A Game Level Where You Can't Pass

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

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

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

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

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

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

A Game Level Where You Can’t Pass Micha Cárdenas

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spreadable Media Spreads New Joy For 2013

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

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

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

How Caine Won the Internet from Stephanie Linka on Vimeo.

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

The Moral Economy of Soap Opera Fandom C. Lee Harrington

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

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

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

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

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

How Spreadability Changes How We Think about Advertising Ilya Vedrashko

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

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

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

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

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

Soulja Boy and Dance Crazes Kevin Driscoll

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

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

Television’s Invitation to Participate Sharon Marie Ross

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

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

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

What Old Media Can Teach New Media Amanda D. Lotz

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

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

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

For those of you who were at the Modern Language Association conference this past weekend, you might have had a chance to buy an advanced copy of the book. If you did, we'd love to hear what you think, so feel free to drop a note here or even better on the Spreadable Media website.

The Cost of Engagement: Politics and Participatory Practices in the U.S. Liberty Movement

From time to time, I am sharing through this blog some of the research being generated by the MacArthur Foundation-support Youth and Participatory Politics Research Network. This team, headed by Joseph Kahne from Mills College, is seeking to map the ways that the practices associated with participatory culture and the technologies of networked computing are impacting the political lives of  youth, primarily in the United States but also in other parts of the world. See for example earlier posts about the YPP survey and about our case study of DREAM activists. Today, I am proud to share a new report, a case study of the political and cultural experiences of young Liberatarians, as they seek to find their own voice, forge their own community, in a space defined both by participatory dimensions of their own informal networks and by the influence of powerful conservative think tanks and funding organizations. This report was prepared by Liana Gamber Thompson, a Post-Doc who has been working as part of my USC-based research team, Media Activism and Participatory Politics (MAPP), as we develop ethnographic case studies of innovative organizations and networks that have been successful at increasing civic engagement and political participation amongst youth.  

 

 

 

PLAY (Participatory Learning and YOU!)

Last time, I shared Shall We Play?, a report funded by the Gates Foundation and distributed by the Annenberg Innovation Lab. Today, we are releasing its companion report, PLAY (Participatory Learning and YOU!), which is authored by Erin Reilly, Vanessa Vartabedian, Laurel Felt, and Henry Jenkins. It continues our exploration of insights gained from our year-long work with elementary and secondary teachers from the Los Angeles Unified School District as they sought to develop a more participatory environment in their classroom. Through this research, our teams has identified five core principles for participatory learning:

1.     Participants have many chances to exercise creativity through diverse media, tools, and practices;

2.     Participants adopt an ethos of co-learning, respecting each person’s skills and knowledge;

3.     Participants experience heightened motivation and engagement through meaningful play;

4.     Activities feel relevant to the learners’ identities and interests;

5.     An integrated learning system - or learning ecosystem - honors rich connections between home, school, community and world.

In this report, we will discuss each of these principles, describing specific examples of how they were applied through the workshop process, what impact they had on the teachers and students involved, and what some of the challenges we face in bringing about this kind of change within the current public schools system.

 

 

 

Shall We Play?

Earlier this term, I shared through this blog Designing with Teachers: Participatory Approaches to Professional Development in Education, a white paper funded as part of a grant from the MacArthur Foundation and released by the Annenberg Innovation Lab. The report, edited by Erin Reilly and Ioana Literat, featured case studies of innovative professional development initiatives ( Vital Signs, PLAY, Scratch, Ask Ansai, the Participatory Assessment Project) with a larger exploration of what it might mean to adopt a more participatory model for working with teachers. Today, we want to expand upon that report with the first of two reports that emerged from our own PLAY (Participatory Learning and YOU!) project, discussing core insights we derived from a year-long program working with teachers in the Los Angeles Unified School District to develop more participatory approaches in their classrooms. The teachers spaned both grade-levels and curricular categories, allowing us to develop new approaches together that work in a variety of contexts.

The first of these reports, Shall We Play?, was written by Erin Reilly, Henry Jenkins, Laurel Felt and Vanessa Vartabedian. It represents a revisiting of my original MacArthur white paper, Confronting the Challenges of a Participatory Culture, and lays out what we see as core principles for participatory learning.  It includes some core reflections on what has happened in the Digital Media and Learning movement over the past six years as we have sought to bring a more participatory spirit to those institutions and practices that most directly touch young people's lives.

Spreadable Media Goes Retro: Pass It Along!

We continue this week with the process of rolling out the essays commissioned to accompany Spreadable Media: Creating Meaning and Value in a Networked Culture,   the book I wrote with Sam Ford and Joshua Green and which is being released to the world at the end of January, 2013. You can start to get a sense of the shape of the book's argument by reading these essays, week by week, as they get unleashed upon the world. This week, for example, we are sharing essays which are designed to accompany the book's second chapter -- Reappraising the Residual -- which explores competing regimes of value, competing processes of appraisal, and especially the ways that old media content might regain value from the ways it moves within and across social networks online.

For those who would like a bit more of a road map of Spreadable Media, below is the breakdown of the chapters:

Introduction: Why Media Spreads                                                                                                               

Chapter One: Where Web 2.0 Went Wrong

Chapter Two: Reappraising the Residual

Chapter Three: The Value of Media Engagement

Chapter Four: What Constitutes Meaningful Participation?

Chapter Five: Designing for Spreadability

Chapter Six: Courting Supporters for Independent Media

Chapter Seven: Thinking Transnationally

Conclusion

 

To learn more about the book, check out our main website. You can go there to read the whole essays (or follow the links below).

We strongly encourage you to spread these essays through your own social networks, repost them on your blogs -- all we ask is that you acknowledge the authors and the fact that they are associated with our book.   Thanks to all of you who have recirculate previous essays we've released.

RETROBRANDS AND RETROMARKETING

Today’s big brands are all rooted in the past. Tide, Coca-Cola, BMW, and even Apple are all connected to bygone decades. When these brands extend and use their existing brand name to introduce a new product or service, the past meanings and images that it invokes become an important element to be managed, understood, wielded, and shaped by managers. This short essay discusses and analyzes a form of brand extension strategy that has gained prominence, in which tired or even abandoned brands have been reanimated and successfully relaunched. Management will deliberately reach into the past and consciously seek to gain new value from old brands and the meaningful relationships they convey. Stephen Brown (2001) terms this a “retro revolution” in which the revival of old brands and their images have become an increasingly attractive option for marketing managers. Over the past decade, I have been involved either independently or with coauthors in a growing body of research that looks at how the past is consumed, valued, revalued, and managed, beginning with a study of the values and images of the Wal-Mart retail chain (Arnold, Kozinets, and Handelman 2001). Stephen Brown, John Sherry, and I define retrobranding as “the revival or relaunch of a product or service brand from a prior historical period, which is usually but not always updated to contemporary standards of performance, functioning, or taste,” seeing retro goods as “brand-new, old-fashioned offerings” (2003b, 20). Old brands retain value simply by being old: the value of nostalgia, the so-called retro appeal. There is also value in the communal or cultural relationships that the brand has built over its lifetime. Finally, there are values on an individual level that relate to the former two other values.

In a set of studies cutting across three different retro, “cult brand” products—the Volkswagen Beetle, Star Wars, and Quisp breakfast cereal—Brown, Sherry, and I have sought to explain the underlying principles of retrobranding and the way consumers responded to it (2003a, 2003b). The VW Beetle was a popular car associated with the 1960s era and hippies and also immortalized in Disney’s Herbie films, a series of four films originating with 1968’s hit The Love Bug (the series itself later updated and retrobranded into Herbie: Fully Loaded, a 2005 motion picture starring Lindsay Lohan). Star Wars is one of the most successful media franchises of all time. And Quisp cereal is an American breakfast cereal released in the 1960s using cartoon advertising created by Jay Ward, the creator of cult animation hit Rocky and Bullwinkle, and employing some of the same voice talents.

In each case, the entertainment connections of the brand have helped spur a type of residual and actual “brand fandom” that led to the possibility of a revival. In the case of the VW Beetle, this was the 1998 launch of the VW New Beetle. For Star Wars, it was the much-maligned 1999 prequel The Phantom Menace. For Quisp cereal, it was the quiet and limited redistribution of the cereal into select markets in the 1980s, after it had languished without support since the late 1970s. As well, Quisp’s fan-spurred and eBay-supported emergence in the mid-1990s marked it as the first so-called Internet cereal.

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THE VALUE OF RETROGAMES

Existing in dialectical tension with contemporary games which trumpet their photorealistic graphics, sprawling storyworlds, and intricate, extended, networked play, retrogames preserve and celebrate a prior era of gaming often referred to as a “golden age” of arcade standards (such as Asteroids, Tempest, and Donkey Kong) from the late 1970s and early 1980s. Increasingly, the category also covers the decade that followed the industry crash of 1983, when the locus of gaming shifted to home consoles such as the Nintendo and Super Nintendo Entertainment Systems (NES and SNES), the Sega Genesis and Dreamcast, and home microcomputers such as the Commodore 64 and Amiga, as well as the first generation of PCs and Macintoshes. Compared with games for contemporary consoles such as the Xbox 360 and PlayStation 3 that occupy gigabytes of memory, resurrections of 8-bit, 16-bit, and 32-bit video and computer games look like the mathematically downscaled primitives they are: their blocky resolutions, limited color palettes, and blip-bleep-bloop sound reproduction are matched by equally simple and repetitive gameplay. However, retrogames are not hopelessly antiquated museum pieces lacking the good sense to stay buried in gaming history. Their continued presence complicates easy (and industry-friendly) conceptions of technological and aesthetic progress, in which the newest equals the best equals the most expensive.

Older games thrive alongside their more sophisticated descendants, gaining popularity and influence with each passing year. Retrogames continue to be played in both authorized and unauthorized forms. Their minuscule memory footprint, easily grasped rules, and convenient fit within the interstices of daily routine make them ideal content for mobile devices. For instance, the App stores for iTunes and Google Android phones devote sections to retrogames. The Xbox Live Arcade markets “updated retro classics” alongside its “newest hits,” while the Wii Virtual Console sells downloads from “the greatest video game archive in history”—actually licenses owned by Nintendo. These monetized properties coexist uneasily with the thriving emulator scene, where every conceivable old game has its software simulacrum and renegade read-only memories (ROMs)—files containing data images copied from memory chips, computer firmware, or the circuit boards of arcade machines—circulate beyond the bounds of copyright. For both legal and illegal purposes, the Internet functions as both archive and distribution network, supporting the sharing, spreading, and mutation of content

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A GLOBAL HISTORY OF SECONDHAND CLOTHING

Clothing, almost by definition, is a medium of transmission within a spreadable media ecology. It is both the means and the site for the storage and spread of information. Clothes are made to be carried by the human body (as in the French porter and the Haitian Creole pote). Textile skins were, from their origins, portable artifacts and temporary prostheses, shaped by the demands of a mobile body and inscribed with markers of that body’s history. The demands on clothing have always been high—armor (protection against shame, enemies, and the elements) and aesthetics, comfort and durability. Clothing is portable, proximate to the human body, and eminently changeable. Clothes remain artifacts in continual flux. They convey messages to the world, and they also provide the raw material for subversion of precisely these messages.

Before the industrial era, vestments were few and far between. Their production took a great amount of human and material resources. Into their tailored forms much was literally and culturally invested. In the Western tradition, throughout the Middle Ages and Renaissance, clothing—once shaped to a given body—might be worn for years, sometimes carried for a lifetime. The clothing wore its owner as much as the owner wore the clothing, bearing comparable markers of a personal narrative. Through the movements of a body in time, its clothes would acquire increasingly personal and human characteristics—worn knees and elbows, a stretched waist. Stains, patches, tears, and color changes accompanied a life journey, or at least several decades thereof.

Sometimes an article’s function was portable. This was especially true when even the simplest clothing was scarce: its production costly, time consuming, and labor intensive. A coat might be cut down into a vest, or a dress into a scarf. As a garment’s function evolved, so too might the identity of its wearer. A dress might be handed from mother to daughter through a gift economy. In such instances, it carried with it signs and markers of generational passing. A master might give his worn-out shirt to his servant, for whom it could serve as either bodily cover or portable currency. In the Renaissance, it was common for servants to sell their masters’ old clothing to peasants in neighboring villages. Itinerant rag and old clothes dealing grew into a veritable calling within a commodity-based economy. This was a profession of portability. The dealer became an intermediary between wearers, marking a transitional phase in an article’s mobile life history.

The Affordances of Technology for Media History Research (Part Two)

The Media History Digital Library seeks to bring together communities of scholars and fans. How do you see the relationship between scholarly research and fandom in your own work?  

Eric Hoyt

 

The title of Henry’s blog where we are having this discussion—“Confessions of an Aca-Fan”—speaks to the way that personal passion and scholarly inquiry shape one another.

I am certainly an aca-fan of both historic and contemporary Hollywood. I tend to pursue research questions related to law, culture, and industry, rather than film style or aesthetics. But the whole reason I focus on the film and media industries—rather than, say, the corrugated box industry—comes from a deep love and fascination with films and television programs.

As a Film & Media Studies academic, I also feel grateful to study an area of culture that holds such broad popular interest. I think it’s a shame if we don’t connect with that broader public. We miss an opportunity to share our research. We also miss out on a chance to learn.

Something that many scholars already know but bears repeating is that many of the materials on the MHDL only exist because of fans. From the 1910s forward, fans purchased magazines, such as Motion Picture Story and Photoplay, to extend and deepen the movie-going experience. Most libraries in the early-20th century considered these magazines to be mere ephemera and did not keep them. So many of these magazines only exist today because fans bothered to keep them. I am grateful to fans and collectors for keeping these documents of film history and supporting the MHDL in its endeavor to make them freely available online.

 

Andy Myers:

As Eric mentioned, many of these publications are, in multiple ways, inextricable from the context of fan culture. Fans have not only collected and preserved these publications — their interest and investment in film culture actually provided the necessary market demand for these magazines to exist in the first place. Fan magazines like Photoplay were in constant dialogue with their audience and thus can provide scholars key texts in the history of fan discourse. For me, the eclectic fan letters reprinted in these magazines are one of their most fascinating and entertaining features because they offer so many surprising insights into the breadth of film fan culture.

Kathy Fuller-Seeley:

Various aspects of fandom have always been central to my own work, as the questions that sparked my dissertation research were how did Americans in small towns and rural hinterlands come into contact with motion pictures in everyday life, and how did the growing movie fan culture engage them. I second Eric’s gratitude to fans back in the day who saved fan magazines and ephemera and who compiled scrapbooks and kept diaries. Libraries long turned up their noses at saving such disposable popular culture. We are fortunate that archives like the Smithsonian’s National Museum of American History and Northeast Historic Film have amassed robust collections.  Today, individual collectors still hold the most fascinating moviegoing ephemera – real photo postcards of nickelodeon theaters, posters, illustrated song slides, pressbooks, trade journals, theater accounting ledgers, etc. I’m very appreciative of the generosity of many who have shared their archival treasures with me.

 

Now I am wondering how we can collaborate with collectors to make more of these materials available to the public for research purposes, and I am investigating ways of digitizing my own collections online. (you can see my collection of images from the “world premiere” of the 1937 United Artists film Blockade in, of all places, Elkhart, Indiana at http://www2.gsu.edu/~jougms/blocimg.htm   along with a terrific essay by my colleague Greg Smith).

Where do we go from here?

 

Kathy Fuller-Seeley:

 

My Digitized Dream Wishlist includes

  • A full run of Motion Picture Herald
  • A full run of Moving Picture World (which the MHDL is rapidly accruing, hooray!!!)
  • Exhibitors Trade Review
  • Hollywood Reporter
  • Variety (in a more user-friendly data-searching software! It is difficult to read an issue page by page).
  • New York Clipper and New York Dramatic Mirror    (these two are available in part through the Fulton County website, but the database is clunky and its somewhat difficult to search)
  • orphaned New York City newspapers like the Herald and World and Telegraph; I still have no source for John Crosby’s radio and television criticism or Alton Cook’s radio columns. I wish Proquest would make subscriptions to multiple historic newspapers available and reasonably priced for individual researchers! One year, a membership in the Society for American Baseball Research provided access, and that was terrific.

Even better is free to the public, and I am so grateful for the work of the MHDL to make all these fascinating documents available for everyone!

 

Eric Hoyt:

We’ve now digitized over 500,000 pages of media periodicals. By the end of this year, we may surpass one million pages. A question that I’ve been asking myself is—once you’ve aggregated all of that data, what do you do with it? One thing you clearly need to be able to do is swiftly search through the data. I have been collaborating with a great team—which includes Carl Hagenmaier, Wendy Hagenmaier, Joseph Pomp, Andy Myers, Pete Sengstock, Jason Quist, and new collaborators at the University of Wisconsin-Madison—on building Lantern, a search engine for the MHDL. Search will be an important tool for researchers and historians. It will also provide a much easier entry point into our collection for users who are passionate about classic movies and television but don’t know where to start looking.

 

In addition to search, though, what else can you do with all that aggregated data? It would take me years to read through every page of text in the MHDL. A computer, on the other hand, reads the data in seconds. This is the basis for full-text search, but it also opens up new possibilities that Humanities scholars interested in quantitative methods and “big data” are only beginning to explore. Google Ngram Viewer, for example, allows you to graph the frequency of words and phrases across a corpus of five million books. Here is a graph I quickly compiled of the terms 16mm, 8mm, and 28mm. This graph immediately suggests a story about the cultural, industrial, and technological importance of these “sub-standard” film stocks across a hundred year span. Now, it would tell you a better story if you could refine the searchable corpus—using the collections of the MHDL, rather than GoogleBooks. And it would tell you the richest story of all if you combined the insights of the graph with specific articles and books about non-theatrical film from the MHDL’s collections.

I see this as the direction where the Humanities and MHDL eventually need to head—combining the familiar practice of “close reading” with strategies of “distant reading” (to use the term coined by Franco Moretti). It’s not about abandoning the established critical tools. But we do need to learn from the data-intensive research that is happening in the sciences. I recently attended a “Humanities Hackathon” workshop hosted by UW-Madison’s Center for the Humanities and the Wisconsin Institute for Discovery. I was encouraged by the enthusiasm about using computational methods in Humanities research and legitimate concerns that we perform such analyses in a thoughtful way. I am excited to pursue these new techniques in my own scholarship, as well as to help build the infrastructure and tools that will enable other scholars to join the experiment.

 

 Andy Myers:

 

In the short term, as Eric mentions, our obvious goals are to add much more material, and to make system and interface improvements — such as full text search— which make it easier for users to find relevant material.

As far as long-term goals go, we want to make as much material as possible available to as many people as possible through as many avenues as possible, and we’ve been building lots of momentum. We’re not exactly declaring war on aggregators of public domain material like ProQuest — after all, we recognize that they do add value for many institutions and that these aggregators license more recent, copyrighted content too. However, with our boom in content and the upcoming launch of Lantern, we think that we are reaching a point where we can offer institutions a viable alternative to commercial providers and their high access fees. We firmly believe that our open-access model can provide better-quality material, freely available to everyone, with superior usability, at a fraction of the cost. So I really feel that in terms of growth, to paraphrase Walter White, we’re now in the empire business.

We’d also like to develop good cross-integration with other databases and resources across the web. Our digital assets are starting to be listed in the catalogs of academic libraries as electronic resources, which is a huge step to aiding discovery by researchers. I hope professors and graduate students reading this blog post right now will tell their librarians about the MHDL, and ask them to input MHDL resources into their library catalogs.  Additionally, we hope to eventually add features that will facilitate discovery of material made available by other great projects around the web. Wouldn’t it be great if a full text search on MHDL would not only search our collections, but also pointed users toward results in sites like AmericanRadioHistory.com (which hosts decades of digitized broadcasting periodicals) or the Margaret Herrick Library’s digital collections? We have yet to explore the technical details of such an implementation, but I think that kind of integration is on our distant horizon.

 

Bios

 

Eric Hoyt is Assistant Professor of Communication Arts at the University of Wisconsin-Madison. He co-directs the Media History Digital Library in collaboration with the project’s founder, David Pierce. He is also leading the development of the MHDL’s new search platform, Lantern, which is a co-production with the University of Wisconsin-Madison Department of Communication Arts. His articles on media, law, and culture have appeared in Cinema Journal, Film History, Jump Cut, World Policy Journal, and The International Journal of Learning and Media.

 

Kathy Fuller-Seeley is Professor in the Department of Communication at Georgia State University. She specializes in the history of film, radio, TV and media audiences. Kathy's books include Hollywood in the Neighborhood: Historical Case Studies of Local Moviegoing (California, 2008, edited), At the Picture Show: Small Town Audiences and the Creation of Movie Fan Culture (Smithsonian 1997), and Children and the Movies: Media Influence and the Payne Fund Controversy (Cambridge 1996, with G. Jowett and I. Jarvie).  She has a book forthcoming on the history of nickelodeons and is writing a book project about Jack Benny’s radio program and American culture.

 

Andrew Myers is a doctoral student in Critical Studies at the University of Southern California's School of Cinematic Arts. He serves as the post-processing editor for the Media History Digital Library, which generally entails writing scripts to process images, text, and metadata. He recently received his M.A. in Cinema and Media Studies from UCLA and is also the outgoing co-editor-in-chief of Mediascape, UCLA's Journal of Film, Television, and Digital Media. His diverse research interests include media industries and production culture, archival film and television history, new media (especially video games), and documentary.

 

 

The Affordances of Digital Technology for Media History Research (Part One)

The Media History Digital Library (MHDL) digitizes out-of-copyright periodicals relating to the histories of film, broadcasting, and recorded sound and makes them widely available for public use. The project promotes media history scholarship, provides educational tools for classroom use, and advocates for greater engagement with the public domain. A non-profit initiative, the MHDL is supported by owners of materials who loan them for scanning, and donors who contribute funds to cover the cost of scanning.

In this discussion, MHDL co-director Eric Hoyt talks with project’s post-processing editor Andy Myers and film historian Kathy Fuller-Seeley, who digitized reels of microfilm in the course of her own research that she donated to the MHDL. Eric, Kathy, and Andy talk about the value of digitizing the historical sources, the challenges involved in the process, and bringing together the communities of fans and scholars.

 

What is the value of digitizing historic trade papers and fan magazines?

 

Kathy Fuller-Seeley: I’m an enthusiastic fan of digitized trade journals, fan magazines and newspapers. Their availability has had a transformative impact on my research, allowing me to dig more deeply into published coverage of all my topics, and also creating new research projects.  I live far from the libraries and archives that hold the original publications, and my relatively young state university can’t/won’t invest in an extensive microfilm library. Far beyond the convenience of not having to squint at scratched microfilm and having rare journals available day or night, I’m enthralled that digitization reveals much more complex views of my research topics.  I’m not just cherry picking one or two articles that I might have stumbled across in print or in someone’s scrapbook, I am encountering masses of coverage that I can analyze and weigh as a whole.

Quick examples from current research projects – digitized Photoplay enabled me to uncover how the mainstream Hollywood publicity machinery constructed star personae for unusual performers such as Shirley Temple, Rin Tin Tin and Marie Dressler, and marketed them to working-and middle-class female fans.  Searchable Variety uncovered for me the innovative ways in which Jack Benny and his agents intertwined his performances and star image across radio, film, live appearances and consumer product advertising to achieve incredible career synergy. Newspaper databases like the Library of Congress’s allowed me to trace the diffusion of the earliest “picture personalities” (Florence Turner the Vitagraph Girl and Florence Lawrence the “Imp Girl”) fame far beyond the original promotional material published in national trade journals and the New York papers to the creation of local fan cultures in rural New England, Utah, Arizona and the Yukon.

In researching film history, digitized trade journals and newspapers enable us to learn more about exhibition practices and circulation of fan culture outside major metropolitan areas (and scholar’s over-reliance on the New York Times). Access to the fan magazines enables close readings of how Hollywood structured knowledge about stars and films for their target audiences. Having access to searchable trade papers can not only shows us what they covered, but also topics they purposely avoided (such as competing non-film promotions like Dish Night giveaways during the Depression). They make new research topics possible, such as the recent work of historians Paul Moore and Richard Abel on intersections of newspaper discourse and moviegoing culture. The NEH is currently sponsoring a series of grants for “digging into the data” to expand our thinking about these research possibilities.

Andy Myers:

Our role in digitizing these publications, as I see it, is about ensuring three things: accessibility, discoverability, and browse-ability.

Enabling access is the first and most obvious benefit of digitizing these resources. For example, two years ago as a student at UCLA I was working on a project on the American anti-Bolshevik films from 1919 and 1920. The secondary sources I was using kept referencing articles in The Moving Picture World (MPW), and I had dozens of such references to track down. Even our fantastic library at UCLA didn’t have anything from MPW from those years, but after some searching I eventually located a microfilm copy at the Margaret Herrick Library in Los Angeles and made a special trip. Now, I’m lucky enough to live and study in Los Angeles, where the archival resources for media history are unparalleled, so I only had to drive a few miles and spend an afternoon. But scholars in other parts of the world would have a much more difficult trial in accessing MPW or other publications, many of which are not even available on microfilm.  Now that the MHDL is making long runs of classic publications like The Moving Picture World available digitally, the kinds of barriers to access scholars have faced even in the recent past are now evaporating.

Simply providing access to information is useless, however, if nobody can find it – that new information has to be easily discoverable. Online catalogs and databases are very good at directing the user to an appropriate resource when the user already knows with some specificity what he or she is looking for. For example, I can read an article that mentions the film The World Aflame (1919), see a footnote to a May 1919 issue of Moving Picture World, and then very easily and quickly navigate to the online resource.

But how do I find that article without a secondary reference, if I only have the film title and the year? Full text search is, of course, essential to ensuring discoverability — and our upcoming Lantern search tool should facilitate that. In addition to search, there are also a couple other considerations for making resources discoverable. One priority is that we curate a user experience that empowers users to intuitively cut through the database, narrowing their research net according to criteria such as year, format (e.g. book or periodical), the type of publication (e.g. trade journal or fan magazine), or specific publication title.

Academics are, of course, well accustomed to advanced catalog and database searches, but most of these repositories are so immense and diverse that browsing is impractical or impossible. So we aim to supplement that random-access database searching paradigm with a sort of microfilm paradigm.

Mediahistoryproject.org’s curated collections on various topics are manageable in size and allow users to easily browse the resources we have available for their research without being overwhelmed with irrelevant matches. And once users open a publication, in addition to being able to use standard search tools, they can also flip through the entire book page-by-page incredibly quickly, the same way that microfilm researchers can.

As I suspect nearly every veteran microfilm researcher would attest, skimming through entire months and years of a publication — rather than simply cherry-picking search hits — will yield incredibly valuable insights into the historical and social contexts of the topic that the researcher is studying, as well as uncover unexpected but closely related contemporary issues. The browse-ability features of the MHDL allow researchers to immerse themselves into the historical moment and buttress their argument with a full array of related evidence. OCR is often imperfect, particularly in cases of creatively typeset headlines and advertisements, so it’s often the case that relevant material can only be discovered through good, old-fashioned skimming. By offering this hybridization of research paradigms, we hope users will be able to pursue whatever approach of searching and/or browsing works best for them and their project.

 

Eric Hoyt:

In their responses to this question, Kathy and Andy both nicely highlight some of the ways that digitization improves the research process for film historians. What I want to emphasize here is that I’m proud not simply about the fact that the MHDL has been digitizing important trade journals and magazines but about how we’ve gone about doing this. First, through coordinating with the Internet Archive, we’re primarily scanning original print editions rather than microfilm. This means color, better images, better OCR data, better everything.

I’ve come to appreciate, though, that scanning microfilm also has its place and benefits. For some oversized and particularly brittle newspapers, microfilm scanning is the only option. We were fortunate that Kathy and Q. David Bowers supplied us with over a dozen DVD-Rs worth of microfilm scans for some of these newspapers, including The Clipper and two years worth of Variety. Andy handled post-processing work on the microfilm scans, and now anyone with an open Internet port around the world can see them.

It’s this collaborative and open access model that I think defines the project. The collections of the MHDL only exist because of collaboration. I’ve collaborated closely with the project’s founder and director David Pierce, digital archivist Wendy Hagenmaier, and others in coordinating the scanning and improving our website. However, collaboration also underlies the entire acquisition and funding structure. The MHDL is supported by collectors and institutions who loan materials for scanning, and donors who cover the costs of digitization. We’ve also begun collaborating with academic groups that want to see more publications pertaining to a certain area go online. Domitor, the International Society for the Study of Early Cinema, raised over $6,000 among its member-base to contribute to the digitization of Moving Picture World and other early cinema publications.

The MHDL is also built upon open access. Most people in the world with an Internet connection have the ability to go to our site and freely read or download as many publications as they want. For users who want access to the underlying source, you can click through to a volume’s Internet Archive page (IA page) and access the uncompressed JPEGs, OCR text, and XML metadata.

We work with materials that belong in the public domain, and this provides the legal foundation for open access. But keeping things open is also a decision on our part. Subscription services, such as ProQuest and the Variety Archives, are walled gardens. Although they offer access to licensed copyrighted material, they also store countless pages worth of digitized public domain periodicals. As I have argued in the International Journal Learning and Media, I think we need to encourage public access and engagement with the public domain and call attention to this shared resource. Through digital technology and collaborative loaning and funding structures, we have the opportunity to offer broad access to public domain texts and enable their reuse across a variety of forms. To extend the earlier metaphor, we can build public parks, rather than walled gardens.

 

 

Bios

 

Eric Hoyt is Assistant Professor of Communication Arts at the University of Wisconsin-Madison. He co-directs the Media History Digital Library in collaboration with the project’s founder, David Pierce. He is also leading the development of the MHDL’s new search platform, Lantern, which is a co-production with the University of Wisconsin-Madison Department of Communication Arts. His articles on media, law, and culture have appeared in Cinema Journal, Film History, Jump Cut, World Policy Journal, and The International Journal of Learning and Media.

 

Kathy Fuller-Seeley is Professor in the Department of Communication at Georgia State University. She specializes in the history of film, radio, TV and media audiences. Kathy's books include Hollywood in the Neighborhood: Historical Case Studies of Local Moviegoing (California, 2008, edited), At the Picture Show: Small Town Audiences and the Creation of Movie Fan Culture (Smithsonian 1997), and Children and the Movies: Media Influence and the Payne Fund Controversy (Cambridge 1996, with G. Jowett and I. Jarvie).  She has a book forthcoming on the history of nickelodeons and is writing a book project about Jack Benny’s radio program and American culture.

 

Andrew Myers is a doctoral student in Critical Studies at the University of Southern California's School of Cinematic Arts. He serves as the post-processing editor for the Media History Digital Library, which generally entails writing scripts to process images, text, and metadata. He recently received his M.A. in Cinema and Media Studies from UCLA and is also the outgoing co-editor-in-chief of Mediascape, UCLA's Journal of Film, Television, and Digital Media. His diverse research interests include media industries and production culture, archival film and television history, new media (especially video games), and documentary.

 

 

 

Futures of Entertainment 6 Videos (Part Two)

Saturday, Nov. 10 Opening Remarks from FoE Fellows Xiaochang Li and Mike Monello

Curing the Shiny New Object Syndrome: Strategy Vs. Hype When Using New Technologies With the constant barrage of new technologies, platforms, and services vying for attention, media producers and marketers are frequently lost among the potential places–and ways–of engaging with their audiences. Before they have ever truly figured out one technology, they’ve already moved to another, because of an intense desire to be “first.” As such, companies and media properties have launched–and then abandoned–their virtual world presence, their mobile app, their social game, and their QR code and are now exploring “social TV,” “Twitter parties,” Pinterest pages, augmented reality, and location-based initiatives. This leaves the web littered with old blogs, microsites, and profiles and companies blaming technologies when, too often, it’s been the lack of strategy that led to no traction. How do storytellers and communicators build a framework to more intelligently choose technologies based on how a platform aids their story and their audience, rather than a “gee whiz…get me one of those” approach? How does–or should–listening to the audience factor into this process? And what role, or responsibility, do technology creators have to help with this integration process? Drawing on examples contemporary and historical, this panel looks at how and when to take risks with new platforms, the difference between “innovative failure” and “failure to innovate,” and the deeper patterns of engagement that help us make sense of how new platforms and behaviors connect to longstanding means of engagement. Panelists: Todd Cunningham, Futures of Entertainment fellow and television audience research leader Jason Falls, CEO, Social Media Explorer Eden Medina, Associate Professor of Informatics and Computing, Indiana University David Polinchock, Director, AT&T AdWorks Lab Mansi Poddar, co-founder, Brown Paper Bag Moderator: Ben Malbon, Managing Director, Google Creative Lab

Rethinking Copyright: A discussion with musician, songwriter, and producer T Bone Burnett; Henry Jenkins, Provost’s Professor of Communication, Journalism, Cinematic Arts, and Education at the University of Southern California; and Jonathan Taplin, Director of the Annenberg Innovation Lab at the University of Southern California. As the recent legislative battles have demonstrated, it’s becoming painfully clear that our conception of copyright is ill-prepared for regulating and making sense of a world where media content is fluidly circulated by most of a society. However, in an effort make content free to spread in the ways audiences find them relevant, what is the appropriate balance to ensure that the rights of content creators are preserved and that the incentive to develop intellectual property remains? Rather than continue a debate in which audiences and critics attack copyright while media companies cling to them, how might we cut through current tensions to collaboratively imagine what a new sense of copyright, appropriate for an era of “spreadable media,” might look like?

The Futures of Video Gaming Many innovations in the creative industries owe their roots and inspiration to the gaming world, from audience engagement and storytelling techniques to distribution methods and cross-platform integration. This session examines some of the critical questions facing those working in the gaming industry as large companies and indie developers grapple with the challenging evolution of the market brought on by new networked technologies, audience practices, and business models. How are game developers embracing or rejecting the unauthorized play of games online, and how has piracy evolved as a discourse in the gaming sector? How do creators strategize around the widespread circulation of games through automated propagation (using friend invitations for social and “free to play” games) — or grassroots spreading (for unexpectedly popular titles like Minecraft) — of information through social network sites? How badly are new architectures (Steam, Xbox Live Arcade, PSN Network) clashing with old traditions (game stores, $60 game discs)? And how are business models in the gaming industry shifting as we see massive success simultaneously from high-budget technology like Kinect and low-budget distribution like the Humble Bundle? Panelists: T.L. Taylor, Associate Professor of Comparative Media Studies, MIT Christopher Weaver, founder of Bethesda Softworks and industry liaison, MITGameLab Ed Fries, architect of Microsoft’s video game business and co-founder of the Xbox project Walter Somol, head of tech community outreach, Microsoft New England Research and Development Center Moderator: Futures of Entertainment Fellow and games producer Alec Austin

The Futures of Storytelling and Sports Throughout the history of mass media, sports programming has been an innovator. In today’s era of online circulation, transmedia storytelling, and 24/7 access to engaging with sports stars, teams, and fellow fans, sports franchises could be argued as the most immersive of storyworlds–with drama playing out in real-time, and the “narrative world” being our own. What is driving innovation in how sports tell their stories, and get their fans more engaged than ever, through multiple media platforms? How does operating as a media franchise in our everyday world set sports apart from entertainment properties? How are sports empowered by being “real,” and what constraints does that place on what they can do as well? How are talent engaged to be part of the storytelling? And what innovations are seen as sports are extended wholly into the fictional realm, whether through licensed extensions or various forms of “sports entertainment”? Panelists: Abe Stein, researcher at Singapore-MIT GAMBIT Game Lab; graduate student, Comparative Media Studies, MIT; columnist, Kill Screen Peter Stringer, Senior Director of Interactive Media, Boston Celtics Jena Janovy, Enterprise Editor, ESPN.com Jamie Scheu, associate content director, Hill Holliday Moderator: Alex Chisholm, transmedia producer and Co-Founder and Executive Director, Learning Games Network

Closing Remarks from FoE Fellow Sheila Seles and Dr. Heather Hendershot, Comparative Media Studies, MIT

Futures of Entertainment 6 Videos (Part One)

Over the next few installments, we are going to be sharing videos of the panels from this year's Futures of Entertainment conference, now in its sixth year, and developing a really strong community of followers who come back again and again to participate in our ongoing conversations. For those who do not know, FoE is a conference designed to spark critical conversations between people in the creative industries, academics, and the general public, over issues of media change. The Futures of Entertainment consortium works hard to identify cutting edge topics and to bring together some of the smartest, most thoughtful people who are dealing with those issues. It is characterized by extended conversation among the panelists in a format designed to minimize "spin," "pitch" and "pontification," and in a context where everything they say will be questioned and challenged through Backchan.nl, Twitter, and (this year) Etherpad conversations. As someone noted this year, one of the biggest contributions of the conference has been close interrogation of the language the industry uses to describe its relationship with its publics/audiences, and this year was no exception, with recurring concepts such as "curation" getting the full FoE treatment. And we came as close as we've ever come to a Twitter riot breaking out around the "Rethinking Copyright," session on which I participated.

The conference, traditionally, opens on Thursday with a Communications Forum event. This year, the focus was on New Media in West Africa, part of our ongoing exploration of the global dimensions of entertainment. There was much discussion of what we could learn from Nollywood (even hints of the coming era of Zollywood) and a spontaneous live performance by Derrick “DNA” Ashong.

New Media in West Africa Despite many infrastructural and economic hurdles, entertainment media industries are burgeoning in West Africa. Today, the Nigerian cinema market–”Nollywood”–is the second largest in the world in terms of the annual volume of films distributed, behind only the Indian film industry. And an era of digital distribution has empowered content created in Lagos, or Accra, to spread across geographic and cultural boundaries. New commercial models for distribution as well as international diasporic networks have driven the circulation of this material. But so has rampant piracy and the unofficial online circulation of this content. What innovations are emerging from West Africa? How has Nigerian cinema in particular influenced local television and film markets in other countries across West Africa, and across the continent? What does the increasing visibility of West African popular culture mean for this region–especially as content crosses various cultural contexts, within and outside the region? And what challenges does West Africa face in continuing to develop its entertainment industries?

Panelists: Fadzi Makanda, Business Development Manager, iROKO Partners Derrick “DNA” Ashong, leader, Soulflége Colin Maclay, Managing Director, Berkman Center for Internet & Society, Harvard University Moderator: Ralph Simon, head of the Mobilium Advisory Group and a founder of the mobile entertainment industry

Opening Remarks from FoE Fellows Laurie Baird and Ana Domb

Listening and Empathy: Making Companies More Human Media properties have long measured audiences with Nielsen ratings, circulation numbers, website traffic and a range of other methods that transform the people who engage with content into that aggregate mass: the audience. Meanwhile, marketing logic has long been governed by survey research, focus groups, and audience segmentation. And, today, executives are being urged to do all they can to make sense of the “big data” at their fingertips. However, all these methods of understanding audiences–while they can be helpful–too often distance companies from the actual human beings they are trying to understand. How do organizations make the best use of the myriad ways they now have to listen to, understand, and serve their audiences–beyond frameworks that aim to “monitor, “surveil,” and “quantify” those audiences as statistics rather than people? What new understandings are unearthed when companies listen to their audiences, and the culture around them, beyond just what people are saying about the organization itself? What advantages do companies find in embracing ethnographic research, in thinking about an organization’s content and communications from the audience’s perspective, and in thinking of “social media” not just as a new way to market content but a new and particularly useful channel for communicating, collaborating and conducting business?

Panelists: Lara Lee, Chief Innovation and Operating Officer, Continuum Grant McCracken, author, Culturematic, Chief Culture Officer Carol Sanford, author, The Responsible Business Emily Yellin, author, Your Call Is (Not That) Important to Us Moderator: Sam Ford, Director of Digital Strategy, Peppercomm

The Ethics and Politics of Curation in a Spreadable Media World–A One-on-One Conversation with Brain Pickings’ Maria Popova and Undercurrent’s Joshua Green We live in an environment where the power of circulation is no longer solely–arguably, even primarily–in the hands of media companies. However, if that means we all now play a role as curator and circulator of content, what responsibilities does that bring with it? How is curation becoming an important aspect of the online profile of professional curators? And, for all of us who participate in social networking sites or who forward content to family and friends via email, what are our obligations to both the creators of that content and to the audiences with whom we share it? If we possess the great power to spread content, what are the great responsibilities that come along with it?

The Futures of Public Media Public media creators and distributors often face a wide variety of strains on resources which impact their ability to innovate how they tell their stories. Yet, in an era where existing corporate logics often restrain how many media companies and brands can interact with their audiences–or how audiences can participate in the circulation of media content–public media-makers are, at least in theory, freed from many of the constraints their commercial counterparts face. How have the various innovations in producing and circulating content that have been discussed at Futures of Entertainment impacting public media-makers? How do the freedoms and constraints of public media shape creators’ work in unique ways? How have innovations happening in independent media, civic media, and the commercial sector impacting those creators? And what can we all learn from their innovation and experiences?

Panelists: Rekha Murthy, Director of Projects and Partnerships, Public Radio Exchange, Annika Nyberg Frankenhaeuser, Media Director, European Broadcasting Union, Andrew Golis, Director of Digital Media and Senior Editor, FRONTLINE Nolan Bowie, Senior Fellow and Adjunct Lecturer in Public Policy, Kennedy School of Government, Harvard University

Moderator: Jessica Clark, media strategist, Association of Independents in Radio

From Participatory Culture to Political Participation Around the world, activists, educators, and nonprofit organizations are discovering new power through their capacity to appropriate, remix, and recirculate elements of popular culture. In some cases, these groups are forging formal partnerships with media producers. In other cases, they are deploying what some have called “cultural acupuncture,” making unauthorized extensions which tap into the public’s interest in entertainment properties to direct their attention to other social problems. Some of these transmedia campaigns — Occupy, for example — are criticized for not having a unified message, yet it is their capacity to take many forms and to connect together diverse communities which have made these efforts so effective at provoking conversation and inspiring participation. And, as content spreads across cultural borders, these activists and producers are confronting new kinds of critiques —such as the heated debates surrounding the rapid spread of the KONY 2012 video. Are new means of creating and circulating content empowering citizens, creating new forms of engagement, or do they trivialize the political process, resulting in so-called “slactivism”? What are these producers and circulators learning from media companies and marketers, and vice versa? What new kinds of organizations and networks are deploying this tactics to gain the attention of young consumer-citizens? And, for all of us, what do we need to consider as we receive, engage with, and consider sharing content created by these individuals and groups? Panelists: Sasha Costanza-Chock, Assistant Professor of Civic Media, MIT Dorian Electra, performing artist (“I'm in Love with Friedrich Hayek”; “Roll with the Flow”) Lauren Bird, Creative Media Coordinator, Harry Potter Alliance Bassam Tariq, co-creator, 30 Mosques in 30 Days Moderator: Sangita Shresthova, Research Director of CivicPaths, University of Southern California

Closing Remarks from FoE Fellows Maurício Mota and Louisa Stein

And for your added entertainment pleasure, check out Dorian Electra's new music video, "FA$T CA$H: Easy Credit & The Economic Crash" which premiered at this year's conference.

http://www.youtube.com/watch?v=l4L_-4LbWRk

Can a Game Help Low-Income Youth Get into College?: An Interview with Colleagology Games (Part One)

Today, the Collegeology Games project, a collaboration of the USC Rossier School of Education's Pullias Center for Higher Education and the USC School of Cinematic Arts' Game Innovation Lab, launched Mission: Admission, a Facebook game designed to help underserved students, often the first in their families to aspire to college, navigate the complicated process of applying for college and financial aid. (Full Disclosure: I am proud to be on the advisory board for the Colleageology Games Project.)  The game's release comes as the application season opens for many American colleges and universities, including the University of Southern California.As described in the project's press release: "The game allows students to virtually experience the demands of the college application process and empowers them with the skills and knowledge they need to apply, get into and pay for college. Students guide their avatars through the process of meeting with college advisors, choosing the types of schools to apply to (including four-year, community and technical colleges), scheduling community service and sports activities, applying for scholarships and financial aid and requesting recommendation letters." The game is seen as a crisis intervention: cutbacks in budgets for education mean fewer and fewer high school students have access to college counselors -- the average ratio nation-wide stands at 459 students per conselor, and California's ration is 800 to 1. This shortage most dramatically effects low-income students who are more likely to be the first in their family to attend an institution of higher learning and thus lack the social capital in their immediate surroundings to help them make up for lack of help through their schools. By contrast, middle and upper-class parents are spending more and more money, helping their sons and daughters through SAT prep classes or getting special coaching to increase their chances of getting into the school of their choice.

Colleageology Games knows that games, in and of themselves, can not make up for these gross inequalities of access to information and mentorship, but the group does believe that spending time with the game can expose young players to core vocabulary and processes, help them think through issues of time management, and otherwise, get some of the foundations of the application process. They have found that those students who play the game more than once get a chance to improve on their performance and further rehearse these skills.

 

In honor of the game's launch, I asked Tracy Fullerton from USC's Game Innovation Lab and Zoe Corwin from the Pullias Center for Higher Education to talk about some of the research which went into this project.

 

Can you tell us something about the problems confronting low-income Americans as they think about preparing to apply for college? Have those issues grown better or worse in recent years? Why?

 

ZBC: Apart from an uneven playing field in the caliber of academic instruction afforded to students across schools, perhaps the most glaring problem in public high school education is access to high quality college guidance and support. The private college counseling industry – where parents pay top dollar for professionals to guide their children through the college application process – is a multi-million dollar industry. Students who can afford private college counseling services often attend schools with dedicated college counseling services and teachers who promote college readiness. Students from low-income communities are much more likely to attend schools with exorbitant guidance counselor ratios and limited college counseling resources.

This year, many of the low-income schools we work with in Los Angeles have had to cut college counseling positions due to budget cuts. As a consequence, low-income students with college aspirations are slipping through the cracks because they do not have anyone to assist them in filling out college and financial aid applications.

Bottom line: they don’t apply or they do apply but fail to fill out financial aid documents and housing applications and don’t enroll. College counselors serve as critical on-site champions for encouraging college aspirations and providing college-related support to students AND teacher advocates.

 

Why do you believe that games might provide an effect channel to help young people develop a deeper understand of the processes surrounding college application and financing?

 

TF: Games provide a safe space for exploring difficult to navigate systems – and the college application process is certainly a difficult to navigate system, especially the first time around, and given the importance of decisions made during this process it seems clear that giving students a way to gain experience with this system without having the weight of real world consequences on them can help them develop confidence and understanding of the strategies they’ll need to employ when they go through the process for real.

 

Tell us something about the process you use in developing these games. How have you sought feedback from the young people who will ultimately be most impacted by your project? What did you learn through this process about their understanding of college readiness? Do low income youth see college as a game they have any realistic chance of winning?

 

TF: In developing all of our games we reach out to players in our target group to help develop the game concepts and make sure they are addressing not only the needs of that group but also the sensibilities. For Application Crunch and Mission: Admission, this group consisted of high school students.

For both games, we created “junior design teams” – groups of about 15 students drawn from local high schools, who fit our target demographic. The students came to the Game Innovation Lab after school to learn about game design, and we learned about their hopes and concerns surrounding the college going process. We asked them to design games about the college application process and from those games, took away the kinds things that they want and need to understand about the process.

Some of the key things we learned from them is that they are concerned about time management – knowing where best to put their efforts in school. Also, they have fears about being able to afford college and a very limited understanding of their financial options.

Just making kids understand how important it is to fill out the FAFSA (Free Application for Federal Student Aid) is a key victory. It is one of the opportunities that is in both games, and we find that after playing once, the kids remind each other when they play again: “don’t forget to turn in your FAFSA!”

 

Your first game, Application Crunch, was a card game. Can you tell us something about the game’s mechanics and what it teaches its players?

 

TF: The first game was originally intended as a prototype for the digital game. We found that it played very well on its own, and that it served as an excellent intervention in places where computer access might be an issue. So, we developed the card game as a stand-alone product that is now available on Amazon and though our website.

The game is for 3-4 players who each take on the role of a college applicant. These roles are drawn randomly and range from the “Super Jock” to the “Misunderstood Artist.” Each character also has a family financial background that will affect their ability to pay for college.

The game centers on a set of deadlines that advance each round; these deadlines are for various colleges, scholarships and other opportunities. Players need to manage their time (in the form of actions) wisely to make sure their characters have “leveled up” in academics, extracurricular activities, and service to stand out when they apply to these deadlines.

The cards all have a kind of snarky tone to them that we picked up from the student design team. They know that this is serious information, but that doesn’t mean you can’t have fun with it.

One of the best features of this version of the game is the social play. Students tend to help each other with their strategies as they play, and even though there is a “winner” in the end, everyone who gets into school and can pay for it feels like they succeeded in the game. That kind of open discussion about how best to focus your time, to develop your character, it is a thinly veiled discussion about real world issues that the players are facing as they look to apply to college themselves.

 

You’ve found that students learn more when they play the game a second time. Why?

 

TF: If you think about your own experience in life, you probably look back and wish you’d done things a bit differently when you applied to college. Well, playing Application Crunch a second time is a lot like that. You take your learning from the first play through and apply it to the second.

In a sense, this is the entire point of developing a game like this: so that “playing” the admissions game the first time around in real life isn’t your first experience with it.

We find that the players come to their second game with confidence, a sense of what to expect in the deadlines they will face, the knowledge that things like FAFSA are out there, along with scholarships and other forms of financial aid. They know that they can set high aspirations for their characters—as long as they have safety schools. They understand the value of focusing deeply on one or two activities in school rather than spreading themselves thin, etc. In short, they feel a sense of ownership in their strategies about the application process. That knowledge and confidence raises their sense of efficacy around the real world process as well.

 

ZBC: When observing students play, I’ve been struck by their concentration when learning the rules the first time they play.  They tend to collaborate throughout the whole play session and remain engaged for the duration of game play.

The second time they play I’ve noticed a trend. Usually they haven’t seen the game for a few weeks and when they enter the room, they voice enthusiasm about getting to play again. Then they start with upbeat banter: “I’m going to get into a Liberal Arts college this time!” Almost immediately they deal the cards and set up the game table.

Second time play is faster, more animated and a bit more competitive. After playing, students can articulate how their strategy changed from the first time and what they plan to do differently the next time they play.

 

As a researcher with the Pullias Center for Higher Education, Dr. Zoe Corwin has conducted research on college preparation programs and access to financial aid for underserved students, college pathways for foster youth, and the role of social media and games on postsecondary access and completion.  She is co-editor of Preparing for College: Nine elements of effective outreach with SUNY Press and in addition to academic articles, has published several monographs designed for practitioners outlining effective college preparation strategies.  Dr. Corwin is currently involved with the Collegeology Games project, collaborating with game designers to capitalize on game-based strategies and social media to engage students in college preparation, college application and financial aid processes.

Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment.  The USC Game Innovation Lab is a design research center that has produced several of the most influential projects to be released in the emerging field of independent games, including games like Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey -- a collaboration with media artist Bill Viola.  Tracy is also the author of “Game Design Workshop: A Playcentric Approach to Creating Innovative Games,” a design textbook in use at game programs worldwide.  Prior to entering academia, she was a professional game designer and entrepreneur making games for companies including Microsoft, Sony, MTV, among many others.

Concerning Intellectual Property: A Conversation Between Pat Aufderheide and Ellen Seiter (Part Five)

The current situation of fan fiction represents an interesting point for thinking about how change may be occurring. The fan community has deployed the concept of “transformative works” to justify their practice through advocacy groups such as the Organization for Transformative Works, where-as the industry seems internally to have decided that they cause more damage to their consumer relations by aggressively shutting down fan fiction so the number of cease-and-desists have slowed down. What do you see as the risks and benefits of these two ways of dealing with the conflicts we are discussing?

Pat: I love the Organization for Transformative Works. These people are heroes/heroines, and they are among the folks who have gone to the Copyright Tribunal to demand (and win!) DMCA exemptions. They made it possible for all makers of noncommercial videos for any reason to break encryption for fair use without penalty. They showcase great work, explore important issues in a scholarly way, and pave the way for others.

Whew.

OK, where were we? So they are great examples and exemplars in the fan community. The industry response to me also seems very healthy, and an appropriate recognition of the simple fact that fair use exists (and works for the industry, hello Viacom and Colbert Report).

I think asserting rights is good, and recognizing rights is good.

Ellen: The problem with fan production on the internet is that they have encouraged everyone to offer up lots of free labor-- whether it’s fan fiction, or Facebook reporting on the last music video you liked, YouTube fan vids or new worlds (just heard about an entire one recreating Game of Thrones) on MindCraft. It’s all very fun and creative, but I am more worried about getting paying work for the next generation, and I don’t see that happening without speaking up for unions and guilds. And authors still need to be able to get a decent payment for published works. In the long term, I think we have to look at how even fan fiction is free publicity, and even if it’s a labor of love, we still want to consider the possibility of getting paid for fan work.

Certainly things are very much in flux on how the big studios and publishers handle these relationships to get the most out of fan word-of-mouth without alienating fans for shutting them down.

Many feel that the category of the “public domain” has been endangered as the terms covered by Copyright have expanded dramatically, yet as a consequence of this expansion, we are dealing with more and more “orphan works,” where there is no one any longer asserting ownership over these materials, yet artists and the public are not legally protected if they wish to reproduce, recirculate, or remix them? See for example some of the issues which Nina Paley has encountered in her use of classic jazz recordings in her film, Sita Sings the Blues. The archive plays an ever more central role in contemporary culture, which critic Simon Reynolds has argued, is entering a moment of “retromania.” What mechanisms might best allow us to address the contradictions between current legal efforts to extend copyright and current cultural trends which encourage artists and audiences alike to build on past works?

http://www.youtube.com/watch?v=2zcTgyGpens

Pat: You’re right that archives are central to new creation, always have been, and will increasingly be important to people who never thought about them before, because of the growing capacity for DIY media creation. There’s the orphan works problem; there’s the “greedy generation” problem (private archives run by the descendants of the creators, requiring clearance and even approval of the final product for access); there’s the pricing problem (some archives and media holders don’t have prices acceptable to smaller-scale productions and certainly don’t have any way to deal with noncommercial work; people who want to pay, but can’t pay a lot, often find nobody will get back to them, even to refuse); and there’s the problem of just trying to find out where stuff is and who owns or controls it. And then of course there’s the fact that many social-media materials and digital-only works such as music that only appears on iTunes are disappearing without being archived anywhere.

Of these problems, orphan works was probably the most tractable. Win-win legislation was proposed and had a life before contention among the stakeholders (including photographers who became intransigent for fear someone would make an unlicensed use of a photograph for any purpose) made the deal fall apart. That’s a benchmark. If you can’t fix orphan works in Congress, you probably can’t get any more ambitious than that with that remedy, at this point in time.

Rick Prelinger showed us all a beautiful model in his Prelinger Archive, which is housed within the Internet Archive. He took his entire collection of audio-visual materials, a substantial portion of which is public domain but which he makes available easily, which had been his living for decades, and digitized it all at lower resolution. It’s all available for any noncommercial use you may make of it. (Film students use it every semester.) He sold the actual collection to Getty, which will sell you the material you want to use at market rates and at a high resolution (they return a portion of proceeds to Rick). Rick’s deal is generating more money for him than the previous form of his business did, and now customers do their own shopping and selection of materials without his help.

That’s an example of how you can be a good actor in archival space, while also monetizing your assets. It also depends on the (sometimes quixotic) kindness of strangers, since ‘90s dot-com rich guy and Internet philanthropist Brewster Kahle hosts the material online.

Other archives are struggling to find out how to accommodate the emergent environment’s opportunities without losing their current advantages, and they have not yet come up with something.

So users need to think about what they can do themselves, with material that may not be being offered conveniently to them. If they have independent access to the materials (say, a DVD of a movie or a download of a song), then they can explore fair use. You can see why fair use rises to the top of my list, given the paucity of options. If their uses would not be fair, or if there’s no independent access, they don’t have great remedies at the moment.

While I could imagine a lot of better ways to do things, they all have a “if pigs had wings they would fly” character, in this environment.

For the most part, you have both focused on the nature of intellectual property within the U.S. context, yet America has increasingly imposed its copyright regimes on the rest of the world, whether or not the core premises of those laws are consistent with their own cultural traditions or needs. What do you see as the transnational implications of the struggles we have been describing?

Ellen: I think the most worrying development on the horizon is the Trans-Pacific Partnership, a trade agreement that is supposed to reflect American priorities, i.e. copyright holders. The TPP is being developed with great secrecy, and it has not attracted the notice it should because the name sounds like it is about container shipments when in fact it is a radical change to copyright in signatory countries. The results as it is currently outlined would block access to open materials, permit “digital locks” on content like songs and TV shows, and put all kinds of restrictions to open access in place. It is more dangerous than SOPA and PIPA because it is being written by stakeholders, handled like an international trade agreement, and only large stakeholders are in on the drafting and revision process. See this recent post in Slate

Pat: I think that the international environment is very complex, and as Ellen points out the U.S. federal government has tied international trade issues to copyright policy and its enforcement in a way that has privileged monopoly rights holders against users’ interests, European interests have also been important in unbalancing copyright further.

“Harmonization,” as it’s called--getting more conformity across national copyright regimes--has so far been pretty much a story of expanding monopoly rights. It’s possible to imagine harmonization on the exceptions/limitations side. Certainly that’s what many activists called for around the ACTA (Anti-Counterfeiting Trade Agreement) treaty, which is about counterfeiting (including digital “piracy”). Large media interests had insisted on sweeping IP issues into a treaty that was supposed to be about hard goods, pushing for ever greater imbalance. The activists were very nearly excluded, but their protests contributed ultimately to rejection of ACTA. The rejection demonstrated, one hopes, some interest in Europe in the value of its exceptions and limitations.

At the same time, you see great interest internationally in changing copyright policy to expand user access to copyrighted material with clauses that look and sound a lot like fair use. In 2008, Israel actually imported US fair use lock, stock and barrel. The Australians introduced “flexible dealing,” which in some situations can be used in ways somewhat like fair use. In early July, 2012, the Canadian Supreme Court ruled on clutch of copyright cases, setting precedents that make Canadian fair dealing--a version of exemptions in which kinds of uses are itemized more precisely--look much more like U.S. fair use. David Cameron in the UK has suggested that the UK should import fair use, since it is so conducive to innovation and the UK economy needs innovation.

Meanwhile, all copyright regimes do have some exceptions and limitations on monopoly rights. Often, they have gone unchallenged and undefined. For instance, “right of quotation” is a rather vague and widely included exception, rarely litigated.

A highly significant feature of the international landscape, in practice, is that outside the US, copyright penalties do not include statutory damages. This is very important, because it damps down litigation. There is little to be gained by taking a copyright dispute through the courts, if the outcome is getting the user to pay the license fee--which would only be a tiny portion of the costs of litigation. In fact, copyright litigation in Europe is very sparse. So that makes it much easier for Europeans to use their exceptions and limitations, because the risk, in practice, is lower.

At the same time, it’s frustrating in Europe for creators, because they hope to cross national borders with their work, and each country has different copyright policy. No one has ever done a survey of where there is overlap in exceptions and limitations; that would be an extremely valuable service.

Since the U.S. is the largest market currently for creative works, many makers of work that is pitched internationally conform to U.S. copyright policy. This certainly is common among documentary filmmakers. In general, it seems to work pretty well

 

Editor's Note: I hope you have enjoyed this conversation between two extraordinary media scholars discussing the current state of intellectual property law. If you would like to see further discussion around this topic, let me put in a plug here for the upcoming Futures of Entertainment conference, to be held at MIT, on November 8-10. I will be participating there in a conversation about IP issues with Jonathon Taplin, the director of the Annenberg Innovation Lab, and with composer/musician T Bone Burnett. You can learn more and registered for the event here.

 

Pat Aufderheide is the Co-Director of the Center for Social Media and University Professor in the School of Communication at American University in Washington, D.C. She is the co-author with Peter Jaszi of Reclaiming Fair Use: How to Put Balance Back in Copyright (University of Chicago Press, July 2011), and author of, among others, Documentary: A Very Short Introduction (Oxford, 2007), The Daily Planet (University of Minnesota Press, 2000), and of Communications Policy in the Public Interest (Guilford Press, 1999). She heads the Fair Use and Free Speech research project at the Center, in conjunction with Prof. Peter Jaszi in American University's Washington College of Law.

Ellen Seiter holds the Nenno Endowed Chair in Television Studies at the USC School of Cinematic Arts where she teaches courses on television and new media history, theory and criticism in the Critical Studies Division. She is the author of The Internet Playground: Children's Access, Entertainment and Mis-Education (Peter Lang, 2005), Television and New Media Audiences (Oxford, 1999), Sold Separately: Children and Parents in Consumer Culture (Rutgers, 1993) and Remote Control; Television, Audiences and Cultural Power (Routledge, 1989). Her latest book, The Creative Artist's Legal Guide:Copyright, Trademark and Contracts in Film and Digital Media Production was published in 2012 by Yale University Press.

Concerning Intellectual Property: A Conversation with Pat Aufderheide and Ellen Seiter (Part Four)

In some ways, independent media-makers seem caught in the middle of this struggle, seeking ways to protect their own creative products, but also often at the mercy of bigger corporate interests. What do we gain by looking at the issues from their perspective?

Ellen: It is crucial to preserve the civic participation element of digital media, the social consciousness of so many independent media makers, and the necessity of keeping content free to use by teachers. This is why Pat and Peter’s “Best Practices book is so incredibly helpful” as well as the whole Reclaiming Fair Use book (which includes an amazing set of best practices materials at the end.)

Pat: I think the interests of people like journalists and documentary filmmakers look a lot like the interests of many noncommercial creators. Many noncommercial creators are actually invested in some control over their work. One of the things you can learn from the professional communities that have created codes of best practices is that balance is possible; it’s possible to have some control, and also for other people to use your work without your permission. Context is everything.

One thing that’s interesting to watch in this process is the role of attribution or credit. It seems that no matter where you go--and my colleague Peter Jaszi has been to the backest of the beyond in Indonesia to look at folk art practices--people really want attribution. They may or may not care about payment. But recognition is huge. Look at the concern that kids on the Scratch remixing site have. The computer automatically credits their work when another child uses it, but that’s not enough for many of the kids; they want the new creator to recognize them and even say why their work was useful in the new work. (I’m cribbing on this last one from the work of Andres Monroy-Hernandez, btw.)

Even though attribution is so important to people--it often wards off copyright claims--it’s not required or even mentioned under fair use in the law. It happens to sway judges, but not because it’s in the law but because it shows good faith so they have a reason to think of you as well intentioned.

So again, practice matters. I think in our emergent DIY universe, attribution will be extremely important.

Many of these issues came to a head earlier this year around SOPA. What is your analysis of the debate around this law? What do you see as the fallout from what happened when citizens weighed in more heavily in response to this proposed legislation?

Pat: The SOPA/PIPA debate suffered from some of the Copyright Wars problems. Many creators were enlisted by large media companies, which informed them that piracy was going to take the bread out of their children’s mouths. Many Wikimedians and Wikipedia users saw the struggle--and let others construe it as such--as being about why information wants to be free. Meanwhile, the threats to the very communication infrastructure, as Google folk were painfully aware, were very real. The largest Internet companies and think tanks/NGOs did a good job of making that clear.

The polarization between copyright maximalists and copyright minimalists around SOPA/PIPA will, I think, make it harder to have a rational discussion when, as it inevitably will, the bill returns in some form. Some legislators were outraged at the blackouts, which occurred at a time when serious negotiations taking into consideration the concerns of critics, were going on, and derailed them.

One lesson of the conflict was that it’s important to develop a discourse in which balanced copyright is featured, rather than a moral-panic atmosphere. It is important to address the challenge of making copyright workable rather than construing the problem as either embracing or rejecting copyright’s monopoly rights as property. It is also clear, by the way, that people don’t have enough information about the basics of Internet infrastructure. The reason why fooling around with the Domain Name System was a terrible idea just wasn’t clear to most people.

What do we see as the most effective mechanisms for changing current policies around intellectual property? Which mechanisms do you think give the most hope to copyright holders? to grassroots participants? To independent artists?

Pat: I hope I’ve given some idea in this discussion of the importance of education, and an investment in understanding creativity as a social act. I think more constructive political actions will follow a shift in habitus, to invoke Bourdieu, around creativity in culture. Some of that change is happening around the spread of DIY culture, but it needs to be accompanied by a claiming of Constitutional rights in copyright to avoid a construction of DIY culture as the consumer end of commercial culture.

Ellen: I do not feel optimistic. The size of Google and its moves to enter the realm of mainstream TV, film and publishing as a distributor does not bode well. Politicians are, of course, very dependent on media distribution companies for their own election campaigns and this will always hamper what can be achieved in terms of legislative action.

What do you see as the value of attempts such as Creative Commons or Copy Left to imagine alternative copyright regimes as opposed to shifting interpretations of existing laws and practices?

Ellen: Creative Commons, for anyone new to this debate, is a non profit corporation founded by legal schlars Lawrence Lessig and James Boyle and their collaborators. It has helped thousands of artists and scholars to share their work in a way that protects their rights while also letting others freely use, distribute, remix, tweak and build upon your work, as long as they give you credit. It has been a powerful force in keeping the Internet and publishing more open. The “Share Alike” license offered by Creative Commons means that you can find work (photos, music, etc.) to use in your own project but then your project must also comply with the “Share Alike” model. It has been a lifesaver for academics and amateur video makers. I still have the feeling that CC licenses primarily work for content creators who have another means of making a living-- a day job, if you will-- like academics. Or a trust fund. Some other revenue stream. With the increasing globalization of Big Media-- there are going to be increased challenges.

Pat: To the extent Creative Commons is seen as one of the tools people have to rebalance copyright, a tool that resides on the monopoly rights holder side of the equation, I think it’s great. If it’s seen as either a guerrilla attack on copyright or the dawn of copyright-free culture, well, that kind of thinking stops people from getting to any kind of a solution.

Copyleft work generally has done a great job of putting copyright issues on the map. If people get so frustrated that they despair of rebalancing copyright, they will, I’m afraid, move from idealism to cynicism. So it’s important to avoid alarmism, moralizing, and utopianism, if we want to find ways to foster culture-creating for a digital, DIY environment. Dreams are great, ideals are great, but solutions for waking-world problems always deal with the highly imperfect environment we live in. Ellen’s book is full of great practical advice for just that.

Part of what has given some moral and ethical complexity to the debates about copyright is that the industry often seeks to defend the “rights of artists” but in practice, artists are often forced to sign their rights away to corporate ownership and may be as badly exploited by studios and labels as they are threatened by infringement by unauthorized consumers. Where do the artists themselves stand in current debates around intellectual property?

Ellen: Yes, the entire history of the film/TV/music industry is full of exploitation of artists. If young people today were better educated about the bloody struggles to get unions, they would understand more about their value. Artists’ have a fighting chance when a contract is involved, and an even better chance if they are members of a guild, a union, or some kind of professional association that can educate them about their rights-- and this takes some time. Just because artists’ are ripped off by studios and music companies, however, does not mean we want to do away with employment contracts, because that is what the entire structure of labor protections are based on. There is a lot of lawyer-bashing in the DIY community, which I think is extremely short-sighted. Of course there are corrupt lawyers out there. But we need to get past some of the early utopianism of this movement and also take a long, hard look at what is happening in terms of shrinking employment and the myriad ways young people are enticed to work for free. I am hoping some of the pushback on unpaid internships by educational institutions will begin to make for some policy changes. We need lawyers like Peter Jaszi and Michael Donaldson, and it takes about one second for a talented kid to figure out why he might want to be represented by a professional agent or attorney once the prospect of real financial remuneration comes through.

Pat: Yes, I agree with Ellen that people need to know the history that won them the rights they have. I also think doing this work has allowed me to meet many creative and supportive lawyers, whose work has helped to change the environment for artists. It is altogether true that large media corporations have all too easily enlisted artists into the company’s private-interest battles using Romantic notions of artistry and alarmism.

Another recent controversy concerned the role of parody in our current understanding of intellectual property law as playwright David Adjmi received a cease-and-desist notice for his play, 3C, which appropriated and responded to the classic sitcom Three’s Company. More and more of our current creative practices involve acts of sampling and remixing, some of which meet legal standards of parody and others do not. How effective and appropriate do you see current law at policing the boundaries between appropriate and inappropriate forms of remix?

 

Ellen: David Adjmi’s 3C is an interesting example because this case involved a clear example of fair use under the satire or parody ”safe harbor.” It also sheds light on the differences between theatrical and television understandings and professional practice of copyright. The play is set in the 70s and centers on roommates in an apartment in Santa Monica. It deliberately evoked the popular 70s sitcom where two women and a man are roommates, and the man has to pretend he is gay to satisfy the uptight landlord that no co-habitation is going on-- and for half the show’s gags. Three’s Company” ran on ABC from 1977-1984-- and is notorious for Suzanne Sommers as a classic dumb blonde type. Adjmi’s version is a black comedy in which the male roommate really is gay and the satire and pathos revolve around him “playing” gay When the cease and desist letter came out, Adjimi, even though he is a published playwright, did not have the funds for a legal defense. Reviewers of the production, which ran for five weeks off-Broadway, called 3C a black comedy-- Adjmi said he tried to imagine what Chekhov would do with “Three’s Company.” The production went on as planned, and the show closed. What I would want to point out about the case, though, is that Adjmi, as a member of the Dramatist’s Guild, was able to rely on some important friends-- Stephen Sondheim and Tony Kushner were among the signatories on a letter in support of Adjmi, and Jon Robin Baitz (“Other Desert Cities”, and the TV series Brothers and Sisters”) rallied the theatre community and offered to pay his legal fees. This is a case where a community of professional artists in one of the last bastions of unionism-- NY theatre---- may have kept the lawyers at bay. Adjmi did not respond to the letter, which said it could not be performed again or published. It’s worth noting, however, that nothing can invite the wrath of studio lawyers quicker than tampering with a television show that has syndication earnings.

Pat: I appreciate this background. I haven’t seen the play, and so can’t have an opinion on its employment of fair use (in which parody is an instance), since context is everything in fair use, so I have no opinion on the case. David Adjimi appeared, according to the New York Times, to be stalled out at first no because he hadn’t sought out legal counsel and didn’t want to incur any costs.

I’m glad he has influential friends. But I also think that if he does have a fair use argument, he also has friendly organizations to turn to. I believe there is substantial pro bono legal counsel on viable fair use cases. If I were him, I would turn to the ACLU or to the Stanford Fair Use Project, or to the IP legal clinics at University of Southern California, University of California at Berkeley, or Fordham University. They all, along with Electronic Frontier Foundation, have lawyers who litigate pro bono on fair use issues. (EFF typically deals with digital issues.) I hear from lawyers from all of them, calling me looking for promising cases.

Adjimi’s fair use argument does not have to be that he has a parody. He merely has to have a transformative purpose, and use the appropriate amount to meet that purpose. He has to not be using the elements of the sitcom in order to give the same kind of pleasure to the audience in the same way that the original does. I gather from the scanty description of the play that I can access online and from Ellen’s description that the play depends on the audience’s familiarity with “Three’s Company” to make a statement about the cultural values invoked and expressed by the sitcom. Well, that’s a transformative purpose. I probably would have to see the play to decide for myself if the amount taken was appropriate. But certainly if you’re going to invoke “Three’s Company” you want to have a certain amount of the package of the elements to play with.

How effective is the law at policing the boundaries? Well, that depends on what you mean, I guess. The law isn’t an abstract element. We carry our sense of the law with us. David Adjimi appears to have a fairly shaky idea of his rights under fair use, and his advisors do too. He doesn’t have a great way to do a risk analysis, since his community of practice, playwrights, haven’t acted as a community to decide what they need from the law and asserted it within a code of best practices in fair use. He hasn’t chosen to find out how related communities of practice think about it, by consulting their codes of best practices in fair use. Or at least he hadn’t as of the reports I read.

It’s easy for the “Three’s Company” folk to issue a cease-and-desist letter. It’s routine, as Ellen notes, when you have a valuable property. It costs nothing more than the price of a lawyer’s time to dictate the letter, and under the law no matter what they say in that letter, there’s no penalty. So they can claim, bluster, threaten, as they like. David would have to know his rights or find a pro bono lawyer who does, in order to resist.

But the law is pretty good, actually, on the fair use side. And not just for David, but for remixers in many media. It’s flexible, accessible, adaptable. Judge’s interpretations have been pretty stable in stressing transformative purpose combined with appropriate amount for 25 years. But in practice it means what it means to the people who most use it. So if the cease-and-desist letter writers use it and the receivers of the letters don’t, then the cease-and-desist letter writers win.

If the law weren’t otherwise so pathologically unbalanced, we wouldn’t have to care about fair use. But since copyright is effectively eternal (at least for our creative lifetimes), default, and extending so far through derivative works, we have to care. Sigh.

Good news? The more we understand our rights, the quicker we can get on with DIY remixing and sampling.

And let me take this moment to say it’s a dang shame that musicians haven’t been able to organize themselves to decide what they need from existing music in order to make new music. The law would in theory permit a wide range of borrowing. Several cases have come close to engaging fair use and music, including the first two Bridgeport cases (discussed in the book). But people settle out of court after a first-level judgment that doesn’t address fair use, and a precedent is set. This leaves judges and music producers down the line with the general impression that in music, people always get licenses. Practice. Practice is really really a big thing. If musicians practice a clearance culture, they create precedents that lead to more clearance culture.

Pat Aufderheide is the Co-Director of the Center for Social Media and University Professor in the School of Communication at American University in Washington, D.C. She is the co-author with Peter Jaszi of Reclaiming Fair Use: How to Put Balance Back in Copyright (University of Chicago Press, July 2011), and author of, among others, Documentary: A Very Short Introduction (Oxford, 2007), The Daily Planet (University of Minnesota Press, 2000), and of Communications Policy in the Public Interest (Guilford Press, 1999). She heads the Fair Use and Free Speech research project at the Center, in conjunction with Prof. Peter Jaszi in American University's Washington College of Law.

Ellen Seiter holds the Nenno Endowed Chair in Television Studies at the USC School of Cinematic Arts where she teaches courses on television and new media history, theory and criticism in the Critical Studies Division. She is the author of The Internet Playground: Children's Access, Entertainment and Mis-Education (Peter Lang, 2005), Television and New Media Audiences (Oxford, 1999), Sold Separately: Children and Parents in Consumer Culture (Rutgers, 1993) and Remote Control; Television, Audiences and Cultural Power (Routledge, 1989). Her latest book, The Creative Artist's Legal Guide:Copyright, Trademark and Contracts in Film and Digital Media Production was published in 2012 by Yale University Press.

Concerning Intellectual Property: A Conversation Between Pat Aufderheide and Ellen Seiter (Part Three)

Copyright was historically constructed as a “balancing act” between the interests in authors in gaining compensation for their ideas and the public in being able to meaningfully deploy those ideas towards the common benefit. Yet, copyright is now increasingly understood through a conflictual lens, where one group must benefit at the cost of the other, or as Ellen characterizes it at one point, “an arms race between content creators and content users.” Is there any way to move this back from a conflict-based frame in ways that might create a win-win scenario for all participants? Why or why not?

Ellen: This is capitalism we are dealing with, so I don’t expect there to be a happy ending. In fact, I think it would be better to look as harshly as possible about the competing interests and recognize the class war embedded in it. If anything, I think copyright can help us to understand how much labor is being devalued and how much has already been given away. So I am less interested in protecting the freedom of fans, for example, and more interested in protecting those professionals (and in this I include the below-the-line workers in the media industries) to be able to sustain a living wage and even a steady income for those who are successful. It is precisely on the battleground of Internet streaming (where so much can be captured for free and repurposed) that the WGA and SAG suffered serious losses, since the studios deemed it merely promotional and therefore not a use that bore on residuals.

Digital Content Creation shook the media industries by providing new distribution outlets for creative work and a demand for new skill sets among creative workers, something that has exacerbated the tendency to favor the young for employment and discard the older, more experienced, and more labor-savvy workers. When we look at dramatic/ fictional media creation the picture shifts considerably from the issues in documentary work. The expansion of dreams of “making it” as a director, an actor, a musician or a writer has produced a new and quite unrealistic model of training in which young people are encouraged to invest enormous resources in training, self-promotion, technology, and unpaid content creation—in the hopes of being discovered, or securing an unpaid internship. My main concern is that digital content creation has been exploited by studios, talent agencies and television networks to undermine the creative and craft guilds in Hollywood. In these historic labor struggles, talent gave away their rights through work-for-hire contracts, but the consolation prize was decent wages, benefits and residual payments to make up for the long periods of unemployment and the long periods of unremunerated preparation for these jobs. Now that Google is moving in the direction of big media, distributing expensive, professionally produced content, there is a lot of room for further exploitation, where creative talent is paid merely in ad revenues, not by salary or residuals.

Pat: I couldn’t agree more that the rhetorical positioning is now conflictual. Bill Patry, in his smart book Copyright Wars, calls this a moral panic. A moral panic is when people are arguing about the wrong problem in a highly emotional way. Or to quote Wikipedia, without employing fair use, since all the stuff on Wikipedia is made freely available under a Creative Commons license, “Moral panics are in essence controversies that involve arguments and social tension and in which disagreement is difficult because the matter at its center is taboo.”

I’ve talked about the photographers. They’re emblematic of one side of the debate, where all unauthorized use is immoral. I recently saw the other side in action, when I attended Wikimania 2012. I went to the debate on whether fair use should always or never be used in Wikipedia. This is quite a hot discussion topic, actually, on the Talk pages of Wikipedia. It was interesting to see the heated emotion displayed, primarily by users (the pro-fair use side was staffed by lawyers, who tended not to get passionate), on the side of the argument that said it should never be used. There are some practical difficulties (will downstream users really understand that they can’t remix that stuff without doing an assessment of their own? will laws in other countries match up with U.S. fair use?) but the biggest obstacle, it seemed, was a profound disgust with copyright as an unfree regime. Even though copyright permits unlicensed use, that right was not seen as a right so much as a begrudging permission by an ungenerous uncle. They saw it as besmirching a beautiful product, beautiful because it was free.

The problem is, though, that the mission of Wikipedia is to be a free encyclopedia of human knowledge, not--as Brandon Butler on the panel put it--an encyclopedia of free human knowledge. He argued that including copyrighted material when it was necessary to make mission was sensible, even if it had to be employed under fair use. Respondents argued that leaving blank spaces clearly labelled to show unavailability because of copyright reasons was consistent with the mission to be free and also a lesson in the costs of having copyright.

Is there a way to get out of this mess? One way is to recognize the truths that Ellen is pointing to--that the business model issue is separate from the copyright issue. The business model issue is very real. Traditional media business models are eroding, which affects vast swaths of middle managers. At the same time, the industry’s business model crisis interacts with a trend that has been accumulating particular strength since 1980 and the conservative resurgence, to disempower workers. The business model crisis creates an incentive to further exploit working people in media, especially the newest entrants. It is heartening, however, to note that even as incumbent businesses flounder, the total revenues for entertainment fields are growing, according to the impressive and extensively documented report, “The Sky Is Rising” (http://www.techdirt.com/skyisrising/).

Those who are frustrated by copyright sometimes turn to a copyleft alternative model. I don’t think constructing some alternate world, for instance, getting everybody to agree to give their stuff away with Creative Commons licenses, will work.. I think too much stuff will never go into the commons; you’ll never persuade the photographers, much less HBO, to give it away. Too much significant work in our culture--including the stuff that makes up some of the most memorable remixes and fan fiction--is made on commercial terms. Moreover, many, many people are actually really invested in having their copyright monopoly rights. I also agree with Ellen that it’s important to think about how to reward the actual makers of work. I use Creative Commons licensed work in my own, and I have Creative Commons licenses on some of my work, but I see it as a limited, if important, tool in the kit of resources to rebalance copyright.

I do see a big change in the communities of practice that have created codes of best practices in fair use. I’ve seen a big change in how creators think about what they want to do. I’ve seen changes in industry practice, e.g. how insurers for errors and omissions now treat fair use claims. Perhaps most exciting to me has been to see people who reclaim their own fair use rights come to see those rights as rights worthy of political defense. I’ve seen people who in previous years didn’t even know they had fair use rights go to the Copyright Office, ask for an exemption for their group of people (professors, documentary filmmakers, vidders) from the DMCA’s criminal penalties for breaking encryption for fair use, and.....win! Admittedly that’s not a game changer for the copyright regime, but an accommodation within a terrible law. But it is evident that people can see themselves as part of a political constituency.

We wrote the book precisely to contribute to reframing the discussion, away from an emotionally laden moral discussion toward a discussion of how we can get to the job of creating more culture better. I think when people move from a “permissions culture” to a position of agency, that is a political move, and it enables them to think about these and other issues from a more collective viewpoint, which should also encourage association and union participation.

I have seen that when you show people the consequences of their actions, they understand much better what risks they are taking. Suddenly the risk of not creating culture, not getting to create, to express, to use their freedom of speech, becomes significant and real to them. The risk of getting sued for copyright infringement becomes a risk you can calculate instead of, as one filmmaker called it, “the monster in the closet.” They can see the risks the same way they see risks in other employment of their First Amendment rights. After all, libel, treason, obscenity laws all have ugly penalties, and they all are triggered by inappropriate First Amendment acts. That doesn’t stop people from criticizing fat cats or crooked cops or using terms for female body parts while discussing reproductive health. And when people see copyright within that First Amendment lens, the discussion is very different.

I wish I had stronger faith in legislative or judicial options at the moment, but without having a mobilized and sizeable constituency, I’m afraid I don’t. At the moment. I am impressed at what a difference practice makes, and I think practice can shape the building of constituency. I think we saw what a difference the blacking out of Wikipedia made to SOPA/PIPA. There had been a lot of crucial inside-the-Beltway work done on those shockingly poorly crafted bills before that moment, so I don’t want to act like Wikipedia brought them down. But Wikipedia and other blacked-out sites did make a difference. And the action taught a lot of people in that ambit the power of numbers of outraged citizens. Wikipedia’s leaders are mildly alarmed by the precedent set, though. SOPA/PIPA would directly and negatively have affected Internet culture, and so it was squarely within Wikipedia’s wheelhouse. Wikipedia’s leaders (both Jimmy Wales and the head counsel of Wikipedia spoke about this) are worried that Wikimedians may decide to use this tactic on issues that are not specifically a life threat to Wikipedia itself, which would jeopardize the foundation’s tax status, could weaken the organization by creating factions, and be ineffective to boot. So I don’t think that one act has a natural next one within Wikipedia. But it clearly educated a lot of Wikimedians and Wikipedia users about political action.

As we look at the current struggles over intellectual property, it seems that commercial producers and grassroots participants (for lack of better terms as these relationships are somewhat shifting) look at these debates through different lens. So, first, what do we see as the primary concerns, fears, anxieties, hopes of copyright holders in these struggles to define what constitutes appropriate policy?

Ellen: Copyright holders are attentive to their specific markets. Take the case of a viral sensation of the summer of 2012: The Snuggie version of Beyonce’s song "Countdown."

http://www.youtube.com/watch?v=w4aiwTkDwCY

Here is an amateur video, performed and directed by a teenager (who is a shining example of how much people can learn and achieve in DIY media) using a major pop song. But he is also a member of the target market for pop divas: and this market segment is more likely than others to go ahead and purchase the music download, buy the CD and go to the concert. So there is a motivation to be lenient and even to use amateur videos to publicize the songs, both because they don’t want to alienate this market-- which has been performing pop hits in bedrooms before mirrors for decades--and because they are not at risk in the same way of losing all sales.

There are varying levels of policing and it is important to look at the cases where DIY media is welcomed (this was formerly the case with anime distribution, as Mimi Ito’s work has so effectively demonstrated) and there is a kind of tacit agreement that you do your part as a consumer.

So Beyonce posts the Snuggie video on her website and calls it brilliant and better than the original. No word from Snuggie yet, although they must be delighted.

Pat: It’s great to remember, as Ellen reminds us, that there are endless accommodations by businesses to their best interests in practice. In terms of creating new policy formally, I think that incumbent corporations with significant revenues from media have a deer-in-the-headlights approach at the moment. Copyright policy is one tool they have to resist the future. On the other hand, everybody saw what happened to the music industry, and nobody wants to be Kodak, so that may shift the vigor of their approach to shoring up their assets with even more extended copyright terms and stiffer penalties for perceived infringement and technical overrides of fair use. Maybe. But actually in DC there is strong expectation that we will see a bill introduced fairly soon extending copyright terms....again. And SOPA/PIPA haven’t really gone away.

I think makers and users of all kinds have a different set of concerns, which I’ve discussed above in part. Many people have a Romantic notion of creativity, in which originality is prized, copying is regarded as cheating, and creativity is produced at a high personal psychic cost. That infuses how they then think about copyright.

This is true both for the copyrightists and the copyleft, actually. Artists often construe themselves as fearless appropriators and then are outraged at unauthorized reuse of their work, even when it’s clearly fair use. The copyleft community is, I think, an early adopter phenomenon rather than the beginning of a dominant “commoner” culture. As more and more people create digitally, I don’t see new waves of copyleft people; rather, I see sudden interest in figuring out how to claim and exercise monopoly rights, concern about unfair commercialization of one’s work, etc. Even within the copyleft, there is great anxiety about inappropriate (e.g. commercial) use of their work.

This Romantic construction of creativity (about which my co-author Peter Jaszi has written quite a bit, and very interestingly) is often exploited by corporate actors in lobbying.

At the same time, people are definitely enjoying, in greater and greater numbers, the kind of remixing (machinima, video remixes, all kinds of photographic memes) that used to be much harder to do. This group of people is now much much bigger than the geeky early adopters. So they’re getting a greater stake in accessing the copyrighted world around them. I can see corporate efforts to meet that appetite with new forms of licensing and apps, but these efforts aren’t moving quickly enough. Copyright law really makes more streamlined licensing rather difficult. But I do wonder if the perceived needs of many people who are not ideologically motivated when they remix and do DIY culture will be met with some kind of inferior (to me, certainly) licensed service. That certainly is true now with a lot of machinima, which is often done within the terms the game company set.

So I think this is an exciting moment in which people might be able to move beyond their (often new-found) frustration with their access to copyrighted culture, productively, if they understand the basis of copyright better. And they would become part of a political constituency for a more balanced copyright, not just for easier access to licensed databases provided on company terms.

Pat Aufderheide is the Co-Director of the Center for Social Media and University Professor in the School of Communication at American University in Washington, D.C. She is the co-author with Peter Jaszi of Reclaiming Fair Use: How to Put Balance Back in Copyright (University of Chicago Press, July 2011), and author of, among others, Documentary: A Very Short Introduction (Oxford, 2007), The Daily Planet (University of Minnesota Press, 2000), and of Communications Policy in the Public Interest (Guilford Press, 1999). She heads the Fair Use and Free Speech research project at the Center, in conjunction with Prof. Peter Jaszi in American University's Washington College of Law.

Ellen Seiter holds the Nenno Endowed Chair in Television Studies at the USC School of Cinematic Arts where she teaches courses on television and new media history, theory and criticism in the Critical Studies Division. She is the author of The Internet Playground: Children's Access, Entertainment and Mis-Education (Peter Lang, 2005), Television and New Media Audiences (Oxford, 1999), Sold Separately: Children and Parents in Consumer Culture (Rutgers, 1993) and Remote Control; Television, Audiences and Cultural Power (Routledge, 1989). Her latest book, The Creative Artist's Legal Guide:Copyright, Trademark and Contracts in Film and Digital Media Production was published in 2012 by Yale University Press.

Concerning Intellectual Property: A Conversation Between Pat Aufderheide and Ellen Seiter (Part Two)

Mitt Romney’s campaign recently faced a takedown notice from BMG on YouTube for incorporating a news clip of Obama singing a song owned by BMG. What does this case say about the current state of the debate? As these struggles reach those in power, will they develop a better understanding of what’s at stake for ordinary people in their dealings with major media companies?

Ellen: Important to note that all kinds of “legal” issues are tightly linked to the politics of race and class. Was BMG taking Obama’s side? Was YouTube? Meanwhile the Romney campaign just went to Vimeo and re-posted it, but without a link to their campaign website.

Now the counterpoint to this political ad, Romney’s rather weak vocal performance of “America the Beautiful” reminds us of a tried and true techniques for young media makers: use something in the public domain. But it ALSO refers back to an era where sheet music was a big money maker and many copyright statutes focused on protecting the rights of composers, music publishers, even player piano manufacturers. The laws derive from interest groups and from technologies of distribution—those on their way up and those on their way out. America the Beautiful was first published in 1910. Good to remember that we are always dealing with media industries under assault by new technologies -- for the sheet music business that meant player pianos, records, and later xeroxing.

Interesting to compare to the Jackson Browne controversy during the last campaign, where Jackson Brown won damages for McCain using his song “Running on Empty.” Again it is a legal case inextricable from social and political contexts. But I also think that Jackson Browne still has the right to protect his intellectual property rights and control their use.

Pat:This kerfuffle demonstrates a number of things about the current state of fair use. First, it caused a huge media uproar; so copyright issues definitely are in the public eye, and they are generating conversations about how we can both circulate and grow culture.

Second, it shows how people come to exaggerate the issues. YouTube is required by law (the Digital Millenium Copyright Act) to take down any video that a content holder flags as infringing. As Ellen noted earlier, many copyright holders do issue takedown notices, typically the result of automatic programs matching content, which means a lot of fair uses get swept up into the net.

Then it’s up to the person who uploaded it to challenge the take down by employing their fair use rights, and explaining to YouTube why they believe it’s fair use. (Under law, you don’t have to be exactly precisely on-the-nose right with your fair use choices; you have to demonstrate reasonable judgment, and the law permits some squish.) Then if YouTube finds that credible, the video goes back up, and if the content holder wants to pursue legal action directly with the uploader, they can. In this case, it’s very likely that BMG issued the takedown request as a result of bot detection, not person detection. Romney’s campaign people explained it was fair use, and YouTube put it back up. No more has been heard from BMG and I’ll be shocked if there is.

Ellen: According to Politico it was at the request of BMG-- but I guess that could have been bot-generated. Here’s some more discussion of it all.

Pat: So, my point on this one is that the system, such as it is, worked. Now, you could definitely say, and we definitely have, that pre-emptive takedowns are a hindrance to the employment of fair use, and disrespectful of that important First Amendment right. I haven’t noticed any policymakers listening to me or Public Knowledge or Electronic Frontier Foundation or any of the other geeky media policy folk more than they’re listening to Hollywood, music companies, and software companies; but it would be great to see a more organized constituency pushing on the DMCA. I wonder personally if the arrival in Washington, D.C. of Google and Facebook (aren’t you surprised it took them this long to set up DC offices??) will change the discussion. Ellen’s concern about Google’s media-ization are widely shared; but at the same time, Google and Facebook were opposed to media interests on SOPA/PIPA. Right now, though, copyright policy reform (e.g. DMCA reform) has a third-rail quality.

Third, the incident shows the ubiquity of fair use in our landscape. We see it in every daily newspaper (oh look, they quoted from a think tank report!), in the television news and in those invaluable and Viacom-owned shows The Daily Show and The Colbert Report; in every student paper (that footnoted quotation), in every scholarly work. And political campaigns routinely incorporate existing material, often edited in a way to denigrate the opponent.

There’s a common use of copyrighted material in political campaigns that is much dicier--the part where campaigns use popular songs without permission to attract and energize the crowd and as intros to the candidate jogging up to the platform. It’s just not clear how that use is transformative; it’s one of the uses the market serves directly. It usually comes to light because performers don’t agree with a politician’s perspective. And the politicians always claim fair use. Often the cases are just settled, either with payment or the candidate agreeing not to use the music any more.

You both are writing about legal issues from the perspective of media scholars. What do you think media scholars bring to these debates which are missing from previous work on intellectual property law? What do you think media scholars have to learn from legal authorities working in this space?

Pat: I am profoundly grateful to have had the opportunity to work with Peter Jaszi since 2004 on the various projects that inform our book. I have learned an enormous amount, not just about the law but about how people regard, use and shape the law through their conceptualization, discussion and actions. Peter Jaszi is a legal scholar whose work is informed by some reading that media scholars do as well, especially in the areas of cultural studies and post-structuralism. I have brought a perspective shaped by the perspective of John Dewey on political participation and by Pierre Bourdieu, Stuart Hall, Raymond Williams and other cultural theorists on the process of cultural production.

As a media scholar, one of the assets I also brought to the project was my networks of contacts in practitioner communities. Our work with documentary filmmakers, journalists, film scholars, communication scholars, and remixers has all been informed by earlier work on and with these communities.

Another asset I brought to the project was a long history of working on communication and media policy issues, in which access, public participation, and democratic process were major themes. Copyright policy is another realm of knowledge, but it is shaped by the same political process, economic and political stakeholders, and institutional structures that other policies are. And as with other communication policy issues, the infrastructural elements shaping expression often go unnoticed by most people, often until it’s too late to undo bad decisions.

Our work focuses on copyright policy, but copyright policy as it intersects with creative action. So we have been able to see inside people’s heads, in a way, to see not only what they think and think about but what they are avoiding thinking about. This has been absolutely fascinating. It has been a privilege.

Ellen: The work that Pat and Peter Jaszi have done for over a decade through American University’s Center for Social Media has made a tremendous contribution to the understanding of media scholars, while offering vital assistance to media practitioners, teachers and lawyers. Their work has really brought fair use to the attention of media studies scholars-- who are not always rushing into legal topics-- as well as media makers. We owe them a great deal.

I think media scholars bring an important HISTORICAL knowledge about audiences and about distribution technologies that is invaluable to these debates. All that stuff about the patent wars over film technology that you learn in film history class in college is still extremely relevant to the shifting power dynamics among those who invent and sell the technology and those who want to use it for creative purposes, as well as the middle managers in the distribution business.

My interest in this entire topic has been repeatedly revitalized by the work of two legal scholars who write the kind of painstakingly researched, thrillingly written, and deeply creative stories about our legal past that are a model of humanities work. I am thinking here of Adrien Johns and Catherine Fiske. Johns is important for his book Piracy in which he takes a very long perspective on history and how often the winners and losers can change in copyright and patent battles. Fiske is important for introducing a keenly focused attention to labor and how people control or lose the rights to their own work in her book Working Knowledge. Both scholars help us to remember that what happened in book publishing in the 18th and 19th centuries must be kept in mind as we deal with audio visual media.

How did you each become involved in work on intellectual property law? What motivates your recent books on this topic? How does it relate to your previous work?

Ellen: Way back in the 70s when I was a senior at UCLA, my family wanted me to go to law school. So I applied to film schools and law schools at the same time. I am eternally grateful to my sister Rose who advocated on my behalf that I could always go to law school later, but if I went to law school then I would never get back to film school. My co-author, Bill Seiter, is my brother and an IP attorney, so this stuff has been dinner conversation for twenty-five years. It was a fascinating part of the process of writing this book to recognize the differences in our disciplinary perspectives and which parts of the puzzle each of us were missing, given our academic training and professional experience.

Now I actually want to go to law school. JK.

But my initial interest in these matters came from my own experiences as a filmmaker, and from teaching film and video production for twenty years.. I finished my MFA in 1978 making experimental shorts and documentaries. We used optical printers then, no computers, and it was painstaking, but we did amazing things with found footage, and we freely used all kinds of materials. Even then, however, we knew not to mess with the music, but try to commission musicians for soundtracks. It always breaks my heart when students pour hours of work into a film and haven’t thought out what they can and cannot use from the onset if they want to be able to submit to festivals, etc.

By 2005, when I made my most recent documentary, Projecting Cultures: Perceptions of Arab and American Film, at USC, I was getting quotes of 20K for one minute of a 1950s feature film that was exclusively for educational use. (You can see the video and the clips from Hollywood and Egyptian films here: http://www.youtube.com/watch?v=Fmd4cUY7g-s

I had to conform to the requirements of my funding agency (The Sunnylands Trust/ Annenberg Center for Public Policy) and of USC School of Cinematic Arts. Like all big institutions they are wary of fair use and have undoubtedly made the situation much worse. Like many publishers, colleges and universities, and festivals, the bottom line is that they do not want to offend the donors, and in the case of my school that involved a big movie star who had appeared in the film and the studio that distributed it. We eventually got all three film distributors whose films we used to agree to give the clips for free, but only after we had used a lot of the budget for a rights clearance specialist, because studios don’t return calls from your average filmmaker. They want to know that everything about transferring the quality version of the dub, etc., will be done exactly as they specified. Pat has done so much important work (along with Peter Jaszi, and with extraordinary support from LA lawyer Michael Donaldson) on advocating for documentary filmmakers and their fair use rights, but to “win” still often involves a hefty price tag either in legal fees or clearance specialists.

Pat: Of all film schools, USC is the most rigid to my knowledge, and I agree with Ellen that it’s entirely related to the special relationship with major studio figures. It’s not just frustrating to USC filmmakers but to many others including staff who want to support teachers and researchers and who know the law is available to them. It’s also a reminder of the importance of practice in determining access to the law.

Peter Jaszi and I plunged into the lived experience of filmmakers’ creative struggles with copyright together. I knew Peter Jaszi from previous conferences on communication policy and copyright issues, when he invited me to a conference on copyright and culture. Like other non-lawyers there (he had made sure to get cultural actors there!), I found the concerns of scholars about “tight copyright” very compelling, but I was puzzled by why the media makers I knew weren’t complaining about it themselves.

That is still a fascinating issue for me. Many professional creators focus only on the threats in the digital landscape to traditional business models. Photographers in particular believe their profession is imperiled. Photographers never seem to worry, though, about the fact that most photographs capture copyrighted material in the picture taken. The reality that all cultural expression is in some way recombinant--that it all uses existing culture as a platform, that every one of us “stands on the shoulders of giants” (and no, Isaac Newton did not think up that phrase)--has been buried under a deluge of Romantic sensibility (the artist in the garret, creating a work of tortured genius in complete originality), bad teaching practices in K-12 (you can only use pictures from these licensed databases, and don’t copy!), and alarming FBI notices on our movies.

People confuse business models with creative process, and they moralize one part of the copyright regime. They believe they have simple property rights in stuff they’ve created, and that even if other people have a legal right to use it, that’s an immoral act. Many remixers, of course, just flip that problem around. They say it’s an immoral act to hoard your stuff, and you should give it away. Meanwhile, the law both incentivizes creative acts by granting a monopoly right that is limited, and by encouraging use of copyrighted material if you are making new culture in some way.

Anyway, I loved the idea of exploring that problem of how creative actors think about copyright in their creative process, and so did Peter Jaszi. We were lucky enough to get interest from Joan Shigekawa at the Rockefeller Foundation (she’s now doing great things at the NEA), and that one grant plunged us into an odyssey that hasn’t stopped.

Oh and by the way the answer to my question--we focused on documentary filmmakers, since I knew so many of them--was that documentary filmmakers simply were not aware of the depth of their self-censorship. When they learned how profoundly their creative process was crippled by their confusion on copyright and fair use, they created a code of best practices in fair use that changed their industry.

Pat Aufderheide is the Co-Director of the Center for Social Media and University Professor in the School of Communication at American University in Washington, D.C. She is the co-author with Peter Jaszi of Reclaiming Fair Use: How to Put Balance Back in Copyright (University of Chicago Press, July 2011), and author of, among others, Documentary: A Very Short Introduction (Oxford, 2007), The Daily Planet (University of Minnesota Press, 2000), and of Communications Policy in the Public Interest (Guilford Press, 1999). She heads the Fair Use and Free Speech research project at the Center, in conjunction with Prof. Peter Jaszi in American University's Washington College of Law.

Ellen Seiter holds the Nenno Endowed Chair in Television Studies at the USC School of Cinematic Arts where she teaches courses on television and new media history, theory and criticism in the Critical Studies Division. She is the author of The Internet Playground: Children's Access, Entertainment and Mis-Education (Peter Lang, 2005), Television and New Media Audiences (Oxford, 1999), Sold Separately: Children and Parents in Consumer Culture (Rutgers, 1993) and Remote Control; Television, Audiences and Cultural Power (Routledge, 1989). Her latest book, The Creative Artist's Legal Guide:Copyright, Trademark and Contracts in Film and Digital Media Production was published in 2012 by Yale University Press.

Concerning Intellectual Property: A Conversation Between Ellen Seiter and Pat Aufderheide (Part One)

The grassroots efforts to block the passage of the Stop Online Piracy Act (or SOPA) represented simply the most recent and most highly publicized skirmish in ongoing struggles over the nature of intellectual property law and how it impacts the new media landscape. If intellectual property law might once have seemed to be a narrow and somewhat obscure focus for legal scholarship, it has become more and more central to the field of media and communication studies, as it has become part of the everyday reality of fans, artists, and teachers, struggling to figure out the extent of their Fair Use rights. As more and more of us are producing and circulating media, sometimes within, sometimes outside, current legal frameworks, intellectual property constitutes both an enabling mechanism and a constraint of our expressive possibilities. Seiter's book, The Creative Artist's Legal Guide:Copyright, Trademark and Contracts in Film and Digital Media Production, co-authored with Bill Seiter, was published in 2012 by Yale University Press.   Pat Aufderheide's  Reclaiming Fair Use: How to Put Balance Back in Copyright, co-authored with Peter Jaszi was published by the University of Chicago Press in 2011. Both represent indispensable guides to the current legal landscape  by veteran communication scholars (working in each case with a lawyer) which address how IP law impacts the production, circulation, and consumption of media. Both combine pragmatic understanding of the often contested status of current law as well as a theoretical understanding of how these decisions impact the future of communications.

My goal here was to spark a conversation between Aufderheide and Seiter, which explored some of the key themes in their books, and addressed some of the central controversies around intellectual property. I could not have imagined the commitment they would both show to this exchange and the depth of insights they brought to their interactions with each other. My job now is to get out of the way and let this exchange unfold over the next five blog posts.

Ellen’s section on copyright opens with the sentence, “One of these days you are going to receive a Cease and Desist letter.” This would not have been true at earlier moments in history where the communications and creative practices of most people would not have been exposed to this kind of legal scrutiny. So, what do you think are the consequences of this wide-spread engagement with legal struggles over intellectual property? How might larger public concerns inform our current understanding of this area of the law?

Pat: In fact, most people today are not going to get a Cease and Desist letter (though many more are likely to get a Content ID match or a takedown on YouTube, of which more later.) Ellen’s book is of course written for professional artists, who are more likely than the general public but still not very likely to get one. But one cease and desist letter sent to one person echoes through the culture, and then mythologizes into a full-blown lawsuit before you can stamp out a rumor. (We document some of this mythmaking in our book.) So it’s an excellent way to begin, to get people’s attention, demystify them, and also help them put themselves in a position where they are even more unlikely to get one.

Ellen: Google reports receiving over a million copyright notices per week, and these are passed on to users through takedown notices, usually within 24 hours. We wrote our book to speak to young, technologically savvy and admittedly ambitious media artists, who do post aggressively and frequently on line and, especially when they are enrolled at a college or university with a lot at stake as ISP providers do tend to police the students very stringently-- cease and desist or we will take down your email account. Pat is right that there can be a panic around these things-- many of my students in my anime course (who are avid amateur media makers) for example, worried that the campus police would be knocking on their door the minute they downloaded a bittorrent file, while others were very creative. So it is fairly common for intense young filmmakers eager to be discovered to get such a letter and we wanted to defuse the fear and use the specter of the letter as a teachable moment. According to Google’s transparency report, Comcast’s NBCUniversal rank near the top of senders of copyright notices. Now that YouTube and NBCUniversal are partners on projects like streaming the Olympics, we can expect that Google will become more and more friendly with the major media conglomerates. In fact, they have begun penalizing recipients of takedown notices by moving their content down the search engine algorithm.

Pat:Yes, it’s wise to know what to do with bullies, and many cease and desist letters are acts of bullying, as are many takedown notices on YouTube. And that’s why these days people in general need to know what their rights as users are under copyright.

You’re so right, Henry, that this didn’t use to be the case. Before 1978 (and Ellen’s book is great at many specifics of this story), when a 1976 overhauling of copyright went into effect, many works were not copyrighted at all. Many copyrighted works had not had their copyright renewed. Copyright was relatively short. All that is changed. These days, copyright is default--everything I just typed is now copyrighted to me. And copyright is looooooong--this paragraph is copyrighted to me until 70 years after my death. The monopoly right I hold on this paragraph extends to derivative products--so don’t try to make a poem, a song, or a play out of this paragraph. If I send you a cease and desist letter (I’ll see if my lawyer buddy will send it on his letterhead), I’ll talk about the “statutory damages,” or extra fines, you might get slapped with if you’re found to be infringing my monopoly right. They can be as high as $150,000 per infringement, although they never actually are.

Ellen: I have watched the growth of copyright intimidation since I got an MFA in filmmaking in 1976 at Northwestern. In those days we borrowed found footage and music for soundtracks freely, shot on 16mm, and screened our work in lecture halls and art galleries like Chicago Filmmakers and even festivals did not look very closely at any kinds of rights clearances. Through thirty years of teaching, much of it in production classes, I have seen the rights culture grow but also the scale of students’ ambitions. We just wanted a hundred or so other cool experimental filmmakers to know our work-- now students angle for overnight stardom and a contract from CAA, and this does lead to trouble. This type of individual-- who we wrote the book for -- has a lot of nerve, frankly, and does not intimidate so easily.

Pat: Artists face particular challenges in the remix era, in which everything is both copyable and copyrighted, and it’s wonderful that they they are so assertive. Our dream, and I think Ellen’s as well, is to make sure they know their (and others’!) rights, they don’t accept copyright bullying, and they don’t unnecessarily self-criminalize. It’s always sad to me to see someone fiercely declare their courageous act of piracy when it might be a perfectly legal fair use. For every courageous person, there have to be ten who didn’t take the “risk,” and self-censored.

This issue matters to everybody, actually, because copyright law intersects with ordinary creative practice--not just making the great American painting or writing the great American novel or making the great American movie, but everyday tasks such as composing a birthday slide show, or making a poster for the meeting, or writing a comment on somebody’s blog, or posting a clip from your trip to the club last night on your Facebook page.

When people are intimidated by what they understand--or misunderstand--to be copyright-driven limitations on their ability to create, they stifle their own thinking, much less their creative actions. This is what Prof. Peter Jaszi and I learned from in-depth studies of creative practice in ten different creative communities, as we discuss in our book.

When they understand that copyright protects both new users and copyright holders, in the service of creating more culture, they are able to exercise their First Amendment rights with greater confidence, and this has deep ramifications in creative practice. It changes how they think about their creative choices, long before they shape a creative act.

So copyright, as one branch of what has come (in my mind, unfortunately) to be called intellectual “property,” is part of the apparatus that shapes our individual contributions to the culture. Like trademark and patent law (also part of that sphere of law that lawyers just call IP), it both constrains and rewards cultural expression. As participants in this culture, we are stuck caring about IP policy, if we care about the future of our culture.

Ellen: I differ from Pat in two ways in my focus. First, I think the bad guys will ultimately be companies like Google (owner of YouTube) and Apple. They are the next giants of media monopolization and increasingly participate in takedown notices. Google is so big by now (Apple, too) and we are so intertwined with it, that there is little way out of their terms of service. Their financial and political alliances will make them argue for free posting when it suits their interests, litigate the hell out of competitors over patent infringements when THAT suits their interests, and send out takedown notices when it is to their political and business advantage to placate copyright holders. Meanwhile they will be implacable about their own terms of use or adhesion contracts, and make up a lot of their own rules about how people access content, what is taken down, what is hate speech (as we have seen in recent weeks), and when they cooperate with governments and when they don’t.

Pat: Thank you, Ellen, for pointing out that Google isn’t necessarily not evil in this story. I don’t want to be sanguine about the future of Google or any other companies that have created path dependence or effectively offer utility services. Terms of service have a grisly ability to override rights, and vertically integrated companies have special opportunities to take advantage of customer goodwill.

People often put up with outrageous terms of service because they’re not fully aware of what they’re giving up. This is why we think it’s so important to understand what’s at risk. At the moment, copyright policy is dangerously unbalanced, tilted in favor of monopoly rights holders (I can’t in conscience call them owners, since I don’t think they own their copyright, I think they’ve been given a limited monopoly over that stuff by the government). At the same time, large media companies strongly assert their political influence over the policy process. So it’s a very unpredictable and hazardous process to try to rebalance copyright directly via legislation. It’s also very chancy to try to get more balance in the law through lawsuits, since they typically occur around outlier cases, and you can never count on a judge thinking the way you do. So practice becomes extremely important as a way to shift balance. That’s why we wrote the book--to help people take that action to rebalance via practice.

Without the empowering knowledge that they have First Amendment rights within copyright, many frustrated people who create using other people’s materials--such as remix artists--imagine falsely that they are committing a criminal act. They call themselves “pirates,” and believe they’re standing up courageously to repression. But copyright law actually permits, under fair use, people to employ other people’s copyrighted material for the creation of new culture. Our book goes into the basic logic to make a fair use decision, but basically you need to ask two questions: 1) am I using this material for its original purpose or am I repurposing in order to do something different with it? and 2) am I using the appropriate amount to accomplish my goal? And this doesn’t even have to be creating new work. Archivists and librarians routinely repurpose copyrighted material without paying for it, employing fair use successfully and without being challenged.

Pat Aufderheide is the Co-Director of the Center for Social Media and University Professor in the School of Communication at American University in Washington, D.C. She is the co-author with Peter Jaszi of Reclaiming Fair Use: How to Put Balance Back in Copyright (University of Chicago Press, July 2011), and author of, among others, Documentary: A Very Short Introduction (Oxford, 2007), The Daily Planet (University of Minnesota Press, 2000), and of Communications Policy in the Public Interest (Guilford Press, 1999). She heads the Fair Use and Free Speech research project at the Center, in conjunction with Prof. Peter Jaszi in American University's Washington College of Law.

Ellen Seiter holds the Nenno Endowed Chair in Television Studies at the USC School of Cinematic Arts where she teaches courses on television and new media history, theory and criticism in the Critical Studies Division. She is the author of The Internet Playground: Children's Access, Entertainment and Mis-Education (Peter Lang, 2005), Television and New Media Audiences (Oxford, 1999), Sold Separately: Children and Parents in Consumer Culture (Rutgers, 1993) and Remote Control; Television, Audiences and Cultural Power (Routledge, 1989). Her latest book, The Creative Artist's Legal Guide:Copyright, Trademark and Contracts in Film and Digital Media Production was published in 2012 by Yale University Press.

 

Yes, You Can Use Your Laptop on This Exam...and Your Knowledge Community, Too!

In February 2011, I shared with my readers a pedagogical problem I was facing in a large undergraduate lecture class on new media and culture:

I made the announcement that the exams in the class would be open book, open note and that I was planning to distribute a list of potential questions in advance from which I would draw in constructing the exam, a practice I have used for more than 20 years without any great confusion....

No sooner did I announce this policy than I got a question I've never been asked before. A student wondered whether open book, open note, meant open laptop. I needed time to reflect on this and said I would answer in the next class period. Actually, it took me a few to get back to them with a response. Given this was a class on technology and culture, I decided to use this as a teachable moment.

So, I started by breaking down the computer into two elements. First, there is the computer as a stand alone word processing machine. I certainly would have had no great objections to students using the computer to write their answers or even to access their materials.... But, in an era of networked computing and wireless classrooms, allowing students to use a laptop during an exam suddenly would allow students to access any information anywhere on the web and more significantly would allow students to trade information with each other throughout the test in ways which would be extremely difficult to monitor.

As I thought about it, the challenges of designing a meaningful test under those circumstances intrigued me. What would it mean to create an exam which could be taken not by individual students but by networked groups of students -- either the class as a whole or a specifically designated study group? Could we enfold ideas of collective intelligence into the design of tests? Could we create challenges which demonstrated their mastery of the material through the search strategies they deployed and the knowledge they produced together? In theory, such an exam holds promise as more and more jobs require the capacity to pool knowledge and collaborate with a team of others to solve complex problems, and learning how to mobilize expertise under these conditions should be a key goal of our educational process.

I was not able to come up with an approach fast enough to implement it that semester. Readers to the original blog post made a series of suggestions, though most of them seemed to work better on the scale of the seminar or small group classroom rather than the lecture hall. But, my theoretical commitments meant this question was not going to go away. I also know that the question has haunted some of my readers, one of whom shared this interesting blog post with me via Twitter last week, which deals with other conceptions of what an open laptop exam might look like.

Ironically, having failed to create opportunities for collaboration inside the exam space, the students did what might easily have been predicted: they formed study groups outside class and worked through responses together. Many students had written entire answers to the provided questions in advance, and simply copied their answers into a blue book. In some cases, as many as thirty or forty students got the same question wrong and in the same way, suggesting just how expansive the study network (scarcely a study group) had become. The question may no longer be whether learning is going to be networked, but rather how much control faculty are able to exert over the networks where learning and studying take place.For me, this is part of the implication of the recent cheating scandal at Harvard.

Adam Kahn, a PhD student in the USC Annenberg School, read the blog post and reached out to me, suggesting that he would like to help me think through these challenges, since he is doing work on a body of research known as Transactive Memory, which is interested in the ways groups of people solve problems together. Kahn had been a student in my New Media Literacies class my first semester at USC. We've worked together off and on for the past year, developing a conceptual essay about the problem for a forthcoming book on higher education. There, we developed a blue print for how we might need to reinvent the lecture class process in order to support the emergence of knowledge-building and problem-solving communities of the kind required to successfully complete a networked exam. Here's part of what we said in that essay:

Because students add and drop classes for the first few weeks of the semester, it is important to not form student groups too early, as group turnover can hurt transactive memory (Moreland and Argote 2003). Thus, the semester will begin with core concepts and common texts the instructor feels everybody should know (Lévy’s shared knowledge). The course’s first midterm would be a traditional, non-collaborative exam, comprising a certain percentage of the grade. This diagnostic test can allow the instructors to gauge student’s relative abilities when putting together teams. Members should be assigned, with the goal of diversifying skills and knowledge.  Allowing students to self-select would almost certainly increase group homogeneity bound as membership would be to existing friendship ties, i.e. those who shared the same interests and activities outside the classroom.

After this exam, though, the group becomes important. At this point, the reading list will grow so that it is too much for any individual to read. Students will have to become mutually dependent to survive.

Because transactive memory forms around face-to-face communication, we must provide students a time to meet. Large lecture classes often have smaller discussion sections. Normally a teaching assistant facilitates a discussion and/or clarifies confusing points from lecture. However, this hour might be better spent allowing team members to meet to discuss the readings they divided amongst themselves and relate them to the common lecture themes of the week. The teaching assistant would also stress problem solving and coordination skills, helping groups refine strategies and learn from their mistakes, more like a coach than like our traditional model of a teacher. Although the ideal team would be self-regulating and self-guiding, the teaching assistant could also help them to assign roles or divide labor, if needed, to insure that each member pulls their own weight.

The teaching assistant can provide one question each week that would be representative of those on an exam, allowing group members to synthesize their different readings and learn how the other students think--their strategies for identifying the core stakes of a problem, mobilizing knowledge, testing data, assessing conclusions, and communicating results. These questions could require students to do online searches, tap into knowledge from other classes, or draw on their extracurricular expertise. Through these test runs, students would learn each other’s specialization, build trust, and coordinate their efforts on tasks similar to the group exam.

As they enter a collaborative test-taking process, students face the challenge of resolving conflict and committing to a shared answer, especially working under time constraints. Outside of the classroom, affinity groups develop norms, such as those surrounding contributions to Wikipedia, to which they can appeal to resolve such conflicts. So, for example, Wikipedia articles strive towards neutrality, which is often achieved through inclusion (that is, featuring all competing perspectives) rather than exclusion (arriving at a consensus response) (Lih 2009). Student’s experience of testing may be that there is a right answer the teacher is expecting and thus, they may be less receptive to test taking strategies which include a broader range of possible answers. Having multiple collaborative activities will allow each group to develop its own norms and protocols for resolving disputes and finding an answer students feel they can stand behind.

The final exam is designed to tap a range of different kinds of expertise. Think of the individual problems as possessing the sense of “meaningful ambiguity” which, McGonigal (2008, 214) argues, motivates the problem solving activity around alternate reality games: “by asking players to cooperate to make meaning out of an ambiguous system, the game-based hive mind celebrates individual perspective even as it embraces the larger, intricate intelligence that emerges only at the scale digital networks afford.” For such experiences to be compelling and satisfying, McGonigal (2003) argues, they have to introduce problems that seem within reach of the network of players. She notes that an empowered team often seeks to move beyond the game and tackle real world social problems, only to be disappointed that such problems may not, in fact, be resolvable given the group’s resources and capacities. Exam questions would need to be open ended enough to allow many different paths to a solution and yet ultimately something that participants can comprehend and resolve.

Assuming that the lecture meets twice a week, the questions are given out at the beginning of the first lecture and are due at the end of the second lecture. This will allow students to use the first lecture to start working on the answers and divide the labor. Then students can go home and seek more information on their own, and work more on the answers if they so choose. They coordinate efforts so that each student plays to her strengths and so that there is a robust system of checks and balances to identify and eradicate misinformation. Preparing for the exam may be much more like getting ready for a guild raid in World of Warcraft than like studying for a traditional test. The second lecture can be used to finalize answers. Also, by spanning two lectures affords groups at least two face-to-face opportunities to interact. Students can write their answers using an online tool, such as Google Documents, that allows them to write simultaneously in a single document. In this way, they can make changes to each other’s work (knowing who wrote what) and see changes being made to their own work. Changes can be tracked over time and reverted back to if needed....

Educational researcher Dan Hickey and his research team at Indiana University (Hickey, Honeyford, and McWilliams forthcoming) has been trying to explore what forms assessment needs to take within a participatory learning culture and concludes that assessment should “focus on reflections rather than artifacts.” His group has developed a range of activities that might follow a project or exam, asking students to reflect on what strategies they tried and why, rather than simply evaluating them based on what they produced. Of course, students will have different capacities to articulate their reflections. McGonigal (2008, 222) has similarly argued that working in large-scale teams to solve alternate reality games encourages “meta-level reflection on the skills and processes that players use to meet new challenges.” At the end of the day, the test might function as much as a probe to encourage students to continue to think about the process of their learning than as a simple assessment of what they, collectively and individually, know.

 

Well, this semester, we are going to be putting these ideas into action, as I teach my lecture hall subject a second time. I will  be sharing my syllabus next time.

I have ended up dividing the class into two parts: for the first part, students will be developing shared knowledge, that is, knowledge which will be required of every member on the team, and they will be performing as individuals, demonstrating their own mastery over the materials. In the second part, they will be sorted into teams which will work together on all future assignments: the discussion section times will be opportunities for the students to work on problem sets together with coaching from the Teaching Assistants, and the final week of class will be given over to a culminating activity which will require teams to work together to respond to the prompts.The midterm is approaching and soon we will be making the cognitive shift from individual to collective effort.

From the start, the class has emphasize new ways of learning in a networked culture, drawing heavily in the first few weeks on materials produced by MacArthur's Digital Media and Learning initiatives. I want to get them to take an inventory of their own skills and competencies as learners, the ways they use new media in the context of their lives, and to engage critically with the debates surrounding the so-called "digital natives" and their new media literacy skills. For this to really work, I am having to abandon the lecture as the primary mode of presentation in the class. Instead, I am moving towards something closer to the way Socratic Method works in Law Schools. On most days, we are reading essays which represent conflicting perspectives on core debates around digital media and culture, hoping to foster critical thinking and research skills.

As I developed this approach, I struggled with the issue of "freeloaders" -- that is, students who are willing to let the others do all the work and coast to a better grade. There's a limit to what I can do in terms of evaluating individual performance if we are going to really place such a strong emphasis on group performance, but I will be monitoring and evaluating individual attendance and participation in the discussion session and exam, and I will be asking participants to list everyone who contributed to a particular project (which can, in fact, include people who are not in their assigned group, as long as their participation is fully disclosed.)

There's a lot we still have to work through, so I would welcome feedback from readers about this approach and I would be especially interested to hear from anyone who has tried something like this process before. I promise to report back on how the class is going and share some of the problem sets we create later in the semester.

How I Spent My Summer Vacation: Turkey, Greece, and Italy (Final Leg)

  Istanbul, Turkey

 

 

http://www.youtube.com/watch?v=JeQ-wjDH4F4

Ok, guys, repeat after me: "Istanbul (Not Constantinople)!"

We were never planning on going to Turkey at all on this trip. In fact, we had several groups from Turkey invite me to speak there and I had to turn them down because it was just one more country than it seemed realistic to reach on our already over-crowded, overly ambitious speaking schedule.

 

But, then, well, we discovered the only cheap way to get from Bologna to Athens was via Turkish Air, and they offered you the discount only if you had a layover in Istanbul -- no doubt a scam they have worked out with the local tourism bureau but okay, if we are going to be there anyway, we might as well extend the time a little and try to take in some of the local culture. So, we were in Istanbul for a good deal less than 24 hours, but we didn't actually sleep very much while we were there. :-)

And, the fun started just down the street from our hotel, where we saw this factory outlet store that sold discounted Magic Lamps (apparently) and also fez. We had to bring back a bright red fez for our son because we have it on very good authority (Matt Smith's Doctor, no less) that "fezzes are cool," and of course, they are.

 

 

And then, of course, we felt an urgent need to eat Turkish Delight on a moonlit night (hearing a certain set of song lyrics echoing in our heads), and we discovered the enormous range of different kinds of Turkish candies on offer, most of which come in long strips, which the candy butchers snip, snip, with scissors before dropping chunks into custom-selected sampler boxes.  By now, my sweet tooth is legendary all over Europe, so I was certainly not going to resist this kind of temptation.

 

 

 

 

And everywhere we went in Istanbul, we would encounter these roaming carts which sold nuts and sunflower seeds. I am a closet sunflower seed fanatic -- a "seeder" as they call us on the bags that I buy in the States -- but the process of biting open seeds and spitting out the shells is not something I'd ever consider doing in public. So, I was fascinated to see so many people wandering the streets, consuming those salty little devils, and dropping their shells where-ever they happened to be standing. It would seem Seeders in Turkey enjoy many of the same rights that smokers used to enjoy in the United States. I suppose it's only a matter of time, though, before people start to protest second-hand shells.

As we continued our walk, it took us through the grounds on the edge of the Topkapi Palace, the primary residence for the Ottoman Sultans and their Harem. At dusk, the Palace proper was closed, but the park grounds enjoy heavy foot traffic as families and young lovers had pick nicks on the grass, and as people wandered around enjoying the cool(er) summer night air.

From there, our walk took us along the rocky shores of the Bosphorus River, which forms the boundary between the part of Istanbul which is in Europe and the part which is Asia.  Some people were fishing along the river, some were roasting corn or meats, and still others were stopped to watch the sunset over the opposite shore.

 

But, everywhere you looked, there were stray cats, many of the adorable kind, who no doubt live off the scraps all of those other activities left behind, especially the fishing. Of course, if they could convince the cats to eat the sunflower shells... but that's another story. Anyway, some one told me that cute cat pictures were popular on the web, so I decided to share a few of them here.

 

 

After a late night dinner in a local cafe, as we watched the closing Euro-Cup game, we grabbed a few hours sleep and then we were at it again the following morning, when we visited the Sultan Ahmed Mosque (popularly known as the Blue Mosque), one of many outstanding examples of Islamic architecture to be seen in this historic city.

 

 

 

 

And, while we were exploring, we stumbled onto several more examples of the kind of warning sign slapstick we've been tracking across the trip. Here, for example, is a sign which seems to be warning us to beware of people who have really big black hands.

 

While this image would appear to either warn us that hooks will come from the sky and carry us away, or perhaps, the sign is meant to suggest that it is a trapeze artist crossing zone.

But, then, I might be misunderstanding something. I've been told for years by European that their more concrete signs, which take advantage of a universal pictorial language, do not require specific cultural knowledge, unlike our more abstract American signpost. Is it possible that, in fact, these pictures do require a certain amount of interpretive work before they make sense to people who do not come from that culture?

We lingered as long as we dare, taking in as much of Istanbul, as our very limited schedule allows. I promise my friends in Turkey that we will find a way to get back there again before much longer, and this time, we will actually let you know we are coming so we can schedule some talks.

KEA,GREECE

The thing you need to know about that day was that we had to be at the Lavrio docks by a certain time in order to take a ferry out to Kea, a small island off the coast of Athens, where my friend and colleague, Andrew Horton, owns a cottage. (Horton is among other things a media scholar who writes about Greek cinema, screenwriting, and especially film and television comedy. I wrote an essay about Mel Brooks which will come out in A Companion to Film Comedy Horton edited with Joanna Rapf, which is due out in November. Horton runs an exchange program which brings American screenwriting students to Greece to learn from some of the country's leading filmmakers, having made Greece a home away from home for most of his professional life.)

They only run the ferry a few times a day and this was going to be the last one for the night. Cynthia, my son, and I enjoy watching The Amazing Race together, so the program had become a key reference point for us all trip. The cameras on the program never show the contestants having to go through customs, opening up space to describe all of the other aspects of international travel they don't tell you about on American reality television. This day proved to be a particularly challenging one, full of obstacles of all kinds. There was a mad rush to the airport, followed by a huge line, flight delays, a flight to Athens, delayed bags, struggles to change currency, and then, by this point, it looked like there was no way we were going to get to the ferry on time. So, we sat in the back of a cab, which was racing towards the waterfront many miles away at a breathless speed, and my wife and I were rehearsing our confessionals. It's a staple at such moment on Amazing Race for contestants to reassure each other about how much it has meant to them to share this time together and see the world, even if they were unable to complete the race, and we were making jokes about being eliminated the minute we stepped outside the cab. As it happened, thanks to the reckless disregard for human life displayed by our taxi driver, we made it to the ferry station with minutes to spare.

Let's just say that Kea was everything I might have ever imagined a Greek fishing town to be like: the waters of the Aegean Sea are as blue, the churches are as white, the people are as friendly, the terraces are as steep,as anything I've ever seen in a travel brochure or a movie about coastal Greece.

We had Andrew's cottage to ourselves for several days, during which, for the most part, we slept. I have joked that our experience on this Greek island was very much modeled on the Lotus Eaters sequence in Homer's The Odyssey.  Grapes grow off his roof, and we could see the fishing village spread out below us.

 

 

We would walk down the hill twice a day to eat, then climb back up the steep, winding, path, and plop back down in the bed again.

Sometimes, we read or watched movies from his large dvd library, but to be honest, we mostly slept. By this point in the trip, I was that tired and the island was that restful.

ATHENS, GREECE

For much of the trip, we had been speculating about what the political and economic state of Greece would be by the time we got there. The Greek elections had only just occurred, and depending on the outcome, there had been much speculation about whether the Greeks might abandon the Euro, unwilling to accept the austerity measures being proposed by the leadership of the European Union. Greece had been one of the countries hit the hardest by the economic crisis, and it was not hard to see the signs of their desperate conditions everywhere you looked. Basic city services seemed to have been cut to the minimum, with the result that streets were lined with garbage and buildings were becoming overwhelmed with graffiti.

 

There were jobless and homeless people everywhere, and their plight was summed up for us by a particularly vocal old woman who seemed to be declaiming about the fates in an oratorical style that would have done her ancient ancestors proud. I have no idea what she was saying, but she hit my heart strings pretty hard, just with the rising and falling pattern of her voice, as she shouted and shouted into the face of a seemingly indifferent city.

Athens was hot -- hot as Hades! Even first thing in the morning, the sun bears down mercilessly on the Acropolis, and the reflections off the white marble of the Parthanon are blinding.

There is a classical legend about a battle between Athena and Poseidon to determine which God would rule over the Acropolis. Poseidon smote the rock with his trident and out sprang a fresh water spring. Athena, however, made olive trees grow and won the competition. We've argued that Poseidon got cheated: the olive trees really do not provide much shade on a hot day and everyone we saw on top of the mountain was carrying bottles of water. But, then, it looks like Hades rules over all, at least in the summer.

 

Here, you see the Temple of Hephastus and the Greek Agora, the other essential site for the tourist wanting to experience the world of Ancient Athens.

By the way, a funny thing happened to us on the way to the Forum. Cynthia and I were sitting on a bench in the shadow of the Temple of Hephastus, who, you will recall, was the blacksmith and engineer of Olympus, when all of a sudden we hear someone calling my name. It turned out to be Andy Lipmann, Michael Hawley, and a bunch of other faculty, staff, and students from the MIT Media Lab. I learned later that they were in Greece to attend Nicholas Negroponte's wedding. This was somehow the least likely and the most likely place to run into folks from MIT on the entire trip!

In a museum on the grounds of the Greek Agora, which some have described as the birthplace of democracy, we were intrigued to see some examples of the kinds of ballots used for voting in classical Athens. As you can see, they are little clay discs onto which were scratched the name of the candidate that each voter supported. Candidates, we were told, often created many such discs and passed them out to the voters as part of the campaign process.

These other two artifacts were found inside the National Archeological Museum. The first is an example of the kinds of masks worn by performers in the greek theater -- in this case, this is a grotesque buffoon of the kind who might appear in a Greek comedy.

 

And this is a marble statue of Hermes found in Siphnos. The sign explains, "Hermes was, among other properties, the patron of travelers, therefore herms were erected at roads and crossroads. The Phallus carved not the front face of the pillar is both a symbol of pleasure and an apotropaic element." In case you are wondering, apotropaic means that it was designed to ward off harm and evil influences, or to bring good luck.

I was hoping that Hermes would watch over us as we began to get ready for our return to the United States.

I mentioned last time that I was starting to spend more and more time hanging out in Mickie D's in Europe. As I did so, I started to develop some interest in the processes of localization and the ways that the franchise has begun to adjust its menu to reflect cultural differences in regions around the world. Here, for example, is a sign for the Greek Mac (spotted in Athens). As you can see, if you look closely, the Greek Mac consists of two hamburger patties wrapped in Pita bread, with yogurt sauce, tomato slices, and onions.

Below it, there's a sign for  Il Mac (as seen in a fast food establishment in Rome.) which uses parmesan cheese.

 

And in Paris, we saw people eating the McBaguette  -- the name tells the whole story, but here's a news clip announcing its debut, which I found on the web.

So, maybe Quentin Tarantino was onto something when he has his gangster protagonists in Pulp Fiction exploring the cultural nuances of what's on the fast food menus of Europe. Just thought you'd want to know.

 

ROME, ITALY

http://www.youtube.com/watch?v=zwmSMwXIkZQ

It used to be said that all roads lead to Rome. In our case,our entire grand tour of Europe ended up there. Cynthia and I had been boning up for this leg of the trip by working our way back through our boxed set of dads from HBO's Rome, not to mention Audrey Hepburn in Roman Holiday,  at night in our hotel rooms. Rome is of course much to vast and diverse a city to do justice to within a few days time, and its culture spans most of written history. We made a conscious decision that this trip we were going to focus primarily, if not exclusively, on Ancient Rome, and would hold off on Renaissance and Catholic Rome for future adventures.

But, first, I need to do two final presentations. First, I gave a live webcasts to librarians and information officers working in U.S. Embassies around the world as part of their "Window on America" series. After some brief opening remarks, the program's host asked me to respond to questions sent by Twitter from many different countries, primarily focused on the impact of new media on learning and literacy, on books publishing, and on civic and political participation.

Later in the trip, I had a chance to sit down and talk with David H. Thorne, the current U.S. Ambassador to Italy, and a key member of the Obama 2008 campaign, where we had a great exchange about the impact of new media on American electoral politics.

The U.S. Embassy also underwrote my talk at the European Institute for Design, which was hosted by Max Giovagnoli. Max has run the Ted X Transmedia conference in Rome. Here's a video of Max talking about his own work as a transmedia designer.

http://www.youtube.com/watch?v=zmsXIGwEQz8

He is also the author of Transmedia Storytelling: Imagery, Shapes, and Techniques, which takes a theoretically informed perspective on the challenges designers face in seeking to construct a transmedia narrative.  Max was a most agreeable host who, even after listening me drone on for several hours about my research, and taking us out to dinner, was nice enough to take Cynthia and I for a midnight tour, which offered us an amazing vista of the ancient Roman ruins.

The school had hired a translator who was used to working with diplomats and so was incredibly slow and precise, which drug out my talk past the breaking point, probably for everyone involved, but the audience was incredibly polite and patient, leaving quietly if they needed to do so, but a high percentage of them stuck it out to the end of the presentation.

While we were visiting the design school, I had a chance to review some of the amazing works being done by their students, who are working with games, transmedia, comics, and video/film production, and often making playful use of images and techniques from global popular culture. If you follow this link, for example, you can see a dynamic public art project developed in collaboration with Warner Brothers to mark the release of the Amazing Spider-Man movie in Rome.  After all of the many Spider-Man sightings on this trip, I am convinced that Spidey represents the modern day equivalent of Hermes, the Patron of Travellers. I also did a video interview which recently made its appearance on the web.

http://www.youtube.com/watch?v=LLe_VWsqS9o&feature=youtu.be

http://www.youtube.com/watch?v=kuwFDnDC4bI&feature=youtu.be

Getting into the spirit of my ongoing exploration of slapstick signs in Europe, Max recently shared with me this especially vivid "No Entry" sign located near the entry to the IED.

We then had two days, more or less, to play tourists in the ancient Roman empire, and we decided to split it between seeing the sights in Rome proper and taking a day trip out to Pompeii. Here, you see me standing in front of what is probably Rome's most recognizable landmark -- the Colosseum.

 

We quickly discovered that warning signs in the ancient world are as hysterically funny as their modern day counterparts. Here's a sign, for example, inside the colosseum, which I suspect was intended as a warning for visitors not to try to feed or pet the Tigers.

And here's a mosaic which Cynthia saw at an exhibition on glassblowing in the ancient world which seems to be offering a similar message about the risks of trying to get too friendly with crocodiles.

 

And finally, here's a "Beware of Dog" mosaic from the entry way to a house in Pompeii. It actually says "Beware the Dog" in Latin, though the letters are hard to see here, as they have faded through time.

 

The message I took from all of this was that the ancient world was encountering creatures from all over the world, but they had not yet figured out that a great many of them bite.

While we are talking about animals, here's another gratuitous cat picture, this one taken amongst the ruins of the Baths of Diocletian.

We saw brides and grooms wandering around a good chunk of Europe, including in front of the Eiffel Tower in Paris, on the grounds of Versailles, under the bridge of Sighs in Venice, and I could have filled an entire blog post just with pictures we took of loving young couples, but somehow, this image of a bride and groom walking in to the future together, captured near the Roman Forum, was too special to resist.

I have always been interested in Trajan's Column since Scott McCloud described it in Understanding Comics as an important predecessor of the sequential arts. A series of carvings depicting the he epic wars between the Romans andDacians (101–102 and 105–106 AD) spiral around the 98 foot tall column. It's hard to tell from what vantage point anyone could actually process the sequence of images, but McCloud argues, convincingly, that they break the action into a series of panels, which then are laid out sequentially, so that we are invited to read across them to construct the narrative.

 

 

This memorial is not from ancient Rome, but it's a great illustration of the ways that subsequent Italian governments sought to mobilize the glory that was once Rome to create its own powerful myths of national origins. Constructed between 1885 and 1911, on the northern slope of the Capitoline Hill, Il Vittoriano manages to take every cliche about ancient Rome and pile them together to create one massive spectacle.

While wandering around the various museums dedicated to antiquities, we stumbled upon this wonderfully complicated looking Coffee vending machine. We all know how much the Italians love their coffee, but this seems to be a coin-operated equivalent of Starbucks, allowing you to order an astonishing array of hot caffeinated beverages.

 

POMPEII, ITALY

The following day, we made our way by train out to Pompeii. Somewhere along the way, my pocket was picked and my wallet was stolen, which I only discovered while I was wandering around inside the ancient ruins, so we ended up having to sit up most of the night before we left to head back home on the phone canceling credit cards (or trying to do so) and dealing with various bureaucracies, and then, trying to figure out how we were going to pay for our hotel room and our cab to the airport. It was needless to say not the most fun we had on the trip. Ironically, we made it all the way across Europe without losing a bag, only to have our luggage get significantly delayed flying into LAX, and we only had to deal with robbers our last day abroad. We must have done something to cross Hermes (or Spider-man, depending on which is now the operative deity for international travelers.)

It's hard to imagine a better last place to visit in the grand tour than Pompeii, this ancient Roman city, which was partially burried by the eruption of Mount Vesuvius in 79 AD. It has both haunted (and titilated) visitors for several hundred year's now, and it offers us a unique window into the everyday life of the ancient Roman empire. Ironically, given the massive destructive force the volcano unleashed on its residents, Pompeii remains much better preserved than the ruins in Rome or Athens, both of which were subjected to human vandals through the years. Nothing I had read about Pompeii prepared me for the scale.

 

We spent an entire day wandering its streets, walking into one house or business establishment after another, from the fast food restaurant depicted here (with its multiple ovens for cooking food for commercial dining) to the public baths and the brothels (with the very explicit erotic art which scandalized the Victorians and has been tourist bait ever since.)

Part of what I will carry away with me are the brightly (even garishly) painted walls

and the well preserved murals, which give us a taste for the aesthetic sensibilities of the different classes which lived together in Pompeii.

As we were leaving Pompeii, we walked past a warehouse where the archeologists store some of the assorted old artifacts they are working with -- including a large number of Amphora, and in this case, one of the plaster bodies left behind by the city's human inhabitants. These casts were created by pouring plaster into the large number of air holes left in the volcanic ash around Pompeii, which turned out to be the airspace left behind when the victim's bodies decayed. These casts offer us an incredible glimpse into the human pain and suffering that the eruption wrought on the residents of this once great city. I had seen Voyage in Italy at the Bologna Film Festival, which has a remarkable sequence showing the casting process, which gave me an even more vivid understanding of what we were looking at here.

And this concludes Henry and Cynthia's Excellent Adventures. We will  now return you back to our regularly scheduled blog posts.

 

THE END

 

 

 

 

How I Spent My Summer Vacation: Germany (Round Two) and the Czech Republic

  Delmonhorst and Breman, Germany

Our travels next took us back through Germany -- to the town of Delmonhorst in Lower Saxony. Here, I participated in a conference, organized by Martin Butler and centering around the "precarious alliances" which shape the relations between authors, readers, editors, publishers, translators, critics, archivists, and booksellers, among others, each of whom helps to shape the nature of literary production. This was an intimate event -- roughly 20 academics, mostly European, a few American -- sat around in a seminar room for three days and talked about each other's work. For me, this kind of prolonged engagement was a rare treat, especially when coupled with the fact that the topic -- which centered mostly around print culture -- was a little askew to what I normally look at  and most of the papers, by and large, focused on pre-20th century forms of publication. I gave the opening keynote, using J.K. Rowling's complex relations with Harry Potter fans and readers, as the central focus of my analysis, but giving the group a taste of what publication means in the era of "spreadable media."

The other keynote talks came from James L. West Jr. (Penn State), who has helped to manage the republication of the works of F. Scott Fitzergerald, and shared some of the behind the scenes negotiations which shape  posthumous publications (and along the way, told some great stories about consulting with Baz Luhrman on the forthcoming, now delayed, Great Gatsby movie), Wil Verhoeven (Gronigen) who spoke about "print capitalism" and the establishment of "political modernity" in England, and Claire Squires (Stirling), author of Marketing Literature: The Making of Contemporary Writing in Britain, who described the ways new modes of digital publishing and online book selling were disrupting older printing practices.  Other memorable presentations include a critique of the rhetoric of participation as deployed by some contemporary marketing projects by Martin Butler (Olderberg), a talk on the packaging of best selling genre fiction in Post-socialist Russia by Ulrich Schmid (St. Gallen),  a discussion of the political and cultural debates surrounding the Booker Prize by Anna Augustcik (Oldenburg), and a talk about the construct of the impoverished author in early Modern France by Geoffrey Turnovsky (Seattle). These exchanges, which dealt with print as a medium and as a set of cultural practices, rather than as a fixed canon of great works, were refreshing for me and seemed to open a path forward for future multidisciplinary conversations around similar topics.

Cynthia and I especially enjoyed getting to know Verhoeven and his partner, Amanda Gilroy, who drove down  precisely to meet me. Gilroy recently published a fascinating essay dealing with how she used fan fiction writing activities to get her students to engage more closely with the works of Jane Austin, an essay I know would be of particular interest to many of our readers.

The conference organizers allowed a fair amount of downtown for us to explore the city and its surrounding area. A few blocks from our hotel, there was a beautiful park, where we ran into this brace of ducks.

 

 

And in the town proper, we had yet another Spider-man sighting. It would seem that for a U.S.-based superhero, he gets around!

 

 

One night, a party of the speakers went into Breman, nearby, for dinner and a stroll around the historic districts of this German city, which was referenced by Ptolemy as early as 150 AD.  Like many German cities, Breman was heavily bombed during the Second World War, but it has made concerted efforts to restore some of the beautiful old buildings.

 

 

Praha (Prague), Czech Republic

 

When I arrived in Praha, I was greeted with posters depicting me as a somewhat paunchy superhero, flying high above the  Žižkov Television Tower,  a local landmark. These posters had been made by Luis Blackaller, a former MIT Media Lab student, who now lives in Los Angeles and occasionally sits in on my classes.

The poster had been commissioned by Jaroslav Švelch, who had spent several years as a visiting scholar through the MIT Comparative Media Studies Program, and now teaches on the Charles University Faculty of Social Sciences. Svelch had helped to organize a day-long symposium, Transmedia Generation: On Empowered and Impassioned Audiences in the Age of Media Convergences, in honor of my visit. We were grateful to receive funding from the U.S. Embassy in Pradha to help support this exchange between American and Czech based scholars.

Here is my talk (a variant on the one I had given at the Telefonica conference in Madrid).

http://www.youtube.com/watch?v=FTdZN4UUXY4&feature=youtu.be

Sangita Shresthova, a former CMS Masters Student, who now heads up our Civic Paths research team at USC, flew in for the event. Shresthova is part Nepalese, part Czech, and grew up in Praha, as she notes in the opening segment of her talk  about Bollywood dance and its fan following around the world. I featured Shresthova's book, Is It All in the Hips?: Around the World With Bollywood Dance, earlier this year, on my blog. 

http://www.youtube.com/watch?v=VDlBDDfdjAU

Here's  Švelch''s own talk which shared some of his research about fan subbing practices, especially concerning Game of Thrones, in the Czech Republic.  Švelch' has a background in translation studies, even though much of his recent work has dealt with computer games and other aspects of digital culture, so this project allowed him to combine several of his interests.

http://www.youtube.com/watch?v=AabX2ZA-5MQ&feature=relmfu

I was especially intrigued by this presentation by Nico Carpentier (Free University of Brussells), who has been exploring what we can learn about new forms of participatory culture by digging more deeply into the literature around participatory democracy. I was a bit nervous when I saw the title of his talk, "The Dark Side of Online Participation," but I left enormously excited by the work he is doing. Carpentier argues that legitimate claims for advances in opportunities for meaningful participation are drowned out by a rhetoric of participation which as often as not is little more than marketing. He wants to create some conceptual models which allow us to appraise what kinds of participation are on offer, seeing meaningful participation as involving the redistribution of power and the flattening of traditional hierarchies and inequalities. This is precisely the kind of work which should be done right now at the intersection between critical and cultural studies.

http://www.youtube.com/watch?v=spOs-kwNw3U

I made no secret of my excitement over discovering Carpentier and his work when Sangita, Nico, and I shared a panel together for the symposium's final session, which dealt with the political and educational implications of the research we had presented.

http://www.youtube.com/watch?v=4IJx7OycB84&feature=relmfu

Since I have been back in Los Angeles, Carpentier and I have been working on a dialogic piece which explores more fully the similarities and differences in the ways we are thinking in our current projects about the nature of political participation.

To be honest, the conference was, in some ways, an excuse to have  Švelch and Shresthova show Cynthia and I around Praha. After speaking to so many different groups and meeting so many new people, it was a luxury to be able to hang out and have fun with two old friends.

 

 

I would say that we painted the town "red," but somehow that might have a different connotation when talking about a post-socialist country. But, we had a wonderful time wandering the streets and taking tram trips together as they tried to introduce us to as much Czech culture as I could possibly absorb in a few days time.

 

As I sit here some weeks later and try to put into words my scattered impressions of Praha, I feel like it comes out as something like "Pretty, Shiny, Golly Whiz!", where-as something of the beauty and splendor comes through in Cynthia's photographs.

 

As Jaroslav, Cynthia, and I were walking along the banks of the Vltava River, we ran straight into two other Comparative Media Studies affiliates --  Zuzana Husárová and Amaranth Borsuk  -- both visiting Eastern Europe to attend a conference about digital poetry and storytelling. Here, you see the Praha Castle towering over the river, while on this sunny afternoon, you can see all kinds of boats out cruising along the river.

 

 

This is Jaroslav's photograph of Cynthia and I in front of some of the old buildings which survive from the 1891 Jubilee Exhibition. We were here visiting another late 19th century panorama, in this case depicting the Battle of Lipany (fought in 1434). Our exploration of late 19th popular amusements also took us to visit a Hall of Mirrors, also from 1891, and also very much still alive as an attraction for contemporary tourists.

 

 

 

We were fascinated by the old world charm of Praha, especially the decorated facades of buildings which date back to the Art Nouveau period.

 

 

One of our discoveries on this trip was the work of the Czech Art Nouveau graphic artist, Alphonse Mucha, whose paintings, illustrations, advertisements, postcards, and designs captured the spirit of Prague as it entered into the 20th century. I found this video on YouTube which shares some of Mucha's story and work.

http://www.youtube.com/watch?v=OWvrIvs7LKY

 

But we were also very much taken by the aesthetic of contemporary Praha street art.

 

We were very much amused to stumble upon this fine establishment, dedicated to preserving the memory of this classic 1970s vintage American cult series and the lifestyle which it embodies. Starksy and Hutch was very much an active fandom when I wrote Textual Poachers, though I don't run across many references to it today. I wanted to share this image in honor of all of you old school fans out there!

 

Visiting this former Soviet block country brought back a rush of memories for me as a child of Cold War America. Perhaps the most powerful concerned the CBS Children's Film Festival, a staple of my childhood.  (You can learn more about the program on this Kukla.TV fan website. )This program ran every Saturday afternoon, just as the morning cartoon shows started to give up the ghost, and spill over into programming intended for adults. The program was hosted by Kukla, Fran, and Ollie and dedicated to sharing films focusing on the lives of children from around the world. When I looked the program up on the web, I was struck by how many of the stories I remembered most vividly had come from Czechoslovakia, which was known during this period for its production of children's films. Here, for example, are segments from two of the films shown during the Children's Film Festival:

Adventure in Golden Bay   Dobrodružství na Zlaté zátoce (1956)

http://www.youtube.com/watch?v=xih0OcQgjc8

Captain Korda  Kapitán Korda  (1970)

http://www.youtube.com/watch?v=82yaOhzjbtk

Many of the other films shown on the series came from the Soviet Union, Yugoslavia, Poland, Eastern Germany, and a range of other Warsaw Pact countries. These memories have left me very curious how it was possible for so many of these films to air on network television during a period of time when political tensions between the United States and Eastern Europe were at such a level of intensity, and also to ponder what impact this early exposure to global diversity might have had on my generation's relationship to the rest of the world. Certainly, there are children's film festivals hosted by museums and cultural institutions around the United States today, but there is no such commitment from commercial broadcasters to insure a more cosmopolitan diet for contemporary youth.

A window display of wooden marionettes suggested the continued process of cross-cultural exchange, as Charlie Chaplin, Harry Potter, and Jack Sparrow hang alongside Old World witches and trolls.

 

 

The Czech people have long been among the most accomplished puppet makers and performers in the world, and this fascination with puppetry has often influenced their filmmaking, resulting in a strong tradition of puppet animation. Looking for more information about the puppet shops and theaters we saw in Praha, I stumbled onto this website, which also shared a delightful cartoon produced by students in their summer program.

http://www.youtube.com/watch?v=tIQsmLTv6UY&feature=player_embedded

While I was in Praha, I was interviewed by Pavel Kořínek, who wanted to get my thoughts about the current state of Comics Studies, as an emerging field of research. He was nice enough to give me Český Komiks 2000-2010, a wonderful collection of contemporary Czech comics.  Here's a useful Wikipedia entry that overviews the history of Czech comics. Jaroslav helped to fuel my growing interest in this graphic tradition by taking me to a small museum dedicated to the works of Kaja Saudek, perhaps the most important Czek underground comics artist of the 1960s and 1970s. Saudek was inspired both by the traditions of mainstream American comics, especially superheros but also Walt Disney and Carl Barks. He was also transformed by his encounters with the work of R. Crumb and Richard Corben. Here's what came out when these worlds collided. Saudek's work conveyed something of the spirit of the youth culture which contributed to the Prague Spring movement in 1968.

Jaroslav and Sangita also took me to Terryho ponožky (Terry’s Socks), located by the box office at the Světozor art house cinema just off Wenceslas Square. Terry's Socks was named after Terry Gilliam who famously left a sweaty pair of socks on a Prada movie theater's stage after a public appearance. Terry's Socks is by reputation the best place to shop in Prague for DVDS. I went there in search of what I could find of the Czech New Wave film movement, and brought back some real treasures. As it happens, Americans who want to know more about the explosion of cinematic creativity which hit Praha in the 1960s can now buy a number of classic works in Criterion's Pearls of the Czech New Wave box set, released earlier this summer. See below an especially memorable sequence from Věra Chytilová's 1966 film Daisies, which is included in the anthology.

http://www.youtube.com/watch?v=zm9Gh8Fpy0c

 

While I was in Praha, I was contacted about appearing on one of the Czech Republic's late night news program. They featured me for a full half hour, sharing my thoughts about new media literacies, digital activism, and participatory culture. What surprised me was that the interview ran in real time with the reporter Peter Fischer interviewing me in Czech, which was translated off camera into English, which I could hear on my ear phone, and then I spoke in English, which was then translated into Czech for the television viewers.

 

Here, you see Jaroslav and I sharing a last cool drink together in the Prague train station before Cynthia and I departed on an 8 hour rail journey to Budapest.

 

Coming Soon: Budapest and Bologna

How I Spent My Summer Vacation (Part One): Germany

This is the first of a series of blog posts which will share images, videos, and impressions from my extensive lecture tour this summer across Europe. I think of these posts as the equivalent of a scrapbook. For me, they are a way of consolidating my impressions on what were truly transformative experiences and encounters. I am hoping for the reader they will function as one part travel guide and one part overview of some key figures and developments in Europe around the topics which I regularly cover here.

 

The Journey Begins

Over the course of ten weeks, I ended up giving more than 30 talks and visited 12 European countries at a moment of tension and transition within the European Union. As someone commented on my Facebook page near the end of the trip, "Now everyone in Europe has had the chance to hear Henry Jenkins speak at least twice."

In almost every case, it was the first time my wife and I had visited those places and so we engaged with each with curiosity and excitement. I had never really been able to spend significant amounts of time in Europe before, having not had the resources to be a foreign exchange student in high school, to do the Junior semester abroad programs as an undergraduate, or to hitchhike across Europe after graduation, all the stereotypical ways Americans get to know Europe.

As Convergence Culture began to be translated into many European languages, I felt a very strong desire to visit Europe in a more substantial and systematic way, to engage in conversation with the people who were reading the book, and to learn more about how its themes were playing out in a European context. But, the trip kept getting put off as I struggled with my decision to leave MIT and then dealt with the transition to USC, and so this summer was the first time I could make this dream into a reality.

The timing could not have been better, since I could also now use the trip to talk about a range of forthcoming projects, each of which build on the foundations of ideas introduced in Convergence Culture, including a special issue of Transformative Works and Cultures on fan activism (which I co-edited with Sangita Shreshtova and the members of my Civic Paths team), Spreadable Media: Creating Meaning and Value in a Networked Culture (Co-authored with Sam Ford and Joshua Green, and due out in January), the 20th anniversary edition of Textual Poachers: Television Fans and Participatory Culture (coming out from Routledge this fall), and Reading in a Participatory Culture (co-edited and co-written with a group of former students and researchers associated with the New Media Literacies Project, due out from Teacher's College Press by the end of 2012.) For me, these projects represent the finalization of many ideas and projects started at MIT and now reaching completion.

Finally, this summer represented a moment of transition as I start really working on book projects which represent the conceptual breakthroughs I have made since starting work at USC, and thus, the summer was a way of clearing my head, refocusing my thinking, as I prepare for some new ventures.

This trip would not have been imaginable without the hard work of Amanda Ford, my ever-resourceful assistant, who coordinated with my hosts at each of these cities to resolve the many, many details involved in pulling off a trip on this scale, certainly the most extensive, exhaustive, and exhausting trip I've ever tackled. I also could not have done it without the partnership of my wife, Cynthia, who acted as the "official photographer" on the trip (almost all of the images I will be running in this series are hers) and also helped to puncture my ego whenever needed to prevent too much swelling of the head.

Marburg

Our trip began in Germany and I recall those first few days through a deep haze -- one part end of term exhaustion, one part jet lag. But one of the more surreal aspects of our first leg was waking up from my sleep in the middle of the afternoon on the first day to the sounds of hail hitting the balcony outside my room and looking down into the streets below, more or less covered with ice. Keep in mind that this was the first week of May and that no one in Marburg could recall having seen a hail storm this late in the year before.

 This is not the best of pictures, but it gives you some sense of what we saw  from the hotel window. I think back on the hail storm as ironic in several senses. First, as any American will tell you, Europe suffers from a severe shortage of ice otherwise. Even when you beg waiters for ice, they return with one or two small slivers, not convinced that it is really healthy to have ice in your drinks. So, the travel gods delivered most of the ice we'd see the whole trip in one dump. And second, by the time the trip was ending, the weather in Europe was sweltering and we were on the verge of melting into the asphalt, so the move from a hail storm in Marburg to 100 degree days in Athens or Rome, says something about just how long we were on the road.

Marburg is a classic medieval German city -- narrow, winding streets, buildings with lots of "gingerbread" decorations -- and it feels as if it were a location in the fairy tales of the Brothers Grimm. This is no accident since the Brothers Grimm spent a portion of their lives here and that many of their visits into the country side to collect local folk tales which form the basis of their narratives were in the region around this town.

As a consequence, my second really surreal encounter in Marburg was seeing this statute of our Friendly Neighborhood Spider-Man hanging outside a very old world looking comic shop.

 My host for this leg of the journey was Malte Hagener, who has recently published (with Thomas Elssasser) Film Theory: An Introduction Through the Senses , which offers an approach to classic problems in cinema studies through a framework that is highly appropriate to those of us working in Comparative Media Studies. I plan to use some of its chapters in my course on Medium Specificity this fall.

First, there was a lively informal conversation with a room full of bright undergraduates (many of whom were doing projects dealing with transmedia entertainment or fan studies or game studies). They had been asked to read my recently published essay on the Harry Potter Alliance and fan activism, which gave me a chance to talk more generally about our work on new media, youth, and political participation, and exchange perspectives on everything from the Arab Spring movement to the ways Occupy Wall Street had impacted current debates around the European economic crisis. Later that night, at the University of Marburg, I delivered the first of the trip's formal lecture dealing with the ideas from Spreadable Media.

After,  Hagener and his colleagues took my wife and I on a walk through the old sector of the city and to dinner. We had arrived at the height of Germany's "cult of the white asparagus," which meant that for a few weeks each year a good chunk of the menu was dedicated to this distinctive vegetable, which was served in various soups or stews, cooked into various pastas, served as the main dish with many different kinds of sauce, or served with ham and other local meats. I had never had white asparagus before but by the time this leg was done, we would have enjoyed it for a number of meals. It is larger than the green asparagus we mostly have in the States, but it was surprisingly not at all tough or fibrous, more or less melting in your mouth, and also very sweat tasting.

Gottingen

From Marburg, we traveled by train to Gottingen, where I was greeted by Jason Mittell, who has been spending his sabbatical year in residence at Georg-August-Universität Göttingen, where he has joined a group of researchers working on contemporary and historical forms of serial entertainment. I have known Jason since he was a graduate student at the University of Wisconsin-Madison and we've worked together many times, especially through the Futures of Entertainment Consortium, and he runs one of the very best academic blogs in media studies, Just TV. Below you can see a photograph of the two of us walking through the streets of his temporary home town.

 Jason, for example, took us for our first of many visits to cathedrals in Europe -- in this case, the St. Jacobikirche (St. Jacoby), which is unexpectedly decorated with candy cane red and white stripes inside. St. Jacoby is called the "dancing cathedral" because the architects used a variety of optical effects in its design which created a strange "buzz" or warping effect on the eye.

 

Here, you see the window of Cron und Lanz, a truly phenomenal bakery and candy shop. There had been a German Bakery in Atlanta near where I grew up, which carries enormous sentimental importance in my childhood memories. I especially associate it with these great gingerbread man cookies which we would get every year at Christmas. I still seek them out if I have reason to be in Atlanta this time of year, and my friend Laurie Baird, until recently with Turner Broadcasting, will bring me a box if we have a chance to meet. I was having fantasies of tasting authentic German gingerbread, but even though it is available year round in Atlanta, it seems to be a seasonal treat here, so no such luck.

 But, Jason introduced us to another seasonal delicacy -- chocolate Maikäfer or May Bugs, which are associated with the celebration of May Day in this part of Germany. It's hard to see them in the window of the bakery, but there was another whole window displaying various sized chocolate bugs. This is a close up of one such creature who I bought at the shop and later consumed in my hotel room (with the apples used just to give you a sense of scale).

 Here we see the two of us, alongside many of Jason's students and colleagues, who were all part of the the Research Unit for "Popular Seriality -- Aesthetics and Practice", shortly after an intense afternoon bull session.

 The discussion was organized around a chapter we shared from Spreadable Media , which dealt primarily with the ways the television industry understands the concept of "engagement", its struggles to adequately measure and capitalize on the value of audience participation in its franchises, and the ways these trends have shaped the push towards transmedia storytelling. But, our discussion was far reaching, covering many different points of intersection between our research projects. This was the first time I had encountered a very German academic practice. Rather than clapping after the end of a presentation, here and elsewhere in Germany, the audience rapped their knuckles on the table top.

Below you see some members of the very engaged audience at my evening public lecture, based on my new book project, Comics...And Stuff, which deals with the ways contemporary graphic novels are helping us think about our relations to material culture and the practices of collecting in an era of eBay and other forms of networked consumption.

 This project combines formal and thematic considerations of the works of nine contemporary comics artists from the Anglo-American world. This was the first time I had done a public presentation of these ideas, which are still very much taking shape in my head, so the talk had an exploratory and improvizational tone (i.e. I was partially making it up as I went along). Gottingen turned out to be the ideal audience for such an early presentation of these ideas, since there were people in the audience from my diverse fields, many of whom were doing work on popular representation, art history, popular memory, material culture, networked consumption, and above all, a surprising number doing work on comics and graphic storytelling.  Among them were Daniel Stein and Alexandre Starre.) The audience was generous and generative in sharing their reactions to my ideas and helping me think out loud about this project which will dominate much of my writing time for the coming year.

Frankfurt

From there, we traveled to Frankfurt by train. Below is the Frankfurt train station, the site of an especially memorable moment of transcultural misunderstanding. As I was walking through the train station, I spotted a sign advertising Berliners. I have always been bemused by the story of John F. Kennedy's trip to Berlin where he sought to express solidarity with the German people by claiming he was also a Berliner, but ended up, via a mistranslation, announcing to the world that he was a jelly doughnut. So, I had to have a Berliner, and my wife wanted them too, so I went to the counter, only to find that the sales woman did not speak any English and I spoke no German. So, I pointed at the doughnuts and held up two fingers. She spoke very fast in German and held up three fingers. But, I only wanted two doughnuts, so insisted on two, and this went back and forth for some time, before some other customer took mercy on me, suggesting that the woman was trying to tell me that the doughnuts were three for the price of two, and so, in the end, I walked away with three.

 I mean this as no insult to the people of Frankfurt, but this city was intended primarily as a bolt hole where I could lock myself away for a few days and finish off grading for my semester at USC. I had left on the last day of classes and by this point in the trip, the papers for my graduate seminar on Fandom, Participatory Culture, and Web 2.0 were coming in electronically, and I needed to take some time out to grade them in a city where I had no local contacts, no scheduled talks, and thus would not be disturbed. You can see me here grading in the hotel room.

 But, ultimately, I could not visit Frankfurt without doing some exploring. Cynthia and I took a break from grading to do a walk through rain soaked city streets and to visit the Deutsche Filminstitut, which has a museum focused on the history and art of motion pictures and is highly recommended. We especially enjoyed spending time on a floor focused around 19th century forms of media. In the past, these materials would be framed as "the prehistory of cinema," but increasingly, there are the source of fascination in their own right. I am a very modest collector of such artifacts of this earlier moment of media in transition. I especially admired the juxtaposition created here between magic lantern shows (which deployed a broad array of special effects and optical manipulations) and the work of Georges Melies, which turns out to have a remarkably similar aesthetic, though these connections have rarely been explored by film scholars. The museum also has a large collection of materials associated with Charlie Chaplin, including toys, advertisements, and other collectibles, showing the transnational fan culture which grew up around his work.

Giessen

Grading completed, we then took a train to Giessen, a small, somewhat sleepy little German village, where I ran a master class for graduate students doing work on various topics in media and popular culture through International Graduate Centre for the Study of Culture (GCSC). The talk had been organized by Joern Ahrens, who I knew from his time as a visiting scholar at Comparative Media Studies, but he was unfortunately called out of town before I arrived. Nevertheless, I found my time with the students cordial and engaging, as might be suggested by these two photographs from the session.  While I was interacting with the students, Cynthia got to explore a quaint old country cemetery which was just on the edge of the campus. This is one of the many beautiful images she captured there.

Stuttgart

From there, we traveled to Stuttgart, where I participated in FMX, a trade-show/festival focused around animation, games, special effects, and other forms of digital entertainment. I was featured on a special track of programming focused on transmedia which was co-hosted by the fine folks at 5-D, which runs transmedia and world building themed events here in Los Angeles.

Today's program included Scott Walker, one of the key organizers of the Los Angeles area Transmedia Meetup, who has done some innovative thinking about audience engagement strategies through his company, Brain Candy; Femke Wolting, who is part of the acclaimed team at Submarine Channel, which has done many transmedia projects in both fictional and documentary storytelling; and Nuno Bernardo from beActive, a transmedia from Portugal producer who recently published The Producer's Guide to Transmedia .

I delivered a talk on the Future of the Content Industries, which would be a core talk I delivered multiple times across Europe. But, for me, the high point was getting to participate in an open-ended conversation about world building and story telling with Alex McDowell, the noted British-born production designer who most recently has been shaping the look and feel of the upcoming Superman movie, and Shekhar Kapur, the Indian born producer associated with The Bandit Queen and the Elizabeth movies, among other projects. We brought very different perspectives to the topic in terms of our professional stakes and our cultural backgrounds. This conversation, and subsequent talks with Kapur at the conference dinner, ranked as one of the  intellectual high points of my time in Europe. The exchange was marked by constant shifts in tone from the philosophical or even "spiritual" to the intellectual to the personal to the professional, each of us circling around some of the most challenging issues surrounding the nature of entertainment in a transmedia and transnational era. I am sharing the video with you here thanks to special efforts by the 5D and FMX staffs, so thanks guys.

5D: The future of Storytelling in Transmedia at FMX 2012 from Dave Blass on Vimeo.

For more about transmedia at FMX, check out Scott Walker's very perceptive blog post, which shares his impressions not only of the day of programming I participated in but also other highlights from the week long festival. See also here an interview I did about transmedia for a German blog as part of the publicity build up for my appearances in his country.

While I was at the convention, I also shot an interview with Klaus Uhrig, a producer for Bayerischer Rundfunk. Uhrig is preparing a documentary for national television dealing with issues of collecting, ownership, and publishing, as phenomenon undergoing profound transition as we move into the era of cloud computing. More and more, we are not going to own the media we consume -- whether television programs, movies, or books -- but rather we will access them (in effect, rent them) from their publishers. As someone deeply invested in collector culture and very excited to own so many of my favorite media texts in DVD, I am a bit concerned about the uncertainities of access such an era is apt to produce. After all, Borders has never gone into my home and removed books I've bought from my bookshelf, but Amazon has been called out several times now for removing or disabling digital books from people's iPads and Kindles. And, where media availability is concerned, what iTunes and Hulu giveth, they can also withdrawal on their whim, something which is going to have serious consequences for media educators who want to predictably show certain core works semester after semester to their students. So, I am not normally cranky about the future, as anyone reading this blog knows, but to me, there are disturbing implications for our current moment of corporate "curation" and cloud based publishing, which we urgently need to be discussing. You see here a photograph of the producers interviewing me for the program.

Next Time: Portugal