unlikely source: Nancy Pelosi in her remarks first made reference to Malcolm X's "ballot or the bullet" before invoking King. Hmmm, interesting, that she began there.

Obviously these are each the smallest of gestures that could mean nothing. We can recall that Clinton, when first elected made a few choice micro-gestures: playing the saxophone, visiting black churches, showing obvious comfort in the company of blacks, even earning himself the now patently insulting moniker "first black president" in some circles--but in my view, he quickly squandered the trust and enthusiasm those signals generated when he failed to make a significant investment in urban policy, anti-poverty measures, civil rights laws and other matters important to blacks.

Yet, much in the same way that racism and degradation are often conveyed in tiny signals that over time crush the spirit, Obama's little moments, I think, so far are building hope and a sense that something might shift. They are creating space. I see a broad discourse now evolving, an Obama mythology celebrating his wisdom, principles, strength and resoluteness against the Republicans. His daily triumphs--one day against corporate greed, the next, his kids' Midwestern flintiness in the face of DC snow. I hear the stories again and again told by people hungry for strong humanist leadership and feeling relief as they begin taking stock of how bad things became under Bush. They speak of enjoying and sharing with friends the moments that are available on YouTube. I always participate in these happy exchanges, adding my own favorites--and of course I replay the savory moments on YouTube. This little ritual fixes the small daily victories in my mind and prepares me to continue the struggle another day.

The struggle. No surprise, as the Washington Post respondents testify, the real work of unwinding the racial privilege and disadvantage produced in the last several centuries continues and we need much more than symbols. The critical question for us, then, is can we fill this new space Obama is creating? Can we create or revive the practices, institutions, and discourses that you talk about, such that we might advance black freedom discourse, and through that, improve democracy? What might it actually look like to do so, and how might technology help?

Let's be specific. Everyone loves a good crisis (paraphrasing journalist, P. Sainath). The economic collapse and Obama stimulus package give us a chance to fix some of the more polarizing weaknesses of the New Deal which, with labor protections, mortgage and educational assistance, gave whites a powerful pathway back to the middle class and, by withholding these protections and benefits from black and brown, created new tools to entrench and racialize poverty. The stimulus will likely provide enough material aid to cities, where the majority of black and brown people live, to make some progress and Obama's powerful populist messaging inspires hope. At the same time, the money is coming fast and many of the current institutional arrangements, from community revitalization and workforce development protocols to banking practices to local government procurement policies will likely help reinforce the inequitable status quo.

Yet, a good chunk of the money to cities is infrastructure spending and, in an amazing turn, the Building Trades, once seen as among the most conservative and racially exclusive unions in the labor movement, have come to understand that the future of their unions as older white members begin retiring en masse in the next five years, is black and brown youth. They train 100,000 new workers a year and have made a commitment to open their doors to black and brown youth as the stimulus opens up the job market for their members. Finally, a lot some of the money is targeted for green infrastructure, an area so new that there may not be as much establishment in place to thwart opportunity.

What practices, institutions and discourses might help avoid the dangers and align the possibilities now arising to address poverty and exclusion in a fuller and deeper way? There are loads of community organizations in minority and white communities that will need to figure out right now how they will respond. What role could black freedom discourse and your idea of a "self-consciously multiracial and multicultural community of practice" have? How can the world of networked publics help here?

A customary black discourse about the dangers of this moment ("Remember, the New Deal threw us overboard") is entirely in keeping with the historic role of the freedom discourse to remind us that the best-laid plans can overlook or punish the vulnerable and despised. But historically the discourse coupled dire warnings with inspired hopes and perhaps the Obama presidency gives inspired hopes new grounding--not just in micro symbols but in a senior White House staff that includes black people who know the full, sad, history of the New Deal, lived the multi-generational consequences of its exclusions, and have the expertise and the authority to help avoid the same mistake. A Facebook network (my son created a page for me about a year ago and it remained completely inactive until last month when about 10 people my age sent me friend requests) like the one used to support Prop 8 in California could help build base support for their efforts, bringing pressure through on-line mobilization where they need it and pressuring them when they veer off.

But we need more to get this opportunity right. We have to figure out how to use new media to go beyond what, at its best, I think it currently does best for most people-- serving as an exchange for faith-sustaining or mobilizing stories.

We need vehicles to quickly transmit legislative developments and funding implications to networks of community organizations as the stimulus hits the states and cities.

We need technology-enabled learning environments to share lessons about implementing government funding programs and best practices in green building.

We need creative platforms for community groups to collectively discover overlooked local resources like brown fields that could be redeveloped, and then to collectively plan how to rebuild their neighborhoods.

And perhaps this is where your idea of consciously multiracial hush harbors comes in: we need spaces for older white workers to explore how they can find common identity and make common cause with the young black and brown turks coming into their hiring halls and apprenticeship programs.

I desperately hope that these ideas aren't just more of my ill-advised hope for a quick technology fix and that somewhere, better minds than mine are already at work on tools that can help these projects. What do you think?

Can African-Americans Find Their Voice in Cyberspace?: A Conversation With Dayna Cunningham (Part Two of Four)

Henry Jenkins: Thanks for this really rich provocation, Dayna. These are questions which we need to be discussing as a society and they should be central to our understanding of "civic media," "social media," whatever we want to call it. As a media scholar, my first response to any request to develop new "tools" is to ask what we are really looking for. As I review your language in the closing paragraph, you variously call for "media technology," "new spaces," "tools and platforms," "venues and mechanisms." This range of terms suggests the degree to which it is not easy to separate out technological resources from the cultural practices which grow up around them.

So, the African American Press was powerful not because of specially made tools (the newspaper had a long history) but rather because of the institutions which emerged that allowed those tools to be used in a way that served a specific community, because of the editorial decisions made by Black journalists, editors, and readers which allowed newspapers to serve a particular kind of community (one defined along racial rather than purely geographic terms and thus in some senses a virtual community in our modern sense of the term), one which allowed for the emergence of a particular kind of discourse which took shape through news coverage, editorials, and letters to the editor, and so forth. Similarly, the black church wasn't so much a technology or a platform as a particular kind of social organization, a particular appropriation or articulation of religious oratory to serve historically specific needs of the black community.

At the risk of betraying my MIT heritage, my first response is to say that the issues you pose are least likely to be addressed on a purely technological level. These are fundamentally cultural, social, political, economic, and institutional problems and only secondarily issues of technology. It isn't as if what the world lacks is a hammer and then suddenly we can nail everything down.

It may be that what's required is getting existing tools into different hands or insuring that those who are apt to deploy them for certain communities have access to the skills and resources they need to turn them towards new purposes. So, rather than looking for new "tools," we should be looking for new practices, new institutions, and new discourses. And indeed, everything else here points us in that direction, starting with your emphasis on "black voice."

One of the challenges of achieving a "black public sphere" in the modern media landscape is precisely the porousness of contemporary communications. Most of the historic institutions and practices you discuss here were hiding in plain site. Historians have talked about the "hush harbor" tradition in black America -- going back to slavery days -- the need to find black-only spaces where communication could occur within the race. Both the black press and the black church as you discuss them here are in some senses "hush harbors" where blacks could communicate with blacks largely outside of the vision of white America.

Yes, in theory, as a white southerner growing up in Atlanta, I could have read the black Atlanta press. I certainly knew it existed. I may have even seen a copy or two. But it wasn't something that I would have regularly come into contact with. Watch a documentary series like Eyes on the Prize and one of the most powerful things you get is the sense that black camera crews working for black broadcasters captured very different voices and perspectives, saw the world through fundamentally different eyes than white camera crews working for "mainstream" broadcast networks. There was a sense that what was said in the black church stayed in the black community. What was said in the black barbershops and beauty parlors, to cite another important locale for framing black critique, stayed there. A black public sphere was possible because African America was in many very real ways a bounded community.

Now, let's compare this to what happened to Rev. Wright, whose sermons were directed at a predominantly but no longer exclusively black congregation, who would have understood them as part of this tradition of "freedom discourse." But in the modern media scape, messages are much harder to contain; they travel and spread everywhere. So, the Wright videos get inserted into a platform like YouTube, which embodies what Yochai Benkler (Wealth of Networks) might discuss as a shared space for differentially interested groups to conduct their communications business. The videos get picked up by bloggers and podcasters; they get broadcast and reframed on Fox News; they end up in the Washington Post; they get discussed on talk radio; they get referenced in political debates; they get reframed in political advertising; etc., etc., etc.

What Wright's comments might have meant in a black-only or black-dominanted discursive space is very different from what they meant once they got inserted into these other contexts. And that's the very nature of the modern media landscape: messages can't be locked down; they move fluidly from community to community. The black and white churches or barbershops were in different neighborhoods. Today, black-oriented and white-oriented websites are only a mouse click apart. In an odd way, the kind of autonomous black voice you are discussing may be a byproduct of segregation. Not that America today isn't in many ways still a deeply segregated society but segregation operates through different mechanisms, follows a different logic, and so this requires a new set of communication strategies and practices.

We need to distinguish between "black voice" as directed at a bounded black community ("the hush harbor" model) and black voice as directed at a mixed audience. Clearly someone like Frederic Douglas who you cite here was very adept at both kinds of communications. His historic impact had as much to do with his ability to form alliances and maintain relations with white journalists, activists, and literary figures and to speak to white audiences as it had to do with his ability to communicate within the black community. The same would be true of someone like Sojourner Truth, who got a large chunk of her support from those white middle class women involved in first wave feminism.

Implicit in your model here, though, is the idea that there needs to be a relatively independent space for communications within a racial minority where ideas can be formed, tested, debated, and refined, where communities can be mobilized, which may function outside of spaces which are primarily focused on communications across the races.

Is there no possibility that in the future "freedom discourse" will come through a self-consciously multi-racial and multi-cultural community of practice rather than within one defined through segregation? I am not talking about a "post-racial" society which seeks to imagine that racial categories (and the injustices attached to them) are no longer operative. But rather, some kind of communication space where people of mixed backgrounds come together to identify common interests as they work through our complex and troubling history of racial relations. I'm not sure we know yet what such a community looks like in practice, but does this theoretical possibility necessarily mean a loss of "black voice"? Can "black voice" only be defined in isolation? Maybe I'm just looking for a revived and retooled version of what Jesse Jackson used to call a "rainbow coalition".

Obama's strength has been his ability to communicate across the remaining racial divides in our society -- to speak a language which can gain acceptance from white, hispanic, and Asian-American voters even as it inspires high participation by black voters. Early on, there was some speculation that he might not be able to gain the support of the black community because he did not speak the language of the black church and the civil rights movement. In some ways, he does borrow their metaphors and cadence when he speaks, but as you note, he's had to distance himself from some of the spaces where black critique has historically been framed.

In one of the interviews after the election, Obama suggested that he was no longer able to go to his barbershop to get a haircut. The "mainstream" media treated this comment as an example of how the president-elect gets cut off from the practices of everyday life, ceases to be an "average American." But, given the historic role of the barbershop as a "hush harbor," it struck me that the comment could be read at a deeper level as suggesting his growing isolation from the black community and its critical practices and political discourses.

One is tempted to argue that African-Americans (and other minorities) enjoy greater opportunities to communicate beyond their own communities now than ever before. But we need to be careful in making that claim. Recent research suggests that there are far fewer minority characters on prime time network television shows this season than there were five years ago. There remains an enormous ratings gap between white and black Americans: the highest rating shows among black Americans often are among the lowest rated shows among white Americans. The exception, curiously enough, are reality television programs, like American Idol, which historically have had mixed race casts.

We've seen some increased visibility of black journalists and commentators throughout the 2008 campaign season -- and they may remain on the air throughout an Obama administration -- but we need to watch to make sure that they do not fade into the background again. But, if we follow your argument, even those figures who make it into the mainstream media are, at best, relaying critiques and discourses which originate within the black community and at worse, they are involved in a process of self-censorship which makes them an imperfect vehicle for those messages.

The paradox of race and media may be that black Americans have lost access to many of the institutions and practices which sustained them during an era of segregation without achieving the benefits promised by a more "integrated" media environment. And that makes this a moment of risk -- as well as opportunity -- for minority Americans.

I suspect we are over-stating the problem in some ways. There are certainly some serious constraints on minority participation in cyberspace but a world of networked publics also does offer some opportunities for younger African-Americans to deliberate together and form opinion, which we need to explore more fully here. But before I move in that direction, I want to throw this back to you to react to what I've written so far.

Can African-Americans Find Their Voice in Cyberspace?: A Conversation With Dayna Cunningham (Part One of Four)

One of the most powerful sessions of my class on New Media Literacies and Civic Engagement last fall came as a result of a visit from Dayna Cunningham from MIT's Community Innovators Lab shortly after the 2008 election. Cunningham challenged me and my students to think about whether new media tools and platforms might help address the erosion of the black public sphere. She argued that the structures that had sustained the black community during the Civil Rights era were collapsing without the emergence of new structures that would provide the basis for strong critiques of the operations of power and that might be used to hold Obama accountable to his own community. And she asked those of us who were trying to build tools or curriculum to support democratic citizenship to factor these concerns into our design and planning process. Wanting to bring this exchange to a larger audience, I asked Cunningham if she would be willing to engage in a written conversation which I could share with the readers of this blog. Such conversations across disciplinary and racial borders are rare these days even as the election of the first African-American president mandates that all of us re-examine our country's racial politics from whatever vantage point we may see the world. This exchange took place over more than a month's time. I will be sharing it here in four installments, hoping that each piece may spark further reflection and conversation within the community of people invested in better understanding the future of media and its impact on our society. What follows ranges from the history of the black press and the black church to speculations about the design of democratic structures in cyberspace.

Dayna Cunningham: It was great to have the opportunity to talk to your Comparative Media Studies class and pose questions about how new media might help to address the paradox I have been grappling with: the US has elected its first black president at a time when black institutions are weak and black civil society is in deep disarray. What will happen to black voice now that we have this black president? By black voice I mean in particular the longstanding tradition of bottom-up critique of American culture, society and democracy by one of its most despised groups.

Let me start by saying that from where I stand, collective discourse, debate, dissent and demand are crucially necessary for building the political will to advance African Americans' equity claims. Black voice is critical to this process. I am focused here on that part of black voice that prioritizes political strategies and collective action. Thus, I use the terms "black voice" and "freedom discourse" interchangeably. Because our struggles are counter-majoritarian, because therefore, the "sensible" thing to do is to ignore them and go on with the existing frameworks that make these struggles invisible, it is critical for black people to be able to come together and make sense of their conditions, determine what they want to change and then to figure out how they will make change. This is very different activity from supporting a particular candidate or even a legislative agenda. Electoral and legislative campaigns by definition demand cultivation of the white electoral majority's opinions and carry inherent risk that they will censure claims or interests that are unpleasant to that majority. Without a prior agenda-setting discourse enabling African American communities to arrive at some collective decisions about their shared future, I can't imagine either innovation in support of, or accountability to, black concerns.

Black voice stems from the schizophrenic daily experience of being un-free in a society that claims freedom as its first principle. Black voice provides a unique, and I would argue, necessary, perspective on the failures of American democratic institutions. Frederick Douglass, asked to address an abolitionist group on the subject of Independence Day, captured it best when he chose to "see, this day, and its popular characteristics, from the slave's point of view:"

[Y]our high independence only reveals the immeasurable distance between us. . . .. The

rich inheritance of justice, liberty, prosperity and independence, bequeathed by your

fathers, is shared by you, not by me. . ... This Fourth [of] July is yours, not mine.

You may rejoice, I must mourn. . ."

Douglass, "What to the Slave is the Fourth of July?" July 5, 1852

Black voice has been shaped throughout its history by a vibrant and diverse intellectual and popular tradition with wide-ranging debate about black conditions and freedom strategies. From Frederick Douglass's Abolitionist Movement in the mid-1800s, through the Black Power Movement of the late 1960s and '70's, each successive wave of African American intellectual and political currents also was supported by organization in the black community that enabled discourse, agenda-setting and collective action. All of these elements were critical to the unfolding of black freedom movements. The multiple intellectual, political and cultural sub-currents that emerged from these movements also led to the formation of a diversity of local organizations and efforts.

Black voice cannot be separated from the black church and its prophetic tradition--an unsparing, scripturally-grounded moral judgment against the immoral exercise of power and a calling to account of the government and powerful institutions for mistreating the powerless. From Douglass, who compared the US to "a nation whose crimes. . . were thrown down by the breath of the Almighty, burying that nation in irrecoverable ruin!" to King, who declared, "America is going to hell if we don't use her vast resources to end poverty and make it possible for all of God's children to have the basic necessities of life," the African American hope for freedom is bound up with God's love of justice and there is little separation between the struggle for justice and the preaching of the word.

The African American press also played a crucial role in popularizing and deepening black freedom discourse and in inspiring collective black political action. The nation's first black newspaper, Freedom's Journal began in 1827 with the declaration: 'We wish to plead our own cause. Too long have others spoken for us.'' The Chicago Defender and the Pittsburgh Courier were among the largest national black newspapers, reaching circulation in the hundreds of thousands. The Defender was read extensively in the South, smuggled across the Mason/ Dixon line by black Pullman porters and entertainers, passed from person to person, and read aloud in barbershops and churches. Both the Defender and the Courier engaged in explicit and effective political campaigns such as the Defender's support of the Great Migration that saw the exodus of over 100,000 people from the South to Chicago, and the Courier's "Double V for Victory" campaign, joined by most of the other major black newspapers and advocating an end to racial repression in the US as the US fought fascism overseas.

In addition to the general circulation papers, many black political organizations had their own organs--the NAACP's Crisis Magazine, first published by WEB Dubois; Marcus Garvey's Negro World, and during the black power movement in the 1960s and '70s, black nationalist, Pan- Africanist or socialist papers. These publications at times reached circulation in the hundreds of thousands with polemics about the relative advantages of various ideologies for addressing the conditions of African Americans and featuring sharp political debates on critical issues from segregation and joblessness, police brutality and education system failures to southern African freedom movements, and the war in Vietnam.

The great diversity and pervasiveness of black freedom discourse throughout helps to explain the generally progressive bent of African American politics today. However, I would argue that today, black politics has largely been reduced to the electoral and legislative spheres; African American media too often promote black celebrity and individual advancement, and along with much of the black civic infrastructure, rarely focus on freedom discourse as a means of exploring strategies for collective political action and accountability to black interests. Perhaps only the Church has survived as an independent space for black voice--and even the Church is sometimes compromised by "prosperity gospel" preachers who have little time for freedom discourse . Moreover, the uproar over Rev. Jeremiah Wright, Obama's former pastor, (whose preaching that the US risked damnation as a result of its role in the Gulf War was not unlike King's prophesizing that America would be damned for its failure to address poverty, or for that matter, King's condemnation of the US role in Vietnam) silenced even the progressive black Church for the duration of this election. While every white Democratic presidential hopeful in memory has, as a matter of course, cultivated highly visible relationships with black clergy, Obama, was forced to renounce his ties. More than an attempt to alienate whites and to cut Obama off from his core base, many African Americans saw this as an effort to de-legitimate black voice.

Has Obama's election signaled the dawn of a post-racial moment in which black voice no longer is relevant or necessary? Not likely. African American progress has ground to a halt since the early 1970s, coinciding with a series of policy assaults that shifted massive state and federal resources from increasingly-black cities to suburbs. These policy assaults, cutting social advancement while criminalizing poverty, occurred during Democratic as well as Republican administrations and at all levels of government regardless of the presence of black elected officials. Black elected officials continue to be isolated on major policy issues of concern to black communities within federal and state legislatures. These conditions and political dilemmas are structural in our majoritarian polity and are unlikely to change significantly with the election of a black president. The majority of whites did not support Obama (according to the Joint Center for Political and Economic Studies, McCain/Palin carried the white popular vote nationally, 55-43 percent). They are even less likely to support the kinds of radical policy interventions needed to reverse the last thirty years' conscious and systematic disinvestment in black communities. Without a revivified black freedom discourse and politically energized black public that articulate and press for accountability to its

legitimate claims and join forces with immigrants and other dispossessed groups also struggling for a foothold of inclusion in US society, such interventions will never happen.

Has Obama's campaign, now being institutionalized as an ongoing organization, with its highly effective organization, social networking, face-to-face outreach, and vast fundraising capabilities, rendered black civic space obsolete? Can it substitute for black black freedome discourse? If not the Obama post-election process, where will the new spaces for black freedom discourse exist?

I would argue that though it will create rich opportunities for people to gain political experience and to engage in important forms of collective action, the Obama post-election process is unlikely to be a sound substitute for the political process of black freedom discourse. Like the campaign, singularly focused on electing the candidate, an ongoing effort to support his presidential initiatives is unlikely to be structured to invite discourse, debate, dissent or demand. How would it provide opportunities for people to hear a range of policy proposals and decide which ones they prefer? How would it enable debate? How would it give access to deeply marginalized black voices--gang-involved kids, incarcerated and formerly incarcerated, undocumented immigrants, HIV/AIDS survivors? What if important sectors of black communities fundamentally disagree with the first black president on issues of great urgency and concern to them? What if Pres. Obama wants to do the right thing but needs public pressure to accede?

The need for a 21st century freedom discourse is paramount. The Obama campaign proved that the connection of media technology and organizing holds much promise for constructing electoral movements. Now, how can that technology help us construct new spaces for black and other subaltern voice? Which tools and platforms will help collective deliberation and debate, not just aggregate or pass on information? What venues and mechanisms will aid formation of political identities of dispersed and despised groups? How can these groups find opportunities for speech back to the majority? On these questions, Henry, I look to you and your colleagues for help.

Dayna L. Cunningham is Executive Director of the Community Innovators Lab at MIT. CoLab is a center of research and practice within the MIT Department of Urban Planning. Combining on-the-ground planning and development expertise of DUSP faculty and students with local community knowledge, CoLab helps community residents and leaders create innovative experiments and living examples that address urban sustainability challenges. In 2006-2007, Cunningham directed the ELIAS Project, an MIT-based collaboration between business, ngos and government that seeks to use processes of profound innovation to advance economic, social and environmental sustainability.

Cunningham was an Associate Director at the Rockefeller Foundation from 1997-2004. At Rockefeller she funded initiatives that examined the relationship between democracy and race, changing racial dynamics and new conceptions of race in the U.S., as well as innovation in the area of civil rights legal work. From 2004-2006 she was associated with Public Interest Projects, a non-profit project management and philanthropic consulting firm based in New York City, where she managed foundation collaboratives on social justice issues.

Before coming to the Rockefeller Foundation, Cunningham worked as a voting rights lawyer with the NAACP Legal Defense and Educational Fund, litigating cases in Arkansas, Tennessee, Louisiana, Mississippi and elsewhere in the South, and briefly as an officer for the New York City Program at the Rockefeller Brothers Fund.

Cunningham is a 2004 graduate of the Sloan Fellows MBA program of the MIT Sloan School of Management. She has an undergraduate degree from Harvard and Radcliffe Colleges and a juris doctor degree from New York University School of Law.

Loomings 2009: What Obama Might Have Learned from Moby-Dick

The following post was written by Wyn Kelley, a Melville scholar, who is collaborating with Project NML (New Media Literacies) on our teacher's strategy guide on "Reading in a Participatory Culture." The work we've been doing on Moby-Dick would not have been possible without Wyn's passion for the topic and her commitment to teaching. More than any one else, she helped me to see that there are fans of serious literature just as there are fans of popular culture and that we have much to learn from each other about how we engage with texts that really matter to us. She recently shared with me these interesting reflections on Obama's reading preferences and what they might tell us about his vision for the country. I wanted to share them with you -- along with my own best wishes on the dawning of a new era in American history. "Loomings 2009"

by Wyn Kelley

"Grand Contested Election for the Presidency of the United States."

"WHALING VOYAGE BY ONE ISHMAEL."

"BLOODY BATTLE IN AFFGHANISTAN."

After September 11, 2001, some commentators wondered if Melville's phrases in the opening of Moby-Dick prophesied a twenty-first-century war in Afghanistan. This year, as we observe a new inauguration, his words about an election for the presidency might seem strangely apt as well. Few have considered, however, whether "WHALING VOYAGE BY ONE ISHMAEL" matters to the government of the United States.

Now, apparently, it does. According to a statement on his homepage at Facebook, as well as in various interviews and profiles, incoming president Barack Obama's favorite books are Toni Morrison's Song of Solomon and Herman Melville's Moby-Dick. What does this information suggest about our new president?

Song of Solomon, the story of an African-American man searching for his identity, seems a likely inspiration for Obama's account of a (somewhat) similar quest, Dreams from My Father. But Moby-Dick? One would hardly associate Obama with Captain Ahab, a man of furious passion bent on revenge. Nor does he much resemble Ishmael. As verbally inclined as Melville's narrator, Obama nevertheless has assumed political leadership, whereas Ishmael prefers the role of observer.

Perhaps he is an island prince, like Queequeg? Yes, he comes from a distant Pacific island, but Obama has taken his place within American society as Queequeg never does. Does he, like Bulkington, have a soul that can "keep the open independence of her sea"? It may be too soon to tell.

One possible answer appears in Obama's book, Dreams from My Father. In contemplating an early failure when working as a community organizer in Chicago, Obama describes himself as like "the first mate on a sinking ship" (166). Call me Starbuck?

Ishmael portrays Starbuck as a "long, earnest man." He admires his valor: "Looking into his eyes you seemed to see there the yet-lingering images of those thousand-fold perils he had calmly confronted through life." Ishmael pays tribute to his "august dignity," which he associates with a "just Spirit of Equality, which has spread one royal mantle of humanity over all my kind!"

Starbuck, however, goes down with the Pequod. Obama took the helm of what he saw as a sinking ship and steered it to Washington.

On further reflection, we might conclude that Obama is less like Melville's human characters and more like the whales, who maintain their equilibrium in widely diverse regions. "Oh, man!" says Ishmael, "model thyself after the whale! . . . Be cool at the equator; keep thy blood fluid at the Pole. . . . [L]ike the great whale, retain, O man! in all seasons a temperature of thine own." Perhaps our new president has the whale's "rare virtue of a strong individual vitality, and the rare virtue of thick walls, and the rare virtue of interior spaciousness" with which to endure the hazards of nature--or American politics.

Wyn Kelley teaches in the Literature Faculty at MIT and has published

extensively on Melville. Other projects include working with the New Media Literacies

group at MIT and the Melville Society Cultural Project at the New Bedford Whaling Museum

in New Bedford, MA.

What Media Literacy Educators Need to Know About Fair Use...

Some time ago, this blog ran an interview with Pat Aufderheide (Center for Social Media) and Peter Jaszi (The Program on Informational Justice and Intellectual Property) about the work they have been doing developing Codes of Best Practices for Fair Use for a variety of different communities, including documentary producers and the DIY media world.

Last week, the team, working with long time media literacy veteran upstart Renee Hobbes Renee Hobbs (The Media Education Lab), released a new report, The Code of Best Practices in Fair Use for Media Literacy Education. It is a follow up to an earlier report which described "The Cost of Copyright Confusion for Media Literacy." The report comes with the endorsement of many key Media Literacy organizations including Action Coalition for Media Education, Media Education Foundation, National Association for Media Literacy Education, National Council for Teachers of English, and the Visual Communications Studies Division of the International Communications Association.

I've been watching this initiative develop over time, sharing the team's belief that copyright law (and confusion about fair use) represents one of the biggest obstacles for the development of meaningful resources for supporting media literacy education. We hosted a brainstorm with media educators at the last Media in Transition conference. I am particularly pleased to see that the report moves beyond the issue of what individual teachers do in their own classroom to address how and when we might share curricular materials with each other, an issue I've been pushing hard in my conversations with the authors.

In our own work, we regularly encounter teachers who are anxious about introducing any copyrighted works in their classroom and I've had at least one project shut down by university attorneys who were convinced we were exceeding our Fair Use rights in quoting from films and other existing media texts. We have been struggling through the work we are doing on New Media Literacies to get enough room to be able to show short segments from the media we are discussing. To date, we've been developing our materials using the best practices statement for documentary filmmakers and we are excited to see further clarification of what these principles mean in the specific context of media literacy education. As you will see if you look at the materials we are producing, we rely on Creative Commons content where-ever possible and where it is not possible, we are creating very strong markers of attribution. I know that many media educators read this blog, so I wanted to flag this new report for you.

Thanks to the work of Hobbes, Aufderheide, and Jaszi, many of us can walk into our classrooms with greater confidence that what we are doing falls squarely within current understandings of intellectual property law.

"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Two)

Many writers talk about "digital natives" or describe these young people as "born digital." What do you see as the strength and limitations of these terms given what you found in your research?

Becky Herr: One potential strength of the term "digital generation" for describing young people and their relationship to technology is its acknowledgement that youth are using media and technology in interesting and important ways. Talking about kids as "digital natives" can be seen as a counterargument to pervasive discourses about kids as deviant users of technology--hackers, cheaters, wasters-of-time--or kids as victims of technology--the "prey" of online predators, for example. This is not to say that the term is used exclusively to describe positive interactions with technology; it also emphasizes the gap between the ways "digital natives" use technology and the ways non-natives (like adults) use technology.

What is worrying about the discourse of digital natives is that talking about young people as a "digital generation" risks romanticizing certain types of youth participation and ignoring important differences in access to media and technology, including barriers to access that are not tied to a lack of hardware--barriers like not reading and writing in English, being a girl and having to compete with boys in a classroom with limited resources, or parental rules borne out of moral panic. Further, the idea of a digital generation marked by shared characteristics (other than the dates of their birth) that outweigh other aspects of identity/subjectivity--race, class, gender, ability, (etc.) is problematic. What we have found in the Digital Youth project is that there is a huge amount of variation in the ways kids are using media and technology in their everyday lives. Yes, the ways in which these practices are enacted vary, often by peer group or by individual kid. We've also found that things like class, race, and gender continue to have significant influence in kids' lives.

In my own research, for example, I worked with kids at the middle school level who were using media production software (iMovie and PowerPoint) for the first time. At home, most of the students I observed and interviewed did not have a computer, Internet access, or any video equipment. However, they had other media and technology that was incredibly important to them and that they used in creative and sophisticated ways to find information, to express themselves, to communicate with friends, and to mess around in order to figure out things like game cheat codes or how to substitute a borrowed digital camera for an mp3 player. Some had vast music or DVD collections, others spent hours each day playing games on a video game console. Were they "digital natives"?

Christo Sims: There are also plenty of folks who weren't "born digital" who have developed incredible fluency in various forms of online participation. We also met numerous youth who weren't technically adept or comfortable participating online. By emphasizing a generational break we risk mystifying the factors that structure online participation, and equating competency automatically with age.

danah boyd: Many of those who use these terms often do so with the best of intentions, valorizing youth engagement with digital media to highlight the ways in which youth are not dumb, dependent, or incapable. Yet, by reinforcing distinctions between generations, we reinforce the endemic age segregation that is plaguing our society. Many social and civic ills stem from the ways that we separate people based on age. If we want to curtail bullying and increase political participation, we need to stop segmenting and segregating.

Parents and teachers often want to structure young people's time online. Yet your research suggests that some of the most productive experiences come when young people are "hanging out" or "messing around" with computers in relatively unstructured ways. Explain.

Mimi Ito: In a lot of our case studies, we saw examples of kids picking up media and technical literacy through social and recreational activity online. When they were given time and space to experiment, they often were able to pick up knowledge and skills through messing around, whether that was learning how to make a MySpace profile, experimenting with video, or figuring out how to use cheat codes in a game. Some kids used this kind of messing around as a jumping off point towards much more sophisticated forms of creative production or engagement with specialized knowledge communities.

Christo Sims: One story that comes to mind is a youth named Zelan who we feature in one of the sidebars in the Work chapter. Zelan comes from a very rural area where most of his peers will end up in working class jobs, doing construction, building roads, working as mechanics. Zelan, who identifies himself as a computer geek, leveraged his technical know-how for economic gain starting in junior high school: fixing electronics, buying and selling gaming and computer gear, and servicing the computers of neighbors and teachers. His passion, though, has been video games. He started as a player but soon became an enthusiast, subscribing to game magazines, following the latest releases, looking for tips online. In addition to becoming a fan he started messing around with broken consoles, taking them apart to see how they worked, trying to fix them so he could play a better console or sell it for a profit. He did all this without seeing it as leading towards a career or success in school. It was only once he started seeing that he his gaming interest was actually valuable to others at school and in the community that he began to imagine how these interests could lead to a life after high school. When I first met him he was a Junior and was thinking of starting a computer service business when he graduated. When I saw him again last summer he was headed to a technical college on scholarship.

Dan Perkel: Another person featured in one of the sidebars is Jacob. Jacob was an African American senior who had moved from the East Bay to Georgia and back again. Jacob, like others we talked to in our studies, joined MySpace when someone else made an account for him. For a while, Jacob didn't understand how to customize his page--again like other new members to the site--and had other people do it for him. On the friendship-driven side he used MySpace as a way to communicate with people he met and friends he left behind after various moves. However, at some point he made the connection between changing MySpace profiles and the web design classes that he had gotten into at school. He then took the time to better understand how to customize his own profile and consider making and distributing MySpace layouts, something he had seen others do on the site. When I last talked to him, he was considering a career in web design and said he had been offered a job already.

danah boyd: It is important to note that "productive" engagement doesn't necessarily mean only traditional learning or media and technical literacy. As a society, we've never spent much time considering how youth learn to be competent social beings, how they learn to make sense of cultural norms and develop social contracts, or how they learn to read others' reactions and act accordingly. We expect youth to be polite and tolerant, respect others' feelings, and behave appropriately in different situations. This is all learned. And it is not simply learned by telling kids to behave. They need to experiment socially, interact with peers, make mistakes and adjust. Stripping social interactions from youth's lives does not benefit them in any manner. I would argue that even the oft-demeaned social practices that take place online are extremely productive.

You write about "genres of participation." Explain this concept. What are the most important genres at the present time and why?

Mimi Ito: We use the concept of genre as a way of describing certain social and cultural patterns that are available and recognizable. Friendship-driven and interest-driven practices are based on genres that youth recognize, have particular practices associated with them, as well as certain kinds of identities. For example, interest-driven genres of participation tend to have a more geeky identity associated with them, involve congregating on specialized and often esoteric interests, and reaching beyond given, local school networks of friends. This is a whole package of things that goes together, a recognizable genre for how youth participate in online culture and social life. We also think of hanging out, messing around, and geeking out as genres of participation.

When and how might the borders between friendship-driven and interest-driven forms of engagement start to blur?

Mimi Ito: As with all genres, there are a lot of things that don't totally fit, and a lot of blurring between genres. When kids engage in friendship-driven practices, they often get involved in messing around with technology, and that can become a jumping off point for more interest driven activities. For example, some kids will begin messing around with video or photos that they take with their friends, and then they get more interested in the creative side of things. Conversely, we find that kids who connect to others around interests will often see these groups become really important friendship networks, and an alternative source of status and identity that is different from the mainstream of what happens in the school lunchroom.

You note throughout the report a broadening of who gets to "geek out" in today's youth culture. Explain. What factors are reshaping cultural attitudes towards "geek experiences"? Who gets to "geek out" now who didn't get to do so in the past?

Mimi Ito: Now that digital media and online networking has become so embedded in kids' everyday social and recreational lives, there is a certain baseline of technical engagement that is taken for granted. Only certain kids, though, decide to go from there to what we consider more geeked out kinds of practices. Predictably, it tends to be boys who geek out more than girls. Even though girls are often engaging in highly sophisticated forms of technology use and media creation, often they don't identify with it in a geeky way. What does seem to be changing though, is the overall accessibility that kids have to more geeked out practices because of the growing accessibility of digital media production tools as well as the ability to reach out to interest groups on the Internet. Although our study didn't really measure this, this may be particularly significant for less advantaged youth who would not otherwise have had access to specialized creative communities or media creation opportunities.

Patricia Lange: Being able to connect with dispersed networked publics enables kids to explore skills and receive mentoring that may be difficult to gain from co-located peers or teachers who do not have the same interests or experiences. For example, in my study of the video-making culture of YouTube, accessing mentors or assistance in a "just-in-time" fashion is inspiring and encouraging, especially given kids' decreasing ability to connect with other adults and potential mentors in neighborhoods and local communities. One of the things we heard very often was that friends, family, and kids at school often did not understand why young YouTubers wanted to "geek out" making videos. YouTube participants' school peers did not always have the same familiarity and expertise with how media is put together in ways that kids on YouTube did. Many of the kids we interviewed have already had extensive experiences making media. They often have very sophisticated visual literacies and complex ideologies about what makes a good or bad video, what constitutes appropriate participation in technical groups, and how they think about online safety. Failing to engage with these sites in school means there is no hands-on dialogue between teachers and students that might help shed light on why some kids thrive by geeking out and why others have difficulty.

You are using terms to describe these experiences which are much closer to those which might be used by young people than those deployed by parents and teachers. What are the implications of that shift in the terms of the discussion?

CJ Pascoe: In general we tried to take a Sociology of Youth approach to our findings in this book. In line with this approach we try to let the categories of analysis as well as the descriptive terms arise from the youth themselves, rather than imposing our adult categories on our findings. What this means is that we tried, for the most part to describe a social world from the point of view of its participants, rather than as (more powerful) outsiders. I think foregrounding our participants' terms, categories and experiences allowed us to challenge some of the common assumptions adults have about youth participation of new media.

Heather Horst: As is common in most ethnographic research, we integrate terms like 'hanging out', 'messing around' and 'geeking out' into our analysis in order to highlight the categories and perspectives that are meaningful to young people themselves. Throughout this project, we felt quite strongly that part of our role and responsibility as researchers as working to navigate the gaps between youth and adult-centered perspectives. While we recognize that this may involve some degree of translation work when talking to different audiences (e.g. educators, policy makers, etc.), if we really want to see changes in discussions about learning and education, youth voices and perspectives need to be brought to the table.

danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

Patricia G. Lange is a Visiting Scholar at the Institute for Multimedia Literacy at the University of Southern California. She received her PhD in Anthropology from the University of Michigan. Her areas of interest for the Digital Youth Project are centered around using theories from anthropology and linguistics to understand the cultural dynamics of video creation, reception, and exchange among kids and youth. She is studying YouTube as well as video blogging groups to gain insight into the cultural aspects of video sharing and how these practices change ideas about the public and private. Lange is exploring how the content and form of videos as well as material video sharing and response practices serve as sites of identity negotiation, emotional expression, and promotion of public discourse in increasingly video-mediated, online milieu. She has recently published articles in a variety of journals including: Journal of Computer-Mediated Communication, Discourse Studies, Anthropology of Work Review, First Monday, and The Scholar and Feminist Online.

Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part One)

On Thursday, the Digital Youth Project, funded by the MacArthur Foundation, released "Hanging Out, Messing Around, Geeking Out," a report on a massive ethnographic investigation into the place of new communications and media technologies in the lives of American young people. I have had the distinct honor to watch this research take shape over the past few years, to get to know the core researchers on the team, and to attend meetings where they struggled over how to process the sheer volume of data and insights they have gathered. The team is a model for collaborative research with senior faculty and graduate students working side by side across disciplines and universities to make sense of problems which none of them could fully understand on their own. You will get a sense of the dialogic nature of this research in the interview which follows, a conversation which involves nine members of the research team, sharing insights from their own specific research projects as well as expressing the rich synthesis that emerged from their collaboration. The report represents one key outgrowth of the MacArthur Foundation's Digital Learning and Youth initiative, which also funds our own Project New Media Literacies initiative, along with providing support for such key educational researchers as Sasha Barab, James Paul Gee, Kurt Squire, Howard Gardner, Howard Rheingold, David Buckingham, and Katie Salens, among many others. "Hanging Out..." is staggering in its scope and in its implications. The researchers take seriously young people, their lives online, their subcultural practices, their identity play, their nascent civic engagement, their dating and social interactions, their involvement with fan production practices, and much much more. What emerges is a complex picture of how they are living through and around emerging technologies, how they are innovative in their use of new tools and platforms, and how they are struggling with the contradictions of their lives. This report is in no simple way a celebration of the digital generation, though it respects the meaningfulness of their involvement with digital and mobile technologies: it raises questions about inequality of access and participation; it points to conflicts between adults and youth around the deployment of new media; it identifies risks and opportunities which sites such as MySpace and YouTube pose for their young participants. Those of us who care about young people and education will be struggling with some of the implications of their research for a long time to come. I am proud to have a chance to offer this interview with some of the key members of the Digital Youth Project team over the next three installments of my blog.

By way of background, here's how the Digital Youth Project is described on their homepage:

Since the early 1980s, digital media have held out the promise of more engaged, child-centered learning opportunities. The advent of Internet-enabled personal computers and mobile devices has added a new layer of communication and social networking to the interactive digital mix. While this evolving palette of technologies has demonstrated the ability to capture the attention of young people, the innovative learning outcomes that educators had hoped for are more elusive. Although computers are now fixtures in most schools and many homes, there is a growing recognition that kids' passion for digital media has been ignited more by peer group sociability and play than academic learning. This gap between in-school and out-of-school experience represents a gap in children's engagement in learning, a gap in our research and understandings, and a missed opportunity to reenergize public education. This project works to address this gap with a targeted set of ethnographic investigations into three emergent modes of informal learning that young people are practicing using new media technologies: communication, learning, and play.

The Principal Investigators on this project are Peter Lyman at the University of California, Berkeley, Mizuko (Mimi) Ito at the University of Southern California, Michael Carter of the Monterey Institute for Technology and Education, and Barrie Thorne of the University of California, Berkeley. At Berkeley, the project is administered by the Institute for the Study of Social Change. With the help of a large number of graduate students and postdocs, a variety of projects are under way in both the Los Angeles and San Francisco Bay areas.

The project has three general objectives. The first objective is to describe kids as active innovators using digital media rather than as passive consumers of popular culture or academic knowledge. The second objective is to think about the implications of kids' innovative cultures for schools and higher education and to engage in a dialogue with educational planners. The third objective is to advise software designers about how to use kids' innovative approaches to knowledge and learning in building better software. This project will address these objectives through ethnographic research in both local neighborhoods in Northern and Southern California, and in virtual places and networks such as online games, blogs, messaging, and online interest groups. Our research sites focus on learning and cultural production outside of schools: in homes, neighborhoods, after-school, and in recreational settings.

This project is sponsored by The John D. and Catherine T. MacArthur Foundation.

To see the white paper and full report of the Digital Youth Project.

To learn more about the MacArthur Foundation Digital Media and Learning Initiative.

Can you give us some sense of the scope and scale of the project?

Mimi Ito: This was a study that was conducted over three years, with 28 researchers and research collaborators. We interviewed over 800 youth and young adults, and conducted over 5000 hours of online observations. This was done in the form of 22 different case studies of youth new media practices. Some of the studies looked at particular online sites, such as YouTube and social network sites. Other studies looked at interest groups, such as gaming groups and fans of anime and Harry Potter. Other groups also recruited youth from local institutions such as afterschool programs, parent networks, and schools. We believe that this is the most extensive qualitative study of contemporary youth new media practice in the U.S.

What were your goals with this project?

Mimi Ito: Our goal was really to capture youth perspectives and voices to understand what is happening in the online world today. We wanted to look at how young people are incorporating new media into their everyday social and recreational lives, in contexts that they found meaningful and motivating. Our thought was that it was only by looking at these kind of youth-driven contexts that we could get a grasp of what youth were learning through their online participation, and how that activity was changing the shape of our media and communications landscape.

Ethnography often gets praised for its process of discovery. What was the biggest discovery your team made through this process?

Mimi Ito: One of the strengths of the ethnographic process is that it involves listening and learning from people with different perspectives, and having that inform our research frameworks. One of the big things that we learned from doing this with such a large research team, was how it was that different kinds of youth practices and social groups were related to one another, either in a synergistic way or a more antagonistic way. We learned that the main thing that distinguishes different kinds of youth new media practices was the difference between what we call "friendship-driven" and "interest-driven" participation. Friendship-driven participation is what most youth are doing online, and involve the familiar practices of hanging out, flirting, and working out status issues on sites like MySpace and Facebook. Interest-driven participation has to do with more of the geeks and creative types of practices, where youth will connect with others online around specializes interests, such as media fandom, gaming, or creative production. It wasn't the just usual things like gender and socioeconomic status that necessarily determined the big differences, but it also had a lot to do with categories in youth culture, like is considered "cool," "popular" or "dorky."

Heather Horst: In addition to friendship-driven and interest-driven genres of participation, we also identified three genres of participation and learning - hanging out, messing around and geeking out. Hanging out is when kids are using technologies like IM, Facebook or MySpace to hang out socially with their friends. Messing around is when they are looking around online for information, or tinkering with media in relatively casual and experimental ways. Geeking out is when they really dive deep into a specialized area of knowledge or interest.

What is important about this framework is that it's not about categorizing kids as having a single identity or set of activities. What we are doing is identifying different ways that kids can participate in media culture, and this can be quite fluid. For example, we talk in our chapter on Media Ecologies about a teen named Derrick who participated in Christo Sims' study of Rural and Urban Youth. He uses Instant Messaging and his mobile phone to coordinate hanging out with his friends. Yet, and like many other teens, Derrick has also earned a reputation for geeking out through his interest in locating and downloading movies through BitTorrent. He also uses the Internet to 'mess around', such as the time he did a search on Google until he found tutorials and other information to help him build a computer. The diversity of practices reflect differing motivations, levels of commitment and intensity of use which frame Derrick's (and other youths') engagement with new media.

Mimi Ito: These genres of participation were things that we found across the different case studies that we looked at. In addition, each individual case study discovered a wealth of interesting details and findings that were specific to each case. What was unique about this project was that we discovered things that were grounded in the specifics of deep case studies, which is typical of ethnographic work, as well as identifying these broader cross-cutting patterns.

Parents often express concerns that young people are interacting online with people they don't know while those excited about social network sites talk about the ways they allow us to escape the constraints of local geography. Yet, your report finds that young people often use these tools primarily to interact with people who they already know. What can you tell us about the relationship between the online and off-line lives of teens?

danah boyd: While there are indeed examples of teens meeting others through these sites, it is critical for adults to realize that these sites are primarily about reinforcing pre-existing connections using mediated technologies. Youth's mobility is heavily curtailed and they desperately want to hang out with their friends from school. These sites have become that gathering space. Just because they can be used by youth to connect to strangers does not mean that they are. By focusing on the possibilities of risk, adults have lost touch with the benefits that these sites afford to youth.

Christo Sims: As danah says, most of our participants used social network sites to complement their offline social relationships rather than to experiment with identity or to make a bunch of new "friends" from around the country or world. With that said, there were instances where youth developed online relationships that extended beyond school, neighborhoods, and local activity groups. Youth that were more marginalized in their local social worlds would often go online for friendship and intimacy. We heard several stories of gay and lesbian youth using internet-based tools in these ways. Similarly, we heard stories of immigrants and ethnic minorities connecting online despite being widely distributed geographically. Then, there's youth who engaged in interest-driven online participation who often interacted with folks far beyond their local region. When friendships did develop they grew over sustained participation in those interest-driven activities, not out of more friendship or intimacy seeking behavior as you'd find in an online dating site. Finally, we did hear several stories of youth developing pen-pal like relationships with other teens. These interactions tended to be conversational, sharing accounts of what life was like in their respective towns or cities, discussing the challenges and confusions of being a teenager. These sorts of interactions more closely resemble the self-exploration and identity-play that earlier accounts of online participation tended to emphasize - a sense of anonymity, a degree of freedom from the trappings of one's identity in the family or at school - yet they weren't anywhere close to the dominant day-to-day uses of these tools.

Dan Perkel: Just to follow up on a point that Christo alludes to, there are in-between categories of people that might be overlooked in the split between "people you do already know" and "strangers." For example, there are people who are friends of friends, or friends of cousins, who you may not know, but go to neighboring schools, or live in the same area of town. We heard from participants in San Francisco, the East Bay, and I believe in Brooklyn as well, stories of people meeting up and getting to know people who they knew through others but only "met" using MySpace or another site. We also heard stories or in some cases watched people play out situations where they had met someone offline, and gotten their MySpace username so that they could contact them later. This was one way of facilitating dating (like asking someone for a phone number). In this case, this is someone that they have met, but is not necessarily someone they "know" or at least have any other contact with before back and forth conversations using social network sites. The point is that we learned how confusing it can be to even categorize who is a stranger versus a known person. How some of the participants use online media happens in the space inbetween.

danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

Why Universities Shouldn't Create "Something like YouTube" (Part Two)

Universite de Montreal is developing a new web strategy, they intend to integrate web 2.0 features. They are thinking about letting students become

publishers, but they fear a teacher backlash. Is this fear reasonable? What

would be the worst case scenario?

When we create more open platforms, we destroy old monopolies of information. That can be a brutal blow for those who gain their self worth from their role as the dispersers of that information. So, yes, when you open it up to students to submit materials, teachers feel threatened. There are some legitimate concerns here, having to do with the credentializing of information and the liabilities of the university. For most of us, credibility on the web is situational: we are not so much assessing content as we are assessing the reputations of the sources of that content. We tend to put our greatest trusts in the institutions we would trust for information in the physical world. So, many people who sought information from Universite de Montreal or MIT will make a general judgment about the reputation of the institution and then apply it to all content which gets circulated.

For me, a lot of this has to do with how we frame the materials -- as a reference work (which meets certain criteria of reliability, which many faculty members would be hard pressed to meet) or as a space for investigation, deliberation, and discussion (where there are ongoing conversations about the value of different content being circulated). Most academic web resources represent the former; Wikipedia and YouTube would be better understood as the latter. The need is to be clear about who is contributing the content and then you need to create a context where the community has the literacy practices and collective intelligence processes to take ownership over critically engaging with the materials being shared.

Everyone in the university would need to have a stake in insuring the integrity of the process and that means being highly critical and skeptical of anything that gets submitted, whether by a student or a teacher.

Can a platform upstage the learning process ? By that I mean that students

would get lost in a pile of information and would no longer be able to know

what to use ?

A platform certainly can upstage the learning process if by a platform you mean a technology. It is not at all unusual for faculty members to become enchanted

with one or another kind of hardware and not think through its pedagogical implications. We can see some of the ways universities have embraced Second Life as an example of this process. Second Life has some remarkable affordances which can support powerful new kinds of learning, but it's also a challenging technology to learn how to use. There's no point in using it for things that can be done just as easily through more traditional learning platforms and there's no point in using it if it takes much longer to learn how to use the program than it is going to be possible to use the program for instruction. In

other words, we have to do a cost/benefit analysis and know why we are using this platform, why it is better than traditional means, what it allows us to do that we couldn't do otherwise, what challenges it poses to learners, and so forth.

On the other hand, I would argue that a process or a community is less likely to upstage learning because for the most part, it comes with its own pedagogical logic and if you work within that logic, everything you do will ultimately contribute to learning. Again, the choice of the community needs to be aligned to the pedagogical goals, because the community will impose its own goals which will often be more deeply motivating.

Is there more value in sharing ( as with OpenCourseWare) or in mashing and

allowing expression ?

For me, they are two parts of the same process. When I hand you a printed book, which couldn't be more fixed in its content and couldn't be harder to reconfigure, you are still going to pay attention to only those parts that are of interest to you; I can't determine whether you read the whole thing; I can't determine what parts you cite in other works you write; and indeed, the book only becomes valuable when you can take out your yellow pen, mark up the passages that are meaningful to you, compare them with other books on your shelf, and use them as resources for your own explorations and ruminations.

So, why should we imagine that digital resources are any different? Once you share them, they are going to be sampled and remixed, if they are of any value to the person who receives them. That's at the heart of the learning and research processes. So, the question isn't whether to allow remixing; you can't stop it and you really wouldn't want to if you could. The question is whether to facilitate it or for that matter, whether to increase the visibility of what readers do with the content you provide. In the end, that boils down to the question of whether you want to be part of a conversation or whether you simply

want to publish.

In our participatory culture, though, keep in mind that publishing as an end unto itself is having diminishing return and people are much more likely to be drawn towards spaces which enable and support meaningful dialog. You can try to block it, if you wish, but you are also cutting yourself out from the marketplace of ideas, so what's the point?

Should all this self-expression be recognized ? Where can we draw the line between « artistic self-expression » and bad work ?

The point is that I don't draw the line; the community draws the line. A society where there is lots of bad work out there is ultimately more generative than one

which supports only excellent work. It provides points of entry for more people who are encouraged to try things, be bad, get feedback, and do better. A society which circulates only excellent work creates too strong a barrier to access and thus discourages most people from producing anything. The result is that we lack the diversity we need for collective decision making or shared cultural experiences.

So, the goal should never be to get rid of bad work; the goal should be to develop mechanisms which helps us to identify what we see as valuable or meaningful work according to our own criteria. There are a number of different mechanisms which allow us to do so: we can have gatekeepers who curate the materials and use their personal reputation to bestow recognition on work they consider valuable; we can have some kind of system of aggregation, such as Digg, where many people vote on what's valuable and the "best" stuff rises to the top; we can have some system of collective deliberation in which we have ongoing debates about what constitutes good work and what works are

good. All of those mechanisms can be found at work in one or another site online.

We still don't fully understand how these mechanisms work and what kinds of areas each works best. And universities would have a lot to contribute into research in these areas if they would free themselves from the burden of feeling like they can only support excellence.

A lot of bad work could tarnish the reputation of a university. How can it reconcile openness and the promotion of itself as a supplier of good knowledge?

It depends on what the university is trying to sanctify: is it seeking to guarantee the integrity of the product (in which case, every bit of content needs to be vetted) or the integrity of the process (in which case, the university is creating a space where people learn through vetting each other's content.) Is the reputation of a university based on the fact that they gather together lots of people who know things or is it based on the fact that they create a context where the ongoing questioning of information takes place?

What is the role of universities in this new « knowledge society » ?

Universities have gathered together many forms of expertise into one institution and they have provided the time and space for those expertise to be exercised

around compelling questions. They have developed processes by which questions can be asked and answers can be debated, where information can be produced, exchanged, and evaluated, and where expertise can be exchanged between many different minds. So, how do universities expand those functions and processes beyond their brick and mortar campuses? How do they open up these conversations to include a larger public who wish to continue learning beyond their undergraduate years or who wish to learn things that are not available to them at their local level? Universities can potentially play an enormous role here but it requires them to rethink their interface with their public and indeed, requires them to expand their understanding of what constitutes the constituency for higher learning.

Note: In response to the first installment of this interview, reader Chris Lott asks why the Creative Commons license for MIT's Open Courseware initiative constitutes a "conservative" approach to Fair Use. I am not, in this case, concerned about reader's making Fair Use of my materials. They are welcome to use them with attribution as far as I am concerned. But my problem is that as a media scholar, I need to be able to provide excerpts from other people's media -- especially corporate media -- if my teaching materials and approaches are going to be accessible to people around the world who may not have ready access to American media. MIT's position is that we have to clear rights for every piece of material that we include in our course materials, rather than asserting a broader understanding of Fair Use which would define such materials as being circulated for the purpose of critical commentary. I apply such a broader notion in my own blog but so far, the Open Courseware people will not accept this perspective and as a result, I've been locked out of contributing to this program. People often ask why not use materials under Creative Commons license and the problem is that the kinds of materials currently circulating under Creative Commons tends to be indie media, which is great, but in teaching media studies, I also have to deal with material by mainstream media and universities feel themselves vulnerable to the exagerated assertions of copy right by many corporate rights holders. I hope this further clarifies my position.

Why Universities Shouldn't Create "Something like YouTube" (Part One)

I was recently interviewed by a Canadian journalist, Alexandre Cayla-Irigoyen Chef de pupitre - Societe Monde, about OpenCourseWare, Collective Intelligence, and the modern university. Somehow, the interview questions sparked me to dig deep on some ideas that I hadn't really formulated before and I figured the answers might prove interesting to blog readers. So I asked the reporter if I could run the transcript here, once he had gotten what he needed from it for his story.

I read your book (Convergence Culture) and also a couple of other of your publications. You argue that, right now, the school system is failing its children because they are learning more experimenting outside class than in it. Do you think that Internet and the tools that are being developed will help change this situation ?

The internet is improving opportunities for learning for at least some portion

of our youth, but most of what is most valuable about it is locked outside of

schools. For example, many American schools block all access to YouTube, to

social network sites, even to blogging tools, all of which are key sites for

learning. Schools are discouraging young people from using Wikipedia rather

than engaging with it as an opportunity to learn about the research process and

to engage with critical discussions around issues of credibility. The schools are

often frightened of anything that looks like a game to the point that they lock

out many powerful tools which simulate real world processes, encourage a 'what

if' engagement with history, or otherwise foster critical understanding of the

world.

As long as they react to these developments as risks rather than resources, then those kids who have access to this online world are going to be de-skilled as they enter the schoolhouse gates and those kids who don't have access are going to be left further behind because they have been abandoned by the institutions which are otherwise best situated to address the digital divide in terms of technical access and the participation gap in terms of access to skills and experiences. So, yes, informal learning is taking place outside of school for those who are able to access it but the refusal of schools to engage with it further amplifies the inequalities between information haves and have nots.

Can such changes be implemented in university classes? Flexibility seems to be the key aspect of this new approach whereas the university classroom is typically governed by a rigid student-teacher relation (at the undergrad level at least).

Whatever their limitations in terms of bureaucratic structure, most university

instructors have much greater flexibility to respond to these challenges than the average public high school. Unfortunately, by the time we get to college, these gaps in experiences, skills, and resources will have already had a near lethal impact on those kids who are being left behind. It isn't just that we will need to have a head start program to get them the technical skills they need to deploy these technologies. It is going to be much harder to give them the sense of empowerment and entitlement needed to allow them to feel fully part of the online world. They are going to be much less likely to play and experiment with the new technologies because they will be afraid of failing and looking dumb in front of classmates who will have been using these tools for more than a decade.

That said, we certainly do want to integrate these skills into college classes, because they are key to higher order thinking an research in most of our disciplines, because doing so is the best way of reaching a generation that expects to be able to participate in social networks and manipulate data through simulations. But we shouldn't delude ourselves into thinking we can fix a decade's worth of neglect through the public schooling system.

How can an institution recreate the type of communities you spoke about in your book ?

The kinds of communities I discussed in the book are what Cory Doctorow calls "ad-hoc-cracies." They emerge quickly in response to shared interests and concerns. They last as long as people need the community to work through a common problems or query. They vanish when they are no longer useful to their members. They are radically interdisciplinary or I'd prefer, "undisciplined," in that they draw together people with many different expertises and they deploy social networks which observe few of the barriers to interaction we experience in the physical world to bring people together who should be working together. They develop informal yet very powerful systems for vetting information and for carrying out deliberation.

Almost none of this holds with the average college class which has a fixed duration, a prearranged sequence of materials and problems, a disciplined border, a geographically narrowed location, etc. So, if we want to integrate these into our classes, they require

much greater flexibility in imagining what constitutes an educational context. They certainly involve developing projects which span disciplines, which link several classes together and requires students to build on each other's work, and which may straddle multiple universities dispersed in space. All of this is easier said than done, of course, but we should be experimenting with how to achieve this goals since at this point it is even hard to point to many real world examples of what this would look like.

MIT has the OpenCourseWare program that seems to follow a more open logic. Does MIT have other programs that would help it achieve (or create) a more open, flexible and creative environment ?

The Open Courseware Initiative has very worthy goals -- indeed, the vision

behind it is deeply inspiring to me. Universities like MIT should be opening up their resources to the planet. We should being supporting independent learners and providing materials to support education in parts of the world which do not have what major research institutions have to offer. The scale on which Open Courseware is operating now is astonishing and a real tribute to the people who developed it.

That said, I do not myself participate in Open Courseware. I freely give away my own content through our various blogs, podcasts, and online materials. But MIT has failed to assert a strong Fair Use defense which allows instructors to meaningfully quote from and repurpose existing materials as part of their instructional process. As a media scholar, my teaching centers on helping students understand other people's media content and if I can't quote from and share that content with the users of the Open Courseware, I can not meaningfully reproduce my instructional practices online. MIT had an opportunity to be a leader in the arguments about Fair Use, especially given the good will they have gotten through Open Courseware, yet they have chosen to take a very timid and conservative legal approach to these matters and as a consequence, I feel like it severely compromises the goals and ideals of the Open Courseware initiative.

I am thus a conscientious objector in my relation to this project. I am going into this here not to slam the Open Courseware people but to suggest that the ideals of free distribution of content by educational institutions are compromised by the current intellectual property regime and that we are not going to be able to meaningfully achieve the full ambitions of such a project until we develop stronger defenses around Fair Use.

At the present time, MIT is thinking about its next step in its Internet strategy (after the OpenCourseWare project), what are the options ? What should a university try to implement ?

Many universities are trying to figure out how they can build "something like YouTube" to support their educational activities. Most of them end up building things that are very little like YouTube in that they tend to lock down the content and make it hard to move into other spaces and mobilize in other conversations. In a sense, these university based sites are about disciplining the flow of knowledge rather than facilitating it. As I think about what makes YouTube YouTube, I see a number of factors:

  • Anyone can submit content at anytime and thus doesn't have to operate from a base of academic and institutional authority. It respects multiple kinds of expertise, understands people are differently motivated, and appreciates that information can be posted for many different reasons.
  • YouTube content can be embedded on any website, blog, or social network page. It is spreadable and it gets value as it gets inserted into these various contexts, because they represent different social communities which are having ongoing conversations. YouTube sees information as something that can be used, not something that is simply stored.
  • YouTube provokes responses. Indeed, the most valuable content on YouTube is content which inspires other users to talk back, reframing and repurposing materials, coming at them from many different angles.
  • The content on YouTube can be reconfigured many different ways. It is not part of a structured curriculum; rather, it is modular, nonliner, unstructured. And as such, we are encouraged to play with it rather than being disciplined to approach it in set ways.

    So, I don't know for sure what the next stage of an academic content system looks like but my own sense is that it should look MORE like YouTube and less like what university lawyers and department heads think will be "something like YouTube".

Some of My Best Friends Are Pirates

In mid-September, I went to Singapore to meet with some of our collaborators on the MIT-Singapore GAMBIT games lab and to speak to the Games Convention Asia about "Games as Transmedia Entertainment." In the course of the weekend, I gave an interview to a very thoughtful young reporter from the Philippines Daily Inquirer in which I was asked about the implications of the concept of convergence culture for the developing world. To be honest, I didn't think much more about the interview until some of my comments about "piracy" began to surface in western blogs within the gamer realm. The story spread through news portals focused on Asia to the gamer world, which is often keeping a close eye on developments in the Asian games sector and often gains prestige by being early importers of Asian-produced games before they are legally on offer here in the west. One American blogger even "pirated" one of my portraits, which was doctored to depict me as a pirate. I figured that "pirating" it back is only fair game.

henry pirate.jpg

Indeed, the time lag between the interview appearing in a Manila-based newspaper and its surfacing on western blogs could be counted in a matter of hours, rather than days. At no other time in human history would such a flow of information have been imaginable. In the past, an American academic giving an interview in Singapore would in all likelihood have been locked down in a very localized context. And so in many ways, the circulation of this story demonstrates in pretty powerful ways what I saw as the central thrust of my comments -- that media companies can no longer realistically lock down their content into predictable zones and roll it out on their own time table. The moment content emerges anywhere in the world, it creates a hunger around the planet among potential consumers which will be met illegally if it is not met legally.

When I was in Shanghai last January, I learned a good deal about how fans of popular western programs such as Prison Break operate: within a day of an episode appearing on American television, it has been digitized, translated into various Chinese languages by an army of dedicated fans, and begins circulating throughout the Chinese hinterland and across the Chinese diaspora. In many cases, this is content which would never have been commercially available in China as a result of nationalistic and protectionist policies limiting the amount of American media that can be marketed to their country. And if this content was made available commercially, then few Chinese locals outside of the most wealthy and cosmopolitan cities would be able to afford it. So, in what sense can Hollywood be said to have lost markets that it could not have reached and could not have sold to in the first place?

Yet, it is clear that exposure to American media in the developing world often awakens desires and fantasies that can only be satisfied by more such content; it is part of the process of westernization and modernization which is impacting many sectors in Asia at the present time. A growing number of researchers are finding that these same tendencies are operating in reverse across America and Europe, exposing western consumers to Asian-produced media (Bollywood films, Anime, K-Drama, and the like), and gradually creating viable commercial markets where they didn't exist before. In many cases, those fans who have taken these materials without permission, done the hard work of translating them into English from their original language, taken on responsibility for educating consumers about the contexts from which they came and the conventions under which they operate, have gone a long way to open up markets which would previously have been closed to Asian media producers. Here, "piracy" becomes "promotion."

Does it make sense to refer to such practices as "piracy"? It's a debatable proposition but for the moment, many in the media industries are inclined to think of such consumer practices through a language of copyright theft and piracy. If we adopt that framework, then yes, I think there's a solid case to be made that "pirates" actually expand markets, over time, even if they cause short term "losses" for the initial rights holders. That said: I recognize that not all "piracy" follows such a pattern. There are a significant number of people out there who are exploiting the intellectual properties of others for their own financial gain and there are some who buy these materials because they don't want to pay the price being asked for this content. Nothing we say is going to change this basic dynamic, but the media industries could reduce some forms of "piracy" by better understanding what motivates it and reading it as symptomatic of the marketplace reasserting demand in the face of failures in supply.

For example, should we be surprised that protectionist policies surrounding media imports no longer work effectively in a global networked culture? Whatever gets stopped by customs the border will spread easily online and reach geographically dispersed consumers. Should we be surprised that consumers no longer want to wait to view content that they know is already available in other markets and is being actively discussed by others in their online communities?

For example, relatively few hardcore American fans of Doctor Who or Torchwood are willing to wait the six to nine months it is taking these episodes to cross the Atlantic and get aired on the Sci-Fi Channel. Many of them are seeking online channels, mostly illegal, to gain access to this material in something close to the same time frame as British fans are consuming it. This has not necessarily reduced sales of the DVDS or viewership of the cable airings of this content here, but it has pushed many hardcore fans to step outside of the law in order to access content they would most likely willingly pay to access if it was made available to them in a timely, accessible, and legal manner.

In my heart of hearts, I think most people would prefer to work within legal structures if they are available to them and I'd suggest that the relative success of iTunes in the face of readily available "free" sources for much of this content points to a deep desire to behave "honestly" when media companies do not create strong incentives to behave otherwise.

We can also understand this piracy as part of a breakdown of the moral economy between producers and consumers. Here's what I mean by a moral economy: Underlying all economic transactions are certain social understandings between buyers and sellers that reflect their sense that exchanges are just and fair to both sides. We can call this a moral economy.

When the rules of exchange shift, they are accompanied by certain social disruptions as both sides seek to legitimate their new practices and thus secure a higher ground in the emerging moral economy. We can see the deployment of terms like "piracy" or "sharing" as different bids to legitimate these evolving practices. It's a kind of rhetorical war for moral legitimation, which reflects the fact that both sides want to see themselves as behaving fairly. When there is a perception of unfairness, then there is a much higher likelihood that parties will step outside of established mechanisms and adopt practices which the other side sees as illegitimate. And clearly over the past few years, technological and cultural shifts, not to mention the legal battles that have emerged around them, have gone a long way to undermine the existing moral economy and thus create a crisis of trust between producers and consumers. Until media companies find a way to restore the balance, they are going to find themselves increasingly subject to behaviors which undercut their perceived economic interests and such behaviors are likely to be increasingly labeled as "piracy."

Such "piracy" is a global phenomenon, but it occurs in particularly overt ways in much of the developed world, which has historically been used as a final dumping ground for media goods that have played out in the rest of the world. As more and more young people in the developing world go online, have access to information about such content, and desire stronger connections with their counterparts elsewhere, these inequalities of access to media content becomes more and more frustrating. And "piracy" is emerging as the "great equalizer" to insure they have a chance to participate more fully in our emerging media landscape. Such young people, long term, represent the most likely market for western produced media, and this early, often illegal exposure is part of what will make them a desiring market for such materials over time. Framed in these terms, the debate about "piracy" becomes about short term losses versus long term gains for the media industries.

"Piracy" enters the developing world in another way as well: the production of local knock-offs of western media properties. Consider, for example, almost twenty years of the production and circulation of "Black Bart" T-shirts in intercity and impoverished neighborhoods around the world. These appropriations of The Simpsons have been a source of revenue for the small scale entrepreneurs who produce and sell them and they have been another way of connecting to the larger media franchise. Throughout much of the developing world, the images of western media are being translated into local folk art practices and then sold back to visiting tourists from the West. When I visited Shanghai, for example, I came back with hand-woven Chinese New Year decorations which deployed Mickey Mouse to signify the "year of the rat." Such goods were clearly not authorized or licensed by the Disney corporation. Yet, they represent another way that those in the developing world were attaching themselves to Western media franchises and do represent a form of grassroots convergence.

I am not making a moral argument here. I certainly understand why many media companies would feel that all of this represents a serious threat to their livelihood and that it constitutes another example of how they are "losing control" over their content in a networked culture. All I am arguing is that current inequalities of access to media content and the fraying of the moral economy between producers and consumers work together to create a context where more and more consumers, not only in the developing world but here in the west, are stepping outside of legal mechanisms to acquire access to content. We can call this "piracy" or not. But it will continue to be a reality until the media companies develop a more sophisticated understanding of what factors motivate such behavior and the ways that such practices reflect breakdowns in the market mechanisms surrounding the creative economy.

So, in conclusion, I just want to say "Aargh!"

Video Games Myths Revisited: New Pew Study Tells Us About Games and Youth

Some years ago, I published an essay, "Eight Myths About Video Games Debunked" in conjuncton with the PBS Documentary, The Video Game Revolution. At least once a month, I see the article has been discovered by another blogger who is bringing it to the attention of his or her community, so I know that there continues to be interest and uncertainty about many of the issues that it sought to address. A recent report released by the Pew Internet & American Life Project offers some valuable new data about the place video games play in the lives of American young people. T

At the most basic level, game playing has become more or less universal. Fully 97% of teens ages 12-17 play computer, web, portable, or console games. 50% of teens played games "yesterday." I'm thinking about all of the moral reformers who note, whenever there is a school shooting, that they knew the suspects would turn out to be a gamer. I'd say the current statistics suggest that the odds are very much in favor of them being right but the claim is now meaningless. Indeed, many are suggesting that in such a context, the term, "gamer," may be obsolete -- at least as a description seperating those who play games from those who don't. It may, however, still work much like the term, "reader," to distinguish those who gain some kind of social identity through their relations with games from those for whom game playing is simply one activity among many.

The Pew research may also force us to rethink once again the assumption that there is a gender gap in terms of who plays games: "99% of boys and 94% of girls report playing video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least "enthusiastic" players of video games, though more than half of them play. Some 65% of daily gamers are male; 35% are female. Girls play an average of 6 different game genres; boys average 8 different types."

A decade ago, when Justine Cassell and I edited From Barbie to Mortal Kombat: Gender and Computer Games the picture was dramatically different: many were worrying that girls were being left out of this particular version of the digital revolution and that there would be social and educational consequences of this "gender gap." The new statistics show that this gap has significantly closed and that even other patterns people have observed (that boys play games more often, that boys play more different kinds of games, and that boys play games over a longer period of their lives) are starting to shift, though we can still see traces of these earlier patterns in their data. If you are interested in the gender-specific nature of game playing, you should check out Beyond Barbie® and Mortal Kombat: New Perspectives on Gender and Gaming (Edited by Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun) and due out from MIT Press any day now. This book updates our earlier collection with cutting edge perspectives from a new generation of games scholars who grew up with this medium. Justine and I wrote a new piece for the book reflecting back on the context of gender and games in the mid-1990s and looking forward to new challenges confronting the industry today.

The Pew Data complicates easy generalizations about the place of violent entertainment in the lives of American teens. For example, the five most popular among young Americans are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. Of these, only Halo 3 would qualify as a violent game. Over all, non-violent genres were the most popular. But, 50% of boys name a game with an M or A/O rating as one of their current top three favorites, compared with 14% of girls. (0ne of those places where gender really does make a difference in how people relate to games.) 32% of gaming teens report that at least one of their three favorite games is rated Mature or Adults Only. 12- to 14-year-olds are equally as likely to play M- or AO-rated games as their 15- to 17-year-old counterparts.

The Pew Data further challenges the idea that game playing is a socially isolating activity. The researchers found "65% of game-playing teens play with other people who are in the room with them. 27% play games with people who they connect with through the internet. 82% play games alone, although 71% of this group also plays with others. And nearly 3 in 5 teens (59%) play games in multiple ways -- with others in the same room, with others online, or alone." As someone who has watched games over the past two decades, I would argue that game play has always been more social than many non-gamers expect. I recall my son and his friends going to each other's houses as a kind of victory house when they beat a level in a challenging game, showing the others how to do it and helping them over the hump. Indeed, playing a game alone is often seen as a rehearsal mode, getting ready for more social forms of play, much like a kid bouncing a ball against a house and catching it, because there aren't people around to play ball with. The Pew data suggests that for many kids, games is sometimes social, sometimes solitary, but most have a healthy range of different ways of engaging with the games medium.

The Pew Research does indicate some areas where parents should be concerned about the gaming lives of their sons and daughters. Nearly two-thirds (63%) of teens who play games report seeing or hearing "people being mean and overly aggressive while playing," and 49% report seeing or hearing "people being hateful, racist, or sexist" while playing. However, among these teens, nearly three-quarters report that another player responded by asking the aggressor to stop at least some of the time. Furthermore, 85% of teens who report seeing these behaviors also report seeing other players being generous or helpful while playing. Many of us believe that cyberbullying is a much more real concern than the worry that playing violent games might somehow make young people more aggressive in the real world. A decade ago, the digital world felt like a safe space for many young geeks, especially when compared with school hallways or gyms, but now that everyone is playing games and going on line, the bullies are showing up there too and young people are having to confront in cyberspace those problems which haven't been resolved in the real world. It isn't that games make kids more aggressive; it may be that real world aggression and conflict is spilling over into games.

The Pew Research also challenges the prevailing myth that most parents are worried or alarmed about their young people's relations to games. 62% of parents of gamers say video games have no effect on their child one way or the other. 19% of parents of gamers say video games have a positive influence on their child. 13% of parents of gamers say video games have a negative influence on their child. 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game. I see this data less as an indication of the "actual effects" of game play on children but rather as an indication that most parents have come to accept games as a normal part of American childhood and that more of them now see positive benefits than negative harms. After all, a significant number of contemporary American parents were part of that first Nintendo generation, grew up playing Super Mario Bros. and Sonic the Hedgehog, and are thus less likely to be panicked by an unfamiliar technology in their living rooms. Many discussions about games and parenting fail to reflect this generational shift in who these parents are and how they think about this medium.

There's lots more to chew on in the Pew report, including some interesting suggestions about the civic impact of games and whether online play has the same social value as face to face play. I am hoping that this new data will further sharpen the conversations around games.

For more interesting insights on these questions, check out the podcast of a recent CMS colloquium, "The Myths and Politics of Video Games Violence Research," featuring Lawrence Kutner and Cheryl Olson, authors of the recent book, Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. If you don't know this book, you should since like the Pew research, it challenges many common assumptions about this issue, daring to ask and find answers to basic questions about the place of violent games in young people's lives.